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			46272 lines
		
	
	
		
			1.0 MiB
		
	
	
	
	
	
	
	
/**
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						|
 * Copyright © 2010-2018 three.js authors
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 * github: https://github.com/mrdoob/three.js
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 * license: MIT License
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 * version: 92
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 */
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(function (global, factory) {
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	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
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	typeof define === 'function' && define.amd ? define(['exports'], factory) :
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	(factory((global.THREE = {})));
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}(this, (function (exports) { 'use strict';
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	// Polyfills
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	if ( Number.EPSILON === undefined ) {
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		Number.EPSILON = Math.pow( 2, - 52 );
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	}
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	if ( Number.isInteger === undefined ) {
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		// Missing in IE
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		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
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		Number.isInteger = function ( value ) {
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			return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
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		};
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	}
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	//
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	if ( Math.sign === undefined ) {
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		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
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		Math.sign = function ( x ) {
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			return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
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		};
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	}
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	if ( 'name' in Function.prototype === false ) {
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		// Missing in IE
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		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
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		Object.defineProperty( Function.prototype, 'name', {
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			get: function () {
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				return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
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			}
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		} );
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	}
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	if ( Object.assign === undefined ) {
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		// Missing in IE
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		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
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		( function () {
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			Object.assign = function ( target ) {
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				if ( target === undefined || target === null ) {
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					throw new TypeError( 'Cannot convert undefined or null to object' );
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				}
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				var output = Object( target );
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				for ( var index = 1; index < arguments.length; index ++ ) {
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					var source = arguments[ index ];
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					if ( source !== undefined && source !== null ) {
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						for ( var nextKey in source ) {
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							if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
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								output[ nextKey ] = source[ nextKey ];
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							}
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						}
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					}
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				}
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				return output;
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			};
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		} )();
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	}
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	/**
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	 * https://github.com/mrdoob/eventdispatcher.js/
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	 */
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	function EventDispatcher() {}
 | 
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	Object.assign( EventDispatcher.prototype, {
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		addEventListener: function ( type, listener ) {
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			if ( this._listeners === undefined ) this._listeners = {};
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			var listeners = this._listeners;
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			if ( listeners[ type ] === undefined ) {
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				listeners[ type ] = [];
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			}
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			if ( listeners[ type ].indexOf( listener ) === - 1 ) {
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				listeners[ type ].push( listener );
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			}
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		},
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		hasEventListener: function ( type, listener ) {
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			if ( this._listeners === undefined ) return false;
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			var listeners = this._listeners;
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			return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
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		},
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		removeEventListener: function ( type, listener ) {
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			if ( this._listeners === undefined ) return;
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			var listeners = this._listeners;
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			var listenerArray = listeners[ type ];
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			if ( listenerArray !== undefined ) {
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				var index = listenerArray.indexOf( listener );
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				if ( index !== - 1 ) {
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					listenerArray.splice( index, 1 );
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				}
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			}
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		},
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						|
		dispatchEvent: function ( event ) {
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						|
			if ( this._listeners === undefined ) return;
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			var listeners = this._listeners;
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			var listenerArray = listeners[ event.type ];
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						|
			if ( listenerArray !== undefined ) {
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				event.target = this;
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				var array = listenerArray.slice( 0 );
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				for ( var i = 0, l = array.length; i < l; i ++ ) {
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					array[ i ].call( this, event );
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				}
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			}
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		}
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						|
	} );
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	var REVISION = '92';
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						|
	var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
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						|
	var CullFaceNone = 0;
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						|
	var CullFaceBack = 1;
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						|
	var CullFaceFront = 2;
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						|
	var CullFaceFrontBack = 3;
 | 
						|
	var FrontFaceDirectionCW = 0;
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						|
	var FrontFaceDirectionCCW = 1;
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						|
	var BasicShadowMap = 0;
 | 
						|
	var PCFShadowMap = 1;
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						|
	var PCFSoftShadowMap = 2;
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						|
	var FrontSide = 0;
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						|
	var BackSide = 1;
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						|
	var DoubleSide = 2;
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						|
	var FlatShading = 1;
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						|
	var SmoothShading = 2;
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	var NoColors = 0;
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						|
	var FaceColors = 1;
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						|
	var VertexColors = 2;
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						|
	var NoBlending = 0;
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						|
	var NormalBlending = 1;
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						|
	var AdditiveBlending = 2;
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						|
	var SubtractiveBlending = 3;
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						|
	var MultiplyBlending = 4;
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						|
	var CustomBlending = 5;
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						|
	var AddEquation = 100;
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						|
	var SubtractEquation = 101;
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						|
	var ReverseSubtractEquation = 102;
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						|
	var MinEquation = 103;
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						|
	var MaxEquation = 104;
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						|
	var ZeroFactor = 200;
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						|
	var OneFactor = 201;
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						|
	var SrcColorFactor = 202;
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						|
	var OneMinusSrcColorFactor = 203;
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						|
	var SrcAlphaFactor = 204;
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						|
	var OneMinusSrcAlphaFactor = 205;
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						|
	var DstAlphaFactor = 206;
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						|
	var OneMinusDstAlphaFactor = 207;
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						|
	var DstColorFactor = 208;
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						|
	var OneMinusDstColorFactor = 209;
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						|
	var SrcAlphaSaturateFactor = 210;
 | 
						|
	var NeverDepth = 0;
 | 
						|
	var AlwaysDepth = 1;
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						|
	var LessDepth = 2;
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						|
	var LessEqualDepth = 3;
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						|
	var EqualDepth = 4;
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						|
	var GreaterEqualDepth = 5;
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						|
	var GreaterDepth = 6;
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						|
	var NotEqualDepth = 7;
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						|
	var MultiplyOperation = 0;
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						|
	var MixOperation = 1;
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						|
	var AddOperation = 2;
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						|
	var NoToneMapping = 0;
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						|
	var LinearToneMapping = 1;
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						|
	var ReinhardToneMapping = 2;
 | 
						|
	var Uncharted2ToneMapping = 3;
 | 
						|
	var CineonToneMapping = 4;
 | 
						|
	var UVMapping = 300;
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						|
	var CubeReflectionMapping = 301;
 | 
						|
	var CubeRefractionMapping = 302;
 | 
						|
	var EquirectangularReflectionMapping = 303;
 | 
						|
	var EquirectangularRefractionMapping = 304;
 | 
						|
	var SphericalReflectionMapping = 305;
 | 
						|
	var CubeUVReflectionMapping = 306;
 | 
						|
	var CubeUVRefractionMapping = 307;
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						|
	var RepeatWrapping = 1000;
 | 
						|
	var ClampToEdgeWrapping = 1001;
 | 
						|
	var MirroredRepeatWrapping = 1002;
 | 
						|
	var NearestFilter = 1003;
 | 
						|
	var NearestMipMapNearestFilter = 1004;
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						|
	var NearestMipMapLinearFilter = 1005;
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						|
	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;
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						|
	var UnsignedShort5551Type = 1018;
 | 
						|
	var UnsignedShort565Type = 1019;
 | 
						|
	var UnsignedInt248Type = 1020;
 | 
						|
	var AlphaFormat = 1021;
 | 
						|
	var RGBFormat = 1022;
 | 
						|
	var RGBAFormat = 1023;
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						|
	var LuminanceFormat = 1024;
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						|
	var LuminanceAlphaFormat = 1025;
 | 
						|
	var RGBEFormat = RGBAFormat;
 | 
						|
	var DepthFormat = 1026;
 | 
						|
	var DepthStencilFormat = 1027;
 | 
						|
	var RGB_S3TC_DXT1_Format = 33776;
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						|
	var RGBA_S3TC_DXT1_Format = 33777;
 | 
						|
	var RGBA_S3TC_DXT3_Format = 33778;
 | 
						|
	var RGBA_S3TC_DXT5_Format = 33779;
 | 
						|
	var RGB_PVRTC_4BPPV1_Format = 35840;
 | 
						|
	var RGB_PVRTC_2BPPV1_Format = 35841;
 | 
						|
	var RGBA_PVRTC_4BPPV1_Format = 35842;
 | 
						|
	var RGBA_PVRTC_2BPPV1_Format = 35843;
 | 
						|
	var RGB_ETC1_Format = 36196;
 | 
						|
	var RGBA_ASTC_4x4_Format = 37808;
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						|
	var RGBA_ASTC_5x4_Format = 37809;
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						|
	var RGBA_ASTC_5x5_Format = 37810;
 | 
						|
	var RGBA_ASTC_6x5_Format = 37811;
 | 
						|
	var RGBA_ASTC_6x6_Format = 37812;
 | 
						|
	var RGBA_ASTC_8x5_Format = 37813;
 | 
						|
	var RGBA_ASTC_8x6_Format = 37814;
 | 
						|
	var RGBA_ASTC_8x8_Format = 37815;
 | 
						|
	var RGBA_ASTC_10x5_Format = 37816;
 | 
						|
	var RGBA_ASTC_10x6_Format = 37817;
 | 
						|
	var RGBA_ASTC_10x8_Format = 37818;
 | 
						|
	var RGBA_ASTC_10x10_Format = 37819;
 | 
						|
	var RGBA_ASTC_12x10_Format = 37820;
 | 
						|
	var RGBA_ASTC_12x12_Format = 37821;
 | 
						|
	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://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
 | 
						|
 | 
						|
			var lut = [];
 | 
						|
 | 
						|
			for ( var i = 0; i < 256; i ++ ) {
 | 
						|
 | 
						|
				lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return function generateUUID() {
 | 
						|
 | 
						|
				var d0 = Math.random() * 0xffffffff | 0;
 | 
						|
				var d1 = Math.random() * 0xffffffff | 0;
 | 
						|
				var d2 = Math.random() * 0xffffffff | 0;
 | 
						|
				var d3 = Math.random() * 0xffffffff | 0;
 | 
						|
				var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
 | 
						|
					lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
 | 
						|
					lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
 | 
						|
					lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
 | 
						|
 | 
						|
				// .toUpperCase() here flattens concatenated strings to save heap memory space.
 | 
						|
				return uuid.toUpperCase();
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		} )(),
 | 
						|
 | 
						|
		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
 | 
						|
 | 
						|
		euclideanModulo: function ( n, m ) {
 | 
						|
 | 
						|
			return ( ( n % m ) + m ) % m;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Linear mapping from range <a1, a2> to range <b1, b2>
 | 
						|
 | 
						|
		mapLinear: function ( x, a1, a2, b1, b2 ) {
 | 
						|
 | 
						|
			return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// https://en.wikipedia.org/wiki/Linear_interpolation
 | 
						|
 | 
						|
		lerp: function ( x, y, t ) {
 | 
						|
 | 
						|
			return ( 1 - t ) * x + t * y;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// http://en.wikipedia.org/wiki/Smoothstep
 | 
						|
 | 
						|
		smoothstep: function ( x, min, max ) {
 | 
						|
 | 
						|
			if ( x <= min ) return 0;
 | 
						|
			if ( x >= max ) return 1;
 | 
						|
 | 
						|
			x = ( x - min ) / ( max - min );
 | 
						|
 | 
						|
			return x * x * ( 3 - 2 * x );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		smootherstep: function ( x, min, max ) {
 | 
						|
 | 
						|
			if ( x <= min ) return 0;
 | 
						|
			if ( x >= max ) return 1;
 | 
						|
 | 
						|
			x = ( x - min ) / ( max - min );
 | 
						|
 | 
						|
			return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Random integer from <low, high> interval
 | 
						|
 | 
						|
		randInt: function ( low, high ) {
 | 
						|
 | 
						|
			return low + Math.floor( Math.random() * ( high - low + 1 ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Random float from <low, high> interval
 | 
						|
 | 
						|
		randFloat: function ( low, high ) {
 | 
						|
 | 
						|
			return low + Math.random() * ( high - low );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Random float from <-range/2, range/2> interval
 | 
						|
 | 
						|
		randFloatSpread: function ( range ) {
 | 
						|
 | 
						|
			return range * ( 0.5 - Math.random() );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		degToRad: function ( degrees ) {
 | 
						|
 | 
						|
			return degrees * _Math.DEG2RAD;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		radToDeg: function ( radians ) {
 | 
						|
 | 
						|
			return radians * _Math.RAD2DEG;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		isPowerOfTwo: function ( value ) {
 | 
						|
 | 
						|
			return ( value & ( value - 1 ) ) === 0 && value !== 0;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		ceilPowerOfTwo: function ( value ) {
 | 
						|
 | 
						|
			return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		floorPowerOfTwo: function ( value ) {
 | 
						|
 | 
						|
			return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author philogb / http://blog.thejit.org/
 | 
						|
	 * @author egraether / http://egraether.com/
 | 
						|
	 * @author zz85 / http://www.lab4games.net/zz85/blog
 | 
						|
	 */
 | 
						|
 | 
						|
	function Vector2( x, y ) {
 | 
						|
 | 
						|
		this.x = x || 0;
 | 
						|
		this.y = y || 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.defineProperties( Vector2.prototype, {
 | 
						|
 | 
						|
		"width": {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this.x;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this.x = value;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		"height": {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this.y;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this.y = value;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Vector2.prototype, {
 | 
						|
 | 
						|
		isVector2: true,
 | 
						|
 | 
						|
		set: function ( x, y ) {
 | 
						|
 | 
						|
			this.x = x;
 | 
						|
			this.y = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.x = scalar;
 | 
						|
			this.y = scalar;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setX: function ( x ) {
 | 
						|
 | 
						|
			this.x = x;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setY: function ( y ) {
 | 
						|
 | 
						|
			this.y = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setComponent: function ( index, value ) {
 | 
						|
 | 
						|
			switch ( index ) {
 | 
						|
 | 
						|
				case 0: this.x = value; break;
 | 
						|
				case 1: this.y = value; break;
 | 
						|
				default: throw new Error( 'index is out of range: ' + index );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getComponent: function ( index ) {
 | 
						|
 | 
						|
			switch ( index ) {
 | 
						|
 | 
						|
				case 0: return this.x;
 | 
						|
				case 1: return this.y;
 | 
						|
				default: throw new Error( 'index is out of range: ' + index );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.x, this.y );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( v ) {
 | 
						|
 | 
						|
			this.x = v.x;
 | 
						|
			this.y = v.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		add: function ( v, w ) {
 | 
						|
 | 
						|
			if ( w !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
 | 
						|
				return this.addVectors( v, w );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x += v.x;
 | 
						|
			this.y += v.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addScalar: function ( s ) {
 | 
						|
 | 
						|
			this.x += s;
 | 
						|
			this.y += s;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addVectors: function ( a, b ) {
 | 
						|
 | 
						|
			this.x = a.x + b.x;
 | 
						|
			this.y = a.y + b.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addScaledVector: function ( v, s ) {
 | 
						|
 | 
						|
			this.x += v.x * s;
 | 
						|
			this.y += v.y * s;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		sub: function ( v, w ) {
 | 
						|
 | 
						|
			if ( w !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
 | 
						|
				return this.subVectors( v, w );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x -= v.x;
 | 
						|
			this.y -= v.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		subScalar: function ( s ) {
 | 
						|
 | 
						|
			this.x -= s;
 | 
						|
			this.y -= s;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		subVectors: function ( a, b ) {
 | 
						|
 | 
						|
			this.x = a.x - b.x;
 | 
						|
			this.y = a.y - b.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiply: function ( v ) {
 | 
						|
 | 
						|
			this.x *= v.x;
 | 
						|
			this.y *= v.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.x *= scalar;
 | 
						|
			this.y *= scalar;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		divide: function ( v ) {
 | 
						|
 | 
						|
			this.x /= v.x;
 | 
						|
			this.y /= v.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		divideScalar: function ( scalar ) {
 | 
						|
 | 
						|
			return this.multiplyScalar( 1 / scalar );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyMatrix3: function ( m ) {
 | 
						|
 | 
						|
			var x = this.x, y = this.y;
 | 
						|
			var e = m.elements;
 | 
						|
 | 
						|
			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
 | 
						|
			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		min: function ( v ) {
 | 
						|
 | 
						|
			this.x = Math.min( this.x, v.x );
 | 
						|
			this.y = Math.min( this.y, v.y );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		max: function ( v ) {
 | 
						|
 | 
						|
			this.x = Math.max( this.x, v.x );
 | 
						|
			this.y = Math.max( this.y, v.y );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clamp: function ( min, max ) {
 | 
						|
 | 
						|
			// assumes min < max, componentwise
 | 
						|
 | 
						|
			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
 | 
						|
			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clampScalar: function () {
 | 
						|
 | 
						|
			var min = new Vector2();
 | 
						|
			var max = new Vector2();
 | 
						|
 | 
						|
			return function clampScalar( minVal, maxVal ) {
 | 
						|
 | 
						|
				min.set( minVal, minVal );
 | 
						|
				max.set( maxVal, maxVal );
 | 
						|
 | 
						|
				return this.clamp( min, max );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		clampLength: function ( min, max ) {
 | 
						|
 | 
						|
			var length = this.length();
 | 
						|
 | 
						|
			return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		floor: function () {
 | 
						|
 | 
						|
			this.x = Math.floor( this.x );
 | 
						|
			this.y = Math.floor( this.y );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		ceil: function () {
 | 
						|
 | 
						|
			this.x = Math.ceil( this.x );
 | 
						|
			this.y = Math.ceil( this.y );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		round: function () {
 | 
						|
 | 
						|
			this.x = Math.round( this.x );
 | 
						|
			this.y = Math.round( this.y );
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		negate: function () {
 | 
						|
 | 
						|
			this.x = - this.x;
 | 
						|
			this.y = - this.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dot: function ( v ) {
 | 
						|
 | 
						|
			return this.x * v.x + this.y * v.y;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lengthSq: function () {
 | 
						|
 | 
						|
			return this.x * this.x + this.y * this.y;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		length: function () {
 | 
						|
 | 
						|
			return Math.sqrt( this.x * this.x + this.y * this.y );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		manhattanLength: function () {
 | 
						|
 | 
						|
			return Math.abs( this.x ) + Math.abs( this.y );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		normalize: function () {
 | 
						|
 | 
						|
			return this.divideScalar( this.length() || 1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		angle: function () {
 | 
						|
 | 
						|
			// computes the angle in radians with respect to the positive x-axis
 | 
						|
 | 
						|
			var angle = Math.atan2( this.y, this.x );
 | 
						|
 | 
						|
			if ( angle < 0 ) angle += 2 * Math.PI;
 | 
						|
 | 
						|
			return angle;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceTo: function ( v ) {
 | 
						|
 | 
						|
			return Math.sqrt( this.distanceToSquared( v ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToSquared: function ( v ) {
 | 
						|
 | 
						|
			var dx = this.x - v.x, dy = this.y - v.y;
 | 
						|
			return dx * dx + dy * dy;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		manhattanDistanceTo: function ( v ) {
 | 
						|
 | 
						|
			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setLength: function ( length ) {
 | 
						|
 | 
						|
			return this.normalize().multiplyScalar( length );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lerp: function ( v, alpha ) {
 | 
						|
 | 
						|
			this.x += ( v.x - this.x ) * alpha;
 | 
						|
			this.y += ( v.y - this.y ) * alpha;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lerpVectors: function ( v1, v2, alpha ) {
 | 
						|
 | 
						|
			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( v ) {
 | 
						|
 | 
						|
			return ( ( v.x === this.x ) && ( v.y === this.y ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			this.x = array[ offset ];
 | 
						|
			this.y = array[ offset + 1 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( array === undefined ) array = [];
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			array[ offset ] = this.x;
 | 
						|
			array[ offset + 1 ] = this.y;
 | 
						|
 | 
						|
			return array;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromBufferAttribute: function ( attribute, index, offset ) {
 | 
						|
 | 
						|
			if ( offset !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x = attribute.getX( index );
 | 
						|
			this.y = attribute.getY( index );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		rotateAround: function ( center, angle ) {
 | 
						|
 | 
						|
			var c = Math.cos( angle ), s = Math.sin( angle );
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			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
 | 
						|
	 */
 | 
						|
 | 
						|
	function Matrix4() {
 | 
						|
 | 
						|
		this.elements = [
 | 
						|
 | 
						|
			1, 0, 0, 0,
 | 
						|
			0, 1, 0, 0,
 | 
						|
			0, 0, 1, 0,
 | 
						|
			0, 0, 0, 1
 | 
						|
 | 
						|
		];
 | 
						|
 | 
						|
		if ( arguments.length > 0 ) {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Matrix4.prototype, {
 | 
						|
 | 
						|
		isMatrix4: true,
 | 
						|
 | 
						|
		set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
 | 
						|
			te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
 | 
						|
			te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
 | 
						|
			te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		identity: function () {
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				1, 0, 0, 0,
 | 
						|
				0, 1, 0, 0,
 | 
						|
				0, 0, 1, 0,
 | 
						|
				0, 0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new Matrix4().fromArray( this.elements );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( m ) {
 | 
						|
 | 
						|
			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 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
 | 
						|
			te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyPosition: function ( m ) {
 | 
						|
 | 
						|
			var te = this.elements, me = m.elements;
 | 
						|
 | 
						|
			te[ 12 ] = me[ 12 ];
 | 
						|
			te[ 13 ] = me[ 13 ];
 | 
						|
			te[ 14 ] = me[ 14 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		extractBasis: function ( xAxis, yAxis, zAxis ) {
 | 
						|
 | 
						|
			xAxis.setFromMatrixColumn( this, 0 );
 | 
						|
			yAxis.setFromMatrixColumn( this, 1 );
 | 
						|
			zAxis.setFromMatrixColumn( this, 2 );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeBasis: function ( xAxis, yAxis, zAxis ) {
 | 
						|
 | 
						|
			this.set(
 | 
						|
				xAxis.x, yAxis.x, zAxis.x, 0,
 | 
						|
				xAxis.y, yAxis.y, zAxis.y, 0,
 | 
						|
				xAxis.z, yAxis.z, zAxis.z, 0,
 | 
						|
				0, 0, 0, 1
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		extractRotation: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function extractRotation( m ) {
 | 
						|
 | 
						|
				var te = this.elements;
 | 
						|
				var me = m.elements;
 | 
						|
 | 
						|
				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 ] = 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;
 | 
						|
 | 
						|
				te[ 8 ] = me[ 8 ] * scaleZ;
 | 
						|
				te[ 9 ] = me[ 9 ] * scaleZ;
 | 
						|
				te[ 10 ] = me[ 10 ] * scaleZ;
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		makeRotationFromEuler: function ( euler ) {
 | 
						|
 | 
						|
			if ( ! ( euler && euler.isEuler ) ) {
 | 
						|
 | 
						|
				console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			if ( euler.order === 'XYZ' ) {
 | 
						|
 | 
						|
				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[ 1 ] = af + be * d;
 | 
						|
				te[ 5 ] = ae - bf * d;
 | 
						|
				te[ 9 ] = - b * c;
 | 
						|
 | 
						|
				te[ 2 ] = bf - ae * d;
 | 
						|
				te[ 6 ] = be + af * d;
 | 
						|
				te[ 10 ] = a * c;
 | 
						|
 | 
						|
			} else if ( euler.order === 'YXZ' ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
				te[ 2 ] = cf * b - de;
 | 
						|
				te[ 6 ] = df + ce * b;
 | 
						|
				te[ 10 ] = a * c;
 | 
						|
 | 
						|
			} else if ( euler.order === 'ZXY' ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
				te[ 1 ] = cf + de * b;
 | 
						|
				te[ 5 ] = a * e;
 | 
						|
				te[ 9 ] = df - ce * b;
 | 
						|
 | 
						|
				te[ 2 ] = - a * d;
 | 
						|
				te[ 6 ] = b;
 | 
						|
				te[ 10 ] = a * c;
 | 
						|
 | 
						|
			} else if ( euler.order === 'ZYX' ) {
 | 
						|
 | 
						|
				var ae = a * e, af = a * f, be = b * e, bf = b * f;
 | 
						|
 | 
						|
				te[ 0 ] = c * e;
 | 
						|
				te[ 4 ] = be * d - af;
 | 
						|
				te[ 8 ] = ae * d + bf;
 | 
						|
 | 
						|
				te[ 1 ] = c * f;
 | 
						|
				te[ 5 ] = bf * d + ae;
 | 
						|
				te[ 9 ] = af * d - be;
 | 
						|
 | 
						|
				te[ 2 ] = - d;
 | 
						|
				te[ 6 ] = b * c;
 | 
						|
				te[ 10 ] = a * c;
 | 
						|
 | 
						|
			} else if ( euler.order === 'YZX' ) {
 | 
						|
 | 
						|
				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
 | 
						|
 | 
						|
				te[ 0 ] = c * e;
 | 
						|
				te[ 4 ] = bd - ac * f;
 | 
						|
				te[ 8 ] = bc * f + ad;
 | 
						|
 | 
						|
				te[ 1 ] = f;
 | 
						|
				te[ 5 ] = a * e;
 | 
						|
				te[ 9 ] = - b * e;
 | 
						|
 | 
						|
				te[ 2 ] = - d * e;
 | 
						|
				te[ 6 ] = ad * f + bc;
 | 
						|
				te[ 10 ] = ac - bd * f;
 | 
						|
 | 
						|
			} else if ( euler.order === 'XZY' ) {
 | 
						|
 | 
						|
				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
 | 
						|
 | 
						|
				te[ 0 ] = c * e;
 | 
						|
				te[ 4 ] = - f;
 | 
						|
				te[ 8 ] = d * e;
 | 
						|
 | 
						|
				te[ 1 ] = ac * f + bd;
 | 
						|
				te[ 5 ] = a * e;
 | 
						|
				te[ 9 ] = ad * f - bc;
 | 
						|
 | 
						|
				te[ 2 ] = bc * f - ad;
 | 
						|
				te[ 6 ] = b * e;
 | 
						|
				te[ 10 ] = bd * f + ac;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// last column
 | 
						|
			te[ 3 ] = 0;
 | 
						|
			te[ 7 ] = 0;
 | 
						|
			te[ 11 ] = 0;
 | 
						|
 | 
						|
			// bottom row
 | 
						|
			te[ 12 ] = 0;
 | 
						|
			te[ 13 ] = 0;
 | 
						|
			te[ 14 ] = 0;
 | 
						|
			te[ 15 ] = 1;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeRotationFromQuaternion: function ( q ) {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			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[ 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;
 | 
						|
 | 
						|
			te[ 2 ] = xz - wy;
 | 
						|
			te[ 6 ] = yz + wx;
 | 
						|
			te[ 10 ] = 1 - ( xx + yy );
 | 
						|
 | 
						|
			// last column
 | 
						|
			te[ 3 ] = 0;
 | 
						|
			te[ 7 ] = 0;
 | 
						|
			te[ 11 ] = 0;
 | 
						|
 | 
						|
			// bottom row
 | 
						|
			te[ 12 ] = 0;
 | 
						|
			te[ 13 ] = 0;
 | 
						|
			te[ 14 ] = 0;
 | 
						|
			te[ 15 ] = 1;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lookAt: function () {
 | 
						|
 | 
						|
			var x = new Vector3();
 | 
						|
			var y = new Vector3();
 | 
						|
			var z = new Vector3();
 | 
						|
 | 
						|
			return function lookAt( eye, target, up ) {
 | 
						|
 | 
						|
				var te = this.elements;
 | 
						|
 | 
						|
				z.subVectors( eye, target );
 | 
						|
 | 
						|
				if ( z.lengthSq() === 0 ) {
 | 
						|
 | 
						|
					// eye and target are in the same position
 | 
						|
 | 
						|
					z.z = 1;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				z.normalize();
 | 
						|
				x.crossVectors( up, z );
 | 
						|
 | 
						|
				if ( x.lengthSq() === 0 ) {
 | 
						|
 | 
						|
					// up and z are parallel
 | 
						|
 | 
						|
					if ( Math.abs( up.z ) === 1 ) {
 | 
						|
 | 
						|
						z.x += 0.0001;
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						z.z += 0.0001;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					z.normalize();
 | 
						|
					x.crossVectors( up, z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				x.normalize();
 | 
						|
				y.crossVectors( z, x );
 | 
						|
 | 
						|
				te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
 | 
						|
				te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
 | 
						|
				te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		multiply: function ( m, n ) {
 | 
						|
 | 
						|
			if ( n !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
 | 
						|
				return this.multiplyMatrices( m, n );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.multiplyMatrices( this, m );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		premultiply: function ( m ) {
 | 
						|
 | 
						|
			return this.multiplyMatrices( m, this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyMatrices: function ( a, b ) {
 | 
						|
 | 
						|
			var ae = a.elements;
 | 
						|
			var be = b.elements;
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			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 ];
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
 | 
						|
			te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
 | 
						|
			te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
 | 
						|
			te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
 | 
						|
 | 
						|
			te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
 | 
						|
			te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
 | 
						|
			te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
 | 
						|
			te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyScalar: function ( s ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyToBufferAttribute: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function applyToBufferAttribute( attribute ) {
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
					v1.applyMatrix4( this );
 | 
						|
 | 
						|
					attribute.setXYZ( i, v1.x, v1.y, v1.z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return attribute;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		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
 | 
						|
				)
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		transpose: function () {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
			var tmp;
 | 
						|
 | 
						|
			tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
 | 
						|
			tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
 | 
						|
			tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
 | 
						|
 | 
						|
			tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
 | 
						|
			tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
 | 
						|
			tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPosition: function ( v ) {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			te[ 12 ] = v.x;
 | 
						|
			te[ 13 ] = v.y;
 | 
						|
			te[ 14 ] = v.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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,
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
			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";
 | 
						|
 | 
						|
				if ( throwOnDegenerate === true ) {
 | 
						|
 | 
						|
					throw new Error( msg );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					console.warn( msg );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this.identity();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var detInv = 1 / det;
 | 
						|
 | 
						|
			te[ 0 ] = t11 * detInv;
 | 
						|
			te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
 | 
						|
			te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
 | 
						|
			te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
 | 
						|
 | 
						|
			te[ 4 ] = t12 * detInv;
 | 
						|
			te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
 | 
						|
			te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
 | 
						|
			te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
 | 
						|
 | 
						|
			te[ 8 ] = t13 * detInv;
 | 
						|
			te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
 | 
						|
			te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
 | 
						|
			te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
 | 
						|
 | 
						|
			te[ 12 ] = t14 * detInv;
 | 
						|
			te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
 | 
						|
			te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
 | 
						|
			te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		scale: function ( v ) {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
			var x = v.x, y = v.y, z = v.z;
 | 
						|
 | 
						|
			te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
 | 
						|
			te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
 | 
						|
			te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
 | 
						|
			te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getMaxScaleOnAxis: function () {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			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 ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeTranslation: function ( x, y, z ) {
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				1, 0, 0, x,
 | 
						|
				0, 1, 0, y,
 | 
						|
				0, 0, 1, z,
 | 
						|
				0, 0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeRotationX: function ( theta ) {
 | 
						|
 | 
						|
			var c = Math.cos( theta ), s = Math.sin( theta );
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				1, 0, 0, 0,
 | 
						|
				0, c, - s, 0,
 | 
						|
				0, s, c, 0,
 | 
						|
				0, 0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeRotationY: function ( theta ) {
 | 
						|
 | 
						|
			var c = Math.cos( theta ), s = Math.sin( theta );
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				 c, 0, s, 0,
 | 
						|
				 0, 1, 0, 0,
 | 
						|
				- s, 0, c, 0,
 | 
						|
				 0, 0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeRotationZ: function ( theta ) {
 | 
						|
 | 
						|
			var c = Math.cos( theta ), s = Math.sin( theta );
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				c, - s, 0, 0,
 | 
						|
				s, c, 0, 0,
 | 
						|
				0, 0, 1, 0,
 | 
						|
				0, 0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeRotationAxis: function ( axis, angle ) {
 | 
						|
 | 
						|
			// 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;
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				tx * x + c, tx * y - s * z, tx * z + s * y, 0,
 | 
						|
				tx * y + s * z, ty * y + c, ty * z - s * x, 0,
 | 
						|
				tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
 | 
						|
				0, 0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			 return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeScale: function ( x, y, z ) {
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				x, 0, 0, 0,
 | 
						|
				0, y, 0, 0,
 | 
						|
				0, 0, z, 0,
 | 
						|
				0, 0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeShear: function ( x, y, z ) {
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				1, y, z, 0,
 | 
						|
				x, 1, z, 0,
 | 
						|
				x, y, 1, 0,
 | 
						|
				0, 0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		compose: function ( position, quaternion, scale ) {
 | 
						|
 | 
						|
			this.makeRotationFromQuaternion( quaternion );
 | 
						|
			this.scale( scale );
 | 
						|
			this.setPosition( position );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		decompose: function () {
 | 
						|
 | 
						|
			var vector = new Vector3();
 | 
						|
			var matrix = new Matrix4();
 | 
						|
 | 
						|
			return function decompose( position, quaternion, scale ) {
 | 
						|
 | 
						|
				var te = this.elements;
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
				position.x = te[ 12 ];
 | 
						|
				position.y = te[ 13 ];
 | 
						|
				position.z = te[ 14 ];
 | 
						|
 | 
						|
				// scale the rotation part
 | 
						|
				matrix.copy( this );
 | 
						|
 | 
						|
				var invSX = 1 / sx;
 | 
						|
				var invSY = 1 / sy;
 | 
						|
				var invSZ = 1 / sz;
 | 
						|
 | 
						|
				matrix.elements[ 0 ] *= invSX;
 | 
						|
				matrix.elements[ 1 ] *= invSX;
 | 
						|
				matrix.elements[ 2 ] *= invSX;
 | 
						|
 | 
						|
				matrix.elements[ 4 ] *= invSY;
 | 
						|
				matrix.elements[ 5 ] *= invSY;
 | 
						|
				matrix.elements[ 6 ] *= invSY;
 | 
						|
 | 
						|
				matrix.elements[ 8 ] *= invSZ;
 | 
						|
				matrix.elements[ 9 ] *= invSZ;
 | 
						|
				matrix.elements[ 10 ] *= invSZ;
 | 
						|
 | 
						|
				quaternion.setFromRotationMatrix( matrix );
 | 
						|
 | 
						|
				scale.x = sx;
 | 
						|
				scale.y = sy;
 | 
						|
				scale.z = sz;
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		makePerspective: function ( left, right, top, bottom, near, far ) {
 | 
						|
 | 
						|
			if ( far === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
			var x = 2 * near / ( right - left );
 | 
						|
			var y = 2 * near / ( top - bottom );
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
 | 
						|
			te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
 | 
						|
			te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
 | 
						|
			te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeOrthographic: function ( left, right, top, bottom, near, far ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			te[ 0 ] = 2 * w;	te[ 4 ] = 0;	te[ 8 ] = 0;	te[ 12 ] = - x;
 | 
						|
			te[ 1 ] = 0;	te[ 5 ] = 2 * h;	te[ 9 ] = 0;	te[ 13 ] = - y;
 | 
						|
			te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = - 2 * p;	te[ 14 ] = - z;
 | 
						|
			te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = 0;	te[ 15 ] = 1;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( matrix ) {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
			var me = matrix.elements;
 | 
						|
 | 
						|
			for ( var i = 0; i < 16; i ++ ) {
 | 
						|
 | 
						|
				if ( te[ i ] !== me[ i ] ) return false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return true;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			for ( var i = 0; i < 16; i ++ ) {
 | 
						|
 | 
						|
				this.elements[ i ] = array[ i + offset ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( array === undefined ) array = [];
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			array[ offset ] = te[ 0 ];
 | 
						|
			array[ offset + 1 ] = te[ 1 ];
 | 
						|
			array[ offset + 2 ] = te[ 2 ];
 | 
						|
			array[ offset + 3 ] = te[ 3 ];
 | 
						|
 | 
						|
			array[ offset + 4 ] = te[ 4 ];
 | 
						|
			array[ offset + 5 ] = te[ 5 ];
 | 
						|
			array[ offset + 6 ] = te[ 6 ];
 | 
						|
			array[ offset + 7 ] = te[ 7 ];
 | 
						|
 | 
						|
			array[ offset + 8 ] = te[ 8 ];
 | 
						|
			array[ offset + 9 ] = te[ 9 ];
 | 
						|
			array[ offset + 10 ] = te[ 10 ];
 | 
						|
			array[ offset + 11 ] = te[ 11 ];
 | 
						|
 | 
						|
			array[ offset + 12 ] = te[ 12 ];
 | 
						|
			array[ offset + 13 ] = te[ 13 ];
 | 
						|
			array[ offset + 14 ] = te[ 14 ];
 | 
						|
			array[ offset + 15 ] = te[ 15 ];
 | 
						|
 | 
						|
			return array;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 ) {
 | 
						|
 | 
						|
		this._x = x || 0;
 | 
						|
		this._y = y || 0;
 | 
						|
		this._z = z || 0;
 | 
						|
		this._w = ( w !== undefined ) ? w : 1;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Quaternion, {
 | 
						|
 | 
						|
		slerp: function ( qa, qb, qm, t ) {
 | 
						|
 | 
						|
			return qm.copy( qa ).slerp( qb, t );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
 | 
						|
 | 
						|
			// fuzz-free, array-based Quaternion SLERP operation
 | 
						|
 | 
						|
			var x0 = src0[ srcOffset0 + 0 ],
 | 
						|
				y0 = src0[ srcOffset0 + 1 ],
 | 
						|
				z0 = src0[ srcOffset0 + 2 ],
 | 
						|
				w0 = src0[ srcOffset0 + 3 ],
 | 
						|
 | 
						|
				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,
 | 
						|
 | 
						|
					cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
 | 
						|
 | 
						|
					dir = ( cos >= 0 ? 1 : - 1 ),
 | 
						|
					sqrSin = 1 - cos * cos;
 | 
						|
 | 
						|
				// Skip the Slerp for tiny steps to avoid numeric problems:
 | 
						|
				if ( sqrSin > Number.EPSILON ) {
 | 
						|
 | 
						|
					var sin = Math.sqrt( sqrSin ),
 | 
						|
						len = Math.atan2( sin, cos * dir );
 | 
						|
 | 
						|
					s = Math.sin( s * len ) / sin;
 | 
						|
					t = Math.sin( t * len ) / sin;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var tDir = t * dir;
 | 
						|
 | 
						|
				x0 = x0 * s + x1 * tDir;
 | 
						|
				y0 = y0 * s + y1 * tDir;
 | 
						|
				z0 = z0 * s + z1 * tDir;
 | 
						|
				w0 = w0 * s + w1 * tDir;
 | 
						|
 | 
						|
				// Normalize in case we just did a lerp:
 | 
						|
				if ( s === 1 - t ) {
 | 
						|
 | 
						|
					var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
 | 
						|
 | 
						|
					x0 *= f;
 | 
						|
					y0 *= f;
 | 
						|
					z0 *= f;
 | 
						|
					w0 *= f;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			dst[ dstOffset ] = x0;
 | 
						|
			dst[ dstOffset + 1 ] = y0;
 | 
						|
			dst[ dstOffset + 2 ] = z0;
 | 
						|
			dst[ dstOffset + 3 ] = w0;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperties( Quaternion.prototype, {
 | 
						|
 | 
						|
		x: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this._x;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this._x = value;
 | 
						|
				this.onChangeCallback();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		y: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this._y;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this._y = value;
 | 
						|
				this.onChangeCallback();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		z: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this._z;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this._z = value;
 | 
						|
				this.onChangeCallback();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		w: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this._w;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this._w = value;
 | 
						|
				this.onChangeCallback();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Quaternion.prototype, {
 | 
						|
 | 
						|
		set: function ( x, y, z, w ) {
 | 
						|
 | 
						|
			this._x = x;
 | 
						|
			this._y = y;
 | 
						|
			this._z = z;
 | 
						|
			this._w = w;
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this._x, this._y, this._z, this._w );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( quaternion ) {
 | 
						|
 | 
						|
			this._x = quaternion.x;
 | 
						|
			this._y = quaternion.y;
 | 
						|
			this._z = quaternion.z;
 | 
						|
			this._w = quaternion.w;
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromEuler: function ( euler, update ) {
 | 
						|
 | 
						|
			if ( ! ( euler && euler.isEuler ) ) {
 | 
						|
 | 
						|
				throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
 | 
						|
 | 
						|
			// http://www.mathworks.com/matlabcentral/fileexchange/
 | 
						|
			// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
 | 
						|
			//	content/SpinCalc.m
 | 
						|
 | 
						|
			var cos = Math.cos;
 | 
						|
			var sin = Math.sin;
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			} else if ( order === 'YXZ' ) {
 | 
						|
 | 
						|
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
 | 
						|
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
 | 
						|
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
 | 
						|
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
 | 
						|
 | 
						|
			} else if ( order === 'ZXY' ) {
 | 
						|
 | 
						|
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
 | 
						|
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
 | 
						|
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
 | 
						|
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
 | 
						|
 | 
						|
			} else if ( order === 'ZYX' ) {
 | 
						|
 | 
						|
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
 | 
						|
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
 | 
						|
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
 | 
						|
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
 | 
						|
 | 
						|
			} else if ( order === 'YZX' ) {
 | 
						|
 | 
						|
				this._x = s1 * c2 * c3 + c1 * s2 * s3;
 | 
						|
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
 | 
						|
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
 | 
						|
				this._w = c1 * c2 * c3 - s1 * s2 * s3;
 | 
						|
 | 
						|
			} else if ( order === 'XZY' ) {
 | 
						|
 | 
						|
				this._x = s1 * c2 * c3 - c1 * s2 * s3;
 | 
						|
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
 | 
						|
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
 | 
						|
				this._w = c1 * c2 * c3 + s1 * s2 * s3;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( update !== false ) this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromAxisAngle: function ( axis, angle ) {
 | 
						|
 | 
						|
			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
 | 
						|
 | 
						|
			// assumes axis is normalized
 | 
						|
 | 
						|
			var halfAngle = angle / 2, s = Math.sin( halfAngle );
 | 
						|
 | 
						|
			this._x = axis.x * s;
 | 
						|
			this._y = axis.y * s;
 | 
						|
			this._z = axis.z * s;
 | 
						|
			this._w = Math.cos( halfAngle );
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromRotationMatrix: function ( m ) {
 | 
						|
 | 
						|
			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
 | 
						|
 | 
						|
			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 | 
						|
 | 
						|
			var te = m.elements,
 | 
						|
 | 
						|
				m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
 | 
						|
				m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
 | 
						|
				m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
 | 
						|
 | 
						|
				trace = m11 + m22 + m33,
 | 
						|
				s;
 | 
						|
 | 
						|
			if ( trace > 0 ) {
 | 
						|
 | 
						|
				s = 0.5 / Math.sqrt( trace + 1.0 );
 | 
						|
 | 
						|
				this._w = 0.25 / s;
 | 
						|
				this._x = ( m32 - m23 ) * s;
 | 
						|
				this._y = ( m13 - m31 ) * s;
 | 
						|
				this._z = ( m21 - m12 ) * s;
 | 
						|
 | 
						|
			} else if ( m11 > m22 && m11 > m33 ) {
 | 
						|
 | 
						|
				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 {
 | 
						|
 | 
						|
				s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
 | 
						|
 | 
						|
				this._w = ( m21 - m12 ) / s;
 | 
						|
				this._x = ( m13 + m31 ) / s;
 | 
						|
				this._y = ( m23 + m32 ) / s;
 | 
						|
				this._z = 0.25 * s;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromUnitVectors: function () {
 | 
						|
 | 
						|
			// assumes direction vectors vFrom and vTo are normalized
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
			var r;
 | 
						|
 | 
						|
			var EPS = 0.000001;
 | 
						|
 | 
						|
			return function setFromUnitVectors( vFrom, vTo ) {
 | 
						|
 | 
						|
				if ( v1 === undefined ) v1 = new Vector3();
 | 
						|
 | 
						|
				r = vFrom.dot( vTo ) + 1;
 | 
						|
 | 
						|
				if ( r < EPS ) {
 | 
						|
 | 
						|
					r = 0;
 | 
						|
 | 
						|
					if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
 | 
						|
 | 
						|
						v1.set( - vFrom.y, vFrom.x, 0 );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						v1.set( 0, - vFrom.z, vFrom.y );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					v1.crossVectors( vFrom, vTo );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this._x = v1.x;
 | 
						|
				this._y = v1.y;
 | 
						|
				this._z = v1.z;
 | 
						|
				this._w = r;
 | 
						|
 | 
						|
				return this.normalize();
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		inverse: function () {
 | 
						|
 | 
						|
			// quaternion is assumed to have unit length
 | 
						|
 | 
						|
			return this.conjugate();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		conjugate: function () {
 | 
						|
 | 
						|
			this._x *= - 1;
 | 
						|
			this._y *= - 1;
 | 
						|
			this._z *= - 1;
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dot: function ( v ) {
 | 
						|
 | 
						|
			return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lengthSq: function () {
 | 
						|
 | 
						|
			return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		length: function () {
 | 
						|
 | 
						|
			return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		normalize: function () {
 | 
						|
 | 
						|
			var l = this.length();
 | 
						|
 | 
						|
			if ( l === 0 ) {
 | 
						|
 | 
						|
				this._x = 0;
 | 
						|
				this._y = 0;
 | 
						|
				this._z = 0;
 | 
						|
				this._w = 1;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				l = 1 / l;
 | 
						|
 | 
						|
				this._x = this._x * l;
 | 
						|
				this._y = this._y * l;
 | 
						|
				this._z = this._z * l;
 | 
						|
				this._w = this._w * l;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiply: function ( q, p ) {
 | 
						|
 | 
						|
			if ( p !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
 | 
						|
				return this.multiplyQuaternions( q, p );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.multiplyQuaternions( this, q );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		premultiply: function ( q ) {
 | 
						|
 | 
						|
			return this.multiplyQuaternions( q, this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyQuaternions: function ( a, b ) {
 | 
						|
 | 
						|
			// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
 | 
						|
			this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
 | 
						|
			this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
 | 
						|
			this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		slerp: function ( qb, t ) {
 | 
						|
 | 
						|
			if ( t === 0 ) return this;
 | 
						|
			if ( t === 1 ) return this.copy( qb );
 | 
						|
 | 
						|
			var x = this._x, y = this._y, z = this._z, w = this._w;
 | 
						|
 | 
						|
			// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
 | 
						|
 | 
						|
			var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
 | 
						|
 | 
						|
			if ( cosHalfTheta < 0 ) {
 | 
						|
 | 
						|
				this._w = - qb._w;
 | 
						|
				this._x = - qb._x;
 | 
						|
				this._y = - qb._y;
 | 
						|
				this._z = - qb._z;
 | 
						|
 | 
						|
				cosHalfTheta = - cosHalfTheta;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.copy( qb );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( cosHalfTheta >= 1.0 ) {
 | 
						|
 | 
						|
				this._w = w;
 | 
						|
				this._x = x;
 | 
						|
				this._y = y;
 | 
						|
				this._z = z;
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
 | 
						|
 | 
						|
			if ( Math.abs( sinHalfTheta ) < 0.001 ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
 | 
						|
			var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
 | 
						|
				ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
 | 
						|
 | 
						|
			this._w = ( w * ratioA + this._w * ratioB );
 | 
						|
			this._x = ( x * ratioA + this._x * ratioB );
 | 
						|
			this._y = ( y * ratioA + this._y * ratioB );
 | 
						|
			this._z = ( z * ratioA + this._z * ratioB );
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( quaternion ) {
 | 
						|
 | 
						|
			return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			this._x = array[ offset ];
 | 
						|
			this._y = array[ offset + 1 ];
 | 
						|
			this._z = array[ offset + 2 ];
 | 
						|
			this._w = array[ offset + 3 ];
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( array === undefined ) array = [];
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			array[ offset ] = this._x;
 | 
						|
			array[ offset + 1 ] = this._y;
 | 
						|
			array[ offset + 2 ] = this._z;
 | 
						|
			array[ offset + 3 ] = this._w;
 | 
						|
 | 
						|
			return array;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		onChange: function ( callback ) {
 | 
						|
 | 
						|
			this.onChangeCallback = callback;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		onChangeCallback: function () {}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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
 | 
						|
	 */
 | 
						|
 | 
						|
	function Vector3( x, y, z ) {
 | 
						|
 | 
						|
		this.x = x || 0;
 | 
						|
		this.y = y || 0;
 | 
						|
		this.z = z || 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Vector3.prototype, {
 | 
						|
 | 
						|
		isVector3: true,
 | 
						|
 | 
						|
		set: function ( x, y, z ) {
 | 
						|
 | 
						|
			this.x = x;
 | 
						|
			this.y = y;
 | 
						|
			this.z = z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.x = scalar;
 | 
						|
			this.y = scalar;
 | 
						|
			this.z = scalar;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setX: function ( x ) {
 | 
						|
 | 
						|
			this.x = x;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setY: function ( y ) {
 | 
						|
 | 
						|
			this.y = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setZ: function ( z ) {
 | 
						|
 | 
						|
			this.z = z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setComponent: function ( index, value ) {
 | 
						|
 | 
						|
			switch ( index ) {
 | 
						|
 | 
						|
				case 0: this.x = value; break;
 | 
						|
				case 1: this.y = value; break;
 | 
						|
				case 2: this.z = value; break;
 | 
						|
				default: throw new Error( 'index is out of range: ' + index );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getComponent: function ( index ) {
 | 
						|
 | 
						|
			switch ( index ) {
 | 
						|
 | 
						|
				case 0: return this.x;
 | 
						|
				case 1: return this.y;
 | 
						|
				case 2: return this.z;
 | 
						|
				default: throw new Error( 'index is out of range: ' + index );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.x, this.y, this.z );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( v ) {
 | 
						|
 | 
						|
			this.x = v.x;
 | 
						|
			this.y = v.y;
 | 
						|
			this.z = v.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		add: function ( v, w ) {
 | 
						|
 | 
						|
			if ( w !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
 | 
						|
				return this.addVectors( v, w );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x += v.x;
 | 
						|
			this.y += v.y;
 | 
						|
			this.z += v.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addScalar: function ( s ) {
 | 
						|
 | 
						|
			this.x += s;
 | 
						|
			this.y += s;
 | 
						|
			this.z += s;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addVectors: function ( a, b ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		sub: function ( v, w ) {
 | 
						|
 | 
						|
			if ( w !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
 | 
						|
				return this.subVectors( v, w );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x -= v.x;
 | 
						|
			this.y -= v.y;
 | 
						|
			this.z -= v.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		subScalar: function ( s ) {
 | 
						|
 | 
						|
			this.x -= s;
 | 
						|
			this.y -= s;
 | 
						|
			this.z -= s;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		subVectors: function ( a, b ) {
 | 
						|
 | 
						|
			this.x = a.x - b.x;
 | 
						|
			this.y = a.y - b.y;
 | 
						|
			this.z = a.z - b.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiply: function ( v, w ) {
 | 
						|
 | 
						|
			if ( w !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
 | 
						|
				return this.multiplyVectors( v, w );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x *= v.x;
 | 
						|
			this.y *= v.y;
 | 
						|
			this.z *= v.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.x *= scalar;
 | 
						|
			this.y *= scalar;
 | 
						|
			this.z *= scalar;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyVectors: function ( a, b ) {
 | 
						|
 | 
						|
			this.x = a.x * b.x;
 | 
						|
			this.y = a.y * b.y;
 | 
						|
			this.z = a.z * b.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyEuler: function () {
 | 
						|
 | 
						|
			var quaternion = new Quaternion();
 | 
						|
 | 
						|
			return function applyEuler( euler ) {
 | 
						|
 | 
						|
				if ( ! ( euler && euler.isEuler ) ) {
 | 
						|
 | 
						|
					console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this.applyQuaternion( quaternion.setFromEuler( euler ) );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		applyAxisAngle: function () {
 | 
						|
 | 
						|
			var quaternion = new Quaternion();
 | 
						|
 | 
						|
			return function applyAxisAngle( axis, angle ) {
 | 
						|
 | 
						|
				return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		applyMatrix3: function ( m ) {
 | 
						|
 | 
						|
			var x = this.x, y = this.y, z = this.z;
 | 
						|
			var e = m.elements;
 | 
						|
 | 
						|
			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
 | 
						|
			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
 | 
						|
			this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyMatrix4: function ( m ) {
 | 
						|
 | 
						|
			var x = this.x, y = this.y, z = this.z;
 | 
						|
			var e = m.elements;
 | 
						|
 | 
						|
			var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
 | 
						|
 | 
						|
			this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
 | 
						|
			this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
 | 
						|
			this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyQuaternion: function ( q ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			// calculate result * inverse quat
 | 
						|
 | 
						|
			this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
 | 
						|
			this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
 | 
						|
			this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		project: function () {
 | 
						|
 | 
						|
			var matrix = new Matrix4();
 | 
						|
 | 
						|
			return function project( camera ) {
 | 
						|
 | 
						|
				matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
 | 
						|
				return this.applyMatrix4( matrix );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		unproject: function () {
 | 
						|
 | 
						|
			var matrix = new Matrix4();
 | 
						|
 | 
						|
			return function unproject( camera ) {
 | 
						|
 | 
						|
				matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
 | 
						|
				return this.applyMatrix4( matrix );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		transformDirection: function ( m ) {
 | 
						|
 | 
						|
			// input: THREE.Matrix4 affine matrix
 | 
						|
			// vector interpreted as a direction
 | 
						|
 | 
						|
			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;
 | 
						|
			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
 | 
						|
			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
 | 
						|
 | 
						|
			return this.normalize();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		divide: function ( v ) {
 | 
						|
 | 
						|
			this.x /= v.x;
 | 
						|
			this.y /= v.y;
 | 
						|
			this.z /= v.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		divideScalar: function ( scalar ) {
 | 
						|
 | 
						|
			return this.multiplyScalar( 1 / scalar );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		min: function ( v ) {
 | 
						|
 | 
						|
			this.x = Math.min( this.x, v.x );
 | 
						|
			this.y = Math.min( this.y, v.y );
 | 
						|
			this.z = Math.min( this.z, v.z );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		max: function ( v ) {
 | 
						|
 | 
						|
			this.x = Math.max( this.x, v.x );
 | 
						|
			this.y = Math.max( this.y, v.y );
 | 
						|
			this.z = Math.max( this.z, v.z );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clamp: function ( min, max ) {
 | 
						|
 | 
						|
			// assumes min < max, componentwise
 | 
						|
 | 
						|
			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
 | 
						|
			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
 | 
						|
			this.z = Math.max( min.z, Math.min( max.z, this.z ) );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clampScalar: function () {
 | 
						|
 | 
						|
			var min = new Vector3();
 | 
						|
			var max = new Vector3();
 | 
						|
 | 
						|
			return function clampScalar( minVal, maxVal ) {
 | 
						|
 | 
						|
				min.set( minVal, minVal, minVal );
 | 
						|
				max.set( maxVal, maxVal, maxVal );
 | 
						|
 | 
						|
				return this.clamp( min, max );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		clampLength: function ( min, max ) {
 | 
						|
 | 
						|
			var length = this.length();
 | 
						|
 | 
						|
			return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		floor: function () {
 | 
						|
 | 
						|
			this.x = Math.floor( this.x );
 | 
						|
			this.y = Math.floor( this.y );
 | 
						|
			this.z = Math.floor( this.z );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		ceil: function () {
 | 
						|
 | 
						|
			this.x = Math.ceil( this.x );
 | 
						|
			this.y = Math.ceil( this.y );
 | 
						|
			this.z = Math.ceil( this.z );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		round: function () {
 | 
						|
 | 
						|
			this.x = Math.round( this.x );
 | 
						|
			this.y = Math.round( this.y );
 | 
						|
			this.z = Math.round( this.z );
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		negate: function () {
 | 
						|
 | 
						|
			this.x = - this.x;
 | 
						|
			this.y = - this.y;
 | 
						|
			this.z = - this.z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dot: function ( v ) {
 | 
						|
 | 
						|
			return this.x * v.x + this.y * v.y + this.z * v.z;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// TODO lengthSquared?
 | 
						|
 | 
						|
		lengthSq: function () {
 | 
						|
 | 
						|
			return this.x * this.x + this.y * this.y + this.z * this.z;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		length: function () {
 | 
						|
 | 
						|
			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		manhattanLength: function () {
 | 
						|
 | 
						|
			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		normalize: function () {
 | 
						|
 | 
						|
			return this.divideScalar( this.length() || 1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setLength: function ( length ) {
 | 
						|
 | 
						|
			return this.normalize().multiplyScalar( length );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lerpVectors: function ( v1, v2, alpha ) {
 | 
						|
 | 
						|
			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		cross: function ( v, w ) {
 | 
						|
 | 
						|
			if ( w !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
 | 
						|
				return this.crossVectors( v, w );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.crossVectors( this, v );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		crossVectors: function ( a, b ) {
 | 
						|
 | 
						|
			var ax = a.x, ay = a.y, az = a.z;
 | 
						|
			var bx = b.x, by = b.y, bz = b.z;
 | 
						|
 | 
						|
			this.x = ay * bz - az * by;
 | 
						|
			this.y = az * bx - ax * bz;
 | 
						|
			this.z = ax * by - ay * bx;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		projectOnVector: function ( vector ) {
 | 
						|
 | 
						|
			var scalar = vector.dot( this ) / vector.lengthSq();
 | 
						|
 | 
						|
			return this.copy( vector ).multiplyScalar( scalar );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		projectOnPlane: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function projectOnPlane( planeNormal ) {
 | 
						|
 | 
						|
				v1.copy( this ).projectOnVector( planeNormal );
 | 
						|
 | 
						|
				return this.sub( v1 );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		reflect: function () {
 | 
						|
 | 
						|
			// reflect incident vector off plane orthogonal to normal
 | 
						|
			// normal is assumed to have unit length
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function reflect( normal ) {
 | 
						|
 | 
						|
				return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		angleTo: function ( v ) {
 | 
						|
 | 
						|
			var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
 | 
						|
 | 
						|
			// clamp, to handle numerical problems
 | 
						|
 | 
						|
			return Math.acos( _Math.clamp( theta, - 1, 1 ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceTo: function ( v ) {
 | 
						|
 | 
						|
			return Math.sqrt( this.distanceToSquared( v ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToSquared: function ( v ) {
 | 
						|
 | 
						|
			var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
 | 
						|
 | 
						|
			return dx * dx + dy * dy + dz * dz;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		manhattanDistanceTo: function ( v ) {
 | 
						|
 | 
						|
			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromSpherical: function ( s ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromCylindrical: function ( c ) {
 | 
						|
 | 
						|
			this.x = c.radius * Math.sin( c.theta );
 | 
						|
			this.y = c.y;
 | 
						|
			this.z = c.radius * Math.cos( c.theta );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromMatrixPosition: function ( m ) {
 | 
						|
 | 
						|
			var e = m.elements;
 | 
						|
 | 
						|
			this.x = e[ 12 ];
 | 
						|
			this.y = e[ 13 ];
 | 
						|
			this.z = e[ 14 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromMatrixScale: function ( m ) {
 | 
						|
 | 
						|
			var sx = this.setFromMatrixColumn( m, 0 ).length();
 | 
						|
			var sy = this.setFromMatrixColumn( m, 1 ).length();
 | 
						|
			var sz = this.setFromMatrixColumn( m, 2 ).length();
 | 
						|
 | 
						|
			this.x = sx;
 | 
						|
			this.y = sy;
 | 
						|
			this.z = sz;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromMatrixColumn: function ( m, index ) {
 | 
						|
 | 
						|
			return this.fromArray( m.elements, index * 4 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( v ) {
 | 
						|
 | 
						|
			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			this.x = array[ offset ];
 | 
						|
			this.y = array[ offset + 1 ];
 | 
						|
			this.z = array[ offset + 2 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( array === undefined ) array = [];
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			array[ offset ] = this.x;
 | 
						|
			array[ offset + 1 ] = this.y;
 | 
						|
			array[ offset + 2 ] = this.z;
 | 
						|
 | 
						|
			return array;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromBufferAttribute: function ( attribute, index, offset ) {
 | 
						|
 | 
						|
			if ( offset !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x = attribute.getX( index );
 | 
						|
			this.y = attribute.getY( index );
 | 
						|
			this.z = attribute.getZ( index );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 * @author tschw
 | 
						|
	 */
 | 
						|
 | 
						|
	function Matrix3() {
 | 
						|
 | 
						|
		this.elements = [
 | 
						|
 | 
						|
			1, 0, 0,
 | 
						|
			0, 1, 0,
 | 
						|
			0, 0, 1
 | 
						|
 | 
						|
		];
 | 
						|
 | 
						|
		if ( arguments.length > 0 ) {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Matrix3.prototype, {
 | 
						|
 | 
						|
		isMatrix3: true,
 | 
						|
 | 
						|
		set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		identity: function () {
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				1, 0, 0,
 | 
						|
				0, 1, 0,
 | 
						|
				0, 0, 1
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().fromArray( this.elements );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( m ) {
 | 
						|
 | 
						|
			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 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromMatrix4: function ( m ) {
 | 
						|
 | 
						|
			var me = m.elements;
 | 
						|
 | 
						|
			this.set(
 | 
						|
 | 
						|
				me[ 0 ], me[ 4 ], me[ 8 ],
 | 
						|
				me[ 1 ], me[ 5 ], me[ 9 ],
 | 
						|
				me[ 2 ], me[ 6 ], me[ 10 ]
 | 
						|
 | 
						|
			);
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyToBufferAttribute: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function applyToBufferAttribute( attribute ) {
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
					v1.applyMatrix3( this );
 | 
						|
 | 
						|
					attribute.setXYZ( i, v1.x, v1.y, v1.z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return attribute;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		multiply: function ( m ) {
 | 
						|
 | 
						|
			return this.multiplyMatrices( this, m );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		premultiply: function ( m ) {
 | 
						|
 | 
						|
			return this.multiplyMatrices( m, this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyMatrices: function ( a, b ) {
 | 
						|
 | 
						|
			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 ];
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
 | 
						|
			te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
 | 
						|
			te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyScalar: function ( s ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		determinant: function () {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			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 ];
 | 
						|
 | 
						|
			return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getInverse: function ( matrix, throwOnDegenerate ) {
 | 
						|
 | 
						|
			if ( matrix && matrix.isMatrix4 ) {
 | 
						|
 | 
						|
				console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var me = matrix.elements,
 | 
						|
				te = this.elements,
 | 
						|
 | 
						|
				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,
 | 
						|
 | 
						|
				det = n11 * t11 + n21 * t12 + n31 * t13;
 | 
						|
 | 
						|
			if ( det === 0 ) {
 | 
						|
 | 
						|
				var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
 | 
						|
 | 
						|
				if ( throwOnDegenerate === true ) {
 | 
						|
 | 
						|
					throw new Error( msg );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					console.warn( msg );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this.identity();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var detInv = 1 / det;
 | 
						|
 | 
						|
			te[ 0 ] = t11 * detInv;
 | 
						|
			te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
 | 
						|
			te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
 | 
						|
 | 
						|
			te[ 3 ] = t12 * detInv;
 | 
						|
			te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
 | 
						|
			te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
 | 
						|
 | 
						|
			te[ 6 ] = t13 * detInv;
 | 
						|
			te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
 | 
						|
			te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		transpose: function () {
 | 
						|
 | 
						|
			var tmp, m = this.elements;
 | 
						|
 | 
						|
			tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
 | 
						|
			tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
 | 
						|
			tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getNormalMatrix: function ( matrix4 ) {
 | 
						|
 | 
						|
			return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		transposeIntoArray: function ( r ) {
 | 
						|
 | 
						|
			var m = this.elements;
 | 
						|
 | 
						|
			r[ 0 ] = m[ 0 ];
 | 
						|
			r[ 1 ] = m[ 3 ];
 | 
						|
			r[ 2 ] = m[ 6 ];
 | 
						|
			r[ 3 ] = m[ 1 ];
 | 
						|
			r[ 4 ] = m[ 4 ];
 | 
						|
			r[ 5 ] = m[ 7 ];
 | 
						|
			r[ 6 ] = m[ 2 ];
 | 
						|
			r[ 7 ] = m[ 5 ];
 | 
						|
			r[ 8 ] = m[ 8 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
 | 
						|
 | 
						|
			var c = Math.cos( rotation );
 | 
						|
			var s = Math.sin( rotation );
 | 
						|
 | 
						|
			this.set(
 | 
						|
				sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
 | 
						|
				- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
 | 
						|
				0, 0, 1
 | 
						|
			);
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		scale: function ( sx, sy ) {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
 | 
						|
			te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		rotate: function ( theta ) {
 | 
						|
 | 
						|
			var c = Math.cos( theta );
 | 
						|
			var s = Math.sin( theta );
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
 | 
						|
			var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
 | 
						|
 | 
						|
			te[ 0 ] = c * a11 + s * a21;
 | 
						|
			te[ 3 ] = c * a12 + s * a22;
 | 
						|
			te[ 6 ] = c * a13 + s * a23;
 | 
						|
 | 
						|
			te[ 1 ] = - s * a11 + c * a21;
 | 
						|
			te[ 4 ] = - s * a12 + c * a22;
 | 
						|
			te[ 7 ] = - s * a13 + c * a23;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		translate: function ( tx, ty ) {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
 | 
						|
			te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( matrix ) {
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
			var me = matrix.elements;
 | 
						|
 | 
						|
			for ( var i = 0; i < 9; i ++ ) {
 | 
						|
 | 
						|
				if ( te[ i ] !== me[ i ] ) return false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return true;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			for ( var i = 0; i < 9; i ++ ) {
 | 
						|
 | 
						|
				this.elements[ i ] = array[ i + offset ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( array === undefined ) array = [];
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			var te = this.elements;
 | 
						|
 | 
						|
			array[ offset ] = te[ 0 ];
 | 
						|
			array[ offset + 1 ] = te[ 1 ];
 | 
						|
			array[ offset + 2 ] = te[ 2 ];
 | 
						|
 | 
						|
			array[ offset + 3 ] = te[ 3 ];
 | 
						|
			array[ offset + 4 ] = te[ 4 ];
 | 
						|
			array[ offset + 5 ] = te[ 5 ];
 | 
						|
 | 
						|
			array[ offset + 6 ] = te[ 6 ];
 | 
						|
			array[ offset + 7 ] = te[ 7 ];
 | 
						|
			array[ offset + 8 ] = te[ 8 ];
 | 
						|
 | 
						|
			return array;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author szimek / https://github.com/szimek/
 | 
						|
	 */
 | 
						|
 | 
						|
	var textureId = 0;
 | 
						|
 | 
						|
	function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
 | 
						|
 | 
						|
		Object.defineProperty( this, 'id', { value: textureId ++ } );
 | 
						|
 | 
						|
		this.uuid = _Math.generateUUID();
 | 
						|
 | 
						|
		this.name = '';
 | 
						|
 | 
						|
		this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
 | 
						|
		this.mipmaps = [];
 | 
						|
 | 
						|
		this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
 | 
						|
 | 
						|
		this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
 | 
						|
		this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
 | 
						|
 | 
						|
		this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
 | 
						|
		this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
 | 
						|
 | 
						|
		this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
 | 
						|
 | 
						|
		this.format = format !== undefined ? format : RGBAFormat;
 | 
						|
		this.type = type !== undefined ? type : UnsignedByteType;
 | 
						|
 | 
						|
		this.offset = new Vector2( 0, 0 );
 | 
						|
		this.repeat = new Vector2( 1, 1 );
 | 
						|
		this.center = new Vector2( 0, 0 );
 | 
						|
		this.rotation = 0;
 | 
						|
 | 
						|
		this.matrixAutoUpdate = true;
 | 
						|
		this.matrix = new Matrix3();
 | 
						|
 | 
						|
		this.generateMipmaps = true;
 | 
						|
		this.premultiplyAlpha = false;
 | 
						|
		this.flipY = true;
 | 
						|
		this.unpackAlignment = 4;	// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
 | 
						|
 | 
						|
		// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
 | 
						|
		//
 | 
						|
		// Also changing the encoding after already used by a Material will not automatically make the Material
 | 
						|
		// update.  You need to explicitly call Material.needsUpdate to trigger it to recompile.
 | 
						|
		this.encoding = encoding !== undefined ? encoding : LinearEncoding;
 | 
						|
 | 
						|
		this.version = 0;
 | 
						|
		this.onUpdate = null;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Texture.DEFAULT_IMAGE = undefined;
 | 
						|
	Texture.DEFAULT_MAPPING = UVMapping;
 | 
						|
 | 
						|
	Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
 | 
						|
 | 
						|
		constructor: Texture,
 | 
						|
 | 
						|
		isTexture: true,
 | 
						|
 | 
						|
		updateMatrix: function () {
 | 
						|
 | 
						|
			this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			this.name = source.name;
 | 
						|
 | 
						|
			this.image = source.image;
 | 
						|
			this.mipmaps = source.mipmaps.slice( 0 );
 | 
						|
 | 
						|
			this.mapping = source.mapping;
 | 
						|
 | 
						|
			this.wrapS = source.wrapS;
 | 
						|
			this.wrapT = source.wrapT;
 | 
						|
 | 
						|
			this.magFilter = source.magFilter;
 | 
						|
			this.minFilter = source.minFilter;
 | 
						|
 | 
						|
			this.anisotropy = source.anisotropy;
 | 
						|
 | 
						|
			this.format = source.format;
 | 
						|
			this.type = source.type;
 | 
						|
 | 
						|
			this.offset.copy( source.offset );
 | 
						|
			this.repeat.copy( source.repeat );
 | 
						|
			this.center.copy( source.center );
 | 
						|
			this.rotation = source.rotation;
 | 
						|
 | 
						|
			this.matrixAutoUpdate = source.matrixAutoUpdate;
 | 
						|
			this.matrix.copy( source.matrix );
 | 
						|
 | 
						|
			this.generateMipmaps = source.generateMipmaps;
 | 
						|
			this.premultiplyAlpha = source.premultiplyAlpha;
 | 
						|
			this.flipY = source.flipY;
 | 
						|
			this.unpackAlignment = source.unpackAlignment;
 | 
						|
			this.encoding = source.encoding;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( meta ) {
 | 
						|
 | 
						|
			var isRootObject = ( meta === undefined || typeof meta === 'string' );
 | 
						|
 | 
						|
			if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
 | 
						|
 | 
						|
				return meta.textures[ this.uuid ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function getDataURL( image ) {
 | 
						|
 | 
						|
				var canvas;
 | 
						|
 | 
						|
				if ( image instanceof HTMLCanvasElement ) {
 | 
						|
 | 
						|
					canvas = image;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
 | 
						|
					canvas.width = image.width;
 | 
						|
					canvas.height = image.height;
 | 
						|
 | 
						|
					var context = canvas.getContext( '2d' );
 | 
						|
 | 
						|
					if ( image instanceof ImageData ) {
 | 
						|
 | 
						|
						context.putImageData( image, 0, 0 );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						context.drawImage( image, 0, 0, image.width, image.height );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( canvas.width > 2048 || canvas.height > 2048 ) {
 | 
						|
 | 
						|
					return canvas.toDataURL( 'image/jpeg', 0.6 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					return canvas.toDataURL( 'image/png' );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var output = {
 | 
						|
 | 
						|
				metadata: {
 | 
						|
					version: 4.5,
 | 
						|
					type: 'Texture',
 | 
						|
					generator: 'Texture.toJSON'
 | 
						|
				},
 | 
						|
 | 
						|
				uuid: this.uuid,
 | 
						|
				name: this.name,
 | 
						|
 | 
						|
				mapping: this.mapping,
 | 
						|
 | 
						|
				repeat: [ this.repeat.x, this.repeat.y ],
 | 
						|
				offset: [ this.offset.x, this.offset.y ],
 | 
						|
				center: [ this.center.x, this.center.y ],
 | 
						|
				rotation: this.rotation,
 | 
						|
 | 
						|
				wrap: [ this.wrapS, this.wrapT ],
 | 
						|
 | 
						|
				format: this.format,
 | 
						|
				minFilter: this.minFilter,
 | 
						|
				magFilter: this.magFilter,
 | 
						|
				anisotropy: this.anisotropy,
 | 
						|
 | 
						|
				flipY: this.flipY
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
			if ( this.image !== undefined ) {
 | 
						|
 | 
						|
				// TODO: Move to THREE.Image
 | 
						|
 | 
						|
				var image = this.image;
 | 
						|
 | 
						|
				if ( image.uuid === undefined ) {
 | 
						|
 | 
						|
					image.uuid = _Math.generateUUID(); // UGH
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
 | 
						|
 | 
						|
					meta.images[ image.uuid ] = {
 | 
						|
						uuid: image.uuid,
 | 
						|
						url: getDataURL( image )
 | 
						|
					};
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				output.image = image.uuid;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( ! isRootObject ) {
 | 
						|
 | 
						|
				meta.textures[ this.uuid ] = output;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return output;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dispose: function () {
 | 
						|
 | 
						|
			this.dispatchEvent( { type: 'dispose' } );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		transformUv: function ( uv ) {
 | 
						|
 | 
						|
			if ( this.mapping !== UVMapping ) return;
 | 
						|
 | 
						|
			uv.applyMatrix3( this.matrix );
 | 
						|
 | 
						|
			if ( uv.x < 0 || uv.x > 1 ) {
 | 
						|
 | 
						|
				switch ( this.wrapS ) {
 | 
						|
 | 
						|
					case RepeatWrapping:
 | 
						|
 | 
						|
						uv.x = uv.x - Math.floor( uv.x );
 | 
						|
						break;
 | 
						|
 | 
						|
					case ClampToEdgeWrapping:
 | 
						|
 | 
						|
						uv.x = uv.x < 0 ? 0 : 1;
 | 
						|
						break;
 | 
						|
 | 
						|
					case MirroredRepeatWrapping:
 | 
						|
 | 
						|
						if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
 | 
						|
 | 
						|
							uv.x = Math.ceil( uv.x ) - uv.x;
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							uv.x = uv.x - Math.floor( uv.x );
 | 
						|
 | 
						|
						}
 | 
						|
						break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( uv.y < 0 || uv.y > 1 ) {
 | 
						|
 | 
						|
				switch ( this.wrapT ) {
 | 
						|
 | 
						|
					case RepeatWrapping:
 | 
						|
 | 
						|
						uv.y = uv.y - Math.floor( uv.y );
 | 
						|
						break;
 | 
						|
 | 
						|
					case ClampToEdgeWrapping:
 | 
						|
 | 
						|
						uv.y = uv.y < 0 ? 0 : 1;
 | 
						|
						break;
 | 
						|
 | 
						|
					case MirroredRepeatWrapping:
 | 
						|
 | 
						|
						if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
 | 
						|
 | 
						|
							uv.y = Math.ceil( uv.y ) - uv.y;
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							uv.y = uv.y - Math.floor( uv.y );
 | 
						|
 | 
						|
						}
 | 
						|
						break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.flipY ) {
 | 
						|
 | 
						|
				uv.y = 1 - uv.y;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperty( Texture.prototype, "needsUpdate", {
 | 
						|
 | 
						|
		set: function ( value ) {
 | 
						|
 | 
						|
			if ( value === true ) this.version ++;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 ) {
 | 
						|
 | 
						|
		this.x = x || 0;
 | 
						|
		this.y = y || 0;
 | 
						|
		this.z = z || 0;
 | 
						|
		this.w = ( w !== undefined ) ? w : 1;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Vector4.prototype, {
 | 
						|
 | 
						|
		isVector4: true,
 | 
						|
 | 
						|
		set: function ( x, y, z, w ) {
 | 
						|
 | 
						|
			this.x = x;
 | 
						|
			this.y = y;
 | 
						|
			this.z = z;
 | 
						|
			this.w = w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.x = scalar;
 | 
						|
			this.y = scalar;
 | 
						|
			this.z = scalar;
 | 
						|
			this.w = scalar;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setX: function ( x ) {
 | 
						|
 | 
						|
			this.x = x;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setY: function ( y ) {
 | 
						|
 | 
						|
			this.y = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setZ: function ( z ) {
 | 
						|
 | 
						|
			this.z = z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setW: function ( w ) {
 | 
						|
 | 
						|
			this.w = w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setComponent: function ( index, value ) {
 | 
						|
 | 
						|
			switch ( index ) {
 | 
						|
 | 
						|
				case 0: this.x = value; break;
 | 
						|
				case 1: this.y = value; break;
 | 
						|
				case 2: this.z = value; break;
 | 
						|
				case 3: this.w = value; break;
 | 
						|
				default: throw new Error( 'index is out of range: ' + index );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getComponent: function ( index ) {
 | 
						|
 | 
						|
			switch ( index ) {
 | 
						|
 | 
						|
				case 0: return this.x;
 | 
						|
				case 1: return this.y;
 | 
						|
				case 2: return this.z;
 | 
						|
				case 3: return this.w;
 | 
						|
				default: throw new Error( 'index is out of range: ' + index );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.x, this.y, this.z, this.w );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( v ) {
 | 
						|
 | 
						|
			this.x = v.x;
 | 
						|
			this.y = v.y;
 | 
						|
			this.z = v.z;
 | 
						|
			this.w = ( v.w !== undefined ) ? v.w : 1;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		add: function ( v, w ) {
 | 
						|
 | 
						|
			if ( w !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
 | 
						|
				return this.addVectors( v, w );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x += v.x;
 | 
						|
			this.y += v.y;
 | 
						|
			this.z += v.z;
 | 
						|
			this.w += v.w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addScalar: function ( s ) {
 | 
						|
 | 
						|
			this.x += s;
 | 
						|
			this.y += s;
 | 
						|
			this.z += s;
 | 
						|
			this.w += s;
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		sub: function ( v, w ) {
 | 
						|
 | 
						|
			if ( w !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
 | 
						|
				return this.subVectors( v, w );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x -= v.x;
 | 
						|
			this.y -= v.y;
 | 
						|
			this.z -= v.z;
 | 
						|
			this.w -= v.w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		subScalar: function ( s ) {
 | 
						|
 | 
						|
			this.x -= s;
 | 
						|
			this.y -= s;
 | 
						|
			this.z -= s;
 | 
						|
			this.w -= s;
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.x *= scalar;
 | 
						|
			this.y *= scalar;
 | 
						|
			this.z *= scalar;
 | 
						|
			this.w *= scalar;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyMatrix4: function ( m ) {
 | 
						|
 | 
						|
			var x = this.x, y = this.y, z = this.z, w = this.w;
 | 
						|
			var e = m.elements;
 | 
						|
 | 
						|
			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
 | 
						|
			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
 | 
						|
			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
 | 
						|
			this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		divideScalar: function ( scalar ) {
 | 
						|
 | 
						|
			return this.multiplyScalar( 1 / scalar );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setAxisAngleFromQuaternion: function ( q ) {
 | 
						|
 | 
						|
			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
 | 
						|
 | 
						|
			// q is assumed to be normalized
 | 
						|
 | 
						|
			this.w = 2 * Math.acos( q.w );
 | 
						|
 | 
						|
			var s = Math.sqrt( 1 - q.w * q.w );
 | 
						|
 | 
						|
			if ( s < 0.0001 ) {
 | 
						|
 | 
						|
				this.x = 1;
 | 
						|
				this.y = 0;
 | 
						|
				this.z = 0;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.x = q.x / s;
 | 
						|
				this.y = q.y / s;
 | 
						|
				this.z = q.z / s;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setAxisAngleFromRotationMatrix: function ( m ) {
 | 
						|
 | 
						|
			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
 | 
						|
 | 
						|
			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 | 
						|
 | 
						|
			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,
 | 
						|
 | 
						|
				m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
 | 
						|
				m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
 | 
						|
				m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
 | 
						|
 | 
						|
			if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
 | 
						|
			     ( Math.abs( m13 - m31 ) < epsilon ) &&
 | 
						|
			     ( Math.abs( m23 - m32 ) < epsilon ) ) {
 | 
						|
 | 
						|
				// singularity found
 | 
						|
				// first check for identity matrix which must have +1 for all terms
 | 
						|
				// in leading diagonal and zero in other terms
 | 
						|
 | 
						|
				if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
 | 
						|
				     ( Math.abs( m13 + m31 ) < epsilon2 ) &&
 | 
						|
				     ( Math.abs( m23 + m32 ) < epsilon2 ) &&
 | 
						|
				     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
 | 
						|
 | 
						|
					// this singularity is identity matrix so angle = 0
 | 
						|
 | 
						|
					this.set( 1, 0, 0, 0 );
 | 
						|
 | 
						|
					return this; // zero angle, arbitrary axis
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// otherwise this singularity is angle = 180
 | 
						|
 | 
						|
				angle = Math.PI;
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
				if ( ( xx > yy ) && ( xx > zz ) ) {
 | 
						|
 | 
						|
					// m11 is the largest diagonal term
 | 
						|
 | 
						|
					if ( xx < epsilon ) {
 | 
						|
 | 
						|
						x = 0;
 | 
						|
						y = 0.707106781;
 | 
						|
						z = 0.707106781;
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						x = Math.sqrt( xx );
 | 
						|
						y = xy / x;
 | 
						|
						z = xz / x;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( yy > zz ) {
 | 
						|
 | 
						|
					// m22 is the largest diagonal term
 | 
						|
 | 
						|
					if ( yy < epsilon ) {
 | 
						|
 | 
						|
						x = 0.707106781;
 | 
						|
						y = 0;
 | 
						|
						z = 0.707106781;
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						y = Math.sqrt( yy );
 | 
						|
						x = xy / y;
 | 
						|
						z = yz / y;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// m33 is the largest diagonal term so base result on this
 | 
						|
 | 
						|
					if ( zz < epsilon ) {
 | 
						|
 | 
						|
						x = 0.707106781;
 | 
						|
						y = 0.707106781;
 | 
						|
						z = 0;
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						z = Math.sqrt( zz );
 | 
						|
						x = xz / z;
 | 
						|
						y = yz / z;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.set( x, y, z, angle );
 | 
						|
 | 
						|
				return this; // return 180 deg rotation
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// as we have reached here there are no singularities so we can handle normally
 | 
						|
 | 
						|
			var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
 | 
						|
			                   ( m13 - m31 ) * ( m13 - m31 ) +
 | 
						|
			                   ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
 | 
						|
 | 
						|
			if ( Math.abs( s ) < 0.001 ) s = 1;
 | 
						|
 | 
						|
			// prevent divide by zero, should not happen if matrix is orthogonal and should be
 | 
						|
			// caught by singularity test above, but I've left it in just in case
 | 
						|
 | 
						|
			this.x = ( m32 - m23 ) / s;
 | 
						|
			this.y = ( m13 - m31 ) / s;
 | 
						|
			this.z = ( m21 - m12 ) / s;
 | 
						|
			this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		min: function ( v ) {
 | 
						|
 | 
						|
			this.x = Math.min( this.x, v.x );
 | 
						|
			this.y = Math.min( this.y, v.y );
 | 
						|
			this.z = Math.min( this.z, v.z );
 | 
						|
			this.w = Math.min( this.w, v.w );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		max: function ( v ) {
 | 
						|
 | 
						|
			this.x = Math.max( this.x, v.x );
 | 
						|
			this.y = Math.max( this.y, v.y );
 | 
						|
			this.z = Math.max( this.z, v.z );
 | 
						|
			this.w = Math.max( this.w, v.w );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clamp: function ( min, max ) {
 | 
						|
 | 
						|
			// assumes min < max, componentwise
 | 
						|
 | 
						|
			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
 | 
						|
			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
 | 
						|
			this.z = Math.max( min.z, Math.min( max.z, this.z ) );
 | 
						|
			this.w = Math.max( min.w, Math.min( max.w, this.w ) );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clampScalar: function () {
 | 
						|
 | 
						|
			var min, max;
 | 
						|
 | 
						|
			return function clampScalar( minVal, maxVal ) {
 | 
						|
 | 
						|
				if ( min === undefined ) {
 | 
						|
 | 
						|
					min = new Vector4();
 | 
						|
					max = new Vector4();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				min.set( minVal, minVal, minVal, minVal );
 | 
						|
				max.set( maxVal, maxVal, maxVal, maxVal );
 | 
						|
 | 
						|
				return this.clamp( min, max );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		clampLength: function ( min, max ) {
 | 
						|
 | 
						|
			var length = this.length();
 | 
						|
 | 
						|
			return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		floor: 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 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 );
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		negate: function () {
 | 
						|
 | 
						|
			this.x = - this.x;
 | 
						|
			this.y = - this.y;
 | 
						|
			this.z = - this.z;
 | 
						|
			this.w = - this.w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dot: function ( v ) {
 | 
						|
 | 
						|
			return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lengthSq: function () {
 | 
						|
 | 
						|
			return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		length: function () {
 | 
						|
 | 
						|
			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		manhattanLength: function () {
 | 
						|
 | 
						|
			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		normalize: function () {
 | 
						|
 | 
						|
			return this.divideScalar( this.length() || 1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setLength: function ( length ) {
 | 
						|
 | 
						|
			return this.normalize().multiplyScalar( length );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lerpVectors: function ( v1, v2, alpha ) {
 | 
						|
 | 
						|
			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( v ) {
 | 
						|
 | 
						|
			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			this.x = array[ offset ];
 | 
						|
			this.y = array[ offset + 1 ];
 | 
						|
			this.z = array[ offset + 2 ];
 | 
						|
			this.w = array[ offset + 3 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( array === undefined ) array = [];
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			array[ offset ] = this.x;
 | 
						|
			array[ offset + 1 ] = this.y;
 | 
						|
			array[ offset + 2 ] = this.z;
 | 
						|
			array[ offset + 3 ] = this.w;
 | 
						|
 | 
						|
			return array;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromBufferAttribute: function ( attribute, index, offset ) {
 | 
						|
 | 
						|
			if ( offset !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.x = attribute.getX( index );
 | 
						|
			this.y = attribute.getY( index );
 | 
						|
			this.z = attribute.getZ( index );
 | 
						|
			this.w = attribute.getW( index );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 ) {
 | 
						|
 | 
						|
		this.width = width;
 | 
						|
		this.height = height;
 | 
						|
 | 
						|
		this.scissor = new Vector4( 0, 0, width, height );
 | 
						|
		this.scissorTest = false;
 | 
						|
 | 
						|
		this.viewport = new Vector4( 0, 0, width, height );
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
		this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
 | 
						|
		this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
 | 
						|
		this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
 | 
						|
 | 
						|
		constructor: WebGLRenderTarget,
 | 
						|
 | 
						|
		isWebGLRenderTarget: true,
 | 
						|
 | 
						|
		setSize: function ( width, height ) {
 | 
						|
 | 
						|
			if ( this.width !== width || this.height !== height ) {
 | 
						|
 | 
						|
				this.width = width;
 | 
						|
				this.height = height;
 | 
						|
 | 
						|
				this.dispose();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.viewport.set( 0, 0, width, height );
 | 
						|
			this.scissor.set( 0, 0, width, height );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			this.width = source.width;
 | 
						|
			this.height = source.height;
 | 
						|
 | 
						|
			this.viewport.copy( source.viewport );
 | 
						|
 | 
						|
			this.texture = source.texture.clone();
 | 
						|
 | 
						|
			this.depthBuffer = source.depthBuffer;
 | 
						|
			this.stencilBuffer = source.stencilBuffer;
 | 
						|
			this.depthTexture = source.depthTexture;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dispose: function () {
 | 
						|
 | 
						|
			this.dispatchEvent( { type: 'dispose' } );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLRenderTargetCube( width, height, options ) {
 | 
						|
 | 
						|
		WebGLRenderTarget.call( this, width, height, options );
 | 
						|
 | 
						|
		this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
 | 
						|
		this.activeMipMapLevel = 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
 | 
						|
	WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
 | 
						|
 | 
						|
	WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
 | 
						|
 | 
						|
		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
 | 
						|
 | 
						|
		this.image = { data: data, width: width, height: height };
 | 
						|
 | 
						|
		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
 | 
						|
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
 | 
						|
 | 
						|
		this.generateMipmaps = false;
 | 
						|
		this.flipY = false;
 | 
						|
		this.unpackAlignment = 1;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	DataTexture.prototype = Object.create( Texture.prototype );
 | 
						|
	DataTexture.prototype.constructor = DataTexture;
 | 
						|
 | 
						|
	DataTexture.prototype.isDataTexture = true;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 */
 | 
						|
 | 
						|
	function Box3( min, max ) {
 | 
						|
 | 
						|
		this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
 | 
						|
		this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Box3.prototype, {
 | 
						|
 | 
						|
		isBox3: true,
 | 
						|
 | 
						|
		set: function ( min, max ) {
 | 
						|
 | 
						|
			this.min.copy( min );
 | 
						|
			this.max.copy( max );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromArray: function ( array ) {
 | 
						|
 | 
						|
			var minX = + Infinity;
 | 
						|
			var minY = + Infinity;
 | 
						|
			var minZ = + Infinity;
 | 
						|
 | 
						|
			var maxX = - Infinity;
 | 
						|
			var maxY = - Infinity;
 | 
						|
			var maxZ = - Infinity;
 | 
						|
 | 
						|
			for ( var i = 0, l = array.length; i < l; i += 3 ) {
 | 
						|
 | 
						|
				var x = array[ i ];
 | 
						|
				var y = array[ i + 1 ];
 | 
						|
				var z = array[ i + 2 ];
 | 
						|
 | 
						|
				if ( x < minX ) minX = x;
 | 
						|
				if ( y < minY ) minY = y;
 | 
						|
				if ( z < minZ ) minZ = z;
 | 
						|
 | 
						|
				if ( x > maxX ) maxX = x;
 | 
						|
				if ( y > maxY ) maxY = y;
 | 
						|
				if ( z > maxZ ) maxZ = z;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.min.set( minX, minY, minZ );
 | 
						|
			this.max.set( maxX, maxY, maxZ );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromBufferAttribute: function ( attribute ) {
 | 
						|
 | 
						|
			var minX = + Infinity;
 | 
						|
			var minY = + Infinity;
 | 
						|
			var minZ = + Infinity;
 | 
						|
 | 
						|
			var maxX = - Infinity;
 | 
						|
			var maxY = - Infinity;
 | 
						|
			var maxZ = - Infinity;
 | 
						|
 | 
						|
			for ( var i = 0, l = attribute.count; i < l; i ++ ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
				if ( x > maxX ) maxX = x;
 | 
						|
				if ( y > maxY ) maxY = y;
 | 
						|
				if ( z > maxZ ) maxZ = z;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.min.set( minX, minY, minZ );
 | 
						|
			this.max.set( maxX, maxY, maxZ );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromPoints: function ( points ) {
 | 
						|
 | 
						|
			this.makeEmpty();
 | 
						|
 | 
						|
			for ( var i = 0, il = points.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				this.expandByPoint( points[ i ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromCenterAndSize: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function setFromCenterAndSize( center, size ) {
 | 
						|
 | 
						|
				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
 | 
						|
 | 
						|
				this.min.copy( center ).sub( halfSize );
 | 
						|
				this.max.copy( center ).add( halfSize );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		setFromObject: function ( object ) {
 | 
						|
 | 
						|
			this.makeEmpty();
 | 
						|
 | 
						|
			return this.expandByObject( object );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( box ) {
 | 
						|
 | 
						|
			this.min.copy( box.min );
 | 
						|
			this.max.copy( box.max );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeEmpty: function () {
 | 
						|
 | 
						|
			this.min.x = this.min.y = this.min.z = + Infinity;
 | 
						|
			this.max.x = this.max.y = this.max.z = - Infinity;
 | 
						|
 | 
						|
			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 ) || ( this.max.z < this.min.z );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getCenter: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Box3: .getCenter() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getSize: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Box3: .getSize() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		expandByPoint: function ( point ) {
 | 
						|
 | 
						|
			this.min.min( point );
 | 
						|
			this.max.max( point );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		expandByVector: function ( vector ) {
 | 
						|
 | 
						|
			this.min.sub( vector );
 | 
						|
			this.max.add( vector );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		expandByScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.min.addScalar( - scalar );
 | 
						|
			this.max.addScalar( scalar );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		expandByObject: function () {
 | 
						|
 | 
						|
			// Computes the world-axis-aligned bounding box of an object (including its children),
 | 
						|
			// accounting for both the object's, and children's, world transforms
 | 
						|
 | 
						|
			var scope, i, l;
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			function traverse( node ) {
 | 
						|
 | 
						|
				var geometry = node.geometry;
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
						var attribute = geometry.attributes.position;
 | 
						|
 | 
						|
						if ( attribute !== undefined ) {
 | 
						|
 | 
						|
							for ( i = 0, l = attribute.count; i < l; i ++ ) {
 | 
						|
 | 
						|
								v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
 | 
						|
 | 
						|
								scope.expandByPoint( v1 );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return function expandByObject( object ) {
 | 
						|
 | 
						|
				scope = this;
 | 
						|
 | 
						|
				object.updateMatrixWorld( true );
 | 
						|
 | 
						|
				object.traverse( traverse );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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 &&
 | 
						|
				this.min.z <= box.min.z && box.max.z <= this.max.z;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getParameter: function ( point, target ) {
 | 
						|
 | 
						|
			// This can potentially have a divide by zero if the box
 | 
						|
			// has a size dimension of 0.
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Box3: .getParameter() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.set(
 | 
						|
				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
 | 
						|
				( point.y - this.min.y ) / ( this.max.y - this.min.y ),
 | 
						|
				( point.z - this.min.z ) / ( this.max.z - this.min.z )
 | 
						|
			);
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsBox: 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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsSphere: ( function () {
 | 
						|
 | 
						|
			var closestPoint = new Vector3();
 | 
						|
 | 
						|
			return function intersectsSphere( sphere ) {
 | 
						|
 | 
						|
				// 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 );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		} )(),
 | 
						|
 | 
						|
		intersectsPlane: function ( plane ) {
 | 
						|
 | 
						|
			// We compute the minimum and maximum dot product values. If those values
 | 
						|
			// are on the same side (back or front) of the plane, then there is no intersection.
 | 
						|
 | 
						|
			var min, max;
 | 
						|
 | 
						|
			if ( plane.normal.x > 0 ) {
 | 
						|
 | 
						|
				min = plane.normal.x * this.min.x;
 | 
						|
				max = plane.normal.x * this.max.x;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				min = plane.normal.x * this.max.x;
 | 
						|
				max = plane.normal.x * this.min.x;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( plane.normal.y > 0 ) {
 | 
						|
 | 
						|
				min += plane.normal.y * this.min.y;
 | 
						|
				max += plane.normal.y * this.max.y;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				min += plane.normal.y * this.max.y;
 | 
						|
				max += plane.normal.y * this.min.y;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( plane.normal.z > 0 ) {
 | 
						|
 | 
						|
				min += plane.normal.z * this.min.z;
 | 
						|
				max += plane.normal.z * this.max.z;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				min += plane.normal.z * this.max.z;
 | 
						|
				max += plane.normal.z * this.min.z;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return ( min <= plane.constant && max >= plane.constant );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsTriangle: ( function () {
 | 
						|
 | 
						|
			// triangle centered vertices
 | 
						|
			var v0 = new Vector3();
 | 
						|
			var v1 = new Vector3();
 | 
						|
			var v2 = new Vector3();
 | 
						|
 | 
						|
			// triangle edge vectors
 | 
						|
			var f0 = new Vector3();
 | 
						|
			var f1 = new Vector3();
 | 
						|
			var f2 = new Vector3();
 | 
						|
 | 
						|
			var testAxis = new Vector3();
 | 
						|
 | 
						|
			var center = new Vector3();
 | 
						|
			var extents = new Vector3();
 | 
						|
 | 
						|
			var triangleNormal = new Vector3();
 | 
						|
 | 
						|
			function satForAxes( axes ) {
 | 
						|
 | 
						|
				var i, j;
 | 
						|
 | 
						|
				for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
 | 
						|
 | 
						|
					testAxis.fromArray( axes, i );
 | 
						|
					// project the aabb onto the seperating axis
 | 
						|
					var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
 | 
						|
					// project all 3 vertices of the triangle onto the seperating axis
 | 
						|
					var p0 = v0.dot( testAxis );
 | 
						|
					var p1 = v1.dot( testAxis );
 | 
						|
					var p2 = v2.dot( testAxis );
 | 
						|
					// actual test, basically see if either of the most extreme of the triangle points intersects r
 | 
						|
					if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
 | 
						|
 | 
						|
						// points of the projected triangle are outside the projected half-length of the aabb
 | 
						|
						// the axis is seperating and we can exit
 | 
						|
						return false;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return function intersectsTriangle( triangle ) {
 | 
						|
 | 
						|
				if ( this.isEmpty() ) {
 | 
						|
 | 
						|
					return false;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// compute box center and extents
 | 
						|
				this.getCenter( center );
 | 
						|
				extents.subVectors( this.max, center );
 | 
						|
 | 
						|
				// translate triangle to aabb origin
 | 
						|
				v0.subVectors( triangle.a, center );
 | 
						|
				v1.subVectors( triangle.b, center );
 | 
						|
				v2.subVectors( triangle.c, center );
 | 
						|
 | 
						|
				// compute edge vectors for triangle
 | 
						|
				f0.subVectors( v1, v0 );
 | 
						|
				f1.subVectors( v2, v1 );
 | 
						|
				f2.subVectors( v0, v2 );
 | 
						|
 | 
						|
				// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
 | 
						|
				// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
 | 
						|
				// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
 | 
						|
				var axes = [
 | 
						|
					0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
 | 
						|
					f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
 | 
						|
					- f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
 | 
						|
				];
 | 
						|
				if ( ! satForAxes( axes ) ) {
 | 
						|
 | 
						|
					return false;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// test 3 face normals from the aabb
 | 
						|
				axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
 | 
						|
				if ( ! satForAxes( axes ) ) {
 | 
						|
 | 
						|
					return false;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// finally testing the face normal of the triangle
 | 
						|
				// use already existing triangle edge vectors here
 | 
						|
				triangleNormal.crossVectors( f0, f1 );
 | 
						|
				axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
 | 
						|
				return satForAxes( axes );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		} )(),
 | 
						|
 | 
						|
		clampPoint: function ( point, target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Box3: .clampPoint() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.copy( point ).clamp( this.min, this.max );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToPoint: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function distanceToPoint( point ) {
 | 
						|
 | 
						|
				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
 | 
						|
				return clampedPoint.sub( point ).length();
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		getBoundingSphere: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function getBoundingSphere( target ) {
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' );
 | 
						|
					target = new Sphere();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.getCenter( target.center );
 | 
						|
 | 
						|
				target.radius = this.getSize( v1 ).length() * 0.5;
 | 
						|
 | 
						|
				return target;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		intersect: function ( box ) {
 | 
						|
 | 
						|
			this.min.max( box.min );
 | 
						|
			this.max.min( box.max );
 | 
						|
 | 
						|
			// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
 | 
						|
			if ( this.isEmpty() ) this.makeEmpty();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		union: function ( box ) {
 | 
						|
 | 
						|
			this.min.min( box.min );
 | 
						|
			this.max.max( box.max );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyMatrix4: function () {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
				// NOTE: I am using a binary pattern to specify all 2^3 combinations below
 | 
						|
				points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
 | 
						|
				points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
 | 
						|
				points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
 | 
						|
				points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
 | 
						|
				points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
 | 
						|
				points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
 | 
						|
				points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
 | 
						|
				points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );	// 111
 | 
						|
 | 
						|
				this.setFromPoints( points );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		translate: function ( offset ) {
 | 
						|
 | 
						|
			this.min.add( offset );
 | 
						|
			this.max.add( offset );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( box ) {
 | 
						|
 | 
						|
			return box.min.equals( this.min ) && box.max.equals( this.max );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Sphere( center, radius ) {
 | 
						|
 | 
						|
		this.center = ( center !== undefined ) ? center : new Vector3();
 | 
						|
		this.radius = ( radius !== undefined ) ? radius : 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Sphere.prototype, {
 | 
						|
 | 
						|
		set: function ( center, radius ) {
 | 
						|
 | 
						|
			this.center.copy( center );
 | 
						|
			this.radius = radius;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromPoints: function () {
 | 
						|
 | 
						|
			var box = new Box3();
 | 
						|
 | 
						|
			return function setFromPoints( points, optionalCenter ) {
 | 
						|
 | 
						|
				var center = this.center;
 | 
						|
 | 
						|
				if ( optionalCenter !== undefined ) {
 | 
						|
 | 
						|
					center.copy( optionalCenter );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					box.setFromPoints( points ).getCenter( center );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var maxRadiusSq = 0;
 | 
						|
 | 
						|
				for ( var i = 0, il = points.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.radius = Math.sqrt( maxRadiusSq );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( sphere ) {
 | 
						|
 | 
						|
			this.center.copy( sphere.center );
 | 
						|
			this.radius = sphere.radius;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		empty: function () {
 | 
						|
 | 
						|
			return ( this.radius <= 0 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		containsPoint: function ( point ) {
 | 
						|
 | 
						|
			return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToPoint: function ( point ) {
 | 
						|
 | 
						|
			return ( point.distanceTo( this.center ) - this.radius );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsSphere: function ( sphere ) {
 | 
						|
 | 
						|
			var radiusSum = this.radius + sphere.radius;
 | 
						|
 | 
						|
			return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsBox: function ( box ) {
 | 
						|
 | 
						|
			return box.intersectsSphere( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsPlane: function ( plane ) {
 | 
						|
 | 
						|
			return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clampPoint: function ( point, target ) {
 | 
						|
 | 
						|
			var deltaLengthSq = this.center.distanceToSquared( point );
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			target.copy( point );
 | 
						|
 | 
						|
			if ( deltaLengthSq > ( this.radius * this.radius ) ) {
 | 
						|
 | 
						|
				target.sub( this.center ).normalize();
 | 
						|
				target.multiplyScalar( this.radius ).add( this.center );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getBoundingBox: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
 | 
						|
				target = new Box3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			target.set( this.center, this.center );
 | 
						|
			target.expandByScalar( this.radius );
 | 
						|
 | 
						|
			return target;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyMatrix4: function ( matrix ) {
 | 
						|
 | 
						|
			this.center.applyMatrix4( matrix );
 | 
						|
			this.radius = this.radius * matrix.getMaxScaleOnAxis();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		translate: function ( offset ) {
 | 
						|
 | 
						|
			this.center.add( offset );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( sphere ) {
 | 
						|
 | 
						|
			return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 */
 | 
						|
 | 
						|
	function Plane( normal, constant ) {
 | 
						|
 | 
						|
		// normal is assumed to be normalized
 | 
						|
 | 
						|
		this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
 | 
						|
		this.constant = ( constant !== undefined ) ? constant : 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Plane.prototype, {
 | 
						|
 | 
						|
		set: function ( normal, constant ) {
 | 
						|
 | 
						|
			this.normal.copy( normal );
 | 
						|
			this.constant = constant;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setComponents: function ( x, y, z, w ) {
 | 
						|
 | 
						|
			this.normal.set( x, y, z );
 | 
						|
			this.constant = w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromNormalAndCoplanarPoint: function ( normal, point ) {
 | 
						|
 | 
						|
			this.normal.copy( normal );
 | 
						|
			this.constant = - point.dot( this.normal );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromCoplanarPoints: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
			var v2 = new Vector3();
 | 
						|
 | 
						|
			return function setFromCoplanarPoints( a, b, c ) {
 | 
						|
 | 
						|
				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)?
 | 
						|
 | 
						|
				this.setFromNormalAndCoplanarPoint( normal, a );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( plane ) {
 | 
						|
 | 
						|
			this.normal.copy( plane.normal );
 | 
						|
			this.constant = plane.constant;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		normalize: function () {
 | 
						|
 | 
						|
			// Note: will lead to a divide by zero if the plane is invalid.
 | 
						|
 | 
						|
			var inverseNormalLength = 1.0 / this.normal.length();
 | 
						|
			this.normal.multiplyScalar( inverseNormalLength );
 | 
						|
			this.constant *= inverseNormalLength;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		negate: function () {
 | 
						|
 | 
						|
			this.constant *= - 1;
 | 
						|
			this.normal.negate();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToPoint: function ( point ) {
 | 
						|
 | 
						|
			return this.normal.dot( point ) + this.constant;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToSphere: function ( sphere ) {
 | 
						|
 | 
						|
			return this.distanceToPoint( sphere.center ) - sphere.radius;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		projectPoint: function ( point, target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Plane: .projectPoint() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectLine: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function intersectLine( line, target ) {
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Plane: .intersectLine() target is now required' );
 | 
						|
					target = new Vector3();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var direction = line.delta( v1 );
 | 
						|
 | 
						|
				var denominator = this.normal.dot( direction );
 | 
						|
 | 
						|
				if ( denominator === 0 ) {
 | 
						|
 | 
						|
					// line is coplanar, return origin
 | 
						|
					if ( this.distanceToPoint( line.start ) === 0 ) {
 | 
						|
 | 
						|
						return target.copy( line.start );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					// Unsure if this is the correct method to handle this case.
 | 
						|
					return undefined;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
 | 
						|
 | 
						|
				if ( t < 0 || t > 1 ) {
 | 
						|
 | 
						|
					return undefined;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return target.copy( direction ).multiplyScalar( t ).add( line.start );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		intersectsLine: function ( line ) {
 | 
						|
 | 
						|
			// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
 | 
						|
 | 
						|
			var startSign = this.distanceToPoint( line.start );
 | 
						|
			var endSign = this.distanceToPoint( line.end );
 | 
						|
 | 
						|
			return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsBox: function ( box ) {
 | 
						|
 | 
						|
			return box.intersectsPlane( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsSphere: function ( sphere ) {
 | 
						|
 | 
						|
			return sphere.intersectsPlane( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		coplanarPoint: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.copy( this.normal ).multiplyScalar( - this.constant );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyMatrix4: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
			var m1 = new Matrix3();
 | 
						|
 | 
						|
			return function applyMatrix4( matrix, optionalNormalMatrix ) {
 | 
						|
 | 
						|
				var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
 | 
						|
 | 
						|
				var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
 | 
						|
 | 
						|
				var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
 | 
						|
 | 
						|
				this.constant = - referencePoint.dot( normal );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		translate: function ( offset ) {
 | 
						|
 | 
						|
			this.constant -= offset.dot( this.normal );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( plane ) {
 | 
						|
 | 
						|
			return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 */
 | 
						|
 | 
						|
	function Frustum( p0, p1, p2, p3, p4, p5 ) {
 | 
						|
 | 
						|
		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()
 | 
						|
 | 
						|
		];
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Frustum.prototype, {
 | 
						|
 | 
						|
		set: function ( p0, p1, p2, p3, p4, p5 ) {
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( frustum ) {
 | 
						|
 | 
						|
			var planes = this.planes;
 | 
						|
 | 
						|
			for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
				planes[ i ].copy( frustum.planes[ i ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromMatrix: function ( m ) {
 | 
						|
 | 
						|
			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();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsObject: function () {
 | 
						|
 | 
						|
			var sphere = new Sphere();
 | 
						|
 | 
						|
			return function intersectsObject( object ) {
 | 
						|
 | 
						|
				var geometry = object.geometry;
 | 
						|
 | 
						|
				if ( geometry.boundingSphere === null )
 | 
						|
					geometry.computeBoundingSphere();
 | 
						|
 | 
						|
				sphere.copy( geometry.boundingSphere )
 | 
						|
					.applyMatrix4( object.matrixWorld );
 | 
						|
 | 
						|
				return this.intersectsSphere( sphere );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		intersectsSprite: function () {
 | 
						|
 | 
						|
			var sphere = new Sphere();
 | 
						|
 | 
						|
			return function intersectsSprite( sprite ) {
 | 
						|
 | 
						|
				sphere.center.set( 0, 0, 0 );
 | 
						|
				sphere.radius = 0.7071067811865476;
 | 
						|
				sphere.applyMatrix4( sprite.matrixWorld );
 | 
						|
 | 
						|
				return this.intersectsSphere( sphere );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		intersectsSphere: function ( sphere ) {
 | 
						|
 | 
						|
			var planes = this.planes;
 | 
						|
			var center = sphere.center;
 | 
						|
			var negRadius = - sphere.radius;
 | 
						|
 | 
						|
			for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
				var distance = planes[ i ].distanceToPoint( center );
 | 
						|
 | 
						|
				if ( distance < negRadius ) {
 | 
						|
 | 
						|
					return false;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return true;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsBox: function () {
 | 
						|
 | 
						|
			var p1 = new Vector3(),
 | 
						|
				p2 = new Vector3();
 | 
						|
 | 
						|
			return function intersectsBox( box ) {
 | 
						|
 | 
						|
				var planes = this.planes;
 | 
						|
 | 
						|
				for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
					// if both outside plane, no intersection
 | 
						|
 | 
						|
					if ( d1 < 0 && d2 < 0 ) {
 | 
						|
 | 
						|
						return false;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return true;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		containsPoint: function ( point ) {
 | 
						|
 | 
						|
			var planes = this.planes;
 | 
						|
 | 
						|
			for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
				if ( planes[ i ].distanceToPoint( point ) < 0 ) {
 | 
						|
 | 
						|
					return false;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return true;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
 | 
						|
 | 
						|
	var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
 | 
						|
 | 
						|
	var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
 | 
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	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";
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	var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
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	var begin_vertex = "\nvec3 transformed = vec3( position );\n";
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	var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";
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	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 dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in 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";
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	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 = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\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";
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	var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif\n";
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	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";
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	var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";
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	var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";
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	var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
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	var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";
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	var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
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	var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
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	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 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n";
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	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";
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	var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n";
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	var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";
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	var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
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	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";
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	var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";
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	var encodings_fragment = "  gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
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	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";
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	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, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = 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";
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	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\tuniform int maxMipLevel;\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";
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	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";
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	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";
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	var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";
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	var fog_pars_vertex = "#ifdef USE_FOG\n  varying float fogDepth;\n#endif\n";
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	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";
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	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";
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	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";
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	var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
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	var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
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	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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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";
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	var lights_pars_begin = "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\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\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 ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n";
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	var lights_pars_maps = "#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 = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 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";
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	var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
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	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};\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_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";
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	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";
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	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\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#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";
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	var lights_fragment_begin = "\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\t#pragma unroll_loop\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 ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\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#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif\n";
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	var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\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 defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n";
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	var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";
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	var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
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	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";
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	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";
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	var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n";
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	var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";
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	var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";
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	var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
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	var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n";
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	var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n";
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	var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
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	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";
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	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";
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	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";
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	var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n";
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	var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
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	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 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\t\tscale *= float( gl_FrontFacing ) * 2.0 - 1.0;\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\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";
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	var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\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";
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	var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
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	var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n";
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	var dithering_fragment = "#if defined( DITHERING )\n  gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n";
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	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";
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	var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n";
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	var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
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	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\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 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\tshadow = (\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\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\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";
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	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";
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	var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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";
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	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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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 ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";
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	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";
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	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";
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	var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n";
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	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";
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	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";
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	var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
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	var tonemapping_fragment = "#if defined( TONE_MAPPING )\n  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
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	var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\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";
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	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";
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	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 mat3 uvTransform;\n#endif\n";
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	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 = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
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	var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
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	var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
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	var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
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	var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n";
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	var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
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	var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}\n";
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	var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
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	var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
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	var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n";
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	var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}\n";
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	var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
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	var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
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	var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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 <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
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	var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";
 | 
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 | 
						|
	var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\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 <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
 | 
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 | 
						|
	var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";
 | 
						|
 | 
						|
	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 <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_pars_maps>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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 <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\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 <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
 | 
						|
 | 
						|
	var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_pars_maps>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
 | 
						|
 | 
						|
	var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_pars_maps>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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 <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
 | 
						|
 | 
						|
	var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\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 <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars_begin>\n#include <lights_pars_maps>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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 <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
 | 
						|
 | 
						|
	var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\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 <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\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 <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
 | 
						|
 | 
						|
	var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
 | 
						|
 | 
						|
	var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\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 <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
 | 
						|
 | 
						|
	var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n";
 | 
						|
 | 
						|
	var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\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_begin: lights_pars_begin,
 | 
						|
		lights_pars_maps: lights_pars_maps,
 | 
						|
		lights_phong_fragment: lights_phong_fragment,
 | 
						|
		lights_phong_pars_fragment: lights_phong_pars_fragment,
 | 
						|
		lights_physical_fragment: lights_physical_fragment,
 | 
						|
		lights_physical_pars_fragment: lights_physical_pars_fragment,
 | 
						|
		lights_fragment_begin: lights_fragment_begin,
 | 
						|
		lights_fragment_maps: lights_fragment_maps,
 | 
						|
		lights_fragment_end: lights_fragment_end,
 | 
						|
		logdepthbuf_fragment: logdepthbuf_fragment,
 | 
						|
		logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
 | 
						|
		logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
 | 
						|
		logdepthbuf_vertex: logdepthbuf_vertex,
 | 
						|
		map_fragment: map_fragment,
 | 
						|
		map_pars_fragment: map_pars_fragment,
 | 
						|
		map_particle_fragment: map_particle_fragment,
 | 
						|
		map_particle_pars_fragment: map_particle_pars_fragment,
 | 
						|
		metalnessmap_fragment: metalnessmap_fragment,
 | 
						|
		metalnessmap_pars_fragment: metalnessmap_pars_fragment,
 | 
						|
		morphnormal_vertex: morphnormal_vertex,
 | 
						|
		morphtarget_pars_vertex: morphtarget_pars_vertex,
 | 
						|
		morphtarget_vertex: morphtarget_vertex,
 | 
						|
		normal_fragment_begin: normal_fragment_begin,
 | 
						|
		normal_fragment_maps: normal_fragment_maps,
 | 
						|
		normalmap_pars_fragment: normalmap_pars_fragment,
 | 
						|
		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
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Uniform Utilities
 | 
						|
	 */
 | 
						|
 | 
						|
	var UniformsUtils = {
 | 
						|
 | 
						|
		merge: function ( uniforms ) {
 | 
						|
 | 
						|
			var merged = {};
 | 
						|
 | 
						|
			for ( var u = 0; u < uniforms.length; u ++ ) {
 | 
						|
 | 
						|
				var tmp = this.clone( uniforms[ u ] );
 | 
						|
 | 
						|
				for ( var p in tmp ) {
 | 
						|
 | 
						|
					merged[ p ] = tmp[ p ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return merged;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function ( uniforms_src ) {
 | 
						|
 | 
						|
			var uniforms_dst = {};
 | 
						|
 | 
						|
			for ( var u in uniforms_src ) {
 | 
						|
 | 
						|
				uniforms_dst[ u ] = {};
 | 
						|
 | 
						|
				for ( var p in uniforms_src[ u ] ) {
 | 
						|
 | 
						|
					var parameter_src = uniforms_src[ u ][ p ];
 | 
						|
 | 
						|
					if ( parameter_src && ( parameter_src.isColor ||
 | 
						|
						parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
 | 
						|
						parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
 | 
						|
						parameter_src.isTexture ) ) {
 | 
						|
 | 
						|
						uniforms_dst[ u ][ p ] = parameter_src.clone();
 | 
						|
 | 
						|
					} else if ( Array.isArray( parameter_src ) ) {
 | 
						|
 | 
						|
						uniforms_dst[ u ][ p ] = parameter_src.slice();
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						uniforms_dst[ u ][ p ] = parameter_src;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return uniforms_dst;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
 | 
						|
		'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
 | 
						|
		'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
 | 
						|
		'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
 | 
						|
		'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
 | 
						|
 | 
						|
	function Color( r, g, b ) {
 | 
						|
 | 
						|
		if ( g === undefined && b === undefined ) {
 | 
						|
 | 
						|
			// r is THREE.Color, hex or string
 | 
						|
			return this.set( r );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return this.setRGB( r, g, b );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Color.prototype, {
 | 
						|
 | 
						|
		isColor: true,
 | 
						|
 | 
						|
		r: 1, g: 1, b: 1,
 | 
						|
 | 
						|
		set: function ( value ) {
 | 
						|
 | 
						|
			if ( value && value.isColor ) {
 | 
						|
 | 
						|
				this.copy( value );
 | 
						|
 | 
						|
			} else if ( typeof value === 'number' ) {
 | 
						|
 | 
						|
				this.setHex( value );
 | 
						|
 | 
						|
			} else if ( typeof value === 'string' ) {
 | 
						|
 | 
						|
				this.setStyle( value );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.r = scalar;
 | 
						|
			this.g = scalar;
 | 
						|
			this.b = scalar;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setHex: function ( hex ) {
 | 
						|
 | 
						|
			hex = Math.floor( hex );
 | 
						|
 | 
						|
			this.r = ( hex >> 16 & 255 ) / 255;
 | 
						|
			this.g = ( hex >> 8 & 255 ) / 255;
 | 
						|
			this.b = ( hex & 255 ) / 255;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setRGB: function ( r, g, b ) {
 | 
						|
 | 
						|
			this.r = r;
 | 
						|
			this.g = g;
 | 
						|
			this.b = b;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setHSL: function () {
 | 
						|
 | 
						|
			function hue2rgb( p, q, t ) {
 | 
						|
 | 
						|
				if ( t < 0 ) t += 1;
 | 
						|
				if ( t > 1 ) t -= 1;
 | 
						|
				if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
 | 
						|
				if ( t < 1 / 2 ) return q;
 | 
						|
				if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
 | 
						|
				return p;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return function setHSL( h, s, l ) {
 | 
						|
 | 
						|
				// 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 ) {
 | 
						|
 | 
						|
					this.r = this.g = this.b = l;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
 | 
						|
					var q = ( 2 * l ) - p;
 | 
						|
 | 
						|
					this.r = hue2rgb( q, p, h + 1 / 3 );
 | 
						|
					this.g = hue2rgb( q, p, h );
 | 
						|
					this.b = hue2rgb( q, p, h - 1 / 3 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		setStyle: function ( style ) {
 | 
						|
 | 
						|
			function handleAlpha( string ) {
 | 
						|
 | 
						|
				if ( string === undefined ) return;
 | 
						|
 | 
						|
				if ( parseFloat( string ) < 1 ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			var m;
 | 
						|
 | 
						|
			if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
 | 
						|
 | 
						|
				// rgb / hsl
 | 
						|
 | 
						|
				var color;
 | 
						|
				var name = m[ 1 ];
 | 
						|
				var components = m[ 2 ];
 | 
						|
 | 
						|
				switch ( name ) {
 | 
						|
 | 
						|
					case 'rgb':
 | 
						|
					case 'rgba':
 | 
						|
 | 
						|
						if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
 | 
						|
 | 
						|
							// rgb(255,0,0) rgba(255,0,0,0.5)
 | 
						|
							this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
 | 
						|
							this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
 | 
						|
							this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
 | 
						|
 | 
						|
							handleAlpha( color[ 5 ] );
 | 
						|
 | 
						|
							return this;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
 | 
						|
 | 
						|
							// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
 | 
						|
							this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
 | 
						|
							this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
 | 
						|
							this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
 | 
						|
 | 
						|
							handleAlpha( color[ 5 ] );
 | 
						|
 | 
						|
							return this;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					case 'hsl':
 | 
						|
					case 'hsla':
 | 
						|
 | 
						|
						if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
 | 
						|
 | 
						|
							// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
 | 
						|
							var h = parseFloat( color[ 1 ] ) / 360;
 | 
						|
							var s = parseInt( color[ 2 ], 10 ) / 100;
 | 
						|
							var l = parseInt( color[ 3 ], 10 ) / 100;
 | 
						|
 | 
						|
							handleAlpha( color[ 5 ] );
 | 
						|
 | 
						|
							return this.setHSL( h, s, l );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
 | 
						|
 | 
						|
				// hex color
 | 
						|
 | 
						|
				var hex = m[ 1 ];
 | 
						|
				var size = hex.length;
 | 
						|
 | 
						|
				if ( size === 3 ) {
 | 
						|
 | 
						|
					// #ff0
 | 
						|
					this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
 | 
						|
					this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
 | 
						|
					this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
 | 
						|
 | 
						|
					return this;
 | 
						|
 | 
						|
				} else if ( size === 6 ) {
 | 
						|
 | 
						|
					// #ff0000
 | 
						|
					this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
 | 
						|
					this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
 | 
						|
					this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
 | 
						|
 | 
						|
					return this;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( style && style.length > 0 ) {
 | 
						|
 | 
						|
				// color keywords
 | 
						|
				var hex = ColorKeywords[ style ];
 | 
						|
 | 
						|
				if ( hex !== undefined ) {
 | 
						|
 | 
						|
					// red
 | 
						|
					this.setHex( hex );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// unknown color
 | 
						|
					console.warn( 'THREE.Color: Unknown color ' + style );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.r, this.g, this.b );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( color ) {
 | 
						|
 | 
						|
			this.r = color.r;
 | 
						|
			this.g = color.g;
 | 
						|
			this.b = color.b;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyGammaToLinear: function ( color, gammaFactor ) {
 | 
						|
 | 
						|
			if ( gammaFactor === undefined ) gammaFactor = 2.0;
 | 
						|
 | 
						|
			this.r = Math.pow( color.r, gammaFactor );
 | 
						|
			this.g = Math.pow( color.g, gammaFactor );
 | 
						|
			this.b = Math.pow( color.b, gammaFactor );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyLinearToGamma: function ( color, gammaFactor ) {
 | 
						|
 | 
						|
			if ( gammaFactor === undefined ) gammaFactor = 2.0;
 | 
						|
 | 
						|
			var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
 | 
						|
 | 
						|
			this.r = Math.pow( color.r, safeInverse );
 | 
						|
			this.g = Math.pow( color.g, safeInverse );
 | 
						|
			this.b = Math.pow( color.b, safeInverse );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		convertGammaToLinear: function () {
 | 
						|
 | 
						|
			var r = this.r, g = this.g, b = this.b;
 | 
						|
 | 
						|
			this.r = r * r;
 | 
						|
			this.g = g * g;
 | 
						|
			this.b = b * b;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		convertLinearToGamma: function () {
 | 
						|
 | 
						|
			this.r = Math.sqrt( this.r );
 | 
						|
			this.g = Math.sqrt( this.g );
 | 
						|
			this.b = Math.sqrt( this.b );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getHex: function () {
 | 
						|
 | 
						|
			return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getHexString: function () {
 | 
						|
 | 
						|
			return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getHSL: function ( target ) {
 | 
						|
 | 
						|
			// h,s,l ranges are in 0.0 - 1.0
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Color: .getHSL() target is now required' );
 | 
						|
				target = { h: 0, s: 0, l: 0 };
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var r = this.r, g = this.g, b = this.b;
 | 
						|
 | 
						|
			var max = Math.max( r, g, b );
 | 
						|
			var min = Math.min( r, g, b );
 | 
						|
 | 
						|
			var hue, saturation;
 | 
						|
			var lightness = ( min + max ) / 2.0;
 | 
						|
 | 
						|
			if ( min === max ) {
 | 
						|
 | 
						|
				hue = 0;
 | 
						|
				saturation = 0;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				var delta = max - min;
 | 
						|
 | 
						|
				saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
 | 
						|
 | 
						|
				switch ( max ) {
 | 
						|
 | 
						|
					case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
 | 
						|
					case g: hue = ( b - r ) / delta + 2; break;
 | 
						|
					case b: hue = ( r - g ) / delta + 4; break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				hue /= 6;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			target.h = hue;
 | 
						|
			target.s = saturation;
 | 
						|
			target.l = lightness;
 | 
						|
 | 
						|
			return target;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getStyle: function () {
 | 
						|
 | 
						|
			return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		offsetHSL: function () {
 | 
						|
 | 
						|
			var hsl = {};
 | 
						|
 | 
						|
			return function ( h, s, l ) {
 | 
						|
 | 
						|
				this.getHSL( hsl );
 | 
						|
 | 
						|
				hsl.h += h; hsl.s += s; hsl.l += l;
 | 
						|
 | 
						|
				this.setHSL( hsl.h, hsl.s, hsl.l );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		add: function ( color ) {
 | 
						|
 | 
						|
			this.r += color.r;
 | 
						|
			this.g += color.g;
 | 
						|
			this.b += color.b;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addColors: function ( color1, color2 ) {
 | 
						|
 | 
						|
			this.r = color1.r + color2.r;
 | 
						|
			this.g = color1.g + color2.g;
 | 
						|
			this.b = color1.b + color2.b;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addScalar: function ( s ) {
 | 
						|
 | 
						|
			this.r += s;
 | 
						|
			this.g += s;
 | 
						|
			this.b += s;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		sub: function ( color ) {
 | 
						|
 | 
						|
			this.r = Math.max( 0, this.r - color.r );
 | 
						|
			this.g = Math.max( 0, this.g - color.g );
 | 
						|
			this.b = Math.max( 0, this.b - color.b );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiply: function ( color ) {
 | 
						|
 | 
						|
			this.r *= color.r;
 | 
						|
			this.g *= color.g;
 | 
						|
			this.b *= color.b;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		multiplyScalar: function ( s ) {
 | 
						|
 | 
						|
			this.r *= s;
 | 
						|
			this.g *= s;
 | 
						|
			this.b *= s;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lerp: function ( color, alpha ) {
 | 
						|
 | 
						|
			this.r += ( color.r - this.r ) * alpha;
 | 
						|
			this.g += ( color.g - this.g ) * alpha;
 | 
						|
			this.b += ( color.b - this.b ) * alpha;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( c ) {
 | 
						|
 | 
						|
			return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			this.r = array[ offset ];
 | 
						|
			this.g = array[ offset + 1 ];
 | 
						|
			this.b = array[ offset + 2 ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( array === undefined ) array = [];
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			array[ offset ] = this.r;
 | 
						|
			array[ offset + 1 ] = this.g;
 | 
						|
			array[ offset + 2 ] = this.b;
 | 
						|
 | 
						|
			return array;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function () {
 | 
						|
 | 
						|
			return this.getHex();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Uniforms library for shared webgl shaders
 | 
						|
	 */
 | 
						|
 | 
						|
	var UniformsLib = {
 | 
						|
 | 
						|
		common: {
 | 
						|
 | 
						|
			diffuse: { value: new Color( 0xeeeeee ) },
 | 
						|
			opacity: { value: 1.0 },
 | 
						|
 | 
						|
			map: { value: null },
 | 
						|
			uvTransform: { value: new Matrix3() },
 | 
						|
 | 
						|
			alphaMap: { value: null },
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		specularmap: {
 | 
						|
 | 
						|
			specularMap: { value: null },
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		envmap: {
 | 
						|
 | 
						|
			envMap: { value: null },
 | 
						|
			flipEnvMap: { value: - 1 },
 | 
						|
			reflectivity: { value: 1.0 },
 | 
						|
			refractionRatio: { value: 0.98 },
 | 
						|
			maxMipLevel: { value: 0 }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		aomap: {
 | 
						|
 | 
						|
			aoMap: { value: null },
 | 
						|
			aoMapIntensity: { value: 1 }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lightmap: {
 | 
						|
 | 
						|
			lightMap: { value: null },
 | 
						|
			lightMapIntensity: { value: 1 }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		emissivemap: {
 | 
						|
 | 
						|
			emissiveMap: { value: null }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		bumpmap: {
 | 
						|
 | 
						|
			bumpMap: { value: null },
 | 
						|
			bumpScale: { value: 1 }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		normalmap: {
 | 
						|
 | 
						|
			normalMap: { value: null },
 | 
						|
			normalScale: { value: new Vector2( 1, 1 ) }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		displacementmap: {
 | 
						|
 | 
						|
			displacementMap: { value: null },
 | 
						|
			displacementScale: { value: 1 },
 | 
						|
			displacementBias: { value: 0 }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		roughnessmap: {
 | 
						|
 | 
						|
			roughnessMap: { value: null }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		metalnessmap: {
 | 
						|
 | 
						|
			metalnessMap: { value: null }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		gradientmap: {
 | 
						|
 | 
						|
			gradientMap: { value: null }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fog: {
 | 
						|
 | 
						|
			fogDensity: { value: 0.00025 },
 | 
						|
			fogNear: { value: 1 },
 | 
						|
			fogFar: { value: 2000 },
 | 
						|
			fogColor: { value: new Color( 0xffffff ) }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lights: {
 | 
						|
 | 
						|
			ambientLightColor: { value: [] },
 | 
						|
 | 
						|
			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: {},
 | 
						|
				shadowCameraNear: {},
 | 
						|
				shadowCameraFar: {}
 | 
						|
			} },
 | 
						|
 | 
						|
			pointShadowMap: { value: [] },
 | 
						|
			pointShadowMatrix: { value: [] },
 | 
						|
 | 
						|
			hemisphereLights: { value: [], properties: {
 | 
						|
				direction: {},
 | 
						|
				skyColor: {},
 | 
						|
				groundColor: {}
 | 
						|
			} },
 | 
						|
 | 
						|
			// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
 | 
						|
			rectAreaLights: { value: [], properties: {
 | 
						|
				color: {},
 | 
						|
				position: {},
 | 
						|
				width: {},
 | 
						|
				height: {}
 | 
						|
			} }
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		points: {
 | 
						|
 | 
						|
			diffuse: { value: new Color( 0xeeeeee ) },
 | 
						|
			opacity: { value: 1.0 },
 | 
						|
			size: { value: 1.0 },
 | 
						|
			scale: { value: 1.0 },
 | 
						|
			map: { value: null },
 | 
						|
			uvTransform: { value: new Matrix3() }
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author mikael emtinger / http://gomo.se/
 | 
						|
	 */
 | 
						|
 | 
						|
	var ShaderLib = {
 | 
						|
 | 
						|
		basic: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.common,
 | 
						|
				UniformsLib.specularmap,
 | 
						|
				UniformsLib.envmap,
 | 
						|
				UniformsLib.aomap,
 | 
						|
				UniformsLib.lightmap,
 | 
						|
				UniformsLib.fog
 | 
						|
			] ),
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.meshbasic_vert,
 | 
						|
			fragmentShader: ShaderChunk.meshbasic_frag
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lambert: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.common,
 | 
						|
				UniformsLib.specularmap,
 | 
						|
				UniformsLib.envmap,
 | 
						|
				UniformsLib.aomap,
 | 
						|
				UniformsLib.lightmap,
 | 
						|
				UniformsLib.emissivemap,
 | 
						|
				UniformsLib.fog,
 | 
						|
				UniformsLib.lights,
 | 
						|
				{
 | 
						|
					emissive: { value: new Color( 0x000000 ) }
 | 
						|
				}
 | 
						|
			] ),
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.meshlambert_vert,
 | 
						|
			fragmentShader: ShaderChunk.meshlambert_frag
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		phong: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.common,
 | 
						|
				UniformsLib.specularmap,
 | 
						|
				UniformsLib.envmap,
 | 
						|
				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
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		standard: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.common,
 | 
						|
				UniformsLib.envmap,
 | 
						|
				UniformsLib.aomap,
 | 
						|
				UniformsLib.lightmap,
 | 
						|
				UniformsLib.emissivemap,
 | 
						|
				UniformsLib.bumpmap,
 | 
						|
				UniformsLib.normalmap,
 | 
						|
				UniformsLib.displacementmap,
 | 
						|
				UniformsLib.roughnessmap,
 | 
						|
				UniformsLib.metalnessmap,
 | 
						|
				UniformsLib.fog,
 | 
						|
				UniformsLib.lights,
 | 
						|
				{
 | 
						|
					emissive: { value: new Color( 0x000000 ) },
 | 
						|
					roughness: { value: 0.5 },
 | 
						|
					metalness: { value: 0.5 },
 | 
						|
					envMapIntensity: { value: 1 } // temporary
 | 
						|
				}
 | 
						|
			] ),
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.meshphysical_vert,
 | 
						|
			fragmentShader: ShaderChunk.meshphysical_frag
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		points: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.points,
 | 
						|
				UniformsLib.fog
 | 
						|
			] ),
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.points_vert,
 | 
						|
			fragmentShader: ShaderChunk.points_frag
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dashed: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.common,
 | 
						|
				UniformsLib.fog,
 | 
						|
				{
 | 
						|
					scale: { value: 1 },
 | 
						|
					dashSize: { value: 1 },
 | 
						|
					totalSize: { value: 2 }
 | 
						|
				}
 | 
						|
			] ),
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.linedashed_vert,
 | 
						|
			fragmentShader: ShaderChunk.linedashed_frag
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		depth: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.common,
 | 
						|
				UniformsLib.displacementmap
 | 
						|
			] ),
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.depth_vert,
 | 
						|
			fragmentShader: ShaderChunk.depth_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
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		/* -------------------------------------------------------------------------
 | 
						|
		//	Cube map shader
 | 
						|
		 ------------------------------------------------------------------------- */
 | 
						|
 | 
						|
		cube: {
 | 
						|
 | 
						|
			uniforms: {
 | 
						|
				tCube: { value: null },
 | 
						|
				tFlip: { value: - 1 },
 | 
						|
				opacity: { value: 1.0 }
 | 
						|
			},
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.cube_vert,
 | 
						|
			fragmentShader: ShaderChunk.cube_frag
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equirect: {
 | 
						|
 | 
						|
			uniforms: {
 | 
						|
				tEquirect: { value: null },
 | 
						|
			},
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.equirect_vert,
 | 
						|
			fragmentShader: ShaderChunk.equirect_frag
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceRGBA: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.common,
 | 
						|
				UniformsLib.displacementmap,
 | 
						|
				{
 | 
						|
					referencePosition: { value: new Vector3() },
 | 
						|
					nearDistance: { value: 1 },
 | 
						|
					farDistance: { value: 1000 }
 | 
						|
				}
 | 
						|
			] ),
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.distanceRGBA_vert,
 | 
						|
			fragmentShader: ShaderChunk.distanceRGBA_frag
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		shadow: {
 | 
						|
 | 
						|
			uniforms: UniformsUtils.merge( [
 | 
						|
				UniformsLib.lights,
 | 
						|
				UniformsLib.fog,
 | 
						|
				{
 | 
						|
					color: { value: new Color( 0x00000 ) },
 | 
						|
					opacity: { value: 1.0 }
 | 
						|
				},
 | 
						|
			] ),
 | 
						|
 | 
						|
			vertexShader: ShaderChunk.shadow_vert,
 | 
						|
			fragmentShader: ShaderChunk.shadow_frag
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	ShaderLib.physical = {
 | 
						|
 | 
						|
		uniforms: UniformsUtils.merge( [
 | 
						|
			ShaderLib.standard.uniforms,
 | 
						|
			{
 | 
						|
				clearCoat: { value: 0 },
 | 
						|
				clearCoatRoughness: { value: 0 }
 | 
						|
			}
 | 
						|
		] ),
 | 
						|
 | 
						|
		vertexShader: ShaderChunk.meshphysical_vert,
 | 
						|
		fragmentShader: ShaderChunk.meshphysical_frag
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLAttributes( gl ) {
 | 
						|
 | 
						|
		var buffers = new WeakMap();
 | 
						|
 | 
						|
		function createBuffer( attribute, bufferType ) {
 | 
						|
 | 
						|
			var array = attribute.array;
 | 
						|
			var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
 | 
						|
 | 
						|
			var buffer = gl.createBuffer();
 | 
						|
 | 
						|
			gl.bindBuffer( bufferType, buffer );
 | 
						|
			gl.bufferData( bufferType, array, usage );
 | 
						|
 | 
						|
			attribute.onUploadCallback();
 | 
						|
 | 
						|
			var type = gl.FLOAT;
 | 
						|
 | 
						|
			if ( array instanceof Float32Array ) {
 | 
						|
 | 
						|
				type = gl.FLOAT;
 | 
						|
 | 
						|
			} else if ( array instanceof Float64Array ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
 | 
						|
 | 
						|
			} else if ( array instanceof Uint16Array ) {
 | 
						|
 | 
						|
				type = gl.UNSIGNED_SHORT;
 | 
						|
 | 
						|
			} else if ( array instanceof Int16Array ) {
 | 
						|
 | 
						|
				type = gl.SHORT;
 | 
						|
 | 
						|
			} else if ( array instanceof Uint32Array ) {
 | 
						|
 | 
						|
				type = gl.UNSIGNED_INT;
 | 
						|
 | 
						|
			} else if ( array instanceof Int32Array ) {
 | 
						|
 | 
						|
				type = gl.INT;
 | 
						|
 | 
						|
			} else if ( array instanceof Int8Array ) {
 | 
						|
 | 
						|
				type = gl.BYTE;
 | 
						|
 | 
						|
			} else if ( array instanceof Uint8Array ) {
 | 
						|
 | 
						|
				type = gl.UNSIGNED_BYTE;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return {
 | 
						|
				buffer: buffer,
 | 
						|
				type: type,
 | 
						|
				bytesPerElement: array.BYTES_PER_ELEMENT,
 | 
						|
				version: attribute.version
 | 
						|
			};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function updateBuffer( buffer, attribute, bufferType ) {
 | 
						|
 | 
						|
			var array = attribute.array;
 | 
						|
			var updateRange = attribute.updateRange;
 | 
						|
 | 
						|
			gl.bindBuffer( bufferType, buffer );
 | 
						|
 | 
						|
			if ( attribute.dynamic === false ) {
 | 
						|
 | 
						|
				gl.bufferData( bufferType, array, gl.STATIC_DRAW );
 | 
						|
 | 
						|
			} else if ( updateRange.count === - 1 ) {
 | 
						|
 | 
						|
				// Not using update ranges
 | 
						|
 | 
						|
				gl.bufferSubData( bufferType, 0, array );
 | 
						|
 | 
						|
			} 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.' );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
 | 
						|
					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
 | 
						|
 | 
						|
				updateRange.count = - 1; // reset range
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function get( attribute ) {
 | 
						|
 | 
						|
			if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
 | 
						|
 | 
						|
			return buffers.get( attribute );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function remove( attribute ) {
 | 
						|
 | 
						|
			if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
 | 
						|
 | 
						|
			var data = buffers.get( attribute );
 | 
						|
 | 
						|
			if ( data ) {
 | 
						|
 | 
						|
				gl.deleteBuffer( data.buffer );
 | 
						|
 | 
						|
				buffers.delete( attribute );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function update( attribute, bufferType ) {
 | 
						|
 | 
						|
			if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
 | 
						|
 | 
						|
			var data = buffers.get( attribute );
 | 
						|
 | 
						|
			if ( data === undefined ) {
 | 
						|
 | 
						|
				buffers.set( attribute, createBuffer( attribute, bufferType ) );
 | 
						|
 | 
						|
			} else if ( data.version < attribute.version ) {
 | 
						|
 | 
						|
				updateBuffer( data.buffer, attribute, bufferType );
 | 
						|
 | 
						|
				data.version = attribute.version;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			get: get,
 | 
						|
			remove: remove,
 | 
						|
			update: update
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 */
 | 
						|
 | 
						|
	function Euler( x, y, z, order ) {
 | 
						|
 | 
						|
		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' ];
 | 
						|
 | 
						|
	Euler.DefaultOrder = 'XYZ';
 | 
						|
 | 
						|
	Object.defineProperties( Euler.prototype, {
 | 
						|
 | 
						|
		x: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this._x;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this._x = value;
 | 
						|
				this.onChangeCallback();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		y: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this._y;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this._y = value;
 | 
						|
				this.onChangeCallback();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		z: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this._z;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this._z = value;
 | 
						|
				this.onChangeCallback();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		order: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this._order;
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				this._order = value;
 | 
						|
				this.onChangeCallback();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Euler.prototype, {
 | 
						|
 | 
						|
		isEuler: true,
 | 
						|
 | 
						|
		set: function ( x, y, z, order ) {
 | 
						|
 | 
						|
			this._x = x;
 | 
						|
			this._y = y;
 | 
						|
			this._z = z;
 | 
						|
			this._order = order || this._order;
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this._x, this._y, this._z, this._order );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( euler ) {
 | 
						|
 | 
						|
			this._x = euler._x;
 | 
						|
			this._y = euler._y;
 | 
						|
			this._z = euler._z;
 | 
						|
			this._order = euler._order;
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromRotationMatrix: function ( m, order, update ) {
 | 
						|
 | 
						|
			var clamp = _Math.clamp;
 | 
						|
 | 
						|
			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
 | 
						|
 | 
						|
			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 ];
 | 
						|
 | 
						|
			order = order || this._order;
 | 
						|
 | 
						|
			if ( order === 'XYZ' ) {
 | 
						|
 | 
						|
				this._y = Math.asin( clamp( m13, - 1, 1 ) );
 | 
						|
 | 
						|
				if ( Math.abs( m13 ) < 0.99999 ) {
 | 
						|
 | 
						|
					this._x = Math.atan2( - m23, m33 );
 | 
						|
					this._z = Math.atan2( - m12, m11 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					this._x = Math.atan2( m32, m22 );
 | 
						|
					this._z = 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( order === 'YXZ' ) {
 | 
						|
 | 
						|
				this._x = Math.asin( - clamp( m23, - 1, 1 ) );
 | 
						|
 | 
						|
				if ( Math.abs( m23 ) < 0.99999 ) {
 | 
						|
 | 
						|
					this._y = Math.atan2( m13, m33 );
 | 
						|
					this._z = Math.atan2( m21, m22 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					this._y = Math.atan2( - m31, m11 );
 | 
						|
					this._z = 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( order === 'ZXY' ) {
 | 
						|
 | 
						|
				this._x = Math.asin( clamp( m32, - 1, 1 ) );
 | 
						|
 | 
						|
				if ( Math.abs( m32 ) < 0.99999 ) {
 | 
						|
 | 
						|
					this._y = Math.atan2( - m31, m33 );
 | 
						|
					this._z = Math.atan2( - m12, m22 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					this._y = 0;
 | 
						|
					this._z = Math.atan2( m21, m11 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( order === 'ZYX' ) {
 | 
						|
 | 
						|
				this._y = Math.asin( - clamp( m31, - 1, 1 ) );
 | 
						|
 | 
						|
				if ( Math.abs( m31 ) < 0.99999 ) {
 | 
						|
 | 
						|
					this._x = Math.atan2( m32, m33 );
 | 
						|
					this._z = Math.atan2( m21, m11 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					this._x = 0;
 | 
						|
					this._z = Math.atan2( - m12, m22 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( order === 'YZX' ) {
 | 
						|
 | 
						|
				this._z = Math.asin( clamp( m21, - 1, 1 ) );
 | 
						|
 | 
						|
				if ( Math.abs( m21 ) < 0.99999 ) {
 | 
						|
 | 
						|
					this._x = Math.atan2( - m23, m22 );
 | 
						|
					this._y = Math.atan2( - m31, m11 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					this._x = 0;
 | 
						|
					this._y = Math.atan2( m13, m33 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( order === 'XZY' ) {
 | 
						|
 | 
						|
				this._z = Math.asin( - clamp( m12, - 1, 1 ) );
 | 
						|
 | 
						|
				if ( Math.abs( m12 ) < 0.99999 ) {
 | 
						|
 | 
						|
					this._x = Math.atan2( m32, m22 );
 | 
						|
					this._y = Math.atan2( m13, m11 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					this._x = Math.atan2( - m23, m33 );
 | 
						|
					this._y = 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this._order = order;
 | 
						|
 | 
						|
			if ( update !== false ) this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromQuaternion: function () {
 | 
						|
 | 
						|
			var matrix = new Matrix4();
 | 
						|
 | 
						|
			return function setFromQuaternion( q, 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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		reorder: function () {
 | 
						|
 | 
						|
			// WARNING: this discards revolution information -bhouston
 | 
						|
 | 
						|
			var q = new Quaternion();
 | 
						|
 | 
						|
			return function reorder( 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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromArray: function ( array ) {
 | 
						|
 | 
						|
			this._x = array[ 0 ];
 | 
						|
			this._y = array[ 1 ];
 | 
						|
			this._z = array[ 2 ];
 | 
						|
			if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
 | 
						|
 | 
						|
			this.onChangeCallback();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toArray: function ( array, offset ) {
 | 
						|
 | 
						|
			if ( array === undefined ) array = [];
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			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 ) {
 | 
						|
 | 
						|
				return optionalResult.set( this._x, this._y, this._z );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				return new Vector3( this._x, this._y, this._z );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		onChange: function ( callback ) {
 | 
						|
 | 
						|
			this.onChangeCallback = callback;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		onChangeCallback: function () {}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Layers() {
 | 
						|
 | 
						|
		this.mask = 1 | 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Layers.prototype, {
 | 
						|
 | 
						|
		set: function ( channel ) {
 | 
						|
 | 
						|
			this.mask = 1 << channel | 0;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		enable: function ( channel ) {
 | 
						|
 | 
						|
			this.mask |= 1 << channel | 0;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toggle: function ( channel ) {
 | 
						|
 | 
						|
			this.mask ^= 1 << channel | 0;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		disable: function ( channel ) {
 | 
						|
 | 
						|
			this.mask &= ~ ( 1 << channel | 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;
 | 
						|
 | 
						|
	function Object3D() {
 | 
						|
 | 
						|
		Object.defineProperty( this, 'id', { value: object3DId ++ } );
 | 
						|
 | 
						|
		this.uuid = _Math.generateUUID();
 | 
						|
 | 
						|
		this.name = '';
 | 
						|
		this.type = 'Object3D';
 | 
						|
 | 
						|
		this.parent = null;
 | 
						|
		this.children = [];
 | 
						|
 | 
						|
		this.up = Object3D.DefaultUp.clone();
 | 
						|
 | 
						|
		var position = new Vector3();
 | 
						|
		var rotation = new Euler();
 | 
						|
		var quaternion = new Quaternion();
 | 
						|
		var scale = new Vector3( 1, 1, 1 );
 | 
						|
 | 
						|
		function onRotationChange() {
 | 
						|
 | 
						|
			quaternion.setFromEuler( rotation, false );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function onQuaternionChange() {
 | 
						|
 | 
						|
			rotation.setFromQuaternion( quaternion, undefined, false );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		rotation.onChange( onRotationChange );
 | 
						|
		quaternion.onChange( onQuaternionChange );
 | 
						|
 | 
						|
		Object.defineProperties( this, {
 | 
						|
			position: {
 | 
						|
				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.matrix = new Matrix4();
 | 
						|
		this.matrixWorld = new Matrix4();
 | 
						|
 | 
						|
		this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
 | 
						|
		this.matrixWorldNeedsUpdate = false;
 | 
						|
 | 
						|
		this.layers = new Layers();
 | 
						|
		this.visible = true;
 | 
						|
 | 
						|
		this.castShadow = false;
 | 
						|
		this.receiveShadow = false;
 | 
						|
 | 
						|
		this.frustumCulled = true;
 | 
						|
		this.renderOrder = 0;
 | 
						|
 | 
						|
		this.userData = {};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object3D.DefaultUp = new Vector3( 0, 1, 0 );
 | 
						|
	Object3D.DefaultMatrixAutoUpdate = true;
 | 
						|
 | 
						|
	Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
 | 
						|
 | 
						|
		constructor: Object3D,
 | 
						|
 | 
						|
		isObject3D: true,
 | 
						|
 | 
						|
		onBeforeRender: function () {},
 | 
						|
		onAfterRender: function () {},
 | 
						|
 | 
						|
		applyMatrix: function ( matrix ) {
 | 
						|
 | 
						|
			this.matrix.multiplyMatrices( matrix, this.matrix );
 | 
						|
 | 
						|
			this.matrix.decompose( this.position, this.quaternion, this.scale );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyQuaternion: function ( q ) {
 | 
						|
 | 
						|
			this.quaternion.premultiply( q );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setRotationFromAxisAngle: function ( axis, angle ) {
 | 
						|
 | 
						|
			// assumes axis is normalized
 | 
						|
 | 
						|
			this.quaternion.setFromAxisAngle( axis, angle );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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)
 | 
						|
 | 
						|
			this.quaternion.setFromRotationMatrix( m );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setRotationFromQuaternion: function ( q ) {
 | 
						|
 | 
						|
			// assumes q is normalized
 | 
						|
 | 
						|
			this.quaternion.copy( q );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		rotateOnAxis: function () {
 | 
						|
 | 
						|
			// rotate object on axis in object space
 | 
						|
			// axis is assumed to be normalized
 | 
						|
 | 
						|
			var q1 = new Quaternion();
 | 
						|
 | 
						|
			return function rotateOnAxis( axis, angle ) {
 | 
						|
 | 
						|
				q1.setFromAxisAngle( axis, angle );
 | 
						|
 | 
						|
				this.quaternion.multiply( q1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		rotateOnWorldAxis: function () {
 | 
						|
 | 
						|
			// rotate object on axis in world space
 | 
						|
			// axis is assumed to be normalized
 | 
						|
			// method assumes no rotated parent
 | 
						|
 | 
						|
			var q1 = new Quaternion();
 | 
						|
 | 
						|
			return function rotateOnWorldAxis( axis, angle ) {
 | 
						|
 | 
						|
				q1.setFromAxisAngle( axis, angle );
 | 
						|
 | 
						|
				this.quaternion.premultiply( q1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		rotateX: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3( 1, 0, 0 );
 | 
						|
 | 
						|
			return function rotateX( angle ) {
 | 
						|
 | 
						|
				return this.rotateOnAxis( v1, angle );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		rotateY: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3( 0, 1, 0 );
 | 
						|
 | 
						|
			return function rotateY( angle ) {
 | 
						|
 | 
						|
				return this.rotateOnAxis( v1, angle );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		rotateZ: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3( 0, 0, 1 );
 | 
						|
 | 
						|
			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
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function translateOnAxis( axis, distance ) {
 | 
						|
 | 
						|
				v1.copy( axis ).applyQuaternion( this.quaternion );
 | 
						|
 | 
						|
				this.position.add( v1.multiplyScalar( distance ) );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		translateX: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3( 1, 0, 0 );
 | 
						|
 | 
						|
			return function translateX( distance ) {
 | 
						|
 | 
						|
				return this.translateOnAxis( v1, distance );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		translateY: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3( 0, 1, 0 );
 | 
						|
 | 
						|
			return function translateY( distance ) {
 | 
						|
 | 
						|
				return this.translateOnAxis( v1, distance );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		translateZ: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3( 0, 0, 1 );
 | 
						|
 | 
						|
			return function translateZ( distance ) {
 | 
						|
 | 
						|
				return this.translateOnAxis( v1, distance );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		localToWorld: function ( vector ) {
 | 
						|
 | 
						|
			return vector.applyMatrix4( this.matrixWorld );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		worldToLocal: function () {
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function worldToLocal( vector ) {
 | 
						|
 | 
						|
				return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		lookAt: function () {
 | 
						|
 | 
						|
			// This method does not support objects with rotated and/or translated parent(s)
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
			var vector = new Vector3();
 | 
						|
 | 
						|
			return function lookAt( x, y, z ) {
 | 
						|
 | 
						|
				if ( x.isVector3 ) {
 | 
						|
 | 
						|
					vector.copy( x );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					vector.set( x, y, z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( this.isCamera ) {
 | 
						|
 | 
						|
					m1.lookAt( this.position, vector, this.up );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					m1.lookAt( vector, this.position, this.up );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.quaternion.setFromRotationMatrix( m1 );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		add: function ( object ) {
 | 
						|
 | 
						|
			if ( arguments.length > 1 ) {
 | 
						|
 | 
						|
				for ( var i = 0; i < arguments.length; i ++ ) {
 | 
						|
 | 
						|
					this.add( arguments[ i ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( object === this ) {
 | 
						|
 | 
						|
				console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
 | 
						|
				return this;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( ( object && object.isObject3D ) ) {
 | 
						|
 | 
						|
				if ( object.parent !== null ) {
 | 
						|
 | 
						|
					object.parent.remove( object );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				object.parent = this;
 | 
						|
				object.dispatchEvent( { type: 'added' } );
 | 
						|
 | 
						|
				this.children.push( object );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		remove: function ( object ) {
 | 
						|
 | 
						|
			if ( arguments.length > 1 ) {
 | 
						|
 | 
						|
				for ( var i = 0; i < arguments.length; i ++ ) {
 | 
						|
 | 
						|
					this.remove( arguments[ i ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var index = this.children.indexOf( object );
 | 
						|
 | 
						|
			if ( index !== - 1 ) {
 | 
						|
 | 
						|
				object.parent = null;
 | 
						|
 | 
						|
				object.dispatchEvent( { type: 'removed' } );
 | 
						|
 | 
						|
				this.children.splice( index, 1 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getObjectById: function ( id ) {
 | 
						|
 | 
						|
			return this.getObjectByProperty( 'id', id );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getObjectByName: function ( name ) {
 | 
						|
 | 
						|
			return this.getObjectByProperty( 'name', name );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getObjectByProperty: function ( name, value ) {
 | 
						|
 | 
						|
			if ( this[ name ] === value ) return this;
 | 
						|
 | 
						|
			for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var child = this.children[ i ];
 | 
						|
				var object = child.getObjectByProperty( name, value );
 | 
						|
 | 
						|
				if ( object !== undefined ) {
 | 
						|
 | 
						|
					return object;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return undefined;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getWorldPosition: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.updateMatrixWorld( true );
 | 
						|
 | 
						|
			return target.setFromMatrixPosition( this.matrixWorld );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getWorldQuaternion: function () {
 | 
						|
 | 
						|
			var position = new Vector3();
 | 
						|
			var scale = new Vector3();
 | 
						|
 | 
						|
			return function getWorldQuaternion( target ) {
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
 | 
						|
					target = new Quaternion();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.updateMatrixWorld( true );
 | 
						|
 | 
						|
				this.matrixWorld.decompose( position, target, scale );
 | 
						|
 | 
						|
				return target;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		getWorldScale: function () {
 | 
						|
 | 
						|
			var position = new Vector3();
 | 
						|
			var quaternion = new Quaternion();
 | 
						|
 | 
						|
			return function getWorldScale( target ) {
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
 | 
						|
					target = new Vector3();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.updateMatrixWorld( true );
 | 
						|
 | 
						|
				this.matrixWorld.decompose( position, quaternion, target );
 | 
						|
 | 
						|
				return target;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		getWorldDirection: function () {
 | 
						|
 | 
						|
			var quaternion = new Quaternion();
 | 
						|
 | 
						|
			return function getWorldDirection( target ) {
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
 | 
						|
					target = new Vector3();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.getWorldQuaternion( quaternion );
 | 
						|
 | 
						|
				return target.set( 0, 0, 1 ).applyQuaternion( quaternion );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		raycast: function () {},
 | 
						|
 | 
						|
		traverse: function ( callback ) {
 | 
						|
 | 
						|
			callback( this );
 | 
						|
 | 
						|
			var children = this.children;
 | 
						|
 | 
						|
			for ( var i = 0, l = children.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				children[ i ].traverse( callback );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		traverseVisible: function ( callback ) {
 | 
						|
 | 
						|
			if ( this.visible === false ) return;
 | 
						|
 | 
						|
			callback( this );
 | 
						|
 | 
						|
			var children = this.children;
 | 
						|
 | 
						|
			for ( var i = 0, l = children.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				children[ i ].traverseVisible( callback );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		traverseAncestors: function ( callback ) {
 | 
						|
 | 
						|
			var parent = this.parent;
 | 
						|
 | 
						|
			if ( parent !== null ) {
 | 
						|
 | 
						|
				callback( parent );
 | 
						|
 | 
						|
				parent.traverseAncestors( callback );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		updateMatrix: function () {
 | 
						|
 | 
						|
			this.matrix.compose( this.position, this.quaternion, this.scale );
 | 
						|
 | 
						|
			this.matrixWorldNeedsUpdate = true;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		updateMatrixWorld: function ( force ) {
 | 
						|
 | 
						|
			if ( this.matrixAutoUpdate ) this.updateMatrix();
 | 
						|
 | 
						|
			if ( this.matrixWorldNeedsUpdate || force ) {
 | 
						|
 | 
						|
				if ( this.parent === null ) {
 | 
						|
 | 
						|
					this.matrixWorld.copy( this.matrix );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.matrixWorldNeedsUpdate = false;
 | 
						|
 | 
						|
				force = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// update children
 | 
						|
 | 
						|
			var children = this.children;
 | 
						|
 | 
						|
			for ( var i = 0, l = children.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				children[ i ].updateMatrixWorld( force );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( meta ) {
 | 
						|
 | 
						|
			// meta is a string when called from JSON.stringify
 | 
						|
			var isRootObject = ( meta === undefined || typeof meta === 'string' );
 | 
						|
 | 
						|
			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 ) {
 | 
						|
 | 
						|
				// initialize meta obj
 | 
						|
				meta = {
 | 
						|
					geometries: {},
 | 
						|
					materials: {},
 | 
						|
					textures: {},
 | 
						|
					images: {},
 | 
						|
					shapes: {}
 | 
						|
				};
 | 
						|
 | 
						|
				output.metadata = {
 | 
						|
					version: 4.5,
 | 
						|
					type: 'Object',
 | 
						|
					generator: 'Object3D.toJSON'
 | 
						|
				};
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// standard Object3D serialization
 | 
						|
 | 
						|
			var object = {};
 | 
						|
 | 
						|
			object.uuid = this.uuid;
 | 
						|
			object.type = this.type;
 | 
						|
 | 
						|
			if ( this.name !== '' ) object.name = this.name;
 | 
						|
			if ( this.castShadow === true ) object.castShadow = true;
 | 
						|
			if ( this.receiveShadow === true ) object.receiveShadow = true;
 | 
						|
			if ( this.visible === false ) object.visible = false;
 | 
						|
			if ( this.frustumCulled === false ) object.frustumCulled = false;
 | 
						|
			if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
 | 
						|
			if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
 | 
						|
 | 
						|
			object.matrix = this.matrix.toArray();
 | 
						|
 | 
						|
			if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			function serialize( library, element ) {
 | 
						|
 | 
						|
				if ( library[ element.uuid ] === undefined ) {
 | 
						|
 | 
						|
					library[ element.uuid ] = element.toJSON( meta );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return element.uuid;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.geometry !== undefined ) {
 | 
						|
 | 
						|
				object.geometry = serialize( meta.geometries, this.geometry );
 | 
						|
 | 
						|
				var parameters = this.geometry.parameters;
 | 
						|
 | 
						|
				if ( parameters !== undefined && parameters.shapes !== undefined ) {
 | 
						|
 | 
						|
					var shapes = parameters.shapes;
 | 
						|
 | 
						|
					if ( Array.isArray( shapes ) ) {
 | 
						|
 | 
						|
						for ( var i = 0, l = shapes.length; i < l; i ++ ) {
 | 
						|
 | 
						|
							var shape = shapes[ i ];
 | 
						|
 | 
						|
							serialize( meta.shapes, shape );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						serialize( meta.shapes, shapes );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.material !== undefined ) {
 | 
						|
 | 
						|
				if ( Array.isArray( this.material ) ) {
 | 
						|
 | 
						|
					var uuids = [];
 | 
						|
 | 
						|
					for ( var i = 0, l = this.material.length; i < l; i ++ ) {
 | 
						|
 | 
						|
						uuids.push( serialize( meta.materials, this.material[ i ] ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					object.material = uuids;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					object.material = serialize( meta.materials, this.material );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			if ( this.children.length > 0 ) {
 | 
						|
 | 
						|
				object.children = [];
 | 
						|
 | 
						|
				for ( var i = 0; i < this.children.length; i ++ ) {
 | 
						|
 | 
						|
					object.children.push( this.children[ i ].toJSON( meta ).object );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( isRootObject ) {
 | 
						|
 | 
						|
				var geometries = extractFromCache( meta.geometries );
 | 
						|
				var materials = extractFromCache( meta.materials );
 | 
						|
				var textures = extractFromCache( meta.textures );
 | 
						|
				var images = extractFromCache( meta.images );
 | 
						|
				var shapes = extractFromCache( meta.shapes );
 | 
						|
 | 
						|
				if ( geometries.length > 0 ) output.geometries = geometries;
 | 
						|
				if ( materials.length > 0 ) output.materials = materials;
 | 
						|
				if ( textures.length > 0 ) output.textures = textures;
 | 
						|
				if ( images.length > 0 ) output.images = images;
 | 
						|
				if ( shapes.length > 0 ) output.shapes = shapes;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			output.object = object;
 | 
						|
 | 
						|
			return output;
 | 
						|
 | 
						|
			// 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 data = cache[ key ];
 | 
						|
					delete data.metadata;
 | 
						|
					values.push( data );
 | 
						|
 | 
						|
				}
 | 
						|
				return values;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function ( recursive ) {
 | 
						|
 | 
						|
			return new this.constructor().copy( this, recursive );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source, recursive ) {
 | 
						|
 | 
						|
			if ( recursive === undefined ) recursive = true;
 | 
						|
 | 
						|
			this.name = source.name;
 | 
						|
 | 
						|
			this.up.copy( source.up );
 | 
						|
 | 
						|
			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.matrixAutoUpdate = source.matrixAutoUpdate;
 | 
						|
			this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
 | 
						|
 | 
						|
			this.layers.mask = source.layers.mask;
 | 
						|
			this.visible = source.visible;
 | 
						|
 | 
						|
			this.castShadow = source.castShadow;
 | 
						|
			this.receiveShadow = source.receiveShadow;
 | 
						|
 | 
						|
			this.frustumCulled = source.frustumCulled;
 | 
						|
			this.renderOrder = source.renderOrder;
 | 
						|
 | 
						|
			this.userData = JSON.parse( JSON.stringify( source.userData ) );
 | 
						|
 | 
						|
			if ( recursive === true ) {
 | 
						|
 | 
						|
				for ( var i = 0; i < source.children.length; i ++ ) {
 | 
						|
 | 
						|
					var child = source.children[ i ];
 | 
						|
					this.add( child.clone() );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author mikael emtinger / http://gomo.se/
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	*/
 | 
						|
 | 
						|
	function Camera() {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Camera';
 | 
						|
 | 
						|
		this.matrixWorldInverse = new Matrix4();
 | 
						|
		this.projectionMatrix = new Matrix4();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Camera,
 | 
						|
 | 
						|
		isCamera: true,
 | 
						|
 | 
						|
		copy: function ( source, recursive ) {
 | 
						|
 | 
						|
			Object3D.prototype.copy.call( this, source, recursive );
 | 
						|
 | 
						|
			this.matrixWorldInverse.copy( source.matrixWorldInverse );
 | 
						|
			this.projectionMatrix.copy( source.projectionMatrix );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getWorldDirection: function () {
 | 
						|
 | 
						|
			var quaternion = new Quaternion();
 | 
						|
 | 
						|
			return function getWorldDirection( target ) {
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
 | 
						|
					target = new Vector3();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.getWorldQuaternion( quaternion );
 | 
						|
 | 
						|
				return target.set( 0, 0, - 1 ).applyQuaternion( quaternion );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		updateMatrixWorld: function ( force ) {
 | 
						|
 | 
						|
			Object3D.prototype.updateMatrixWorld.call( this, force );
 | 
						|
 | 
						|
			this.matrixWorldInverse.getInverse( this.matrixWorld );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author arose / http://github.com/arose
 | 
						|
	 */
 | 
						|
 | 
						|
	function OrthographicCamera( left, right, top, bottom, near, far ) {
 | 
						|
 | 
						|
		Camera.call( this );
 | 
						|
 | 
						|
		this.type = 'OrthographicCamera';
 | 
						|
 | 
						|
		this.zoom = 1;
 | 
						|
		this.view = null;
 | 
						|
 | 
						|
		this.left = left;
 | 
						|
		this.right = right;
 | 
						|
		this.top = top;
 | 
						|
		this.bottom = bottom;
 | 
						|
 | 
						|
		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,
 | 
						|
 | 
						|
		isOrthographicCamera: true,
 | 
						|
 | 
						|
		copy: function ( source, recursive ) {
 | 
						|
 | 
						|
			Camera.prototype.copy.call( this, source, recursive );
 | 
						|
 | 
						|
			this.left = source.left;
 | 
						|
			this.right = source.right;
 | 
						|
			this.top = source.top;
 | 
						|
			this.bottom = source.bottom;
 | 
						|
			this.near = source.near;
 | 
						|
			this.far = source.far;
 | 
						|
 | 
						|
			this.zoom = source.zoom;
 | 
						|
			this.view = source.view === null ? null : Object.assign( {}, source.view );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
 | 
						|
 | 
						|
			if ( this.view === null ) {
 | 
						|
 | 
						|
				this.view = {
 | 
						|
					enabled: true,
 | 
						|
					fullWidth: 1,
 | 
						|
					fullHeight: 1,
 | 
						|
					offsetX: 0,
 | 
						|
					offsetY: 0,
 | 
						|
					width: 1,
 | 
						|
					height: 1
 | 
						|
				};
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.view.enabled = true;
 | 
						|
			this.view.fullWidth = fullWidth;
 | 
						|
			this.view.fullHeight = fullHeight;
 | 
						|
			this.view.offsetX = x;
 | 
						|
			this.view.offsetY = y;
 | 
						|
			this.view.width = width;
 | 
						|
			this.view.height = height;
 | 
						|
 | 
						|
			this.updateProjectionMatrix();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clearViewOffset: function () {
 | 
						|
 | 
						|
			if ( this.view !== null ) {
 | 
						|
 | 
						|
				this.view.enabled = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			var left = cx - dx;
 | 
						|
			var right = cx + dx;
 | 
						|
			var top = cy + dy;
 | 
						|
			var bottom = cy - dy;
 | 
						|
 | 
						|
			if ( this.view !== null && this.view.enabled ) {
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( meta ) {
 | 
						|
 | 
						|
			var data = Object3D.prototype.toJSON.call( this, meta );
 | 
						|
 | 
						|
			data.object.zoom = this.zoom;
 | 
						|
			data.object.left = this.left;
 | 
						|
			data.object.right = this.right;
 | 
						|
			data.object.top = this.top;
 | 
						|
			data.object.bottom = this.bottom;
 | 
						|
			data.object.near = this.near;
 | 
						|
			data.object.far = this.far;
 | 
						|
 | 
						|
			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Face3( a, b, c, normal, color, materialIndex ) {
 | 
						|
 | 
						|
		this.a = a;
 | 
						|
		this.b = b;
 | 
						|
		this.c = c;
 | 
						|
 | 
						|
		this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
 | 
						|
		this.vertexNormals = Array.isArray( normal ) ? normal : [];
 | 
						|
 | 
						|
		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 () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			this.a = source.a;
 | 
						|
			this.b = source.b;
 | 
						|
			this.c = source.c;
 | 
						|
 | 
						|
			this.normal.copy( source.normal );
 | 
						|
			this.color.copy( source.color );
 | 
						|
 | 
						|
			this.materialIndex = source.materialIndex;
 | 
						|
 | 
						|
			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();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 geometryId = 0; // Geometry uses even numbers as Id
 | 
						|
 | 
						|
	function Geometry() {
 | 
						|
 | 
						|
		Object.defineProperty( this, 'id', { value: geometryId += 2 } );
 | 
						|
 | 
						|
		this.uuid = _Math.generateUUID();
 | 
						|
 | 
						|
		this.name = '';
 | 
						|
		this.type = 'Geometry';
 | 
						|
 | 
						|
		this.vertices = [];
 | 
						|
		this.colors = [];
 | 
						|
		this.faces = [];
 | 
						|
		this.faceVertexUvs = [[]];
 | 
						|
 | 
						|
		this.morphTargets = [];
 | 
						|
		this.morphNormals = [];
 | 
						|
 | 
						|
		this.skinWeights = [];
 | 
						|
		this.skinIndices = [];
 | 
						|
 | 
						|
		this.lineDistances = [];
 | 
						|
 | 
						|
		this.boundingBox = null;
 | 
						|
		this.boundingSphere = null;
 | 
						|
 | 
						|
		// update flags
 | 
						|
 | 
						|
		this.elementsNeedUpdate = false;
 | 
						|
		this.verticesNeedUpdate = false;
 | 
						|
		this.uvsNeedUpdate = false;
 | 
						|
		this.normalsNeedUpdate = false;
 | 
						|
		this.colorsNeedUpdate = false;
 | 
						|
		this.lineDistancesNeedUpdate = false;
 | 
						|
		this.groupsNeedUpdate = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
 | 
						|
 | 
						|
		constructor: Geometry,
 | 
						|
 | 
						|
		isGeometry: true,
 | 
						|
 | 
						|
		applyMatrix: function ( matrix ) {
 | 
						|
 | 
						|
			var normalMatrix = new Matrix3().getNormalMatrix( matrix );
 | 
						|
 | 
						|
			for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var vertex = this.vertices[ i ];
 | 
						|
				vertex.applyMatrix4( matrix );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var face = this.faces[ i ];
 | 
						|
				face.normal.applyMatrix3( normalMatrix ).normalize();
 | 
						|
 | 
						|
				for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
					face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.boundingBox !== null ) {
 | 
						|
 | 
						|
				this.computeBoundingBox();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.boundingSphere !== null ) {
 | 
						|
 | 
						|
				this.computeBoundingSphere();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.verticesNeedUpdate = true;
 | 
						|
			this.normalsNeedUpdate = true;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		rotateX: function () {
 | 
						|
 | 
						|
			// rotate geometry around world x-axis
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function rotateX( angle ) {
 | 
						|
 | 
						|
				m1.makeRotationX( angle );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		rotateY: function () {
 | 
						|
 | 
						|
			// rotate geometry around world y-axis
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function rotateY( angle ) {
 | 
						|
 | 
						|
				m1.makeRotationY( angle );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		rotateZ: function () {
 | 
						|
 | 
						|
			// rotate geometry around world z-axis
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function rotateZ( angle ) {
 | 
						|
 | 
						|
				m1.makeRotationZ( angle );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		translate: function () {
 | 
						|
 | 
						|
			// translate geometry
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function translate( x, y, z ) {
 | 
						|
 | 
						|
				m1.makeTranslation( x, y, z );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		scale: function () {
 | 
						|
 | 
						|
			// scale geometry
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function scale( x, y, z ) {
 | 
						|
 | 
						|
				m1.makeScale( x, y, z );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		lookAt: function () {
 | 
						|
 | 
						|
			var obj = new Object3D();
 | 
						|
 | 
						|
			return function lookAt( vector ) {
 | 
						|
 | 
						|
				obj.lookAt( vector );
 | 
						|
 | 
						|
				obj.updateMatrix();
 | 
						|
 | 
						|
				this.applyMatrix( obj.matrix );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		fromBufferGeometry: function ( geometry ) {
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
 | 
						|
 | 
						|
			var tempNormals = [];
 | 
						|
			var tempUVs = [];
 | 
						|
			var tempUVs2 = [];
 | 
						|
 | 
						|
			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 ] ) );
 | 
						|
 | 
						|
				if ( normals !== undefined ) {
 | 
						|
 | 
						|
					tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( colors !== undefined ) {
 | 
						|
 | 
						|
					scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( uvs !== undefined ) {
 | 
						|
 | 
						|
					tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( uvs2 !== undefined ) {
 | 
						|
 | 
						|
					tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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 face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
 | 
						|
 | 
						|
				scope.faces.push( face );
 | 
						|
 | 
						|
				if ( uvs !== undefined ) {
 | 
						|
 | 
						|
					scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( uvs2 !== undefined ) {
 | 
						|
 | 
						|
					scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var groups = geometry.groups;
 | 
						|
 | 
						|
			if ( groups.length > 0 ) {
 | 
						|
 | 
						|
				for ( var i = 0; i < groups.length; i ++ ) {
 | 
						|
 | 
						|
					var group = groups[ i ];
 | 
						|
 | 
						|
					var start = group.start;
 | 
						|
					var count = group.count;
 | 
						|
 | 
						|
					for ( var j = start, jl = start + count; j < jl; j += 3 ) {
 | 
						|
 | 
						|
						if ( indices !== undefined ) {
 | 
						|
 | 
						|
							addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							addFace( j, j + 1, j + 2, group.materialIndex );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				if ( indices !== undefined ) {
 | 
						|
 | 
						|
					for ( var i = 0; i < indices.length; i += 3 ) {
 | 
						|
 | 
						|
						addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					for ( var i = 0; i < positions.length / 3; i += 3 ) {
 | 
						|
 | 
						|
						addFace( i, i + 1, i + 2 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.computeFaceNormals();
 | 
						|
 | 
						|
			if ( geometry.boundingBox !== null ) {
 | 
						|
 | 
						|
				this.boundingBox = geometry.boundingBox.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry.boundingSphere !== null ) {
 | 
						|
 | 
						|
				this.boundingSphere = geometry.boundingSphere.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		center: function () {
 | 
						|
 | 
						|
			var offset = new Vector3();
 | 
						|
 | 
						|
			return function center() {
 | 
						|
 | 
						|
				this.computeBoundingBox();
 | 
						|
 | 
						|
				this.boundingBox.getCenter( offset ).negate();
 | 
						|
 | 
						|
				this.translate( offset.x, offset.y, offset.z );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		normalize: function () {
 | 
						|
 | 
						|
			this.computeBoundingSphere();
 | 
						|
 | 
						|
			var center = this.boundingSphere.center;
 | 
						|
			var radius = this.boundingSphere.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
 | 
						|
			);
 | 
						|
 | 
						|
			this.applyMatrix( matrix );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeFaceNormals: function () {
 | 
						|
 | 
						|
			var cb = new Vector3(), ab = new Vector3();
 | 
						|
 | 
						|
			for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
				var face = this.faces[ f ];
 | 
						|
 | 
						|
				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.normalize();
 | 
						|
 | 
						|
				face.normal.copy( cb );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeVertexNormals: function ( areaWeighted ) {
 | 
						|
 | 
						|
			if ( areaWeighted === undefined ) areaWeighted = true;
 | 
						|
 | 
						|
			var v, vl, f, fl, face, vertices;
 | 
						|
 | 
						|
			vertices = new Array( this.vertices.length );
 | 
						|
 | 
						|
			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
 | 
						|
 | 
						|
				vertices[ v ] = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( areaWeighted ) {
 | 
						|
 | 
						|
				// 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();
 | 
						|
 | 
						|
				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
					face = this.faces[ f ];
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
					vertices[ face.a ].add( cb );
 | 
						|
					vertices[ face.b ].add( cb );
 | 
						|
					vertices[ face.c ].add( cb );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.computeFaceNormals();
 | 
						|
 | 
						|
				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
					face = this.faces[ f ];
 | 
						|
 | 
						|
					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 ++ ) {
 | 
						|
 | 
						|
				vertices[ v ].normalize();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
				face = this.faces[ f ];
 | 
						|
 | 
						|
				var vertexNormals = face.vertexNormals;
 | 
						|
 | 
						|
				if ( vertexNormals.length === 3 ) {
 | 
						|
 | 
						|
					vertexNormals[ 0 ].copy( vertices[ face.a ] );
 | 
						|
					vertexNormals[ 1 ].copy( vertices[ face.b ] );
 | 
						|
					vertexNormals[ 2 ].copy( vertices[ face.c ] );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					vertexNormals[ 0 ] = vertices[ face.a ].clone();
 | 
						|
					vertexNormals[ 1 ] = vertices[ face.b ].clone();
 | 
						|
					vertexNormals[ 2 ] = vertices[ face.c ].clone();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.faces.length > 0 ) {
 | 
						|
 | 
						|
				this.normalsNeedUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeFlatVertexNormals: function () {
 | 
						|
 | 
						|
			var f, fl, face;
 | 
						|
 | 
						|
			this.computeFaceNormals();
 | 
						|
 | 
						|
			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
				face = this.faces[ f ];
 | 
						|
 | 
						|
				var vertexNormals = face.vertexNormals;
 | 
						|
 | 
						|
				if ( vertexNormals.length === 3 ) {
 | 
						|
 | 
						|
					vertexNormals[ 0 ].copy( face.normal );
 | 
						|
					vertexNormals[ 1 ].copy( face.normal );
 | 
						|
					vertexNormals[ 2 ].copy( face.normal );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					vertexNormals[ 0 ] = face.normal.clone();
 | 
						|
					vertexNormals[ 1 ] = face.normal.clone();
 | 
						|
					vertexNormals[ 2 ] = face.normal.clone();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.faces.length > 0 ) {
 | 
						|
 | 
						|
				this.normalsNeedUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeMorphNormals: function () {
 | 
						|
 | 
						|
			var i, il, f, fl, face;
 | 
						|
 | 
						|
			// 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 ++ ) {
 | 
						|
 | 
						|
				face = this.faces[ f ];
 | 
						|
 | 
						|
				if ( ! face.__originalFaceNormal ) {
 | 
						|
 | 
						|
					face.__originalFaceNormal = face.normal.clone();
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					face.__originalFaceNormal.copy( face.normal );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
 | 
						|
 | 
						|
				for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					if ( ! face.__originalVertexNormals[ i ] ) {
 | 
						|
 | 
						|
						face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// use temp geometry to compute face and vertex normals for each morph
 | 
						|
 | 
						|
			var tmpGeo = new Geometry();
 | 
						|
			tmpGeo.faces = this.faces;
 | 
						|
 | 
						|
			for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				// create on first access
 | 
						|
 | 
						|
				if ( ! this.morphNormals[ i ] ) {
 | 
						|
 | 
						|
					this.morphNormals[ i ] = {};
 | 
						|
					this.morphNormals[ i ].faceNormals = [];
 | 
						|
					this.morphNormals[ i ].vertexNormals = [];
 | 
						|
 | 
						|
					var dstNormalsFace = this.morphNormals[ i ].faceNormals;
 | 
						|
					var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
 | 
						|
 | 
						|
					var faceNormal, vertexNormals;
 | 
						|
 | 
						|
					for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
						faceNormal = new Vector3();
 | 
						|
						vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
 | 
						|
 | 
						|
						dstNormalsFace.push( faceNormal );
 | 
						|
						dstNormalsVertex.push( vertexNormals );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var morphNormals = this.morphNormals[ i ];
 | 
						|
 | 
						|
				// set vertices to morph target
 | 
						|
 | 
						|
				tmpGeo.vertices = this.morphTargets[ i ].vertices;
 | 
						|
 | 
						|
				// compute morph normals
 | 
						|
 | 
						|
				tmpGeo.computeFaceNormals();
 | 
						|
				tmpGeo.computeVertexNormals();
 | 
						|
 | 
						|
				// store morph normals
 | 
						|
 | 
						|
				var faceNormal, vertexNormals;
 | 
						|
 | 
						|
				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
					face = this.faces[ f ];
 | 
						|
 | 
						|
					faceNormal = morphNormals.faceNormals[ f ];
 | 
						|
					vertexNormals = morphNormals.vertexNormals[ f ];
 | 
						|
 | 
						|
					faceNormal.copy( face.normal );
 | 
						|
 | 
						|
					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
 | 
						|
					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
 | 
						|
					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// restore original normals
 | 
						|
 | 
						|
			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
				face = this.faces[ f ];
 | 
						|
 | 
						|
				face.normal = face.__originalFaceNormal;
 | 
						|
				face.vertexNormals = face.__originalVertexNormals;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeBoundingBox: function () {
 | 
						|
 | 
						|
			if ( this.boundingBox === null ) {
 | 
						|
 | 
						|
				this.boundingBox = new Box3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.boundingBox.setFromPoints( this.vertices );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeBoundingSphere: function () {
 | 
						|
 | 
						|
			if ( this.boundingSphere === null ) {
 | 
						|
 | 
						|
				this.boundingSphere = new Sphere();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.boundingSphere.setFromPoints( this.vertices );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		merge: function ( geometry, matrix, materialIndexOffset ) {
 | 
						|
 | 
						|
			if ( ! ( geometry && geometry.isGeometry ) ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
			if ( matrix !== undefined ) {
 | 
						|
 | 
						|
				normalMatrix = new Matrix3().getNormalMatrix( matrix );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// vertices
 | 
						|
 | 
						|
			for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var vertex = vertices2[ i ];
 | 
						|
 | 
						|
				var vertexCopy = vertex.clone();
 | 
						|
 | 
						|
				if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
 | 
						|
 | 
						|
				vertices1.push( vertexCopy );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// colors
 | 
						|
 | 
						|
			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 ++ ) {
 | 
						|
 | 
						|
				var face = faces2[ i ], faceCopy, normal, color,
 | 
						|
					faceVertexNormals = face.vertexNormals,
 | 
						|
					faceVertexColors = face.vertexColors;
 | 
						|
 | 
						|
				faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
 | 
						|
				faceCopy.normal.copy( face.normal );
 | 
						|
 | 
						|
				if ( normalMatrix !== undefined ) {
 | 
						|
 | 
						|
					faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
					normal = faceVertexNormals[ j ].clone();
 | 
						|
 | 
						|
					if ( normalMatrix !== undefined ) {
 | 
						|
 | 
						|
						normal.applyMatrix3( normalMatrix ).normalize();
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					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.materialIndex = face.materialIndex + materialIndexOffset;
 | 
						|
 | 
						|
				faces1.push( faceCopy );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// uvs
 | 
						|
 | 
						|
			for ( i = 0, il = uvs2.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var uv = uvs2[ i ], uvCopy = [];
 | 
						|
 | 
						|
				if ( uv === undefined ) {
 | 
						|
 | 
						|
					continue;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
					uvCopy.push( uv[ j ].clone() );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				uvs1.push( uvCopy );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		mergeMesh: function ( mesh ) {
 | 
						|
 | 
						|
			if ( ! ( mesh && mesh.isMesh ) ) {
 | 
						|
 | 
						|
				console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
 | 
						|
 | 
						|
			this.merge( mesh.geometry, mesh.matrix );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		/*
 | 
						|
		 * Checks for duplicate vertices with hashmap.
 | 
						|
		 * Duplicated vertices are removed
 | 
						|
		 * and faces' vertices are updated.
 | 
						|
		 */
 | 
						|
 | 
						|
		mergeVertices: function () {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
				if ( verticesMap[ key ] === undefined ) {
 | 
						|
 | 
						|
					verticesMap[ key ] = i;
 | 
						|
					unique.push( this.vertices[ i ] );
 | 
						|
					changes[ i ] = unique.length - 1;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					//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 = [];
 | 
						|
 | 
						|
			for ( i = 0, il = this.faces.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				face = this.faces[ i ];
 | 
						|
 | 
						|
				face.a = changes[ face.a ];
 | 
						|
				face.b = changes[ face.b ];
 | 
						|
				face.c = changes[ 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 ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
 | 
						|
 | 
						|
						faceIndicesToRemove.push( i );
 | 
						|
						break;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
 | 
						|
 | 
						|
				var idx = faceIndicesToRemove[ i ];
 | 
						|
 | 
						|
				this.faces.splice( idx, 1 );
 | 
						|
 | 
						|
				for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
					this.faceVertexUvs[ j ].splice( idx, 1 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Use unique set of vertices
 | 
						|
 | 
						|
			var diff = this.vertices.length - unique.length;
 | 
						|
			this.vertices = unique;
 | 
						|
			return diff;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromPoints: function ( points ) {
 | 
						|
 | 
						|
			this.vertices = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var point = points[ i ];
 | 
						|
				this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		sortFacesByMaterialIndex: function () {
 | 
						|
 | 
						|
			var faces = this.faces;
 | 
						|
			var length = faces.length;
 | 
						|
 | 
						|
			// tag faces
 | 
						|
 | 
						|
			for ( var i = 0; i < length; i ++ ) {
 | 
						|
 | 
						|
				faces[ i ]._id = i;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// sort faces
 | 
						|
 | 
						|
			function materialIndexSort( a, b ) {
 | 
						|
 | 
						|
				return a.materialIndex - b.materialIndex;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			faces.sort( materialIndexSort );
 | 
						|
 | 
						|
			// sort uvs
 | 
						|
 | 
						|
			var uvs1 = this.faceVertexUvs[ 0 ];
 | 
						|
			var uvs2 = this.faceVertexUvs[ 1 ];
 | 
						|
 | 
						|
			var newUvs1, newUvs2;
 | 
						|
 | 
						|
			if ( uvs1 && uvs1.length === length ) newUvs1 = [];
 | 
						|
			if ( uvs2 && uvs2.length === length ) newUvs2 = [];
 | 
						|
 | 
						|
			for ( var i = 0; i < length; i ++ ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function () {
 | 
						|
 | 
						|
			var data = {
 | 
						|
				metadata: {
 | 
						|
					version: 4.5,
 | 
						|
					type: 'Geometry',
 | 
						|
					generator: 'Geometry.toJSON'
 | 
						|
				}
 | 
						|
			};
 | 
						|
 | 
						|
			// standard Geometry serialization
 | 
						|
 | 
						|
			data.uuid = this.uuid;
 | 
						|
			data.type = this.type;
 | 
						|
			if ( this.name !== '' ) data.name = this.name;
 | 
						|
 | 
						|
			if ( this.parameters !== undefined ) {
 | 
						|
 | 
						|
				var parameters = this.parameters;
 | 
						|
 | 
						|
				for ( var key in parameters ) {
 | 
						|
 | 
						|
					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return data;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var vertices = [];
 | 
						|
 | 
						|
			for ( var i = 0; i < this.vertices.length; i ++ ) {
 | 
						|
 | 
						|
				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 = {};
 | 
						|
 | 
						|
			for ( var i = 0; i < this.faces.length; 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 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 );
 | 
						|
 | 
						|
				faces.push( faceType );
 | 
						|
				faces.push( face.a, face.b, face.c );
 | 
						|
				faces.push( face.materialIndex );
 | 
						|
 | 
						|
				if ( hasFaceVertexUv ) {
 | 
						|
 | 
						|
					var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
 | 
						|
 | 
						|
					faces.push(
 | 
						|
						getUvIndex( faceVertexUvs[ 0 ] ),
 | 
						|
						getUvIndex( faceVertexUvs[ 1 ] ),
 | 
						|
						getUvIndex( faceVertexUvs[ 2 ] )
 | 
						|
					);
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( hasFaceNormal ) {
 | 
						|
 | 
						|
					faces.push( getNormalIndex( face.normal ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( hasFaceVertexNormal ) {
 | 
						|
 | 
						|
					var vertexNormals = face.vertexNormals;
 | 
						|
 | 
						|
					faces.push(
 | 
						|
						getNormalIndex( vertexNormals[ 0 ] ),
 | 
						|
						getNormalIndex( vertexNormals[ 1 ] ),
 | 
						|
						getNormalIndex( vertexNormals[ 2 ] )
 | 
						|
					);
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( hasFaceColor ) {
 | 
						|
 | 
						|
					faces.push( getColorIndex( face.color ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( hasFaceVertexColor ) {
 | 
						|
 | 
						|
					var vertexColors = face.vertexColors;
 | 
						|
 | 
						|
					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 getNormalIndex( normal ) {
 | 
						|
 | 
						|
				var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
 | 
						|
 | 
						|
				if ( normalsHash[ hash ] !== undefined ) {
 | 
						|
 | 
						|
					return normalsHash[ hash ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				normalsHash[ hash ] = normals.length / 3;
 | 
						|
				normals.push( normal.x, normal.y, normal.z );
 | 
						|
 | 
						|
				return normalsHash[ hash ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function getColorIndex( color ) {
 | 
						|
 | 
						|
				var hash = color.r.toString() + color.g.toString() + color.b.toString();
 | 
						|
 | 
						|
				if ( colorsHash[ hash ] !== undefined ) {
 | 
						|
 | 
						|
					return colorsHash[ hash ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				colorsHash[ hash ] = colors.length;
 | 
						|
				colors.push( color.getHex() );
 | 
						|
 | 
						|
				return colorsHash[ hash ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function getUvIndex( uv ) {
 | 
						|
 | 
						|
				var hash = uv.x.toString() + uv.y.toString();
 | 
						|
 | 
						|
				if ( uvsHash[ hash ] !== undefined ) {
 | 
						|
 | 
						|
					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;
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			/*
 | 
						|
			 // Handle primitives
 | 
						|
 | 
						|
			 var parameters = this.parameters;
 | 
						|
 | 
						|
			 if ( parameters !== undefined ) {
 | 
						|
 | 
						|
			 var values = [];
 | 
						|
 | 
						|
			 for ( var key in parameters ) {
 | 
						|
 | 
						|
			 values.push( parameters[ key ] );
 | 
						|
 | 
						|
			 }
 | 
						|
 | 
						|
			 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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			var i, il, j, jl, k, kl;
 | 
						|
 | 
						|
			// reset
 | 
						|
 | 
						|
			this.vertices = [];
 | 
						|
			this.colors = [];
 | 
						|
			this.faces = [];
 | 
						|
			this.faceVertexUvs = [[]];
 | 
						|
			this.morphTargets = [];
 | 
						|
			this.morphNormals = [];
 | 
						|
			this.skinWeights = [];
 | 
						|
			this.skinIndices = [];
 | 
						|
			this.lineDistances = [];
 | 
						|
			this.boundingBox = null;
 | 
						|
			this.boundingSphere = null;
 | 
						|
 | 
						|
			// name
 | 
						|
 | 
						|
			this.name = source.name;
 | 
						|
 | 
						|
			// vertices
 | 
						|
 | 
						|
			var vertices = source.vertices;
 | 
						|
 | 
						|
			for ( i = 0, il = vertices.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				this.vertices.push( vertices[ i ].clone() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// colors
 | 
						|
 | 
						|
			var colors = source.colors;
 | 
						|
 | 
						|
			for ( i = 0, il = colors.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				this.colors.push( colors[ i ].clone() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// faces
 | 
						|
 | 
						|
			var faces = source.faces;
 | 
						|
 | 
						|
			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 ++ ) {
 | 
						|
 | 
						|
				var faceVertexUvs = source.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 ( k = 0, kl = uvs.length; k < kl; k ++ ) {
 | 
						|
 | 
						|
						var uv = uvs[ k ];
 | 
						|
 | 
						|
						uvsCopy.push( uv.clone() );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					this.faceVertexUvs[ i ].push( uvsCopy );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// morph targets
 | 
						|
 | 
						|
			var morphTargets = source.morphTargets;
 | 
						|
 | 
						|
			for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var morphTarget = {};
 | 
						|
				morphTarget.name = morphTargets[ i ].name;
 | 
						|
 | 
						|
				// vertices
 | 
						|
 | 
						|
				if ( morphTargets[ i ].vertices !== undefined ) {
 | 
						|
 | 
						|
					morphTarget.vertices = [];
 | 
						|
 | 
						|
					for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
						morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// normals
 | 
						|
 | 
						|
				if ( morphTargets[ i ].normals !== undefined ) {
 | 
						|
 | 
						|
					morphTarget.normals = [];
 | 
						|
 | 
						|
					for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
						morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.morphTargets.push( morphTarget );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// morph normals
 | 
						|
 | 
						|
			var morphNormals = source.morphNormals;
 | 
						|
 | 
						|
			for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var morphNormal = {};
 | 
						|
 | 
						|
				// vertex normals
 | 
						|
 | 
						|
				if ( morphNormals[ i ].vertexNormals !== undefined ) {
 | 
						|
 | 
						|
					morphNormal.vertexNormals = [];
 | 
						|
 | 
						|
					for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
						var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
 | 
						|
						var destVertexNormal = {};
 | 
						|
 | 
						|
						destVertexNormal.a = srcVertexNormal.a.clone();
 | 
						|
						destVertexNormal.b = srcVertexNormal.b.clone();
 | 
						|
						destVertexNormal.c = srcVertexNormal.c.clone();
 | 
						|
 | 
						|
						morphNormal.vertexNormals.push( destVertexNormal );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// face normals
 | 
						|
 | 
						|
				if ( morphNormals[ i ].faceNormals !== undefined ) {
 | 
						|
 | 
						|
					morphNormal.faceNormals = [];
 | 
						|
 | 
						|
					for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
						morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.morphNormals.push( morphNormal );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// skin weights
 | 
						|
 | 
						|
			var skinWeights = source.skinWeights;
 | 
						|
 | 
						|
			for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				this.skinWeights.push( skinWeights[ i ].clone() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// skin indices
 | 
						|
 | 
						|
			var skinIndices = source.skinIndices;
 | 
						|
 | 
						|
			for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				this.skinIndices.push( skinIndices[ i ].clone() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// line distances
 | 
						|
 | 
						|
			var lineDistances = source.lineDistances;
 | 
						|
 | 
						|
			for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				this.lineDistances.push( lineDistances[ i ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// bounding box
 | 
						|
 | 
						|
			var boundingBox = source.boundingBox;
 | 
						|
 | 
						|
			if ( boundingBox !== null ) {
 | 
						|
 | 
						|
				this.boundingBox = boundingBox.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// bounding sphere
 | 
						|
 | 
						|
			var boundingSphere = source.boundingSphere;
 | 
						|
 | 
						|
			if ( boundingSphere !== null ) {
 | 
						|
 | 
						|
				this.boundingSphere = boundingSphere.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// 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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dispose: function () {
 | 
						|
 | 
						|
			this.dispatchEvent( { type: 'dispose' } );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		if ( Array.isArray( array ) ) {
 | 
						|
 | 
						|
			throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.name = '';
 | 
						|
 | 
						|
		this.array = array;
 | 
						|
		this.itemSize = itemSize;
 | 
						|
		this.count = array !== undefined ? array.length / itemSize : 0;
 | 
						|
		this.normalized = normalized === true;
 | 
						|
 | 
						|
		this.dynamic = false;
 | 
						|
		this.updateRange = { offset: 0, count: - 1 };
 | 
						|
 | 
						|
		this.version = 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
 | 
						|
 | 
						|
		set: function ( value ) {
 | 
						|
 | 
						|
			if ( value === true ) this.version ++;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( BufferAttribute.prototype, {
 | 
						|
 | 
						|
		isBufferAttribute: true,
 | 
						|
 | 
						|
		onUploadCallback: function () {},
 | 
						|
 | 
						|
		setArray: function ( 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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setDynamic: function ( value ) {
 | 
						|
 | 
						|
			this.dynamic = value;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			this.name = source.name;
 | 
						|
			this.array = new source.array.constructor( source.array );
 | 
						|
			this.itemSize = source.itemSize;
 | 
						|
			this.count = source.count;
 | 
						|
			this.normalized = source.normalized;
 | 
						|
 | 
						|
			this.dynamic = source.dynamic;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyAt: function ( index1, attribute, index2 ) {
 | 
						|
 | 
						|
			index1 *= this.itemSize;
 | 
						|
			index2 *= attribute.itemSize;
 | 
						|
 | 
						|
			for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
 | 
						|
 | 
						|
				this.array[ index1 + i ] = attribute.array[ index2 + i ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyArray: function ( array ) {
 | 
						|
 | 
						|
			this.array.set( array );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyColorsArray: function ( colors ) {
 | 
						|
 | 
						|
			var array = this.array, offset = 0;
 | 
						|
 | 
						|
			for ( var i = 0, l = colors.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var color = colors[ i ];
 | 
						|
 | 
						|
				if ( color === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
 | 
						|
					color = new Color();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				array[ offset ++ ] = color.r;
 | 
						|
				array[ offset ++ ] = color.g;
 | 
						|
				array[ offset ++ ] = color.b;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyVector2sArray: function ( vectors ) {
 | 
						|
 | 
						|
			var array = this.array, offset = 0;
 | 
						|
 | 
						|
			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var vector = vectors[ i ];
 | 
						|
 | 
						|
				if ( vector === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
 | 
						|
					vector = new Vector2();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				array[ offset ++ ] = vector.x;
 | 
						|
				array[ offset ++ ] = vector.y;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyVector3sArray: function ( vectors ) {
 | 
						|
 | 
						|
			var array = this.array, offset = 0;
 | 
						|
 | 
						|
			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var vector = vectors[ i ];
 | 
						|
 | 
						|
				if ( vector === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
 | 
						|
					vector = new Vector3();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				array[ offset ++ ] = vector.x;
 | 
						|
				array[ offset ++ ] = vector.y;
 | 
						|
				array[ offset ++ ] = vector.z;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyVector4sArray: function ( vectors ) {
 | 
						|
 | 
						|
			var array = this.array, offset = 0;
 | 
						|
 | 
						|
			for ( var i = 0, l = vectors.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var vector = vectors[ i ];
 | 
						|
 | 
						|
				if ( vector === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
 | 
						|
					vector = new Vector4();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				array[ offset ++ ] = vector.x;
 | 
						|
				array[ offset ++ ] = vector.y;
 | 
						|
				array[ offset ++ ] = vector.z;
 | 
						|
				array[ offset ++ ] = vector.w;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		set: function ( value, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			this.array.set( value, offset );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getX: function ( index ) {
 | 
						|
 | 
						|
			return this.array[ index * this.itemSize ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setX: function ( index, x ) {
 | 
						|
 | 
						|
			this.array[ index * this.itemSize ] = x;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getY: function ( index ) {
 | 
						|
 | 
						|
			return this.array[ index * this.itemSize + 1 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setY: function ( index, y ) {
 | 
						|
 | 
						|
			this.array[ index * this.itemSize + 1 ] = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getZ: function ( index ) {
 | 
						|
 | 
						|
			return this.array[ index * this.itemSize + 2 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setZ: function ( index, z ) {
 | 
						|
 | 
						|
			this.array[ index * this.itemSize + 2 ] = z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getW: function ( index ) {
 | 
						|
 | 
						|
			return this.array[ index * this.itemSize + 3 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setW: function ( index, w ) {
 | 
						|
 | 
						|
			this.array[ index * this.itemSize + 3 ] = w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setXY: function ( index, x, y ) {
 | 
						|
 | 
						|
			index *= this.itemSize;
 | 
						|
 | 
						|
			this.array[ index + 0 ] = x;
 | 
						|
			this.array[ index + 1 ] = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setXYZ: function ( index, x, y, z ) {
 | 
						|
 | 
						|
			index *= this.itemSize;
 | 
						|
 | 
						|
			this.array[ index + 0 ] = x;
 | 
						|
			this.array[ index + 1 ] = y;
 | 
						|
			this.array[ index + 2 ] = z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setXYZW: function ( index, x, y, z, w ) {
 | 
						|
 | 
						|
			index *= this.itemSize;
 | 
						|
 | 
						|
			this.array[ index + 0 ] = x;
 | 
						|
			this.array[ index + 1 ] = y;
 | 
						|
			this.array[ index + 2 ] = z;
 | 
						|
			this.array[ index + 3 ] = w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		onUpload: function ( callback ) {
 | 
						|
 | 
						|
			this.onUploadCallback = callback;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.array, this.itemSize ).copy( this );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function Int8BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
 | 
						|
 | 
						|
 | 
						|
	function Uint8BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
 | 
						|
 | 
						|
 | 
						|
	function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
 | 
						|
 | 
						|
 | 
						|
	function Int16BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
 | 
						|
 | 
						|
 | 
						|
	function Uint16BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
 | 
						|
 | 
						|
 | 
						|
	function Int32BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
 | 
						|
 | 
						|
 | 
						|
	function Uint32BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
 | 
						|
 | 
						|
 | 
						|
	function Float32BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
 | 
						|
 | 
						|
 | 
						|
	function Float64BufferAttribute( array, itemSize, normalized ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
 | 
						|
	Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function DirectGeometry() {
 | 
						|
 | 
						|
		this.vertices = [];
 | 
						|
		this.normals = [];
 | 
						|
		this.colors = [];
 | 
						|
		this.uvs = [];
 | 
						|
		this.uvs2 = [];
 | 
						|
 | 
						|
		this.groups = [];
 | 
						|
 | 
						|
		this.morphTargets = {};
 | 
						|
 | 
						|
		this.skinWeights = [];
 | 
						|
		this.skinIndices = [];
 | 
						|
 | 
						|
		// this.lineDistances = [];
 | 
						|
 | 
						|
		this.boundingBox = null;
 | 
						|
		this.boundingSphere = null;
 | 
						|
 | 
						|
		// update flags
 | 
						|
 | 
						|
		this.verticesNeedUpdate = false;
 | 
						|
		this.normalsNeedUpdate = false;
 | 
						|
		this.colorsNeedUpdate = false;
 | 
						|
		this.uvsNeedUpdate = false;
 | 
						|
		this.groupsNeedUpdate = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( DirectGeometry.prototype, {
 | 
						|
 | 
						|
		computeGroups: function ( geometry ) {
 | 
						|
 | 
						|
			var group;
 | 
						|
			var groups = [];
 | 
						|
			var materialIndex = undefined;
 | 
						|
 | 
						|
			var faces = geometry.faces;
 | 
						|
 | 
						|
			for ( var i = 0; i < faces.length; i ++ ) {
 | 
						|
 | 
						|
				var face = faces[ i ];
 | 
						|
 | 
						|
				// materials
 | 
						|
 | 
						|
				if ( face.materialIndex !== materialIndex ) {
 | 
						|
 | 
						|
					materialIndex = face.materialIndex;
 | 
						|
 | 
						|
					if ( group !== undefined ) {
 | 
						|
 | 
						|
						group.count = ( i * 3 ) - group.start;
 | 
						|
						groups.push( group );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					group = {
 | 
						|
						start: i * 3,
 | 
						|
						materialIndex: materialIndex
 | 
						|
					};
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( group !== undefined ) {
 | 
						|
 | 
						|
				group.count = ( i * 3 ) - group.start;
 | 
						|
				groups.push( group );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.groups = groups;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromGeometry: function ( geometry ) {
 | 
						|
 | 
						|
			var faces = geometry.faces;
 | 
						|
			var vertices = geometry.vertices;
 | 
						|
			var faceVertexUvs = geometry.faceVertexUvs;
 | 
						|
 | 
						|
			var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
 | 
						|
			var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
 | 
						|
 | 
						|
			// morphs
 | 
						|
 | 
						|
			var morphTargets = geometry.morphTargets;
 | 
						|
			var morphTargetsLength = morphTargets.length;
 | 
						|
 | 
						|
			var morphTargetsPosition;
 | 
						|
 | 
						|
			if ( morphTargetsLength > 0 ) {
 | 
						|
 | 
						|
				morphTargetsPosition = [];
 | 
						|
 | 
						|
				for ( var i = 0; i < morphTargetsLength; i ++ ) {
 | 
						|
 | 
						|
					morphTargetsPosition[ i ] = [];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.morphTargets.position = morphTargetsPosition;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var morphNormals = geometry.morphNormals;
 | 
						|
			var morphNormalsLength = morphNormals.length;
 | 
						|
 | 
						|
			var morphTargetsNormal;
 | 
						|
 | 
						|
			if ( morphNormalsLength > 0 ) {
 | 
						|
 | 
						|
				morphTargetsNormal = [];
 | 
						|
 | 
						|
				for ( var i = 0; i < morphNormalsLength; i ++ ) {
 | 
						|
 | 
						|
					morphTargetsNormal[ i ] = [];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.morphTargets.normal = morphTargetsNormal;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// skins
 | 
						|
 | 
						|
			var skinIndices = geometry.skinIndices;
 | 
						|
			var skinWeights = geometry.skinWeights;
 | 
						|
 | 
						|
			var hasSkinIndices = skinIndices.length === vertices.length;
 | 
						|
			var hasSkinWeights = skinWeights.length === vertices.length;
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			for ( var i = 0; i < faces.length; i ++ ) {
 | 
						|
 | 
						|
				var face = faces[ i ];
 | 
						|
 | 
						|
				this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
 | 
						|
 | 
						|
				var vertexNormals = face.vertexNormals;
 | 
						|
 | 
						|
				if ( vertexNormals.length === 3 ) {
 | 
						|
 | 
						|
					this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					var normal = face.normal;
 | 
						|
 | 
						|
					this.normals.push( normal, normal, normal );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var vertexColors = face.vertexColors;
 | 
						|
 | 
						|
				if ( vertexColors.length === 3 ) {
 | 
						|
 | 
						|
					this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					var color = face.color;
 | 
						|
 | 
						|
					this.colors.push( color, color, color );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( hasFaceVertexUv === true ) {
 | 
						|
 | 
						|
					var vertexUvs = faceVertexUvs[ 0 ][ i ];
 | 
						|
 | 
						|
					if ( vertexUvs !== undefined ) {
 | 
						|
 | 
						|
						this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
 | 
						|
 | 
						|
						this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( hasFaceVertexUv2 === true ) {
 | 
						|
 | 
						|
					var vertexUvs = faceVertexUvs[ 1 ][ i ];
 | 
						|
 | 
						|
					if ( vertexUvs !== undefined ) {
 | 
						|
 | 
						|
						this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
 | 
						|
 | 
						|
						this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// morphs
 | 
						|
 | 
						|
				for ( var j = 0; j < morphTargetsLength; j ++ ) {
 | 
						|
 | 
						|
					var morphTarget = morphTargets[ j ].vertices;
 | 
						|
 | 
						|
					morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				for ( var j = 0; j < morphNormalsLength; j ++ ) {
 | 
						|
 | 
						|
					var morphNormal = morphNormals[ j ].vertexNormals[ i ];
 | 
						|
 | 
						|
					morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// skins
 | 
						|
 | 
						|
				if ( hasSkinIndices ) {
 | 
						|
 | 
						|
					this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( hasSkinWeights ) {
 | 
						|
 | 
						|
					this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.computeGroups( geometry );
 | 
						|
 | 
						|
			this.verticesNeedUpdate = geometry.verticesNeedUpdate;
 | 
						|
			this.normalsNeedUpdate = geometry.normalsNeedUpdate;
 | 
						|
			this.colorsNeedUpdate = geometry.colorsNeedUpdate;
 | 
						|
			this.uvsNeedUpdate = geometry.uvsNeedUpdate;
 | 
						|
			this.groupsNeedUpdate = geometry.groupsNeedUpdate;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function arrayMax( array ) {
 | 
						|
 | 
						|
		if ( array.length === 0 ) return - Infinity;
 | 
						|
 | 
						|
		var max = array[ 0 ];
 | 
						|
 | 
						|
		for ( var i = 1, l = array.length; i < l; ++ i ) {
 | 
						|
 | 
						|
			if ( array[ i ] > max ) max = array[ i ];
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return max;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
 | 
						|
 | 
						|
	function BufferGeometry() {
 | 
						|
 | 
						|
		Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
 | 
						|
 | 
						|
		this.uuid = _Math.generateUUID();
 | 
						|
 | 
						|
		this.name = '';
 | 
						|
		this.type = 'BufferGeometry';
 | 
						|
 | 
						|
		this.index = null;
 | 
						|
		this.attributes = {};
 | 
						|
 | 
						|
		this.morphAttributes = {};
 | 
						|
 | 
						|
		this.groups = [];
 | 
						|
 | 
						|
		this.boundingBox = null;
 | 
						|
		this.boundingSphere = null;
 | 
						|
 | 
						|
		this.drawRange = { start: 0, count: Infinity };
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
 | 
						|
 | 
						|
		constructor: BufferGeometry,
 | 
						|
 | 
						|
		isBufferGeometry: true,
 | 
						|
 | 
						|
		getIndex: function () {
 | 
						|
 | 
						|
			return this.index;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setIndex: function ( index ) {
 | 
						|
 | 
						|
			if ( Array.isArray( index ) ) {
 | 
						|
 | 
						|
				this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.index = index;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addAttribute: function ( name, attribute ) {
 | 
						|
 | 
						|
			if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
 | 
						|
 | 
						|
				this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
 | 
						|
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( name === 'index' ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
 | 
						|
				this.setIndex( attribute );
 | 
						|
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.attributes[ name ] = attribute;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getAttribute: function ( name ) {
 | 
						|
 | 
						|
			return this.attributes[ name ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		removeAttribute: function ( name ) {
 | 
						|
 | 
						|
			delete this.attributes[ name ];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addGroup: function ( start, count, materialIndex ) {
 | 
						|
 | 
						|
			this.groups.push( {
 | 
						|
 | 
						|
				start: start,
 | 
						|
				count: count,
 | 
						|
				materialIndex: materialIndex !== undefined ? materialIndex : 0
 | 
						|
 | 
						|
			} );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clearGroups: function () {
 | 
						|
 | 
						|
			this.groups = [];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setDrawRange: function ( start, count ) {
 | 
						|
 | 
						|
			this.drawRange.start = start;
 | 
						|
			this.drawRange.count = count;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyMatrix: function ( matrix ) {
 | 
						|
 | 
						|
			var position = this.attributes.position;
 | 
						|
 | 
						|
			if ( position !== undefined ) {
 | 
						|
 | 
						|
				matrix.applyToBufferAttribute( position );
 | 
						|
				position.needsUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var normal = this.attributes.normal;
 | 
						|
 | 
						|
			if ( normal !== undefined ) {
 | 
						|
 | 
						|
				var normalMatrix = new Matrix3().getNormalMatrix( matrix );
 | 
						|
 | 
						|
				normalMatrix.applyToBufferAttribute( normal );
 | 
						|
				normal.needsUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.boundingBox !== null ) {
 | 
						|
 | 
						|
				this.computeBoundingBox();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.boundingSphere !== null ) {
 | 
						|
 | 
						|
				this.computeBoundingSphere();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		rotateX: function () {
 | 
						|
 | 
						|
			// rotate geometry around world x-axis
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function rotateX( angle ) {
 | 
						|
 | 
						|
				m1.makeRotationX( angle );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		rotateY: function () {
 | 
						|
 | 
						|
			// rotate geometry around world y-axis
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function rotateY( angle ) {
 | 
						|
 | 
						|
				m1.makeRotationY( angle );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		rotateZ: function () {
 | 
						|
 | 
						|
			// rotate geometry around world z-axis
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function rotateZ( angle ) {
 | 
						|
 | 
						|
				m1.makeRotationZ( angle );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		translate: function () {
 | 
						|
 | 
						|
			// translate geometry
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function translate( x, y, z ) {
 | 
						|
 | 
						|
				m1.makeTranslation( x, y, z );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		scale: function () {
 | 
						|
 | 
						|
			// scale geometry
 | 
						|
 | 
						|
			var m1 = new Matrix4();
 | 
						|
 | 
						|
			return function scale( x, y, z ) {
 | 
						|
 | 
						|
				m1.makeScale( x, y, z );
 | 
						|
 | 
						|
				this.applyMatrix( m1 );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		lookAt: function () {
 | 
						|
 | 
						|
			var obj = new Object3D();
 | 
						|
 | 
						|
			return function lookAt( vector ) {
 | 
						|
 | 
						|
				obj.lookAt( vector );
 | 
						|
 | 
						|
				obj.updateMatrix();
 | 
						|
 | 
						|
				this.applyMatrix( obj.matrix );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		center: function () {
 | 
						|
 | 
						|
			var offset = new Vector3();
 | 
						|
 | 
						|
			return function center() {
 | 
						|
 | 
						|
				this.computeBoundingBox();
 | 
						|
 | 
						|
				this.boundingBox.getCenter( offset ).negate();
 | 
						|
 | 
						|
				this.translate( offset.x, offset.y, offset.z );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		setFromObject: function ( object ) {
 | 
						|
 | 
						|
			// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
 | 
						|
 | 
						|
			var geometry = object.geometry;
 | 
						|
 | 
						|
			if ( object.isPoints || object.isLine ) {
 | 
						|
 | 
						|
				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 ) );
 | 
						|
 | 
						|
				if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
 | 
						|
 | 
						|
					var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
 | 
						|
 | 
						|
					this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( geometry.boundingSphere !== null ) {
 | 
						|
 | 
						|
					this.boundingSphere = geometry.boundingSphere.clone();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( geometry.boundingBox !== null ) {
 | 
						|
 | 
						|
					this.boundingBox = geometry.boundingBox.clone();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( object.isMesh ) {
 | 
						|
 | 
						|
				if ( geometry && geometry.isGeometry ) {
 | 
						|
 | 
						|
					this.fromGeometry( geometry );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromPoints: function ( points ) {
 | 
						|
 | 
						|
			var position = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var point = points[ i ];
 | 
						|
				position.push( point.x, point.y, point.z || 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		updateFromObject: function ( object ) {
 | 
						|
 | 
						|
			var geometry = object.geometry;
 | 
						|
 | 
						|
			if ( object.isMesh ) {
 | 
						|
 | 
						|
				var direct = geometry.__directGeometry;
 | 
						|
 | 
						|
				if ( geometry.elementsNeedUpdate === true ) {
 | 
						|
 | 
						|
					direct = undefined;
 | 
						|
					geometry.elementsNeedUpdate = false;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( direct === undefined ) {
 | 
						|
 | 
						|
					return this.fromGeometry( geometry );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				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 = direct;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var attribute;
 | 
						|
 | 
						|
			if ( geometry.verticesNeedUpdate === true ) {
 | 
						|
 | 
						|
				attribute = this.attributes.position;
 | 
						|
 | 
						|
				if ( attribute !== undefined ) {
 | 
						|
 | 
						|
					attribute.copyVector3sArray( geometry.vertices );
 | 
						|
					attribute.needsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometry.verticesNeedUpdate = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry.normalsNeedUpdate === true ) {
 | 
						|
 | 
						|
				attribute = this.attributes.normal;
 | 
						|
 | 
						|
				if ( attribute !== undefined ) {
 | 
						|
 | 
						|
					attribute.copyVector3sArray( geometry.normals );
 | 
						|
					attribute.needsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometry.normalsNeedUpdate = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry.colorsNeedUpdate === true ) {
 | 
						|
 | 
						|
				attribute = this.attributes.color;
 | 
						|
 | 
						|
				if ( attribute !== undefined ) {
 | 
						|
 | 
						|
					attribute.copyColorsArray( geometry.colors );
 | 
						|
					attribute.needsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometry.colorsNeedUpdate = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry.uvsNeedUpdate ) {
 | 
						|
 | 
						|
				attribute = this.attributes.uv;
 | 
						|
 | 
						|
				if ( attribute !== undefined ) {
 | 
						|
 | 
						|
					attribute.copyVector2sArray( geometry.uvs );
 | 
						|
					attribute.needsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometry.uvsNeedUpdate = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry.lineDistancesNeedUpdate ) {
 | 
						|
 | 
						|
				attribute = this.attributes.lineDistance;
 | 
						|
 | 
						|
				if ( attribute !== undefined ) {
 | 
						|
 | 
						|
					attribute.copyArray( geometry.lineDistances );
 | 
						|
					attribute.needsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometry.lineDistancesNeedUpdate = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry.groupsNeedUpdate ) {
 | 
						|
 | 
						|
				geometry.computeGroups( object.geometry );
 | 
						|
				this.groups = geometry.groups;
 | 
						|
 | 
						|
				geometry.groupsNeedUpdate = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromGeometry: function ( geometry ) {
 | 
						|
 | 
						|
			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 ) );
 | 
						|
 | 
						|
			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.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 ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// groups
 | 
						|
 | 
						|
			this.groups = geometry.groups;
 | 
						|
 | 
						|
			// morphs
 | 
						|
 | 
						|
			for ( var name in geometry.morphTargets ) {
 | 
						|
 | 
						|
				var array = [];
 | 
						|
				var morphTargets = geometry.morphTargets[ name ];
 | 
						|
 | 
						|
				for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					var morphTarget = morphTargets[ i ];
 | 
						|
 | 
						|
					var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );
 | 
						|
 | 
						|
					array.push( attribute.copyVector3sArray( morphTarget ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.morphAttributes[ name ] = array;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// skinning
 | 
						|
 | 
						|
			if ( geometry.skinIndices.length > 0 ) {
 | 
						|
 | 
						|
				var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
 | 
						|
				this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry.skinWeights.length > 0 ) {
 | 
						|
 | 
						|
				var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
 | 
						|
				this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			if ( geometry.boundingSphere !== null ) {
 | 
						|
 | 
						|
				this.boundingSphere = geometry.boundingSphere.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry.boundingBox !== null ) {
 | 
						|
 | 
						|
				this.boundingBox = geometry.boundingBox.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeBoundingBox: function () {
 | 
						|
 | 
						|
			if ( this.boundingBox === null ) {
 | 
						|
 | 
						|
				this.boundingBox = new Box3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var position = this.attributes.position;
 | 
						|
 | 
						|
			if ( position !== undefined ) {
 | 
						|
 | 
						|
				this.boundingBox.setFromBufferAttribute( position );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.boundingBox.makeEmpty();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
 | 
						|
 | 
						|
				console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeBoundingSphere: function () {
 | 
						|
 | 
						|
			var box = new Box3();
 | 
						|
			var vector = new Vector3();
 | 
						|
 | 
						|
			return function computeBoundingSphere() {
 | 
						|
 | 
						|
				if ( this.boundingSphere === null ) {
 | 
						|
 | 
						|
					this.boundingSphere = new Sphere();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var position = this.attributes.position;
 | 
						|
 | 
						|
				if ( position ) {
 | 
						|
 | 
						|
					var center = this.boundingSphere.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
 | 
						|
 | 
						|
					var maxRadiusSq = 0;
 | 
						|
 | 
						|
					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 ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
 | 
						|
 | 
						|
					if ( isNaN( this.boundingSphere.radius ) ) {
 | 
						|
 | 
						|
						console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		computeFaceNormals: function () {
 | 
						|
 | 
						|
			// backwards compatibility
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeVertexNormals: function () {
 | 
						|
 | 
						|
			var index = this.index;
 | 
						|
			var attributes = this.attributes;
 | 
						|
			var groups = this.groups;
 | 
						|
 | 
						|
			if ( attributes.position ) {
 | 
						|
 | 
						|
				var positions = attributes.position.array;
 | 
						|
 | 
						|
				if ( attributes.normal === undefined ) {
 | 
						|
 | 
						|
					this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// reset existing normals to zero
 | 
						|
 | 
						|
					var array = attributes.normal.array;
 | 
						|
 | 
						|
					for ( var i = 0, il = array.length; i < il; i ++ ) {
 | 
						|
 | 
						|
						array[ i ] = 0;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				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();
 | 
						|
 | 
						|
				// indexed elements
 | 
						|
 | 
						|
				if ( index ) {
 | 
						|
 | 
						|
					var indices = index.array;
 | 
						|
 | 
						|
					if ( groups.length === 0 ) {
 | 
						|
 | 
						|
						this.addGroup( 0, indices.length );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
 | 
						|
 | 
						|
						var group = groups[ j ];
 | 
						|
 | 
						|
						var start = group.start;
 | 
						|
						var count = group.count;
 | 
						|
 | 
						|
						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;
 | 
						|
 | 
						|
							pA.fromArray( positions, vA );
 | 
						|
							pB.fromArray( positions, vB );
 | 
						|
							pC.fromArray( positions, vC );
 | 
						|
 | 
						|
							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[ 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;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// non-indexed elements (unconnected triangle soup)
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
						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 + 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;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.normalizeNormals();
 | 
						|
 | 
						|
				attributes.normal.needsUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		merge: function ( geometry, offset ) {
 | 
						|
 | 
						|
			if ( ! ( geometry && geometry.isBufferGeometry ) ) {
 | 
						|
 | 
						|
				console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( offset === undefined ) {
 | 
						|
 | 
						|
				offset = 0;
 | 
						|
 | 
						|
				console.warn(
 | 
						|
					'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
 | 
						|
					+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
 | 
						|
				);
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var attributes = this.attributes;
 | 
						|
 | 
						|
			for ( var key in attributes ) {
 | 
						|
 | 
						|
				if ( geometry.attributes[ key ] === undefined ) continue;
 | 
						|
 | 
						|
				var attribute1 = attributes[ key ];
 | 
						|
				var attributeArray1 = attribute1.array;
 | 
						|
 | 
						|
				var attribute2 = geometry.attributes[ key ];
 | 
						|
				var attributeArray2 = attribute2.array;
 | 
						|
 | 
						|
				var attributeSize = attribute2.itemSize;
 | 
						|
 | 
						|
				for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
 | 
						|
 | 
						|
					attributeArray1[ j ] = attributeArray2[ i ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		normalizeNormals: function () {
 | 
						|
 | 
						|
			var vector = new Vector3();
 | 
						|
 | 
						|
			return function normalizeNormals() {
 | 
						|
 | 
						|
				var normals = this.attributes.normal;
 | 
						|
 | 
						|
				for ( var i = 0, il = normals.count; i < il; i ++ ) {
 | 
						|
 | 
						|
					vector.x = normals.getX( i );
 | 
						|
					vector.y = normals.getY( i );
 | 
						|
					vector.z = normals.getZ( i );
 | 
						|
 | 
						|
					vector.normalize();
 | 
						|
 | 
						|
					normals.setXYZ( i, vector.x, vector.y, vector.z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		toNonIndexed: function () {
 | 
						|
 | 
						|
			if ( this.index === null ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
 | 
						|
				return this;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var geometry2 = new BufferGeometry();
 | 
						|
 | 
						|
			var indices = this.index.array;
 | 
						|
			var attributes = this.attributes;
 | 
						|
 | 
						|
			for ( var name in attributes ) {
 | 
						|
 | 
						|
				var attribute = attributes[ name ];
 | 
						|
 | 
						|
				var array = attribute.array;
 | 
						|
				var itemSize = attribute.itemSize;
 | 
						|
 | 
						|
				var array2 = new array.constructor( indices.length * itemSize );
 | 
						|
 | 
						|
				var index = 0, index2 = 0;
 | 
						|
 | 
						|
				for ( var i = 0, l = indices.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					index = indices[ i ] * itemSize;
 | 
						|
 | 
						|
					for ( var j = 0; j < itemSize; j ++ ) {
 | 
						|
 | 
						|
						array2[ index2 ++ ] = array[ index ++ ];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var groups = this.groups;
 | 
						|
 | 
						|
			for ( var i = 0, l = groups.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var group = groups[ i ];
 | 
						|
				geometry2.addGroup( group.start, group.count, group.materialIndex );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return geometry2;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function () {
 | 
						|
 | 
						|
			var data = {
 | 
						|
				metadata: {
 | 
						|
					version: 4.5,
 | 
						|
					type: 'BufferGeometry',
 | 
						|
					generator: 'BufferGeometry.toJSON'
 | 
						|
				}
 | 
						|
			};
 | 
						|
 | 
						|
			// standard BufferGeometry serialization
 | 
						|
 | 
						|
			data.uuid = this.uuid;
 | 
						|
			data.type = this.type;
 | 
						|
			if ( this.name !== '' ) data.name = this.name;
 | 
						|
 | 
						|
			if ( this.parameters !== undefined ) {
 | 
						|
 | 
						|
				var parameters = this.parameters;
 | 
						|
 | 
						|
				for ( var key in parameters ) {
 | 
						|
 | 
						|
					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return data;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			data.data = { attributes: {} };
 | 
						|
 | 
						|
			var index = this.index;
 | 
						|
 | 
						|
			if ( index !== null ) {
 | 
						|
 | 
						|
				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 attribute = attributes[ key ];
 | 
						|
 | 
						|
				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 ) {
 | 
						|
 | 
						|
				data.data.groups = JSON.parse( JSON.stringify( groups ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var boundingSphere = this.boundingSphere;
 | 
						|
 | 
						|
			if ( boundingSphere !== null ) {
 | 
						|
 | 
						|
				data.data.boundingSphere = {
 | 
						|
					center: boundingSphere.center.toArray(),
 | 
						|
					radius: boundingSphere.radius
 | 
						|
				};
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			/*
 | 
						|
			 // Handle primitives
 | 
						|
 | 
						|
			 var parameters = this.parameters;
 | 
						|
 | 
						|
			 if ( parameters !== undefined ) {
 | 
						|
 | 
						|
			 var values = [];
 | 
						|
 | 
						|
			 for ( var key in parameters ) {
 | 
						|
 | 
						|
			 values.push( parameters[ key ] );
 | 
						|
 | 
						|
			 }
 | 
						|
 | 
						|
			 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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			var name, i, l;
 | 
						|
 | 
						|
			// reset
 | 
						|
 | 
						|
			this.index = null;
 | 
						|
			this.attributes = {};
 | 
						|
			this.morphAttributes = {};
 | 
						|
			this.groups = [];
 | 
						|
			this.boundingBox = null;
 | 
						|
			this.boundingSphere = null;
 | 
						|
 | 
						|
			// name
 | 
						|
 | 
						|
			this.name = source.name;
 | 
						|
 | 
						|
			// index
 | 
						|
 | 
						|
			var index = source.index;
 | 
						|
 | 
						|
			if ( index !== null ) {
 | 
						|
 | 
						|
				this.setIndex( index.clone() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// attributes
 | 
						|
 | 
						|
			var attributes = source.attributes;
 | 
						|
 | 
						|
			for ( name in attributes ) {
 | 
						|
 | 
						|
				var attribute = attributes[ name ];
 | 
						|
				this.addAttribute( name, attribute.clone() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// morph attributes
 | 
						|
 | 
						|
			var morphAttributes = source.morphAttributes;
 | 
						|
 | 
						|
			for ( name in morphAttributes ) {
 | 
						|
 | 
						|
				var array = [];
 | 
						|
				var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
 | 
						|
 | 
						|
				for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					array.push( morphAttribute[ i ].clone() );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.morphAttributes[ name ] = array;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// groups
 | 
						|
 | 
						|
			var groups = source.groups;
 | 
						|
 | 
						|
			for ( i = 0, l = groups.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var group = groups[ i ];
 | 
						|
				this.addGroup( group.start, group.count, group.materialIndex );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// bounding box
 | 
						|
 | 
						|
			var boundingBox = source.boundingBox;
 | 
						|
 | 
						|
			if ( boundingBox !== null ) {
 | 
						|
 | 
						|
				this.boundingBox = boundingBox.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// bounding sphere
 | 
						|
 | 
						|
			var boundingSphere = source.boundingSphere;
 | 
						|
 | 
						|
			if ( boundingSphere !== null ) {
 | 
						|
 | 
						|
				this.boundingSphere = boundingSphere.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// draw range
 | 
						|
 | 
						|
			this.drawRange.start = source.drawRange.start;
 | 
						|
			this.drawRange.count = source.drawRange.count;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dispose: function () {
 | 
						|
 | 
						|
			this.dispatchEvent( { type: 'dispose' } );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// BoxGeometry
 | 
						|
 | 
						|
	function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'BoxGeometry';
 | 
						|
 | 
						|
		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();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	BoxGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	BoxGeometry.prototype.constructor = BoxGeometry;
 | 
						|
 | 
						|
	// BoxBufferGeometry
 | 
						|
 | 
						|
	function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'BoxBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			width: width,
 | 
						|
			height: height,
 | 
						|
			depth: depth,
 | 
						|
			widthSegments: widthSegments,
 | 
						|
			heightSegments: heightSegments,
 | 
						|
			depthSegments: depthSegments
 | 
						|
		};
 | 
						|
 | 
						|
		var scope = this;
 | 
						|
 | 
						|
		width = width || 1;
 | 
						|
		height = height || 1;
 | 
						|
		depth = depth || 1;
 | 
						|
 | 
						|
		// segments
 | 
						|
 | 
						|
		widthSegments = Math.floor( widthSegments ) || 1;
 | 
						|
		heightSegments = Math.floor( heightSegments ) || 1;
 | 
						|
		depthSegments = Math.floor( depthSegments ) || 1;
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var numberOfVertices = 0;
 | 
						|
		var groupStart = 0;
 | 
						|
 | 
						|
		// build each side of the box geometry
 | 
						|
 | 
						|
		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
 | 
						|
		buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
 | 
						|
		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
 | 
						|
		buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
 | 
						|
		buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
 | 
						|
		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
 | 
						|
 | 
						|
		// build geometry
 | 
						|
 | 
						|
		this.setIndex( indices );
 | 
						|
		this.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 ) {
 | 
						|
 | 
						|
			var segmentWidth = width / gridX;
 | 
						|
			var segmentHeight = height / gridY;
 | 
						|
 | 
						|
			var widthHalf = width / 2;
 | 
						|
			var heightHalf = height / 2;
 | 
						|
			var depthHalf = depth / 2;
 | 
						|
 | 
						|
			var gridX1 = gridX + 1;
 | 
						|
			var gridY1 = gridY + 1;
 | 
						|
 | 
						|
			var vertexCounter = 0;
 | 
						|
			var groupCount = 0;
 | 
						|
 | 
						|
			var ix, iy;
 | 
						|
 | 
						|
			var vector = new Vector3();
 | 
						|
 | 
						|
			// generate vertices, normals and uvs
 | 
						|
 | 
						|
			for ( iy = 0; iy < gridY1; iy ++ ) {
 | 
						|
 | 
						|
				var y = iy * segmentHeight - heightHalf;
 | 
						|
 | 
						|
				for ( ix = 0; ix < gridX1; ix ++ ) {
 | 
						|
 | 
						|
					var x = ix * segmentWidth - widthHalf;
 | 
						|
 | 
						|
					// set values to correct vector component
 | 
						|
 | 
						|
					vector[ u ] = x * udir;
 | 
						|
					vector[ v ] = y * vdir;
 | 
						|
					vector[ w ] = depthHalf;
 | 
						|
 | 
						|
					// now apply vector to vertex buffer
 | 
						|
 | 
						|
					vertices.push( vector.x, vector.y, vector.z );
 | 
						|
 | 
						|
					// set values to correct vector component
 | 
						|
 | 
						|
					vector[ u ] = 0;
 | 
						|
					vector[ v ] = 0;
 | 
						|
					vector[ w ] = depth > 0 ? 1 : - 1;
 | 
						|
 | 
						|
					// now apply vector to normal buffer
 | 
						|
 | 
						|
					normals.push( vector.x, vector.y, vector.z );
 | 
						|
 | 
						|
					// uvs
 | 
						|
 | 
						|
					uvs.push( ix / gridX );
 | 
						|
					uvs.push( 1 - ( iy / gridY ) );
 | 
						|
 | 
						|
					// counters
 | 
						|
 | 
						|
					vertexCounter += 1;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// indices
 | 
						|
 | 
						|
			// 1. you need three indices to draw a single face
 | 
						|
			// 2. a single segment consists of two faces
 | 
						|
			// 3. so we need to generate six (2*3) indices per segment
 | 
						|
 | 
						|
			for ( iy = 0; iy < gridY; iy ++ ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
					// faces
 | 
						|
 | 
						|
					indices.push( a, b, d );
 | 
						|
					indices.push( b, c, d );
 | 
						|
 | 
						|
					// increase counter
 | 
						|
 | 
						|
					groupCount += 6;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// add a group to the geometry. this will ensure multi material support
 | 
						|
 | 
						|
			scope.addGroup( groupStart, groupCount, materialIndex );
 | 
						|
 | 
						|
			// calculate new start value for groups
 | 
						|
 | 
						|
			groupStart += groupCount;
 | 
						|
 | 
						|
			// update total number of vertices
 | 
						|
 | 
						|
			numberOfVertices += vertexCounter;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// PlaneGeometry
 | 
						|
 | 
						|
	function PlaneGeometry( width, height, widthSegments, heightSegments ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'PlaneGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			width: width,
 | 
						|
			height: height,
 | 
						|
			widthSegments: widthSegments,
 | 
						|
			heightSegments: heightSegments
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PlaneGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	PlaneGeometry.prototype.constructor = PlaneGeometry;
 | 
						|
 | 
						|
	// PlaneBufferGeometry
 | 
						|
 | 
						|
	function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'PlaneBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			width: width,
 | 
						|
			height: height,
 | 
						|
			widthSegments: widthSegments,
 | 
						|
			heightSegments: heightSegments
 | 
						|
		};
 | 
						|
 | 
						|
		width = width || 1;
 | 
						|
		height = height || 1;
 | 
						|
 | 
						|
		var width_half = width / 2;
 | 
						|
		var height_half = height / 2;
 | 
						|
 | 
						|
		var gridX = Math.floor( widthSegments ) || 1;
 | 
						|
		var gridY = Math.floor( heightSegments ) || 1;
 | 
						|
 | 
						|
		var gridX1 = gridX + 1;
 | 
						|
		var gridY1 = gridY + 1;
 | 
						|
 | 
						|
		var segment_width = width / gridX;
 | 
						|
		var segment_height = height / gridY;
 | 
						|
 | 
						|
		var ix, iy;
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// generate vertices, normals and uvs
 | 
						|
 | 
						|
		for ( iy = 0; iy < gridY1; iy ++ ) {
 | 
						|
 | 
						|
			var y = iy * segment_height - height_half;
 | 
						|
 | 
						|
			for ( ix = 0; ix < gridX1; ix ++ ) {
 | 
						|
 | 
						|
				var x = ix * segment_width - width_half;
 | 
						|
 | 
						|
				vertices.push( x, - y, 0 );
 | 
						|
 | 
						|
				normals.push( 0, 0, 1 );
 | 
						|
 | 
						|
				uvs.push( ix / gridX );
 | 
						|
				uvs.push( 1 - ( iy / gridY ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// indices
 | 
						|
 | 
						|
		for ( iy = 0; iy < gridY; iy ++ ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
				// faces
 | 
						|
 | 
						|
				indices.push( a, b, d );
 | 
						|
				indices.push( b, c, d );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// 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 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	var materialId = 0;
 | 
						|
 | 
						|
	function Material() {
 | 
						|
 | 
						|
		Object.defineProperty( this, 'id', { value: materialId ++ } );
 | 
						|
 | 
						|
		this.uuid = _Math.generateUUID();
 | 
						|
 | 
						|
		this.name = '';
 | 
						|
		this.type = 'Material';
 | 
						|
 | 
						|
		this.fog = true;
 | 
						|
		this.lights = true;
 | 
						|
 | 
						|
		this.blending = NormalBlending;
 | 
						|
		this.side = FrontSide;
 | 
						|
		this.flatShading = false;
 | 
						|
		this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
 | 
						|
 | 
						|
		this.opacity = 1;
 | 
						|
		this.transparent = false;
 | 
						|
 | 
						|
		this.blendSrc = SrcAlphaFactor;
 | 
						|
		this.blendDst = OneMinusSrcAlphaFactor;
 | 
						|
		this.blendEquation = AddEquation;
 | 
						|
		this.blendSrcAlpha = null;
 | 
						|
		this.blendDstAlpha = null;
 | 
						|
		this.blendEquationAlpha = null;
 | 
						|
 | 
						|
		this.depthFunc = LessEqualDepth;
 | 
						|
		this.depthTest = true;
 | 
						|
		this.depthWrite = true;
 | 
						|
 | 
						|
		this.clippingPlanes = null;
 | 
						|
		this.clipIntersection = false;
 | 
						|
		this.clipShadows = false;
 | 
						|
 | 
						|
		this.shadowSide = null;
 | 
						|
 | 
						|
		this.colorWrite = true;
 | 
						|
 | 
						|
		this.precision = null; // override the renderer's default precision for this material
 | 
						|
 | 
						|
		this.polygonOffset = false;
 | 
						|
		this.polygonOffsetFactor = 0;
 | 
						|
		this.polygonOffsetUnits = 0;
 | 
						|
 | 
						|
		this.dithering = false;
 | 
						|
 | 
						|
		this.alphaTest = 0;
 | 
						|
		this.premultipliedAlpha = false;
 | 
						|
 | 
						|
		this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
 | 
						|
 | 
						|
		this.visible = true;
 | 
						|
 | 
						|
		this.userData = {};
 | 
						|
 | 
						|
		this.needsUpdate = true;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
 | 
						|
 | 
						|
		constructor: Material,
 | 
						|
 | 
						|
		isMaterial: true,
 | 
						|
 | 
						|
		onBeforeCompile: function () {},
 | 
						|
 | 
						|
		setValues: function ( values ) {
 | 
						|
 | 
						|
			if ( values === undefined ) return;
 | 
						|
 | 
						|
			for ( var key in values ) {
 | 
						|
 | 
						|
				var newValue = values[ key ];
 | 
						|
 | 
						|
				if ( newValue === undefined ) {
 | 
						|
 | 
						|
					console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
 | 
						|
					continue;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// for backward compatability if shading is set in the constructor
 | 
						|
				if ( key === 'shading' ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
 | 
						|
					this.flatShading = ( newValue === FlatShading ) ? true : false;
 | 
						|
					continue;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var currentValue = this[ key ];
 | 
						|
 | 
						|
				if ( currentValue === undefined ) {
 | 
						|
 | 
						|
					console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
 | 
						|
					continue;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( currentValue && currentValue.isColor ) {
 | 
						|
 | 
						|
					currentValue.set( newValue );
 | 
						|
 | 
						|
				} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
 | 
						|
 | 
						|
					currentValue.copy( newValue );
 | 
						|
 | 
						|
				} else if ( key === 'overdraw' ) {
 | 
						|
 | 
						|
					// ensure overdraw is backwards-compatible with legacy boolean type
 | 
						|
					this[ key ] = Number( newValue );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					this[ key ] = newValue;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( meta ) {
 | 
						|
 | 
						|
			var isRoot = ( meta === undefined || typeof meta === 'string' );
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			if ( this.name !== '' ) data.name = this.name;
 | 
						|
 | 
						|
			if ( this.color && this.color.isColor ) data.color = this.color.getHex();
 | 
						|
 | 
						|
			if ( this.roughness !== undefined ) data.roughness = this.roughness;
 | 
						|
			if ( this.metalness !== undefined ) data.metalness = this.metalness;
 | 
						|
 | 
						|
			if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
 | 
						|
			if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
 | 
						|
 | 
						|
			if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
 | 
						|
			if ( this.shininess !== undefined ) data.shininess = this.shininess;
 | 
						|
			if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
 | 
						|
			if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
 | 
						|
 | 
						|
			if ( this.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 ) {
 | 
						|
 | 
						|
				data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
 | 
						|
				data.bumpScale = this.bumpScale;
 | 
						|
 | 
						|
			}
 | 
						|
			if ( this.normalMap && this.normalMap.isTexture ) {
 | 
						|
 | 
						|
				data.normalMap = this.normalMap.toJSON( meta ).uuid;
 | 
						|
				data.normalScale = this.normalScale.toArray();
 | 
						|
 | 
						|
			}
 | 
						|
			if ( this.displacementMap && this.displacementMap.isTexture ) {
 | 
						|
 | 
						|
				data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
 | 
						|
				data.displacementScale = this.displacementScale;
 | 
						|
				data.displacementBias = this.displacementBias;
 | 
						|
 | 
						|
			}
 | 
						|
			if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
 | 
						|
			if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
 | 
						|
 | 
						|
			if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
 | 
						|
			if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
 | 
						|
 | 
						|
			if ( this.envMap && this.envMap.isTexture ) {
 | 
						|
 | 
						|
				data.envMap = this.envMap.toJSON( meta ).uuid;
 | 
						|
				data.reflectivity = this.reflectivity; // Scale behind envMap
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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.flatShading === true ) data.flatShading = this.flatShading;
 | 
						|
			if ( this.side !== FrontSide ) data.side = this.side;
 | 
						|
			if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
 | 
						|
 | 
						|
			if ( this.opacity < 1 ) data.opacity = this.opacity;
 | 
						|
			if ( this.transparent === true ) data.transparent = this.transparent;
 | 
						|
 | 
						|
			data.depthFunc = this.depthFunc;
 | 
						|
			data.depthTest = this.depthTest;
 | 
						|
			data.depthWrite = this.depthWrite;
 | 
						|
 | 
						|
			// rotation (SpriteMaterial)
 | 
						|
			if ( this.rotation !== 0 ) data.rotation = this.rotation;
 | 
						|
 | 
						|
			if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
 | 
						|
			if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
 | 
						|
			if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
 | 
						|
			if ( this.scale !== undefined ) data.scale = this.scale;
 | 
						|
 | 
						|
			if ( this.dithering === true ) data.dithering = true;
 | 
						|
 | 
						|
			if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
 | 
						|
			if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
 | 
						|
 | 
						|
			if ( this.wireframe === true ) data.wireframe = this.wireframe;
 | 
						|
			if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
 | 
						|
			if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
 | 
						|
			if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
 | 
						|
 | 
						|
			if ( this.morphTargets === true ) data.morphTargets = true;
 | 
						|
			if ( this.skinning === true ) data.skinning = true;
 | 
						|
 | 
						|
			if ( this.visible === false ) data.visible = false;
 | 
						|
			if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
 | 
						|
 | 
						|
			// TODO: Copied from Object3D.toJSON
 | 
						|
 | 
						|
			function extractFromCache( cache ) {
 | 
						|
 | 
						|
				var values = [];
 | 
						|
 | 
						|
				for ( var key in cache ) {
 | 
						|
 | 
						|
					var data = cache[ key ];
 | 
						|
					delete data.metadata;
 | 
						|
					values.push( data );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return values;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( isRoot ) {
 | 
						|
 | 
						|
				var textures = extractFromCache( meta.textures );
 | 
						|
				var images = extractFromCache( meta.images );
 | 
						|
 | 
						|
				if ( textures.length > 0 ) data.textures = textures;
 | 
						|
				if ( images.length > 0 ) data.images = images;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			this.name = source.name;
 | 
						|
 | 
						|
			this.fog = source.fog;
 | 
						|
			this.lights = source.lights;
 | 
						|
 | 
						|
			this.blending = source.blending;
 | 
						|
			this.side = source.side;
 | 
						|
			this.flatShading = source.flatShading;
 | 
						|
			this.vertexColors = source.vertexColors;
 | 
						|
 | 
						|
			this.opacity = source.opacity;
 | 
						|
			this.transparent = source.transparent;
 | 
						|
 | 
						|
			this.blendSrc = source.blendSrc;
 | 
						|
			this.blendDst = source.blendDst;
 | 
						|
			this.blendEquation = source.blendEquation;
 | 
						|
			this.blendSrcAlpha = source.blendSrcAlpha;
 | 
						|
			this.blendDstAlpha = source.blendDstAlpha;
 | 
						|
			this.blendEquationAlpha = source.blendEquationAlpha;
 | 
						|
 | 
						|
			this.depthFunc = source.depthFunc;
 | 
						|
			this.depthTest = source.depthTest;
 | 
						|
			this.depthWrite = source.depthWrite;
 | 
						|
 | 
						|
			this.colorWrite = source.colorWrite;
 | 
						|
 | 
						|
			this.precision = source.precision;
 | 
						|
 | 
						|
			this.polygonOffset = source.polygonOffset;
 | 
						|
			this.polygonOffsetFactor = source.polygonOffsetFactor;
 | 
						|
			this.polygonOffsetUnits = source.polygonOffsetUnits;
 | 
						|
 | 
						|
			this.dithering = source.dithering;
 | 
						|
 | 
						|
			this.alphaTest = source.alphaTest;
 | 
						|
			this.premultipliedAlpha = source.premultipliedAlpha;
 | 
						|
 | 
						|
			this.overdraw = source.overdraw;
 | 
						|
 | 
						|
			this.visible = source.visible;
 | 
						|
			this.userData = JSON.parse( JSON.stringify( source.userData ) );
 | 
						|
 | 
						|
			this.clipShadows = source.clipShadows;
 | 
						|
			this.clipIntersection = source.clipIntersection;
 | 
						|
 | 
						|
			var srcPlanes = source.clippingPlanes,
 | 
						|
				dstPlanes = null;
 | 
						|
 | 
						|
			if ( srcPlanes !== null ) {
 | 
						|
 | 
						|
				var n = srcPlanes.length;
 | 
						|
				dstPlanes = new Array( n );
 | 
						|
 | 
						|
				for ( var i = 0; i !== n; ++ i )
 | 
						|
					dstPlanes[ i ] = srcPlanes[ i ].clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.clippingPlanes = dstPlanes;
 | 
						|
 | 
						|
			this.shadowSide = source.shadowSide;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		dispose: function () {
 | 
						|
 | 
						|
			this.dispatchEvent( { type: 'dispose' } );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  color: <hex>,
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *  map: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  lightMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  lightMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  aoMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  aoMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  specularMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  alphaMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 | 
						|
	 *  combine: THREE.Multiply,
 | 
						|
	 *  reflectivity: <float>,
 | 
						|
	 *  refractionRatio: <float>,
 | 
						|
	 *
 | 
						|
	 *  depthTest: <bool>,
 | 
						|
	 *  depthWrite: <bool>,
 | 
						|
	 *
 | 
						|
	 *  wireframe: <boolean>,
 | 
						|
	 *  wireframeLinewidth: <float>,
 | 
						|
	 *
 | 
						|
	 *  skinning: <bool>,
 | 
						|
	 *  morphTargets: <bool>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshBasicMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'MeshBasicMaterial';
 | 
						|
 | 
						|
		this.color = new Color( 0xffffff ); // emissive
 | 
						|
 | 
						|
		this.map = null;
 | 
						|
 | 
						|
		this.lightMap = null;
 | 
						|
		this.lightMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.aoMap = null;
 | 
						|
		this.aoMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.specularMap = null;
 | 
						|
 | 
						|
		this.alphaMap = null;
 | 
						|
 | 
						|
		this.envMap = null;
 | 
						|
		this.combine = MultiplyOperation;
 | 
						|
		this.reflectivity = 1;
 | 
						|
		this.refractionRatio = 0.98;
 | 
						|
 | 
						|
		this.wireframe = false;
 | 
						|
		this.wireframeLinewidth = 1;
 | 
						|
		this.wireframeLinecap = 'round';
 | 
						|
		this.wireframeLinejoin = 'round';
 | 
						|
 | 
						|
		this.skinning = false;
 | 
						|
		this.morphTargets = false;
 | 
						|
 | 
						|
		this.lights = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshBasicMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
 | 
						|
 | 
						|
	MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
 | 
						|
 | 
						|
	MeshBasicMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.color.copy( source.color );
 | 
						|
 | 
						|
		this.map = source.map;
 | 
						|
 | 
						|
		this.lightMap = source.lightMap;
 | 
						|
		this.lightMapIntensity = source.lightMapIntensity;
 | 
						|
 | 
						|
		this.aoMap = source.aoMap;
 | 
						|
		this.aoMapIntensity = source.aoMapIntensity;
 | 
						|
 | 
						|
		this.specularMap = source.specularMap;
 | 
						|
 | 
						|
		this.alphaMap = source.alphaMap;
 | 
						|
 | 
						|
		this.envMap = source.envMap;
 | 
						|
		this.combine = source.combine;
 | 
						|
		this.reflectivity = source.reflectivity;
 | 
						|
		this.refractionRatio = source.refractionRatio;
 | 
						|
 | 
						|
		this.wireframe = source.wireframe;
 | 
						|
		this.wireframeLinewidth = source.wireframeLinewidth;
 | 
						|
		this.wireframeLinecap = source.wireframeLinecap;
 | 
						|
		this.wireframeLinejoin = source.wireframeLinejoin;
 | 
						|
 | 
						|
		this.skinning = source.skinning;
 | 
						|
		this.morphTargets = source.morphTargets;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  defines: { "label" : "value" },
 | 
						|
	 *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
 | 
						|
	 *
 | 
						|
	 *  fragmentShader: <string>,
 | 
						|
	 *  vertexShader: <string>,
 | 
						|
	 *
 | 
						|
	 *  wireframe: <boolean>,
 | 
						|
	 *  wireframeLinewidth: <float>,
 | 
						|
	 *
 | 
						|
	 *  lights: <bool>,
 | 
						|
	 *
 | 
						|
	 *  skinning: <bool>,
 | 
						|
	 *  morphTargets: <bool>,
 | 
						|
	 *  morphNormals: <bool>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	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
 | 
						|
		};
 | 
						|
 | 
						|
		// When rendered geometry doesn't include these attributes but the material does,
 | 
						|
		// use these default values in WebGL. This avoids errors when buffer data is missing.
 | 
						|
		this.defaultAttributeValues = {
 | 
						|
			'color': [ 1, 1, 1 ],
 | 
						|
			'uv': [ 0, 0 ],
 | 
						|
			'uv2': [ 0, 0 ]
 | 
						|
		};
 | 
						|
 | 
						|
		this.index0AttributeName = undefined;
 | 
						|
		this.uniformsNeedUpdate = false;
 | 
						|
 | 
						|
		if ( parameters !== undefined ) {
 | 
						|
 | 
						|
			if ( parameters.attributes !== undefined ) {
 | 
						|
 | 
						|
				console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.setValues( parameters );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ShaderMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	ShaderMaterial.prototype.constructor = ShaderMaterial;
 | 
						|
 | 
						|
	ShaderMaterial.prototype.isShaderMaterial = true;
 | 
						|
 | 
						|
	ShaderMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.fragmentShader = source.fragmentShader;
 | 
						|
		this.vertexShader = source.vertexShader;
 | 
						|
 | 
						|
		this.uniforms = UniformsUtils.clone( source.uniforms );
 | 
						|
 | 
						|
		this.defines = Object.assign( {}, source.defines );
 | 
						|
 | 
						|
		this.wireframe = source.wireframe;
 | 
						|
		this.wireframeLinewidth = source.wireframeLinewidth;
 | 
						|
 | 
						|
		this.lights = source.lights;
 | 
						|
		this.clipping = source.clipping;
 | 
						|
 | 
						|
		this.skinning = source.skinning;
 | 
						|
 | 
						|
		this.morphTargets = source.morphTargets;
 | 
						|
		this.morphNormals = source.morphNormals;
 | 
						|
 | 
						|
		this.extensions = source.extensions;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	ShaderMaterial.prototype.toJSON = function ( meta ) {
 | 
						|
 | 
						|
		var data = Material.prototype.toJSON.call( this, meta );
 | 
						|
 | 
						|
		data.uniforms = this.uniforms;
 | 
						|
		data.vertexShader = this.vertexShader;
 | 
						|
		data.fragmentShader = this.fragmentShader;
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 */
 | 
						|
 | 
						|
	function Ray( origin, direction ) {
 | 
						|
 | 
						|
		this.origin = ( origin !== undefined ) ? origin : new Vector3();
 | 
						|
		this.direction = ( direction !== undefined ) ? direction : new Vector3();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Ray.prototype, {
 | 
						|
 | 
						|
		set: function ( origin, direction ) {
 | 
						|
 | 
						|
			this.origin.copy( origin );
 | 
						|
			this.direction.copy( direction );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( ray ) {
 | 
						|
 | 
						|
			this.origin.copy( ray.origin );
 | 
						|
			this.direction.copy( ray.direction );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		at: function ( t, target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Ray: .at() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lookAt: function ( v ) {
 | 
						|
 | 
						|
			this.direction.copy( v ).sub( this.origin ).normalize();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		recast: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function recast( t ) {
 | 
						|
 | 
						|
				this.origin.copy( this.at( t, v1 ) );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		closestPointToPoint: function ( point, target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			target.subVectors( point, this.origin );
 | 
						|
 | 
						|
			var directionDistance = target.dot( this.direction );
 | 
						|
 | 
						|
			if ( directionDistance < 0 ) {
 | 
						|
 | 
						|
				return target.copy( this.origin );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToPoint: function ( point ) {
 | 
						|
 | 
						|
			return Math.sqrt( this.distanceSqToPoint( point ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceSqToPoint: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function distanceSqToPoint( point ) {
 | 
						|
 | 
						|
				var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
 | 
						|
 | 
						|
				// point behind the ray
 | 
						|
 | 
						|
				if ( directionDistance < 0 ) {
 | 
						|
 | 
						|
					return this.origin.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
 | 
						|
 | 
						|
				segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
 | 
						|
				segDir.copy( v1 ).sub( v0 ).normalize();
 | 
						|
				diff.copy( this.origin ).sub( segCenter );
 | 
						|
 | 
						|
				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 ( det > 0 ) {
 | 
						|
 | 
						|
					// The ray and segment are not parallel.
 | 
						|
 | 
						|
					s0 = a01 * b1 - b0;
 | 
						|
					s1 = a01 * b0 - b1;
 | 
						|
					extDet = segExtent * det;
 | 
						|
 | 
						|
					if ( s0 >= 0 ) {
 | 
						|
 | 
						|
						if ( s1 >= - extDet ) {
 | 
						|
 | 
						|
							if ( s1 <= extDet ) {
 | 
						|
 | 
						|
								// region 0
 | 
						|
								// Minimum at interior points of ray and segment.
 | 
						|
 | 
						|
								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
 | 
						|
 | 
						|
								s1 = segExtent;
 | 
						|
								s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
 | 
						|
								sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							// region 5
 | 
						|
 | 
						|
							s1 = - segExtent;
 | 
						|
							s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
 | 
						|
							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						if ( s1 <= - extDet ) {
 | 
						|
 | 
						|
							// region 4
 | 
						|
 | 
						|
							s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
 | 
						|
							s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
 | 
						|
							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 | 
						|
 | 
						|
						} else if ( s1 <= extDet ) {
 | 
						|
 | 
						|
							// region 3
 | 
						|
 | 
						|
							s0 = 0;
 | 
						|
							s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
 | 
						|
							sqrDist = s1 * ( s1 + 2 * b1 ) + c;
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							// region 2
 | 
						|
 | 
						|
							s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
 | 
						|
							s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
 | 
						|
							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// Ray and segment are parallel.
 | 
						|
 | 
						|
					s1 = ( a01 > 0 ) ? - segExtent : segExtent;
 | 
						|
					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
 | 
						|
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( optionalPointOnRay ) {
 | 
						|
 | 
						|
					optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( optionalPointOnSegment ) {
 | 
						|
 | 
						|
					optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return sqrDist;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		intersectSphere: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function intersectSphere( sphere, target ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
				if ( d2 > radius2 ) return null;
 | 
						|
 | 
						|
				var thc = Math.sqrt( radius2 - d2 );
 | 
						|
 | 
						|
				// t0 = first intersect point - entrance on front of sphere
 | 
						|
				var t0 = tca - thc;
 | 
						|
 | 
						|
				// t1 = second intersect point - exit point on back of sphere
 | 
						|
				var t1 = tca + thc;
 | 
						|
 | 
						|
				// test to see if both t0 and t1 are behind the ray - if so, return null
 | 
						|
				if ( t0 < 0 && t1 < 0 ) return null;
 | 
						|
 | 
						|
				// test to see if t0 is behind the ray:
 | 
						|
				// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
 | 
						|
				// in order to always return an intersect point that is in front of the ray.
 | 
						|
				if ( t0 < 0 ) return this.at( t1, target );
 | 
						|
 | 
						|
				// else t0 is in front of the ray, so return the first collision point scaled by t0
 | 
						|
				return this.at( t0, target );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		intersectsSphere: function ( sphere ) {
 | 
						|
 | 
						|
			return this.distanceToPoint( sphere.center ) <= sphere.radius;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToPlane: function ( plane ) {
 | 
						|
 | 
						|
			var denominator = plane.normal.dot( this.direction );
 | 
						|
 | 
						|
			if ( denominator === 0 ) {
 | 
						|
 | 
						|
				// line is coplanar, return origin
 | 
						|
				if ( plane.distanceToPoint( this.origin ) === 0 ) {
 | 
						|
 | 
						|
					return 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// Null is preferable to undefined since undefined means.... it is undefined
 | 
						|
 | 
						|
				return null;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
 | 
						|
 | 
						|
			// Return if the ray never intersects the plane
 | 
						|
 | 
						|
			return t >= 0 ? t : null;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectPlane: function ( plane, target ) {
 | 
						|
 | 
						|
			var t = this.distanceToPlane( plane );
 | 
						|
 | 
						|
			if ( t === null ) {
 | 
						|
 | 
						|
				return null;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.at( t, target );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsPlane: function ( plane ) {
 | 
						|
 | 
						|
			// check if the ray lies on the plane first
 | 
						|
 | 
						|
			var distToPoint = plane.distanceToPoint( this.origin );
 | 
						|
 | 
						|
			if ( distToPoint === 0 ) {
 | 
						|
 | 
						|
				return true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var denominator = plane.normal.dot( this.direction );
 | 
						|
 | 
						|
			if ( denominator * distToPoint < 0 ) {
 | 
						|
 | 
						|
				return true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// ray origin is behind the plane (and is pointing behind it)
 | 
						|
 | 
						|
			return false;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectBox: function ( box, target ) {
 | 
						|
 | 
						|
			var tmin, tmax, tymin, tymax, tzmin, tzmax;
 | 
						|
 | 
						|
			var invdirx = 1 / this.direction.x,
 | 
						|
				invdiry = 1 / this.direction.y,
 | 
						|
				invdirz = 1 / this.direction.z;
 | 
						|
 | 
						|
			var origin = this.origin;
 | 
						|
 | 
						|
			if ( invdirx >= 0 ) {
 | 
						|
 | 
						|
				tmin = ( box.min.x - origin.x ) * invdirx;
 | 
						|
				tmax = ( box.max.x - origin.x ) * invdirx;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				tmin = ( box.max.x - origin.x ) * invdirx;
 | 
						|
				tmax = ( box.min.x - origin.x ) * invdirx;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( invdiry >= 0 ) {
 | 
						|
 | 
						|
				tymin = ( box.min.y - origin.y ) * invdiry;
 | 
						|
				tymax = ( box.max.y - origin.y ) * invdiry;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				tymin = ( box.max.y - origin.y ) * invdiry;
 | 
						|
				tymax = ( box.min.y - origin.y ) * invdiry;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
 | 
						|
 | 
						|
			// These lines also handle the case where tmin or tmax is NaN
 | 
						|
			// (result of 0 * Infinity). x !== x returns true if x is NaN
 | 
						|
 | 
						|
			if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
 | 
						|
 | 
						|
			if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
 | 
						|
 | 
						|
			if ( invdirz >= 0 ) {
 | 
						|
 | 
						|
				tzmin = ( box.min.z - origin.z ) * invdirz;
 | 
						|
				tzmax = ( box.max.z - origin.z ) * invdirz;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				tzmin = ( box.max.z - origin.z ) * invdirz;
 | 
						|
				tzmax = ( box.min.z - origin.z ) * invdirz;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
 | 
						|
 | 
						|
			if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
 | 
						|
 | 
						|
			if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
 | 
						|
 | 
						|
			//return point closest to the ray (positive side)
 | 
						|
 | 
						|
			if ( tmax < 0 ) return null;
 | 
						|
 | 
						|
			return this.at( tmin >= 0 ? tmin : tmax, target );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsBox: ( function () {
 | 
						|
 | 
						|
			var v = new Vector3();
 | 
						|
 | 
						|
			return function intersectsBox( box ) {
 | 
						|
 | 
						|
				return this.intersectBox( box, v ) !== null;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		} )(),
 | 
						|
 | 
						|
		intersectTriangle: function () {
 | 
						|
 | 
						|
			// Compute the offset origin, edges, and normal.
 | 
						|
			var diff = new Vector3();
 | 
						|
			var edge1 = new Vector3();
 | 
						|
			var edge2 = new Vector3();
 | 
						|
			var normal = new Vector3();
 | 
						|
 | 
						|
			return function intersectTriangle( a, b, c, backfaceCulling, target ) {
 | 
						|
 | 
						|
				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
 | 
						|
 | 
						|
				edge1.subVectors( b, a );
 | 
						|
				edge2.subVectors( c, a );
 | 
						|
				normal.crossVectors( edge1, edge2 );
 | 
						|
 | 
						|
				// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
 | 
						|
				// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
 | 
						|
				//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
 | 
						|
				//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
 | 
						|
				//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
 | 
						|
				var DdN = this.direction.dot( normal );
 | 
						|
				var sign;
 | 
						|
 | 
						|
				if ( DdN > 0 ) {
 | 
						|
 | 
						|
					if ( backfaceCulling ) return null;
 | 
						|
					sign = 1;
 | 
						|
 | 
						|
				} else if ( DdN < 0 ) {
 | 
						|
 | 
						|
					sign = - 1;
 | 
						|
					DdN = - DdN;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					return null;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				diff.subVectors( this.origin, a );
 | 
						|
				var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
 | 
						|
 | 
						|
				// b1 < 0, no intersection
 | 
						|
				if ( DdQxE2 < 0 ) {
 | 
						|
 | 
						|
					return null;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
 | 
						|
 | 
						|
				// b2 < 0, no intersection
 | 
						|
				if ( DdE1xQ < 0 ) {
 | 
						|
 | 
						|
					return null;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// b1+b2 > 1, no intersection
 | 
						|
				if ( DdQxE2 + DdE1xQ > DdN ) {
 | 
						|
 | 
						|
					return null;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// Line intersects triangle, check if ray does.
 | 
						|
				var QdN = - sign * diff.dot( normal );
 | 
						|
 | 
						|
				// t < 0, no intersection
 | 
						|
				if ( QdN < 0 ) {
 | 
						|
 | 
						|
					return null;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// Ray intersects triangle.
 | 
						|
				return this.at( QdN / DdN, target );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		applyMatrix4: function ( matrix4 ) {
 | 
						|
 | 
						|
			this.origin.applyMatrix4( matrix4 );
 | 
						|
			this.direction.transformDirection( matrix4 );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( ray ) {
 | 
						|
 | 
						|
			return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 */
 | 
						|
 | 
						|
	function Line3( start, end ) {
 | 
						|
 | 
						|
		this.start = ( start !== undefined ) ? start : new Vector3();
 | 
						|
		this.end = ( end !== undefined ) ? end : new Vector3();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Line3.prototype, {
 | 
						|
 | 
						|
		set: function ( start, end ) {
 | 
						|
 | 
						|
			this.start.copy( start );
 | 
						|
			this.end.copy( end );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( line ) {
 | 
						|
 | 
						|
			this.start.copy( line.start );
 | 
						|
			this.end.copy( line.end );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getCenter: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Line3: .getCenter() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		delta: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Line3: .delta() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.subVectors( this.end, this.start );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceSq: function () {
 | 
						|
 | 
						|
			return this.start.distanceToSquared( this.end );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distance: function () {
 | 
						|
 | 
						|
			return this.start.distanceTo( this.end );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		at: function ( t, target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Line3: .at() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.delta( target ).multiplyScalar( t ).add( this.start );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		closestPointToPointParameter: function () {
 | 
						|
 | 
						|
			var startP = new Vector3();
 | 
						|
			var startEnd = new Vector3();
 | 
						|
 | 
						|
			return function closestPointToPointParameter( point, clampToLine ) {
 | 
						|
 | 
						|
				startP.subVectors( point, this.start );
 | 
						|
				startEnd.subVectors( this.end, this.start );
 | 
						|
 | 
						|
				var startEnd2 = startEnd.dot( startEnd );
 | 
						|
				var startEnd_startP = startEnd.dot( startP );
 | 
						|
 | 
						|
				var t = startEnd_startP / startEnd2;
 | 
						|
 | 
						|
				if ( clampToLine ) {
 | 
						|
 | 
						|
					t = _Math.clamp( t, 0, 1 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return t;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		closestPointToPoint: function ( point, clampToLine, target ) {
 | 
						|
 | 
						|
			var t = this.closestPointToPointParameter( point, clampToLine );
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.delta( target ).multiplyScalar( t ).add( this.start );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		applyMatrix4: function ( matrix ) {
 | 
						|
 | 
						|
			this.start.applyMatrix4( matrix );
 | 
						|
			this.end.applyMatrix4( matrix );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( line ) {
 | 
						|
 | 
						|
			return line.start.equals( this.start ) && line.end.equals( this.end );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	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();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Triangle, {
 | 
						|
 | 
						|
		getNormal: function () {
 | 
						|
 | 
						|
			var v0 = new Vector3();
 | 
						|
 | 
						|
			return function getNormal( a, b, c, target ) {
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Triangle: .getNormal() target is now required' );
 | 
						|
					target = new Vector3();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				target.subVectors( c, b );
 | 
						|
				v0.subVectors( a, b );
 | 
						|
				target.cross( v0 );
 | 
						|
 | 
						|
				var targetLengthSq = target.lengthSq();
 | 
						|
				if ( targetLengthSq > 0 ) {
 | 
						|
 | 
						|
					return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return target.set( 0, 0, 0 );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		// static/instance method to calculate barycentric coordinates
 | 
						|
		// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
 | 
						|
		getBarycoord: function () {
 | 
						|
 | 
						|
			var v0 = new Vector3();
 | 
						|
			var v1 = new Vector3();
 | 
						|
			var v2 = new Vector3();
 | 
						|
 | 
						|
			return function getBarycoord( point, a, b, c, target ) {
 | 
						|
 | 
						|
				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 denom = ( dot00 * dot11 - dot01 * dot01 );
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
 | 
						|
					target = new Vector3();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// collinear or singular triangle
 | 
						|
				if ( denom === 0 ) {
 | 
						|
 | 
						|
					// arbitrary location outside of triangle?
 | 
						|
					// not sure if this is the best idea, maybe should be returning undefined
 | 
						|
					return target.set( - 2, - 1, - 1 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				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 target.set( 1 - u - v, v, u );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		containsPoint: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function containsPoint( point, a, b, c ) {
 | 
						|
 | 
						|
				Triangle.getBarycoord( point, a, b, c, v1 );
 | 
						|
 | 
						|
				return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}()
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Triangle.prototype, {
 | 
						|
 | 
						|
		set: function ( a, b, c ) {
 | 
						|
 | 
						|
			this.a.copy( a );
 | 
						|
			this.b.copy( b );
 | 
						|
			this.c.copy( c );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
 | 
						|
 | 
						|
			this.a.copy( points[ i0 ] );
 | 
						|
			this.b.copy( points[ i1 ] );
 | 
						|
			this.c.copy( points[ i2 ] );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( triangle ) {
 | 
						|
 | 
						|
			this.a.copy( triangle.a );
 | 
						|
			this.b.copy( triangle.b );
 | 
						|
			this.c.copy( triangle.c );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getArea: function () {
 | 
						|
 | 
						|
			var v0 = new Vector3();
 | 
						|
			var v1 = new Vector3();
 | 
						|
 | 
						|
			return function getArea() {
 | 
						|
 | 
						|
				v0.subVectors( this.c, this.b );
 | 
						|
				v1.subVectors( this.a, this.b );
 | 
						|
 | 
						|
				return v0.cross( v1 ).length() * 0.5;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		getMidpoint: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getNormal: function ( target ) {
 | 
						|
 | 
						|
			return Triangle.getNormal( this.a, this.b, this.c, target );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getPlane: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Triangle: .getPlane() target is now required' );
 | 
						|
				target = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.setFromCoplanarPoints( this.a, this.b, this.c );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getBarycoord: function ( point, target ) {
 | 
						|
 | 
						|
			return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		containsPoint: function ( point ) {
 | 
						|
 | 
						|
			return Triangle.containsPoint( point, this.a, this.b, this.c );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsBox: function ( box ) {
 | 
						|
 | 
						|
			return box.intersectsTriangle( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		closestPointToPoint: function () {
 | 
						|
 | 
						|
			var plane = new Plane();
 | 
						|
			var edgeList = [ new Line3(), new Line3(), new Line3() ];
 | 
						|
			var projectedPoint = new Vector3();
 | 
						|
			var closestPoint = new Vector3();
 | 
						|
 | 
						|
			return function closestPointToPoint( point, target ) {
 | 
						|
 | 
						|
				if ( target === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
 | 
						|
					target = new Vector3();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var minDistance = Infinity;
 | 
						|
 | 
						|
				// project the point onto the plane of the triangle
 | 
						|
 | 
						|
				plane.setFromCoplanarPoints( this.a, this.b, this.c );
 | 
						|
				plane.projectPoint( point, projectedPoint );
 | 
						|
 | 
						|
				// check if the projection lies within the triangle
 | 
						|
 | 
						|
				if ( this.containsPoint( projectedPoint ) === true ) {
 | 
						|
 | 
						|
					// if so, this is the closest point
 | 
						|
 | 
						|
					target.copy( projectedPoint );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// if not, the point falls outside the triangle. the target 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 );
 | 
						|
 | 
						|
					for ( var i = 0; i < edgeList.length; i ++ ) {
 | 
						|
 | 
						|
						edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );
 | 
						|
 | 
						|
						var distance = projectedPoint.distanceToSquared( closestPoint );
 | 
						|
 | 
						|
						if ( distance < minDistance ) {
 | 
						|
 | 
						|
							minDistance = distance;
 | 
						|
 | 
						|
							target.copy( closestPoint );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return target;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		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/
 | 
						|
	 * @author mikael emtinger / http://gomo.se/
 | 
						|
	 * @author jonobr1 / http://jonobr1.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Mesh( geometry, material ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Mesh';
 | 
						|
 | 
						|
		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
 | 
						|
		this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
 | 
						|
 | 
						|
		this.drawMode = TrianglesDrawMode;
 | 
						|
 | 
						|
		this.updateMorphTargets();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Mesh,
 | 
						|
 | 
						|
		isMesh: true,
 | 
						|
 | 
						|
		setDrawMode: function ( value ) {
 | 
						|
 | 
						|
			this.drawMode = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Object3D.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.drawMode = source.drawMode;
 | 
						|
 | 
						|
			if ( source.morphTargetInfluences !== undefined ) {
 | 
						|
 | 
						|
				this.morphTargetInfluences = source.morphTargetInfluences.slice();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( source.morphTargetDictionary !== undefined ) {
 | 
						|
 | 
						|
				this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		updateMorphTargets: function () {
 | 
						|
 | 
						|
			var geometry = this.geometry;
 | 
						|
			var m, ml, name;
 | 
						|
 | 
						|
			if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
				var morphAttributes = geometry.morphAttributes;
 | 
						|
				var keys = Object.keys( morphAttributes );
 | 
						|
 | 
						|
				if ( keys.length > 0 ) {
 | 
						|
 | 
						|
					var morphAttribute = morphAttributes[ keys[ 0 ] ];
 | 
						|
 | 
						|
					if ( morphAttribute !== undefined ) {
 | 
						|
 | 
						|
						this.morphTargetInfluences = [];
 | 
						|
						this.morphTargetDictionary = {};
 | 
						|
 | 
						|
						for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
 | 
						|
 | 
						|
							name = morphAttribute[ m ].name || String( m );
 | 
						|
 | 
						|
							this.morphTargetInfluences.push( 0 );
 | 
						|
							this.morphTargetDictionary[ name ] = m;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				var morphTargets = geometry.morphTargets;
 | 
						|
 | 
						|
				if ( morphTargets !== undefined && morphTargets.length > 0 ) {
 | 
						|
 | 
						|
					this.morphTargetInfluences = [];
 | 
						|
					this.morphTargetDictionary = {};
 | 
						|
 | 
						|
					for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {
 | 
						|
 | 
						|
						name = morphTargets[ m ].name || String( m );
 | 
						|
 | 
						|
						this.morphTargetInfluences.push( 0 );
 | 
						|
						this.morphTargetDictionary[ name ] = m;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		raycast: ( function () {
 | 
						|
 | 
						|
			var inverseMatrix = new Matrix4();
 | 
						|
			var ray = new Ray();
 | 
						|
			var sphere = new Sphere();
 | 
						|
 | 
						|
			var vA = new Vector3();
 | 
						|
			var vB = new Vector3();
 | 
						|
			var vC = new Vector3();
 | 
						|
 | 
						|
			var tempA = new Vector3();
 | 
						|
			var tempB = new Vector3();
 | 
						|
			var tempC = new Vector3();
 | 
						|
 | 
						|
			var uvA = new Vector2();
 | 
						|
			var uvB = new Vector2();
 | 
						|
			var uvC = new Vector2();
 | 
						|
 | 
						|
			var barycoord = new Vector3();
 | 
						|
 | 
						|
			var intersectionPoint = new Vector3();
 | 
						|
			var intersectionPointWorld = new Vector3();
 | 
						|
 | 
						|
			function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
 | 
						|
 | 
						|
				Triangle.getBarycoord( point, p1, p2, p3, barycoord );
 | 
						|
 | 
						|
				uv1.multiplyScalar( barycoord.x );
 | 
						|
				uv2.multiplyScalar( barycoord.y );
 | 
						|
				uv3.multiplyScalar( barycoord.z );
 | 
						|
 | 
						|
				uv1.add( uv2 ).add( uv3 );
 | 
						|
 | 
						|
				return uv1.clone();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
 | 
						|
 | 
						|
				var intersect;
 | 
						|
 | 
						|
				if ( material.side === BackSide ) {
 | 
						|
 | 
						|
					intersect = ray.intersectTriangle( pC, pB, pA, true, point );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( intersect === null ) return null;
 | 
						|
 | 
						|
				intersectionPointWorld.copy( point );
 | 
						|
				intersectionPointWorld.applyMatrix4( object.matrixWorld );
 | 
						|
 | 
						|
				var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
 | 
						|
 | 
						|
				if ( distance < raycaster.near || distance > raycaster.far ) return null;
 | 
						|
 | 
						|
				return {
 | 
						|
					distance: distance,
 | 
						|
					point: intersectionPointWorld.clone(),
 | 
						|
					object: object
 | 
						|
				};
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {
 | 
						|
 | 
						|
				vA.fromBufferAttribute( position, a );
 | 
						|
				vB.fromBufferAttribute( position, b );
 | 
						|
				vC.fromBufferAttribute( position, c );
 | 
						|
 | 
						|
				var intersection = checkIntersection( object, object.material, raycaster, ray, vA, vB, vC, intersectionPoint );
 | 
						|
 | 
						|
				if ( intersection ) {
 | 
						|
 | 
						|
					if ( uv ) {
 | 
						|
 | 
						|
						uvA.fromBufferAttribute( uv, a );
 | 
						|
						uvB.fromBufferAttribute( uv, b );
 | 
						|
						uvC.fromBufferAttribute( uv, c );
 | 
						|
 | 
						|
						intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					var face = new Face3( a, b, c );
 | 
						|
					Triangle.getNormal( vA, vB, vC, face.normal );
 | 
						|
 | 
						|
					intersection.face = face;
 | 
						|
					intersection.faceIndex = a;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return intersection;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return function raycast( raycaster, intersects ) {
 | 
						|
 | 
						|
				var geometry = this.geometry;
 | 
						|
				var material = this.material;
 | 
						|
				var matrixWorld = this.matrixWorld;
 | 
						|
 | 
						|
				if ( material === undefined ) return;
 | 
						|
 | 
						|
				// Checking boundingSphere distance to ray
 | 
						|
 | 
						|
				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 | 
						|
 | 
						|
				sphere.copy( geometry.boundingSphere );
 | 
						|
				sphere.applyMatrix4( matrixWorld );
 | 
						|
 | 
						|
				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
 | 
						|
 | 
						|
				//
 | 
						|
 | 
						|
				inverseMatrix.getInverse( matrixWorld );
 | 
						|
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
 | 
						|
 | 
						|
				// Check boundingBox before continuing
 | 
						|
 | 
						|
				if ( geometry.boundingBox !== null ) {
 | 
						|
 | 
						|
					if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var intersection;
 | 
						|
 | 
						|
				if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
					var a, b, c;
 | 
						|
					var index = geometry.index;
 | 
						|
					var position = geometry.attributes.position;
 | 
						|
					var uv = geometry.attributes.uv;
 | 
						|
					var i, l;
 | 
						|
 | 
						|
					if ( index !== null ) {
 | 
						|
 | 
						|
						// indexed buffer geometry
 | 
						|
 | 
						|
						for ( i = 0, l = index.count; i < l; i += 3 ) {
 | 
						|
 | 
						|
							a = index.getX( i );
 | 
						|
							b = index.getX( i + 1 );
 | 
						|
							c = index.getX( i + 2 );
 | 
						|
 | 
						|
							intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
 | 
						|
 | 
						|
							if ( intersection ) {
 | 
						|
 | 
						|
								intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
 | 
						|
								intersects.push( intersection );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( position !== undefined ) {
 | 
						|
 | 
						|
						// non-indexed buffer geometry
 | 
						|
 | 
						|
						for ( i = 0, l = position.count; i < l; i += 3 ) {
 | 
						|
 | 
						|
							a = i;
 | 
						|
							b = i + 1;
 | 
						|
							c = i + 2;
 | 
						|
 | 
						|
							intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
 | 
						|
 | 
						|
							if ( intersection ) intersects.push( intersection );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( geometry.isGeometry ) {
 | 
						|
 | 
						|
					var fvA, fvB, fvC;
 | 
						|
					var isMultiMaterial = Array.isArray( material );
 | 
						|
 | 
						|
					var vertices = geometry.vertices;
 | 
						|
					var faces = geometry.faces;
 | 
						|
					var uvs;
 | 
						|
 | 
						|
					var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
 | 
						|
					if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
 | 
						|
 | 
						|
					for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
 | 
						|
 | 
						|
						var face = faces[ f ];
 | 
						|
						var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
 | 
						|
 | 
						|
						if ( faceMaterial === undefined ) continue;
 | 
						|
 | 
						|
						fvA = vertices[ face.a ];
 | 
						|
						fvB = vertices[ face.b ];
 | 
						|
						fvC = vertices[ face.c ];
 | 
						|
 | 
						|
						if ( faceMaterial.morphTargets === true ) {
 | 
						|
 | 
						|
							var morphTargets = geometry.morphTargets;
 | 
						|
							var morphInfluences = this.morphTargetInfluences;
 | 
						|
 | 
						|
							vA.set( 0, 0, 0 );
 | 
						|
							vB.set( 0, 0, 0 );
 | 
						|
							vC.set( 0, 0, 0 );
 | 
						|
 | 
						|
							for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
 | 
						|
 | 
						|
								var influence = morphInfluences[ t ];
 | 
						|
 | 
						|
								if ( influence === 0 ) continue;
 | 
						|
 | 
						|
								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;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
 | 
						|
 | 
						|
						if ( intersection ) {
 | 
						|
 | 
						|
							if ( uvs && uvs[ f ] ) {
 | 
						|
 | 
						|
								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 );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() ),
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.geometry, this.material ).copy( this );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {
 | 
						|
 | 
						|
		var clearColor = new Color( 0x000000 );
 | 
						|
		var clearAlpha = 0;
 | 
						|
 | 
						|
		var planeCamera, planeMesh;
 | 
						|
		var boxMesh;
 | 
						|
 | 
						|
		function render( renderList, scene, camera, forceClear ) {
 | 
						|
 | 
						|
			var background = scene.background;
 | 
						|
 | 
						|
			if ( background === null ) {
 | 
						|
 | 
						|
				setClear( clearColor, clearAlpha );
 | 
						|
 | 
						|
			} else if ( background && background.isColor ) {
 | 
						|
 | 
						|
				setClear( background, 1 );
 | 
						|
				forceClear = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( renderer.autoClear || forceClear ) {
 | 
						|
 | 
						|
				renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( background && background.isCubeTexture ) {
 | 
						|
 | 
						|
				if ( boxMesh === undefined ) {
 | 
						|
 | 
						|
					boxMesh = new Mesh(
 | 
						|
						new BoxBufferGeometry( 1, 1, 1 ),
 | 
						|
						new ShaderMaterial( {
 | 
						|
							uniforms: ShaderLib.cube.uniforms,
 | 
						|
							vertexShader: ShaderLib.cube.vertexShader,
 | 
						|
							fragmentShader: ShaderLib.cube.fragmentShader,
 | 
						|
							side: BackSide,
 | 
						|
							depthTest: true,
 | 
						|
							depthWrite: false,
 | 
						|
							fog: false
 | 
						|
						} )
 | 
						|
					);
 | 
						|
 | 
						|
					boxMesh.geometry.removeAttribute( 'normal' );
 | 
						|
					boxMesh.geometry.removeAttribute( 'uv' );
 | 
						|
 | 
						|
					boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
 | 
						|
 | 
						|
						this.matrixWorld.copyPosition( camera.matrixWorld );
 | 
						|
 | 
						|
					};
 | 
						|
 | 
						|
					geometries.update( boxMesh.geometry );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				boxMesh.material.uniforms.tCube.value = background;
 | 
						|
 | 
						|
				renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
 | 
						|
 | 
						|
			} else if ( background && background.isTexture ) {
 | 
						|
 | 
						|
				if ( planeCamera === undefined ) {
 | 
						|
 | 
						|
					planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
 | 
						|
 | 
						|
					planeMesh = new Mesh(
 | 
						|
						new PlaneBufferGeometry( 2, 2 ),
 | 
						|
						new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
 | 
						|
					);
 | 
						|
 | 
						|
					geometries.update( planeMesh.geometry );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				planeMesh.material.map = background;
 | 
						|
 | 
						|
				// TODO Push this to renderList
 | 
						|
 | 
						|
				renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setClear( color, alpha ) {
 | 
						|
 | 
						|
			state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			getClearColor: function () {
 | 
						|
 | 
						|
				return clearColor;
 | 
						|
 | 
						|
			},
 | 
						|
			setClearColor: function ( color, alpha ) {
 | 
						|
 | 
						|
				clearColor.set( color );
 | 
						|
				clearAlpha = alpha !== undefined ? alpha : 1;
 | 
						|
				setClear( clearColor, clearAlpha );
 | 
						|
 | 
						|
			},
 | 
						|
			getClearAlpha: function () {
 | 
						|
 | 
						|
				return clearAlpha;
 | 
						|
 | 
						|
			},
 | 
						|
			setClearAlpha: function ( alpha ) {
 | 
						|
 | 
						|
				clearAlpha = alpha;
 | 
						|
				setClear( clearColor, clearAlpha );
 | 
						|
 | 
						|
			},
 | 
						|
			render: render
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLBufferRenderer( gl, extensions, info ) {
 | 
						|
 | 
						|
		var mode;
 | 
						|
 | 
						|
		function setMode( value ) {
 | 
						|
 | 
						|
			mode = value;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function render( start, count ) {
 | 
						|
 | 
						|
			gl.drawArrays( mode, start, count );
 | 
						|
 | 
						|
			info.update( count, mode );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function renderInstances( geometry, start, count ) {
 | 
						|
 | 
						|
			var extension = extensions.get( 'ANGLE_instanced_arrays' );
 | 
						|
 | 
						|
			if ( extension === null ) {
 | 
						|
 | 
						|
				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var position = geometry.attributes.position;
 | 
						|
 | 
						|
			if ( position.isInterleavedBufferAttribute ) {
 | 
						|
 | 
						|
				count = position.data.count;
 | 
						|
 | 
						|
				extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			info.update( count, mode, geometry.maxInstancedCount );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this.setMode = setMode;
 | 
						|
		this.render = render;
 | 
						|
		this.renderInstances = renderInstances;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLCapabilities( gl, extensions, parameters ) {
 | 
						|
 | 
						|
		var maxAnisotropy;
 | 
						|
 | 
						|
		function getMaxAnisotropy() {
 | 
						|
 | 
						|
			if ( maxAnisotropy !== undefined ) return maxAnisotropy;
 | 
						|
 | 
						|
			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
 | 
						|
 | 
						|
			if ( extension !== null ) {
 | 
						|
 | 
						|
				maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				maxAnisotropy = 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return maxAnisotropy;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function getMaxPrecision( precision ) {
 | 
						|
 | 
						|
			if ( precision === 'highp' ) {
 | 
						|
 | 
						|
				if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
 | 
						|
				     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
 | 
						|
 | 
						|
					return 'highp';
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				precision = 'mediump';
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( precision === 'mediump' ) {
 | 
						|
 | 
						|
				if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
 | 
						|
				     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
 | 
						|
 | 
						|
					return 'mediump';
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return 'lowp';
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
 | 
						|
		var maxPrecision = getMaxPrecision( precision );
 | 
						|
 | 
						|
		if ( maxPrecision !== precision ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
 | 
						|
			precision = maxPrecision;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
 | 
						|
 | 
						|
		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 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 vertexTextures = maxVertexTextures > 0;
 | 
						|
		var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
 | 
						|
		var floatVertexTextures = vertexTextures && floatFragmentTextures;
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			getMaxAnisotropy: getMaxAnisotropy,
 | 
						|
			getMaxPrecision: getMaxPrecision,
 | 
						|
 | 
						|
			precision: precision,
 | 
						|
			logarithmicDepthBuffer: logarithmicDepthBuffer,
 | 
						|
 | 
						|
			maxTextures: maxTextures,
 | 
						|
			maxVertexTextures: maxVertexTextures,
 | 
						|
			maxTextureSize: maxTextureSize,
 | 
						|
			maxCubemapSize: maxCubemapSize,
 | 
						|
 | 
						|
			maxAttributes: maxAttributes,
 | 
						|
			maxVertexUniforms: maxVertexUniforms,
 | 
						|
			maxVaryings: maxVaryings,
 | 
						|
			maxFragmentUniforms: maxFragmentUniforms,
 | 
						|
 | 
						|
			vertexTextures: vertexTextures,
 | 
						|
			floatFragmentTextures: floatFragmentTextures,
 | 
						|
			floatVertexTextures: floatVertexTextures
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author tschw
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLClipping() {
 | 
						|
 | 
						|
		var scope = this,
 | 
						|
 | 
						|
			globalState = null,
 | 
						|
			numGlobalPlanes = 0,
 | 
						|
			localClippingEnabled = false,
 | 
						|
			renderingShadows = false,
 | 
						|
 | 
						|
			plane = new Plane(),
 | 
						|
			viewNormalMatrix = new Matrix3(),
 | 
						|
 | 
						|
			uniform = { value: null, needsUpdate: false };
 | 
						|
 | 
						|
		this.uniform = uniform;
 | 
						|
		this.numPlanes = 0;
 | 
						|
		this.numIntersection = 0;
 | 
						|
 | 
						|
		this.init = function ( planes, enableLocalClipping, camera ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			localClippingEnabled = enableLocalClipping;
 | 
						|
 | 
						|
			globalState = projectPlanes( planes, camera, 0 );
 | 
						|
			numGlobalPlanes = planes.length;
 | 
						|
 | 
						|
			return enabled;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.beginShadows = function () {
 | 
						|
 | 
						|
			renderingShadows = true;
 | 
						|
			projectPlanes( null );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.endShadows = function () {
 | 
						|
 | 
						|
			renderingShadows = false;
 | 
						|
			resetGlobalState();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
 | 
						|
 | 
						|
			if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
 | 
						|
 | 
						|
				// there's no local clipping
 | 
						|
 | 
						|
				if ( renderingShadows ) {
 | 
						|
 | 
						|
					// there's no global clipping
 | 
						|
 | 
						|
					projectPlanes( null );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					resetGlobalState();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
 | 
						|
					lGlobal = nGlobal * 4,
 | 
						|
 | 
						|
					dstArray = cache.clippingState || null;
 | 
						|
 | 
						|
				uniform.value = dstArray; // ensure unique state
 | 
						|
 | 
						|
				dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
 | 
						|
 | 
						|
				for ( var i = 0; i !== lGlobal; ++ i ) {
 | 
						|
 | 
						|
					dstArray[ i ] = globalState[ i ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				cache.clippingState = dstArray;
 | 
						|
				this.numIntersection = clipIntersection ? this.numPlanes : 0;
 | 
						|
				this.numPlanes += nGlobal;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		function resetGlobalState() {
 | 
						|
 | 
						|
			if ( uniform.value !== globalState ) {
 | 
						|
 | 
						|
				uniform.value = globalState;
 | 
						|
				uniform.needsUpdate = numGlobalPlanes > 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			scope.numPlanes = numGlobalPlanes;
 | 
						|
			scope.numIntersection = 0;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function projectPlanes( planes, camera, dstOffset, skipTransform ) {
 | 
						|
 | 
						|
			var nPlanes = planes !== null ? planes.length : 0,
 | 
						|
				dstArray = null;
 | 
						|
 | 
						|
			if ( nPlanes !== 0 ) {
 | 
						|
 | 
						|
				dstArray = uniform.value;
 | 
						|
 | 
						|
				if ( skipTransform !== true || dstArray === null ) {
 | 
						|
 | 
						|
					var flatSize = dstOffset + nPlanes * 4,
 | 
						|
						viewMatrix = camera.matrixWorldInverse;
 | 
						|
 | 
						|
					viewNormalMatrix.getNormalMatrix( viewMatrix );
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
						plane.normal.toArray( dstArray, i4 );
 | 
						|
						dstArray[ i4 + 3 ] = plane.constant;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				uniform.value = dstArray;
 | 
						|
				uniform.needsUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			scope.numPlanes = nPlanes;
 | 
						|
 | 
						|
			return dstArray;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLExtensions( gl ) {
 | 
						|
 | 
						|
		var extensions = {};
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			get: function ( name ) {
 | 
						|
 | 
						|
				if ( extensions[ name ] !== undefined ) {
 | 
						|
 | 
						|
					return extensions[ name ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var extension;
 | 
						|
 | 
						|
				switch ( name ) {
 | 
						|
 | 
						|
					case 'WEBGL_depth_texture':
 | 
						|
						extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
 | 
						|
						break;
 | 
						|
 | 
						|
					case 'EXT_texture_filter_anisotropic':
 | 
						|
						extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
 | 
						|
						break;
 | 
						|
 | 
						|
					case 'WEBGL_compressed_texture_s3tc':
 | 
						|
						extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
 | 
						|
						break;
 | 
						|
 | 
						|
					case 'WEBGL_compressed_texture_pvrtc':
 | 
						|
						extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
 | 
						|
						break;
 | 
						|
 | 
						|
					default:
 | 
						|
						extension = gl.getExtension( name );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( extension === null ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				extensions[ name ] = extension;
 | 
						|
 | 
						|
				return extension;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLGeometries( gl, attributes, info ) {
 | 
						|
 | 
						|
		var geometries = {};
 | 
						|
		var wireframeAttributes = {};
 | 
						|
 | 
						|
		function onGeometryDispose( event ) {
 | 
						|
 | 
						|
			var geometry = event.target;
 | 
						|
			var buffergeometry = geometries[ geometry.id ];
 | 
						|
 | 
						|
			if ( buffergeometry.index !== null ) {
 | 
						|
 | 
						|
				attributes.remove( buffergeometry.index );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var name in buffergeometry.attributes ) {
 | 
						|
 | 
						|
				attributes.remove( buffergeometry.attributes[ name ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			geometry.removeEventListener( 'dispose', onGeometryDispose );
 | 
						|
 | 
						|
			delete geometries[ geometry.id ];
 | 
						|
 | 
						|
			// TODO Remove duplicate code
 | 
						|
 | 
						|
			var attribute = wireframeAttributes[ geometry.id ];
 | 
						|
 | 
						|
			if ( attribute ) {
 | 
						|
 | 
						|
				attributes.remove( attribute );
 | 
						|
				delete wireframeAttributes[ geometry.id ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			attribute = wireframeAttributes[ buffergeometry.id ];
 | 
						|
 | 
						|
			if ( attribute ) {
 | 
						|
 | 
						|
				attributes.remove( attribute );
 | 
						|
				delete wireframeAttributes[ buffergeometry.id ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			info.memory.geometries --;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function get( object, geometry ) {
 | 
						|
 | 
						|
			var buffergeometry = geometries[ geometry.id ];
 | 
						|
 | 
						|
			if ( buffergeometry ) return buffergeometry;
 | 
						|
 | 
						|
			geometry.addEventListener( 'dispose', onGeometryDispose );
 | 
						|
 | 
						|
			if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
				buffergeometry = geometry;
 | 
						|
 | 
						|
			} else if ( geometry.isGeometry ) {
 | 
						|
 | 
						|
				if ( geometry._bufferGeometry === undefined ) {
 | 
						|
 | 
						|
					geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				buffergeometry = geometry._bufferGeometry;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			geometries[ geometry.id ] = buffergeometry;
 | 
						|
 | 
						|
			info.memory.geometries ++;
 | 
						|
 | 
						|
			return buffergeometry;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function update( geometry ) {
 | 
						|
 | 
						|
			var index = geometry.index;
 | 
						|
			var geometryAttributes = geometry.attributes;
 | 
						|
 | 
						|
			if ( index !== null ) {
 | 
						|
 | 
						|
				attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var name in geometryAttributes ) {
 | 
						|
 | 
						|
				attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// morph targets
 | 
						|
 | 
						|
			var morphAttributes = geometry.morphAttributes;
 | 
						|
 | 
						|
			for ( var name in morphAttributes ) {
 | 
						|
 | 
						|
				var array = morphAttributes[ name ];
 | 
						|
 | 
						|
				for ( var i = 0, l = array.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					attributes.update( array[ i ], gl.ARRAY_BUFFER );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function getWireframeAttribute( geometry ) {
 | 
						|
 | 
						|
			var attribute = wireframeAttributes[ geometry.id ];
 | 
						|
 | 
						|
			if ( attribute ) return attribute;
 | 
						|
 | 
						|
			var indices = [];
 | 
						|
 | 
						|
			var geometryIndex = geometry.index;
 | 
						|
			var geometryAttributes = geometry.attributes;
 | 
						|
 | 
						|
			// console.time( 'wireframe' );
 | 
						|
 | 
						|
			if ( geometryIndex !== null ) {
 | 
						|
 | 
						|
				var array = geometryIndex.array;
 | 
						|
 | 
						|
				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 ];
 | 
						|
 | 
						|
					indices.push( a, b, b, c, c, a );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				var array = geometryAttributes.position.array;
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
					indices.push( a, b, b, c, c, a );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// console.timeEnd( 'wireframe' );
 | 
						|
 | 
						|
			attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
 | 
						|
 | 
						|
			attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );
 | 
						|
 | 
						|
			wireframeAttributes[ geometry.id ] = attribute;
 | 
						|
 | 
						|
			return attribute;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			get: get,
 | 
						|
			update: update,
 | 
						|
 | 
						|
			getWireframeAttribute: getWireframeAttribute
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLIndexedBufferRenderer( gl, extensions, info ) {
 | 
						|
 | 
						|
		var mode;
 | 
						|
 | 
						|
		function setMode( value ) {
 | 
						|
 | 
						|
			mode = value;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var type, bytesPerElement;
 | 
						|
 | 
						|
		function setIndex( value ) {
 | 
						|
 | 
						|
			type = value.type;
 | 
						|
			bytesPerElement = value.bytesPerElement;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function render( start, count ) {
 | 
						|
 | 
						|
			gl.drawElements( mode, count, type, start * bytesPerElement );
 | 
						|
 | 
						|
			info.update( count, mode );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function renderInstances( geometry, start, count ) {
 | 
						|
 | 
						|
			var extension = extensions.get( 'ANGLE_instanced_arrays' );
 | 
						|
 | 
						|
			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 * bytesPerElement, geometry.maxInstancedCount );
 | 
						|
 | 
						|
			info.update( count, mode, geometry.maxInstancedCount );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this.setMode = setMode;
 | 
						|
		this.setIndex = setIndex;
 | 
						|
		this.render = render;
 | 
						|
		this.renderInstances = renderInstances;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLInfo( gl ) {
 | 
						|
 | 
						|
		var memory = {
 | 
						|
			geometries: 0,
 | 
						|
			textures: 0
 | 
						|
		};
 | 
						|
 | 
						|
		var render = {
 | 
						|
			frame: 0,
 | 
						|
			calls: 0,
 | 
						|
			triangles: 0,
 | 
						|
			points: 0,
 | 
						|
			lines: 0
 | 
						|
		};
 | 
						|
 | 
						|
		function update( count, mode, instanceCount ) {
 | 
						|
 | 
						|
			instanceCount = instanceCount || 1;
 | 
						|
 | 
						|
			render.calls ++;
 | 
						|
 | 
						|
			switch ( mode ) {
 | 
						|
 | 
						|
				case gl.TRIANGLES:
 | 
						|
					render.triangles += instanceCount * ( count / 3 );
 | 
						|
					break;
 | 
						|
 | 
						|
				case gl.TRIANGLE_STRIP:
 | 
						|
				case gl.TRIANGLE_FAN:
 | 
						|
					render.triangles += instanceCount * ( count - 2 );
 | 
						|
					break;
 | 
						|
 | 
						|
				case gl.LINES:
 | 
						|
					render.lines += instanceCount * ( count / 2 );
 | 
						|
					break;
 | 
						|
 | 
						|
				case gl.LINE_STRIP:
 | 
						|
					render.lines += instanceCount * ( count - 1 );
 | 
						|
					break;
 | 
						|
 | 
						|
				case gl.LINE_LOOP:
 | 
						|
					render.lines += instanceCount * count;
 | 
						|
					break;
 | 
						|
 | 
						|
				case gl.POINTS:
 | 
						|
					render.points += instanceCount * count;
 | 
						|
					break;
 | 
						|
 | 
						|
				default:
 | 
						|
					console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
 | 
						|
					break;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function reset() {
 | 
						|
 | 
						|
			render.frame ++;
 | 
						|
			render.calls = 0;
 | 
						|
			render.triangles = 0;
 | 
						|
			render.points = 0;
 | 
						|
			render.lines = 0;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
			memory: memory,
 | 
						|
			render: render,
 | 
						|
			programs: null,
 | 
						|
			autoReset: true,
 | 
						|
			reset: reset,
 | 
						|
			update: update
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function absNumericalSort( a, b ) {
 | 
						|
 | 
						|
		return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function WebGLMorphtargets( gl ) {
 | 
						|
 | 
						|
		var influencesList = {};
 | 
						|
		var morphInfluences = new Float32Array( 8 );
 | 
						|
 | 
						|
		function update( object, geometry, material, program ) {
 | 
						|
 | 
						|
			var objectInfluences = object.morphTargetInfluences;
 | 
						|
 | 
						|
			var length = objectInfluences.length;
 | 
						|
 | 
						|
			var influences = influencesList[ geometry.id ];
 | 
						|
 | 
						|
			if ( influences === undefined ) {
 | 
						|
 | 
						|
				// initialise list
 | 
						|
 | 
						|
				influences = [];
 | 
						|
 | 
						|
				for ( var i = 0; i < length; i ++ ) {
 | 
						|
 | 
						|
					influences[ i ] = [ i, 0 ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				influencesList[ geometry.id ] = influences;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var morphTargets = material.morphTargets && geometry.morphAttributes.position;
 | 
						|
			var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
 | 
						|
 | 
						|
			// Remove current morphAttributes
 | 
						|
 | 
						|
			for ( var i = 0; i < length; i ++ ) {
 | 
						|
 | 
						|
				var influence = influences[ i ];
 | 
						|
 | 
						|
				if ( influence[ 1 ] !== 0 ) {
 | 
						|
 | 
						|
					if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
 | 
						|
					if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Collect influences
 | 
						|
 | 
						|
			for ( var i = 0; i < length; i ++ ) {
 | 
						|
 | 
						|
				var influence = influences[ i ];
 | 
						|
 | 
						|
				influence[ 0 ] = i;
 | 
						|
				influence[ 1 ] = objectInfluences[ i ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			influences.sort( absNumericalSort );
 | 
						|
 | 
						|
			// Add morphAttributes
 | 
						|
 | 
						|
			for ( var i = 0; i < 8; i ++ ) {
 | 
						|
 | 
						|
				var influence = influences[ i ];
 | 
						|
 | 
						|
				if ( influence ) {
 | 
						|
 | 
						|
					var index = influence[ 0 ];
 | 
						|
					var value = influence[ 1 ];
 | 
						|
 | 
						|
					if ( value ) {
 | 
						|
 | 
						|
						if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
 | 
						|
						if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
 | 
						|
 | 
						|
						morphInfluences[ i ] = value;
 | 
						|
						continue;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				morphInfluences[ i ] = 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			update: update
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLObjects( geometries, info ) {
 | 
						|
 | 
						|
		var updateList = {};
 | 
						|
 | 
						|
		function update( object ) {
 | 
						|
 | 
						|
			var frame = info.render.frame;
 | 
						|
 | 
						|
			var geometry = object.geometry;
 | 
						|
			var buffergeometry = geometries.get( object, geometry );
 | 
						|
 | 
						|
			// Update once per frame
 | 
						|
 | 
						|
			if ( updateList[ buffergeometry.id ] !== frame ) {
 | 
						|
 | 
						|
				if ( geometry.isGeometry ) {
 | 
						|
 | 
						|
					buffergeometry.updateFromObject( object );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometries.update( buffergeometry );
 | 
						|
 | 
						|
				updateList[ buffergeometry.id ] = frame;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return buffergeometry;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function dispose() {
 | 
						|
 | 
						|
			updateList = {};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			update: update,
 | 
						|
			dispose: dispose
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
 | 
						|
 | 
						|
		images = images !== undefined ? images : [];
 | 
						|
		mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
 | 
						|
 | 
						|
		Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
 | 
						|
 | 
						|
		this.flipY = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CubeTexture.prototype = Object.create( Texture.prototype );
 | 
						|
	CubeTexture.prototype.constructor = CubeTexture;
 | 
						|
 | 
						|
	CubeTexture.prototype.isCubeTexture = true;
 | 
						|
 | 
						|
	Object.defineProperty( CubeTexture.prototype, 'images', {
 | 
						|
 | 
						|
		get: function () {
 | 
						|
 | 
						|
			return this.image;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		set: function ( value ) {
 | 
						|
 | 
						|
			this.image = value;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( nBlocks !== 0 ) {
 | 
						|
 | 
						|
			firstElem.toArray( r, 0 );
 | 
						|
 | 
						|
			for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
 | 
						|
 | 
						|
				offset += blockSize;
 | 
						|
				array[ i ].toArray( r, offset );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return r;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Texture unit allocation
 | 
						|
 | 
						|
	function allocTexUnits( renderer, n ) {
 | 
						|
 | 
						|
		var r = arrayCacheI32[ n ];
 | 
						|
 | 
						|
		if ( r === undefined ) {
 | 
						|
 | 
						|
			r = new Int32Array( n );
 | 
						|
			arrayCacheI32[ n ] = r;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		for ( var i = 0; i !== n; ++ i )
 | 
						|
			r[ i ] = renderer.allocTextureUnit();
 | 
						|
 | 
						|
		return r;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// --- Setters ---
 | 
						|
 | 
						|
	// Note: Defining these methods externally, because they come in a bunch
 | 
						|
	// and this way their names minify.
 | 
						|
 | 
						|
	// Single scalar
 | 
						|
 | 
						|
	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 setValue2fv( gl, v ) {
 | 
						|
 | 
						|
		if ( v.x === undefined ) {
 | 
						|
 | 
						|
			gl.uniform2fv( this.addr, v );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			gl.uniform2f( this.addr, v.x, v.y );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValue3fv( gl, 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 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValue4fv( gl, v ) {
 | 
						|
 | 
						|
		if ( v.x === undefined ) {
 | 
						|
 | 
						|
			gl.uniform4fv( this.addr, v );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			 gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Single matrix (from flat array or MatrixN)
 | 
						|
 | 
						|
	function setValue2fm( gl, v ) {
 | 
						|
 | 
						|
		gl.uniformMatrix2fv( this.addr, false, v.elements || v );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValue3fm( gl, v ) {
 | 
						|
 | 
						|
		if ( v.elements === undefined ) {
 | 
						|
 | 
						|
			gl.uniformMatrix3fv( this.addr, false, v );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			mat3array.set( v.elements );
 | 
						|
			gl.uniformMatrix3fv( this.addr, false, mat3array );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValue4fm( gl, v ) {
 | 
						|
 | 
						|
		if ( v.elements === undefined ) {
 | 
						|
 | 
						|
			gl.uniformMatrix4fv( this.addr, false, v );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			mat4array.set( v.elements );
 | 
						|
			gl.uniformMatrix4fv( this.addr, false, mat4array );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Single texture (2D / Cube)
 | 
						|
 | 
						|
	function setValueT1( gl, v, renderer ) {
 | 
						|
 | 
						|
		var unit = renderer.allocTextureUnit();
 | 
						|
		gl.uniform1i( this.addr, unit );
 | 
						|
		renderer.setTexture2D( v || emptyTexture, unit );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValueT6( gl, v, renderer ) {
 | 
						|
 | 
						|
		var unit = renderer.allocTextureUnit();
 | 
						|
		gl.uniform1i( this.addr, unit );
 | 
						|
		renderer.setTextureCube( v || emptyCubeTexture, unit );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// 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 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Helper to pick the right setter for the singular case
 | 
						|
 | 
						|
	function getSingularSetter( type ) {
 | 
						|
 | 
						|
		switch ( type ) {
 | 
						|
 | 
						|
			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
 | 
						|
 | 
						|
			case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
 | 
						|
			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
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Array of scalars
 | 
						|
 | 
						|
	function setValue1fv( gl, v ) {
 | 
						|
 | 
						|
		gl.uniform1fv( this.addr, v );
 | 
						|
 | 
						|
	}
 | 
						|
	function setValue1iv( gl, v ) {
 | 
						|
 | 
						|
		gl.uniform1iv( this.addr, v );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Array of vectors (flat or from THREE classes)
 | 
						|
 | 
						|
	function setValueV2a( gl, v ) {
 | 
						|
 | 
						|
		gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValueV3a( gl, v ) {
 | 
						|
 | 
						|
		gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValueV4a( gl, v ) {
 | 
						|
 | 
						|
		gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Array of matrices (flat or from THREE clases)
 | 
						|
 | 
						|
	function setValueM2a( gl, v ) {
 | 
						|
 | 
						|
		gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValueM3a( gl, v ) {
 | 
						|
 | 
						|
		gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValueM4a( gl, v ) {
 | 
						|
 | 
						|
		gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Array of textures (2D / Cube)
 | 
						|
 | 
						|
	function setValueT1a( gl, v, renderer ) {
 | 
						|
 | 
						|
		var n = v.length,
 | 
						|
			units = allocTexUnits( renderer, n );
 | 
						|
 | 
						|
		gl.uniform1iv( this.addr, units );
 | 
						|
 | 
						|
		for ( var i = 0; i !== n; ++ i ) {
 | 
						|
 | 
						|
			renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function setValueT6a( gl, v, renderer ) {
 | 
						|
 | 
						|
		var n = v.length,
 | 
						|
			units = allocTexUnits( renderer, n );
 | 
						|
 | 
						|
		gl.uniform1iv( this.addr, units );
 | 
						|
 | 
						|
		for ( var i = 0; i !== n; ++ i ) {
 | 
						|
 | 
						|
			renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Helper to pick the right setter for a pure (bottom-level) array
 | 
						|
 | 
						|
	function getPureArraySetter( type ) {
 | 
						|
 | 
						|
		switch ( type ) {
 | 
						|
 | 
						|
			case 0x1406: return 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
 | 
						|
 | 
						|
			case 0x8b5e: return setValueT1a; // SAMPLER_2D
 | 
						|
			case 0x8b60: return setValueT6a; // SAMPLER_CUBE
 | 
						|
 | 
						|
			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
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// --- Uniform Classes ---
 | 
						|
 | 
						|
	function SingleUniform( id, activeInfo, addr ) {
 | 
						|
 | 
						|
		this.id = id;
 | 
						|
		this.addr = addr;
 | 
						|
		this.setValue = getSingularSetter( activeInfo.type );
 | 
						|
 | 
						|
		// this.path = activeInfo.name; // DEBUG
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function PureArrayUniform( id, activeInfo, addr ) {
 | 
						|
 | 
						|
		this.id = id;
 | 
						|
		this.addr = addr;
 | 
						|
		this.size = activeInfo.size;
 | 
						|
		this.setValue = getPureArraySetter( activeInfo.type );
 | 
						|
 | 
						|
		// this.path = activeInfo.name; // DEBUG
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function StructuredUniform( id ) {
 | 
						|
 | 
						|
		this.id = id;
 | 
						|
 | 
						|
		UniformContainer.call( this ); // mix-in
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	StructuredUniform.prototype.setValue = function ( gl, value ) {
 | 
						|
 | 
						|
		// Note: Don't need an extra 'renderer' parameter, since samplers
 | 
						|
		// are not allowed in structured uniforms.
 | 
						|
 | 
						|
		var seq = this.seq;
 | 
						|
 | 
						|
		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
			var u = seq[ i ];
 | 
						|
			u.setValue( gl, value[ u.id ] );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	// --- Top-level ---
 | 
						|
 | 
						|
	// Parser - builds up the property tree from the path strings
 | 
						|
 | 
						|
	var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
 | 
						|
 | 
						|
	// extracts
 | 
						|
	// 	- the identifier (member name or array index)
 | 
						|
	//  - followed by an optional right bracket (found when array index)
 | 
						|
	//  - followed by an optional left bracket or dot (type of subscript)
 | 
						|
	//
 | 
						|
	// Note: These portions can be read in a non-overlapping fashion and
 | 
						|
	// allow straightforward parsing of the hierarchy that WebGL encodes
 | 
						|
	// in the uniform names.
 | 
						|
 | 
						|
	function addUniform( container, uniformObject ) {
 | 
						|
 | 
						|
		container.seq.push( uniformObject );
 | 
						|
		container.map[ uniformObject.id ] = uniformObject;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function parseUniform( activeInfo, addr, container ) {
 | 
						|
 | 
						|
		var path = activeInfo.name,
 | 
						|
			pathLength = path.length;
 | 
						|
 | 
						|
		// reset RegExp object, because of the early exit of a previous run
 | 
						|
		RePathPart.lastIndex = 0;
 | 
						|
 | 
						|
		for ( ; ; ) {
 | 
						|
 | 
						|
			var match = RePathPart.exec( path ),
 | 
						|
				matchEnd = RePathPart.lastIndex,
 | 
						|
 | 
						|
				id = match[ 1 ],
 | 
						|
				idIsIndex = match[ 2 ] === ']',
 | 
						|
				subscript = match[ 3 ];
 | 
						|
 | 
						|
			if ( idIsIndex ) id = id | 0; // convert to integer
 | 
						|
 | 
						|
			if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
 | 
						|
 | 
						|
				// bare name or "pure" bottom-level array "[0]" suffix
 | 
						|
 | 
						|
				addUniform( container, subscript === undefined ?
 | 
						|
					new SingleUniform( id, activeInfo, addr ) :
 | 
						|
					new PureArrayUniform( id, activeInfo, addr ) );
 | 
						|
 | 
						|
				break;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// step into inner node / create it in case it doesn't exist
 | 
						|
 | 
						|
				var map = container.map, next = map[ id ];
 | 
						|
 | 
						|
				if ( next === undefined ) {
 | 
						|
 | 
						|
					next = new StructuredUniform( id );
 | 
						|
					addUniform( container, next );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				container = next;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Root Container
 | 
						|
 | 
						|
	function WebGLUniforms( gl, program, renderer ) {
 | 
						|
 | 
						|
		UniformContainer.call( this );
 | 
						|
 | 
						|
		this.renderer = renderer;
 | 
						|
 | 
						|
		var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
 | 
						|
 | 
						|
		for ( var i = 0; i < n; ++ i ) {
 | 
						|
 | 
						|
			var info = gl.getActiveUniform( program, i ),
 | 
						|
				addr = gl.getUniformLocation( program, info.name );
 | 
						|
 | 
						|
			parseUniform( info, addr, this );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
 | 
						|
 | 
						|
		var u = this.map[ name ];
 | 
						|
 | 
						|
		if ( u !== undefined ) u.setValue( gl, value, this.renderer );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
 | 
						|
 | 
						|
		var v = object[ name ];
 | 
						|
 | 
						|
		if ( v !== undefined ) this.setValue( gl, name, v );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
 | 
						|
	// Static interface
 | 
						|
 | 
						|
	WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
 | 
						|
 | 
						|
		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
			var u = seq[ i ],
 | 
						|
				v = values[ u.id ];
 | 
						|
 | 
						|
			if ( v.needsUpdate !== false ) {
 | 
						|
 | 
						|
				// note: always updating when .needsUpdate is undefined
 | 
						|
				u.setValue( gl, v.value, renderer );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	WebGLUniforms.seqWithValue = function ( seq, values ) {
 | 
						|
 | 
						|
		var r = [];
 | 
						|
 | 
						|
		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
			var u = seq[ i ];
 | 
						|
			if ( u.id in values ) r.push( u );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return r;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function addLineNumbers( string ) {
 | 
						|
 | 
						|
		var lines = string.split( '\n' );
 | 
						|
 | 
						|
		for ( var i = 0; i < lines.length; i ++ ) {
 | 
						|
 | 
						|
			lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return lines.join( '\n' );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function WebGLShader( gl, type, string ) {
 | 
						|
 | 
						|
		var shader = gl.createShader( type );
 | 
						|
 | 
						|
		gl.shaderSource( shader, string );
 | 
						|
		gl.compileShader( shader );
 | 
						|
 | 
						|
		if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
 | 
						|
 | 
						|
			console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( gl.getShaderInfoLog( shader ) !== '' ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// --enable-privileged-webgl-extension
 | 
						|
		// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
 | 
						|
 | 
						|
		return shader;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	var programIdCount = 0;
 | 
						|
 | 
						|
	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 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function getTexelDecodingFunction( functionName, encoding ) {
 | 
						|
 | 
						|
		var components = getEncodingComponents( encoding );
 | 
						|
		return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + 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;
 | 
						|
 | 
						|
		switch ( toneMapping ) {
 | 
						|
 | 
						|
			case LinearToneMapping:
 | 
						|
				toneMappingName = 'Linear';
 | 
						|
				break;
 | 
						|
 | 
						|
			case ReinhardToneMapping:
 | 
						|
				toneMappingName = 'Reinhard';
 | 
						|
				break;
 | 
						|
 | 
						|
			case Uncharted2ToneMapping:
 | 
						|
				toneMappingName = 'Uncharted2';
 | 
						|
				break;
 | 
						|
 | 
						|
			case CineonToneMapping:
 | 
						|
				toneMappingName = 'OptimizedCineon';
 | 
						|
				break;
 | 
						|
 | 
						|
			default:
 | 
						|
				throw new Error( 'unsupported toneMapping: ' + toneMapping );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function generateExtensions( extensions, parameters, rendererExtensions ) {
 | 
						|
 | 
						|
		extensions = extensions || {};
 | 
						|
 | 
						|
		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 = [];
 | 
						|
 | 
						|
		for ( var name in defines ) {
 | 
						|
 | 
						|
			var value = defines[ name ];
 | 
						|
 | 
						|
			if ( value === false ) continue;
 | 
						|
 | 
						|
			chunks.push( '#define ' + name + ' ' + value );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return chunks.join( '\n' );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function fetchAttributeLocations( gl, program ) {
 | 
						|
 | 
						|
		var attributes = {};
 | 
						|
 | 
						|
		var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
 | 
						|
 | 
						|
		for ( var i = 0; i < n; i ++ ) {
 | 
						|
 | 
						|
			var info = gl.getActiveAttrib( program, i );
 | 
						|
			var name = info.name;
 | 
						|
 | 
						|
			// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
 | 
						|
 | 
						|
			attributes[ name ] = gl.getAttribLocation( program, name );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return attributes;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function filterEmptyLine( string ) {
 | 
						|
 | 
						|
		return string !== '';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function replaceLightNums( string, parameters ) {
 | 
						|
 | 
						|
		return string
 | 
						|
			.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
 | 
						|
			.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
 | 
						|
			.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
 | 
						|
			.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
 | 
						|
			.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function replaceClippingPlaneNums( string, parameters ) {
 | 
						|
 | 
						|
		return string
 | 
						|
			.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
 | 
						|
			.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function parseIncludes( string ) {
 | 
						|
 | 
						|
		var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm;
 | 
						|
 | 
						|
		function replace( match, include ) {
 | 
						|
 | 
						|
			var replace = ShaderChunk[ include ];
 | 
						|
 | 
						|
			if ( replace === undefined ) {
 | 
						|
 | 
						|
				throw new Error( 'Can not resolve #include <' + include + '>' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return parseIncludes( replace );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return string.replace( pattern, replace );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function unrollLoops( string ) {
 | 
						|
 | 
						|
		var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
 | 
						|
 | 
						|
		function replace( match, start, end, snippet ) {
 | 
						|
 | 
						|
			var unroll = '';
 | 
						|
 | 
						|
			for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
 | 
						|
 | 
						|
				unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return unroll;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return string.replace( pattern, replace );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {
 | 
						|
 | 
						|
		var gl = renderer.context;
 | 
						|
 | 
						|
		var defines = material.defines;
 | 
						|
 | 
						|
		var vertexShader = shader.vertexShader;
 | 
						|
		var fragmentShader = shader.fragmentShader;
 | 
						|
 | 
						|
		var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
 | 
						|
 | 
						|
		if ( parameters.shadowMapType === PCFShadowMap ) {
 | 
						|
 | 
						|
			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
 | 
						|
 | 
						|
		} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
 | 
						|
 | 
						|
			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
 | 
						|
		var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
 | 
						|
		var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
 | 
						|
 | 
						|
		if ( parameters.envMap ) {
 | 
						|
 | 
						|
			switch ( material.envMap.mapping ) {
 | 
						|
 | 
						|
				case CubeReflectionMapping:
 | 
						|
				case CubeRefractionMapping:
 | 
						|
					envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
 | 
						|
					break;
 | 
						|
 | 
						|
				case CubeUVReflectionMapping:
 | 
						|
				case CubeUVRefractionMapping:
 | 
						|
					envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
 | 
						|
					break;
 | 
						|
 | 
						|
				case EquirectangularReflectionMapping:
 | 
						|
				case EquirectangularRefractionMapping:
 | 
						|
					envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
 | 
						|
					break;
 | 
						|
 | 
						|
				case SphericalReflectionMapping:
 | 
						|
					envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
 | 
						|
					break;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			switch ( material.envMap.mapping ) {
 | 
						|
 | 
						|
				case CubeRefractionMapping:
 | 
						|
				case EquirectangularRefractionMapping:
 | 
						|
					envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
 | 
						|
					break;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			switch ( material.combine ) {
 | 
						|
 | 
						|
				case MultiplyOperation:
 | 
						|
					envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
 | 
						|
					break;
 | 
						|
 | 
						|
				case MixOperation:
 | 
						|
					envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
 | 
						|
					break;
 | 
						|
 | 
						|
				case AddOperation:
 | 
						|
					envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
 | 
						|
					break;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
 | 
						|
 | 
						|
		// console.log( 'building new program ' );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		var customExtensions = generateExtensions( material.extensions, parameters, extensions );
 | 
						|
 | 
						|
		var customDefines = generateDefines( defines );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		var program = gl.createProgram();
 | 
						|
 | 
						|
		var prefixVertex, prefixFragment;
 | 
						|
 | 
						|
		if ( material.isRawShaderMaterial ) {
 | 
						|
 | 
						|
			prefixVertex = [
 | 
						|
 | 
						|
				customDefines
 | 
						|
 | 
						|
			].filter( filterEmptyLine ).join( '\n' );
 | 
						|
 | 
						|
			if ( prefixVertex.length > 0 ) {
 | 
						|
 | 
						|
				prefixVertex += '\n';
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			prefixFragment = [
 | 
						|
 | 
						|
				customExtensions,
 | 
						|
				customDefines
 | 
						|
 | 
						|
			].filter( filterEmptyLine ).join( '\n' );
 | 
						|
 | 
						|
			if ( prefixFragment.length > 0 ) {
 | 
						|
 | 
						|
				prefixFragment += '\n';
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			prefixVertex = [
 | 
						|
 | 
						|
				'precision ' + parameters.precision + ' float;',
 | 
						|
				'precision ' + parameters.precision + ' int;',
 | 
						|
 | 
						|
				'#define SHADER_NAME ' + shader.name,
 | 
						|
 | 
						|
				customDefines,
 | 
						|
 | 
						|
				parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
 | 
						|
 | 
						|
				'#define GAMMA_FACTOR ' + gammaFactorDefine,
 | 
						|
 | 
						|
				'#define MAX_BONES ' + parameters.maxBones,
 | 
						|
				( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
 | 
						|
				( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
 | 
						|
 | 
						|
				parameters.map ? '#define USE_MAP' : '',
 | 
						|
				parameters.envMap ? '#define USE_ENVMAP' : '',
 | 
						|
				parameters.envMap ? '#define ' + envMapModeDefine : '',
 | 
						|
				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
 | 
						|
				parameters.aoMap ? '#define USE_AOMAP' : '',
 | 
						|
				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
 | 
						|
				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
 | 
						|
				parameters.normalMap ? '#define USE_NORMALMAP' : '',
 | 
						|
				parameters.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.flatShading ? '#define FLAT_SHADED' : '',
 | 
						|
 | 
						|
				parameters.skinning ? '#define USE_SKINNING' : '',
 | 
						|
				parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
 | 
						|
 | 
						|
				parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
 | 
						|
				parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
 | 
						|
				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
 | 
						|
				parameters.flipSided ? '#define FLIP_SIDED' : '',
 | 
						|
 | 
						|
				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
 | 
						|
				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
 | 
						|
 | 
						|
				parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
 | 
						|
 | 
						|
				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
 | 
						|
				parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
 | 
						|
 | 
						|
				'uniform mat4 modelMatrix;',
 | 
						|
				'uniform mat4 modelViewMatrix;',
 | 
						|
				'uniform mat4 projectionMatrix;',
 | 
						|
				'uniform mat4 viewMatrix;',
 | 
						|
				'uniform mat3 normalMatrix;',
 | 
						|
				'uniform vec3 cameraPosition;',
 | 
						|
 | 
						|
				'attribute vec3 position;',
 | 
						|
				'attribute vec3 normal;',
 | 
						|
				'attribute vec2 uv;',
 | 
						|
 | 
						|
				'#ifdef USE_COLOR',
 | 
						|
 | 
						|
				'	attribute vec3 color;',
 | 
						|
 | 
						|
				'#endif',
 | 
						|
 | 
						|
				'#ifdef USE_MORPHTARGETS',
 | 
						|
 | 
						|
				'	attribute vec3 morphTarget0;',
 | 
						|
				'	attribute vec3 morphTarget1;',
 | 
						|
				'	attribute vec3 morphTarget2;',
 | 
						|
				'	attribute vec3 morphTarget3;',
 | 
						|
 | 
						|
				'	#ifdef USE_MORPHNORMALS',
 | 
						|
 | 
						|
				'		attribute vec3 morphNormal0;',
 | 
						|
				'		attribute vec3 morphNormal1;',
 | 
						|
				'		attribute vec3 morphNormal2;',
 | 
						|
				'		attribute vec3 morphNormal3;',
 | 
						|
 | 
						|
				'	#else',
 | 
						|
 | 
						|
				'		attribute vec3 morphTarget4;',
 | 
						|
				'		attribute vec3 morphTarget5;',
 | 
						|
				'		attribute vec3 morphTarget6;',
 | 
						|
				'		attribute vec3 morphTarget7;',
 | 
						|
 | 
						|
				'	#endif',
 | 
						|
 | 
						|
				'#endif',
 | 
						|
 | 
						|
				'#ifdef USE_SKINNING',
 | 
						|
 | 
						|
				'	attribute vec4 skinIndex;',
 | 
						|
				'	attribute vec4 skinWeight;',
 | 
						|
 | 
						|
				'#endif',
 | 
						|
 | 
						|
				'\n'
 | 
						|
 | 
						|
			].filter( filterEmptyLine ).join( '\n' );
 | 
						|
 | 
						|
			prefixFragment = [
 | 
						|
 | 
						|
				customExtensions,
 | 
						|
 | 
						|
				'precision ' + parameters.precision + ' float;',
 | 
						|
				'precision ' + parameters.precision + ' int;',
 | 
						|
 | 
						|
				'#define SHADER_NAME ' + shader.name,
 | 
						|
 | 
						|
				customDefines,
 | 
						|
 | 
						|
				parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
 | 
						|
 | 
						|
				'#define GAMMA_FACTOR ' + gammaFactorDefine,
 | 
						|
 | 
						|
				( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
 | 
						|
				( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
 | 
						|
 | 
						|
				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.gradientMap ? '#define USE_GRADIENTMAP' : '',
 | 
						|
 | 
						|
				parameters.flatShading ? '#define FLAT_SHADED' : '',
 | 
						|
 | 
						|
				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
 | 
						|
				parameters.flipSided ? '#define FLIP_SIDED' : '',
 | 
						|
 | 
						|
				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
 | 
						|
				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
 | 
						|
 | 
						|
				parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
 | 
						|
 | 
						|
				parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
 | 
						|
 | 
						|
				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
 | 
						|
				parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
 | 
						|
 | 
						|
				parameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
 | 
						|
 | 
						|
				'uniform mat4 viewMatrix;',
 | 
						|
				'uniform vec3 cameraPosition;',
 | 
						|
 | 
						|
				( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
 | 
						|
				( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
 | 
						|
				( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
 | 
						|
 | 
						|
				parameters.dithering ? '#define DITHERING' : '',
 | 
						|
 | 
						|
				( parameters.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.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
 | 
						|
 | 
						|
				'\n'
 | 
						|
 | 
						|
			].filter( filterEmptyLine ).join( '\n' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		vertexShader = parseIncludes( vertexShader );
 | 
						|
		vertexShader = replaceLightNums( vertexShader, parameters );
 | 
						|
		vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
 | 
						|
 | 
						|
		fragmentShader = parseIncludes( fragmentShader );
 | 
						|
		fragmentShader = replaceLightNums( fragmentShader, parameters );
 | 
						|
		fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
 | 
						|
 | 
						|
		vertexShader = unrollLoops( vertexShader );
 | 
						|
		fragmentShader = unrollLoops( fragmentShader );
 | 
						|
 | 
						|
		var vertexGlsl = prefixVertex + vertexShader;
 | 
						|
		var fragmentGlsl = prefixFragment + 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 );
 | 
						|
 | 
						|
		gl.attachShader( program, glVertexShader );
 | 
						|
		gl.attachShader( program, glFragmentShader );
 | 
						|
 | 
						|
		// Force a particular attribute to index 0.
 | 
						|
 | 
						|
		if ( material.index0AttributeName !== undefined ) {
 | 
						|
 | 
						|
			gl.bindAttribLocation( program, 0, material.index0AttributeName );
 | 
						|
 | 
						|
		} else if ( parameters.morphTargets === true ) {
 | 
						|
 | 
						|
			// programs with morphTargets displace position out of attribute 0
 | 
						|
			gl.bindAttribLocation( program, 0, 'position' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		gl.linkProgram( program );
 | 
						|
 | 
						|
		var programLog = gl.getProgramInfoLog( program ).trim();
 | 
						|
		var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
 | 
						|
		var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
 | 
						|
 | 
						|
		var runnable = true;
 | 
						|
		var haveDiagnostics = true;
 | 
						|
 | 
						|
		// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
 | 
						|
		// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
 | 
						|
 | 
						|
		if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
 | 
						|
 | 
						|
			runnable = false;
 | 
						|
 | 
						|
			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
 | 
						|
 | 
						|
		} else if ( programLog !== '' ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
 | 
						|
 | 
						|
		} else if ( vertexLog === '' || fragmentLog === '' ) {
 | 
						|
 | 
						|
			haveDiagnostics = false;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( haveDiagnostics ) {
 | 
						|
 | 
						|
			this.diagnostics = {
 | 
						|
 | 
						|
				runnable: runnable,
 | 
						|
				material: material,
 | 
						|
 | 
						|
				programLog: programLog,
 | 
						|
 | 
						|
				vertexShader: {
 | 
						|
 | 
						|
					log: vertexLog,
 | 
						|
					prefix: prefixVertex
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				fragmentShader: {
 | 
						|
 | 
						|
					log: fragmentLog,
 | 
						|
					prefix: prefixFragment
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// clean up
 | 
						|
 | 
						|
		gl.deleteShader( glVertexShader );
 | 
						|
		gl.deleteShader( glFragmentShader );
 | 
						|
 | 
						|
		// set up caching for uniform locations
 | 
						|
 | 
						|
		var cachedUniforms;
 | 
						|
 | 
						|
		this.getUniforms = function () {
 | 
						|
 | 
						|
			if ( cachedUniforms === undefined ) {
 | 
						|
 | 
						|
				cachedUniforms = new WebGLUniforms( gl, program, renderer );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return cachedUniforms;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		// set up caching for attribute locations
 | 
						|
 | 
						|
		var cachedAttributes;
 | 
						|
 | 
						|
		this.getAttributes = function () {
 | 
						|
 | 
						|
			if ( cachedAttributes === undefined ) {
 | 
						|
 | 
						|
				cachedAttributes = fetchAttributeLocations( gl, program );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return cachedAttributes;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		// free resource
 | 
						|
 | 
						|
		this.destroy = function () {
 | 
						|
 | 
						|
			gl.deleteProgram( program );
 | 
						|
			this.program = undefined;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		// DEPRECATED
 | 
						|
 | 
						|
		Object.defineProperties( this, {
 | 
						|
 | 
						|
			uniforms: {
 | 
						|
				get: function () {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
 | 
						|
					return this.getUniforms();
 | 
						|
 | 
						|
				}
 | 
						|
			},
 | 
						|
 | 
						|
			attributes: {
 | 
						|
				get: function () {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
 | 
						|
					return this.getAttributes();
 | 
						|
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
		} );
 | 
						|
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this.name = shader.name;
 | 
						|
		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, extensions, capabilities ) {
 | 
						|
 | 
						|
		var programs = [];
 | 
						|
 | 
						|
		var shaderIDs = {
 | 
						|
			MeshDepthMaterial: 'depth',
 | 
						|
			MeshDistanceMaterial: 'distanceRGBA',
 | 
						|
			MeshNormalMaterial: 'normal',
 | 
						|
			MeshBasicMaterial: 'basic',
 | 
						|
			MeshLambertMaterial: 'lambert',
 | 
						|
			MeshPhongMaterial: 'phong',
 | 
						|
			MeshToonMaterial: 'phong',
 | 
						|
			MeshStandardMaterial: 'physical',
 | 
						|
			MeshPhysicalMaterial: 'physical',
 | 
						|
			LineBasicMaterial: 'basic',
 | 
						|
			LineDashedMaterial: 'dashed',
 | 
						|
			PointsMaterial: 'points',
 | 
						|
			ShadowMaterial: 'shadow'
 | 
						|
		};
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
			if ( capabilities.floatVertexTextures ) {
 | 
						|
 | 
						|
				return 1024;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// default for when object is not specified
 | 
						|
				// ( for example when prebuilding shader to be used with multiple objects )
 | 
						|
				//
 | 
						|
				//  - leave some extra space for other uniforms
 | 
						|
				//  - limit here is ANGLE's 254 max uniform vectors
 | 
						|
				//    (up to 54 should be safe)
 | 
						|
 | 
						|
				var nVertexUniforms = capabilities.maxVertexUniforms;
 | 
						|
				var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
 | 
						|
 | 
						|
				var maxBones = Math.min( nVertexMatrices, bones.length );
 | 
						|
 | 
						|
				if ( maxBones < bones.length ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
 | 
						|
					return 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return maxBones;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
 | 
						|
 | 
						|
			var encoding;
 | 
						|
 | 
						|
			if ( ! map ) {
 | 
						|
 | 
						|
				encoding = LinearEncoding;
 | 
						|
 | 
						|
			} else if ( map.isTexture ) {
 | 
						|
 | 
						|
				encoding = map.encoding;
 | 
						|
 | 
						|
			} 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;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
 | 
						|
			if ( encoding === LinearEncoding && gammaOverrideLinear ) {
 | 
						|
 | 
						|
				encoding = GammaEncoding;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return encoding;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
 | 
						|
 | 
						|
			var shaderID = shaderIDs[ material.type ];
 | 
						|
 | 
						|
			// 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 = capabilities.precision;
 | 
						|
 | 
						|
			if ( material.precision !== null ) {
 | 
						|
 | 
						|
				precision = capabilities.getMaxPrecision( material.precision );
 | 
						|
 | 
						|
				if ( precision !== material.precision ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var currentRenderTarget = renderer.getRenderTarget();
 | 
						|
 | 
						|
			var parameters = {
 | 
						|
 | 
						|
				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,
 | 
						|
 | 
						|
				gradientMap: !! material.gradientMap,
 | 
						|
 | 
						|
				combine: material.combine,
 | 
						|
 | 
						|
				vertexColors: material.vertexColors,
 | 
						|
 | 
						|
				fog: !! fog,
 | 
						|
				useFog: material.fog,
 | 
						|
				fogExp: ( fog && fog.isFogExp2 ),
 | 
						|
 | 
						|
				flatShading: material.flatShading,
 | 
						|
 | 
						|
				sizeAttenuation: material.sizeAttenuation,
 | 
						|
				logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
 | 
						|
 | 
						|
				skinning: material.skinning && maxBones > 0,
 | 
						|
				maxBones: maxBones,
 | 
						|
				useVertexTexture: capabilities.floatVertexTextures,
 | 
						|
 | 
						|
				morphTargets: material.morphTargets,
 | 
						|
				morphNormals: material.morphNormals,
 | 
						|
				maxMorphTargets: renderer.maxMorphTargets,
 | 
						|
				maxMorphNormals: renderer.maxMorphNormals,
 | 
						|
 | 
						|
				numDirLights: lights.directional.length,
 | 
						|
				numPointLights: lights.point.length,
 | 
						|
				numSpotLights: lights.spot.length,
 | 
						|
				numRectAreaLights: lights.rectArea.length,
 | 
						|
				numHemiLights: lights.hemi.length,
 | 
						|
 | 
						|
				numClippingPlanes: nClipPlanes,
 | 
						|
				numClipIntersection: nClipIntersection,
 | 
						|
 | 
						|
				dithering: material.dithering,
 | 
						|
 | 
						|
				shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
 | 
						|
				shadowMapType: renderer.shadowMap.type,
 | 
						|
 | 
						|
				toneMapping: renderer.toneMapping,
 | 
						|
				physicallyCorrectLights: renderer.physicallyCorrectLights,
 | 
						|
 | 
						|
				premultipliedAlpha: material.premultipliedAlpha,
 | 
						|
 | 
						|
				alphaTest: material.alphaTest,
 | 
						|
				doubleSided: material.side === DoubleSide,
 | 
						|
				flipSided: material.side === BackSide,
 | 
						|
 | 
						|
				depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
			return parameters;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getProgramCode = function ( material, parameters ) {
 | 
						|
 | 
						|
			var array = [];
 | 
						|
 | 
						|
			if ( parameters.shaderID ) {
 | 
						|
 | 
						|
				array.push( parameters.shaderID );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				array.push( material.fragmentShader );
 | 
						|
				array.push( material.vertexShader );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.defines !== undefined ) {
 | 
						|
 | 
						|
				for ( var name in material.defines ) {
 | 
						|
 | 
						|
					array.push( name );
 | 
						|
					array.push( material.defines[ name ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var i = 0; i < parameterNames.length; i ++ ) {
 | 
						|
 | 
						|
				array.push( parameters[ parameterNames[ i ] ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			array.push( material.onBeforeCompile.toString() );
 | 
						|
 | 
						|
			array.push( renderer.gammaOutput );
 | 
						|
 | 
						|
			return array.join();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.acquireProgram = function ( material, shader, parameters, code ) {
 | 
						|
 | 
						|
			var program;
 | 
						|
 | 
						|
			// Check if code has been already compiled
 | 
						|
			for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
 | 
						|
 | 
						|
				var programInfo = programs[ p ];
 | 
						|
 | 
						|
				if ( programInfo.code === code ) {
 | 
						|
 | 
						|
					program = programInfo;
 | 
						|
					++ program.usedTimes;
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( program === undefined ) {
 | 
						|
 | 
						|
				program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
 | 
						|
				programs.push( program );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return program;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.releaseProgram = function ( program ) {
 | 
						|
 | 
						|
			if ( -- program.usedTimes === 0 ) {
 | 
						|
 | 
						|
				// 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;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author fordacious / fordacious.github.io
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLProperties() {
 | 
						|
 | 
						|
		var properties = new WeakMap();
 | 
						|
 | 
						|
		function get( object ) {
 | 
						|
 | 
						|
			var map = properties.get( object );
 | 
						|
 | 
						|
			if ( map === undefined ) {
 | 
						|
 | 
						|
				map = {};
 | 
						|
				properties.set( object, map );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return map;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function remove( object ) {
 | 
						|
 | 
						|
			properties.delete( object );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function update( object, key, value ) {
 | 
						|
 | 
						|
			properties.get( object )[ key ] = value;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function dispose() {
 | 
						|
 | 
						|
			properties = new WeakMap();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
			get: get,
 | 
						|
			remove: remove,
 | 
						|
			update: update,
 | 
						|
			dispose: dispose
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function painterSortStable( a, b ) {
 | 
						|
 | 
						|
		if ( a.renderOrder !== b.renderOrder ) {
 | 
						|
 | 
						|
			return a.renderOrder - b.renderOrder;
 | 
						|
 | 
						|
		} else if ( a.program && b.program && a.program !== b.program ) {
 | 
						|
 | 
						|
			return a.program.id - b.program.id;
 | 
						|
 | 
						|
		} else if ( a.material.id !== b.material.id ) {
 | 
						|
 | 
						|
			return a.material.id - b.material.id;
 | 
						|
 | 
						|
		} else if ( a.z !== b.z ) {
 | 
						|
 | 
						|
			return a.z - b.z;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			return a.id - b.id;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function reversePainterSortStable( a, b ) {
 | 
						|
 | 
						|
		if ( a.renderOrder !== b.renderOrder ) {
 | 
						|
 | 
						|
			return a.renderOrder - b.renderOrder;
 | 
						|
 | 
						|
		} if ( a.z !== b.z ) {
 | 
						|
 | 
						|
			return b.z - a.z;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			return a.id - b.id;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function WebGLRenderList() {
 | 
						|
 | 
						|
		var renderItems = [];
 | 
						|
		var renderItemsIndex = 0;
 | 
						|
 | 
						|
		var opaque = [];
 | 
						|
		var transparent = [];
 | 
						|
 | 
						|
		function init() {
 | 
						|
 | 
						|
			renderItemsIndex = 0;
 | 
						|
 | 
						|
			opaque.length = 0;
 | 
						|
			transparent.length = 0;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function push( object, geometry, material, z, group ) {
 | 
						|
 | 
						|
			var renderItem = renderItems[ renderItemsIndex ];
 | 
						|
 | 
						|
			if ( renderItem === undefined ) {
 | 
						|
 | 
						|
				renderItem = {
 | 
						|
					id: object.id,
 | 
						|
					object: object,
 | 
						|
					geometry: geometry,
 | 
						|
					material: material,
 | 
						|
					program: material.program,
 | 
						|
					renderOrder: object.renderOrder,
 | 
						|
					z: z,
 | 
						|
					group: group
 | 
						|
				};
 | 
						|
 | 
						|
				renderItems[ renderItemsIndex ] = renderItem;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				renderItem.id = object.id;
 | 
						|
				renderItem.object = object;
 | 
						|
				renderItem.geometry = geometry;
 | 
						|
				renderItem.material = material;
 | 
						|
				renderItem.program = material.program;
 | 
						|
				renderItem.renderOrder = object.renderOrder;
 | 
						|
				renderItem.z = z;
 | 
						|
				renderItem.group = group;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			( material.transparent === true ? transparent : opaque ).push( renderItem );
 | 
						|
 | 
						|
			renderItemsIndex ++;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function sort() {
 | 
						|
 | 
						|
			if ( opaque.length > 1 ) opaque.sort( painterSortStable );
 | 
						|
			if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
			opaque: opaque,
 | 
						|
			transparent: transparent,
 | 
						|
 | 
						|
			init: init,
 | 
						|
			push: push,
 | 
						|
 | 
						|
			sort: sort
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function WebGLRenderLists() {
 | 
						|
 | 
						|
		var lists = {};
 | 
						|
 | 
						|
		function get( scene, camera ) {
 | 
						|
 | 
						|
			var hash = scene.id + ',' + camera.id;
 | 
						|
			var list = lists[ hash ];
 | 
						|
 | 
						|
			if ( list === undefined ) {
 | 
						|
 | 
						|
				// console.log( 'THREE.WebGLRenderLists:', hash );
 | 
						|
 | 
						|
				list = new WebGLRenderList();
 | 
						|
				lists[ hash ] = list;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return list;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function dispose() {
 | 
						|
 | 
						|
			lists = {};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
			get: get,
 | 
						|
			dispose: dispose
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function UniformsCache() {
 | 
						|
 | 
						|
		var lights = {};
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			get: function ( light ) {
 | 
						|
 | 
						|
				if ( lights[ light.id ] !== undefined ) {
 | 
						|
 | 
						|
					return lights[ light.id ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var uniforms;
 | 
						|
 | 
						|
				switch ( light.type ) {
 | 
						|
 | 
						|
					case 'DirectionalLight':
 | 
						|
						uniforms = {
 | 
						|
							direction: new Vector3(),
 | 
						|
							color: new Color(),
 | 
						|
 | 
						|
							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(),
 | 
						|
							shadowCameraNear: 1,
 | 
						|
							shadowCameraFar: 1000
 | 
						|
						};
 | 
						|
						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;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				lights[ light.id ] = uniforms;
 | 
						|
 | 
						|
				return uniforms;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	var count = 0;
 | 
						|
 | 
						|
	function WebGLLights() {
 | 
						|
 | 
						|
		var cache = new UniformsCache();
 | 
						|
 | 
						|
		var state = {
 | 
						|
 | 
						|
			id: count ++,
 | 
						|
 | 
						|
			hash: '',
 | 
						|
 | 
						|
			ambient: [ 0, 0, 0 ],
 | 
						|
			directional: [],
 | 
						|
			directionalShadowMap: [],
 | 
						|
			directionalShadowMatrix: [],
 | 
						|
			spot: [],
 | 
						|
			spotShadowMap: [],
 | 
						|
			spotShadowMatrix: [],
 | 
						|
			rectArea: [],
 | 
						|
			point: [],
 | 
						|
			pointShadowMap: [],
 | 
						|
			pointShadowMatrix: [],
 | 
						|
			hemi: []
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		var vector3 = new Vector3();
 | 
						|
		var matrix4 = new Matrix4();
 | 
						|
		var matrix42 = new Matrix4();
 | 
						|
 | 
						|
		function setup( lights, shadows, camera ) {
 | 
						|
 | 
						|
			var r = 0, g = 0, b = 0;
 | 
						|
 | 
						|
			var directionalLength = 0;
 | 
						|
			var pointLength = 0;
 | 
						|
			var spotLength = 0;
 | 
						|
			var rectAreaLength = 0;
 | 
						|
			var hemiLength = 0;
 | 
						|
 | 
						|
			var viewMatrix = camera.matrixWorldInverse;
 | 
						|
 | 
						|
			for ( var i = 0, l = lights.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var light = lights[ i ];
 | 
						|
 | 
						|
				var color = light.color;
 | 
						|
				var intensity = light.intensity;
 | 
						|
				var distance = light.distance;
 | 
						|
 | 
						|
				var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
 | 
						|
 | 
						|
				if ( light.isAmbientLight ) {
 | 
						|
 | 
						|
					r += color.r * intensity;
 | 
						|
					g += color.g * intensity;
 | 
						|
					b += color.b * intensity;
 | 
						|
 | 
						|
				} else if ( light.isDirectionalLight ) {
 | 
						|
 | 
						|
					var uniforms = cache.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.shadow = light.castShadow;
 | 
						|
 | 
						|
					if ( light.castShadow ) {
 | 
						|
 | 
						|
						var shadow = light.shadow;
 | 
						|
 | 
						|
						uniforms.shadowBias = shadow.bias;
 | 
						|
						uniforms.shadowRadius = shadow.radius;
 | 
						|
						uniforms.shadowMapSize = shadow.mapSize;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					state.directionalShadowMap[ directionalLength ] = shadowMap;
 | 
						|
					state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
 | 
						|
					state.directional[ directionalLength ] = uniforms;
 | 
						|
 | 
						|
					directionalLength ++;
 | 
						|
 | 
						|
				} else if ( light.isSpotLight ) {
 | 
						|
 | 
						|
					var uniforms = cache.get( light );
 | 
						|
 | 
						|
					uniforms.position.setFromMatrixPosition( light.matrixWorld );
 | 
						|
					uniforms.position.applyMatrix4( viewMatrix );
 | 
						|
 | 
						|
					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.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;
 | 
						|
 | 
						|
					if ( light.castShadow ) {
 | 
						|
 | 
						|
						var shadow = light.shadow;
 | 
						|
 | 
						|
						uniforms.shadowBias = shadow.bias;
 | 
						|
						uniforms.shadowRadius = shadow.radius;
 | 
						|
						uniforms.shadowMapSize = shadow.mapSize;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					state.spotShadowMap[ spotLength ] = shadowMap;
 | 
						|
					state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
 | 
						|
					state.spot[ spotLength ] = uniforms;
 | 
						|
 | 
						|
					spotLength ++;
 | 
						|
 | 
						|
				} else if ( light.isRectAreaLight ) {
 | 
						|
 | 
						|
					var uniforms = cache.get( light );
 | 
						|
 | 
						|
					// (a) intensity is the total visible light emitted
 | 
						|
					//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
 | 
						|
 | 
						|
					// (b) intensity is the brightness of the light
 | 
						|
					uniforms.color.copy( color ).multiplyScalar( intensity );
 | 
						|
 | 
						|
					uniforms.position.setFromMatrixPosition( light.matrixWorld );
 | 
						|
					uniforms.position.applyMatrix4( viewMatrix );
 | 
						|
 | 
						|
					// extract local rotation of light to derive width/height half vectors
 | 
						|
					matrix42.identity();
 | 
						|
					matrix4.copy( light.matrixWorld );
 | 
						|
					matrix4.premultiply( viewMatrix );
 | 
						|
					matrix42.extractRotation( matrix4 );
 | 
						|
 | 
						|
					uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
 | 
						|
					uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
 | 
						|
 | 
						|
					uniforms.halfWidth.applyMatrix4( matrix42 );
 | 
						|
					uniforms.halfHeight.applyMatrix4( matrix42 );
 | 
						|
 | 
						|
					// TODO (abelnation): RectAreaLight distance?
 | 
						|
					// uniforms.distance = distance;
 | 
						|
 | 
						|
					state.rectArea[ rectAreaLength ] = uniforms;
 | 
						|
 | 
						|
					rectAreaLength ++;
 | 
						|
 | 
						|
				} else if ( light.isPointLight ) {
 | 
						|
 | 
						|
					var uniforms = cache.get( light );
 | 
						|
 | 
						|
					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.shadow = light.castShadow;
 | 
						|
 | 
						|
					if ( light.castShadow ) {
 | 
						|
 | 
						|
						var shadow = light.shadow;
 | 
						|
 | 
						|
						uniforms.shadowBias = shadow.bias;
 | 
						|
						uniforms.shadowRadius = shadow.radius;
 | 
						|
						uniforms.shadowMapSize = shadow.mapSize;
 | 
						|
						uniforms.shadowCameraNear = shadow.camera.near;
 | 
						|
						uniforms.shadowCameraFar = shadow.camera.far;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					state.pointShadowMap[ pointLength ] = shadowMap;
 | 
						|
					state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
 | 
						|
					state.point[ pointLength ] = uniforms;
 | 
						|
 | 
						|
					pointLength ++;
 | 
						|
 | 
						|
				} else if ( light.isHemisphereLight ) {
 | 
						|
 | 
						|
					var uniforms = cache.get( light );
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
					state.hemi[ hemiLength ] = uniforms;
 | 
						|
 | 
						|
					hemiLength ++;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			state.ambient[ 0 ] = r;
 | 
						|
			state.ambient[ 1 ] = g;
 | 
						|
			state.ambient[ 2 ] = b;
 | 
						|
 | 
						|
			state.directional.length = directionalLength;
 | 
						|
			state.spot.length = spotLength;
 | 
						|
			state.rectArea.length = rectAreaLength;
 | 
						|
			state.point.length = pointLength;
 | 
						|
			state.hemi.length = hemiLength;
 | 
						|
 | 
						|
			state.hash = state.id + ',' + directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
			setup: setup,
 | 
						|
			state: state
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLRenderState() {
 | 
						|
 | 
						|
		var lights = new WebGLLights();
 | 
						|
 | 
						|
		var lightsArray = [];
 | 
						|
		var shadowsArray = [];
 | 
						|
		var spritesArray = [];
 | 
						|
 | 
						|
		function init() {
 | 
						|
 | 
						|
			lightsArray.length = 0;
 | 
						|
			shadowsArray.length = 0;
 | 
						|
			spritesArray.length = 0;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function pushLight( light ) {
 | 
						|
 | 
						|
			lightsArray.push( light );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function pushShadow( shadowLight ) {
 | 
						|
 | 
						|
			shadowsArray.push( shadowLight );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function pushSprite( shadowLight ) {
 | 
						|
 | 
						|
			spritesArray.push( shadowLight );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setupLights( camera ) {
 | 
						|
 | 
						|
			lights.setup( lightsArray, shadowsArray, camera );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var state = {
 | 
						|
			lightsArray: lightsArray,
 | 
						|
			shadowsArray: shadowsArray,
 | 
						|
			spritesArray: spritesArray,
 | 
						|
 | 
						|
			lights: lights
 | 
						|
		};
 | 
						|
 | 
						|
		return {
 | 
						|
			init: init,
 | 
						|
			state: state,
 | 
						|
			setupLights: setupLights,
 | 
						|
 | 
						|
			pushLight: pushLight,
 | 
						|
			pushShadow: pushShadow,
 | 
						|
			pushSprite: pushSprite
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function WebGLRenderStates() {
 | 
						|
 | 
						|
		var renderStates = {};
 | 
						|
 | 
						|
		function get( scene, camera ) {
 | 
						|
 | 
						|
			var hash = scene.id + ',' + camera.id;
 | 
						|
 | 
						|
			var renderState = renderStates[ hash ];
 | 
						|
 | 
						|
			if ( renderState === undefined ) {
 | 
						|
 | 
						|
				renderState = new WebGLRenderState();
 | 
						|
				renderStates[ hash ] = renderState;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return renderState;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function dispose() {
 | 
						|
 | 
						|
			renderStates = {};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
			get: get,
 | 
						|
			dispose: dispose
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author bhouston / https://clara.io
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *
 | 
						|
	 *  map: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  alphaMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  displacementMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  displacementScale: <float>,
 | 
						|
	 *  displacementBias: <float>,
 | 
						|
	 *
 | 
						|
	 *  wireframe: <boolean>,
 | 
						|
	 *  wireframeLinewidth: <float>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshDepthMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'MeshDepthMaterial';
 | 
						|
 | 
						|
		this.depthPacking = BasicDepthPacking;
 | 
						|
 | 
						|
		this.skinning = false;
 | 
						|
		this.morphTargets = false;
 | 
						|
 | 
						|
		this.map = null;
 | 
						|
 | 
						|
		this.alphaMap = null;
 | 
						|
 | 
						|
		this.displacementMap = null;
 | 
						|
		this.displacementScale = 1;
 | 
						|
		this.displacementBias = 0;
 | 
						|
 | 
						|
		this.wireframe = false;
 | 
						|
		this.wireframeLinewidth = 1;
 | 
						|
 | 
						|
		this.fog = false;
 | 
						|
		this.lights = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshDepthMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
 | 
						|
 | 
						|
	MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
 | 
						|
 | 
						|
	MeshDepthMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.depthPacking = source.depthPacking;
 | 
						|
 | 
						|
		this.skinning = source.skinning;
 | 
						|
		this.morphTargets = source.morphTargets;
 | 
						|
 | 
						|
		this.map = source.map;
 | 
						|
 | 
						|
		this.alphaMap = source.alphaMap;
 | 
						|
 | 
						|
		this.displacementMap = source.displacementMap;
 | 
						|
		this.displacementScale = source.displacementScale;
 | 
						|
		this.displacementBias = source.displacementBias;
 | 
						|
 | 
						|
		this.wireframe = source.wireframe;
 | 
						|
		this.wireframeLinewidth = source.wireframeLinewidth;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *
 | 
						|
	 *  referencePosition: <float>,
 | 
						|
	 *  nearDistance: <float>,
 | 
						|
	 *  farDistance: <float>,
 | 
						|
	 *
 | 
						|
	 *  skinning: <bool>,
 | 
						|
	 *  morphTargets: <bool>,
 | 
						|
	 *
 | 
						|
	 *  map: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  alphaMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  displacementMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  displacementScale: <float>,
 | 
						|
	 *  displacementBias: <float>
 | 
						|
	 *
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshDistanceMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'MeshDistanceMaterial';
 | 
						|
 | 
						|
		this.referencePosition = new Vector3();
 | 
						|
		this.nearDistance = 1;
 | 
						|
		this.farDistance = 1000;
 | 
						|
 | 
						|
		this.skinning = false;
 | 
						|
		this.morphTargets = false;
 | 
						|
 | 
						|
		this.map = null;
 | 
						|
 | 
						|
		this.alphaMap = null;
 | 
						|
 | 
						|
		this.displacementMap = null;
 | 
						|
		this.displacementScale = 1;
 | 
						|
		this.displacementBias = 0;
 | 
						|
 | 
						|
		this.fog = false;
 | 
						|
		this.lights = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshDistanceMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
 | 
						|
 | 
						|
	MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
 | 
						|
 | 
						|
	MeshDistanceMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.referencePosition.copy( source.referencePosition );
 | 
						|
		this.nearDistance = source.nearDistance;
 | 
						|
		this.farDistance = source.farDistance;
 | 
						|
 | 
						|
		this.skinning = source.skinning;
 | 
						|
		this.morphTargets = source.morphTargets;
 | 
						|
 | 
						|
		this.map = source.map;
 | 
						|
 | 
						|
		this.alphaMap = source.alphaMap;
 | 
						|
 | 
						|
		this.displacementMap = source.displacementMap;
 | 
						|
		this.displacementScale = source.displacementScale;
 | 
						|
		this.displacementBias = source.displacementBias;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
 | 
						|
 | 
						|
		var _frustum = new Frustum(),
 | 
						|
			_projScreenMatrix = new Matrix4(),
 | 
						|
 | 
						|
			_shadowMapSize = new Vector2(),
 | 
						|
			_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
 | 
						|
 | 
						|
			_lookTarget = new Vector3(),
 | 
						|
			_lightPositionWorld = new Vector3(),
 | 
						|
 | 
						|
			_MorphingFlag = 1,
 | 
						|
			_SkinningFlag = 2,
 | 
						|
 | 
						|
			_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
 | 
						|
 | 
						|
			_depthMaterials = new Array( _NumberOfMaterialVariants ),
 | 
						|
			_distanceMaterials = new Array( _NumberOfMaterialVariants ),
 | 
						|
 | 
						|
			_materialCache = {};
 | 
						|
 | 
						|
		var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
 | 
						|
 | 
						|
		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 )
 | 
						|
		];
 | 
						|
 | 
						|
		var cube2DViewPorts = [
 | 
						|
			new Vector4(), new Vector4(), new Vector4(),
 | 
						|
			new Vector4(), new Vector4(), new Vector4()
 | 
						|
		];
 | 
						|
 | 
						|
		// init
 | 
						|
 | 
						|
		for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
 | 
						|
 | 
						|
			var useMorphing = ( i & _MorphingFlag ) !== 0;
 | 
						|
			var useSkinning = ( i & _SkinningFlag ) !== 0;
 | 
						|
 | 
						|
			var depthMaterial = new MeshDepthMaterial( {
 | 
						|
 | 
						|
				depthPacking: RGBADepthPacking,
 | 
						|
 | 
						|
				morphTargets: useMorphing,
 | 
						|
				skinning: useSkinning
 | 
						|
 | 
						|
			} );
 | 
						|
 | 
						|
			_depthMaterials[ i ] = depthMaterial;
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var distanceMaterial = new MeshDistanceMaterial( {
 | 
						|
 | 
						|
				morphTargets: useMorphing,
 | 
						|
				skinning: useSkinning
 | 
						|
 | 
						|
			} );
 | 
						|
 | 
						|
			_distanceMaterials[ i ] = distanceMaterial;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		var scope = this;
 | 
						|
 | 
						|
		this.enabled = false;
 | 
						|
 | 
						|
		this.autoUpdate = true;
 | 
						|
		this.needsUpdate = false;
 | 
						|
 | 
						|
		this.type = PCFShadowMap;
 | 
						|
 | 
						|
		this.render = function ( lights, scene, camera ) {
 | 
						|
 | 
						|
			if ( scope.enabled === false ) return;
 | 
						|
			if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
 | 
						|
 | 
						|
			if ( lights.length === 0 ) return;
 | 
						|
 | 
						|
			// TODO Clean up (needed in case of contextlost)
 | 
						|
			var _gl = _renderer.context;
 | 
						|
			var _state = _renderer.state;
 | 
						|
 | 
						|
			// 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 );
 | 
						|
 | 
						|
			// render depth map
 | 
						|
 | 
						|
			var faceCount;
 | 
						|
 | 
						|
			for ( var i = 0, il = lights.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var light = lights[ i ];
 | 
						|
				var shadow = light.shadow;
 | 
						|
				var isPointLight = light && light.isPointLight;
 | 
						|
 | 
						|
				if ( shadow === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
 | 
						|
					continue;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var shadowCamera = shadow.camera;
 | 
						|
 | 
						|
				_shadowMapSize.copy( shadow.mapSize );
 | 
						|
				_shadowMapSize.min( _maxShadowMapSize );
 | 
						|
 | 
						|
				if ( isPointLight ) {
 | 
						|
 | 
						|
					var vpWidth = _shadowMapSize.x;
 | 
						|
					var vpHeight = _shadowMapSize.y;
 | 
						|
 | 
						|
					// 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;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				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";
 | 
						|
 | 
						|
					shadowCamera.updateProjectionMatrix();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( shadow.isSpotLightShadow ) {
 | 
						|
 | 
						|
					shadow.update( light );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var shadowMap = shadow.map;
 | 
						|
				var shadowMatrix = shadow.matrix;
 | 
						|
 | 
						|
				_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
 | 
						|
				shadowCamera.position.copy( _lightPositionWorld );
 | 
						|
 | 
						|
				if ( isPointLight ) {
 | 
						|
 | 
						|
					faceCount = 6;
 | 
						|
 | 
						|
					// 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 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					faceCount = 1;
 | 
						|
 | 
						|
					_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
 | 
						|
					shadowCamera.lookAt( _lookTarget );
 | 
						|
					shadowCamera.updateMatrixWorld();
 | 
						|
 | 
						|
					// compute shadow matrix
 | 
						|
 | 
						|
					shadowMatrix.set(
 | 
						|
						0.5, 0.0, 0.0, 0.5,
 | 
						|
						0.0, 0.5, 0.0, 0.5,
 | 
						|
						0.0, 0.0, 0.5, 0.5,
 | 
						|
						0.0, 0.0, 0.0, 1.0
 | 
						|
					);
 | 
						|
 | 
						|
					shadowMatrix.multiply( shadowCamera.projectionMatrix );
 | 
						|
					shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				_renderer.setRenderTarget( shadowMap );
 | 
						|
				_renderer.clear();
 | 
						|
 | 
						|
				// render shadow map for each cube face (if omni-directional) or
 | 
						|
				// run a single pass if not
 | 
						|
 | 
						|
				for ( var face = 0; face < faceCount; face ++ ) {
 | 
						|
 | 
						|
					if ( isPointLight ) {
 | 
						|
 | 
						|
						_lookTarget.copy( shadowCamera.position );
 | 
						|
						_lookTarget.add( cubeDirections[ face ] );
 | 
						|
						shadowCamera.up.copy( cubeUps[ face ] );
 | 
						|
						shadowCamera.lookAt( _lookTarget );
 | 
						|
						shadowCamera.updateMatrixWorld();
 | 
						|
 | 
						|
						var vpDimensions = cube2DViewPorts[ face ];
 | 
						|
						_state.viewport( vpDimensions );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					// update camera matrices and frustum
 | 
						|
 | 
						|
					_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
 | 
						|
					_frustum.setFromMatrix( _projScreenMatrix );
 | 
						|
 | 
						|
					// set object matrices & frustum culling
 | 
						|
 | 
						|
					renderObject( scene, camera, shadowCamera, isPointLight );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			scope.needsUpdate = false;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
 | 
						|
 | 
						|
			var geometry = object.geometry;
 | 
						|
 | 
						|
			var result = null;
 | 
						|
 | 
						|
			var materialVariants = _depthMaterials;
 | 
						|
			var customMaterial = object.customDepthMaterial;
 | 
						|
 | 
						|
			if ( isPointLight ) {
 | 
						|
 | 
						|
				materialVariants = _distanceMaterials;
 | 
						|
				customMaterial = object.customDistanceMaterial;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( ! customMaterial ) {
 | 
						|
 | 
						|
				var useMorphing = false;
 | 
						|
 | 
						|
				if ( material.morphTargets ) {
 | 
						|
 | 
						|
					if ( geometry && geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
						useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
 | 
						|
 | 
						|
					} else if ( geometry && geometry.isGeometry ) {
 | 
						|
 | 
						|
						useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( object.isSkinnedMesh && material.skinning === false ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var useSkinning = object.isSkinnedMesh && material.skinning;
 | 
						|
 | 
						|
				var variantIndex = 0;
 | 
						|
 | 
						|
				if ( useMorphing ) variantIndex |= _MorphingFlag;
 | 
						|
				if ( useSkinning ) variantIndex |= _SkinningFlag;
 | 
						|
 | 
						|
				result = materialVariants[ variantIndex ];
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				result = customMaterial;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( _renderer.localClippingEnabled &&
 | 
						|
					material.clipShadows === true &&
 | 
						|
					material.clippingPlanes.length !== 0 ) {
 | 
						|
 | 
						|
				// in this case we need a unique material instance reflecting the
 | 
						|
				// appropriate state
 | 
						|
 | 
						|
				var keyA = result.uuid, keyB = material.uuid;
 | 
						|
 | 
						|
				var materialsForVariant = _materialCache[ keyA ];
 | 
						|
 | 
						|
				if ( materialsForVariant === undefined ) {
 | 
						|
 | 
						|
					materialsForVariant = {};
 | 
						|
					_materialCache[ keyA ] = materialsForVariant;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var cachedMaterial = materialsForVariant[ keyB ];
 | 
						|
 | 
						|
				if ( cachedMaterial === undefined ) {
 | 
						|
 | 
						|
					cachedMaterial = result.clone();
 | 
						|
					materialsForVariant[ keyB ] = cachedMaterial;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				result = cachedMaterial;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			result.visible = material.visible;
 | 
						|
			result.wireframe = material.wireframe;
 | 
						|
 | 
						|
			result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
 | 
						|
 | 
						|
			result.clipShadows = material.clipShadows;
 | 
						|
			result.clippingPlanes = material.clippingPlanes;
 | 
						|
			result.clipIntersection = material.clipIntersection;
 | 
						|
 | 
						|
			result.wireframeLinewidth = material.wireframeLinewidth;
 | 
						|
			result.linewidth = material.linewidth;
 | 
						|
 | 
						|
			if ( isPointLight && result.isMeshDistanceMaterial ) {
 | 
						|
 | 
						|
				result.referencePosition.copy( lightPositionWorld );
 | 
						|
				result.nearDistance = shadowCameraNear;
 | 
						|
				result.farDistance = shadowCameraFar;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return result;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function renderObject( object, camera, shadowCamera, isPointLight ) {
 | 
						|
 | 
						|
			if ( object.visible === false ) return;
 | 
						|
 | 
						|
			var visible = object.layers.test( camera.layers );
 | 
						|
 | 
						|
			if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
 | 
						|
 | 
						|
				if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
 | 
						|
 | 
						|
					object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
 | 
						|
 | 
						|
					var geometry = _objects.update( object );
 | 
						|
					var material = object.material;
 | 
						|
 | 
						|
					if ( Array.isArray( material ) ) {
 | 
						|
 | 
						|
						var groups = geometry.groups;
 | 
						|
 | 
						|
						for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
 | 
						|
 | 
						|
							var group = groups[ k ];
 | 
						|
							var groupMaterial = material[ group.materialIndex ];
 | 
						|
 | 
						|
							if ( groupMaterial && groupMaterial.visible ) {
 | 
						|
 | 
						|
								var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
 | 
						|
								_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( material.visible ) {
 | 
						|
 | 
						|
						var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
 | 
						|
						_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var children = object.children;
 | 
						|
 | 
						|
			for ( var i = 0, l = children.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				renderObject( children[ i ], camera, shadowCamera, isPointLight );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
 | 
						|
 | 
						|
		Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 | 
						|
 | 
						|
		this.needsUpdate = true;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CanvasTexture.prototype = Object.create( Texture.prototype );
 | 
						|
	CanvasTexture.prototype.constructor = CanvasTexture;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mikael emtinger / http://gomo.se/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
 | 
						|
 | 
						|
		var vertexBuffer, elementBuffer;
 | 
						|
		var program, attributes, uniforms;
 | 
						|
 | 
						|
		var texture;
 | 
						|
 | 
						|
		// decompose matrixWorld
 | 
						|
 | 
						|
		var spritePosition = new Vector3();
 | 
						|
		var spriteRotation = new Quaternion();
 | 
						|
		var spriteScale = new Vector3();
 | 
						|
 | 
						|
		function init() {
 | 
						|
 | 
						|
			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
 | 
						|
			] );
 | 
						|
 | 
						|
			var faces = new Uint16Array( [
 | 
						|
				0, 1, 2,
 | 
						|
				0, 2, 3
 | 
						|
			] );
 | 
						|
 | 
						|
			vertexBuffer = gl.createBuffer();
 | 
						|
			elementBuffer = gl.createBuffer();
 | 
						|
 | 
						|
			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
 | 
						|
			gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
 | 
						|
 | 
						|
			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
 | 
						|
			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
 | 
						|
 | 
						|
			program = createProgram();
 | 
						|
 | 
						|
			attributes = {
 | 
						|
				position: gl.getAttribLocation( program, 'position' ),
 | 
						|
				uv: gl.getAttribLocation( program, 'uv' )
 | 
						|
			};
 | 
						|
 | 
						|
			uniforms = {
 | 
						|
				uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
 | 
						|
				uvScale: gl.getUniformLocation( program, 'uvScale' ),
 | 
						|
 | 
						|
				rotation: gl.getUniformLocation( program, 'rotation' ),
 | 
						|
				center: gl.getUniformLocation( program, 'center' ),
 | 
						|
				scale: gl.getUniformLocation( program, 'scale' ),
 | 
						|
 | 
						|
				color: gl.getUniformLocation( program, 'color' ),
 | 
						|
				map: gl.getUniformLocation( program, 'map' ),
 | 
						|
				opacity: gl.getUniformLocation( program, 'opacity' ),
 | 
						|
 | 
						|
				modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
 | 
						|
				projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
 | 
						|
 | 
						|
				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' ),
 | 
						|
				fogDepth: gl.getUniformLocation( program, 'fogDepth' ),
 | 
						|
 | 
						|
				alphaTest: gl.getUniformLocation( program, 'alphaTest' )
 | 
						|
			};
 | 
						|
 | 
						|
			var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
 | 
						|
			canvas.width = 8;
 | 
						|
			canvas.height = 8;
 | 
						|
 | 
						|
			var context = canvas.getContext( '2d' );
 | 
						|
			context.fillStyle = 'white';
 | 
						|
			context.fillRect( 0, 0, 8, 8 );
 | 
						|
 | 
						|
			texture = new CanvasTexture( canvas );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.render = function ( sprites, scene, camera ) {
 | 
						|
 | 
						|
			if ( sprites.length === 0 ) return;
 | 
						|
 | 
						|
			// setup gl
 | 
						|
 | 
						|
			if ( program === undefined ) {
 | 
						|
 | 
						|
				init();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			state.useProgram( program );
 | 
						|
 | 
						|
			state.initAttributes();
 | 
						|
			state.enableAttribute( attributes.position );
 | 
						|
			state.enableAttribute( attributes.uv );
 | 
						|
			state.disableUnusedAttributes();
 | 
						|
 | 
						|
			state.disable( gl.CULL_FACE );
 | 
						|
			state.enable( gl.BLEND );
 | 
						|
 | 
						|
			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.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
 | 
						|
 | 
						|
			gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
 | 
						|
 | 
						|
			state.activeTexture( gl.TEXTURE0 );
 | 
						|
			gl.uniform1i( uniforms.map, 0 );
 | 
						|
 | 
						|
			var oldFogType = 0;
 | 
						|
			var sceneFogType = 0;
 | 
						|
			var fog = scene.fog;
 | 
						|
 | 
						|
			if ( fog ) {
 | 
						|
 | 
						|
				gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
 | 
						|
 | 
						|
				if ( fog.isFog ) {
 | 
						|
 | 
						|
					gl.uniform1f( uniforms.fogNear, fog.near );
 | 
						|
					gl.uniform1f( uniforms.fogFar, fog.far );
 | 
						|
 | 
						|
					gl.uniform1i( uniforms.fogType, 1 );
 | 
						|
					oldFogType = 1;
 | 
						|
					sceneFogType = 1;
 | 
						|
 | 
						|
				} else if ( fog.isFogExp2 ) {
 | 
						|
 | 
						|
					gl.uniform1f( uniforms.fogDensity, fog.density );
 | 
						|
 | 
						|
					gl.uniform1i( uniforms.fogType, 2 );
 | 
						|
					oldFogType = 2;
 | 
						|
					sceneFogType = 2;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				gl.uniform1i( uniforms.fogType, 0 );
 | 
						|
				oldFogType = 0;
 | 
						|
				sceneFogType = 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			// update positions and sort
 | 
						|
 | 
						|
			for ( var i = 0, l = sprites.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var sprite = sprites[ i ];
 | 
						|
 | 
						|
				sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
 | 
						|
				sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			sprites.sort( painterSortStable );
 | 
						|
 | 
						|
			// render all sprites
 | 
						|
 | 
						|
			var scale = [];
 | 
						|
			var center = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = sprites.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var sprite = sprites[ i ];
 | 
						|
				var material = sprite.material;
 | 
						|
 | 
						|
				if ( material.visible === false ) continue;
 | 
						|
 | 
						|
				sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );
 | 
						|
 | 
						|
				gl.uniform1f( uniforms.alphaTest, material.alphaTest );
 | 
						|
				gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
 | 
						|
 | 
						|
				sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
 | 
						|
 | 
						|
				scale[ 0 ] = spriteScale.x;
 | 
						|
				scale[ 1 ] = spriteScale.y;
 | 
						|
 | 
						|
				center[ 0 ] = sprite.center.x - 0.5;
 | 
						|
				center[ 1 ] = sprite.center.y - 0.5;
 | 
						|
 | 
						|
				var fogType = 0;
 | 
						|
 | 
						|
				if ( scene.fog && material.fog ) {
 | 
						|
 | 
						|
					fogType = sceneFogType;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
				} 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.center, center );
 | 
						|
				gl.uniform2fv( uniforms.scale, scale );
 | 
						|
 | 
						|
				state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
 | 
						|
				state.buffers.depth.setTest( material.depthTest );
 | 
						|
				state.buffers.depth.setMask( material.depthWrite );
 | 
						|
				state.buffers.color.setMask( material.colorWrite );
 | 
						|
 | 
						|
				textures.setTexture2D( material.map || texture, 0 );
 | 
						|
 | 
						|
				gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
 | 
						|
 | 
						|
				sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// restore gl
 | 
						|
 | 
						|
			state.enable( gl.CULL_FACE );
 | 
						|
 | 
						|
			state.reset();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		function createProgram() {
 | 
						|
 | 
						|
			var program = gl.createProgram();
 | 
						|
 | 
						|
			var vertexShader = gl.createShader( gl.VERTEX_SHADER );
 | 
						|
			var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
 | 
						|
 | 
						|
			gl.shaderSource( vertexShader, [
 | 
						|
 | 
						|
				'precision ' + capabilities.precision + ' float;',
 | 
						|
 | 
						|
				'#define SHADER_NAME ' + 'SpriteMaterial',
 | 
						|
 | 
						|
				'uniform mat4 modelViewMatrix;',
 | 
						|
				'uniform mat4 projectionMatrix;',
 | 
						|
				'uniform float rotation;',
 | 
						|
				'uniform vec2 center;',
 | 
						|
				'uniform vec2 scale;',
 | 
						|
				'uniform vec2 uvOffset;',
 | 
						|
				'uniform vec2 uvScale;',
 | 
						|
 | 
						|
				'attribute vec2 position;',
 | 
						|
				'attribute vec2 uv;',
 | 
						|
 | 
						|
				'varying vec2 vUV;',
 | 
						|
				'varying float fogDepth;',
 | 
						|
 | 
						|
				'void main() {',
 | 
						|
 | 
						|
				'	vUV = uvOffset + uv * uvScale;',
 | 
						|
 | 
						|
				'	vec2 alignedPosition = ( position - center ) * scale;',
 | 
						|
 | 
						|
				'	vec2 rotatedPosition;',
 | 
						|
				'	rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
 | 
						|
				'	rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
 | 
						|
 | 
						|
				'	vec4 mvPosition;',
 | 
						|
 | 
						|
				'	mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
 | 
						|
				'	mvPosition.xy += rotatedPosition;',
 | 
						|
 | 
						|
				'	gl_Position = projectionMatrix * mvPosition;',
 | 
						|
 | 
						|
				'	fogDepth = - mvPosition.z;',
 | 
						|
 | 
						|
				'}'
 | 
						|
 | 
						|
			].join( '\n' ) );
 | 
						|
 | 
						|
			gl.shaderSource( fragmentShader, [
 | 
						|
 | 
						|
				'precision ' + capabilities.precision + ' float;',
 | 
						|
 | 
						|
				'#define SHADER_NAME ' + 'SpriteMaterial',
 | 
						|
 | 
						|
				'uniform vec3 color;',
 | 
						|
				'uniform sampler2D map;',
 | 
						|
				'uniform float opacity;',
 | 
						|
 | 
						|
				'uniform int fogType;',
 | 
						|
				'uniform vec3 fogColor;',
 | 
						|
				'uniform float fogDensity;',
 | 
						|
				'uniform float fogNear;',
 | 
						|
				'uniform float fogFar;',
 | 
						|
				'uniform float alphaTest;',
 | 
						|
 | 
						|
				'varying vec2 vUV;',
 | 
						|
				'varying float fogDepth;',
 | 
						|
 | 
						|
				'void main() {',
 | 
						|
 | 
						|
				'	vec4 texture = texture2D( map, vUV );',
 | 
						|
 | 
						|
				'	gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
 | 
						|
 | 
						|
				'	if ( gl_FragColor.a < alphaTest ) discard;',
 | 
						|
 | 
						|
				'	if ( fogType > 0 ) {',
 | 
						|
 | 
						|
				'		float fogFactor = 0.0;',
 | 
						|
 | 
						|
				'		if ( fogType == 1 ) {',
 | 
						|
 | 
						|
				'			fogFactor = smoothstep( fogNear, fogFar, fogDepth );',
 | 
						|
 | 
						|
				'		} else {',
 | 
						|
 | 
						|
				'			const float LOG2 = 1.442695;',
 | 
						|
				'			fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
 | 
						|
				'			fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
 | 
						|
 | 
						|
				'		}',
 | 
						|
 | 
						|
				'		gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',
 | 
						|
 | 
						|
				'	}',
 | 
						|
 | 
						|
				'}'
 | 
						|
 | 
						|
			].join( '\n' ) );
 | 
						|
 | 
						|
			gl.compileShader( vertexShader );
 | 
						|
			gl.compileShader( fragmentShader );
 | 
						|
 | 
						|
			gl.attachShader( program, vertexShader );
 | 
						|
			gl.attachShader( program, fragmentShader );
 | 
						|
 | 
						|
			gl.linkProgram( program );
 | 
						|
 | 
						|
			return program;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function painterSortStable( a, b ) {
 | 
						|
 | 
						|
			if ( a.renderOrder !== b.renderOrder ) {
 | 
						|
 | 
						|
				return a.renderOrder - b.renderOrder;
 | 
						|
 | 
						|
			} else if ( a.z !== b.z ) {
 | 
						|
 | 
						|
				return b.z - a.z;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				return b.id - a.id;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLState( gl, extensions, utils ) {
 | 
						|
 | 
						|
		function ColorBuffer() {
 | 
						|
 | 
						|
			var locked = false;
 | 
						|
 | 
						|
			var color = new Vector4();
 | 
						|
			var currentColorMask = null;
 | 
						|
			var currentColorClear = new Vector4( 0, 0, 0, 0 );
 | 
						|
 | 
						|
			return {
 | 
						|
 | 
						|
				setMask: function ( colorMask ) {
 | 
						|
 | 
						|
					if ( currentColorMask !== colorMask && ! locked ) {
 | 
						|
 | 
						|
						gl.colorMask( colorMask, colorMask, colorMask, colorMask );
 | 
						|
						currentColorMask = colorMask;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setLocked: function ( lock ) {
 | 
						|
 | 
						|
					locked = lock;
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setClear: function ( r, g, b, a, premultipliedAlpha ) {
 | 
						|
 | 
						|
					if ( premultipliedAlpha === true ) {
 | 
						|
 | 
						|
						r *= a; g *= a; b *= a;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					color.set( r, g, b, a );
 | 
						|
 | 
						|
					if ( currentColorClear.equals( color ) === false ) {
 | 
						|
 | 
						|
						gl.clearColor( r, g, b, a );
 | 
						|
						currentColorClear.copy( color );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				reset: function () {
 | 
						|
 | 
						|
					locked = false;
 | 
						|
 | 
						|
					currentColorMask = null;
 | 
						|
					currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function DepthBuffer() {
 | 
						|
 | 
						|
			var locked = false;
 | 
						|
 | 
						|
			var currentDepthMask = null;
 | 
						|
			var currentDepthFunc = null;
 | 
						|
			var currentDepthClear = null;
 | 
						|
 | 
						|
			return {
 | 
						|
 | 
						|
				setTest: function ( depthTest ) {
 | 
						|
 | 
						|
					if ( depthTest ) {
 | 
						|
 | 
						|
						enable( gl.DEPTH_TEST );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						disable( gl.DEPTH_TEST );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setMask: function ( depthMask ) {
 | 
						|
 | 
						|
					if ( currentDepthMask !== depthMask && ! locked ) {
 | 
						|
 | 
						|
						gl.depthMask( depthMask );
 | 
						|
						currentDepthMask = depthMask;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setFunc: function ( depthFunc ) {
 | 
						|
 | 
						|
					if ( currentDepthFunc !== depthFunc ) {
 | 
						|
 | 
						|
						if ( depthFunc ) {
 | 
						|
 | 
						|
							switch ( depthFunc ) {
 | 
						|
 | 
						|
								case NeverDepth:
 | 
						|
 | 
						|
									gl.depthFunc( gl.NEVER );
 | 
						|
									break;
 | 
						|
 | 
						|
								case AlwaysDepth:
 | 
						|
 | 
						|
									gl.depthFunc( gl.ALWAYS );
 | 
						|
									break;
 | 
						|
 | 
						|
								case LessDepth:
 | 
						|
 | 
						|
									gl.depthFunc( gl.LESS );
 | 
						|
									break;
 | 
						|
 | 
						|
								case LessEqualDepth:
 | 
						|
 | 
						|
									gl.depthFunc( gl.LEQUAL );
 | 
						|
									break;
 | 
						|
 | 
						|
								case EqualDepth:
 | 
						|
 | 
						|
									gl.depthFunc( gl.EQUAL );
 | 
						|
									break;
 | 
						|
 | 
						|
								case GreaterEqualDepth:
 | 
						|
 | 
						|
									gl.depthFunc( gl.GEQUAL );
 | 
						|
									break;
 | 
						|
 | 
						|
								case GreaterDepth:
 | 
						|
 | 
						|
									gl.depthFunc( gl.GREATER );
 | 
						|
									break;
 | 
						|
 | 
						|
								case NotEqualDepth:
 | 
						|
 | 
						|
									gl.depthFunc( gl.NOTEQUAL );
 | 
						|
									break;
 | 
						|
 | 
						|
								default:
 | 
						|
 | 
						|
									gl.depthFunc( gl.LEQUAL );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							gl.depthFunc( gl.LEQUAL );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						currentDepthFunc = depthFunc;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setLocked: function ( lock ) {
 | 
						|
 | 
						|
					locked = lock;
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setClear: function ( depth ) {
 | 
						|
 | 
						|
					if ( currentDepthClear !== depth ) {
 | 
						|
 | 
						|
						gl.clearDepth( depth );
 | 
						|
						currentDepthClear = depth;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				reset: function () {
 | 
						|
 | 
						|
					locked = false;
 | 
						|
 | 
						|
					currentDepthMask = null;
 | 
						|
					currentDepthFunc = null;
 | 
						|
					currentDepthClear = null;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function StencilBuffer() {
 | 
						|
 | 
						|
			var locked = false;
 | 
						|
 | 
						|
			var currentStencilMask = null;
 | 
						|
			var currentStencilFunc = null;
 | 
						|
			var currentStencilRef = null;
 | 
						|
			var currentStencilFuncMask = null;
 | 
						|
			var currentStencilFail = null;
 | 
						|
			var currentStencilZFail = null;
 | 
						|
			var currentStencilZPass = null;
 | 
						|
			var currentStencilClear = null;
 | 
						|
 | 
						|
			return {
 | 
						|
 | 
						|
				setTest: function ( stencilTest ) {
 | 
						|
 | 
						|
					if ( stencilTest ) {
 | 
						|
 | 
						|
						enable( gl.STENCIL_TEST );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						disable( gl.STENCIL_TEST );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setMask: function ( stencilMask ) {
 | 
						|
 | 
						|
					if ( currentStencilMask !== stencilMask && ! locked ) {
 | 
						|
 | 
						|
						gl.stencilMask( stencilMask );
 | 
						|
						currentStencilMask = stencilMask;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
 | 
						|
 | 
						|
					if ( currentStencilFunc !== stencilFunc ||
 | 
						|
					     currentStencilRef 	!== stencilRef 	||
 | 
						|
					     currentStencilFuncMask !== stencilMask ) {
 | 
						|
 | 
						|
						gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
 | 
						|
 | 
						|
						currentStencilFunc = stencilFunc;
 | 
						|
						currentStencilRef = stencilRef;
 | 
						|
						currentStencilFuncMask = stencilMask;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
 | 
						|
 | 
						|
					if ( currentStencilFail	 !== stencilFail 	||
 | 
						|
					     currentStencilZFail !== stencilZFail ||
 | 
						|
					     currentStencilZPass !== stencilZPass ) {
 | 
						|
 | 
						|
						gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
 | 
						|
 | 
						|
						currentStencilFail = stencilFail;
 | 
						|
						currentStencilZFail = stencilZFail;
 | 
						|
						currentStencilZPass = stencilZPass;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setLocked: function ( lock ) {
 | 
						|
 | 
						|
					locked = lock;
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				setClear: function ( stencil ) {
 | 
						|
 | 
						|
					if ( currentStencilClear !== stencil ) {
 | 
						|
 | 
						|
						gl.clearStencil( stencil );
 | 
						|
						currentStencilClear = stencil;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				reset: function () {
 | 
						|
 | 
						|
					locked = false;
 | 
						|
 | 
						|
					currentStencilMask = null;
 | 
						|
					currentStencilFunc = null;
 | 
						|
					currentStencilRef = null;
 | 
						|
					currentStencilFuncMask = null;
 | 
						|
					currentStencilFail = null;
 | 
						|
					currentStencilZFail = null;
 | 
						|
					currentStencilZPass = null;
 | 
						|
					currentStencilClear = null;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		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 capabilities = {};
 | 
						|
 | 
						|
		var compressedTextureFormats = null;
 | 
						|
 | 
						|
		var currentProgram = 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 currentFlipSided = null;
 | 
						|
		var currentCullFace = null;
 | 
						|
 | 
						|
		var currentLineWidth = null;
 | 
						|
 | 
						|
		var currentPolygonOffsetFactor = null;
 | 
						|
		var currentPolygonOffsetUnits = null;
 | 
						|
 | 
						|
		var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );
 | 
						|
 | 
						|
		var lineWidthAvailable = false;
 | 
						|
		var version = 0;
 | 
						|
		var glVersion = gl.getParameter( gl.VERSION );
 | 
						|
 | 
						|
		if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
 | 
						|
 | 
						|
			version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
 | 
						|
			lineWidthAvailable = ( version >= 1.0 );
 | 
						|
 | 
						|
		} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
 | 
						|
 | 
						|
			version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
 | 
						|
			lineWidthAvailable = ( version >= 2.0 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var currentTextureSlot = null;
 | 
						|
		var currentBoundTextures = {};
 | 
						|
 | 
						|
		var currentScissor = new Vector4();
 | 
						|
		var currentViewport = new Vector4();
 | 
						|
 | 
						|
		function createTexture( type, target, count ) {
 | 
						|
 | 
						|
			var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
 | 
						|
			var texture = gl.createTexture();
 | 
						|
 | 
						|
			gl.bindTexture( type, texture );
 | 
						|
			gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
 | 
						|
			gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
 | 
						|
 | 
						|
			for ( var i = 0; i < count; i ++ ) {
 | 
						|
 | 
						|
				gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
		// init
 | 
						|
 | 
						|
		colorBuffer.setClear( 0, 0, 0, 1 );
 | 
						|
		depthBuffer.setClear( 1 );
 | 
						|
		stencilBuffer.setClear( 0 );
 | 
						|
 | 
						|
		enable( gl.DEPTH_TEST );
 | 
						|
		depthBuffer.setFunc( LessEqualDepth );
 | 
						|
 | 
						|
		setFlipSided( false );
 | 
						|
		setCullFace( CullFaceBack );
 | 
						|
		enable( gl.CULL_FACE );
 | 
						|
 | 
						|
		enable( gl.BLEND );
 | 
						|
		setBlending( NormalBlending );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function initAttributes() {
 | 
						|
 | 
						|
			for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				newAttributes[ i ] = 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function enableAttribute( attribute ) {
 | 
						|
 | 
						|
			newAttributes[ attribute ] = 1;
 | 
						|
 | 
						|
			if ( enabledAttributes[ attribute ] === 0 ) {
 | 
						|
 | 
						|
				gl.enableVertexAttribArray( attribute );
 | 
						|
				enabledAttributes[ attribute ] = 1;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( attributeDivisors[ attribute ] !== 0 ) {
 | 
						|
 | 
						|
				var extension = extensions.get( 'ANGLE_instanced_arrays' );
 | 
						|
 | 
						|
				extension.vertexAttribDivisorANGLE( attribute, 0 );
 | 
						|
				attributeDivisors[ attribute ] = 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
 | 
						|
 | 
						|
			newAttributes[ attribute ] = 1;
 | 
						|
 | 
						|
			if ( enabledAttributes[ attribute ] === 0 ) {
 | 
						|
 | 
						|
				gl.enableVertexAttribArray( attribute );
 | 
						|
				enabledAttributes[ attribute ] = 1;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
 | 
						|
 | 
						|
				var extension = extensions.get( 'ANGLE_instanced_arrays' );
 | 
						|
 | 
						|
				extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
 | 
						|
				attributeDivisors[ attribute ] = meshPerAttribute;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function disableUnusedAttributes() {
 | 
						|
 | 
						|
			for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
 | 
						|
 | 
						|
				if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
 | 
						|
 | 
						|
					gl.disableVertexAttribArray( i );
 | 
						|
					enabledAttributes[ i ] = 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function enable( id ) {
 | 
						|
 | 
						|
			if ( capabilities[ id ] !== true ) {
 | 
						|
 | 
						|
				gl.enable( id );
 | 
						|
				capabilities[ id ] = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function disable( id ) {
 | 
						|
 | 
						|
			if ( capabilities[ id ] !== false ) {
 | 
						|
 | 
						|
				gl.disable( id );
 | 
						|
				capabilities[ id ] = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function getCompressedTextureFormats() {
 | 
						|
 | 
						|
			if ( compressedTextureFormats === null ) {
 | 
						|
 | 
						|
				compressedTextureFormats = [];
 | 
						|
 | 
						|
				if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
 | 
						|
				     extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
 | 
						|
				     extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
 | 
						|
				     extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
 | 
						|
 | 
						|
					var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
 | 
						|
 | 
						|
					for ( var i = 0; i < formats.length; i ++ ) {
 | 
						|
 | 
						|
						compressedTextureFormats.push( formats[ i ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return compressedTextureFormats;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function useProgram( program ) {
 | 
						|
 | 
						|
			if ( currentProgram !== program ) {
 | 
						|
 | 
						|
				gl.useProgram( program );
 | 
						|
 | 
						|
				currentProgram = program;
 | 
						|
 | 
						|
				return true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return false;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
 | 
						|
 | 
						|
			if ( blending !== NoBlending ) {
 | 
						|
 | 
						|
				enable( gl.BLEND );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				disable( gl.BLEND );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( blending !== CustomBlending ) {
 | 
						|
 | 
						|
				if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
 | 
						|
 | 
						|
					switch ( blending ) {
 | 
						|
 | 
						|
						case AdditiveBlending:
 | 
						|
 | 
						|
							if ( premultipliedAlpha ) {
 | 
						|
 | 
						|
								gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
 | 
						|
								gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
 | 
						|
 | 
						|
							} else {
 | 
						|
 | 
						|
								gl.blendEquation( gl.FUNC_ADD );
 | 
						|
								gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
 | 
						|
 | 
						|
							}
 | 
						|
							break;
 | 
						|
 | 
						|
						case SubtractiveBlending:
 | 
						|
 | 
						|
							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 );
 | 
						|
 | 
						|
							} else {
 | 
						|
 | 
						|
								gl.blendEquation( gl.FUNC_ADD );
 | 
						|
								gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
 | 
						|
 | 
						|
							}
 | 
						|
							break;
 | 
						|
 | 
						|
						case MultiplyBlending:
 | 
						|
 | 
						|
							if ( premultipliedAlpha ) {
 | 
						|
 | 
						|
								gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
 | 
						|
								gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
 | 
						|
 | 
						|
							} else {
 | 
						|
 | 
						|
								gl.blendEquation( gl.FUNC_ADD );
 | 
						|
								gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
 | 
						|
 | 
						|
							}
 | 
						|
							break;
 | 
						|
 | 
						|
						default:
 | 
						|
 | 
						|
							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 );
 | 
						|
 | 
						|
							} 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 );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				currentBlendEquation = null;
 | 
						|
				currentBlendSrc = null;
 | 
						|
				currentBlendDst = null;
 | 
						|
				currentBlendEquationAlpha = null;
 | 
						|
				currentBlendSrcAlpha = null;
 | 
						|
				currentBlendDstAlpha = null;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				blendEquationAlpha = blendEquationAlpha || blendEquation;
 | 
						|
				blendSrcAlpha = blendSrcAlpha || blendSrc;
 | 
						|
				blendDstAlpha = blendDstAlpha || blendDst;
 | 
						|
 | 
						|
				if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
 | 
						|
 | 
						|
					gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
 | 
						|
 | 
						|
					currentBlendEquation = blendEquation;
 | 
						|
					currentBlendEquationAlpha = blendEquationAlpha;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
 | 
						|
 | 
						|
					gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
 | 
						|
 | 
						|
					currentBlendSrc = blendSrc;
 | 
						|
					currentBlendDst = blendDst;
 | 
						|
					currentBlendSrcAlpha = blendSrcAlpha;
 | 
						|
					currentBlendDstAlpha = blendDstAlpha;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			currentBlending = blending;
 | 
						|
			currentPremultipledAlpha = premultipliedAlpha;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setMaterial( material, frontFaceCW ) {
 | 
						|
 | 
						|
			material.side === DoubleSide
 | 
						|
				? disable( gl.CULL_FACE )
 | 
						|
				: enable( gl.CULL_FACE );
 | 
						|
 | 
						|
			var flipSided = ( material.side === BackSide );
 | 
						|
			if ( frontFaceCW ) flipSided = ! flipSided;
 | 
						|
 | 
						|
			setFlipSided( flipSided );
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function setFlipSided( flipSided ) {
 | 
						|
 | 
						|
			if ( currentFlipSided !== flipSided ) {
 | 
						|
 | 
						|
				if ( flipSided ) {
 | 
						|
 | 
						|
					gl.frontFace( gl.CW );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					gl.frontFace( gl.CCW );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				currentFlipSided = flipSided;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setCullFace( cullFace ) {
 | 
						|
 | 
						|
			if ( cullFace !== CullFaceNone ) {
 | 
						|
 | 
						|
				enable( gl.CULL_FACE );
 | 
						|
 | 
						|
				if ( cullFace !== currentCullFace ) {
 | 
						|
 | 
						|
					if ( cullFace === CullFaceBack ) {
 | 
						|
 | 
						|
						gl.cullFace( gl.BACK );
 | 
						|
 | 
						|
					} else if ( cullFace === CullFaceFront ) {
 | 
						|
 | 
						|
						gl.cullFace( gl.FRONT );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						gl.cullFace( gl.FRONT_AND_BACK );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				disable( gl.CULL_FACE );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			currentCullFace = cullFace;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setLineWidth( width ) {
 | 
						|
 | 
						|
			if ( width !== currentLineWidth ) {
 | 
						|
 | 
						|
				if ( lineWidthAvailable ) gl.lineWidth( width );
 | 
						|
 | 
						|
				currentLineWidth = width;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setPolygonOffset( polygonOffset, factor, units ) {
 | 
						|
 | 
						|
			if ( polygonOffset ) {
 | 
						|
 | 
						|
				enable( gl.POLYGON_OFFSET_FILL );
 | 
						|
 | 
						|
				if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
 | 
						|
 | 
						|
					gl.polygonOffset( factor, units );
 | 
						|
 | 
						|
					currentPolygonOffsetFactor = factor;
 | 
						|
					currentPolygonOffsetUnits = units;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				disable( gl.POLYGON_OFFSET_FILL );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setScissorTest( scissorTest ) {
 | 
						|
 | 
						|
			if ( scissorTest ) {
 | 
						|
 | 
						|
				enable( gl.SCISSOR_TEST );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				disable( gl.SCISSOR_TEST );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// texture
 | 
						|
 | 
						|
		function activeTexture( webglSlot ) {
 | 
						|
 | 
						|
			if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
 | 
						|
 | 
						|
			if ( currentTextureSlot !== webglSlot ) {
 | 
						|
 | 
						|
				gl.activeTexture( webglSlot );
 | 
						|
				currentTextureSlot = webglSlot;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function bindTexture( webglType, webglTexture ) {
 | 
						|
 | 
						|
			if ( currentTextureSlot === null ) {
 | 
						|
 | 
						|
				activeTexture();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var boundTexture = currentBoundTextures[ currentTextureSlot ];
 | 
						|
 | 
						|
			if ( boundTexture === undefined ) {
 | 
						|
 | 
						|
				boundTexture = { type: undefined, texture: undefined };
 | 
						|
				currentBoundTextures[ currentTextureSlot ] = boundTexture;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
 | 
						|
 | 
						|
				gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
 | 
						|
 | 
						|
				boundTexture.type = webglType;
 | 
						|
				boundTexture.texture = webglTexture;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function compressedTexImage2D() {
 | 
						|
 | 
						|
			try {
 | 
						|
 | 
						|
				gl.compressedTexImage2D.apply( gl, arguments );
 | 
						|
 | 
						|
			} catch ( error ) {
 | 
						|
 | 
						|
				console.error( 'THREE.WebGLState:', error );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function texImage2D() {
 | 
						|
 | 
						|
			try {
 | 
						|
 | 
						|
				gl.texImage2D.apply( gl, arguments );
 | 
						|
 | 
						|
			} catch ( error ) {
 | 
						|
 | 
						|
				console.error( 'THREE.WebGLState:', error );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function scissor( scissor ) {
 | 
						|
 | 
						|
			if ( currentScissor.equals( scissor ) === false ) {
 | 
						|
 | 
						|
				gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
 | 
						|
				currentScissor.copy( scissor );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function viewport( viewport ) {
 | 
						|
 | 
						|
			if ( currentViewport.equals( viewport ) === false ) {
 | 
						|
 | 
						|
				gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
 | 
						|
				currentViewport.copy( viewport );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function reset() {
 | 
						|
 | 
						|
			for ( var i = 0; i < enabledAttributes.length; i ++ ) {
 | 
						|
 | 
						|
				if ( enabledAttributes[ i ] === 1 ) {
 | 
						|
 | 
						|
					gl.disableVertexAttribArray( i );
 | 
						|
					enabledAttributes[ i ] = 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			capabilities = {};
 | 
						|
 | 
						|
			compressedTextureFormats = null;
 | 
						|
 | 
						|
			currentTextureSlot = null;
 | 
						|
			currentBoundTextures = {};
 | 
						|
 | 
						|
			currentProgram = null;
 | 
						|
 | 
						|
			currentBlending = null;
 | 
						|
 | 
						|
			currentFlipSided = null;
 | 
						|
			currentCullFace = null;
 | 
						|
 | 
						|
			colorBuffer.reset();
 | 
						|
			depthBuffer.reset();
 | 
						|
			stencilBuffer.reset();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			buffers: {
 | 
						|
				color: colorBuffer,
 | 
						|
				depth: depthBuffer,
 | 
						|
				stencil: stencilBuffer
 | 
						|
			},
 | 
						|
 | 
						|
			initAttributes: initAttributes,
 | 
						|
			enableAttribute: enableAttribute,
 | 
						|
			enableAttributeAndDivisor: enableAttributeAndDivisor,
 | 
						|
			disableUnusedAttributes: disableUnusedAttributes,
 | 
						|
			enable: enable,
 | 
						|
			disable: disable,
 | 
						|
			getCompressedTextureFormats: getCompressedTextureFormats,
 | 
						|
 | 
						|
			useProgram: useProgram,
 | 
						|
 | 
						|
			setBlending: setBlending,
 | 
						|
			setMaterial: setMaterial,
 | 
						|
 | 
						|
			setFlipSided: setFlipSided,
 | 
						|
			setCullFace: setCullFace,
 | 
						|
 | 
						|
			setLineWidth: setLineWidth,
 | 
						|
			setPolygonOffset: setPolygonOffset,
 | 
						|
 | 
						|
			setScissorTest: setScissorTest,
 | 
						|
 | 
						|
			activeTexture: activeTexture,
 | 
						|
			bindTexture: bindTexture,
 | 
						|
			compressedTexImage2D: compressedTexImage2D,
 | 
						|
			texImage2D: texImage2D,
 | 
						|
 | 
						|
			scissor: scissor,
 | 
						|
			viewport: viewport,
 | 
						|
 | 
						|
			reset: reset
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
 | 
						|
 | 
						|
		var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); /* global WebGL2RenderingContext */
 | 
						|
		var _videoTextures = {};
 | 
						|
		var _canvas;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function clampToMaxSize( image, maxSize ) {
 | 
						|
 | 
						|
			if ( image.width > maxSize || image.height > maxSize ) {
 | 
						|
 | 
						|
				if ( 'data' in image ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
 | 
						|
					return;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// Warning: Scaling through the canvas will only work with images that use
 | 
						|
				// premultiplied alpha.
 | 
						|
 | 
						|
				var scale = maxSize / Math.max( image.width, image.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 );
 | 
						|
 | 
						|
				var context = canvas.getContext( '2d' );
 | 
						|
				context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function isPowerOfTwo( image ) {
 | 
						|
 | 
						|
			return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function makePowerOfTwo( image ) {
 | 
						|
 | 
						|
			if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) {
 | 
						|
 | 
						|
				if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
 | 
						|
 | 
						|
				_canvas.width = _Math.floorPowerOfTwo( image.width );
 | 
						|
				_canvas.height = _Math.floorPowerOfTwo( image.height );
 | 
						|
 | 
						|
				var context = _canvas.getContext( '2d' );
 | 
						|
				context.drawImage( image, 0, 0, _canvas.width, _canvas.height );
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function textureNeedsPowerOfTwo( texture ) {
 | 
						|
 | 
						|
			return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
 | 
						|
				( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {
 | 
						|
 | 
						|
			return texture.generateMipmaps && isPowerOfTwo &&
 | 
						|
				texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function generateMipmap( target, texture, width, height ) {
 | 
						|
 | 
						|
			_gl.generateMipmap( target );
 | 
						|
 | 
						|
			var textureProperties = properties.get( texture );
 | 
						|
 | 
						|
			// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
 | 
						|
			textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Fallback filters for non-power-of-2 textures
 | 
						|
 | 
						|
		function filterFallback( f ) {
 | 
						|
 | 
						|
			if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
 | 
						|
 | 
						|
				return _gl.NEAREST;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return _gl.LINEAR;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function onTextureDispose( event ) {
 | 
						|
 | 
						|
			var texture = event.target;
 | 
						|
 | 
						|
			texture.removeEventListener( 'dispose', onTextureDispose );
 | 
						|
 | 
						|
			deallocateTexture( texture );
 | 
						|
 | 
						|
			if ( texture.isVideoTexture ) {
 | 
						|
 | 
						|
				delete _videoTextures[ texture.id ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			info.memory.textures --;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function onRenderTargetDispose( event ) {
 | 
						|
 | 
						|
			var renderTarget = event.target;
 | 
						|
 | 
						|
			renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
 | 
						|
 | 
						|
			deallocateRenderTarget( renderTarget );
 | 
						|
 | 
						|
			info.memory.textures --;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function deallocateTexture( texture ) {
 | 
						|
 | 
						|
			var textureProperties = properties.get( texture );
 | 
						|
 | 
						|
			if ( texture.image && textureProperties.__image__webglTextureCube ) {
 | 
						|
 | 
						|
				// cube texture
 | 
						|
 | 
						|
				_gl.deleteTexture( textureProperties.__image__webglTextureCube );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// 2D texture
 | 
						|
 | 
						|
				if ( textureProperties.__webglInit === undefined ) return;
 | 
						|
 | 
						|
				_gl.deleteTexture( textureProperties.__webglTexture );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// remove all webgl properties
 | 
						|
			properties.remove( texture );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function deallocateRenderTarget( renderTarget ) {
 | 
						|
 | 
						|
			var renderTargetProperties = properties.get( renderTarget );
 | 
						|
			var textureProperties = properties.get( renderTarget.texture );
 | 
						|
 | 
						|
			if ( ! renderTarget ) return;
 | 
						|
 | 
						|
			if ( textureProperties.__webglTexture !== undefined ) {
 | 
						|
 | 
						|
				_gl.deleteTexture( textureProperties.__webglTexture );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( renderTarget.depthTexture ) {
 | 
						|
 | 
						|
				renderTarget.depthTexture.dispose();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( renderTarget.isWebGLRenderTargetCube ) {
 | 
						|
 | 
						|
				for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
					_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
 | 
						|
					if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
 | 
						|
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			properties.remove( renderTarget.texture );
 | 
						|
			properties.remove( renderTarget );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
 | 
						|
 | 
						|
		function setTexture2D( texture, slot ) {
 | 
						|
 | 
						|
			var textureProperties = properties.get( texture );
 | 
						|
 | 
						|
			if ( texture.isVideoTexture ) updateVideoTexture( texture );
 | 
						|
 | 
						|
			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
 | 
						|
 | 
						|
				var image = texture.image;
 | 
						|
 | 
						|
				if ( image === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
 | 
						|
 | 
						|
				} else if ( image.complete === false ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					uploadTexture( textureProperties, texture, slot );
 | 
						|
					return;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			state.activeTexture( _gl.TEXTURE0 + slot );
 | 
						|
			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setTextureCube( texture, slot ) {
 | 
						|
 | 
						|
			var textureProperties = properties.get( texture );
 | 
						|
 | 
						|
			if ( texture.image.length === 6 ) {
 | 
						|
 | 
						|
				if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
 | 
						|
 | 
						|
					if ( ! textureProperties.__image__webglTextureCube ) {
 | 
						|
 | 
						|
						texture.addEventListener( 'dispose', onTextureDispose );
 | 
						|
 | 
						|
						textureProperties.__image__webglTextureCube = _gl.createTexture();
 | 
						|
 | 
						|
						info.memory.textures ++;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					state.activeTexture( _gl.TEXTURE0 + slot );
 | 
						|
					state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
 | 
						|
 | 
						|
					_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
 | 
						|
 | 
						|
					var isCompressed = ( texture && texture.isCompressedTexture );
 | 
						|
					var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
 | 
						|
 | 
						|
					var cubeImage = [];
 | 
						|
 | 
						|
					for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
						if ( ! isCompressed && ! isDataTexture ) {
 | 
						|
 | 
						|
							cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					var image = cubeImage[ 0 ],
 | 
						|
						isPowerOfTwoImage = isPowerOfTwo( image ),
 | 
						|
						glFormat = utils.convert( texture.format ),
 | 
						|
						glType = utils.convert( texture.type );
 | 
						|
 | 
						|
					setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
							} else {
 | 
						|
 | 
						|
								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							var mipmap, mipmaps = cubeImage[ i ].mipmaps;
 | 
						|
 | 
						|
							for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
								mipmap = mipmaps[ j ];
 | 
						|
 | 
						|
								if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
 | 
						|
 | 
						|
									if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
 | 
						|
 | 
						|
										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()' );
 | 
						|
 | 
						|
									}
 | 
						|
 | 
						|
								} else {
 | 
						|
 | 
						|
									state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( ! isCompressed ) {
 | 
						|
 | 
						|
						textureProperties.__maxMipLevel = 0;
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						textureProperties.__maxMipLevel = mipmaps.length - 1;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
 | 
						|
 | 
						|
						// We assume images for cube map have the same size.
 | 
						|
						generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					textureProperties.__version = texture.version;
 | 
						|
 | 
						|
					if ( texture.onUpdate ) texture.onUpdate( texture );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					state.activeTexture( _gl.TEXTURE0 + slot );
 | 
						|
					state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setTextureCubeDynamic( texture, slot ) {
 | 
						|
 | 
						|
			state.activeTexture( _gl.TEXTURE0 + slot );
 | 
						|
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
 | 
						|
 | 
						|
			var extension;
 | 
						|
 | 
						|
			if ( isPowerOfTwoImage ) {
 | 
						|
 | 
						|
				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) );
 | 
						|
				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) );
 | 
						|
 | 
						|
				_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) );
 | 
						|
				_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
 | 
						|
				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
 | 
						|
 | 
						|
				if ( 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 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
 | 
						|
				_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
 | 
						|
 | 
						|
				if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			extension = extensions.get( 'EXT_texture_filter_anisotropic' );
 | 
						|
 | 
						|
			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.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
 | 
						|
 | 
						|
					_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
 | 
						|
					properties.get( texture ).__currentAnisotropy = texture.anisotropy;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function uploadTexture( textureProperties, texture, slot ) {
 | 
						|
 | 
						|
			if ( textureProperties.__webglInit === undefined ) {
 | 
						|
 | 
						|
				textureProperties.__webglInit = true;
 | 
						|
 | 
						|
				texture.addEventListener( 'dispose', onTextureDispose );
 | 
						|
 | 
						|
				textureProperties.__webglTexture = _gl.createTexture();
 | 
						|
 | 
						|
				info.memory.textures ++;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
 | 
						|
 | 
						|
			if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
 | 
						|
 | 
						|
				image = makePowerOfTwo( image );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var isPowerOfTwoImage = isPowerOfTwo( image ),
 | 
						|
				glFormat = utils.convert( texture.format ),
 | 
						|
				glType = utils.convert( texture.type );
 | 
						|
 | 
						|
			setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
 | 
						|
 | 
						|
			var mipmap, mipmaps = texture.mipmaps;
 | 
						|
 | 
						|
			if ( texture.isDepthTexture ) {
 | 
						|
 | 
						|
				// populate depth texture with dummy data
 | 
						|
 | 
						|
				var internalFormat = _gl.DEPTH_COMPONENT;
 | 
						|
 | 
						|
				if ( texture.type === FloatType ) {
 | 
						|
 | 
						|
					if ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
 | 
						|
					internalFormat = _gl.DEPTH_COMPONENT32F;
 | 
						|
 | 
						|
				} else if ( _isWebGL2 ) {
 | 
						|
 | 
						|
					// WebGL 2.0 requires signed internalformat for glTexImage2D
 | 
						|
					internalFormat = _gl.DEPTH_COMPONENT16;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				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 ) {
 | 
						|
 | 
						|
						console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
 | 
						|
 | 
						|
						texture.type = UnsignedShortType;
 | 
						|
						glType = utils.convert( 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 ) {
 | 
						|
 | 
						|
					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 ) {
 | 
						|
 | 
						|
						console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
 | 
						|
 | 
						|
						texture.type = UnsignedInt248Type;
 | 
						|
						glType = utils.convert( texture.type );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
 | 
						|
 | 
						|
			} else if ( texture.isDataTexture ) {
 | 
						|
 | 
						|
				// use manually created mipmaps if available
 | 
						|
				// if there are no manual mipmaps
 | 
						|
				// set 0 level mipmap and then use GL to generate other mipmap levels
 | 
						|
 | 
						|
				if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					texture.generateMipmaps = false;
 | 
						|
					textureProperties.__maxMipLevel = mipmaps.length - 1;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
 | 
						|
					textureProperties.__maxMipLevel = 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( texture.isCompressedTexture ) {
 | 
						|
 | 
						|
				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					mipmap = mipmaps[ i ];
 | 
						|
 | 
						|
					if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
 | 
						|
 | 
						|
						if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
 | 
						|
 | 
						|
							state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							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 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				textureProperties.__maxMipLevel = mipmaps.length - 1;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// regular Texture (image, video, canvas)
 | 
						|
 | 
						|
				// use manually created mipmaps if available
 | 
						|
				// if there are no manual mipmaps
 | 
						|
				// set 0 level mipmap and then use GL to generate other mipmap levels
 | 
						|
 | 
						|
				if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
 | 
						|
 | 
						|
					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
 | 
						|
 | 
						|
						mipmap = mipmaps[ i ];
 | 
						|
						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					texture.generateMipmaps = false;
 | 
						|
					textureProperties.__maxMipLevel = mipmaps.length - 1;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
 | 
						|
					textureProperties.__maxMipLevel = 0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
 | 
						|
 | 
						|
				generateMipmap( _gl.TEXTURE_2D, texture, image.width, image.height );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			textureProperties.__version = texture.version;
 | 
						|
 | 
						|
			if ( texture.onUpdate ) texture.onUpdate( texture );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Render targets
 | 
						|
 | 
						|
		// Setup storage for target texture and bind it to correct framebuffer
 | 
						|
		function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
 | 
						|
 | 
						|
			var glFormat = utils.convert( renderTarget.texture.format );
 | 
						|
			var glType = utils.convert( 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 ) {
 | 
						|
 | 
						|
			_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 {
 | 
						|
 | 
						|
				// FIXME: We don't support !depth !stencil
 | 
						|
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Setup resources for a Depth Texture for a FBO (needs an extension)
 | 
						|
		function setupDepthTexture( framebuffer, renderTarget ) {
 | 
						|
 | 
						|
			var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
 | 
						|
			if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
 | 
						|
 | 
						|
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
 | 
						|
 | 
						|
			if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
 | 
						|
 | 
						|
				throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// upload an empty depth texture with framebuffer size
 | 
						|
			if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
 | 
						|
					renderTarget.depthTexture.image.width !== renderTarget.width ||
 | 
						|
					renderTarget.depthTexture.image.height !== renderTarget.height ) {
 | 
						|
 | 
						|
				renderTarget.depthTexture.image.width = renderTarget.width;
 | 
						|
				renderTarget.depthTexture.image.height = renderTarget.height;
 | 
						|
				renderTarget.depthTexture.needsUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			setTexture2D( renderTarget.depthTexture, 0 );
 | 
						|
 | 
						|
			var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
 | 
						|
 | 
						|
			if ( renderTarget.depthTexture.format === DepthFormat ) {
 | 
						|
 | 
						|
				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
 | 
						|
 | 
						|
			} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
 | 
						|
 | 
						|
				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				throw new Error( 'Unknown depthTexture format' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Setup GL resources for a non-texture depth buffer
 | 
						|
		function setupDepthRenderbuffer( renderTarget ) {
 | 
						|
 | 
						|
			var renderTargetProperties = properties.get( renderTarget );
 | 
						|
 | 
						|
			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
 | 
						|
 | 
						|
			if ( renderTarget.depthTexture ) {
 | 
						|
 | 
						|
				if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
 | 
						|
 | 
						|
				setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				if ( isCube ) {
 | 
						|
 | 
						|
					renderTargetProperties.__webglDepthbuffer = [];
 | 
						|
 | 
						|
					for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
						_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
 | 
						|
						renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
 | 
						|
						setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
 | 
						|
					renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
 | 
						|
					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Set up GL resources for the render target
 | 
						|
		function setupRenderTarget( renderTarget ) {
 | 
						|
 | 
						|
			var renderTargetProperties = properties.get( renderTarget );
 | 
						|
			var textureProperties = properties.get( renderTarget.texture );
 | 
						|
 | 
						|
			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
 | 
						|
 | 
						|
			textureProperties.__webglTexture = _gl.createTexture();
 | 
						|
 | 
						|
			info.memory.textures ++;
 | 
						|
 | 
						|
			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
 | 
						|
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
 | 
						|
 | 
						|
			// Setup framebuffer
 | 
						|
 | 
						|
			if ( isCube ) {
 | 
						|
 | 
						|
				renderTargetProperties.__webglFramebuffer = [];
 | 
						|
 | 
						|
				for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Setup color buffer
 | 
						|
 | 
						|
			if ( isCube ) {
 | 
						|
 | 
						|
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
 | 
						|
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
 | 
						|
 | 
						|
				for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {
 | 
						|
 | 
						|
					generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				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 ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {
 | 
						|
 | 
						|
					generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				state.bindTexture( _gl.TEXTURE_2D, null );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Setup depth and stencil buffers
 | 
						|
 | 
						|
			if ( renderTarget.depthBuffer ) {
 | 
						|
 | 
						|
				setupDepthRenderbuffer( renderTarget );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function updateRenderTargetMipmap( renderTarget ) {
 | 
						|
 | 
						|
			var texture = renderTarget.texture;
 | 
						|
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
 | 
						|
 | 
						|
			if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {
 | 
						|
 | 
						|
				var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
 | 
						|
				var webglTexture = properties.get( texture ).__webglTexture;
 | 
						|
 | 
						|
				state.bindTexture( target, webglTexture );
 | 
						|
				generateMipmap( target, texture, renderTarget.width, renderTarget.height );
 | 
						|
				state.bindTexture( target, null );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function updateVideoTexture( texture ) {
 | 
						|
 | 
						|
			var id = texture.id;
 | 
						|
			var frame = info.render.frame;
 | 
						|
 | 
						|
			// Check the last frame we updated the VideoTexture
 | 
						|
 | 
						|
			if ( _videoTextures[ id ] !== frame ) {
 | 
						|
 | 
						|
				_videoTextures[ id ] = frame;
 | 
						|
				texture.update();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.setTexture2D = setTexture2D;
 | 
						|
		this.setTextureCube = setTextureCube;
 | 
						|
		this.setTextureCubeDynamic = setTextureCubeDynamic;
 | 
						|
		this.setupRenderTarget = setupRenderTarget;
 | 
						|
		this.updateRenderTargetMipmap = updateRenderTargetMipmap;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author thespite / http://www.twitter.com/thespite
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebGLUtils( gl, extensions ) {
 | 
						|
 | 
						|
		function convert( p ) {
 | 
						|
 | 
						|
			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 === 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 === 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 === HalfFloatType ) {
 | 
						|
 | 
						|
				extension = extensions.get( 'OES_texture_half_float' );
 | 
						|
 | 
						|
				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 === 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 === 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 ) {
 | 
						|
 | 
						|
				extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
 | 
						|
 | 
						|
				if ( extension !== null ) {
 | 
						|
 | 
						|
					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
 | 
						|
					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
 | 
						|
					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
 | 
						|
					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
 | 
						|
				p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
 | 
						|
 | 
						|
				extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
 | 
						|
 | 
						|
				if ( extension !== null ) {
 | 
						|
 | 
						|
					if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
 | 
						|
					if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
 | 
						|
					if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
 | 
						|
					if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( p === RGB_ETC1_Format ) {
 | 
						|
 | 
						|
				extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
 | 
						|
 | 
						|
				if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
 | 
						|
				p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
 | 
						|
				p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
 | 
						|
				p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
 | 
						|
				p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
 | 
						|
 | 
						|
				extension = extensions.get( 'WEBGL_compressed_texture_astc' );
 | 
						|
 | 
						|
				if ( extension !== null ) {
 | 
						|
 | 
						|
					return p;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( p === MinEquation || p === MaxEquation ) {
 | 
						|
 | 
						|
				extension = extensions.get( 'EXT_blend_minmax' );
 | 
						|
 | 
						|
				if ( extension !== null ) {
 | 
						|
 | 
						|
					if ( p === MinEquation ) return extension.MIN_EXT;
 | 
						|
					if ( p === MaxEquation ) return extension.MAX_EXT;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( p === UnsignedInt248Type ) {
 | 
						|
 | 
						|
				extension = extensions.get( 'WEBGL_depth_texture' );
 | 
						|
 | 
						|
				if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return 0;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return { convert: convert };
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 ) {
 | 
						|
 | 
						|
		Camera.call( this );
 | 
						|
 | 
						|
		this.type = 'PerspectiveCamera';
 | 
						|
 | 
						|
		this.fov = fov !== undefined ? fov : 50;
 | 
						|
		this.zoom = 1;
 | 
						|
 | 
						|
		this.near = near !== undefined ? near : 0.1;
 | 
						|
		this.far = far !== undefined ? far : 2000;
 | 
						|
		this.focus = 10;
 | 
						|
 | 
						|
		this.aspect = aspect !== undefined ? aspect : 1;
 | 
						|
		this.view = null;
 | 
						|
 | 
						|
		this.filmGauge = 35;	// width of the film (default in millimeters)
 | 
						|
		this.filmOffset = 0;	// horizontal film offset (same unit as gauge)
 | 
						|
 | 
						|
		this.updateProjectionMatrix();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
 | 
						|
 | 
						|
		constructor: PerspectiveCamera,
 | 
						|
 | 
						|
		isPerspectiveCamera: true,
 | 
						|
 | 
						|
		copy: function ( source, recursive ) {
 | 
						|
 | 
						|
			Camera.prototype.copy.call( this, source, recursive );
 | 
						|
 | 
						|
			this.fov = source.fov;
 | 
						|
			this.zoom = source.zoom;
 | 
						|
 | 
						|
			this.near = source.near;
 | 
						|
			this.far = source.far;
 | 
						|
			this.focus = source.focus;
 | 
						|
 | 
						|
			this.aspect = source.aspect;
 | 
						|
			this.view = source.view === null ? null : Object.assign( {}, source.view );
 | 
						|
 | 
						|
			this.filmGauge = source.filmGauge;
 | 
						|
			this.filmOffset = source.filmOffset;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		/**
 | 
						|
		 * Sets the FOV by focal length in respect to the current .filmGauge.
 | 
						|
		 *
 | 
						|
		 * The default film gauge is 35, so that the focal length can be specified for
 | 
						|
		 * a 35mm (full frame) camera.
 | 
						|
		 *
 | 
						|
		 * Values for focal length and film gauge must have the same unit.
 | 
						|
		 */
 | 
						|
		setFocalLength: function ( focalLength ) {
 | 
						|
 | 
						|
			// 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 );
 | 
						|
 | 
						|
			return 0.5 * this.getFilmHeight() / vExtentSlope;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
			if ( this.view === null ) {
 | 
						|
 | 
						|
				this.view = {
 | 
						|
					enabled: true,
 | 
						|
					fullWidth: 1,
 | 
						|
					fullHeight: 1,
 | 
						|
					offsetX: 0,
 | 
						|
					offsetY: 0,
 | 
						|
					width: 1,
 | 
						|
					height: 1
 | 
						|
				};
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.view.enabled = true;
 | 
						|
			this.view.fullWidth = fullWidth;
 | 
						|
			this.view.fullHeight = fullHeight;
 | 
						|
			this.view.offsetX = x;
 | 
						|
			this.view.offsetY = y;
 | 
						|
			this.view.width = width;
 | 
						|
			this.view.height = height;
 | 
						|
 | 
						|
			this.updateProjectionMatrix();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clearViewOffset: function () {
 | 
						|
 | 
						|
			if ( this.view !== null ) {
 | 
						|
 | 
						|
				this.view.enabled = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			if ( this.view !== null && this.view.enabled ) {
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( meta ) {
 | 
						|
 | 
						|
			var data = Object3D.prototype.toJSON.call( this, meta );
 | 
						|
 | 
						|
			data.object.fov = this.fov;
 | 
						|
			data.object.zoom = this.zoom;
 | 
						|
 | 
						|
			data.object.near = this.near;
 | 
						|
			data.object.far = this.far;
 | 
						|
			data.object.focus = this.focus;
 | 
						|
 | 
						|
			data.object.aspect = this.aspect;
 | 
						|
 | 
						|
			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
 | 
						|
 | 
						|
			data.object.filmGauge = this.filmGauge;
 | 
						|
			data.object.filmOffset = this.filmOffset;
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function ArrayCamera( array ) {
 | 
						|
 | 
						|
		PerspectiveCamera.call( this );
 | 
						|
 | 
						|
		this.cameras = array || [];
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
 | 
						|
 | 
						|
		constructor: ArrayCamera,
 | 
						|
 | 
						|
		isArrayCamera: true
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function WebVRManager( renderer ) {
 | 
						|
 | 
						|
		var scope = this;
 | 
						|
 | 
						|
		var device = null;
 | 
						|
		var frameData = null;
 | 
						|
 | 
						|
		var poseTarget = null;
 | 
						|
 | 
						|
		var standingMatrix = new Matrix4();
 | 
						|
		var standingMatrixInverse = new Matrix4();
 | 
						|
 | 
						|
		if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
 | 
						|
 | 
						|
			frameData = new window.VRFrameData();
 | 
						|
			window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var matrixWorldInverse = new Matrix4();
 | 
						|
		var tempQuaternion = new Quaternion();
 | 
						|
		var tempPosition = new Vector3();
 | 
						|
 | 
						|
		var cameraL = new PerspectiveCamera();
 | 
						|
		cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
 | 
						|
		cameraL.layers.enable( 1 );
 | 
						|
 | 
						|
		var cameraR = new PerspectiveCamera();
 | 
						|
		cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
 | 
						|
		cameraR.layers.enable( 2 );
 | 
						|
 | 
						|
		var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
 | 
						|
		cameraVR.layers.enable( 1 );
 | 
						|
		cameraVR.layers.enable( 2 );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		function isPresenting() {
 | 
						|
 | 
						|
			return device !== null && device.isPresenting === true;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var currentSize, currentPixelRatio;
 | 
						|
 | 
						|
		function onVRDisplayPresentChange() {
 | 
						|
 | 
						|
			if ( isPresenting() ) {
 | 
						|
 | 
						|
				var eyeParameters = device.getEyeParameters( 'left' );
 | 
						|
				var renderWidth = eyeParameters.renderWidth;
 | 
						|
				var renderHeight = eyeParameters.renderHeight;
 | 
						|
 | 
						|
				currentPixelRatio = renderer.getPixelRatio();
 | 
						|
				currentSize = renderer.getSize();
 | 
						|
 | 
						|
				renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
 | 
						|
 | 
						|
			} else if ( scope.enabled ) {
 | 
						|
 | 
						|
				renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this.enabled = false;
 | 
						|
		this.userHeight = 1.6;
 | 
						|
 | 
						|
		this.getDevice = function () {
 | 
						|
 | 
						|
			return device;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setDevice = function ( value ) {
 | 
						|
 | 
						|
			if ( value !== undefined ) device = value;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setPoseTarget = function ( object ) {
 | 
						|
 | 
						|
			if ( object !== undefined ) poseTarget = object;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getCamera = function ( camera ) {
 | 
						|
 | 
						|
			if ( device === null ) return camera;
 | 
						|
 | 
						|
			device.depthNear = camera.near;
 | 
						|
			device.depthFar = camera.far;
 | 
						|
 | 
						|
			device.getFrameData( frameData );
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var stageParameters = device.stageParameters;
 | 
						|
 | 
						|
			if ( stageParameters ) {
 | 
						|
 | 
						|
				standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				standingMatrix.makeTranslation( 0, scope.userHeight, 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			var pose = frameData.pose;
 | 
						|
			var poseObject = poseTarget !== null ? poseTarget : camera;
 | 
						|
 | 
						|
			// We want to manipulate poseObject by its position and quaternion components since users may rely on them.
 | 
						|
			poseObject.matrix.copy( standingMatrix );
 | 
						|
			poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
 | 
						|
 | 
						|
			if ( pose.orientation !== null ) {
 | 
						|
 | 
						|
				tempQuaternion.fromArray( pose.orientation );
 | 
						|
				poseObject.quaternion.multiply( tempQuaternion );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( pose.position !== null ) {
 | 
						|
 | 
						|
				tempQuaternion.setFromRotationMatrix( standingMatrix );
 | 
						|
				tempPosition.fromArray( pose.position );
 | 
						|
				tempPosition.applyQuaternion( tempQuaternion );
 | 
						|
				poseObject.position.add( tempPosition );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			poseObject.updateMatrixWorld();
 | 
						|
 | 
						|
			if ( device.isPresenting === false ) return camera;
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			cameraL.near = camera.near;
 | 
						|
			cameraR.near = camera.near;
 | 
						|
 | 
						|
			cameraL.far = camera.far;
 | 
						|
			cameraR.far = camera.far;
 | 
						|
 | 
						|
			cameraVR.matrixWorld.copy( camera.matrixWorld );
 | 
						|
			cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );
 | 
						|
 | 
						|
			cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
 | 
						|
			cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
 | 
						|
 | 
						|
			// TODO (mrdoob) Double check this code
 | 
						|
 | 
						|
			standingMatrixInverse.getInverse( standingMatrix );
 | 
						|
 | 
						|
			cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
 | 
						|
			cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
 | 
						|
 | 
						|
			var parent = poseObject.parent;
 | 
						|
 | 
						|
			if ( parent !== null ) {
 | 
						|
 | 
						|
				matrixWorldInverse.getInverse( parent.matrixWorld );
 | 
						|
 | 
						|
				cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
 | 
						|
				cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// envMap and Mirror needs camera.matrixWorld
 | 
						|
 | 
						|
			cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
 | 
						|
			cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
 | 
						|
 | 
						|
			cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
 | 
						|
			cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
 | 
						|
 | 
						|
			// HACK (mrdoob)
 | 
						|
			// https://github.com/w3c/webvr/issues/203
 | 
						|
 | 
						|
			cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var layers = device.getLayers();
 | 
						|
 | 
						|
			if ( layers.length ) {
 | 
						|
 | 
						|
				var layer = layers[ 0 ];
 | 
						|
 | 
						|
				if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
 | 
						|
 | 
						|
					cameraL.bounds.fromArray( layer.leftBounds );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
 | 
						|
 | 
						|
					cameraR.bounds.fromArray( layer.rightBounds );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return cameraVR;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getStandingMatrix = function () {
 | 
						|
 | 
						|
			return standingMatrix;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.submitFrame = function () {
 | 
						|
 | 
						|
			if ( isPresenting() ) device.submitFrame();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.dispose = function () {
 | 
						|
 | 
						|
			if ( typeof window !== 'undefined' ) {
 | 
						|
 | 
						|
				window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 ) {
 | 
						|
 | 
						|
		console.log( 'THREE.WebGLRenderer', REVISION );
 | 
						|
 | 
						|
		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,
 | 
						|
 | 
						|
			_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
 | 
						|
			_depth = parameters.depth !== undefined ? parameters.depth : true,
 | 
						|
			_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
 | 
						|
			_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
 | 
						|
			_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
 | 
						|
			_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
 | 
						|
			_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
 | 
						|
 | 
						|
		var currentRenderList = null;
 | 
						|
		var currentRenderState = null;
 | 
						|
 | 
						|
		// public properties
 | 
						|
 | 
						|
		this.domElement = _canvas;
 | 
						|
		this.context = null;
 | 
						|
 | 
						|
		// clearing
 | 
						|
 | 
						|
		this.autoClear = true;
 | 
						|
		this.autoClearColor = true;
 | 
						|
		this.autoClearDepth = true;
 | 
						|
		this.autoClearStencil = true;
 | 
						|
 | 
						|
		// scene graph
 | 
						|
 | 
						|
		this.sortObjects = true;
 | 
						|
 | 
						|
		// user-defined clipping
 | 
						|
 | 
						|
		this.clippingPlanes = [];
 | 
						|
		this.localClippingEnabled = false;
 | 
						|
 | 
						|
		// physically based shading
 | 
						|
 | 
						|
		this.gammaFactor = 2.0;	// for backwards compatibility
 | 
						|
		this.gammaInput = false;
 | 
						|
		this.gammaOutput = false;
 | 
						|
 | 
						|
		// physical lights
 | 
						|
 | 
						|
		this.physicallyCorrectLights = false;
 | 
						|
 | 
						|
		// tone mapping
 | 
						|
 | 
						|
		this.toneMapping = LinearToneMapping;
 | 
						|
		this.toneMappingExposure = 1.0;
 | 
						|
		this.toneMappingWhitePoint = 1.0;
 | 
						|
 | 
						|
		// morphs
 | 
						|
 | 
						|
		this.maxMorphTargets = 8;
 | 
						|
		this.maxMorphNormals = 4;
 | 
						|
 | 
						|
		// internal properties
 | 
						|
 | 
						|
		var _this = this,
 | 
						|
 | 
						|
			_isContextLost = false,
 | 
						|
 | 
						|
			// internal state cache
 | 
						|
 | 
						|
			_currentRenderTarget = null,
 | 
						|
			_currentFramebuffer = null,
 | 
						|
			_currentMaterialId = - 1,
 | 
						|
			_currentGeometryProgram = '',
 | 
						|
 | 
						|
			_currentCamera = null,
 | 
						|
			_currentArrayCamera = null,
 | 
						|
 | 
						|
			_currentViewport = new Vector4(),
 | 
						|
			_currentScissor = new Vector4(),
 | 
						|
			_currentScissorTest = null,
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			_usedTextureUnits = 0,
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			_width = _canvas.width,
 | 
						|
			_height = _canvas.height,
 | 
						|
 | 
						|
			_pixelRatio = 1,
 | 
						|
 | 
						|
			_viewport = new Vector4( 0, 0, _width, _height ),
 | 
						|
			_scissor = new Vector4( 0, 0, _width, _height ),
 | 
						|
			_scissorTest = false,
 | 
						|
 | 
						|
			// frustum
 | 
						|
 | 
						|
			_frustum = new Frustum(),
 | 
						|
 | 
						|
			// clipping
 | 
						|
 | 
						|
			_clipping = new WebGLClipping(),
 | 
						|
			_clippingEnabled = false,
 | 
						|
			_localClippingEnabled = false,
 | 
						|
 | 
						|
			// camera matrices cache
 | 
						|
 | 
						|
			_projScreenMatrix = new Matrix4(),
 | 
						|
 | 
						|
			_vector3 = new Vector3();
 | 
						|
 | 
						|
		function getTargetPixelRatio() {
 | 
						|
 | 
						|
			return _currentRenderTarget === null ? _pixelRatio : 1;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// initialize
 | 
						|
 | 
						|
		var _gl;
 | 
						|
 | 
						|
		try {
 | 
						|
 | 
						|
			var contextAttributes = {
 | 
						|
				alpha: _alpha,
 | 
						|
				depth: _depth,
 | 
						|
				stencil: _stencil,
 | 
						|
				antialias: _antialias,
 | 
						|
				premultipliedAlpha: _premultipliedAlpha,
 | 
						|
				preserveDrawingBuffer: _preserveDrawingBuffer,
 | 
						|
				powerPreference: _powerPreference
 | 
						|
			};
 | 
						|
 | 
						|
			// event listeners must be registered before WebGL context is created, see #12753
 | 
						|
 | 
						|
			_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
 | 
						|
			_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
 | 
						|
 | 
						|
			_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
 | 
						|
 | 
						|
			if ( _gl === null ) {
 | 
						|
 | 
						|
				if ( _canvas.getContext( 'webgl' ) !== null ) {
 | 
						|
 | 
						|
					throw new Error( 'Error creating WebGL context with your selected attributes.' );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					throw new Error( 'Error creating WebGL context.' );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Some experimental-webgl implementations do not have getShaderPrecisionFormat
 | 
						|
 | 
						|
			if ( _gl.getShaderPrecisionFormat === undefined ) {
 | 
						|
 | 
						|
				_gl.getShaderPrecisionFormat = function () {
 | 
						|
 | 
						|
					return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
 | 
						|
 | 
						|
				};
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		} catch ( error ) {
 | 
						|
 | 
						|
			console.error( 'THREE.WebGLRenderer: ' + error.message );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var extensions, capabilities, state, info;
 | 
						|
		var properties, textures, attributes, geometries, objects;
 | 
						|
		var programCache, renderLists, renderStates;
 | 
						|
 | 
						|
		var background, morphtargets, bufferRenderer, indexedBufferRenderer;
 | 
						|
		var spriteRenderer;
 | 
						|
 | 
						|
		var utils;
 | 
						|
 | 
						|
		function initGLContext() {
 | 
						|
 | 
						|
			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( 'OES_element_index_uint' );
 | 
						|
			extensions.get( 'ANGLE_instanced_arrays' );
 | 
						|
 | 
						|
			utils = new WebGLUtils( _gl, extensions );
 | 
						|
 | 
						|
			capabilities = new WebGLCapabilities( _gl, extensions, parameters );
 | 
						|
 | 
						|
			state = new WebGLState( _gl, extensions, utils );
 | 
						|
			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
 | 
						|
			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
 | 
						|
 | 
						|
			info = new WebGLInfo( _gl );
 | 
						|
			properties = new WebGLProperties();
 | 
						|
			textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
 | 
						|
			attributes = new WebGLAttributes( _gl );
 | 
						|
			geometries = new WebGLGeometries( _gl, attributes, info );
 | 
						|
			objects = new WebGLObjects( geometries, info );
 | 
						|
			morphtargets = new WebGLMorphtargets( _gl );
 | 
						|
			programCache = new WebGLPrograms( _this, extensions, capabilities );
 | 
						|
			renderLists = new WebGLRenderLists();
 | 
						|
			renderStates = new WebGLRenderStates();
 | 
						|
 | 
						|
			background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha );
 | 
						|
 | 
						|
			bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
 | 
						|
			indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
 | 
						|
 | 
						|
			spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
 | 
						|
 | 
						|
			info.programs = programCache.programs;
 | 
						|
 | 
						|
			_this.context = _gl;
 | 
						|
			_this.capabilities = capabilities;
 | 
						|
			_this.extensions = extensions;
 | 
						|
			_this.properties = properties;
 | 
						|
			_this.renderLists = renderLists;
 | 
						|
			_this.state = state;
 | 
						|
			_this.info = info;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		initGLContext();
 | 
						|
 | 
						|
		// vr
 | 
						|
 | 
						|
		var vr = new WebVRManager( _this );
 | 
						|
 | 
						|
		this.vr = vr;
 | 
						|
 | 
						|
		// shadow map
 | 
						|
 | 
						|
		var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
 | 
						|
 | 
						|
		this.shadowMap = shadowMap;
 | 
						|
 | 
						|
		// API
 | 
						|
 | 
						|
		this.getContext = function () {
 | 
						|
 | 
						|
			return _gl;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getContextAttributes = function () {
 | 
						|
 | 
						|
			return _gl.getContextAttributes();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.forceContextLoss = function () {
 | 
						|
 | 
						|
			var extension = extensions.get( 'WEBGL_lose_context' );
 | 
						|
			if ( extension ) extension.loseContext();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.forceContextRestore = function () {
 | 
						|
 | 
						|
			var extension = extensions.get( 'WEBGL_lose_context' );
 | 
						|
			if ( extension ) extension.restoreContext();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getPixelRatio = function () {
 | 
						|
 | 
						|
			return _pixelRatio;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setPixelRatio = function ( value ) {
 | 
						|
 | 
						|
			if ( value === undefined ) return;
 | 
						|
 | 
						|
			_pixelRatio = value;
 | 
						|
 | 
						|
			this.setSize( _width, _height, false );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getSize = function () {
 | 
						|
 | 
						|
			return {
 | 
						|
				width: _width,
 | 
						|
				height: _height
 | 
						|
			};
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setSize = function ( width, height, updateStyle ) {
 | 
						|
 | 
						|
			var device = vr.getDevice();
 | 
						|
 | 
						|
			if ( device && device.isPresenting ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			_width = width;
 | 
						|
			_height = height;
 | 
						|
 | 
						|
			_canvas.width = width * _pixelRatio;
 | 
						|
			_canvas.height = height * _pixelRatio;
 | 
						|
 | 
						|
			if ( updateStyle !== false ) {
 | 
						|
 | 
						|
				_canvas.style.width = width + 'px';
 | 
						|
				_canvas.style.height = height + 'px';
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.setViewport( 0, 0, width, height );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getDrawingBufferSize = function () {
 | 
						|
 | 
						|
			return {
 | 
						|
				width: _width * _pixelRatio,
 | 
						|
				height: _height * _pixelRatio
 | 
						|
			};
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
 | 
						|
 | 
						|
			_width = width;
 | 
						|
			_height = height;
 | 
						|
 | 
						|
			_pixelRatio = pixelRatio;
 | 
						|
 | 
						|
			_canvas.width = width * pixelRatio;
 | 
						|
			_canvas.height = height * pixelRatio;
 | 
						|
 | 
						|
			this.setViewport( 0, 0, width, height );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getCurrentViewport = function () {
 | 
						|
 | 
						|
			return _currentViewport;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setViewport = function ( x, y, width, height ) {
 | 
						|
 | 
						|
			_viewport.set( x, _height - y - height, width, height );
 | 
						|
			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setScissor = function ( x, y, width, height ) {
 | 
						|
 | 
						|
			_scissor.set( x, _height - y - height, width, height );
 | 
						|
			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setScissorTest = function ( boolean ) {
 | 
						|
 | 
						|
			state.setScissorTest( _scissorTest = boolean );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		// Clearing
 | 
						|
 | 
						|
		this.getClearColor = function () {
 | 
						|
 | 
						|
			return background.getClearColor();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setClearColor = function () {
 | 
						|
 | 
						|
			background.setClearColor.apply( background, arguments );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.getClearAlpha = function () {
 | 
						|
 | 
						|
			return background.getClearAlpha();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setClearAlpha = function () {
 | 
						|
 | 
						|
			background.setClearAlpha.apply( background, arguments );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.clear = function ( color, depth, stencil ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			_gl.clear( bits );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.clearColor = function () {
 | 
						|
 | 
						|
			this.clear( true, false, false );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.clearDepth = function () {
 | 
						|
 | 
						|
			this.clear( false, true, false );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.clearStencil = function () {
 | 
						|
 | 
						|
			this.clear( false, false, true );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.clearTarget = function ( renderTarget, color, depth, stencil ) {
 | 
						|
 | 
						|
			this.setRenderTarget( renderTarget );
 | 
						|
			this.clear( color, depth, stencil );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this.dispose = function () {
 | 
						|
 | 
						|
			_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
 | 
						|
			_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
 | 
						|
 | 
						|
			renderLists.dispose();
 | 
						|
			renderStates.dispose();
 | 
						|
			properties.dispose();
 | 
						|
			objects.dispose();
 | 
						|
 | 
						|
			vr.dispose();
 | 
						|
 | 
						|
			stopAnimation();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		// Events
 | 
						|
 | 
						|
		function onContextLost( event ) {
 | 
						|
 | 
						|
			event.preventDefault();
 | 
						|
 | 
						|
			console.log( 'THREE.WebGLRenderer: Context Lost.' );
 | 
						|
 | 
						|
			_isContextLost = true;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function onContextRestore( /* event */ ) {
 | 
						|
 | 
						|
			console.log( 'THREE.WebGLRenderer: Context Restored.' );
 | 
						|
 | 
						|
			_isContextLost = false;
 | 
						|
 | 
						|
			initGLContext();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function onMaterialDispose( event ) {
 | 
						|
 | 
						|
			var material = event.target;
 | 
						|
 | 
						|
			material.removeEventListener( 'dispose', onMaterialDispose );
 | 
						|
 | 
						|
			deallocateMaterial( material );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Buffer deallocation
 | 
						|
 | 
						|
		function deallocateMaterial( material ) {
 | 
						|
 | 
						|
			releaseMaterialProgramReference( material );
 | 
						|
 | 
						|
			properties.remove( material );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
 | 
						|
		function releaseMaterialProgramReference( material ) {
 | 
						|
 | 
						|
			var programInfo = properties.get( material ).program;
 | 
						|
 | 
						|
			material.program = undefined;
 | 
						|
 | 
						|
			if ( programInfo !== undefined ) {
 | 
						|
 | 
						|
				programCache.releaseProgram( programInfo );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Buffer rendering
 | 
						|
 | 
						|
		function renderObjectImmediate( object, program, material ) {
 | 
						|
 | 
						|
			object.render( function ( object ) {
 | 
						|
 | 
						|
				_this.renderBufferImmediate( object, program, material );
 | 
						|
 | 
						|
			} );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.renderBufferImmediate = function ( object, program, material ) {
 | 
						|
 | 
						|
			state.initAttributes();
 | 
						|
 | 
						|
			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();
 | 
						|
 | 
						|
			var programAttributes = program.getAttributes();
 | 
						|
 | 
						|
			if ( object.hasPositions ) {
 | 
						|
 | 
						|
				_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 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( object.hasNormals ) {
 | 
						|
 | 
						|
				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
 | 
						|
 | 
						|
				if ( ! material.isMeshPhongMaterial &&
 | 
						|
					! material.isMeshStandardMaterial &&
 | 
						|
					! material.isMeshNormalMaterial &&
 | 
						|
					material.flatShading === true ) {
 | 
						|
 | 
						|
					for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
 | 
						|
 | 
						|
						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;
 | 
						|
 | 
						|
						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 + 6 ] = nx;
 | 
						|
						array[ i + 7 ] = ny;
 | 
						|
						array[ i + 8 ] = nz;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
 | 
						|
 | 
						|
				state.enableAttribute( programAttributes.normal );
 | 
						|
 | 
						|
				_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( object.hasUvs && material.map ) {
 | 
						|
 | 
						|
				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
 | 
						|
				_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
 | 
						|
 | 
						|
				state.enableAttribute( programAttributes.uv );
 | 
						|
 | 
						|
				_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( object.hasColors && material.vertexColors !== NoColors ) {
 | 
						|
 | 
						|
				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
 | 
						|
				_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
 | 
						|
 | 
						|
				state.enableAttribute( programAttributes.color );
 | 
						|
 | 
						|
				_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			state.disableUnusedAttributes();
 | 
						|
 | 
						|
			_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
 | 
						|
 | 
						|
			object.count = 0;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
 | 
						|
 | 
						|
			var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
 | 
						|
 | 
						|
			state.setMaterial( material, frontFaceCW );
 | 
						|
 | 
						|
			var program = setProgram( camera, fog, material, object );
 | 
						|
			var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
 | 
						|
 | 
						|
			var updateBuffers = false;
 | 
						|
 | 
						|
			if ( geometryProgram !== _currentGeometryProgram ) {
 | 
						|
 | 
						|
				_currentGeometryProgram = geometryProgram;
 | 
						|
				updateBuffers = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( object.morphTargetInfluences ) {
 | 
						|
 | 
						|
				morphtargets.update( object, geometry, material, program );
 | 
						|
 | 
						|
				updateBuffers = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var index = geometry.index;
 | 
						|
			var position = geometry.attributes.position;
 | 
						|
			var rangeFactor = 1;
 | 
						|
 | 
						|
			if ( material.wireframe === true ) {
 | 
						|
 | 
						|
				index = geometries.getWireframeAttribute( geometry );
 | 
						|
				rangeFactor = 2;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var attribute;
 | 
						|
			var renderer = bufferRenderer;
 | 
						|
 | 
						|
			if ( index !== null ) {
 | 
						|
 | 
						|
				attribute = attributes.get( index );
 | 
						|
 | 
						|
				renderer = indexedBufferRenderer;
 | 
						|
				renderer.setIndex( attribute );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( updateBuffers ) {
 | 
						|
 | 
						|
				setupVertexAttributes( material, program, geometry );
 | 
						|
 | 
						|
				if ( index !== null ) {
 | 
						|
 | 
						|
					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var dataCount = Infinity;
 | 
						|
 | 
						|
			if ( index !== null ) {
 | 
						|
 | 
						|
				dataCount = index.count;
 | 
						|
 | 
						|
			} else if ( position !== undefined ) {
 | 
						|
 | 
						|
				dataCount = position.count;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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 drawStart = Math.max( rangeStart, groupStart );
 | 
						|
			var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
 | 
						|
 | 
						|
			var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
 | 
						|
 | 
						|
			if ( drawCount === 0 ) return;
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			if ( object.isMesh ) {
 | 
						|
 | 
						|
				if ( material.wireframe === true ) {
 | 
						|
 | 
						|
					state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
 | 
						|
					renderer.setMode( _gl.LINES );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					switch ( object.drawMode ) {
 | 
						|
 | 
						|
						case TrianglesDrawMode:
 | 
						|
							renderer.setMode( _gl.TRIANGLES );
 | 
						|
							break;
 | 
						|
 | 
						|
						case TriangleStripDrawMode:
 | 
						|
							renderer.setMode( _gl.TRIANGLE_STRIP );
 | 
						|
							break;
 | 
						|
 | 
						|
						case TriangleFanDrawMode:
 | 
						|
							renderer.setMode( _gl.TRIANGLE_FAN );
 | 
						|
							break;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
 | 
						|
			} else if ( object.isLine ) {
 | 
						|
 | 
						|
				var lineWidth = material.linewidth;
 | 
						|
 | 
						|
				if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
 | 
						|
 | 
						|
				state.setLineWidth( lineWidth * getTargetPixelRatio() );
 | 
						|
 | 
						|
				if ( object.isLineSegments ) {
 | 
						|
 | 
						|
					renderer.setMode( _gl.LINES );
 | 
						|
 | 
						|
				} else if ( object.isLineLoop ) {
 | 
						|
 | 
						|
					renderer.setMode( _gl.LINE_LOOP );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					renderer.setMode( _gl.LINE_STRIP );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( object.isPoints ) {
 | 
						|
 | 
						|
				renderer.setMode( _gl.POINTS );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( geometry && geometry.isInstancedBufferGeometry ) {
 | 
						|
 | 
						|
				if ( geometry.maxInstancedCount > 0 ) {
 | 
						|
 | 
						|
					renderer.renderInstances( geometry, drawStart, drawCount );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				renderer.render( drawStart, drawCount );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		function setupVertexAttributes( material, program, geometry ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			state.initAttributes();
 | 
						|
 | 
						|
			var geometryAttributes = geometry.attributes;
 | 
						|
 | 
						|
			var programAttributes = program.getAttributes();
 | 
						|
 | 
						|
			var materialDefaultAttributeValues = material.defaultAttributeValues;
 | 
						|
 | 
						|
			for ( var name in programAttributes ) {
 | 
						|
 | 
						|
				var programAttribute = programAttributes[ name ];
 | 
						|
 | 
						|
				if ( programAttribute >= 0 ) {
 | 
						|
 | 
						|
					var geometryAttribute = geometryAttributes[ name ];
 | 
						|
 | 
						|
					if ( geometryAttribute !== undefined ) {
 | 
						|
 | 
						|
						var normalized = geometryAttribute.normalized;
 | 
						|
						var size = geometryAttribute.itemSize;
 | 
						|
 | 
						|
						var attribute = attributes.get( geometryAttribute );
 | 
						|
 | 
						|
						// TODO Attribute may not be available on context restore
 | 
						|
 | 
						|
						if ( attribute === undefined ) continue;
 | 
						|
 | 
						|
						var buffer = attribute.buffer;
 | 
						|
						var type = attribute.type;
 | 
						|
						var bytesPerElement = attribute.bytesPerElement;
 | 
						|
 | 
						|
						if ( geometryAttribute.isInterleavedBufferAttribute ) {
 | 
						|
 | 
						|
							var data = geometryAttribute.data;
 | 
						|
							var stride = data.stride;
 | 
						|
							var offset = geometryAttribute.offset;
 | 
						|
 | 
						|
							if ( data && data.isInstancedInterleavedBuffer ) {
 | 
						|
 | 
						|
								state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
 | 
						|
 | 
						|
								if ( geometry.maxInstancedCount === undefined ) {
 | 
						|
 | 
						|
									geometry.maxInstancedCount = data.meshPerAttribute * data.count;
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
							} else {
 | 
						|
 | 
						|
								state.enableAttribute( programAttribute );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
							_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
 | 
						|
							_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							if ( geometryAttribute.isInstancedBufferAttribute ) {
 | 
						|
 | 
						|
								state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
 | 
						|
 | 
						|
								if ( geometry.maxInstancedCount === undefined ) {
 | 
						|
 | 
						|
									geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
							} else {
 | 
						|
 | 
						|
								state.enableAttribute( programAttribute );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
							_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
 | 
						|
							_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( materialDefaultAttributeValues !== undefined ) {
 | 
						|
 | 
						|
						var value = materialDefaultAttributeValues[ name ];
 | 
						|
 | 
						|
						if ( value !== undefined ) {
 | 
						|
 | 
						|
							switch ( value.length ) {
 | 
						|
 | 
						|
								case 2:
 | 
						|
									_gl.vertexAttrib2fv( programAttribute, value );
 | 
						|
									break;
 | 
						|
 | 
						|
								case 3:
 | 
						|
									_gl.vertexAttrib3fv( programAttribute, value );
 | 
						|
									break;
 | 
						|
 | 
						|
								case 4:
 | 
						|
									_gl.vertexAttrib4fv( programAttribute, value );
 | 
						|
									break;
 | 
						|
 | 
						|
								default:
 | 
						|
									_gl.vertexAttrib1fv( programAttribute, value );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			state.disableUnusedAttributes();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Compile
 | 
						|
 | 
						|
		this.compile = function ( scene, camera ) {
 | 
						|
 | 
						|
			currentRenderState = renderStates.get( scene, camera );
 | 
						|
			currentRenderState.init();
 | 
						|
 | 
						|
			scene.traverse( function ( object ) {
 | 
						|
 | 
						|
				if ( object.isLight ) {
 | 
						|
 | 
						|
					currentRenderState.pushLight( object );
 | 
						|
 | 
						|
					if ( object.castShadow ) {
 | 
						|
 | 
						|
						currentRenderState.pushShadow( object );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} );
 | 
						|
 | 
						|
			currentRenderState.setupLights( camera );
 | 
						|
 | 
						|
			scene.traverse( function ( object ) {
 | 
						|
 | 
						|
				if ( object.material ) {
 | 
						|
 | 
						|
					if ( Array.isArray( object.material ) ) {
 | 
						|
 | 
						|
						for ( var i = 0; i < object.material.length; i ++ ) {
 | 
						|
 | 
						|
							initMaterial( object.material[ i ], scene.fog, object );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						initMaterial( object.material, scene.fog, object );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		// Animation Loop
 | 
						|
 | 
						|
		var isAnimating = false;
 | 
						|
		var onAnimationFrame = null;
 | 
						|
 | 
						|
		function startAnimation() {
 | 
						|
 | 
						|
			if ( isAnimating ) return;
 | 
						|
 | 
						|
			requestAnimationLoopFrame();
 | 
						|
 | 
						|
			isAnimating = true;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function stopAnimation() {
 | 
						|
 | 
						|
			isAnimating = false;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function requestAnimationLoopFrame() {
 | 
						|
 | 
						|
			var device = vr.getDevice();
 | 
						|
 | 
						|
			if ( device && device.isPresenting ) {
 | 
						|
 | 
						|
				device.requestAnimationFrame( animationLoop );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				window.requestAnimationFrame( animationLoop );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function animationLoop( time ) {
 | 
						|
 | 
						|
			if ( isAnimating === false ) return;
 | 
						|
 | 
						|
			onAnimationFrame( time );
 | 
						|
 | 
						|
			requestAnimationLoopFrame();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.animate = function ( callback ) {
 | 
						|
 | 
						|
			onAnimationFrame = callback;
 | 
						|
			onAnimationFrame !== null ? startAnimation() : stopAnimation();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		// Rendering
 | 
						|
 | 
						|
		this.render = function ( scene, camera, renderTarget, forceClear ) {
 | 
						|
 | 
						|
			if ( ! ( camera && camera.isCamera ) ) {
 | 
						|
 | 
						|
				console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( _isContextLost ) return;
 | 
						|
 | 
						|
			// reset caching for this frame
 | 
						|
 | 
						|
			_currentGeometryProgram = '';
 | 
						|
			_currentMaterialId = - 1;
 | 
						|
			_currentCamera = null;
 | 
						|
 | 
						|
			// update scene graph
 | 
						|
 | 
						|
			if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
 | 
						|
 | 
						|
			// update camera matrices and frustum
 | 
						|
 | 
						|
			if ( camera.parent === null ) camera.updateMatrixWorld();
 | 
						|
 | 
						|
			if ( vr.enabled ) {
 | 
						|
 | 
						|
				camera = vr.getCamera( camera );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			currentRenderState = renderStates.get( scene, camera );
 | 
						|
			currentRenderState.init();
 | 
						|
 | 
						|
			scene.onBeforeRender( _this, scene, camera, renderTarget );
 | 
						|
 | 
						|
			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
 | 
						|
			_frustum.setFromMatrix( _projScreenMatrix );
 | 
						|
 | 
						|
			_localClippingEnabled = this.localClippingEnabled;
 | 
						|
			_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
 | 
						|
 | 
						|
			currentRenderList = renderLists.get( scene, camera );
 | 
						|
			currentRenderList.init();
 | 
						|
 | 
						|
			projectObject( scene, camera, _this.sortObjects );
 | 
						|
 | 
						|
			if ( _this.sortObjects === true ) {
 | 
						|
 | 
						|
				currentRenderList.sort();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			if ( _clippingEnabled ) _clipping.beginShadows();
 | 
						|
 | 
						|
			var shadowsArray = currentRenderState.state.shadowsArray;
 | 
						|
 | 
						|
			shadowMap.render( shadowsArray, scene, camera );
 | 
						|
 | 
						|
			currentRenderState.setupLights( camera );
 | 
						|
 | 
						|
			if ( _clippingEnabled ) _clipping.endShadows();
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			if ( this.info.autoReset ) this.info.reset();
 | 
						|
 | 
						|
			if ( renderTarget === undefined ) {
 | 
						|
 | 
						|
				renderTarget = null;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.setRenderTarget( renderTarget );
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			background.render( currentRenderList, scene, camera, forceClear );
 | 
						|
 | 
						|
			// render scene
 | 
						|
 | 
						|
			var opaqueObjects = currentRenderList.opaque;
 | 
						|
			var transparentObjects = currentRenderList.transparent;
 | 
						|
 | 
						|
			if ( scene.overrideMaterial ) {
 | 
						|
 | 
						|
				var overrideMaterial = scene.overrideMaterial;
 | 
						|
 | 
						|
				if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
 | 
						|
				if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// opaque pass (front-to-back order)
 | 
						|
 | 
						|
				if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
 | 
						|
 | 
						|
				// transparent pass (back-to-front order)
 | 
						|
 | 
						|
				if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// custom renderers
 | 
						|
 | 
						|
			var spritesArray = currentRenderState.state.spritesArray;
 | 
						|
 | 
						|
			spriteRenderer.render( spritesArray, scene, camera );
 | 
						|
 | 
						|
			// Generate mipmap if we're using any kind of mipmap filtering
 | 
						|
 | 
						|
			if ( renderTarget ) {
 | 
						|
 | 
						|
				textures.updateRenderTargetMipmap( renderTarget );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Ensure depth buffer writing is enabled so it can be cleared on next render
 | 
						|
 | 
						|
			state.buffers.depth.setTest( true );
 | 
						|
			state.buffers.depth.setMask( true );
 | 
						|
			state.buffers.color.setMask( true );
 | 
						|
 | 
						|
			state.setPolygonOffset( false );
 | 
						|
 | 
						|
			scene.onAfterRender( _this, scene, camera );
 | 
						|
 | 
						|
			if ( vr.enabled ) {
 | 
						|
 | 
						|
				vr.submitFrame();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// _gl.finish();
 | 
						|
 | 
						|
			currentRenderList = null;
 | 
						|
			currentRenderState = null;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		/*
 | 
						|
		// TODO Duplicated code (Frustum)
 | 
						|
 | 
						|
		var _sphere = new Sphere();
 | 
						|
 | 
						|
		function isObjectViewable( object ) {
 | 
						|
 | 
						|
			var geometry = object.geometry;
 | 
						|
 | 
						|
			if ( geometry.boundingSphere === null )
 | 
						|
				geometry.computeBoundingSphere();
 | 
						|
 | 
						|
			_sphere.copy( geometry.boundingSphere ).
 | 
						|
			applyMatrix4( object.matrixWorld );
 | 
						|
 | 
						|
			return isSphereViewable( _sphere );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function isSpriteViewable( sprite ) {
 | 
						|
 | 
						|
			_sphere.center.set( 0, 0, 0 );
 | 
						|
			_sphere.radius = 0.7071067811865476;
 | 
						|
			_sphere.applyMatrix4( sprite.matrixWorld );
 | 
						|
 | 
						|
			return isSphereViewable( _sphere );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function isSphereViewable( sphere ) {
 | 
						|
 | 
						|
			if ( ! _frustum.intersectsSphere( sphere ) ) return false;
 | 
						|
 | 
						|
			var numPlanes = _clipping.numPlanes;
 | 
						|
 | 
						|
			if ( numPlanes === 0 ) return true;
 | 
						|
 | 
						|
			var planes = _this.clippingPlanes,
 | 
						|
 | 
						|
				center = sphere.center,
 | 
						|
				negRad = - sphere.radius,
 | 
						|
				i = 0;
 | 
						|
 | 
						|
			do {
 | 
						|
 | 
						|
				// out when deeper than radius in the negative halfspace
 | 
						|
				if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;
 | 
						|
 | 
						|
			} while ( ++ i !== numPlanes );
 | 
						|
 | 
						|
			return true;
 | 
						|
 | 
						|
		}
 | 
						|
		*/
 | 
						|
 | 
						|
		function projectObject( object, camera, sortObjects ) {
 | 
						|
 | 
						|
			if ( object.visible === false ) return;
 | 
						|
 | 
						|
			var visible = object.layers.test( camera.layers );
 | 
						|
 | 
						|
			if ( visible ) {
 | 
						|
 | 
						|
				if ( object.isLight ) {
 | 
						|
 | 
						|
					currentRenderState.pushLight( object );
 | 
						|
 | 
						|
					if ( object.castShadow ) {
 | 
						|
 | 
						|
						currentRenderState.pushShadow( object );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( object.isSprite ) {
 | 
						|
 | 
						|
					if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
 | 
						|
 | 
						|
						currentRenderState.pushSprite( object );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( object.isImmediateRenderObject ) {
 | 
						|
 | 
						|
					if ( sortObjects ) {
 | 
						|
 | 
						|
						_vector3.setFromMatrixPosition( object.matrixWorld )
 | 
						|
							.applyMatrix4( _projScreenMatrix );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					currentRenderList.push( object, null, object.material, _vector3.z, null );
 | 
						|
 | 
						|
				} else if ( object.isMesh || object.isLine || object.isPoints ) {
 | 
						|
 | 
						|
					if ( object.isSkinnedMesh ) {
 | 
						|
 | 
						|
						object.skeleton.update();
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
 | 
						|
 | 
						|
						if ( sortObjects ) {
 | 
						|
 | 
						|
							_vector3.setFromMatrixPosition( object.matrixWorld )
 | 
						|
								.applyMatrix4( _projScreenMatrix );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						var geometry = objects.update( object );
 | 
						|
						var material = object.material;
 | 
						|
 | 
						|
						if ( Array.isArray( material ) ) {
 | 
						|
 | 
						|
							var groups = geometry.groups;
 | 
						|
 | 
						|
							for ( var i = 0, l = groups.length; i < l; i ++ ) {
 | 
						|
 | 
						|
								var group = groups[ i ];
 | 
						|
								var groupMaterial = material[ group.materialIndex ];
 | 
						|
 | 
						|
								if ( groupMaterial && groupMaterial.visible ) {
 | 
						|
 | 
						|
									currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						} else if ( material.visible ) {
 | 
						|
 | 
						|
							currentRenderList.push( object, geometry, material, _vector3.z, null );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var children = object.children;
 | 
						|
 | 
						|
			for ( var i = 0, l = children.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				projectObject( children[ i ], camera, sortObjects );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function renderObjects( renderList, scene, camera, overrideMaterial ) {
 | 
						|
 | 
						|
			for ( var i = 0, l = renderList.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var renderItem = renderList[ i ];
 | 
						|
 | 
						|
				var object = renderItem.object;
 | 
						|
				var geometry = renderItem.geometry;
 | 
						|
				var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
 | 
						|
				var group = renderItem.group;
 | 
						|
 | 
						|
				if ( camera.isArrayCamera ) {
 | 
						|
 | 
						|
					_currentArrayCamera = camera;
 | 
						|
 | 
						|
					var cameras = camera.cameras;
 | 
						|
 | 
						|
					for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
						var camera2 = cameras[ j ];
 | 
						|
 | 
						|
						if ( object.layers.test( camera2.layers ) ) {
 | 
						|
 | 
						|
							var bounds = camera2.bounds;
 | 
						|
 | 
						|
							var x = bounds.x * _width;
 | 
						|
							var y = bounds.y * _height;
 | 
						|
							var width = bounds.z * _width;
 | 
						|
							var height = bounds.w * _height;
 | 
						|
 | 
						|
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
 | 
						|
 | 
						|
							renderObject( object, scene, camera2, geometry, material, group );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					_currentArrayCamera = null;
 | 
						|
 | 
						|
					renderObject( object, scene, camera, geometry, material, group );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function renderObject( object, scene, camera, geometry, material, group ) {
 | 
						|
 | 
						|
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
 | 
						|
			currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
 | 
						|
 | 
						|
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
 | 
						|
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
 | 
						|
 | 
						|
			if ( object.isImmediateRenderObject ) {
 | 
						|
 | 
						|
				var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
 | 
						|
 | 
						|
				state.setMaterial( material, frontFaceCW );
 | 
						|
 | 
						|
				var program = setProgram( camera, scene.fog, material, object );
 | 
						|
 | 
						|
				_currentGeometryProgram = '';
 | 
						|
 | 
						|
				renderObjectImmediate( object, program, material );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			object.onAfterRender( _this, scene, camera, geometry, material, group );
 | 
						|
			currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function initMaterial( material, fog, object ) {
 | 
						|
 | 
						|
			var materialProperties = properties.get( material );
 | 
						|
 | 
						|
			var lights = currentRenderState.state.lights;
 | 
						|
			var shadowsArray = currentRenderState.state.shadowsArray;
 | 
						|
 | 
						|
			var parameters = programCache.getParameters(
 | 
						|
				material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
 | 
						|
 | 
						|
			var code = programCache.getProgramCode( material, parameters );
 | 
						|
 | 
						|
			var program = materialProperties.program;
 | 
						|
			var programChange = true;
 | 
						|
 | 
						|
			if ( program === undefined ) {
 | 
						|
 | 
						|
				// new material
 | 
						|
				material.addEventListener( 'dispose', onMaterialDispose );
 | 
						|
 | 
						|
			} else if ( program.code !== code ) {
 | 
						|
 | 
						|
				// changed glsl or parameters
 | 
						|
				releaseMaterialProgramReference( material );
 | 
						|
 | 
						|
			} else if ( materialProperties.lightsHash !== lights.state.hash ) {
 | 
						|
 | 
						|
				properties.update( material, 'lightsHash', lights.state.hash );
 | 
						|
				programChange = false;
 | 
						|
 | 
						|
			} else if ( parameters.shaderID !== undefined ) {
 | 
						|
 | 
						|
				// same glsl and uniform list
 | 
						|
				return;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// only rebuild uniform list
 | 
						|
				programChange = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( programChange ) {
 | 
						|
 | 
						|
				if ( parameters.shaderID ) {
 | 
						|
 | 
						|
					var shader = ShaderLib[ parameters.shaderID ];
 | 
						|
 | 
						|
					materialProperties.shader = {
 | 
						|
						name: material.type,
 | 
						|
						uniforms: UniformsUtils.clone( shader.uniforms ),
 | 
						|
						vertexShader: shader.vertexShader,
 | 
						|
						fragmentShader: shader.fragmentShader
 | 
						|
					};
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					materialProperties.shader = {
 | 
						|
						name: material.type,
 | 
						|
						uniforms: material.uniforms,
 | 
						|
						vertexShader: material.vertexShader,
 | 
						|
						fragmentShader: material.fragmentShader
 | 
						|
					};
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				material.onBeforeCompile( materialProperties.shader, _this );
 | 
						|
 | 
						|
				program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
 | 
						|
 | 
						|
				materialProperties.program = program;
 | 
						|
				material.program = program;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var programAttributes = program.getAttributes();
 | 
						|
 | 
						|
			if ( material.morphTargets ) {
 | 
						|
 | 
						|
				material.numSupportedMorphTargets = 0;
 | 
						|
 | 
						|
				for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
 | 
						|
 | 
						|
					if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
 | 
						|
 | 
						|
						material.numSupportedMorphTargets ++;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.morphNormals ) {
 | 
						|
 | 
						|
				material.numSupportedMorphNormals = 0;
 | 
						|
 | 
						|
				for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
 | 
						|
 | 
						|
					if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
 | 
						|
 | 
						|
						material.numSupportedMorphNormals ++;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var uniforms = materialProperties.shader.uniforms;
 | 
						|
 | 
						|
			if ( ! material.isShaderMaterial &&
 | 
						|
				! material.isRawShaderMaterial ||
 | 
						|
				material.clipping === true ) {
 | 
						|
 | 
						|
				materialProperties.numClippingPlanes = _clipping.numPlanes;
 | 
						|
				materialProperties.numIntersection = _clipping.numIntersection;
 | 
						|
				uniforms.clippingPlanes = _clipping.uniform;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			materialProperties.fog = fog;
 | 
						|
 | 
						|
			// store the light setup it was created for
 | 
						|
 | 
						|
			materialProperties.lightsHash = lights.state.hash;
 | 
						|
 | 
						|
			if ( material.lights ) {
 | 
						|
 | 
						|
				// wire up the material to this renderer's lighting state
 | 
						|
 | 
						|
				uniforms.ambientLightColor.value = lights.state.ambient;
 | 
						|
				uniforms.directionalLights.value = lights.state.directional;
 | 
						|
				uniforms.spotLights.value = lights.state.spot;
 | 
						|
				uniforms.rectAreaLights.value = lights.state.rectArea;
 | 
						|
				uniforms.pointLights.value = lights.state.point;
 | 
						|
				uniforms.hemisphereLights.value = lights.state.hemi;
 | 
						|
 | 
						|
				uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
 | 
						|
				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
 | 
						|
				uniforms.spotShadowMap.value = lights.state.spotShadowMap;
 | 
						|
				uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
 | 
						|
				uniforms.pointShadowMap.value = lights.state.pointShadowMap;
 | 
						|
				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
 | 
						|
				// TODO (abelnation): add area lights shadow info to uniforms
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var progUniforms = materialProperties.program.getUniforms(),
 | 
						|
				uniformsList =
 | 
						|
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
 | 
						|
 | 
						|
			materialProperties.uniformsList = uniformsList;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function setProgram( camera, fog, material, object ) {
 | 
						|
 | 
						|
			_usedTextureUnits = 0;
 | 
						|
 | 
						|
			var materialProperties = properties.get( material );
 | 
						|
			var lights = currentRenderState.state.lights;
 | 
						|
 | 
						|
			if ( _clippingEnabled ) {
 | 
						|
 | 
						|
				if ( _localClippingEnabled || camera !== _currentCamera ) {
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.needsUpdate === false ) {
 | 
						|
 | 
						|
				if ( materialProperties.program === undefined ) {
 | 
						|
 | 
						|
					material.needsUpdate = true;
 | 
						|
 | 
						|
				} else if ( material.fog && materialProperties.fog !== fog ) {
 | 
						|
 | 
						|
					material.needsUpdate = true;
 | 
						|
 | 
						|
				} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {
 | 
						|
 | 
						|
					material.needsUpdate = true;
 | 
						|
 | 
						|
				} else if ( materialProperties.numClippingPlanes !== undefined &&
 | 
						|
					( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
 | 
						|
					materialProperties.numIntersection !== _clipping.numIntersection ) ) {
 | 
						|
 | 
						|
					material.needsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.needsUpdate ) {
 | 
						|
 | 
						|
				initMaterial( material, fog, object );
 | 
						|
				material.needsUpdate = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var refreshProgram = false;
 | 
						|
			var refreshMaterial = false;
 | 
						|
			var refreshLights = false;
 | 
						|
 | 
						|
			var program = materialProperties.program,
 | 
						|
				p_uniforms = program.getUniforms(),
 | 
						|
				m_uniforms = materialProperties.shader.uniforms;
 | 
						|
 | 
						|
			if ( state.useProgram( program.program ) ) {
 | 
						|
 | 
						|
				refreshProgram = true;
 | 
						|
				refreshMaterial = true;
 | 
						|
				refreshLights = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.id !== _currentMaterialId ) {
 | 
						|
 | 
						|
				_currentMaterialId = material.id;
 | 
						|
 | 
						|
				refreshMaterial = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( refreshProgram || camera !== _currentCamera ) {
 | 
						|
 | 
						|
				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
 | 
						|
 | 
						|
				if ( capabilities.logarithmicDepthBuffer ) {
 | 
						|
 | 
						|
					p_uniforms.setValue( _gl, 'logDepthBufFC',
 | 
						|
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// Avoid unneeded uniform updates per ArrayCamera's sub-camera
 | 
						|
 | 
						|
				if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
 | 
						|
 | 
						|
					_currentCamera = ( _currentArrayCamera || camera );
 | 
						|
 | 
						|
					// lighting uniforms depend on the camera so enforce an update
 | 
						|
					// now, in case this material supports lights - or later, when
 | 
						|
					// the next material that does gets activated:
 | 
						|
 | 
						|
					refreshMaterial = true;		// set to true on material change
 | 
						|
					refreshLights = true;		// remains set until update done
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// load material specific uniforms
 | 
						|
				// (shader material also gets them for the sake of genericity)
 | 
						|
 | 
						|
				if ( material.isShaderMaterial ||
 | 
						|
					material.isMeshPhongMaterial ||
 | 
						|
					material.isMeshStandardMaterial ||
 | 
						|
					material.envMap ) {
 | 
						|
 | 
						|
					var uCamPos = p_uniforms.map.cameraPosition;
 | 
						|
 | 
						|
					if ( uCamPos !== undefined ) {
 | 
						|
 | 
						|
						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 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// 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 ) {
 | 
						|
 | 
						|
				p_uniforms.setOptional( _gl, object, 'bindMatrix' );
 | 
						|
				p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
 | 
						|
 | 
						|
				var skeleton = object.skeleton;
 | 
						|
 | 
						|
				if ( skeleton ) {
 | 
						|
 | 
						|
					var bones = skeleton.bones;
 | 
						|
 | 
						|
					if ( capabilities.floatVertexTextures ) {
 | 
						|
 | 
						|
						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)
 | 
						|
 | 
						|
 | 
						|
							var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
 | 
						|
							size = _Math.ceilPowerOfTwo( 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 boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
 | 
						|
							boneTexture.needsUpdate = true;
 | 
						|
 | 
						|
							skeleton.boneMatrices = boneMatrices;
 | 
						|
							skeleton.boneTexture = boneTexture;
 | 
						|
							skeleton.boneTextureSize = size;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
 | 
						|
						p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( refreshMaterial ) {
 | 
						|
 | 
						|
				p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
 | 
						|
				p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
 | 
						|
 | 
						|
				if ( material.lights ) {
 | 
						|
 | 
						|
					// the current material requires lighting info
 | 
						|
 | 
						|
					// note: all lighting uniforms are always set correctly
 | 
						|
					// they simply reference the renderer's state for their
 | 
						|
					// values
 | 
						|
					//
 | 
						|
					// use the current material's .needsUpdate flags to set
 | 
						|
					// the GL state when required
 | 
						|
 | 
						|
					markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// refresh uniforms common to several materials
 | 
						|
 | 
						|
				if ( fog && material.fog ) {
 | 
						|
 | 
						|
					refreshUniformsFog( m_uniforms, fog );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( material.isMeshBasicMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsCommon( m_uniforms, material );
 | 
						|
 | 
						|
				} else if ( material.isMeshLambertMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsCommon( m_uniforms, material );
 | 
						|
					refreshUniformsLambert( m_uniforms, material );
 | 
						|
 | 
						|
				} else if ( material.isMeshPhongMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsCommon( m_uniforms, material );
 | 
						|
 | 
						|
					if ( material.isMeshToonMaterial ) {
 | 
						|
 | 
						|
						refreshUniformsToon( m_uniforms, material );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						refreshUniformsPhong( m_uniforms, material );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( material.isMeshStandardMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsCommon( m_uniforms, material );
 | 
						|
 | 
						|
					if ( material.isMeshPhysicalMaterial ) {
 | 
						|
 | 
						|
						refreshUniformsPhysical( m_uniforms, material );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						refreshUniformsStandard( m_uniforms, material );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( material.isMeshDepthMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsCommon( m_uniforms, material );
 | 
						|
					refreshUniformsDepth( m_uniforms, material );
 | 
						|
 | 
						|
				} else if ( material.isMeshDistanceMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsCommon( m_uniforms, material );
 | 
						|
					refreshUniformsDistance( m_uniforms, material );
 | 
						|
 | 
						|
				} else if ( material.isMeshNormalMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsCommon( m_uniforms, material );
 | 
						|
					refreshUniformsNormal( m_uniforms, material );
 | 
						|
 | 
						|
				} else if ( material.isLineBasicMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsLine( m_uniforms, material );
 | 
						|
 | 
						|
					if ( material.isLineDashedMaterial ) {
 | 
						|
 | 
						|
						refreshUniformsDash( m_uniforms, material );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( material.isPointsMaterial ) {
 | 
						|
 | 
						|
					refreshUniformsPoints( m_uniforms, material );
 | 
						|
 | 
						|
				} else if ( material.isShadowMaterial ) {
 | 
						|
 | 
						|
					m_uniforms.color.value = material.color;
 | 
						|
					m_uniforms.opacity.value = material.opacity;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// RectAreaLight Texture
 | 
						|
				// TODO (mrdoob): Find a nicer implementation
 | 
						|
 | 
						|
				if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
 | 
						|
				if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
 | 
						|
 | 
						|
				WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
 | 
						|
 | 
						|
				WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
 | 
						|
				material.uniformsNeedUpdate = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// common matrices
 | 
						|
 | 
						|
			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
 | 
						|
			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
 | 
						|
			p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
 | 
						|
 | 
						|
			return program;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Uniforms (refresh uniforms objects)
 | 
						|
 | 
						|
		function refreshUniformsCommon( uniforms, material ) {
 | 
						|
 | 
						|
			uniforms.opacity.value = material.opacity;
 | 
						|
 | 
						|
			if ( material.color ) {
 | 
						|
 | 
						|
				uniforms.diffuse.value = material.color;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.emissive ) {
 | 
						|
 | 
						|
				uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.map ) {
 | 
						|
 | 
						|
				uniforms.map.value = material.map;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.alphaMap ) {
 | 
						|
 | 
						|
				uniforms.alphaMap.value = material.alphaMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.specularMap ) {
 | 
						|
 | 
						|
				uniforms.specularMap.value = material.specularMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( 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;
 | 
						|
 | 
						|
				uniforms.reflectivity.value = material.reflectivity;
 | 
						|
				uniforms.refractionRatio.value = material.refractionRatio;
 | 
						|
 | 
						|
				uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.lightMap ) {
 | 
						|
 | 
						|
				uniforms.lightMap.value = material.lightMap;
 | 
						|
				uniforms.lightMapIntensity.value = material.lightMapIntensity;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.aoMap ) {
 | 
						|
 | 
						|
				uniforms.aoMap.value = material.aoMap;
 | 
						|
				uniforms.aoMapIntensity.value = material.aoMapIntensity;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// uv repeat and offset setting priorities
 | 
						|
			// 1. color map
 | 
						|
			// 2. specular map
 | 
						|
			// 3. normal map
 | 
						|
			// 4. bump map
 | 
						|
			// 5. alpha map
 | 
						|
			// 6. emissive map
 | 
						|
 | 
						|
			var uvScaleMap;
 | 
						|
 | 
						|
			if ( material.map ) {
 | 
						|
 | 
						|
				uvScaleMap = material.map;
 | 
						|
 | 
						|
			} else if ( material.specularMap ) {
 | 
						|
 | 
						|
				uvScaleMap = material.specularMap;
 | 
						|
 | 
						|
			} else if ( material.displacementMap ) {
 | 
						|
 | 
						|
				uvScaleMap = material.displacementMap;
 | 
						|
 | 
						|
			} else if ( material.normalMap ) {
 | 
						|
 | 
						|
				uvScaleMap = material.normalMap;
 | 
						|
 | 
						|
			} else if ( material.bumpMap ) {
 | 
						|
 | 
						|
				uvScaleMap = material.bumpMap;
 | 
						|
 | 
						|
			} else if ( material.roughnessMap ) {
 | 
						|
 | 
						|
				uvScaleMap = material.roughnessMap;
 | 
						|
 | 
						|
			} else if ( material.metalnessMap ) {
 | 
						|
 | 
						|
				uvScaleMap = material.metalnessMap;
 | 
						|
 | 
						|
			} else if ( material.alphaMap ) {
 | 
						|
 | 
						|
				uvScaleMap = material.alphaMap;
 | 
						|
 | 
						|
			} else if ( material.emissiveMap ) {
 | 
						|
 | 
						|
				uvScaleMap = material.emissiveMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( uvScaleMap !== undefined ) {
 | 
						|
 | 
						|
				// backwards compatibility
 | 
						|
				if ( uvScaleMap.isWebGLRenderTarget ) {
 | 
						|
 | 
						|
					uvScaleMap = uvScaleMap.texture;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( uvScaleMap.matrixAutoUpdate === true ) {
 | 
						|
 | 
						|
					uvScaleMap.updateMatrix();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				uniforms.uvTransform.value.copy( uvScaleMap.matrix );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsLine( uniforms, material ) {
 | 
						|
 | 
						|
			uniforms.diffuse.value = material.color;
 | 
						|
			uniforms.opacity.value = material.opacity;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsDash( uniforms, material ) {
 | 
						|
 | 
						|
			uniforms.dashSize.value = material.dashSize;
 | 
						|
			uniforms.totalSize.value = material.dashSize + material.gapSize;
 | 
						|
			uniforms.scale.value = material.scale;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsPoints( uniforms, material ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			if ( material.map !== null ) {
 | 
						|
 | 
						|
				if ( material.map.matrixAutoUpdate === true ) {
 | 
						|
 | 
						|
					material.map.updateMatrix();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				uniforms.uvTransform.value.copy( material.map.matrix );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsFog( uniforms, fog ) {
 | 
						|
 | 
						|
			uniforms.fogColor.value = fog.color;
 | 
						|
 | 
						|
			if ( fog.isFog ) {
 | 
						|
 | 
						|
				uniforms.fogNear.value = fog.near;
 | 
						|
				uniforms.fogFar.value = fog.far;
 | 
						|
 | 
						|
			} else if ( fog.isFogExp2 ) {
 | 
						|
 | 
						|
				uniforms.fogDensity.value = fog.density;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsLambert( uniforms, material ) {
 | 
						|
 | 
						|
			if ( material.emissiveMap ) {
 | 
						|
 | 
						|
				uniforms.emissiveMap.value = material.emissiveMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		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 )
 | 
						|
 | 
						|
			if ( material.emissiveMap ) {
 | 
						|
 | 
						|
				uniforms.emissiveMap.value = material.emissiveMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.bumpMap ) {
 | 
						|
 | 
						|
				uniforms.bumpMap.value = material.bumpMap;
 | 
						|
				uniforms.bumpScale.value = material.bumpScale;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.normalMap ) {
 | 
						|
 | 
						|
				uniforms.normalMap.value = material.normalMap;
 | 
						|
				uniforms.normalScale.value.copy( material.normalScale );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.displacementMap ) {
 | 
						|
 | 
						|
				uniforms.displacementMap.value = material.displacementMap;
 | 
						|
				uniforms.displacementScale.value = material.displacementScale;
 | 
						|
				uniforms.displacementBias.value = material.displacementBias;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsToon( uniforms, material ) {
 | 
						|
 | 
						|
			refreshUniformsPhong( uniforms, material );
 | 
						|
 | 
						|
			if ( material.gradientMap ) {
 | 
						|
 | 
						|
				uniforms.gradientMap.value = material.gradientMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsStandard( uniforms, material ) {
 | 
						|
 | 
						|
			uniforms.roughness.value = material.roughness;
 | 
						|
			uniforms.metalness.value = material.metalness;
 | 
						|
 | 
						|
			if ( material.roughnessMap ) {
 | 
						|
 | 
						|
				uniforms.roughnessMap.value = material.roughnessMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.metalnessMap ) {
 | 
						|
 | 
						|
				uniforms.metalnessMap.value = material.metalnessMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.emissiveMap ) {
 | 
						|
 | 
						|
				uniforms.emissiveMap.value = material.emissiveMap;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.bumpMap ) {
 | 
						|
 | 
						|
				uniforms.bumpMap.value = material.bumpMap;
 | 
						|
				uniforms.bumpScale.value = material.bumpScale;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.normalMap ) {
 | 
						|
 | 
						|
				uniforms.normalMap.value = material.normalMap;
 | 
						|
				uniforms.normalScale.value.copy( material.normalScale );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.displacementMap ) {
 | 
						|
 | 
						|
				uniforms.displacementMap.value = material.displacementMap;
 | 
						|
				uniforms.displacementScale.value = material.displacementScale;
 | 
						|
				uniforms.displacementBias.value = material.displacementBias;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.envMap ) {
 | 
						|
 | 
						|
				//uniforms.envMap.value = material.envMap; // part of uniforms common
 | 
						|
				uniforms.envMapIntensity.value = material.envMapIntensity;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsPhysical( uniforms, material ) {
 | 
						|
 | 
						|
			uniforms.clearCoat.value = material.clearCoat;
 | 
						|
			uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
 | 
						|
 | 
						|
			refreshUniformsStandard( uniforms, material );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsDepth( uniforms, material ) {
 | 
						|
 | 
						|
			if ( material.displacementMap ) {
 | 
						|
 | 
						|
				uniforms.displacementMap.value = material.displacementMap;
 | 
						|
				uniforms.displacementScale.value = material.displacementScale;
 | 
						|
				uniforms.displacementBias.value = material.displacementBias;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsDistance( uniforms, material ) {
 | 
						|
 | 
						|
			if ( material.displacementMap ) {
 | 
						|
 | 
						|
				uniforms.displacementMap.value = material.displacementMap;
 | 
						|
				uniforms.displacementScale.value = material.displacementScale;
 | 
						|
				uniforms.displacementBias.value = material.displacementBias;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			uniforms.referencePosition.value.copy( material.referencePosition );
 | 
						|
			uniforms.nearDistance.value = material.nearDistance;
 | 
						|
			uniforms.farDistance.value = material.farDistance;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function refreshUniformsNormal( uniforms, material ) {
 | 
						|
 | 
						|
			if ( material.bumpMap ) {
 | 
						|
 | 
						|
				uniforms.bumpMap.value = material.bumpMap;
 | 
						|
				uniforms.bumpScale.value = material.bumpScale;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.normalMap ) {
 | 
						|
 | 
						|
				uniforms.normalMap.value = material.normalMap;
 | 
						|
				uniforms.normalScale.value.copy( material.normalScale );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( material.displacementMap ) {
 | 
						|
 | 
						|
				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.
 | 
						|
 | 
						|
		function markUniformsLightsNeedsUpdate( uniforms, 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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Textures
 | 
						|
 | 
						|
		function allocTextureUnit() {
 | 
						|
 | 
						|
			var textureUnit = _usedTextureUnits;
 | 
						|
 | 
						|
			if ( textureUnit >= capabilities.maxTextures ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			_usedTextureUnits += 1;
 | 
						|
 | 
						|
			return textureUnit;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.allocTextureUnit = allocTextureUnit;
 | 
						|
 | 
						|
		// this.setTexture2D = setTexture2D;
 | 
						|
		this.setTexture2D = ( function () {
 | 
						|
 | 
						|
			var warned = false;
 | 
						|
 | 
						|
			// backwards compatibility: peel texture.texture
 | 
						|
			return function setTexture2D( texture, slot ) {
 | 
						|
 | 
						|
				if ( texture && texture.isWebGLRenderTarget ) {
 | 
						|
 | 
						|
					if ( ! warned ) {
 | 
						|
 | 
						|
						console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
 | 
						|
						warned = true;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					texture = texture.texture;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				textures.setTexture2D( texture, slot );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() );
 | 
						|
 | 
						|
		this.setTexture = ( function () {
 | 
						|
 | 
						|
			var warned = false;
 | 
						|
 | 
						|
			return function setTexture( texture, slot ) {
 | 
						|
 | 
						|
				if ( ! warned ) {
 | 
						|
 | 
						|
					console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
 | 
						|
					warned = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				textures.setTexture2D( texture, slot );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() );
 | 
						|
 | 
						|
		this.setTextureCube = ( function () {
 | 
						|
 | 
						|
			var warned = false;
 | 
						|
 | 
						|
			return function setTextureCube( texture, slot ) {
 | 
						|
 | 
						|
				// backwards compatibility: peel texture.texture
 | 
						|
				if ( texture && texture.isWebGLRenderTargetCube ) {
 | 
						|
 | 
						|
					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;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// 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 :/
 | 
						|
 | 
						|
					// this function alone should take care of cube textures
 | 
						|
					textures.setTextureCube( texture, slot );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// assumed: texture property of THREE.WebGLRenderTargetCube
 | 
						|
 | 
						|
					textures.setTextureCubeDynamic( texture, slot );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() );
 | 
						|
 | 
						|
		this.getRenderTarget = function () {
 | 
						|
 | 
						|
			return _currentRenderTarget;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setRenderTarget = function ( renderTarget ) {
 | 
						|
 | 
						|
			_currentRenderTarget = renderTarget;
 | 
						|
 | 
						|
			if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
 | 
						|
 | 
						|
				textures.setupRenderTarget( renderTarget );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var framebuffer = null;
 | 
						|
			var isCube = false;
 | 
						|
 | 
						|
			if ( renderTarget ) {
 | 
						|
 | 
						|
				var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
 | 
						|
 | 
						|
				if ( renderTarget.isWebGLRenderTargetCube ) {
 | 
						|
 | 
						|
					framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
 | 
						|
					isCube = true;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					framebuffer = __webglFramebuffer;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				_currentViewport.copy( renderTarget.viewport );
 | 
						|
				_currentScissor.copy( renderTarget.scissor );
 | 
						|
				_currentScissorTest = renderTarget.scissorTest;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
 | 
						|
				_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
 | 
						|
				_currentScissorTest = _scissorTest;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( _currentFramebuffer !== framebuffer ) {
 | 
						|
 | 
						|
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
 | 
						|
				_currentFramebuffer = framebuffer;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			state.viewport( _currentViewport );
 | 
						|
			state.scissor( _currentScissor );
 | 
						|
			state.setScissorTest( _currentScissorTest );
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
 | 
						|
 | 
						|
			if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
 | 
						|
 | 
						|
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
 | 
						|
 | 
						|
			if ( framebuffer ) {
 | 
						|
 | 
						|
				var restore = false;
 | 
						|
 | 
						|
				if ( framebuffer !== _currentFramebuffer ) {
 | 
						|
 | 
						|
					_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
 | 
						|
 | 
						|
					restore = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				try {
 | 
						|
 | 
						|
					var texture = renderTarget.texture;
 | 
						|
					var textureFormat = texture.format;
 | 
						|
					var textureType = texture.type;
 | 
						|
 | 
						|
					if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
 | 
						|
 | 
						|
						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
 | 
						|
						return;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( textureType !== UnsignedByteType && utils.convert( 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;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
 | 
						|
 | 
						|
						// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
 | 
						|
 | 
						|
						if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
 | 
						|
 | 
						|
							_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} finally {
 | 
						|
 | 
						|
					if ( restore ) {
 | 
						|
 | 
						|
						_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.copyFramebufferToTexture = function ( position, texture, level ) {
 | 
						|
 | 
						|
			var width = texture.image.width;
 | 
						|
			var height = texture.image.height;
 | 
						|
			var glFormat = utils.convert( texture.format );
 | 
						|
 | 
						|
			this.setTexture2D( texture, 0 );
 | 
						|
 | 
						|
			_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
 | 
						|
 | 
						|
			var width = srcTexture.image.width;
 | 
						|
			var height = srcTexture.image.height;
 | 
						|
			var glFormat = utils.convert( dstTexture.format );
 | 
						|
			var glType = utils.convert( dstTexture.type );
 | 
						|
			var pixels = srcTexture.isDataTexture ? srcTexture.image.data : srcTexture.image;
 | 
						|
 | 
						|
			this.setTexture2D( dstTexture, 0 );
 | 
						|
 | 
						|
			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, pixels );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function FogExp2( color, density ) {
 | 
						|
 | 
						|
		this.name = '';
 | 
						|
 | 
						|
		this.color = new Color( color );
 | 
						|
		this.density = ( density !== undefined ) ? density : 0.00025;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	FogExp2.prototype.isFogExp2 = true;
 | 
						|
 | 
						|
	FogExp2.prototype.clone = function () {
 | 
						|
 | 
						|
		return new FogExp2( this.color.getHex(), this.density );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	FogExp2.prototype.toJSON = function ( /* meta */ ) {
 | 
						|
 | 
						|
		return {
 | 
						|
			type: 'FogExp2',
 | 
						|
			color: this.color.getHex(),
 | 
						|
			density: this.density
 | 
						|
		};
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Fog( color, near, far ) {
 | 
						|
 | 
						|
		this.name = '';
 | 
						|
 | 
						|
		this.color = new Color( color );
 | 
						|
 | 
						|
		this.near = ( near !== undefined ) ? near : 1;
 | 
						|
		this.far = ( far !== undefined ) ? far : 1000;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Fog.prototype.isFog = true;
 | 
						|
 | 
						|
	Fog.prototype.clone = function () {
 | 
						|
 | 
						|
		return new Fog( this.color.getHex(), this.near, this.far );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	Fog.prototype.toJSON = function ( /* meta */ ) {
 | 
						|
 | 
						|
		return {
 | 
						|
			type: 'Fog',
 | 
						|
			color: this.color.getHex(),
 | 
						|
			near: this.near,
 | 
						|
			far: this.far
 | 
						|
		};
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Scene() {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Scene';
 | 
						|
 | 
						|
		this.background = null;
 | 
						|
		this.fog = null;
 | 
						|
		this.overrideMaterial = null;
 | 
						|
 | 
						|
		this.autoUpdate = true; // checked by the renderer
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Scene,
 | 
						|
 | 
						|
		copy: function ( 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();
 | 
						|
 | 
						|
			this.autoUpdate = source.autoUpdate;
 | 
						|
			this.matrixAutoUpdate = source.matrixAutoUpdate;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( 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();
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  color: <hex>,
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *  map: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *	uvOffset: new THREE.Vector2(),
 | 
						|
	 *	uvScale: new THREE.Vector2()
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function SpriteMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'SpriteMaterial';
 | 
						|
 | 
						|
		this.color = new Color( 0xffffff );
 | 
						|
		this.map = null;
 | 
						|
 | 
						|
		this.rotation = 0;
 | 
						|
 | 
						|
		this.fog = false;
 | 
						|
		this.lights = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	SpriteMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	SpriteMaterial.prototype.constructor = SpriteMaterial;
 | 
						|
	SpriteMaterial.prototype.isSpriteMaterial = true;
 | 
						|
 | 
						|
	SpriteMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.color.copy( source.color );
 | 
						|
		this.map = source.map;
 | 
						|
 | 
						|
		this.rotation = source.rotation;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mikael emtinger / http://gomo.se/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Sprite( material ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Sprite';
 | 
						|
 | 
						|
		this.material = ( material !== undefined ) ? material : new SpriteMaterial();
 | 
						|
 | 
						|
		this.center = new Vector2( 0.5, 0.5 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Sprite,
 | 
						|
 | 
						|
		isSprite: true,
 | 
						|
 | 
						|
		raycast: ( function () {
 | 
						|
 | 
						|
			var intersectPoint = new Vector3();
 | 
						|
			var worldPosition = new Vector3();
 | 
						|
			var worldScale = new Vector3();
 | 
						|
 | 
						|
			return function raycast( raycaster, intersects ) {
 | 
						|
 | 
						|
				worldPosition.setFromMatrixPosition( this.matrixWorld );
 | 
						|
				raycaster.ray.closestPointToPoint( worldPosition, intersectPoint );
 | 
						|
 | 
						|
				worldScale.setFromMatrixScale( this.matrixWorld );
 | 
						|
				var guessSizeSq = worldScale.x * worldScale.y / 4;
 | 
						|
 | 
						|
				if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;
 | 
						|
 | 
						|
				var distance = raycaster.ray.origin.distanceTo( intersectPoint );
 | 
						|
 | 
						|
				if ( distance < raycaster.near || distance > raycaster.far ) return;
 | 
						|
 | 
						|
				intersects.push( {
 | 
						|
 | 
						|
					distance: distance,
 | 
						|
					point: intersectPoint.clone(),
 | 
						|
					face: null,
 | 
						|
					object: this
 | 
						|
 | 
						|
				} );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() ),
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.material ).copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Object3D.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			if ( source.center !== undefined ) this.center.copy( source.center );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mikael emtinger / http://gomo.se/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function LOD() {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'LOD';
 | 
						|
 | 
						|
		Object.defineProperties( this, {
 | 
						|
			levels: {
 | 
						|
				enumerable: true,
 | 
						|
				value: []
 | 
						|
			}
 | 
						|
		} );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: LOD,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Object3D.prototype.copy.call( this, source, false );
 | 
						|
 | 
						|
			var levels = source.levels;
 | 
						|
 | 
						|
			for ( var i = 0, l = levels.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var level = levels[ i ];
 | 
						|
 | 
						|
				this.addLevel( level.object.clone(), level.distance );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addLevel: function ( object, distance ) {
 | 
						|
 | 
						|
			if ( distance === undefined ) distance = 0;
 | 
						|
 | 
						|
			distance = Math.abs( distance );
 | 
						|
 | 
						|
			var levels = this.levels;
 | 
						|
 | 
						|
			for ( var l = 0; l < levels.length; l ++ ) {
 | 
						|
 | 
						|
				if ( distance < levels[ l ].distance ) {
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			levels.splice( l, 0, { distance: distance, object: object } );
 | 
						|
 | 
						|
			this.add( object );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getObjectForDistance: function ( distance ) {
 | 
						|
 | 
						|
			var levels = this.levels;
 | 
						|
 | 
						|
			for ( var i = 1, l = levels.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				if ( distance < levels[ i ].distance ) {
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return levels[ i - 1 ].object;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		raycast: ( function () {
 | 
						|
 | 
						|
			var matrixPosition = new Vector3();
 | 
						|
 | 
						|
			return function raycast( raycaster, intersects ) {
 | 
						|
 | 
						|
				matrixPosition.setFromMatrixPosition( this.matrixWorld );
 | 
						|
 | 
						|
				var distance = raycaster.ray.origin.distanceTo( matrixPosition );
 | 
						|
 | 
						|
				this.getObjectForDistance( distance ).raycast( raycaster, intersects );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() ),
 | 
						|
 | 
						|
		update: function () {
 | 
						|
 | 
						|
			var v1 = new Vector3();
 | 
						|
			var v2 = new Vector3();
 | 
						|
 | 
						|
			return function update( camera ) {
 | 
						|
 | 
						|
				var levels = this.levels;
 | 
						|
 | 
						|
				if ( levels.length > 1 ) {
 | 
						|
 | 
						|
					v1.setFromMatrixPosition( camera.matrixWorld );
 | 
						|
					v2.setFromMatrixPosition( this.matrixWorld );
 | 
						|
 | 
						|
					var distance = v1.distanceTo( v2 );
 | 
						|
 | 
						|
					levels[ 0 ].object.visible = true;
 | 
						|
 | 
						|
					for ( var i = 1, l = levels.length; i < l; i ++ ) {
 | 
						|
 | 
						|
						if ( distance >= levels[ i ].distance ) {
 | 
						|
 | 
						|
							levels[ i - 1 ].object.visible = false;
 | 
						|
							levels[ i ].object.visible = true;
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					for ( ; i < l; i ++ ) {
 | 
						|
 | 
						|
						levels[ i ].object.visible = false;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		toJSON: function ( meta ) {
 | 
						|
 | 
						|
			var data = Object3D.prototype.toJSON.call( this, meta );
 | 
						|
 | 
						|
			data.object.levels = [];
 | 
						|
 | 
						|
			var levels = this.levels;
 | 
						|
 | 
						|
			for ( var i = 0, l = levels.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var level = levels[ i ];
 | 
						|
 | 
						|
				data.object.levels.push( {
 | 
						|
					object: level.object.uuid,
 | 
						|
					distance: level.distance
 | 
						|
				} );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 ) {
 | 
						|
 | 
						|
		// copy the bone array
 | 
						|
 | 
						|
		bones = bones || [];
 | 
						|
 | 
						|
		this.bones = bones.slice( 0 );
 | 
						|
		this.boneMatrices = new Float32Array( this.bones.length * 16 );
 | 
						|
 | 
						|
		// use the supplied bone inverses or calculate the inverses
 | 
						|
 | 
						|
		if ( boneInverses === undefined ) {
 | 
						|
 | 
						|
			this.calculateInverses();
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			if ( this.bones.length === boneInverses.length ) {
 | 
						|
 | 
						|
				this.boneInverses = boneInverses.slice( 0 );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
 | 
						|
 | 
						|
				this.boneInverses = [];
 | 
						|
 | 
						|
				for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					this.boneInverses.push( new Matrix4() );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Skeleton.prototype, {
 | 
						|
 | 
						|
		calculateInverses: function () {
 | 
						|
 | 
						|
			this.boneInverses = [];
 | 
						|
 | 
						|
			for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var inverse = new Matrix4();
 | 
						|
 | 
						|
				if ( this.bones[ i ] ) {
 | 
						|
 | 
						|
					inverse.getInverse( this.bones[ i ].matrixWorld );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.boneInverses.push( inverse );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		pose: function () {
 | 
						|
 | 
						|
			var bone, i, il;
 | 
						|
 | 
						|
			// recover the bind-time world matrices
 | 
						|
 | 
						|
			for ( i = 0, il = this.bones.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				bone = this.bones[ i ];
 | 
						|
 | 
						|
				if ( bone ) {
 | 
						|
 | 
						|
					bone.matrixWorld.getInverse( this.boneInverses[ i ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// compute the local matrices, positions, rotations and scales
 | 
						|
 | 
						|
			for ( i = 0, il = this.bones.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				bone = this.bones[ i ];
 | 
						|
 | 
						|
				if ( bone ) {
 | 
						|
 | 
						|
					if ( bone.parent && bone.parent.isBone ) {
 | 
						|
 | 
						|
						bone.matrix.getInverse( bone.parent.matrixWorld );
 | 
						|
						bone.matrix.multiply( bone.matrixWorld );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						bone.matrix.copy( bone.matrixWorld );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		update: ( function () {
 | 
						|
 | 
						|
			var offsetMatrix = new Matrix4();
 | 
						|
			var identityMatrix = new Matrix4();
 | 
						|
 | 
						|
			return function update() {
 | 
						|
 | 
						|
				var bones = this.bones;
 | 
						|
				var boneInverses = this.boneInverses;
 | 
						|
				var boneMatrices = this.boneMatrices;
 | 
						|
				var boneTexture = this.boneTexture;
 | 
						|
 | 
						|
				// flatten bone matrices to array
 | 
						|
 | 
						|
				for ( var i = 0, il = bones.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					// compute the offset between the current and the original transform
 | 
						|
 | 
						|
					var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
 | 
						|
 | 
						|
					offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
 | 
						|
					offsetMatrix.toArray( boneMatrices, i * 16 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( boneTexture !== undefined ) {
 | 
						|
 | 
						|
					boneTexture.needsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		} )(),
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new Skeleton( this.bones, this.boneInverses );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getBoneByName: function ( name ) {
 | 
						|
 | 
						|
			for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				var bone = this.bones[ i ];
 | 
						|
 | 
						|
				if ( bone.name === name ) {
 | 
						|
 | 
						|
					return bone;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return undefined;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mikael emtinger / http://gomo.se/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author ikerr / http://verold.com
 | 
						|
	 */
 | 
						|
 | 
						|
	function Bone() {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Bone';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Bone,
 | 
						|
 | 
						|
		isBone: true
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mikael emtinger / http://gomo.se/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author ikerr / http://verold.com
 | 
						|
	 */
 | 
						|
 | 
						|
	function SkinnedMesh( geometry, material ) {
 | 
						|
 | 
						|
		Mesh.call( this, geometry, material );
 | 
						|
 | 
						|
		this.type = 'SkinnedMesh';
 | 
						|
 | 
						|
		this.bindMode = 'attached';
 | 
						|
		this.bindMatrix = new Matrix4();
 | 
						|
		this.bindMatrixInverse = new Matrix4();
 | 
						|
 | 
						|
		var bones = this.initBones();
 | 
						|
		var skeleton = new Skeleton( bones );
 | 
						|
 | 
						|
		this.bind( skeleton, this.matrixWorld );
 | 
						|
 | 
						|
		this.normalizeSkinWeights();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
 | 
						|
 | 
						|
		constructor: SkinnedMesh,
 | 
						|
 | 
						|
		isSkinnedMesh: true,
 | 
						|
 | 
						|
		initBones: function () {
 | 
						|
 | 
						|
			var bones = [], bone, gbone;
 | 
						|
			var i, il;
 | 
						|
 | 
						|
			if ( this.geometry && this.geometry.bones !== undefined ) {
 | 
						|
 | 
						|
				// first, create array of 'Bone' objects from geometry data
 | 
						|
 | 
						|
				for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					gbone = this.geometry.bones[ i ];
 | 
						|
 | 
						|
					// create new 'Bone' object
 | 
						|
 | 
						|
					bone = new Bone();
 | 
						|
					bones.push( bone );
 | 
						|
 | 
						|
					// 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 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// second, create bone hierarchy
 | 
						|
 | 
						|
				for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					gbone = this.geometry.bones[ i ];
 | 
						|
 | 
						|
					if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
 | 
						|
 | 
						|
						// subsequent bones in the hierarchy
 | 
						|
 | 
						|
						bones[ gbone.parent ].add( bones[ i ] );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						// topmost bone, immediate child of the skinned mesh
 | 
						|
 | 
						|
						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
 | 
						|
 | 
						|
			this.updateMatrixWorld( true );
 | 
						|
 | 
						|
			return bones;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		bind: function ( skeleton, bindMatrix ) {
 | 
						|
 | 
						|
			this.skeleton = skeleton;
 | 
						|
 | 
						|
			if ( bindMatrix === undefined ) {
 | 
						|
 | 
						|
				this.updateMatrixWorld( true );
 | 
						|
 | 
						|
				this.skeleton.calculateInverses();
 | 
						|
 | 
						|
				bindMatrix = this.matrixWorld;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.bindMatrix.copy( bindMatrix );
 | 
						|
			this.bindMatrixInverse.getInverse( bindMatrix );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		pose: function () {
 | 
						|
 | 
						|
			this.skeleton.pose();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		normalizeSkinWeights: function () {
 | 
						|
 | 
						|
			var scale, i;
 | 
						|
 | 
						|
			if ( this.geometry && this.geometry.isGeometry ) {
 | 
						|
 | 
						|
				for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {
 | 
						|
 | 
						|
					var sw = this.geometry.skinWeights[ i ];
 | 
						|
 | 
						|
					scale = 1.0 / sw.manhattanLength();
 | 
						|
 | 
						|
					if ( scale !== Infinity ) {
 | 
						|
 | 
						|
						sw.multiplyScalar( scale );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						sw.set( 1, 0, 0, 0 ); // do something reasonable
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( this.geometry && this.geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
				var vec = new Vector4();
 | 
						|
 | 
						|
				var skinWeight = this.geometry.attributes.skinWeight;
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
					scale = 1.0 / vec.manhattanLength();
 | 
						|
 | 
						|
					if ( scale !== Infinity ) {
 | 
						|
 | 
						|
						vec.multiplyScalar( scale );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						vec.set( 1, 0, 0, 0 ); // do something reasonable
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		updateMatrixWorld: function ( force ) {
 | 
						|
 | 
						|
			Mesh.prototype.updateMatrixWorld.call( this, force );
 | 
						|
 | 
						|
			if ( this.bindMode === 'attached' ) {
 | 
						|
 | 
						|
				this.bindMatrixInverse.getInverse( this.matrixWorld );
 | 
						|
 | 
						|
			} else if ( this.bindMode === 'detached' ) {
 | 
						|
 | 
						|
				this.bindMatrixInverse.getInverse( this.bindMatrix );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.geometry, this.material ).copy( this );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  color: <hex>,
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *
 | 
						|
	 *  linewidth: <float>,
 | 
						|
	 *  linecap: "round",
 | 
						|
	 *  linejoin: "round"
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function LineBasicMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'LineBasicMaterial';
 | 
						|
 | 
						|
		this.color = new Color( 0xffffff );
 | 
						|
 | 
						|
		this.linewidth = 1;
 | 
						|
		this.linecap = 'round';
 | 
						|
		this.linejoin = 'round';
 | 
						|
 | 
						|
		this.lights = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LineBasicMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	LineBasicMaterial.prototype.constructor = LineBasicMaterial;
 | 
						|
 | 
						|
	LineBasicMaterial.prototype.isLineBasicMaterial = true;
 | 
						|
 | 
						|
	LineBasicMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.color.copy( source.color );
 | 
						|
 | 
						|
		this.linewidth = source.linewidth;
 | 
						|
		this.linecap = source.linecap;
 | 
						|
		this.linejoin = source.linejoin;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Line( geometry, material, mode ) {
 | 
						|
 | 
						|
		if ( mode === 1 ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
 | 
						|
			return new LineSegments( geometry, material );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Line';
 | 
						|
 | 
						|
		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
 | 
						|
		this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Line,
 | 
						|
 | 
						|
		isLine: true,
 | 
						|
 | 
						|
		computeLineDistances: ( function () {
 | 
						|
 | 
						|
			var start = new Vector3();
 | 
						|
			var end = new Vector3();
 | 
						|
 | 
						|
			return function computeLineDistances() {
 | 
						|
 | 
						|
				var geometry = this.geometry;
 | 
						|
 | 
						|
				if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
					// we assume non-indexed geometry
 | 
						|
 | 
						|
					if ( geometry.index === null ) {
 | 
						|
 | 
						|
						var positionAttribute = geometry.attributes.position;
 | 
						|
						var lineDistances = [ 0 ];
 | 
						|
 | 
						|
						for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
 | 
						|
 | 
						|
							start.fromBufferAttribute( positionAttribute, i - 1 );
 | 
						|
							end.fromBufferAttribute( positionAttribute, i );
 | 
						|
 | 
						|
							lineDistances[ i ] = lineDistances[ i - 1 ];
 | 
						|
							lineDistances[ i ] += start.distanceTo( end );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( geometry.isGeometry ) {
 | 
						|
 | 
						|
					var vertices = geometry.vertices;
 | 
						|
					var lineDistances = geometry.lineDistances;
 | 
						|
 | 
						|
					lineDistances[ 0 ] = 0;
 | 
						|
 | 
						|
					for ( var i = 1, l = vertices.length; i < l; i ++ ) {
 | 
						|
 | 
						|
						lineDistances[ i ] = lineDistances[ i - 1 ];
 | 
						|
						lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() ),
 | 
						|
 | 
						|
		raycast: ( function () {
 | 
						|
 | 
						|
			var inverseMatrix = new Matrix4();
 | 
						|
			var ray = new Ray();
 | 
						|
			var sphere = new Sphere();
 | 
						|
 | 
						|
			return function raycast( raycaster, intersects ) {
 | 
						|
 | 
						|
				var precision = raycaster.linePrecision;
 | 
						|
				var precisionSq = precision * precision;
 | 
						|
 | 
						|
				var geometry = this.geometry;
 | 
						|
				var matrixWorld = this.matrixWorld;
 | 
						|
 | 
						|
				// Checking boundingSphere distance to ray
 | 
						|
 | 
						|
				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 | 
						|
 | 
						|
				sphere.copy( geometry.boundingSphere );
 | 
						|
				sphere.applyMatrix4( matrixWorld );
 | 
						|
 | 
						|
				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
 | 
						|
 | 
						|
				//
 | 
						|
 | 
						|
				inverseMatrix.getInverse( matrixWorld );
 | 
						|
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
 | 
						|
 | 
						|
				var vStart = new Vector3();
 | 
						|
				var vEnd = new Vector3();
 | 
						|
				var interSegment = new Vector3();
 | 
						|
				var interRay = new Vector3();
 | 
						|
				var step = ( this && this.isLineSegments ) ? 2 : 1;
 | 
						|
 | 
						|
				if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
					var index = geometry.index;
 | 
						|
					var attributes = geometry.attributes;
 | 
						|
					var positions = attributes.position.array;
 | 
						|
 | 
						|
					if ( index !== null ) {
 | 
						|
 | 
						|
						var indices = index.array;
 | 
						|
 | 
						|
						for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
 | 
						|
 | 
						|
							var a = indices[ i ];
 | 
						|
							var b = indices[ i + 1 ];
 | 
						|
 | 
						|
							vStart.fromArray( positions, a * 3 );
 | 
						|
							vEnd.fromArray( positions, b * 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
 | 
						|
 | 
						|
							} );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} 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
 | 
						|
 | 
						|
							} );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} 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 ) {
 | 
						|
 | 
						|
		Line.call( this, geometry, material );
 | 
						|
 | 
						|
		this.type = 'LineSegments';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
 | 
						|
 | 
						|
		constructor: LineSegments,
 | 
						|
 | 
						|
		isLineSegments: true,
 | 
						|
 | 
						|
		computeLineDistances: ( function () {
 | 
						|
 | 
						|
			var start = new Vector3();
 | 
						|
			var end = new Vector3();
 | 
						|
 | 
						|
			return function computeLineDistances() {
 | 
						|
 | 
						|
				var geometry = this.geometry;
 | 
						|
 | 
						|
				if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
					// we assume non-indexed geometry
 | 
						|
 | 
						|
					if ( geometry.index === null ) {
 | 
						|
 | 
						|
						var positionAttribute = geometry.attributes.position;
 | 
						|
						var lineDistances = [];
 | 
						|
 | 
						|
						for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
 | 
						|
 | 
						|
							start.fromBufferAttribute( positionAttribute, i );
 | 
						|
							end.fromBufferAttribute( positionAttribute, i + 1 );
 | 
						|
 | 
						|
							lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
 | 
						|
							lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( geometry.isGeometry ) {
 | 
						|
 | 
						|
					var vertices = geometry.vertices;
 | 
						|
					var lineDistances = geometry.lineDistances;
 | 
						|
 | 
						|
					for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
 | 
						|
 | 
						|
						start.copy( vertices[ i ] );
 | 
						|
						end.copy( vertices[ i + 1 ] );
 | 
						|
 | 
						|
						lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
 | 
						|
						lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() )
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mgreter / http://github.com/mgreter
 | 
						|
	 */
 | 
						|
 | 
						|
	function LineLoop( geometry, material ) {
 | 
						|
 | 
						|
		Line.call( this, geometry, material );
 | 
						|
 | 
						|
		this.type = 'LineLoop';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
 | 
						|
 | 
						|
		constructor: LineLoop,
 | 
						|
 | 
						|
		isLineLoop: true,
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  color: <hex>,
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *  map: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  size: <float>,
 | 
						|
	 *  sizeAttenuation: <bool>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function PointsMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'PointsMaterial';
 | 
						|
 | 
						|
		this.color = new Color( 0xffffff );
 | 
						|
 | 
						|
		this.map = null;
 | 
						|
 | 
						|
		this.size = 1;
 | 
						|
		this.sizeAttenuation = true;
 | 
						|
 | 
						|
		this.lights = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PointsMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	PointsMaterial.prototype.constructor = PointsMaterial;
 | 
						|
 | 
						|
	PointsMaterial.prototype.isPointsMaterial = true;
 | 
						|
 | 
						|
	PointsMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.color.copy( source.color );
 | 
						|
 | 
						|
		this.map = source.map;
 | 
						|
 | 
						|
		this.size = source.size;
 | 
						|
		this.sizeAttenuation = source.sizeAttenuation;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Points( geometry, material ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Points';
 | 
						|
 | 
						|
		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
 | 
						|
		this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Points,
 | 
						|
 | 
						|
		isPoints: true,
 | 
						|
 | 
						|
		raycast: ( function () {
 | 
						|
 | 
						|
			var inverseMatrix = new Matrix4();
 | 
						|
			var ray = new Ray();
 | 
						|
			var sphere = new Sphere();
 | 
						|
 | 
						|
			return function raycast( raycaster, intersects ) {
 | 
						|
 | 
						|
				var object = this;
 | 
						|
				var geometry = this.geometry;
 | 
						|
				var matrixWorld = this.matrixWorld;
 | 
						|
				var threshold = raycaster.params.Points.threshold;
 | 
						|
 | 
						|
				// Checking boundingSphere distance to ray
 | 
						|
 | 
						|
				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
 | 
						|
 | 
						|
				sphere.copy( geometry.boundingSphere );
 | 
						|
				sphere.applyMatrix4( matrixWorld );
 | 
						|
				sphere.radius += threshold;
 | 
						|
 | 
						|
				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
 | 
						|
 | 
						|
				//
 | 
						|
 | 
						|
				inverseMatrix.getInverse( matrixWorld );
 | 
						|
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
 | 
						|
 | 
						|
				var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
 | 
						|
				var localThresholdSq = localThreshold * localThreshold;
 | 
						|
				var position = new Vector3();
 | 
						|
				var intersectPoint = new Vector3();
 | 
						|
 | 
						|
				function testPoint( point, index ) {
 | 
						|
 | 
						|
					var rayPointDistanceSq = ray.distanceSqToPoint( point );
 | 
						|
 | 
						|
					if ( rayPointDistanceSq < localThresholdSq ) {
 | 
						|
 | 
						|
						ray.closestPointToPoint( point, intersectPoint );
 | 
						|
						intersectPoint.applyMatrix4( matrixWorld );
 | 
						|
 | 
						|
						var distance = raycaster.ray.origin.distanceTo( intersectPoint );
 | 
						|
 | 
						|
						if ( distance < raycaster.near || distance > raycaster.far ) return;
 | 
						|
 | 
						|
						intersects.push( {
 | 
						|
 | 
						|
							distance: distance,
 | 
						|
							distanceToRay: Math.sqrt( rayPointDistanceSq ),
 | 
						|
							point: intersectPoint.clone(),
 | 
						|
							index: index,
 | 
						|
							face: null,
 | 
						|
							object: object
 | 
						|
 | 
						|
						} );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
					var index = geometry.index;
 | 
						|
					var attributes = geometry.attributes;
 | 
						|
					var positions = attributes.position.array;
 | 
						|
 | 
						|
					if ( index !== null ) {
 | 
						|
 | 
						|
						var indices = index.array;
 | 
						|
 | 
						|
						for ( var i = 0, il = indices.length; i < il; i ++ ) {
 | 
						|
 | 
						|
							var a = indices[ i ];
 | 
						|
 | 
						|
							position.fromArray( positions, a * 3 );
 | 
						|
 | 
						|
							testPoint( position, a );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
 | 
						|
 | 
						|
							position.fromArray( positions, i * 3 );
 | 
						|
 | 
						|
							testPoint( position, i );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					var vertices = geometry.vertices;
 | 
						|
 | 
						|
					for ( var i = 0, l = vertices.length; i < l; i ++ ) {
 | 
						|
 | 
						|
						testPoint( vertices[ i ], i );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() ),
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor( this.geometry, this.material ).copy( this );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Group() {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Group';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Group,
 | 
						|
 | 
						|
		isGroup: true
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
 | 
						|
 | 
						|
		Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
 | 
						|
 | 
						|
		this.generateMipmaps = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
 | 
						|
 | 
						|
		constructor: VideoTexture,
 | 
						|
 | 
						|
		isVideoTexture: true,
 | 
						|
 | 
						|
		update: function () {
 | 
						|
 | 
						|
			var video = this.image;
 | 
						|
 | 
						|
			if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
 | 
						|
 | 
						|
				this.needsUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	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 );
 | 
						|
 | 
						|
		this.image = { width: width, height: height };
 | 
						|
		this.mipmaps = mipmaps;
 | 
						|
 | 
						|
		// no flipping for cube textures
 | 
						|
		// (also flipping doesn't work for compressed textures )
 | 
						|
 | 
						|
		this.flipY = false;
 | 
						|
 | 
						|
		// can't generate mipmaps for compressed textures
 | 
						|
		// mips must be embedded in DDS files
 | 
						|
 | 
						|
		this.generateMipmaps = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CompressedTexture.prototype = Object.create( Texture.prototype );
 | 
						|
	CompressedTexture.prototype.constructor = CompressedTexture;
 | 
						|
 | 
						|
	CompressedTexture.prototype.isCompressedTexture = true;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Matt DesLauriers / @mattdesl
 | 
						|
	 * @author atix / arthursilber.de
 | 
						|
	 */
 | 
						|
 | 
						|
	function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
 | 
						|
 | 
						|
		format = format !== undefined ? format : DepthFormat;
 | 
						|
 | 
						|
		if ( format !== DepthFormat && format !== DepthStencilFormat ) {
 | 
						|
 | 
						|
			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( 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 );
 | 
						|
 | 
						|
		this.image = { width: width, height: height };
 | 
						|
 | 
						|
		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
 | 
						|
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
 | 
						|
 | 
						|
		this.flipY = false;
 | 
						|
		this.generateMipmaps	= false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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
 | 
						|
	 */
 | 
						|
 | 
						|
	function WireframeGeometry( geometry ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'WireframeGeometry';
 | 
						|
 | 
						|
		// buffer
 | 
						|
 | 
						|
		var vertices = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		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
 | 
						|
 | 
						|
		if ( geometry && geometry.isGeometry ) {
 | 
						|
 | 
						|
			// create a data structure that contains all edges without duplicates
 | 
						|
 | 
						|
			var faces = geometry.faces;
 | 
						|
 | 
						|
			for ( i = 0, l = faces.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var face = faces[ i ];
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
					key = edge[ 0 ] + ',' + edge[ 1 ];
 | 
						|
 | 
						|
					if ( edges[ key ] === undefined ) {
 | 
						|
 | 
						|
						edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// generate vertices
 | 
						|
 | 
						|
			for ( key in edges ) {
 | 
						|
 | 
						|
				e = edges[ key ];
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		} else if ( geometry && geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
			var position, indices, groups;
 | 
						|
			var group, start, count;
 | 
						|
			var index1, index2;
 | 
						|
 | 
						|
			vertex = new Vector3();
 | 
						|
 | 
						|
			if ( geometry.index !== null ) {
 | 
						|
 | 
						|
				// indexed BufferGeometry
 | 
						|
 | 
						|
				position = geometry.attributes.position;
 | 
						|
				indices = geometry.index;
 | 
						|
				groups = geometry.groups;
 | 
						|
 | 
						|
				if ( groups.length === 0 ) {
 | 
						|
 | 
						|
					groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// create a data structure that contains all eges without duplicates
 | 
						|
 | 
						|
				for ( o = 0, ol = groups.length; o < ol; ++ o ) {
 | 
						|
 | 
						|
					group = groups[ o ];
 | 
						|
 | 
						|
					start = group.start;
 | 
						|
					count = group.count;
 | 
						|
 | 
						|
					for ( i = start, l = ( start + count ); i < l; i += 3 ) {
 | 
						|
 | 
						|
						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 );
 | 
						|
 | 
						|
							key = edge[ 0 ] + ',' + edge[ 1 ];
 | 
						|
 | 
						|
							if ( edges[ key ] === undefined ) {
 | 
						|
 | 
						|
								edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// generate vertices
 | 
						|
 | 
						|
				for ( key in edges ) {
 | 
						|
 | 
						|
					e = edges[ key ];
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// non-indexed BufferGeometry
 | 
						|
 | 
						|
				position = geometry.attributes.position;
 | 
						|
 | 
						|
				for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
 | 
						|
 | 
						|
					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)
 | 
						|
 | 
						|
						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 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// build geometry
 | 
						|
 | 
						|
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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
 | 
						|
	 */
 | 
						|
 | 
						|
	// ParametricGeometry
 | 
						|
 | 
						|
	function ParametricGeometry( func, slices, stacks ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'ParametricGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			func: func,
 | 
						|
			slices: slices,
 | 
						|
			stacks: stacks
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ParametricGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	ParametricGeometry.prototype.constructor = ParametricGeometry;
 | 
						|
 | 
						|
	// ParametricBufferGeometry
 | 
						|
 | 
						|
	function ParametricBufferGeometry( func, slices, stacks ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'ParametricBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			func: func,
 | 
						|
			slices: slices,
 | 
						|
			stacks: stacks
 | 
						|
		};
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		var EPS = 0.00001;
 | 
						|
 | 
						|
		var normal = new Vector3();
 | 
						|
 | 
						|
		var p0 = new Vector3(), p1 = new Vector3();
 | 
						|
		var pu = new Vector3(), pv = new Vector3();
 | 
						|
 | 
						|
		var i, j;
 | 
						|
 | 
						|
		// generate vertices, normals and uvs
 | 
						|
 | 
						|
		var sliceCount = slices + 1;
 | 
						|
 | 
						|
		for ( i = 0; i <= stacks; i ++ ) {
 | 
						|
 | 
						|
			var v = i / stacks;
 | 
						|
 | 
						|
			for ( j = 0; j <= slices; j ++ ) {
 | 
						|
 | 
						|
				var u = j / slices;
 | 
						|
 | 
						|
				// vertex
 | 
						|
 | 
						|
				func( u, v, p0 );
 | 
						|
				vertices.push( p0.x, p0.y, p0.z );
 | 
						|
 | 
						|
				// normal
 | 
						|
 | 
						|
				// approximate tangent vectors via finite differences
 | 
						|
 | 
						|
				if ( u - EPS >= 0 ) {
 | 
						|
 | 
						|
					func( u - EPS, v, p1 );
 | 
						|
					pu.subVectors( p0, p1 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					func( u + EPS, v, p1 );
 | 
						|
					pu.subVectors( p1, p0 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( v - EPS >= 0 ) {
 | 
						|
 | 
						|
					func( u, v - EPS, p1 );
 | 
						|
					pv.subVectors( p0, p1 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					func( u, v + EPS, p1 );
 | 
						|
					pv.subVectors( p1, p0 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// cross product of tangent vectors returns surface normal
 | 
						|
 | 
						|
				normal.crossVectors( pu, pv ).normalize();
 | 
						|
				normals.push( normal.x, normal.y, normal.z );
 | 
						|
 | 
						|
				// uv
 | 
						|
 | 
						|
				uvs.push( u, v );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// generate indices
 | 
						|
 | 
						|
		for ( i = 0; i < stacks; i ++ ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
				// faces one and two
 | 
						|
 | 
						|
				indices.push( a, b, d );
 | 
						|
				indices.push( b, c, d );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// 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 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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
 | 
						|
	 */
 | 
						|
 | 
						|
	// PolyhedronGeometry
 | 
						|
 | 
						|
	function PolyhedronGeometry( vertices, indices, radius, detail ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'PolyhedronGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			vertices: vertices,
 | 
						|
			indices: indices,
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
 | 
						|
 | 
						|
	// PolyhedronBufferGeometry
 | 
						|
 | 
						|
	function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'PolyhedronBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			vertices: vertices,
 | 
						|
			indices: indices,
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
		radius = radius || 1;
 | 
						|
		detail = detail || 0;
 | 
						|
 | 
						|
		// default buffer data
 | 
						|
 | 
						|
		var vertexBuffer = [];
 | 
						|
		var uvBuffer = [];
 | 
						|
 | 
						|
		// the subdivision creates the vertex buffer data
 | 
						|
 | 
						|
		subdivide( detail );
 | 
						|
 | 
						|
		// all vertices should lie on a conceptual sphere with a given radius
 | 
						|
 | 
						|
		appplyRadius( radius );
 | 
						|
 | 
						|
		// finally, create the uv data
 | 
						|
 | 
						|
		generateUVs();
 | 
						|
 | 
						|
		// 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 ) );
 | 
						|
 | 
						|
		if ( detail === 0 ) {
 | 
						|
 | 
						|
			this.computeVertexNormals(); // flat normals
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			this.normalizeNormals(); // smooth normals
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// helper functions
 | 
						|
 | 
						|
		function subdivide( detail ) {
 | 
						|
 | 
						|
			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
 | 
						|
 | 
						|
			for ( var i = 0; i < indices.length; i += 3 ) {
 | 
						|
 | 
						|
				// get the vertices of the face
 | 
						|
 | 
						|
				getVertexByIndex( indices[ i + 0 ], a );
 | 
						|
				getVertexByIndex( indices[ i + 1 ], b );
 | 
						|
				getVertexByIndex( indices[ i + 2 ], c );
 | 
						|
 | 
						|
				// perform subdivision
 | 
						|
 | 
						|
				subdivideFace( a, b, c, detail );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function subdivideFace( a, b, c, detail ) {
 | 
						|
 | 
						|
			var cols = Math.pow( 2, detail );
 | 
						|
 | 
						|
			// we use this multidimensional array as a data structure for creating the subdivision
 | 
						|
 | 
						|
			var v = [];
 | 
						|
 | 
						|
			var i, j;
 | 
						|
 | 
						|
			// construct all of the vertices for this subdivision
 | 
						|
 | 
						|
			for ( i = 0; i <= cols; i ++ ) {
 | 
						|
 | 
						|
				v[ i ] = [];
 | 
						|
 | 
						|
				var aj = a.clone().lerp( c, i / cols );
 | 
						|
				var bj = b.clone().lerp( c, i / cols );
 | 
						|
 | 
						|
				var rows = cols - i;
 | 
						|
 | 
						|
				for ( j = 0; j <= rows; j ++ ) {
 | 
						|
 | 
						|
					if ( j === 0 && i === cols ) {
 | 
						|
 | 
						|
						v[ i ][ j ] = aj;
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// construct all of the faces
 | 
						|
 | 
						|
			for ( i = 0; i < cols; i ++ ) {
 | 
						|
 | 
						|
				for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
 | 
						|
 | 
						|
					var k = Math.floor( j / 2 );
 | 
						|
 | 
						|
					if ( j % 2 === 0 ) {
 | 
						|
 | 
						|
						pushVertex( v[ i ][ k + 1 ] );
 | 
						|
						pushVertex( v[ i + 1 ][ k ] );
 | 
						|
						pushVertex( v[ i ][ k ] );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						pushVertex( v[ i ][ k + 1 ] );
 | 
						|
						pushVertex( v[ i + 1 ][ k + 1 ] );
 | 
						|
						pushVertex( v[ i + 1 ][ k ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function appplyRadius( radius ) {
 | 
						|
 | 
						|
			var vertex = new Vector3();
 | 
						|
 | 
						|
			// iterate over the entire buffer and apply the radius to each vertex
 | 
						|
 | 
						|
			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.normalize().multiplyScalar( radius );
 | 
						|
 | 
						|
				vertexBuffer[ i + 0 ] = vertex.x;
 | 
						|
				vertexBuffer[ i + 1 ] = vertex.y;
 | 
						|
				vertexBuffer[ i + 2 ] = vertex.z;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function generateUVs() {
 | 
						|
 | 
						|
			var vertex = new Vector3();
 | 
						|
 | 
						|
			for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			correctUVs();
 | 
						|
 | 
						|
			correctSeam();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function correctSeam() {
 | 
						|
 | 
						|
			// handle case when face straddles the seam, see #3269
 | 
						|
 | 
						|
			for ( var i = 0; i < uvBuffer.length; i += 6 ) {
 | 
						|
 | 
						|
				// uv data of a single face
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
				// 0.9 is somewhat arbitrary
 | 
						|
 | 
						|
				if ( max > 0.9 && min < 0.1 ) {
 | 
						|
 | 
						|
					if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
 | 
						|
					if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
 | 
						|
					if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function pushVertex( vertex ) {
 | 
						|
 | 
						|
			vertexBuffer.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function getVertexByIndex( index, vertex ) {
 | 
						|
 | 
						|
			var stride = index * 3;
 | 
						|
 | 
						|
			vertex.x = vertices[ stride + 0 ];
 | 
						|
			vertex.y = vertices[ stride + 1 ];
 | 
						|
			vertex.z = vertices[ stride + 2 ];
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function correctUVs() {
 | 
						|
 | 
						|
			var a = new Vector3();
 | 
						|
			var b = new Vector3();
 | 
						|
			var c = new Vector3();
 | 
						|
 | 
						|
			var centroid = new Vector3();
 | 
						|
 | 
						|
			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 ) {
 | 
						|
 | 
						|
				a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
 | 
						|
				b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
 | 
						|
				c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
 | 
						|
 | 
						|
				uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
 | 
						|
				uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
 | 
						|
				uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
 | 
						|
 | 
						|
				centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
 | 
						|
 | 
						|
				var azi = azimuth( centroid );
 | 
						|
 | 
						|
				correctUV( uvA, j + 0, a, azi );
 | 
						|
				correctUV( uvB, j + 2, b, azi );
 | 
						|
				correctUV( uvC, j + 4, c, azi );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function correctUV( uv, stride, vector, azimuth ) {
 | 
						|
 | 
						|
			if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
 | 
						|
 | 
						|
				uvBuffer[ stride ] = uv.x - 1;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
 | 
						|
 | 
						|
				uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// Angle around the Y axis, counter-clockwise when looking from above.
 | 
						|
 | 
						|
		function azimuth( vector ) {
 | 
						|
 | 
						|
			return Math.atan2( vector.z, - vector.x );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
 | 
						|
		// Angle above the XZ plane.
 | 
						|
 | 
						|
		function inclination( vector ) {
 | 
						|
 | 
						|
			return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author timothypratley / https://github.com/timothypratley
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// TetrahedronGeometry
 | 
						|
 | 
						|
	function TetrahedronGeometry( radius, detail ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'TetrahedronGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
 | 
						|
 | 
						|
	// TetrahedronBufferGeometry
 | 
						|
 | 
						|
	function TetrahedronBufferGeometry( radius, detail ) {
 | 
						|
 | 
						|
		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
 | 
						|
		];
 | 
						|
 | 
						|
		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
 | 
						|
 | 
						|
		this.type = 'TetrahedronBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
 | 
						|
	TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author timothypratley / https://github.com/timothypratley
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// OctahedronGeometry
 | 
						|
 | 
						|
	function OctahedronGeometry( radius, detail ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'OctahedronGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	OctahedronGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	OctahedronGeometry.prototype.constructor = OctahedronGeometry;
 | 
						|
 | 
						|
	// OctahedronBufferGeometry
 | 
						|
 | 
						|
	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 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 );
 | 
						|
 | 
						|
		this.type = 'OctahedronBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
 | 
						|
	OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author timothypratley / https://github.com/timothypratley
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// IcosahedronGeometry
 | 
						|
 | 
						|
	function IcosahedronGeometry( radius, detail ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'IcosahedronGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
 | 
						|
 | 
						|
	// IcosahedronBufferGeometry
 | 
						|
 | 
						|
	function IcosahedronBufferGeometry( radius, detail ) {
 | 
						|
 | 
						|
		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 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 );
 | 
						|
 | 
						|
		this.type = 'IcosahedronBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
 | 
						|
	IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Abe Pazos / https://hamoid.com
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// DodecahedronGeometry
 | 
						|
 | 
						|
	function DodecahedronGeometry( radius, detail ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'DodecahedronGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
 | 
						|
 | 
						|
	// DodecahedronBufferGeometry
 | 
						|
 | 
						|
	function DodecahedronBufferGeometry( radius, detail ) {
 | 
						|
 | 
						|
		var t = ( 1 + Math.sqrt( 5 ) ) / 2;
 | 
						|
		var r = 1 / t;
 | 
						|
 | 
						|
		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,
 | 
						|
 | 
						|
			// (0, ±1/φ, ±φ)
 | 
						|
			 0, - r, - t, 0, - r, t,
 | 
						|
			 0, r, - t, 0, r, t,
 | 
						|
 | 
						|
			// (±1/φ, ±φ, 0)
 | 
						|
			- r, - t, 0, - r, t, 0,
 | 
						|
			 r, - t, 0, r, t, 0,
 | 
						|
 | 
						|
			// (±φ, 0, ±1/φ)
 | 
						|
			- t, 0, - r, t, 0, - r,
 | 
						|
			- t, 0, r, t, 0, r
 | 
						|
		];
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
		this.type = 'DodecahedronBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			detail: detail
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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
 | 
						|
	 *
 | 
						|
	 */
 | 
						|
 | 
						|
	// TubeGeometry
 | 
						|
 | 
						|
	function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'TubeGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			path: path,
 | 
						|
			tubularSegments: tubularSegments,
 | 
						|
			radius: radius,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			closed: closed
 | 
						|
		};
 | 
						|
 | 
						|
		if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
 | 
						|
 | 
						|
		var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
 | 
						|
 | 
						|
		// expose internals
 | 
						|
 | 
						|
		this.tangents = bufferGeometry.tangents;
 | 
						|
		this.normals = bufferGeometry.normals;
 | 
						|
		this.binormals = bufferGeometry.binormals;
 | 
						|
 | 
						|
		// create geometry
 | 
						|
 | 
						|
		this.fromBufferGeometry( bufferGeometry );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	TubeGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	TubeGeometry.prototype.constructor = TubeGeometry;
 | 
						|
 | 
						|
	// TubeBufferGeometry
 | 
						|
 | 
						|
	function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'TubeBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			path: path,
 | 
						|
			tubularSegments: tubularSegments,
 | 
						|
			radius: radius,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			closed: closed
 | 
						|
		};
 | 
						|
 | 
						|
		tubularSegments = tubularSegments || 64;
 | 
						|
		radius = radius || 1;
 | 
						|
		radialSegments = radialSegments || 8;
 | 
						|
		closed = closed || false;
 | 
						|
 | 
						|
		var frames = path.computeFrenetFrames( tubularSegments, closed );
 | 
						|
 | 
						|
		// expose internals
 | 
						|
 | 
						|
		this.tangents = frames.tangents;
 | 
						|
		this.normals = frames.normals;
 | 
						|
		this.binormals = frames.binormals;
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var vertex = new Vector3();
 | 
						|
		var normal = new Vector3();
 | 
						|
		var uv = new Vector2();
 | 
						|
		var P = new Vector3();
 | 
						|
 | 
						|
		var i, j;
 | 
						|
 | 
						|
		// buffer
 | 
						|
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
		var indices = [];
 | 
						|
 | 
						|
		// create buffer data
 | 
						|
 | 
						|
		generateBufferData();
 | 
						|
 | 
						|
		// 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 ) );
 | 
						|
 | 
						|
		// functions
 | 
						|
 | 
						|
		function generateBufferData() {
 | 
						|
 | 
						|
			for ( i = 0; i < tubularSegments; i ++ ) {
 | 
						|
 | 
						|
				generateSegment( i );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// if the geometry is not closed, generate the last row of vertices and normals
 | 
						|
			// at the regular position on the given path
 | 
						|
			//
 | 
						|
			// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
 | 
						|
 | 
						|
			generateSegment( ( closed === false ) ? tubularSegments : 0 );
 | 
						|
 | 
						|
			// uvs are generated in a separate function.
 | 
						|
			// this makes it easy compute correct values for closed geometries
 | 
						|
 | 
						|
			generateUVs();
 | 
						|
 | 
						|
			// finally create faces
 | 
						|
 | 
						|
			generateIndices();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function generateSegment( i ) {
 | 
						|
 | 
						|
			// we use getPointAt to sample evenly distributed points from the given path
 | 
						|
 | 
						|
			P = path.getPointAt( i / tubularSegments, P );
 | 
						|
 | 
						|
			// retrieve corresponding normal and binormal
 | 
						|
 | 
						|
			var N = frames.normals[ i ];
 | 
						|
			var B = frames.binormals[ i ];
 | 
						|
 | 
						|
			// generate normals and vertices for the current segment
 | 
						|
 | 
						|
			for ( j = 0; j <= radialSegments; j ++ ) {
 | 
						|
 | 
						|
				var v = j / radialSegments * Math.PI * 2;
 | 
						|
 | 
						|
				var sin = Math.sin( v );
 | 
						|
				var cos = - Math.cos( v );
 | 
						|
 | 
						|
				// normal
 | 
						|
 | 
						|
				normal.x = ( cos * N.x + sin * B.x );
 | 
						|
				normal.y = ( cos * N.y + sin * B.y );
 | 
						|
				normal.z = ( cos * N.z + sin * B.z );
 | 
						|
				normal.normalize();
 | 
						|
 | 
						|
				normals.push( normal.x, normal.y, normal.z );
 | 
						|
 | 
						|
				// vertex
 | 
						|
 | 
						|
				vertex.x = P.x + radius * normal.x;
 | 
						|
				vertex.y = P.y + radius * normal.y;
 | 
						|
				vertex.z = P.z + radius * normal.z;
 | 
						|
 | 
						|
				vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function generateIndices() {
 | 
						|
 | 
						|
			for ( j = 1; j <= tubularSegments; j ++ ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
					// faces
 | 
						|
 | 
						|
					indices.push( a, b, d );
 | 
						|
					indices.push( b, c, d );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function generateUVs() {
 | 
						|
 | 
						|
			for ( i = 0; i <= tubularSegments; i ++ ) {
 | 
						|
 | 
						|
				for ( j = 0; j <= radialSegments; j ++ ) {
 | 
						|
 | 
						|
					uv.x = i / tubularSegments;
 | 
						|
					uv.y = j / radialSegments;
 | 
						|
 | 
						|
					uvs.push( uv.x, uv.y );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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/
 | 
						|
	 */
 | 
						|
 | 
						|
	// TorusKnotGeometry
 | 
						|
 | 
						|
	function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'TorusKnotGeometry';
 | 
						|
 | 
						|
		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.' );
 | 
						|
 | 
						|
		this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
 | 
						|
 | 
						|
	// TorusKnotBufferGeometry
 | 
						|
 | 
						|
	function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'TorusKnotBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			tube: tube,
 | 
						|
			tubularSegments: tubularSegments,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			p: p,
 | 
						|
			q: q
 | 
						|
		};
 | 
						|
 | 
						|
		radius = radius || 1;
 | 
						|
		tube = tube || 0.4;
 | 
						|
		tubularSegments = Math.floor( tubularSegments ) || 64;
 | 
						|
		radialSegments = Math.floor( radialSegments ) || 8;
 | 
						|
		p = p || 2;
 | 
						|
		q = q || 3;
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var i, j;
 | 
						|
 | 
						|
		var vertex = new Vector3();
 | 
						|
		var normal = new Vector3();
 | 
						|
 | 
						|
		var P1 = new Vector3();
 | 
						|
		var P2 = new Vector3();
 | 
						|
 | 
						|
		var B = new Vector3();
 | 
						|
		var T = new Vector3();
 | 
						|
		var N = new Vector3();
 | 
						|
 | 
						|
		// generate vertices, normals and uvs
 | 
						|
 | 
						|
		for ( i = 0; i <= tubularSegments; ++ i ) {
 | 
						|
 | 
						|
			// 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;
 | 
						|
 | 
						|
			// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
 | 
						|
			// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
 | 
						|
 | 
						|
			calculatePositionOnCurve( u, p, q, radius, P1 );
 | 
						|
			calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
 | 
						|
 | 
						|
			// calculate orthonormal basis
 | 
						|
 | 
						|
			T.subVectors( P2, P1 );
 | 
						|
			N.addVectors( P2, P1 );
 | 
						|
			B.crossVectors( T, N );
 | 
						|
			N.crossVectors( B, T );
 | 
						|
 | 
						|
			// normalize B, N. T can be ignored, we don't use it
 | 
						|
 | 
						|
			B.normalize();
 | 
						|
			N.normalize();
 | 
						|
 | 
						|
			for ( 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.
 | 
						|
 | 
						|
				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
 | 
						|
 | 
						|
				vertex.x = P1.x + ( cx * N.x + cy * B.x );
 | 
						|
				vertex.y = P1.y + ( cx * N.y + cy * B.y );
 | 
						|
				vertex.z = P1.z + ( cx * N.z + cy * B.z );
 | 
						|
 | 
						|
				vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
				// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
 | 
						|
 | 
						|
				normal.subVectors( vertex, P1 ).normalize();
 | 
						|
 | 
						|
				normals.push( normal.x, normal.y, normal.z );
 | 
						|
 | 
						|
				// uv
 | 
						|
 | 
						|
				uvs.push( i / tubularSegments );
 | 
						|
				uvs.push( j / radialSegments );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// generate indices
 | 
						|
 | 
						|
		for ( j = 1; j <= tubularSegments; j ++ ) {
 | 
						|
 | 
						|
			for ( i = 1; i <= radialSegments; i ++ ) {
 | 
						|
 | 
						|
				// 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;
 | 
						|
 | 
						|
				// faces
 | 
						|
 | 
						|
				indices.push( a, b, d );
 | 
						|
				indices.push( b, c, d );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// 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 function calculates the current position on the torus curve
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author oosmoxiecode
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// TorusGeometry
 | 
						|
 | 
						|
	function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'TorusGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			tube: tube,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			tubularSegments: tubularSegments,
 | 
						|
			arc: arc
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	TorusGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	TorusGeometry.prototype.constructor = TorusGeometry;
 | 
						|
 | 
						|
	// TorusBufferGeometry
 | 
						|
 | 
						|
	function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'TorusBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			tube: tube,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			tubularSegments: tubularSegments,
 | 
						|
			arc: arc
 | 
						|
		};
 | 
						|
 | 
						|
		radius = radius || 1;
 | 
						|
		tube = tube || 0.4;
 | 
						|
		radialSegments = Math.floor( radialSegments ) || 8;
 | 
						|
		tubularSegments = Math.floor( tubularSegments ) || 6;
 | 
						|
		arc = arc || Math.PI * 2;
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var center = new Vector3();
 | 
						|
		var vertex = new Vector3();
 | 
						|
		var normal = new Vector3();
 | 
						|
 | 
						|
		var j, i;
 | 
						|
 | 
						|
		// generate vertices, normals and uvs
 | 
						|
 | 
						|
		for ( j = 0; j <= radialSegments; j ++ ) {
 | 
						|
 | 
						|
			for ( i = 0; i <= tubularSegments; i ++ ) {
 | 
						|
 | 
						|
				var u = i / tubularSegments * arc;
 | 
						|
				var v = j / radialSegments * Math.PI * 2;
 | 
						|
 | 
						|
				// vertex
 | 
						|
 | 
						|
				vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
 | 
						|
				vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
 | 
						|
				vertex.z = tube * Math.sin( v );
 | 
						|
 | 
						|
				vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
				// normal
 | 
						|
 | 
						|
				center.x = radius * Math.cos( u );
 | 
						|
				center.y = radius * Math.sin( u );
 | 
						|
				normal.subVectors( vertex, center ).normalize();
 | 
						|
 | 
						|
				normals.push( normal.x, normal.y, normal.z );
 | 
						|
 | 
						|
				// uv
 | 
						|
 | 
						|
				uvs.push( i / tubularSegments );
 | 
						|
				uvs.push( j / radialSegments );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// generate indices
 | 
						|
 | 
						|
		for ( j = 1; j <= radialSegments; j ++ ) {
 | 
						|
 | 
						|
			for ( i = 1; i <= tubularSegments; i ++ ) {
 | 
						|
 | 
						|
				// 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;
 | 
						|
 | 
						|
				// faces
 | 
						|
 | 
						|
				indices.push( a, b, d );
 | 
						|
				indices.push( b, c, d );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// 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 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 * Port from https://github.com/mapbox/earcut (v2.1.2)
 | 
						|
	 */
 | 
						|
 | 
						|
	var Earcut = {
 | 
						|
 | 
						|
		triangulate: function ( data, holeIndices, dim ) {
 | 
						|
 | 
						|
			dim = dim || 2;
 | 
						|
 | 
						|
			var hasHoles = holeIndices && holeIndices.length,
 | 
						|
				outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
 | 
						|
				outerNode = linkedList( data, 0, outerLen, dim, true ),
 | 
						|
				triangles = [];
 | 
						|
 | 
						|
			if ( ! outerNode ) return triangles;
 | 
						|
 | 
						|
			var minX, minY, maxX, maxY, x, y, invSize;
 | 
						|
 | 
						|
			if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
 | 
						|
 | 
						|
			// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
 | 
						|
 | 
						|
			if ( data.length > 80 * dim ) {
 | 
						|
 | 
						|
				minX = maxX = data[ 0 ];
 | 
						|
				minY = maxY = data[ 1 ];
 | 
						|
 | 
						|
				for ( var i = dim; i < outerLen; i += dim ) {
 | 
						|
 | 
						|
					x = data[ i ];
 | 
						|
					y = data[ i + 1 ];
 | 
						|
					if ( x < minX ) minX = x;
 | 
						|
					if ( y < minY ) minY = y;
 | 
						|
					if ( x > maxX ) maxX = x;
 | 
						|
					if ( y > maxY ) maxY = y;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// minX, minY and invSize are later used to transform coords into integers for z-order calculation
 | 
						|
 | 
						|
				invSize = Math.max( maxX - minX, maxY - minY );
 | 
						|
				invSize = invSize !== 0 ? 1 / invSize : 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
 | 
						|
 | 
						|
			return triangles;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	// create a circular doubly linked list from polygon points in the specified winding order
 | 
						|
 | 
						|
	function linkedList( data, start, end, dim, clockwise ) {
 | 
						|
 | 
						|
		var i, last;
 | 
						|
 | 
						|
		if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
 | 
						|
 | 
						|
			for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( last && equals( last, last.next ) ) {
 | 
						|
 | 
						|
			removeNode( last );
 | 
						|
			last = last.next;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return last;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// eliminate colinear or duplicate points
 | 
						|
 | 
						|
	function filterPoints( start, end ) {
 | 
						|
 | 
						|
		if ( ! start ) return start;
 | 
						|
		if ( ! end ) end = start;
 | 
						|
 | 
						|
		var p = start, again;
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			again = false;
 | 
						|
 | 
						|
			if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
 | 
						|
 | 
						|
				removeNode( p );
 | 
						|
				p = end = p.prev;
 | 
						|
				if ( p === p.next ) break;
 | 
						|
				again = true;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				p = p.next;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		} while ( again || p !== end );
 | 
						|
 | 
						|
		return end;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// main ear slicing loop which triangulates a polygon (given as a linked list)
 | 
						|
 | 
						|
	function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
 | 
						|
 | 
						|
		if ( ! ear ) return;
 | 
						|
 | 
						|
		// interlink polygon nodes in z-order
 | 
						|
 | 
						|
		if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
 | 
						|
 | 
						|
		var stop = ear, prev, next;
 | 
						|
 | 
						|
		// iterate through ears, slicing them one by one
 | 
						|
 | 
						|
		while ( ear.prev !== ear.next ) {
 | 
						|
 | 
						|
			prev = ear.prev;
 | 
						|
			next = ear.next;
 | 
						|
 | 
						|
			if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
 | 
						|
 | 
						|
				// cut off the triangle
 | 
						|
				triangles.push( prev.i / dim );
 | 
						|
				triangles.push( ear.i / dim );
 | 
						|
				triangles.push( next.i / dim );
 | 
						|
 | 
						|
				removeNode( ear );
 | 
						|
 | 
						|
				// skipping the next vertice leads to less sliver triangles
 | 
						|
				ear = next.next;
 | 
						|
				stop = next.next;
 | 
						|
 | 
						|
				continue;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			ear = next;
 | 
						|
 | 
						|
			// if we looped through the whole remaining polygon and can't find any more ears
 | 
						|
 | 
						|
			if ( ear === stop ) {
 | 
						|
 | 
						|
				// try filtering points and slicing again
 | 
						|
 | 
						|
				if ( ! pass ) {
 | 
						|
 | 
						|
					earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
 | 
						|
 | 
						|
					// if this didn't work, try curing all small self-intersections locally
 | 
						|
 | 
						|
				} else if ( pass === 1 ) {
 | 
						|
 | 
						|
					ear = cureLocalIntersections( ear, triangles, dim );
 | 
						|
					earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
 | 
						|
 | 
						|
				// as a last resort, try splitting the remaining polygon into two
 | 
						|
 | 
						|
				} else if ( pass === 2 ) {
 | 
						|
 | 
						|
					splitEarcut( ear, triangles, dim, minX, minY, invSize );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				break;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// check whether a polygon node forms a valid ear with adjacent nodes
 | 
						|
 | 
						|
	function isEar( ear ) {
 | 
						|
 | 
						|
		var a = ear.prev,
 | 
						|
			b = ear,
 | 
						|
			c = ear.next;
 | 
						|
 | 
						|
		if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
 | 
						|
 | 
						|
		// now make sure we don't have other points inside the potential ear
 | 
						|
		var p = ear.next.next;
 | 
						|
 | 
						|
		while ( p !== ear.prev ) {
 | 
						|
 | 
						|
			if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
 | 
						|
 | 
						|
				return false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			p = p.next;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return true;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function isEarHashed( ear, minX, minY, invSize ) {
 | 
						|
 | 
						|
		var a = ear.prev,
 | 
						|
			b = ear,
 | 
						|
			c = ear.next;
 | 
						|
 | 
						|
		if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
 | 
						|
 | 
						|
		// triangle bbox; min & max are calculated like this for speed
 | 
						|
 | 
						|
		var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
 | 
						|
			minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
 | 
						|
			maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
 | 
						|
			maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
 | 
						|
 | 
						|
		// z-order range for the current triangle bbox;
 | 
						|
 | 
						|
		var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
 | 
						|
			maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
 | 
						|
 | 
						|
		// first look for points inside the triangle in increasing z-order
 | 
						|
 | 
						|
		var p = ear.nextZ;
 | 
						|
 | 
						|
		while ( p && p.z <= maxZ ) {
 | 
						|
 | 
						|
			if ( p !== ear.prev && p !== ear.next &&
 | 
						|
					pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
 | 
						|
					area( p.prev, p, p.next ) >= 0 ) return false;
 | 
						|
			p = p.nextZ;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// then look for points in decreasing z-order
 | 
						|
 | 
						|
		p = ear.prevZ;
 | 
						|
 | 
						|
		while ( p && p.z >= minZ ) {
 | 
						|
 | 
						|
			if ( p !== ear.prev && p !== ear.next &&
 | 
						|
					pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
 | 
						|
					area( p.prev, p, p.next ) >= 0 ) return false;
 | 
						|
 | 
						|
			p = p.prevZ;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return true;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// go through all polygon nodes and cure small local self-intersections
 | 
						|
 | 
						|
	function cureLocalIntersections( start, triangles, dim ) {
 | 
						|
 | 
						|
		var p = start;
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			var a = p.prev, b = p.next.next;
 | 
						|
 | 
						|
			if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
 | 
						|
 | 
						|
				triangles.push( a.i / dim );
 | 
						|
				triangles.push( p.i / dim );
 | 
						|
				triangles.push( b.i / dim );
 | 
						|
 | 
						|
				// remove two nodes involved
 | 
						|
 | 
						|
				removeNode( p );
 | 
						|
				removeNode( p.next );
 | 
						|
 | 
						|
				p = start = b;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			p = p.next;
 | 
						|
 | 
						|
		} while ( p !== start );
 | 
						|
 | 
						|
		return p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// try splitting polygon into two and triangulate them independently
 | 
						|
 | 
						|
	function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
 | 
						|
 | 
						|
		// look for a valid diagonal that divides the polygon into two
 | 
						|
 | 
						|
		var a = start;
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			var b = a.next.next;
 | 
						|
 | 
						|
			while ( b !== a.prev ) {
 | 
						|
 | 
						|
				if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
 | 
						|
 | 
						|
					// split the polygon in two by the diagonal
 | 
						|
 | 
						|
					var c = splitPolygon( a, b );
 | 
						|
 | 
						|
					// filter colinear points around the cuts
 | 
						|
 | 
						|
					a = filterPoints( a, a.next );
 | 
						|
					c = filterPoints( c, c.next );
 | 
						|
 | 
						|
					// run earcut on each half
 | 
						|
 | 
						|
					earcutLinked( a, triangles, dim, minX, minY, invSize );
 | 
						|
					earcutLinked( c, triangles, dim, minX, minY, invSize );
 | 
						|
					return;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				b = b.next;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			a = a.next;
 | 
						|
 | 
						|
		} while ( a !== start );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// link every hole into the outer loop, producing a single-ring polygon without holes
 | 
						|
 | 
						|
	function eliminateHoles( data, holeIndices, outerNode, dim ) {
 | 
						|
 | 
						|
		var queue = [], i, len, start, end, list;
 | 
						|
 | 
						|
		for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
 | 
						|
 | 
						|
			start = holeIndices[ i ] * dim;
 | 
						|
			end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
 | 
						|
			list = linkedList( data, start, end, dim, false );
 | 
						|
			if ( list === list.next ) list.steiner = true;
 | 
						|
			queue.push( getLeftmost( list ) );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		queue.sort( compareX );
 | 
						|
 | 
						|
		// process holes from left to right
 | 
						|
 | 
						|
		for ( i = 0; i < queue.length; i ++ ) {
 | 
						|
 | 
						|
			eliminateHole( queue[ i ], outerNode );
 | 
						|
			outerNode = filterPoints( outerNode, outerNode.next );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return outerNode;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function compareX( a, b ) {
 | 
						|
 | 
						|
		return a.x - b.x;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// find a bridge between vertices that connects hole with an outer ring and and link it
 | 
						|
 | 
						|
	function eliminateHole( hole, outerNode ) {
 | 
						|
 | 
						|
		outerNode = findHoleBridge( hole, outerNode );
 | 
						|
 | 
						|
		if ( outerNode ) {
 | 
						|
 | 
						|
			var b = splitPolygon( outerNode, hole );
 | 
						|
 | 
						|
			filterPoints( b, b.next );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// David Eberly's algorithm for finding a bridge between hole and outer polygon
 | 
						|
 | 
						|
	function findHoleBridge( hole, outerNode ) {
 | 
						|
 | 
						|
		var p = outerNode,
 | 
						|
			hx = hole.x,
 | 
						|
			hy = hole.y,
 | 
						|
			qx = - Infinity,
 | 
						|
			m;
 | 
						|
 | 
						|
		// find a segment intersected by a ray from the hole's leftmost point to the left;
 | 
						|
		// segment's endpoint with lesser x will be potential connection point
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
 | 
						|
 | 
						|
				var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
 | 
						|
 | 
						|
				if ( x <= hx && x > qx ) {
 | 
						|
 | 
						|
					qx = x;
 | 
						|
 | 
						|
					if ( x === hx ) {
 | 
						|
 | 
						|
						if ( hy === p.y ) return p;
 | 
						|
						if ( hy === p.next.y ) return p.next;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					m = p.x < p.next.x ? p : p.next;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			p = p.next;
 | 
						|
 | 
						|
		} while ( p !== outerNode );
 | 
						|
 | 
						|
		if ( ! m ) return null;
 | 
						|
 | 
						|
		if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
 | 
						|
 | 
						|
		// look for points inside the triangle of hole point, segment intersection and endpoint;
 | 
						|
		// if there are no points found, we have a valid connection;
 | 
						|
		// otherwise choose the point of the minimum angle with the ray as connection point
 | 
						|
 | 
						|
		var stop = m,
 | 
						|
			mx = m.x,
 | 
						|
			my = m.y,
 | 
						|
			tanMin = Infinity,
 | 
						|
			tan;
 | 
						|
 | 
						|
		p = m.next;
 | 
						|
 | 
						|
		while ( p !== stop ) {
 | 
						|
 | 
						|
			if ( hx >= p.x && p.x >= mx && hx !== p.x &&
 | 
						|
							pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
 | 
						|
 | 
						|
				tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
 | 
						|
 | 
						|
				if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
 | 
						|
 | 
						|
					m = p;
 | 
						|
					tanMin = tan;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			p = p.next;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return m;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// interlink polygon nodes in z-order
 | 
						|
 | 
						|
	function indexCurve( start, minX, minY, invSize ) {
 | 
						|
 | 
						|
		var p = start;
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
 | 
						|
			p.prevZ = p.prev;
 | 
						|
			p.nextZ = p.next;
 | 
						|
			p = p.next;
 | 
						|
 | 
						|
		} while ( p !== start );
 | 
						|
 | 
						|
		p.prevZ.nextZ = null;
 | 
						|
		p.prevZ = null;
 | 
						|
 | 
						|
		sortLinked( p );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Simon Tatham's linked list merge sort algorithm
 | 
						|
	// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
 | 
						|
 | 
						|
	function sortLinked( list ) {
 | 
						|
 | 
						|
		var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			p = list;
 | 
						|
			list = null;
 | 
						|
			tail = null;
 | 
						|
			numMerges = 0;
 | 
						|
 | 
						|
			while ( p ) {
 | 
						|
 | 
						|
				numMerges ++;
 | 
						|
				q = p;
 | 
						|
				pSize = 0;
 | 
						|
 | 
						|
				for ( i = 0; i < inSize; i ++ ) {
 | 
						|
 | 
						|
					pSize ++;
 | 
						|
					q = q.nextZ;
 | 
						|
					if ( ! q ) break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				qSize = inSize;
 | 
						|
 | 
						|
				while ( pSize > 0 || ( qSize > 0 && q ) ) {
 | 
						|
 | 
						|
					if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
 | 
						|
 | 
						|
						e = p;
 | 
						|
						p = p.nextZ;
 | 
						|
						pSize --;
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						e = q;
 | 
						|
						q = q.nextZ;
 | 
						|
						qSize --;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( tail ) tail.nextZ = e;
 | 
						|
					else list = e;
 | 
						|
 | 
						|
					e.prevZ = tail;
 | 
						|
					tail = e;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				p = q;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			tail.nextZ = null;
 | 
						|
			inSize *= 2;
 | 
						|
 | 
						|
		} while ( numMerges > 1 );
 | 
						|
 | 
						|
		return list;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// z-order of a point given coords and inverse of the longer side of data bbox
 | 
						|
 | 
						|
	function zOrder( x, y, minX, minY, invSize ) {
 | 
						|
 | 
						|
		// coords are transformed into non-negative 15-bit integer range
 | 
						|
 | 
						|
		x = 32767 * ( x - minX ) * invSize;
 | 
						|
		y = 32767 * ( y - minY ) * invSize;
 | 
						|
 | 
						|
		x = ( x | ( x << 8 ) ) & 0x00FF00FF;
 | 
						|
		x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
 | 
						|
		x = ( x | ( x << 2 ) ) & 0x33333333;
 | 
						|
		x = ( x | ( x << 1 ) ) & 0x55555555;
 | 
						|
 | 
						|
		y = ( y | ( y << 8 ) ) & 0x00FF00FF;
 | 
						|
		y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
 | 
						|
		y = ( y | ( y << 2 ) ) & 0x33333333;
 | 
						|
		y = ( y | ( y << 1 ) ) & 0x55555555;
 | 
						|
 | 
						|
		return x | ( y << 1 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// find the leftmost node of a polygon ring
 | 
						|
 | 
						|
	function getLeftmost( start ) {
 | 
						|
 | 
						|
		var p = start, leftmost = start;
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			if ( p.x < leftmost.x ) leftmost = p;
 | 
						|
			p = p.next;
 | 
						|
 | 
						|
		} while ( p !== start );
 | 
						|
 | 
						|
		return leftmost;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// check if a point lies within a convex triangle
 | 
						|
 | 
						|
	function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
 | 
						|
 | 
						|
		return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
 | 
						|
		 ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
 | 
						|
		 ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
 | 
						|
 | 
						|
	function isValidDiagonal( a, b ) {
 | 
						|
 | 
						|
		return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
 | 
						|
			locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// signed area of a triangle
 | 
						|
 | 
						|
	function area( p, q, r ) {
 | 
						|
 | 
						|
		return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// check if two points are equal
 | 
						|
 | 
						|
	function equals( p1, p2 ) {
 | 
						|
 | 
						|
		return p1.x === p2.x && p1.y === p2.y;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// check if two segments intersect
 | 
						|
 | 
						|
	function intersects( p1, q1, p2, q2 ) {
 | 
						|
 | 
						|
		if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
 | 
						|
				( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
 | 
						|
 | 
						|
		return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
 | 
						|
					 area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// check if a polygon diagonal intersects any polygon segments
 | 
						|
 | 
						|
	function intersectsPolygon( a, b ) {
 | 
						|
 | 
						|
		var p = a;
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
 | 
						|
							intersects( p, p.next, a, b ) ) {
 | 
						|
 | 
						|
				return true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			p = p.next;
 | 
						|
 | 
						|
		} while ( p !== a );
 | 
						|
 | 
						|
		return false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// check if a polygon diagonal is locally inside the polygon
 | 
						|
 | 
						|
	function locallyInside( a, b ) {
 | 
						|
 | 
						|
		return area( a.prev, a, a.next ) < 0 ?
 | 
						|
			area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
 | 
						|
			area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// check if the middle point of a polygon diagonal is inside the polygon
 | 
						|
 | 
						|
	function middleInside( a, b ) {
 | 
						|
 | 
						|
		var p = a,
 | 
						|
			inside = false,
 | 
						|
			px = ( a.x + b.x ) / 2,
 | 
						|
			py = ( a.y + b.y ) / 2;
 | 
						|
 | 
						|
		do {
 | 
						|
 | 
						|
			if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
 | 
						|
							( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
 | 
						|
 | 
						|
				inside = ! inside;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			p = p.next;
 | 
						|
 | 
						|
		} while ( p !== a );
 | 
						|
 | 
						|
		return inside;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
 | 
						|
	// if one belongs to the outer ring and another to a hole, it merges it into a single ring
 | 
						|
 | 
						|
	function splitPolygon( a, b ) {
 | 
						|
 | 
						|
		var a2 = new Node( a.i, a.x, a.y ),
 | 
						|
			b2 = new Node( b.i, b.x, b.y ),
 | 
						|
			an = a.next,
 | 
						|
			bp = b.prev;
 | 
						|
 | 
						|
		a.next = b;
 | 
						|
		b.prev = a;
 | 
						|
 | 
						|
		a2.next = an;
 | 
						|
		an.prev = a2;
 | 
						|
 | 
						|
		b2.next = a2;
 | 
						|
		a2.prev = b2;
 | 
						|
 | 
						|
		bp.next = b2;
 | 
						|
		b2.prev = bp;
 | 
						|
 | 
						|
		return b2;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// create a node and optionally link it with previous one (in a circular doubly linked list)
 | 
						|
 | 
						|
	function insertNode( i, x, y, last ) {
 | 
						|
 | 
						|
		var p = new Node( i, x, y );
 | 
						|
 | 
						|
		if ( ! last ) {
 | 
						|
 | 
						|
			p.prev = p;
 | 
						|
			p.next = p;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			p.next = last.next;
 | 
						|
			p.prev = last;
 | 
						|
			last.next.prev = p;
 | 
						|
			last.next = p;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function removeNode( p ) {
 | 
						|
 | 
						|
		p.next.prev = p.prev;
 | 
						|
		p.prev.next = p.next;
 | 
						|
 | 
						|
		if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
 | 
						|
		if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Node( i, x, y ) {
 | 
						|
 | 
						|
		// vertice index in coordinates array
 | 
						|
		this.i = i;
 | 
						|
 | 
						|
		// vertex coordinates
 | 
						|
		this.x = x;
 | 
						|
		this.y = y;
 | 
						|
 | 
						|
		// previous and next vertice nodes in a polygon ring
 | 
						|
		this.prev = null;
 | 
						|
		this.next = null;
 | 
						|
 | 
						|
		// z-order curve value
 | 
						|
		this.z = null;
 | 
						|
 | 
						|
		// previous and next nodes in z-order
 | 
						|
		this.prevZ = null;
 | 
						|
		this.nextZ = null;
 | 
						|
 | 
						|
		// indicates whether this is a steiner point
 | 
						|
		this.steiner = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function signedArea( data, start, end, dim ) {
 | 
						|
 | 
						|
		var sum = 0;
 | 
						|
 | 
						|
		for ( var i = start, j = end - dim; i < end; i += dim ) {
 | 
						|
 | 
						|
			sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
 | 
						|
			j = i;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return sum;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author zz85 / http://www.lab4games.net/zz85/blog
 | 
						|
	 */
 | 
						|
 | 
						|
	var ShapeUtils = {
 | 
						|
 | 
						|
		// calculate area of the contour polygon
 | 
						|
 | 
						|
		area: function ( contour ) {
 | 
						|
 | 
						|
			var n = contour.length;
 | 
						|
			var a = 0.0;
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		isClockWise: function ( pts ) {
 | 
						|
 | 
						|
			return ShapeUtils.area( pts ) < 0;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		triangulateShape: function ( contour, holes ) {
 | 
						|
 | 
						|
			var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
 | 
						|
			var holeIndices = []; // array of hole indices
 | 
						|
			var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
 | 
						|
 | 
						|
			removeDupEndPts( contour );
 | 
						|
			addContour( vertices, contour );
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var holeIndex = contour.length;
 | 
						|
 | 
						|
			holes.forEach( removeDupEndPts );
 | 
						|
 | 
						|
			for ( var i = 0; i < holes.length; i ++ ) {
 | 
						|
 | 
						|
				holeIndices.push( holeIndex );
 | 
						|
				holeIndex += holes[ i ].length;
 | 
						|
				addContour( vertices, holes[ i ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var triangles = Earcut.triangulate( vertices, holeIndices );
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			for ( var i = 0; i < triangles.length; i += 3 ) {
 | 
						|
 | 
						|
				faces.push( triangles.slice( i, i + 3 ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return faces;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	function removeDupEndPts( points ) {
 | 
						|
 | 
						|
		var l = points.length;
 | 
						|
 | 
						|
		if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
 | 
						|
 | 
						|
			points.pop();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function addContour( vertices, contour ) {
 | 
						|
 | 
						|
		for ( var i = 0; i < contour.length; i ++ ) {
 | 
						|
 | 
						|
			vertices.push( contour[ i ].x );
 | 
						|
			vertices.push( contour[ i ].y );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author zz85 / http://www.lab4games.net/zz85/blog
 | 
						|
	 *
 | 
						|
	 * Creates extruded geometry from a path shape.
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *
 | 
						|
	 *  curveSegments: <int>, // number of points on the curves
 | 
						|
	 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
 | 
						|
	 *  amount: <int>, // Depth to extrude the shape
 | 
						|
	 *
 | 
						|
	 *  bevelEnabled: <bool>, // turn on bevel
 | 
						|
	 *  bevelThickness: <float>, // how deep into the original shape bevel goes
 | 
						|
	 *  bevelSize: <float>, // how far from shape outline is bevel
 | 
						|
	 *  bevelSegments: <int>, // number of bevel layers
 | 
						|
	 *
 | 
						|
	 *  extrudePath: <THREE.Curve> // curve to extrude shape along
 | 
						|
	 *
 | 
						|
	 *  UVGenerator: <Object> // 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();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
 | 
						|
 | 
						|
	// ExtrudeBufferGeometry
 | 
						|
 | 
						|
	function ExtrudeBufferGeometry( shapes, options ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'ExtrudeBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			shapes: shapes,
 | 
						|
			options: options
 | 
						|
		};
 | 
						|
 | 
						|
		shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
 | 
						|
 | 
						|
		var scope = this;
 | 
						|
 | 
						|
		var verticesArray = [];
 | 
						|
		var uvArray = [];
 | 
						|
 | 
						|
		for ( var i = 0, l = shapes.length; i < l; i ++ ) {
 | 
						|
 | 
						|
			var shape = shapes[ i ];
 | 
						|
			addShape( shape, options );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// build geometry
 | 
						|
 | 
						|
		this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
 | 
						|
		this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
 | 
						|
 | 
						|
		this.computeVertexNormals();
 | 
						|
 | 
						|
		// functions
 | 
						|
 | 
						|
		function addShape( shape ) {
 | 
						|
 | 
						|
			var placeholder = [];
 | 
						|
 | 
						|
			// options
 | 
						|
 | 
						|
			var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
 | 
						|
			var steps = options.steps !== undefined ? options.steps : 1;
 | 
						|
			var amount = options.amount !== undefined ? options.amount : 100;
 | 
						|
 | 
						|
			var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
 | 
						|
			var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
 | 
						|
			var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
 | 
						|
			var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
 | 
						|
 | 
						|
			var extrudePath = options.extrudePath;
 | 
						|
 | 
						|
			var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var extrudePts, extrudeByPath = false;
 | 
						|
			var splineTube, binormal, normal, position2;
 | 
						|
 | 
						|
			if ( extrudePath ) {
 | 
						|
 | 
						|
				extrudePts = extrudePath.getSpacedPoints( steps );
 | 
						|
 | 
						|
				extrudeByPath = true;
 | 
						|
				bevelEnabled = false; // bevels not supported for path extrusion
 | 
						|
 | 
						|
				// SETUP TNB variables
 | 
						|
 | 
						|
				// TODO1 - have a .isClosed in spline?
 | 
						|
 | 
						|
				splineTube = extrudePath.computeFrenetFrames( steps, false );
 | 
						|
 | 
						|
				// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
 | 
						|
 | 
						|
				binormal = new Vector3();
 | 
						|
				normal = new Vector3();
 | 
						|
				position2 = new Vector3();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Safeguards if bevels are not enabled
 | 
						|
 | 
						|
			if ( ! bevelEnabled ) {
 | 
						|
 | 
						|
				bevelSegments = 0;
 | 
						|
				bevelThickness = 0;
 | 
						|
				bevelSize = 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Variables initialization
 | 
						|
 | 
						|
			var ahole, h, hl; // looping of holes
 | 
						|
 | 
						|
			var shapePoints = shape.extractPoints( curveSegments );
 | 
						|
 | 
						|
			var vertices = shapePoints.shape;
 | 
						|
			var holes = shapePoints.holes;
 | 
						|
 | 
						|
			var reverse = ! ShapeUtils.isClockWise( vertices );
 | 
						|
 | 
						|
			if ( reverse ) {
 | 
						|
 | 
						|
				vertices = vertices.reverse();
 | 
						|
 | 
						|
				// Maybe we should also check if holes are in the opposite direction, just to be safe ...
 | 
						|
 | 
						|
				for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 | 
						|
 | 
						|
					ahole = holes[ h ];
 | 
						|
 | 
						|
					if ( ShapeUtils.isClockWise( ahole ) ) {
 | 
						|
 | 
						|
						holes[ h ] = ahole.reverse();
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			var faces = ShapeUtils.triangulateShape( vertices, holes );
 | 
						|
 | 
						|
			/* Vertices */
 | 
						|
 | 
						|
			var contour = vertices; // vertices has all points but contour has only points of circumference
 | 
						|
 | 
						|
			for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 | 
						|
 | 
						|
				ahole = holes[ h ];
 | 
						|
 | 
						|
				vertices = vertices.concat( ahole );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			function scalePt2( pt, vec, size ) {
 | 
						|
 | 
						|
				if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
 | 
						|
 | 
						|
				return vec.clone().multiplyScalar( size ).add( pt );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var b, bs, t, z,
 | 
						|
				vert, vlen = vertices.length,
 | 
						|
				face, flen = faces.length;
 | 
						|
 | 
						|
 | 
						|
			// Find directions for point movement
 | 
						|
 | 
						|
 | 
						|
			function getBevelVec( inPt, inPrev, inNext ) {
 | 
						|
 | 
						|
				// computes for inPt the corresponding point inPt' on a new contour
 | 
						|
				//   shifted by 1 unit (length of normalized vector) to the left
 | 
						|
				// if we walk along contour clockwise, this new contour is outside the old one
 | 
						|
				//
 | 
						|
				// inPt' is the intersection of the two lines parallel to the two
 | 
						|
				//  adjacent edges of inPt at a distance of 1 unit on the left side.
 | 
						|
 | 
						|
				var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
 | 
						|
 | 
						|
				// good reading for geometry algorithms (here: line-line intersection)
 | 
						|
				// http://geomalgorithms.com/a05-_intersect-1.html
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
				if ( Math.abs( collinear0 ) > Number.EPSILON ) {
 | 
						|
 | 
						|
					// not collinear
 | 
						|
 | 
						|
					// length of vectors for normalizing
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
					// shift adjacent points by unit vectors to the left
 | 
						|
 | 
						|
					var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
 | 
						|
					var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
 | 
						|
 | 
						|
					var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
 | 
						|
					var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
 | 
						|
 | 
						|
					// scaling factor for v_prev to intersection point
 | 
						|
 | 
						|
					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
 | 
						|
 | 
						|
					v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
 | 
						|
					v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
 | 
						|
 | 
						|
					// Don't normalize!, otherwise sharp corners become ugly
 | 
						|
					//  but prevent crazy spikes
 | 
						|
					var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
 | 
						|
					if ( v_trans_lensq <= 2 ) {
 | 
						|
 | 
						|
						return new Vector2( v_trans_x, v_trans_y );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						shrink_by = Math.sqrt( v_trans_lensq / 2 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// handle special case of collinear edges
 | 
						|
 | 
						|
					var direction_eq = false; // assumes: opposite
 | 
						|
					if ( v_prev_x > Number.EPSILON ) {
 | 
						|
 | 
						|
						if ( v_next_x > Number.EPSILON ) {
 | 
						|
 | 
						|
							direction_eq = true;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						if ( v_prev_x < - Number.EPSILON ) {
 | 
						|
 | 
						|
							if ( v_next_x < - Number.EPSILON ) {
 | 
						|
 | 
						|
								direction_eq = true;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
 | 
						|
 | 
						|
								direction_eq = true;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( direction_eq ) {
 | 
						|
 | 
						|
						// console.log("Warning: lines are a straight sequence");
 | 
						|
						v_trans_x = - v_prev_y;
 | 
						|
						v_trans_y = v_prev_x;
 | 
						|
						shrink_by = Math.sqrt( v_prev_lensq );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						// console.log("Warning: lines are a straight spike");
 | 
						|
						v_trans_x = v_prev_x;
 | 
						|
						v_trans_y = v_prev_y;
 | 
						|
						shrink_by = Math.sqrt( v_prev_lensq / 2 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			var contourMovements = [];
 | 
						|
 | 
						|
			for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
 | 
						|
 | 
						|
				if ( j === il ) j = 0;
 | 
						|
				if ( k === il ) k = 0;
 | 
						|
 | 
						|
				//  (j)---(i)---(k)
 | 
						|
				// console.log('i,j,k', i, j , k)
 | 
						|
 | 
						|
				contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var holesMovements = [],
 | 
						|
				oneHoleMovements, verticesMovements = contourMovements.concat();
 | 
						|
 | 
						|
			for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 | 
						|
 | 
						|
				ahole = holes[ h ];
 | 
						|
 | 
						|
				oneHoleMovements = [];
 | 
						|
 | 
						|
				for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
 | 
						|
 | 
						|
					if ( j === il ) j = 0;
 | 
						|
					if ( k === il ) k = 0;
 | 
						|
 | 
						|
					//  (j)---(i)---(k)
 | 
						|
					oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				holesMovements.push( oneHoleMovements );
 | 
						|
				verticesMovements = verticesMovements.concat( oneHoleMovements );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			// Loop bevelSegments, 1 for the front, 1 for the back
 | 
						|
 | 
						|
			for ( b = 0; b < bevelSegments; 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 );
 | 
						|
 | 
						|
				// contract shape
 | 
						|
 | 
						|
				for ( i = 0, il = contour.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
 | 
						|
 | 
						|
					v( vert.x, vert.y, - z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// expand holes
 | 
						|
 | 
						|
				for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 | 
						|
 | 
						|
					ahole = holes[ h ];
 | 
						|
					oneHoleMovements = holesMovements[ h ];
 | 
						|
 | 
						|
					for ( i = 0, il = ahole.length; i < il; i ++ ) {
 | 
						|
 | 
						|
						vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
 | 
						|
 | 
						|
						v( vert.x, vert.y, - z );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			bs = bevelSize;
 | 
						|
 | 
						|
			// Back facing vertices
 | 
						|
 | 
						|
			for ( i = 0; i < vlen; i ++ ) {
 | 
						|
 | 
						|
				vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
 | 
						|
 | 
						|
				if ( ! extrudeByPath ) {
 | 
						|
 | 
						|
					v( vert.x, vert.y, 0 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
 | 
						|
 | 
						|
					normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
 | 
						|
					binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
 | 
						|
 | 
						|
					position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
 | 
						|
 | 
						|
					v( position2.x, position2.y, position2.z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Add stepped vertices...
 | 
						|
			// Including front facing vertices
 | 
						|
 | 
						|
			var s;
 | 
						|
 | 
						|
			for ( s = 1; s <= steps; s ++ ) {
 | 
						|
 | 
						|
				for ( i = 0; i < vlen; i ++ ) {
 | 
						|
 | 
						|
					vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
 | 
						|
 | 
						|
					if ( ! extrudeByPath ) {
 | 
						|
 | 
						|
						v( vert.x, vert.y, amount / steps * s );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
 | 
						|
 | 
						|
						normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
 | 
						|
						binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
 | 
						|
 | 
						|
						position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
 | 
						|
 | 
						|
						v( position2.x, position2.y, position2.z );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			// Add bevel segments planes
 | 
						|
 | 
						|
			//for ( b = 1; b <= bevelSegments; b ++ ) {
 | 
						|
			for ( 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 );
 | 
						|
 | 
						|
				// contract shape
 | 
						|
 | 
						|
				for ( i = 0, il = contour.length; i < il; i ++ ) {
 | 
						|
 | 
						|
					vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
 | 
						|
					v( vert.x, vert.y, amount + z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// expand holes
 | 
						|
 | 
						|
				for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 | 
						|
 | 
						|
					ahole = holes[ h ];
 | 
						|
					oneHoleMovements = holesMovements[ h ];
 | 
						|
 | 
						|
					for ( i = 0, il = ahole.length; i < il; i ++ ) {
 | 
						|
 | 
						|
						vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
 | 
						|
 | 
						|
						if ( ! extrudeByPath ) {
 | 
						|
 | 
						|
							v( vert.x, vert.y, amount + z );
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			/* Faces */
 | 
						|
 | 
						|
			// Top and bottom faces
 | 
						|
 | 
						|
			buildLidFaces();
 | 
						|
 | 
						|
			// Sides faces
 | 
						|
 | 
						|
			buildSideFaces();
 | 
						|
 | 
						|
 | 
						|
			/////  Internal functions
 | 
						|
 | 
						|
			function buildLidFaces() {
 | 
						|
 | 
						|
				var start = verticesArray.length / 3;
 | 
						|
 | 
						|
				if ( bevelEnabled ) {
 | 
						|
 | 
						|
					var layer = 0; // steps + 1
 | 
						|
					var offset = vlen * layer;
 | 
						|
 | 
						|
					// Bottom faces
 | 
						|
 | 
						|
					for ( i = 0; i < flen; i ++ ) {
 | 
						|
 | 
						|
						face = faces[ i ];
 | 
						|
						f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					layer = steps + bevelSegments * 2;
 | 
						|
					offset = vlen * layer;
 | 
						|
 | 
						|
					// Top faces
 | 
						|
 | 
						|
					for ( i = 0; i < flen; i ++ ) {
 | 
						|
 | 
						|
						face = faces[ i ];
 | 
						|
						f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// Bottom faces
 | 
						|
 | 
						|
					for ( i = 0; i < flen; i ++ ) {
 | 
						|
 | 
						|
						face = faces[ i ];
 | 
						|
						f3( face[ 2 ], face[ 1 ], face[ 0 ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					// Top faces
 | 
						|
 | 
						|
					for ( i = 0; i < flen; i ++ ) {
 | 
						|
 | 
						|
						face = faces[ i ];
 | 
						|
						f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				scope.addGroup( start, verticesArray.length / 3 - start, 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Create faces for the z-sides of the shape
 | 
						|
 | 
						|
			function buildSideFaces() {
 | 
						|
 | 
						|
				var start = verticesArray.length / 3;
 | 
						|
				var layeroffset = 0;
 | 
						|
				sidewalls( contour, layeroffset );
 | 
						|
				layeroffset += contour.length;
 | 
						|
 | 
						|
				for ( h = 0, hl = holes.length; h < hl; h ++ ) {
 | 
						|
 | 
						|
					ahole = holes[ h ];
 | 
						|
					sidewalls( ahole, layeroffset );
 | 
						|
 | 
						|
					//, true
 | 
						|
					layeroffset += ahole.length;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
 | 
						|
				scope.addGroup( start, verticesArray.length / 3 - start, 1 );
 | 
						|
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function sidewalls( contour, layeroffset ) {
 | 
						|
 | 
						|
				var j, k;
 | 
						|
				i = contour.length;
 | 
						|
 | 
						|
				while ( -- i >= 0 ) {
 | 
						|
 | 
						|
					j = i;
 | 
						|
					k = i - 1;
 | 
						|
					if ( k < 0 ) k = contour.length - 1;
 | 
						|
 | 
						|
					//console.log('b', i,j, i-1, k,vertices.length);
 | 
						|
 | 
						|
					var s = 0,
 | 
						|
						sl = steps + bevelSegments * 2;
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function v( x, y, z ) {
 | 
						|
 | 
						|
				placeholder.push( x );
 | 
						|
				placeholder.push( y );
 | 
						|
				placeholder.push( z );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			function f3( a, b, c ) {
 | 
						|
 | 
						|
				addVertex( a );
 | 
						|
				addVertex( b );
 | 
						|
				addVertex( c );
 | 
						|
 | 
						|
				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 f4( a, b, c, d ) {
 | 
						|
 | 
						|
				addVertex( a );
 | 
						|
				addVertex( b );
 | 
						|
				addVertex( d );
 | 
						|
 | 
						|
				addVertex( b );
 | 
						|
				addVertex( c );
 | 
						|
				addVertex( d );
 | 
						|
 | 
						|
 | 
						|
				var nextIndex = verticesArray.length / 3;
 | 
						|
				var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
 | 
						|
 | 
						|
				addUV( uvs[ 0 ] );
 | 
						|
				addUV( uvs[ 1 ] );
 | 
						|
				addUV( uvs[ 3 ] );
 | 
						|
 | 
						|
				addUV( uvs[ 1 ] );
 | 
						|
				addUV( uvs[ 2 ] );
 | 
						|
				addUV( uvs[ 3 ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function addVertex( index ) {
 | 
						|
 | 
						|
				verticesArray.push( placeholder[ index * 3 + 0 ] );
 | 
						|
				verticesArray.push( placeholder[ index * 3 + 1 ] );
 | 
						|
				verticesArray.push( placeholder[ index * 3 + 2 ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
 | 
						|
			function addUV( vector2 ) {
 | 
						|
 | 
						|
				uvArray.push( vector2.x );
 | 
						|
				uvArray.push( vector2.y );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
 | 
						|
 | 
						|
	var WorldUVGenerator = {
 | 
						|
 | 
						|
		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 )
 | 
						|
			];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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 )
 | 
						|
				];
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				return [
 | 
						|
					new Vector2( a_y, 1 - a_z ),
 | 
						|
					new Vector2( b_y, 1 - b_z ),
 | 
						|
					new Vector2( c_y, 1 - c_z ),
 | 
						|
					new Vector2( d_y, 1 - d_z )
 | 
						|
				];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author zz85 / http://www.lab4games.net/zz85/blog
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * Text = 3D Text
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  font: <THREE.Font>, // font
 | 
						|
	 *
 | 
						|
	 *  size: <float>, // size of the text
 | 
						|
	 *  height: <float>, // thickness to extrude text
 | 
						|
	 *  curveSegments: <int>, // number of points on the curves
 | 
						|
	 *
 | 
						|
	 *  bevelEnabled: <bool>, // turn on bevel
 | 
						|
	 *  bevelThickness: <float>, // how deep into text bevel goes
 | 
						|
	 *  bevelSize: <float> // 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
 | 
						|
 | 
						|
	function TextBufferGeometry( text, parameters ) {
 | 
						|
 | 
						|
		parameters = parameters || {};
 | 
						|
 | 
						|
		var font = parameters.font;
 | 
						|
 | 
						|
		if ( ! ( font && font.isFont ) ) {
 | 
						|
 | 
						|
			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
 | 
						|
 | 
						|
		parameters.amount = parameters.height !== undefined ? parameters.height : 50;
 | 
						|
 | 
						|
		// defaults
 | 
						|
 | 
						|
		if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
 | 
						|
		if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
 | 
						|
		if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
 | 
						|
 | 
						|
		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
 | 
						|
	 */
 | 
						|
 | 
						|
	// SphereGeometry
 | 
						|
 | 
						|
	function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'SphereGeometry';
 | 
						|
 | 
						|
		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
 | 
						|
 | 
						|
	function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'SphereBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			widthSegments: widthSegments,
 | 
						|
			heightSegments: heightSegments,
 | 
						|
			phiStart: phiStart,
 | 
						|
			phiLength: phiLength,
 | 
						|
			thetaStart: thetaStart,
 | 
						|
			thetaLength: thetaLength
 | 
						|
		};
 | 
						|
 | 
						|
		radius = radius || 1;
 | 
						|
 | 
						|
		widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
 | 
						|
		heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
 | 
						|
 | 
						|
		phiStart = phiStart !== undefined ? phiStart : 0;
 | 
						|
		phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
 | 
						|
 | 
						|
		thetaStart = thetaStart !== undefined ? thetaStart : 0;
 | 
						|
		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
 | 
						|
 | 
						|
		var thetaEnd = thetaStart + thetaLength;
 | 
						|
 | 
						|
		var ix, iy;
 | 
						|
 | 
						|
		var index = 0;
 | 
						|
		var grid = [];
 | 
						|
 | 
						|
		var vertex = new Vector3();
 | 
						|
		var normal = new Vector3();
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// generate vertices, normals and uvs
 | 
						|
 | 
						|
		for ( iy = 0; iy <= heightSegments; iy ++ ) {
 | 
						|
 | 
						|
			var verticesRow = [];
 | 
						|
 | 
						|
			var v = iy / heightSegments;
 | 
						|
 | 
						|
			for ( ix = 0; ix <= widthSegments; ix ++ ) {
 | 
						|
 | 
						|
				var u = ix / widthSegments;
 | 
						|
 | 
						|
				// vertex
 | 
						|
 | 
						|
				vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
 | 
						|
				vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
 | 
						|
				vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
 | 
						|
 | 
						|
				vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
				// normal
 | 
						|
 | 
						|
				normal.set( vertex.x, vertex.y, vertex.z ).normalize();
 | 
						|
				normals.push( normal.x, normal.y, normal.z );
 | 
						|
 | 
						|
				// uv
 | 
						|
 | 
						|
				uvs.push( u, 1 - v );
 | 
						|
 | 
						|
				verticesRow.push( index ++ );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			grid.push( verticesRow );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// indices
 | 
						|
 | 
						|
		for ( iy = 0; iy < heightSegments; iy ++ ) {
 | 
						|
 | 
						|
			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 ];
 | 
						|
 | 
						|
				if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
 | 
						|
				if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// build geometry
 | 
						|
 | 
						|
		this.setIndex( indices );
 | 
						|
		this.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;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Kaleb Murphy
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// RingGeometry
 | 
						|
 | 
						|
	function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'RingGeometry';
 | 
						|
 | 
						|
		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();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	RingGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	RingGeometry.prototype.constructor = RingGeometry;
 | 
						|
 | 
						|
	// RingBufferGeometry
 | 
						|
 | 
						|
	function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'RingBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			innerRadius: innerRadius,
 | 
						|
			outerRadius: outerRadius,
 | 
						|
			thetaSegments: thetaSegments,
 | 
						|
			phiSegments: phiSegments,
 | 
						|
			thetaStart: thetaStart,
 | 
						|
			thetaLength: thetaLength
 | 
						|
		};
 | 
						|
 | 
						|
		innerRadius = innerRadius || 0.5;
 | 
						|
		outerRadius = outerRadius || 1;
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// some helper variables
 | 
						|
 | 
						|
		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
 | 
						|
 | 
						|
		for ( j = 0; j <= phiSegments; j ++ ) {
 | 
						|
 | 
						|
			for ( i = 0; i <= thetaSegments; i ++ ) {
 | 
						|
 | 
						|
				// values are generate from the inside of the ring to the outside
 | 
						|
 | 
						|
				segment = thetaStart + i / thetaSegments * thetaLength;
 | 
						|
 | 
						|
				// vertex
 | 
						|
 | 
						|
				vertex.x = radius * Math.cos( segment );
 | 
						|
				vertex.y = radius * Math.sin( segment );
 | 
						|
 | 
						|
				vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
				// normal
 | 
						|
 | 
						|
				normals.push( 0, 0, 1 );
 | 
						|
 | 
						|
				// uv
 | 
						|
 | 
						|
				uv.x = ( vertex.x / outerRadius + 1 ) / 2;
 | 
						|
				uv.y = ( vertex.y / outerRadius + 1 ) / 2;
 | 
						|
 | 
						|
				uvs.push( uv.x, uv.y );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// increase the radius for next row of vertices
 | 
						|
 | 
						|
			radius += radiusStep;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// indices
 | 
						|
 | 
						|
		for ( j = 0; j < phiSegments; j ++ ) {
 | 
						|
 | 
						|
			var thetaSegmentLevel = j * ( thetaSegments + 1 );
 | 
						|
 | 
						|
			for ( i = 0; i < thetaSegments; i ++ ) {
 | 
						|
 | 
						|
				segment = i + thetaSegmentLevel;
 | 
						|
 | 
						|
				var a = segment;
 | 
						|
				var b = segment + thetaSegments + 1;
 | 
						|
				var c = segment + thetaSegments + 2;
 | 
						|
				var d = segment + 1;
 | 
						|
 | 
						|
				// faces
 | 
						|
 | 
						|
				indices.push( a, b, d );
 | 
						|
				indices.push( b, c, d );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// 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 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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
 | 
						|
	 */
 | 
						|
 | 
						|
	// LatheGeometry
 | 
						|
 | 
						|
	function LatheGeometry( points, segments, phiStart, phiLength ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'LatheGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			points: points,
 | 
						|
			segments: segments,
 | 
						|
			phiStart: phiStart,
 | 
						|
			phiLength: phiLength
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LatheGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	LatheGeometry.prototype.constructor = LatheGeometry;
 | 
						|
 | 
						|
	// LatheBufferGeometry
 | 
						|
 | 
						|
	function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'LatheBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			points: points,
 | 
						|
			segments: segments,
 | 
						|
			phiStart: phiStart,
 | 
						|
			phiLength: phiLength
 | 
						|
		};
 | 
						|
 | 
						|
		segments = Math.floor( segments ) || 12;
 | 
						|
		phiStart = phiStart || 0;
 | 
						|
		phiLength = phiLength || Math.PI * 2;
 | 
						|
 | 
						|
		// clamp phiLength so it's in range of [ 0, 2PI ]
 | 
						|
 | 
						|
		phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
 | 
						|
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var base;
 | 
						|
		var inverseSegments = 1.0 / segments;
 | 
						|
		var vertex = new Vector3();
 | 
						|
		var uv = new Vector2();
 | 
						|
		var i, j;
 | 
						|
 | 
						|
		// generate vertices and uvs
 | 
						|
 | 
						|
		for ( i = 0; i <= segments; i ++ ) {
 | 
						|
 | 
						|
			var phi = phiStart + i * inverseSegments * phiLength;
 | 
						|
 | 
						|
			var sin = Math.sin( phi );
 | 
						|
			var cos = Math.cos( phi );
 | 
						|
 | 
						|
			for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
 | 
						|
 | 
						|
				// vertex
 | 
						|
 | 
						|
				vertex.x = points[ j ].x * sin;
 | 
						|
				vertex.y = points[ j ].y;
 | 
						|
				vertex.z = points[ j ].x * cos;
 | 
						|
 | 
						|
				vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
				// uv
 | 
						|
 | 
						|
				uv.x = i / segments;
 | 
						|
				uv.y = j / ( points.length - 1 );
 | 
						|
 | 
						|
				uvs.push( uv.x, uv.y );
 | 
						|
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// indices
 | 
						|
 | 
						|
		for ( i = 0; i < segments; i ++ ) {
 | 
						|
 | 
						|
			for ( j = 0; j < ( points.length - 1 ); j ++ ) {
 | 
						|
 | 
						|
				base = j + i * points.length;
 | 
						|
 | 
						|
				var a = base;
 | 
						|
				var b = base + points.length;
 | 
						|
				var c = base + points.length + 1;
 | 
						|
				var d = base + 1;
 | 
						|
 | 
						|
				// faces
 | 
						|
 | 
						|
				indices.push( a, b, d );
 | 
						|
				indices.push( b, c, d );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// build geometry
 | 
						|
 | 
						|
		this.setIndex( indices );
 | 
						|
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | 
						|
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
 | 
						|
 | 
						|
		// generate normals
 | 
						|
 | 
						|
		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 ( phiLength === Math.PI * 2 ) {
 | 
						|
 | 
						|
			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
 | 
						|
 | 
						|
			base = segments * points.length * 3;
 | 
						|
 | 
						|
			for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
 | 
						|
 | 
						|
				// 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 ];
 | 
						|
 | 
						|
				// 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 ];
 | 
						|
 | 
						|
				// average normals
 | 
						|
 | 
						|
				n.addVectors( n1, n2 ).normalize();
 | 
						|
 | 
						|
				// 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;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author jonobr1 / http://jonobr1.com
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// ShapeGeometry
 | 
						|
 | 
						|
	function ShapeGeometry( shapes, curveSegments ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'ShapeGeometry';
 | 
						|
 | 
						|
		if ( typeof curveSegments === 'object' ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
 | 
						|
 | 
						|
			curveSegments = curveSegments.curveSegments;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			shapes: shapes,
 | 
						|
			curveSegments: curveSegments
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ShapeGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	ShapeGeometry.prototype.constructor = ShapeGeometry;
 | 
						|
 | 
						|
	ShapeGeometry.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Geometry.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		var shapes = this.parameters.shapes;
 | 
						|
 | 
						|
		return toJSON( shapes, data );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	// ShapeBufferGeometry
 | 
						|
 | 
						|
	function ShapeBufferGeometry( shapes, curveSegments ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'ShapeBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			shapes: shapes,
 | 
						|
			curveSegments: curveSegments
 | 
						|
		};
 | 
						|
 | 
						|
		curveSegments = curveSegments || 12;
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var groupStart = 0;
 | 
						|
		var groupCount = 0;
 | 
						|
 | 
						|
		// allow single and array values for "shapes" parameter
 | 
						|
 | 
						|
		if ( Array.isArray( shapes ) === false ) {
 | 
						|
 | 
						|
			addShape( shapes );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			for ( var i = 0; i < shapes.length; i ++ ) {
 | 
						|
 | 
						|
				addShape( shapes[ i ] );
 | 
						|
 | 
						|
				this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
 | 
						|
 | 
						|
				groupStart += groupCount;
 | 
						|
				groupCount = 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// build geometry
 | 
						|
 | 
						|
		this.setIndex( indices );
 | 
						|
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | 
						|
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
 | 
						|
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
 | 
						|
 | 
						|
 | 
						|
		// helper functions
 | 
						|
 | 
						|
		function addShape( shape ) {
 | 
						|
 | 
						|
			var i, l, shapeHole;
 | 
						|
 | 
						|
			var indexOffset = vertices.length / 3;
 | 
						|
			var points = shape.extractPoints( curveSegments );
 | 
						|
 | 
						|
			var shapeVertices = points.shape;
 | 
						|
			var shapeHoles = points.holes;
 | 
						|
 | 
						|
			// check direction of vertices
 | 
						|
 | 
						|
			if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
 | 
						|
 | 
						|
				shapeVertices = shapeVertices.reverse();
 | 
						|
 | 
						|
				// also check if holes are in the opposite direction
 | 
						|
 | 
						|
				for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					shapeHole = shapeHoles[ i ];
 | 
						|
 | 
						|
					if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
 | 
						|
 | 
						|
						shapeHoles[ i ] = shapeHole.reverse();
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
 | 
						|
 | 
						|
			// join vertices of inner and outer paths to a single array
 | 
						|
 | 
						|
			for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				shapeHole = shapeHoles[ i ];
 | 
						|
				shapeVertices = shapeVertices.concat( shapeHole );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// vertices, normals, uvs
 | 
						|
 | 
						|
			for ( i = 0, l = shapeVertices.length; i < l; 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
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// incides
 | 
						|
 | 
						|
			for ( i = 0, l = faces.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var face = faces[ i ];
 | 
						|
 | 
						|
				var a = face[ 0 ] + indexOffset;
 | 
						|
				var b = face[ 1 ] + indexOffset;
 | 
						|
				var c = face[ 2 ] + indexOffset;
 | 
						|
 | 
						|
				indices.push( a, b, c );
 | 
						|
				groupCount += 3;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
 | 
						|
 | 
						|
	ShapeBufferGeometry.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = BufferGeometry.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		var shapes = this.parameters.shapes;
 | 
						|
 | 
						|
		return toJSON( shapes, data );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function toJSON( shapes, data ) {
 | 
						|
 | 
						|
		data.shapes = [];
 | 
						|
 | 
						|
		if ( Array.isArray( shapes ) ) {
 | 
						|
 | 
						|
			for ( var i = 0, l = shapes.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var shape = shapes[ i ];
 | 
						|
 | 
						|
				data.shapes.push( shape.uuid );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			data.shapes.push( shapes.uuid );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	function EdgesGeometry( geometry, thresholdAngle ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'EdgesGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			thresholdAngle: thresholdAngle
 | 
						|
		};
 | 
						|
 | 
						|
		thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
 | 
						|
 | 
						|
		// buffer
 | 
						|
 | 
						|
		var vertices = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
 | 
						|
		var edge = [ 0, 0 ], edges = {}, edge1, edge2;
 | 
						|
		var key, keys = [ 'a', 'b', 'c' ];
 | 
						|
 | 
						|
		// prepare source geometry
 | 
						|
 | 
						|
		var geometry2;
 | 
						|
 | 
						|
		if ( geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
			geometry2 = new Geometry();
 | 
						|
			geometry2.fromBufferGeometry( geometry );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			geometry2 = geometry.clone();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		geometry2.mergeVertices();
 | 
						|
		geometry2.computeFaceNormals();
 | 
						|
 | 
						|
		var sourceVertices = geometry2.vertices;
 | 
						|
		var faces = geometry2.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 ++ ) {
 | 
						|
 | 
						|
			var face = faces[ i ];
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
				key = edge[ 0 ] + ',' + edge[ 1 ];
 | 
						|
 | 
						|
				if ( edges[ key ] === undefined ) {
 | 
						|
 | 
						|
					edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					edges[ key ].face2 = i;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// generate vertices
 | 
						|
 | 
						|
		for ( key in edges ) {
 | 
						|
 | 
						|
			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.
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
				vertex = sourceVertices[ e.index2 ];
 | 
						|
				vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// build geometry
 | 
						|
 | 
						|
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	EdgesGeometry.prototype.constructor = EdgesGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	// CylinderGeometry
 | 
						|
 | 
						|
	function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'CylinderGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radiusTop: radiusTop,
 | 
						|
			radiusBottom: radiusBottom,
 | 
						|
			height: height,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			heightSegments: heightSegments,
 | 
						|
			openEnded: openEnded,
 | 
						|
			thetaStart: thetaStart,
 | 
						|
			thetaLength: thetaLength
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CylinderGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	CylinderGeometry.prototype.constructor = CylinderGeometry;
 | 
						|
 | 
						|
	// CylinderBufferGeometry
 | 
						|
 | 
						|
	function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'CylinderBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radiusTop: radiusTop,
 | 
						|
			radiusBottom: radiusBottom,
 | 
						|
			height: height,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			heightSegments: heightSegments,
 | 
						|
			openEnded: openEnded,
 | 
						|
			thetaStart: thetaStart,
 | 
						|
			thetaLength: thetaLength
 | 
						|
		};
 | 
						|
 | 
						|
		var scope = this;
 | 
						|
 | 
						|
		radiusTop = radiusTop !== undefined ? radiusTop : 1;
 | 
						|
		radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
 | 
						|
		height = height || 1;
 | 
						|
 | 
						|
		radialSegments = Math.floor( radialSegments ) || 8;
 | 
						|
		heightSegments = Math.floor( heightSegments ) || 1;
 | 
						|
 | 
						|
		openEnded = openEnded !== undefined ? openEnded : false;
 | 
						|
		thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
 | 
						|
		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var index = 0;
 | 
						|
		var indexArray = [];
 | 
						|
		var halfHeight = height / 2;
 | 
						|
		var groupStart = 0;
 | 
						|
 | 
						|
		// generate geometry
 | 
						|
 | 
						|
		generateTorso();
 | 
						|
 | 
						|
		if ( openEnded === false ) {
 | 
						|
 | 
						|
			if ( radiusTop > 0 ) generateCap( true );
 | 
						|
			if ( radiusBottom > 0 ) generateCap( false );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// 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 ) );
 | 
						|
 | 
						|
		function generateTorso() {
 | 
						|
 | 
						|
			var x, y;
 | 
						|
			var normal = new Vector3();
 | 
						|
			var vertex = new Vector3();
 | 
						|
 | 
						|
			var groupCount = 0;
 | 
						|
 | 
						|
			// this will be used to calculate the normal
 | 
						|
			var slope = ( radiusBottom - radiusTop ) / height;
 | 
						|
 | 
						|
			// generate vertices, normals and uvs
 | 
						|
 | 
						|
			for ( y = 0; y <= heightSegments; y ++ ) {
 | 
						|
 | 
						|
				var indexRow = [];
 | 
						|
 | 
						|
				var v = y / heightSegments;
 | 
						|
 | 
						|
				// calculate the radius of the current row
 | 
						|
 | 
						|
				var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
 | 
						|
 | 
						|
				for ( x = 0; x <= radialSegments; x ++ ) {
 | 
						|
 | 
						|
					var u = x / radialSegments;
 | 
						|
 | 
						|
					var theta = u * thetaLength + thetaStart;
 | 
						|
 | 
						|
					var sinTheta = Math.sin( theta );
 | 
						|
					var cosTheta = Math.cos( theta );
 | 
						|
 | 
						|
					// vertex
 | 
						|
 | 
						|
					vertex.x = radius * sinTheta;
 | 
						|
					vertex.y = - v * height + halfHeight;
 | 
						|
					vertex.z = radius * cosTheta;
 | 
						|
					vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
					// normal
 | 
						|
 | 
						|
					normal.set( sinTheta, slope, cosTheta ).normalize();
 | 
						|
					normals.push( normal.x, normal.y, normal.z );
 | 
						|
 | 
						|
					// uv
 | 
						|
 | 
						|
					uvs.push( u, 1 - v );
 | 
						|
 | 
						|
					// save index of vertex in respective row
 | 
						|
 | 
						|
					indexRow.push( index ++ );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// now save vertices of the row in our index array
 | 
						|
 | 
						|
				indexArray.push( indexRow );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// generate indices
 | 
						|
 | 
						|
			for ( x = 0; x < radialSegments; x ++ ) {
 | 
						|
 | 
						|
				for ( y = 0; y < heightSegments; y ++ ) {
 | 
						|
 | 
						|
					// we use the index array to access the correct indices
 | 
						|
 | 
						|
					var a = indexArray[ y ][ x ];
 | 
						|
					var b = indexArray[ y + 1 ][ x ];
 | 
						|
					var c = indexArray[ y + 1 ][ x + 1 ];
 | 
						|
					var d = indexArray[ y ][ x + 1 ];
 | 
						|
 | 
						|
					// faces
 | 
						|
 | 
						|
					indices.push( a, b, d );
 | 
						|
					indices.push( b, c, d );
 | 
						|
 | 
						|
					// update group counter
 | 
						|
 | 
						|
					groupCount += 6;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// add a group to the geometry. this will ensure multi material support
 | 
						|
 | 
						|
			scope.addGroup( groupStart, groupCount, 0 );
 | 
						|
 | 
						|
			// calculate new start value for groups
 | 
						|
 | 
						|
			groupStart += groupCount;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function generateCap( top ) {
 | 
						|
 | 
						|
			var x, centerIndexStart, centerIndexEnd;
 | 
						|
 | 
						|
			var uv = new Vector2();
 | 
						|
			var vertex = new Vector3();
 | 
						|
 | 
						|
			var groupCount = 0;
 | 
						|
 | 
						|
			var radius = ( top === true ) ? radiusTop : radiusBottom;
 | 
						|
			var sign = ( top === true ) ? 1 : - 1;
 | 
						|
 | 
						|
			// save the index of the first center vertex
 | 
						|
			centerIndexStart = index;
 | 
						|
 | 
						|
			// first we generate the center vertex data of the cap.
 | 
						|
			// because the geometry needs one set of uvs per face,
 | 
						|
			// we must generate a center vertex per face/segment
 | 
						|
 | 
						|
			for ( x = 1; x <= radialSegments; x ++ ) {
 | 
						|
 | 
						|
				// vertex
 | 
						|
 | 
						|
				vertices.push( 0, halfHeight * sign, 0 );
 | 
						|
 | 
						|
				// normal
 | 
						|
 | 
						|
				normals.push( 0, sign, 0 );
 | 
						|
 | 
						|
				// uv
 | 
						|
 | 
						|
				uvs.push( 0.5, 0.5 );
 | 
						|
 | 
						|
				// increase index
 | 
						|
 | 
						|
				index ++;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// save the index of the last center vertex
 | 
						|
 | 
						|
			centerIndexEnd = index;
 | 
						|
 | 
						|
			// now we generate the surrounding vertices, normals and uvs
 | 
						|
 | 
						|
			for ( x = 0; x <= radialSegments; x ++ ) {
 | 
						|
 | 
						|
				var u = x / radialSegments;
 | 
						|
				var theta = u * thetaLength + thetaStart;
 | 
						|
 | 
						|
				var cosTheta = Math.cos( theta );
 | 
						|
				var sinTheta = Math.sin( theta );
 | 
						|
 | 
						|
				// vertex
 | 
						|
 | 
						|
				vertex.x = radius * sinTheta;
 | 
						|
				vertex.y = halfHeight * sign;
 | 
						|
				vertex.z = radius * cosTheta;
 | 
						|
				vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
				// normal
 | 
						|
 | 
						|
				normals.push( 0, sign, 0 );
 | 
						|
 | 
						|
				// uv
 | 
						|
 | 
						|
				uv.x = ( cosTheta * 0.5 ) + 0.5;
 | 
						|
				uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
 | 
						|
				uvs.push( uv.x, uv.y );
 | 
						|
 | 
						|
				// increase index
 | 
						|
 | 
						|
				index ++;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// generate indices
 | 
						|
 | 
						|
			for ( x = 0; x < radialSegments; x ++ ) {
 | 
						|
 | 
						|
				var c = centerIndexStart + x;
 | 
						|
				var i = centerIndexEnd + x;
 | 
						|
 | 
						|
				if ( top === true ) {
 | 
						|
 | 
						|
					// face top
 | 
						|
 | 
						|
					indices.push( i, i + 1, c );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// face bottom
 | 
						|
 | 
						|
					indices.push( i + 1, i, c );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				groupCount += 3;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// add a group to the geometry. this will ensure multi material support
 | 
						|
 | 
						|
			scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
 | 
						|
 | 
						|
			// calculate new start value for groups
 | 
						|
 | 
						|
			groupStart += groupCount;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
 | 
						|
	CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author abelnation / http://github.com/abelnation
 | 
						|
	 */
 | 
						|
 | 
						|
	// ConeGeometry
 | 
						|
 | 
						|
	function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
 | 
						|
 | 
						|
		this.type = 'ConeGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			height: height,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			heightSegments: heightSegments,
 | 
						|
			openEnded: openEnded,
 | 
						|
			thetaStart: thetaStart,
 | 
						|
			thetaLength: thetaLength
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
 | 
						|
	ConeGeometry.prototype.constructor = ConeGeometry;
 | 
						|
 | 
						|
	// ConeBufferGeometry
 | 
						|
 | 
						|
	function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
 | 
						|
 | 
						|
		this.type = 'ConeBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			height: height,
 | 
						|
			radialSegments: radialSegments,
 | 
						|
			heightSegments: heightSegments,
 | 
						|
			openEnded: openEnded,
 | 
						|
			thetaStart: thetaStart,
 | 
						|
			thetaLength: thetaLength
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
 | 
						|
	ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author benaadams / https://twitter.com/ben_a_adams
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 * @author hughes
 | 
						|
	 */
 | 
						|
 | 
						|
	// CircleGeometry
 | 
						|
 | 
						|
	function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		Geometry.call( this );
 | 
						|
 | 
						|
		this.type = 'CircleGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			segments: segments,
 | 
						|
			thetaStart: thetaStart,
 | 
						|
			thetaLength: thetaLength
 | 
						|
		};
 | 
						|
 | 
						|
		this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
 | 
						|
		this.mergeVertices();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CircleGeometry.prototype = Object.create( Geometry.prototype );
 | 
						|
	CircleGeometry.prototype.constructor = CircleGeometry;
 | 
						|
 | 
						|
	// CircleBufferGeometry
 | 
						|
 | 
						|
	function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'CircleBufferGeometry';
 | 
						|
 | 
						|
		this.parameters = {
 | 
						|
			radius: radius,
 | 
						|
			segments: segments,
 | 
						|
			thetaStart: thetaStart,
 | 
						|
			thetaLength: thetaLength
 | 
						|
		};
 | 
						|
 | 
						|
		radius = radius || 1;
 | 
						|
		segments = segments !== undefined ? Math.max( 3, segments ) : 8;
 | 
						|
 | 
						|
		thetaStart = thetaStart !== undefined ? thetaStart : 0;
 | 
						|
		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
 | 
						|
 | 
						|
		// buffers
 | 
						|
 | 
						|
		var indices = [];
 | 
						|
		var vertices = [];
 | 
						|
		var normals = [];
 | 
						|
		var uvs = [];
 | 
						|
 | 
						|
		// helper variables
 | 
						|
 | 
						|
		var i, s;
 | 
						|
		var vertex = new Vector3();
 | 
						|
		var uv = new Vector2();
 | 
						|
 | 
						|
		// center point
 | 
						|
 | 
						|
		vertices.push( 0, 0, 0 );
 | 
						|
		normals.push( 0, 0, 1 );
 | 
						|
		uvs.push( 0.5, 0.5 );
 | 
						|
 | 
						|
		for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
 | 
						|
 | 
						|
			var segment = thetaStart + s / segments * thetaLength;
 | 
						|
 | 
						|
			// vertex
 | 
						|
 | 
						|
			vertex.x = radius * Math.cos( segment );
 | 
						|
			vertex.y = radius * Math.sin( segment );
 | 
						|
 | 
						|
			vertices.push( vertex.x, vertex.y, vertex.z );
 | 
						|
 | 
						|
			// normal
 | 
						|
 | 
						|
			normals.push( 0, 0, 1 );
 | 
						|
 | 
						|
			// uvs
 | 
						|
 | 
						|
			uv.x = ( vertices[ i ] / radius + 1 ) / 2;
 | 
						|
			uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
 | 
						|
 | 
						|
			uvs.push( uv.x, uv.y );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// indices
 | 
						|
 | 
						|
		for ( i = 1; i <= segments; i ++ ) {
 | 
						|
 | 
						|
			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
 | 
						|
	});
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  color: <THREE.Color>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function ShadowMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'ShadowMaterial';
 | 
						|
 | 
						|
		this.color = new Color( 0x000000 );
 | 
						|
		this.transparent = true;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ShadowMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	ShadowMaterial.prototype.constructor = ShadowMaterial;
 | 
						|
 | 
						|
	ShadowMaterial.prototype.isShadowMaterial = true;
 | 
						|
 | 
						|
	ShadowMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.color.copy( source.color );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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: <hex>,
 | 
						|
	 *  roughness: <float>,
 | 
						|
	 *  metalness: <float>,
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *
 | 
						|
	 *  map: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  lightMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  lightMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  aoMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  aoMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  emissive: <hex>,
 | 
						|
	 *  emissiveIntensity: <float>
 | 
						|
	 *  emissiveMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  bumpMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  bumpScale: <float>,
 | 
						|
	 *
 | 
						|
	 *  normalMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  normalScale: <Vector2>,
 | 
						|
	 *
 | 
						|
	 *  displacementMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  displacementScale: <float>,
 | 
						|
	 *  displacementBias: <float>,
 | 
						|
	 *
 | 
						|
	 *  roughnessMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  metalnessMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  alphaMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 | 
						|
	 *  envMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  refractionRatio: <float>,
 | 
						|
	 *
 | 
						|
	 *  wireframe: <boolean>,
 | 
						|
	 *  wireframeLinewidth: <float>,
 | 
						|
	 *
 | 
						|
	 *  skinning: <bool>,
 | 
						|
	 *  morphTargets: <bool>,
 | 
						|
	 *  morphNormals: <bool>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshStandardMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.defines = { 'STANDARD': '' };
 | 
						|
 | 
						|
		this.type = 'MeshStandardMaterial';
 | 
						|
 | 
						|
		this.color = new Color( 0xffffff ); // diffuse
 | 
						|
		this.roughness = 0.5;
 | 
						|
		this.metalness = 0.5;
 | 
						|
 | 
						|
		this.map = null;
 | 
						|
 | 
						|
		this.lightMap = null;
 | 
						|
		this.lightMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.aoMap = null;
 | 
						|
		this.aoMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.emissive = new Color( 0x000000 );
 | 
						|
		this.emissiveIntensity = 1.0;
 | 
						|
		this.emissiveMap = null;
 | 
						|
 | 
						|
		this.bumpMap = null;
 | 
						|
		this.bumpScale = 1;
 | 
						|
 | 
						|
		this.normalMap = null;
 | 
						|
		this.normalScale = new Vector2( 1, 1 );
 | 
						|
 | 
						|
		this.displacementMap = null;
 | 
						|
		this.displacementScale = 1;
 | 
						|
		this.displacementBias = 0;
 | 
						|
 | 
						|
		this.roughnessMap = null;
 | 
						|
 | 
						|
		this.metalnessMap = null;
 | 
						|
 | 
						|
		this.alphaMap = null;
 | 
						|
 | 
						|
		this.envMap = null;
 | 
						|
		this.envMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.refractionRatio = 0.98;
 | 
						|
 | 
						|
		this.wireframe = false;
 | 
						|
		this.wireframeLinewidth = 1;
 | 
						|
		this.wireframeLinecap = 'round';
 | 
						|
		this.wireframeLinejoin = 'round';
 | 
						|
 | 
						|
		this.skinning = false;
 | 
						|
		this.morphTargets = false;
 | 
						|
		this.morphNormals = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshStandardMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
 | 
						|
 | 
						|
	MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
 | 
						|
 | 
						|
	MeshStandardMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.defines = { 'STANDARD': '' };
 | 
						|
 | 
						|
		this.color.copy( source.color );
 | 
						|
		this.roughness = source.roughness;
 | 
						|
		this.metalness = source.metalness;
 | 
						|
 | 
						|
		this.map = source.map;
 | 
						|
 | 
						|
		this.lightMap = source.lightMap;
 | 
						|
		this.lightMapIntensity = source.lightMapIntensity;
 | 
						|
 | 
						|
		this.aoMap = source.aoMap;
 | 
						|
		this.aoMapIntensity = source.aoMapIntensity;
 | 
						|
 | 
						|
		this.emissive.copy( source.emissive );
 | 
						|
		this.emissiveMap = source.emissiveMap;
 | 
						|
		this.emissiveIntensity = source.emissiveIntensity;
 | 
						|
 | 
						|
		this.bumpMap = source.bumpMap;
 | 
						|
		this.bumpScale = source.bumpScale;
 | 
						|
 | 
						|
		this.normalMap = source.normalMap;
 | 
						|
		this.normalScale.copy( source.normalScale );
 | 
						|
 | 
						|
		this.displacementMap = source.displacementMap;
 | 
						|
		this.displacementScale = source.displacementScale;
 | 
						|
		this.displacementBias = source.displacementBias;
 | 
						|
 | 
						|
		this.roughnessMap = source.roughnessMap;
 | 
						|
 | 
						|
		this.metalnessMap = source.metalnessMap;
 | 
						|
 | 
						|
		this.alphaMap = source.alphaMap;
 | 
						|
 | 
						|
		this.envMap = source.envMap;
 | 
						|
		this.envMapIntensity = source.envMapIntensity;
 | 
						|
 | 
						|
		this.refractionRatio = source.refractionRatio;
 | 
						|
 | 
						|
		this.wireframe = source.wireframe;
 | 
						|
		this.wireframeLinewidth = source.wireframeLinewidth;
 | 
						|
		this.wireframeLinecap = source.wireframeLinecap;
 | 
						|
		this.wireframeLinejoin = source.wireframeLinejoin;
 | 
						|
 | 
						|
		this.skinning = source.skinning;
 | 
						|
		this.morphTargets = source.morphTargets;
 | 
						|
		this.morphNormals = source.morphNormals;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  reflectivity: <float>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshPhysicalMaterial( parameters ) {
 | 
						|
 | 
						|
		MeshStandardMaterial.call( this );
 | 
						|
 | 
						|
		this.defines = { 'PHYSICAL': '' };
 | 
						|
 | 
						|
		this.type = 'MeshPhysicalMaterial';
 | 
						|
 | 
						|
		this.reflectivity = 0.5; // maps to F0 = 0.04
 | 
						|
 | 
						|
		this.clearCoat = 0.0;
 | 
						|
		this.clearCoatRoughness = 0.0;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
 | 
						|
	MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
 | 
						|
 | 
						|
	MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
 | 
						|
 | 
						|
	MeshPhysicalMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		MeshStandardMaterial.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.defines = { 'PHYSICAL': '' };
 | 
						|
 | 
						|
		this.reflectivity = source.reflectivity;
 | 
						|
 | 
						|
		this.clearCoat = source.clearCoat;
 | 
						|
		this.clearCoatRoughness = source.clearCoatRoughness;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  color: <hex>,
 | 
						|
	 *  specular: <hex>,
 | 
						|
	 *  shininess: <float>,
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *
 | 
						|
	 *  map: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  lightMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  lightMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  aoMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  aoMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  emissive: <hex>,
 | 
						|
	 *  emissiveIntensity: <float>
 | 
						|
	 *  emissiveMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  bumpMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  bumpScale: <float>,
 | 
						|
	 *
 | 
						|
	 *  normalMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  normalScale: <Vector2>,
 | 
						|
	 *
 | 
						|
	 *  displacementMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  displacementScale: <float>,
 | 
						|
	 *  displacementBias: <float>,
 | 
						|
	 *
 | 
						|
	 *  specularMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  alphaMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 | 
						|
	 *  combine: THREE.Multiply,
 | 
						|
	 *  reflectivity: <float>,
 | 
						|
	 *  refractionRatio: <float>,
 | 
						|
	 *
 | 
						|
	 *  wireframe: <boolean>,
 | 
						|
	 *  wireframeLinewidth: <float>,
 | 
						|
	 *
 | 
						|
	 *  skinning: <bool>,
 | 
						|
	 *  morphTargets: <bool>,
 | 
						|
	 *  morphNormals: <bool>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshPhongMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'MeshPhongMaterial';
 | 
						|
 | 
						|
		this.color = new Color( 0xffffff ); // diffuse
 | 
						|
		this.specular = new Color( 0x111111 );
 | 
						|
		this.shininess = 30;
 | 
						|
 | 
						|
		this.map = null;
 | 
						|
 | 
						|
		this.lightMap = null;
 | 
						|
		this.lightMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.aoMap = null;
 | 
						|
		this.aoMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.emissive = new Color( 0x000000 );
 | 
						|
		this.emissiveIntensity = 1.0;
 | 
						|
		this.emissiveMap = null;
 | 
						|
 | 
						|
		this.bumpMap = null;
 | 
						|
		this.bumpScale = 1;
 | 
						|
 | 
						|
		this.normalMap = null;
 | 
						|
		this.normalScale = new Vector2( 1, 1 );
 | 
						|
 | 
						|
		this.displacementMap = null;
 | 
						|
		this.displacementScale = 1;
 | 
						|
		this.displacementBias = 0;
 | 
						|
 | 
						|
		this.specularMap = null;
 | 
						|
 | 
						|
		this.alphaMap = null;
 | 
						|
 | 
						|
		this.envMap = null;
 | 
						|
		this.combine = MultiplyOperation;
 | 
						|
		this.reflectivity = 1;
 | 
						|
		this.refractionRatio = 0.98;
 | 
						|
 | 
						|
		this.wireframe = false;
 | 
						|
		this.wireframeLinewidth = 1;
 | 
						|
		this.wireframeLinecap = 'round';
 | 
						|
		this.wireframeLinejoin = 'round';
 | 
						|
 | 
						|
		this.skinning = false;
 | 
						|
		this.morphTargets = false;
 | 
						|
		this.morphNormals = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshPhongMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
 | 
						|
 | 
						|
	MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
 | 
						|
 | 
						|
	MeshPhongMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.color.copy( source.color );
 | 
						|
		this.specular.copy( source.specular );
 | 
						|
		this.shininess = source.shininess;
 | 
						|
 | 
						|
		this.map = source.map;
 | 
						|
 | 
						|
		this.lightMap = source.lightMap;
 | 
						|
		this.lightMapIntensity = source.lightMapIntensity;
 | 
						|
 | 
						|
		this.aoMap = source.aoMap;
 | 
						|
		this.aoMapIntensity = source.aoMapIntensity;
 | 
						|
 | 
						|
		this.emissive.copy( source.emissive );
 | 
						|
		this.emissiveMap = source.emissiveMap;
 | 
						|
		this.emissiveIntensity = source.emissiveIntensity;
 | 
						|
 | 
						|
		this.bumpMap = source.bumpMap;
 | 
						|
		this.bumpScale = source.bumpScale;
 | 
						|
 | 
						|
		this.normalMap = source.normalMap;
 | 
						|
		this.normalScale.copy( source.normalScale );
 | 
						|
 | 
						|
		this.displacementMap = source.displacementMap;
 | 
						|
		this.displacementScale = source.displacementScale;
 | 
						|
		this.displacementBias = source.displacementBias;
 | 
						|
 | 
						|
		this.specularMap = source.specularMap;
 | 
						|
 | 
						|
		this.alphaMap = source.alphaMap;
 | 
						|
 | 
						|
		this.envMap = source.envMap;
 | 
						|
		this.combine = source.combine;
 | 
						|
		this.reflectivity = source.reflectivity;
 | 
						|
		this.refractionRatio = source.refractionRatio;
 | 
						|
 | 
						|
		this.wireframe = source.wireframe;
 | 
						|
		this.wireframeLinewidth = source.wireframeLinewidth;
 | 
						|
		this.wireframeLinecap = source.wireframeLinecap;
 | 
						|
		this.wireframeLinejoin = source.wireframeLinejoin;
 | 
						|
 | 
						|
		this.skinning = source.skinning;
 | 
						|
		this.morphTargets = source.morphTargets;
 | 
						|
		this.morphNormals = source.morphNormals;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author takahirox / http://github.com/takahirox
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  gradientMap: new THREE.Texture( <Image> )
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshToonMaterial( parameters ) {
 | 
						|
 | 
						|
		MeshPhongMaterial.call( this );
 | 
						|
 | 
						|
		this.defines = { 'TOON': '' };
 | 
						|
 | 
						|
		this.type = 'MeshToonMaterial';
 | 
						|
 | 
						|
		this.gradientMap = null;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
 | 
						|
	MeshToonMaterial.prototype.constructor = MeshToonMaterial;
 | 
						|
 | 
						|
	MeshToonMaterial.prototype.isMeshToonMaterial = true;
 | 
						|
 | 
						|
	MeshToonMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		MeshPhongMaterial.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.gradientMap = source.gradientMap;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *
 | 
						|
	 *  bumpMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  bumpScale: <float>,
 | 
						|
	 *
 | 
						|
	 *  normalMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  normalScale: <Vector2>,
 | 
						|
	 *
 | 
						|
	 *  displacementMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  displacementScale: <float>,
 | 
						|
	 *  displacementBias: <float>,
 | 
						|
	 *
 | 
						|
	 *  wireframe: <boolean>,
 | 
						|
	 *  wireframeLinewidth: <float>
 | 
						|
	 *
 | 
						|
	 *  skinning: <bool>,
 | 
						|
	 *  morphTargets: <bool>,
 | 
						|
	 *  morphNormals: <bool>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshNormalMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'MeshNormalMaterial';
 | 
						|
 | 
						|
		this.bumpMap = null;
 | 
						|
		this.bumpScale = 1;
 | 
						|
 | 
						|
		this.normalMap = null;
 | 
						|
		this.normalScale = new Vector2( 1, 1 );
 | 
						|
 | 
						|
		this.displacementMap = null;
 | 
						|
		this.displacementScale = 1;
 | 
						|
		this.displacementBias = 0;
 | 
						|
 | 
						|
		this.wireframe = false;
 | 
						|
		this.wireframeLinewidth = 1;
 | 
						|
 | 
						|
		this.fog = false;
 | 
						|
		this.lights = false;
 | 
						|
 | 
						|
		this.skinning = false;
 | 
						|
		this.morphTargets = false;
 | 
						|
		this.morphNormals = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshNormalMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
 | 
						|
 | 
						|
	MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
 | 
						|
 | 
						|
	MeshNormalMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.bumpMap = source.bumpMap;
 | 
						|
		this.bumpScale = source.bumpScale;
 | 
						|
 | 
						|
		this.normalMap = source.normalMap;
 | 
						|
		this.normalScale.copy( source.normalScale );
 | 
						|
 | 
						|
		this.displacementMap = source.displacementMap;
 | 
						|
		this.displacementScale = source.displacementScale;
 | 
						|
		this.displacementBias = source.displacementBias;
 | 
						|
 | 
						|
		this.wireframe = source.wireframe;
 | 
						|
		this.wireframeLinewidth = source.wireframeLinewidth;
 | 
						|
 | 
						|
		this.skinning = source.skinning;
 | 
						|
		this.morphTargets = source.morphTargets;
 | 
						|
		this.morphNormals = source.morphNormals;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  color: <hex>,
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *
 | 
						|
	 *  map: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  lightMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  lightMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  aoMap: new THREE.Texture( <Image> ),
 | 
						|
	 *  aoMapIntensity: <float>
 | 
						|
	 *
 | 
						|
	 *  emissive: <hex>,
 | 
						|
	 *  emissiveIntensity: <float>
 | 
						|
	 *  emissiveMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  specularMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  alphaMap: new THREE.Texture( <Image> ),
 | 
						|
	 *
 | 
						|
	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
 | 
						|
	 *  combine: THREE.Multiply,
 | 
						|
	 *  reflectivity: <float>,
 | 
						|
	 *  refractionRatio: <float>,
 | 
						|
	 *
 | 
						|
	 *  wireframe: <boolean>,
 | 
						|
	 *  wireframeLinewidth: <float>,
 | 
						|
	 *
 | 
						|
	 *  skinning: <bool>,
 | 
						|
	 *  morphTargets: <bool>,
 | 
						|
	 *  morphNormals: <bool>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function MeshLambertMaterial( parameters ) {
 | 
						|
 | 
						|
		Material.call( this );
 | 
						|
 | 
						|
		this.type = 'MeshLambertMaterial';
 | 
						|
 | 
						|
		this.color = new Color( 0xffffff ); // diffuse
 | 
						|
 | 
						|
		this.map = null;
 | 
						|
 | 
						|
		this.lightMap = null;
 | 
						|
		this.lightMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.aoMap = null;
 | 
						|
		this.aoMapIntensity = 1.0;
 | 
						|
 | 
						|
		this.emissive = new Color( 0x000000 );
 | 
						|
		this.emissiveIntensity = 1.0;
 | 
						|
		this.emissiveMap = null;
 | 
						|
 | 
						|
		this.specularMap = null;
 | 
						|
 | 
						|
		this.alphaMap = null;
 | 
						|
 | 
						|
		this.envMap = null;
 | 
						|
		this.combine = MultiplyOperation;
 | 
						|
		this.reflectivity = 1;
 | 
						|
		this.refractionRatio = 0.98;
 | 
						|
 | 
						|
		this.wireframe = false;
 | 
						|
		this.wireframeLinewidth = 1;
 | 
						|
		this.wireframeLinecap = 'round';
 | 
						|
		this.wireframeLinejoin = 'round';
 | 
						|
 | 
						|
		this.skinning = false;
 | 
						|
		this.morphTargets = false;
 | 
						|
		this.morphNormals = false;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	MeshLambertMaterial.prototype = Object.create( Material.prototype );
 | 
						|
	MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
 | 
						|
 | 
						|
	MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
 | 
						|
 | 
						|
	MeshLambertMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Material.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.color.copy( source.color );
 | 
						|
 | 
						|
		this.map = source.map;
 | 
						|
 | 
						|
		this.lightMap = source.lightMap;
 | 
						|
		this.lightMapIntensity = source.lightMapIntensity;
 | 
						|
 | 
						|
		this.aoMap = source.aoMap;
 | 
						|
		this.aoMapIntensity = source.aoMapIntensity;
 | 
						|
 | 
						|
		this.emissive.copy( source.emissive );
 | 
						|
		this.emissiveMap = source.emissiveMap;
 | 
						|
		this.emissiveIntensity = source.emissiveIntensity;
 | 
						|
 | 
						|
		this.specularMap = source.specularMap;
 | 
						|
 | 
						|
		this.alphaMap = source.alphaMap;
 | 
						|
 | 
						|
		this.envMap = source.envMap;
 | 
						|
		this.combine = source.combine;
 | 
						|
		this.reflectivity = source.reflectivity;
 | 
						|
		this.refractionRatio = source.refractionRatio;
 | 
						|
 | 
						|
		this.wireframe = source.wireframe;
 | 
						|
		this.wireframeLinewidth = source.wireframeLinewidth;
 | 
						|
		this.wireframeLinecap = source.wireframeLinecap;
 | 
						|
		this.wireframeLinejoin = source.wireframeLinejoin;
 | 
						|
 | 
						|
		this.skinning = source.skinning;
 | 
						|
		this.morphTargets = source.morphTargets;
 | 
						|
		this.morphNormals = source.morphNormals;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 *
 | 
						|
	 * parameters = {
 | 
						|
	 *  color: <hex>,
 | 
						|
	 *  opacity: <float>,
 | 
						|
	 *
 | 
						|
	 *  linewidth: <float>,
 | 
						|
	 *
 | 
						|
	 *  scale: <float>,
 | 
						|
	 *  dashSize: <float>,
 | 
						|
	 *  gapSize: <float>
 | 
						|
	 * }
 | 
						|
	 */
 | 
						|
 | 
						|
	function LineDashedMaterial( parameters ) {
 | 
						|
 | 
						|
		LineBasicMaterial.call( this );
 | 
						|
 | 
						|
		this.type = 'LineDashedMaterial';
 | 
						|
 | 
						|
		this.scale = 1;
 | 
						|
		this.dashSize = 3;
 | 
						|
		this.gapSize = 1;
 | 
						|
 | 
						|
		this.setValues( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
 | 
						|
	LineDashedMaterial.prototype.constructor = LineDashedMaterial;
 | 
						|
 | 
						|
	LineDashedMaterial.prototype.isLineDashedMaterial = true;
 | 
						|
 | 
						|
	LineDashedMaterial.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		LineBasicMaterial.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.scale = source.scale;
 | 
						|
		this.dashSize = source.dashSize;
 | 
						|
		this.gapSize = source.gapSize;
 | 
						|
 | 
						|
		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,
 | 
						|
		MeshDistanceMaterial: MeshDistanceMaterial,
 | 
						|
		MeshBasicMaterial: MeshBasicMaterial,
 | 
						|
		LineDashedMaterial: LineDashedMaterial,
 | 
						|
		LineBasicMaterial: LineBasicMaterial,
 | 
						|
		Material: Material
 | 
						|
	});
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	var Cache = {
 | 
						|
 | 
						|
		enabled: false,
 | 
						|
 | 
						|
		files: {},
 | 
						|
 | 
						|
		add: function ( key, file ) {
 | 
						|
 | 
						|
			if ( this.enabled === false ) return;
 | 
						|
 | 
						|
			// console.log( 'THREE.Cache', 'Adding key:', key );
 | 
						|
 | 
						|
			this.files[ key ] = file;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		get: function ( key ) {
 | 
						|
 | 
						|
			if ( this.enabled === false ) return;
 | 
						|
 | 
						|
			// console.log( 'THREE.Cache', 'Checking key:', key );
 | 
						|
 | 
						|
			return this.files[ key ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		remove: function ( key ) {
 | 
						|
 | 
						|
			delete this.files[ key ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clear: function () {
 | 
						|
 | 
						|
			this.files = {};
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function LoadingManager( onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
		var scope = this;
 | 
						|
 | 
						|
		var isLoading = false;
 | 
						|
		var itemsLoaded = 0;
 | 
						|
		var itemsTotal = 0;
 | 
						|
		var urlModifier = undefined;
 | 
						|
 | 
						|
		this.onStart = undefined;
 | 
						|
		this.onLoad = onLoad;
 | 
						|
		this.onProgress = onProgress;
 | 
						|
		this.onError = onError;
 | 
						|
 | 
						|
		this.itemStart = function ( url ) {
 | 
						|
 | 
						|
			itemsTotal ++;
 | 
						|
 | 
						|
			if ( isLoading === false ) {
 | 
						|
 | 
						|
				if ( scope.onStart !== undefined ) {
 | 
						|
 | 
						|
					scope.onStart( url, itemsLoaded, itemsTotal );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			isLoading = true;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.itemEnd = function ( url ) {
 | 
						|
 | 
						|
			itemsLoaded ++;
 | 
						|
 | 
						|
			if ( scope.onProgress !== undefined ) {
 | 
						|
 | 
						|
				scope.onProgress( url, itemsLoaded, itemsTotal );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( itemsLoaded === itemsTotal ) {
 | 
						|
 | 
						|
				isLoading = false;
 | 
						|
 | 
						|
				if ( scope.onLoad !== undefined ) {
 | 
						|
 | 
						|
					scope.onLoad();
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.itemError = function ( url ) {
 | 
						|
 | 
						|
			if ( scope.onError !== undefined ) {
 | 
						|
 | 
						|
				scope.onError( url );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.resolveURL = function ( url ) {
 | 
						|
 | 
						|
			if ( urlModifier ) {
 | 
						|
 | 
						|
				return urlModifier( url );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return url;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.setURLModifier = function ( transform ) {
 | 
						|
 | 
						|
			urlModifier = transform;
 | 
						|
			return this;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	var DefaultLoadingManager = new LoadingManager();
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	var loading = {};
 | 
						|
 | 
						|
	function FileLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( FileLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			if ( url === undefined ) url = '';
 | 
						|
 | 
						|
			if ( this.path !== undefined ) url = this.path + url;
 | 
						|
 | 
						|
			url = this.manager.resolveURL( url );
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var cached = Cache.get( url );
 | 
						|
 | 
						|
			if ( cached !== undefined ) {
 | 
						|
 | 
						|
				scope.manager.itemStart( url );
 | 
						|
 | 
						|
				setTimeout( function () {
 | 
						|
 | 
						|
					if ( onLoad ) onLoad( cached );
 | 
						|
 | 
						|
					scope.manager.itemEnd( url );
 | 
						|
 | 
						|
				}, 0 );
 | 
						|
 | 
						|
				return cached;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Check if request is duplicate
 | 
						|
 | 
						|
			if ( loading[ url ] !== undefined ) {
 | 
						|
 | 
						|
				loading[ url ].push( {
 | 
						|
 | 
						|
					onLoad: onLoad,
 | 
						|
					onProgress: onProgress,
 | 
						|
					onError: onError
 | 
						|
 | 
						|
				} );
 | 
						|
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Check for data: URI
 | 
						|
			var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
 | 
						|
			var dataUriRegexResult = url.match( dataUriRegex );
 | 
						|
 | 
						|
			// 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 ];
 | 
						|
 | 
						|
				data = window.decodeURIComponent( data );
 | 
						|
 | 
						|
				if ( isBase64 ) data = window.atob( data );
 | 
						|
 | 
						|
				try {
 | 
						|
 | 
						|
					var response;
 | 
						|
					var responseType = ( this.responseType || '' ).toLowerCase();
 | 
						|
 | 
						|
					switch ( responseType ) {
 | 
						|
 | 
						|
						case 'arraybuffer':
 | 
						|
						case 'blob':
 | 
						|
 | 
						|
							var view = new Uint8Array( data.length );
 | 
						|
 | 
						|
							for ( var i = 0; i < data.length; i ++ ) {
 | 
						|
 | 
						|
								view[ i ] = data.charCodeAt( i );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
							if ( responseType === 'blob' ) {
 | 
						|
 | 
						|
								response = new Blob( [ view.buffer ], { type: mimeType } );
 | 
						|
 | 
						|
							} else {
 | 
						|
 | 
						|
								response = view.buffer;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'document':
 | 
						|
 | 
						|
							var parser = new DOMParser();
 | 
						|
							response = parser.parseFromString( data, mimeType );
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'json':
 | 
						|
 | 
						|
							response = JSON.parse( data );
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						default: // 'text' or other
 | 
						|
 | 
						|
							response = data;
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					// Wait for next browser tick like standard XMLHttpRequest event dispatching does
 | 
						|
					window.setTimeout( function () {
 | 
						|
 | 
						|
						if ( onLoad ) onLoad( response );
 | 
						|
 | 
						|
						scope.manager.itemEnd( url );
 | 
						|
 | 
						|
					}, 0 );
 | 
						|
 | 
						|
				} catch ( error ) {
 | 
						|
 | 
						|
					// Wait for next browser tick like standard XMLHttpRequest event dispatching does
 | 
						|
					window.setTimeout( function () {
 | 
						|
 | 
						|
						if ( onError ) onError( error );
 | 
						|
 | 
						|
						scope.manager.itemEnd( url );
 | 
						|
						scope.manager.itemError( url );
 | 
						|
 | 
						|
					}, 0 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// Initialise array for duplicate requests
 | 
						|
 | 
						|
				loading[ url ] = [];
 | 
						|
 | 
						|
				loading[ url ].push( {
 | 
						|
 | 
						|
					onLoad: onLoad,
 | 
						|
					onProgress: onProgress,
 | 
						|
					onError: onError
 | 
						|
 | 
						|
				} );
 | 
						|
 | 
						|
				var request = new XMLHttpRequest();
 | 
						|
 | 
						|
				request.open( 'GET', url, true );
 | 
						|
 | 
						|
				request.addEventListener( 'load', function ( event ) {
 | 
						|
 | 
						|
					var response = this.response;
 | 
						|
 | 
						|
					Cache.add( url, response );
 | 
						|
 | 
						|
					var callbacks = loading[ url ];
 | 
						|
 | 
						|
					delete loading[ url ];
 | 
						|
 | 
						|
					if ( this.status === 200 ) {
 | 
						|
 | 
						|
						for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
 | 
						|
 | 
						|
							var callback = callbacks[ i ];
 | 
						|
							if ( callback.onLoad ) callback.onLoad( response );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						scope.manager.itemEnd( url );
 | 
						|
 | 
						|
					} else if ( this.status === 0 ) {
 | 
						|
 | 
						|
						// 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.' );
 | 
						|
 | 
						|
						for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
 | 
						|
 | 
						|
							var callback = callbacks[ i ];
 | 
						|
							if ( callback.onLoad ) callback.onLoad( response );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						scope.manager.itemEnd( url );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
 | 
						|
 | 
						|
							var callback = callbacks[ i ];
 | 
						|
							if ( callback.onError ) callback.onError( event );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						scope.manager.itemEnd( url );
 | 
						|
						scope.manager.itemError( url );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}, false );
 | 
						|
 | 
						|
				request.addEventListener( 'progress', function ( event ) {
 | 
						|
 | 
						|
					var callbacks = loading[ url ];
 | 
						|
 | 
						|
					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
 | 
						|
 | 
						|
						var callback = callbacks[ i ];
 | 
						|
						if ( callback.onProgress ) callback.onProgress( event );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}, false );
 | 
						|
 | 
						|
				request.addEventListener( 'error', function ( event ) {
 | 
						|
 | 
						|
					var callbacks = loading[ url ];
 | 
						|
 | 
						|
					delete loading[ url ];
 | 
						|
 | 
						|
					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
 | 
						|
 | 
						|
						var callback = callbacks[ i ];
 | 
						|
						if ( callback.onError ) callback.onError( event );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					scope.manager.itemEnd( url );
 | 
						|
					scope.manager.itemError( url );
 | 
						|
 | 
						|
				}, false );
 | 
						|
 | 
						|
				if ( this.responseType !== undefined ) request.responseType = this.responseType;
 | 
						|
				if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
 | 
						|
 | 
						|
				if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
 | 
						|
 | 
						|
				for ( var header in this.requestHeader ) {
 | 
						|
 | 
						|
					request.setRequestHeader( header, this.requestHeader[ header ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				request.send( null );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			scope.manager.itemStart( url );
 | 
						|
 | 
						|
			return request;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPath: function ( value ) {
 | 
						|
 | 
						|
			this.path = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setResponseType: function ( value ) {
 | 
						|
 | 
						|
			this.responseType = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setWithCredentials: function ( value ) {
 | 
						|
 | 
						|
			this.withCredentials = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setMimeType: function ( value ) {
 | 
						|
 | 
						|
			this.mimeType = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setRequestHeader: function ( value ) {
 | 
						|
 | 
						|
			this.requestHeader = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 *
 | 
						|
	 * Abstract Base class to block based textures loader (dds, pvr, ...)
 | 
						|
	 */
 | 
						|
 | 
						|
	function CompressedTextureLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
		// override in sub classes
 | 
						|
		this._parser = null;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( CompressedTextureLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var images = [];
 | 
						|
 | 
						|
			var texture = new CompressedTexture();
 | 
						|
			texture.image = images;
 | 
						|
 | 
						|
			var loader = new FileLoader( this.manager );
 | 
						|
			loader.setPath( this.path );
 | 
						|
			loader.setResponseType( 'arraybuffer' );
 | 
						|
 | 
						|
			function loadTexture( i ) {
 | 
						|
 | 
						|
				loader.load( url[ i ], function ( buffer ) {
 | 
						|
 | 
						|
					var texDatas = scope._parser( buffer, true );
 | 
						|
 | 
						|
					images[ i ] = {
 | 
						|
						width: texDatas.width,
 | 
						|
						height: texDatas.height,
 | 
						|
						format: texDatas.format,
 | 
						|
						mipmaps: texDatas.mipmaps
 | 
						|
					};
 | 
						|
 | 
						|
					loaded += 1;
 | 
						|
 | 
						|
					if ( loaded === 6 ) {
 | 
						|
 | 
						|
						if ( texDatas.mipmapCount === 1 )
 | 
						|
							texture.minFilter = LinearFilter;
 | 
						|
 | 
						|
						texture.format = texDatas.format;
 | 
						|
						texture.needsUpdate = true;
 | 
						|
 | 
						|
						if ( onLoad ) onLoad( texture );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}, onProgress, onError );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( Array.isArray( url ) ) {
 | 
						|
 | 
						|
				var loaded = 0;
 | 
						|
 | 
						|
				for ( var i = 0, il = url.length; i < il; ++ i ) {
 | 
						|
 | 
						|
					loadTexture( i );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// compressed cubemap texture stored in a single DDS file
 | 
						|
 | 
						|
				loader.load( url, function ( buffer ) {
 | 
						|
 | 
						|
					var texDatas = scope._parser( buffer, true );
 | 
						|
 | 
						|
					if ( texDatas.isCubemap ) {
 | 
						|
 | 
						|
						var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
 | 
						|
 | 
						|
						for ( var f = 0; f < faces; f ++ ) {
 | 
						|
 | 
						|
							images[ f ] = { mipmaps: [] };
 | 
						|
 | 
						|
							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;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						texture.image.width = texDatas.width;
 | 
						|
						texture.image.height = texDatas.height;
 | 
						|
						texture.mipmaps = texDatas.mipmaps;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( texDatas.mipmapCount === 1 ) {
 | 
						|
 | 
						|
						texture.minFilter = LinearFilter;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					texture.format = texDatas.format;
 | 
						|
					texture.needsUpdate = true;
 | 
						|
 | 
						|
					if ( onLoad ) onLoad( texture );
 | 
						|
 | 
						|
				}, onProgress, onError );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return texture;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPath: function ( value ) {
 | 
						|
 | 
						|
			this.path = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Nikos M. / https://github.com/foo123/
 | 
						|
	 *
 | 
						|
	 * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
 | 
						|
	 */
 | 
						|
 | 
						|
	function DataTextureLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
		// override in sub classes
 | 
						|
		this._parser = null;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( DataTextureLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var texture = new DataTexture();
 | 
						|
 | 
						|
			var loader = new FileLoader( this.manager );
 | 
						|
			loader.setResponseType( 'arraybuffer' );
 | 
						|
 | 
						|
			loader.load( url, function ( buffer ) {
 | 
						|
 | 
						|
				var texData = scope._parser( buffer );
 | 
						|
 | 
						|
				if ( ! texData ) return;
 | 
						|
 | 
						|
				if ( undefined !== texData.image ) {
 | 
						|
 | 
						|
					texture.image = texData.image;
 | 
						|
 | 
						|
				} else if ( undefined !== texData.data ) {
 | 
						|
 | 
						|
					texture.image.width = texData.width;
 | 
						|
					texture.image.height = texData.height;
 | 
						|
					texture.image.data = texData.data;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
 | 
						|
				texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;
 | 
						|
 | 
						|
				texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
 | 
						|
				texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;
 | 
						|
 | 
						|
				texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
 | 
						|
 | 
						|
				if ( undefined !== texData.format ) {
 | 
						|
 | 
						|
					texture.format = texData.format;
 | 
						|
 | 
						|
				}
 | 
						|
				if ( undefined !== texData.type ) {
 | 
						|
 | 
						|
					texture.type = texData.type;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( undefined !== texData.mipmaps ) {
 | 
						|
 | 
						|
					texture.mipmaps = texData.mipmaps;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( 1 === texData.mipmapCount ) {
 | 
						|
 | 
						|
					texture.minFilter = LinearFilter;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				texture.needsUpdate = true;
 | 
						|
 | 
						|
				if ( onLoad ) onLoad( texture, texData );
 | 
						|
 | 
						|
			}, onProgress, onError );
 | 
						|
 | 
						|
 | 
						|
			return texture;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function ImageLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( ImageLoader.prototype, {
 | 
						|
 | 
						|
		crossOrigin: 'Anonymous',
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			if ( url === undefined ) url = '';
 | 
						|
 | 
						|
			if ( this.path !== undefined ) url = this.path + url;
 | 
						|
 | 
						|
			url = this.manager.resolveURL( url );
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var cached = Cache.get( url );
 | 
						|
 | 
						|
			if ( cached !== undefined ) {
 | 
						|
 | 
						|
				scope.manager.itemStart( url );
 | 
						|
 | 
						|
				setTimeout( function () {
 | 
						|
 | 
						|
					if ( onLoad ) onLoad( cached );
 | 
						|
 | 
						|
					scope.manager.itemEnd( url );
 | 
						|
 | 
						|
				}, 0 );
 | 
						|
 | 
						|
				return cached;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
 | 
						|
 | 
						|
			image.addEventListener( 'load', function () {
 | 
						|
 | 
						|
				Cache.add( url, this );
 | 
						|
 | 
						|
				if ( onLoad ) onLoad( this );
 | 
						|
 | 
						|
				scope.manager.itemEnd( url );
 | 
						|
 | 
						|
			}, false );
 | 
						|
 | 
						|
			/*
 | 
						|
			image.addEventListener( 'progress', function ( event ) {
 | 
						|
 | 
						|
				if ( onProgress ) onProgress( event );
 | 
						|
 | 
						|
			}, false );
 | 
						|
			*/
 | 
						|
 | 
						|
			image.addEventListener( 'error', function ( event ) {
 | 
						|
 | 
						|
				if ( onError ) onError( event );
 | 
						|
 | 
						|
				scope.manager.itemEnd( url );
 | 
						|
				scope.manager.itemError( url );
 | 
						|
 | 
						|
			}, false );
 | 
						|
 | 
						|
			if ( url.substr( 0, 5 ) !== 'data:' ) {
 | 
						|
 | 
						|
				if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			scope.manager.itemStart( url );
 | 
						|
 | 
						|
			image.src = url;
 | 
						|
 | 
						|
			return image;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setCrossOrigin: function ( value ) {
 | 
						|
 | 
						|
			this.crossOrigin = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPath: function ( value ) {
 | 
						|
 | 
						|
			this.path = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function CubeTextureLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( CubeTextureLoader.prototype, {
 | 
						|
 | 
						|
		crossOrigin: 'Anonymous',
 | 
						|
 | 
						|
		load: function ( urls, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var texture = new CubeTexture();
 | 
						|
 | 
						|
			var loader = new ImageLoader( this.manager );
 | 
						|
			loader.setCrossOrigin( this.crossOrigin );
 | 
						|
			loader.setPath( this.path );
 | 
						|
 | 
						|
			var loaded = 0;
 | 
						|
 | 
						|
			function loadTexture( i ) {
 | 
						|
 | 
						|
				loader.load( urls[ i ], function ( image ) {
 | 
						|
 | 
						|
					texture.images[ i ] = image;
 | 
						|
 | 
						|
					loaded ++;
 | 
						|
 | 
						|
					if ( loaded === 6 ) {
 | 
						|
 | 
						|
						texture.needsUpdate = true;
 | 
						|
 | 
						|
						if ( onLoad ) onLoad( texture );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}, undefined, onError );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var i = 0; i < urls.length; ++ i ) {
 | 
						|
 | 
						|
				loadTexture( i );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return texture;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setCrossOrigin: function ( value ) {
 | 
						|
 | 
						|
			this.crossOrigin = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPath: function ( value ) {
 | 
						|
 | 
						|
			this.path = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function TextureLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( TextureLoader.prototype, {
 | 
						|
 | 
						|
		crossOrigin: 'Anonymous',
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var texture = new Texture();
 | 
						|
 | 
						|
			var loader = new ImageLoader( this.manager );
 | 
						|
			loader.setCrossOrigin( this.crossOrigin );
 | 
						|
			loader.setPath( this.path );
 | 
						|
 | 
						|
			loader.load( url, function ( image ) {
 | 
						|
 | 
						|
				texture.image = image;
 | 
						|
 | 
						|
				// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
 | 
						|
				var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
 | 
						|
 | 
						|
				texture.format = isJPEG ? RGBFormat : RGBAFormat;
 | 
						|
				texture.needsUpdate = true;
 | 
						|
 | 
						|
				if ( onLoad !== undefined ) {
 | 
						|
 | 
						|
					onLoad( texture );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}, onProgress, onError );
 | 
						|
 | 
						|
			return texture;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setCrossOrigin: function ( value ) {
 | 
						|
 | 
						|
			this.crossOrigin = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPath: function ( value ) {
 | 
						|
 | 
						|
			this.path = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author zz85 / http://www.lab4games.net/zz85/blog
 | 
						|
	 * Extensible curve object
 | 
						|
	 *
 | 
						|
	 * Some common of curve methods:
 | 
						|
	 * .getPoint( t, optionalTarget ), .getTangent( t )
 | 
						|
	 * .getPointAt( u, optionalTarget ), .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
 | 
						|
	 **************************************************************/
 | 
						|
 | 
						|
	function Curve() {
 | 
						|
 | 
						|
		this.type = 'Curve';
 | 
						|
 | 
						|
		this.arcLengthDivisions = 200;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Curve.prototype, {
 | 
						|
 | 
						|
		// Virtual base class method to overwrite and implement in subclasses
 | 
						|
		//	- t [0 .. 1]
 | 
						|
 | 
						|
		getPoint: function ( /* t, optionalTarget */ ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Curve: .getPoint() not implemented.' );
 | 
						|
			return null;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Get point at relative position in curve according to arc length
 | 
						|
		// - u [0 .. 1]
 | 
						|
 | 
						|
		getPointAt: function ( u, optionalTarget ) {
 | 
						|
 | 
						|
			var t = this.getUtoTmapping( u );
 | 
						|
			return this.getPoint( t, optionalTarget );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Get sequence of points using getPoint( t )
 | 
						|
 | 
						|
		getPoints: function ( divisions ) {
 | 
						|
 | 
						|
			if ( divisions === undefined ) divisions = 5;
 | 
						|
 | 
						|
			var points = [];
 | 
						|
 | 
						|
			for ( var d = 0; d <= divisions; d ++ ) {
 | 
						|
 | 
						|
				points.push( this.getPoint( d / divisions ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return points;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Get sequence of points using getPointAt( u )
 | 
						|
 | 
						|
		getSpacedPoints: function ( divisions ) {
 | 
						|
 | 
						|
			if ( divisions === undefined ) divisions = 5;
 | 
						|
 | 
						|
			var points = [];
 | 
						|
 | 
						|
			for ( var d = 0; d <= divisions; d ++ ) {
 | 
						|
 | 
						|
				points.push( this.getPointAt( d / divisions ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return points;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Get total curve arc length
 | 
						|
 | 
						|
		getLength: function () {
 | 
						|
 | 
						|
			var lengths = this.getLengths();
 | 
						|
			return lengths[ lengths.length - 1 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Get list of cumulative segment lengths
 | 
						|
 | 
						|
		getLengths: function ( divisions ) {
 | 
						|
 | 
						|
			if ( divisions === undefined ) divisions = this.arcLengthDivisions;
 | 
						|
 | 
						|
			if ( this.cacheArcLengths &&
 | 
						|
				( this.cacheArcLengths.length === divisions + 1 ) &&
 | 
						|
				! this.needsUpdate ) {
 | 
						|
 | 
						|
				return this.cacheArcLengths;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.needsUpdate = false;
 | 
						|
 | 
						|
			var cache = [];
 | 
						|
			var current, last = this.getPoint( 0 );
 | 
						|
			var p, sum = 0;
 | 
						|
 | 
						|
			cache.push( 0 );
 | 
						|
 | 
						|
			for ( p = 1; p <= divisions; p ++ ) {
 | 
						|
 | 
						|
				current = this.getPoint( p / divisions );
 | 
						|
				sum += current.distanceTo( last );
 | 
						|
				cache.push( sum );
 | 
						|
				last = current;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.cacheArcLengths = cache;
 | 
						|
 | 
						|
			return cache; // { sums: cache, sum: sum }; Sum is in the last element.
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		updateArcLengths: function () {
 | 
						|
 | 
						|
			this.needsUpdate = true;
 | 
						|
			this.getLengths();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
 | 
						|
 | 
						|
		getUtoTmapping: function ( u, distance ) {
 | 
						|
 | 
						|
			var arcLengths = this.getLengths();
 | 
						|
 | 
						|
			var i = 0, il = arcLengths.length;
 | 
						|
 | 
						|
			var targetArcLength; // The targeted u distance value to get
 | 
						|
 | 
						|
			if ( distance ) {
 | 
						|
 | 
						|
				targetArcLength = distance;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				targetArcLength = u * arcLengths[ il - 1 ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// binary search for the index with largest value smaller than target u distance
 | 
						|
 | 
						|
			var low = 0, high = il - 1, comparison;
 | 
						|
 | 
						|
			while ( low <= high ) {
 | 
						|
 | 
						|
				i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
 | 
						|
 | 
						|
				comparison = arcLengths[ i ] - targetArcLength;
 | 
						|
 | 
						|
				if ( comparison < 0 ) {
 | 
						|
 | 
						|
					low = i + 1;
 | 
						|
 | 
						|
				} else if ( comparison > 0 ) {
 | 
						|
 | 
						|
					high = i - 1;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					high = i;
 | 
						|
					break;
 | 
						|
 | 
						|
					// DONE
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			i = high;
 | 
						|
 | 
						|
			if ( arcLengths[ i ] === targetArcLength ) {
 | 
						|
 | 
						|
				return i / ( il - 1 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// we could get finer grain at lengths, or use simple interpolation between two points
 | 
						|
 | 
						|
			var lengthBefore = arcLengths[ i ];
 | 
						|
			var lengthAfter = arcLengths[ i + 1 ];
 | 
						|
 | 
						|
			var segmentLength = lengthAfter - lengthBefore;
 | 
						|
 | 
						|
			// determine where we are between the 'before' and 'after' points
 | 
						|
 | 
						|
			var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
 | 
						|
 | 
						|
			// add that fractional amount to 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 ) {
 | 
						|
 | 
						|
			var delta = 0.0001;
 | 
						|
			var t1 = t - delta;
 | 
						|
			var t2 = t + delta;
 | 
						|
 | 
						|
			// Capping in case of danger
 | 
						|
 | 
						|
			if ( t1 < 0 ) t1 = 0;
 | 
						|
			if ( t2 > 1 ) t2 = 1;
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		computeFrenetFrames: function ( segments, closed ) {
 | 
						|
 | 
						|
			// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
 | 
						|
 | 
						|
			var normal = new Vector3();
 | 
						|
 | 
						|
			var tangents = [];
 | 
						|
			var normals = [];
 | 
						|
			var binormals = [];
 | 
						|
 | 
						|
			var vec = new Vector3();
 | 
						|
			var mat = new Matrix4();
 | 
						|
 | 
						|
			var i, u, theta;
 | 
						|
 | 
						|
			// compute the tangent vectors for each segment on the curve
 | 
						|
 | 
						|
			for ( i = 0; i <= segments; i ++ ) {
 | 
						|
 | 
						|
				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 );
 | 
						|
 | 
						|
			if ( tx <= min ) {
 | 
						|
 | 
						|
				min = tx;
 | 
						|
				normal.set( 1, 0, 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( ty <= min ) {
 | 
						|
 | 
						|
				min = ty;
 | 
						|
				normal.set( 0, 1, 0 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( tz <= min ) {
 | 
						|
 | 
						|
				normal.set( 0, 0, 1 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			vec.crossVectors( tangents[ 0 ], normal ).normalize();
 | 
						|
 | 
						|
			normals[ 0 ].crossVectors( tangents[ 0 ], vec );
 | 
						|
			binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
 | 
						|
 | 
						|
 | 
						|
			// compute the slowly-varying normal and binormal vectors for each segment on the curve
 | 
						|
 | 
						|
			for ( i = 1; i <= segments; i ++ ) {
 | 
						|
 | 
						|
				normals[ i ] = normals[ i - 1 ].clone();
 | 
						|
 | 
						|
				binormals[ i ] = binormals[ i - 1 ].clone();
 | 
						|
 | 
						|
				vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
 | 
						|
 | 
						|
				if ( vec.length() > Number.EPSILON ) {
 | 
						|
 | 
						|
					vec.normalize();
 | 
						|
 | 
						|
					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 ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
 | 
						|
 | 
						|
			if ( closed === true ) {
 | 
						|
 | 
						|
				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 ) {
 | 
						|
 | 
						|
					theta = - theta;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				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 ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return {
 | 
						|
				tangents: tangents,
 | 
						|
				normals: normals,
 | 
						|
				binormals: binormals
 | 
						|
			};
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			this.arcLengthDivisions = source.arcLengthDivisions;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function () {
 | 
						|
 | 
						|
			var data = {
 | 
						|
				metadata: {
 | 
						|
					version: 4.5,
 | 
						|
					type: 'Curve',
 | 
						|
					generator: 'Curve.toJSON'
 | 
						|
				}
 | 
						|
			};
 | 
						|
 | 
						|
			data.arcLengthDivisions = this.arcLengthDivisions;
 | 
						|
			data.type = this.type;
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromJSON: function ( json ) {
 | 
						|
 | 
						|
			this.arcLengthDivisions = json.arcLengthDivisions;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'EllipseCurve';
 | 
						|
 | 
						|
		this.aX = aX || 0;
 | 
						|
		this.aY = aY || 0;
 | 
						|
 | 
						|
		this.xRadius = xRadius || 1;
 | 
						|
		this.yRadius = yRadius || 1;
 | 
						|
 | 
						|
		this.aStartAngle = aStartAngle || 0;
 | 
						|
		this.aEndAngle = aEndAngle || 2 * Math.PI;
 | 
						|
 | 
						|
		this.aClockwise = aClockwise || false;
 | 
						|
 | 
						|
		this.aRotation = aRotation || 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	EllipseCurve.prototype = Object.create( Curve.prototype );
 | 
						|
	EllipseCurve.prototype.constructor = EllipseCurve;
 | 
						|
 | 
						|
	EllipseCurve.prototype.isEllipseCurve = true;
 | 
						|
 | 
						|
	EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector2();
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		if ( deltaAngle < Number.EPSILON ) {
 | 
						|
 | 
						|
			if ( samePoints ) {
 | 
						|
 | 
						|
				deltaAngle = 0;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				deltaAngle = twoPi;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( this.aClockwise === true && ! samePoints ) {
 | 
						|
 | 
						|
			if ( deltaAngle === twoPi ) {
 | 
						|
 | 
						|
				deltaAngle = - twoPi;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				deltaAngle = deltaAngle - twoPi;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		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 ) {
 | 
						|
 | 
						|
			var cos = Math.cos( this.aRotation );
 | 
						|
			var sin = Math.sin( this.aRotation );
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return point.set( x, y );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	EllipseCurve.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.aX = source.aX;
 | 
						|
		this.aY = source.aY;
 | 
						|
 | 
						|
		this.xRadius = source.xRadius;
 | 
						|
		this.yRadius = source.yRadius;
 | 
						|
 | 
						|
		this.aStartAngle = source.aStartAngle;
 | 
						|
		this.aEndAngle = source.aEndAngle;
 | 
						|
 | 
						|
		this.aClockwise = source.aClockwise;
 | 
						|
 | 
						|
		this.aRotation = source.aRotation;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
 | 
						|
	EllipseCurve.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.aX = this.aX;
 | 
						|
		data.aY = this.aY;
 | 
						|
 | 
						|
		data.xRadius = this.xRadius;
 | 
						|
		data.yRadius = this.yRadius;
 | 
						|
 | 
						|
		data.aStartAngle = this.aStartAngle;
 | 
						|
		data.aEndAngle = this.aEndAngle;
 | 
						|
 | 
						|
		data.aClockwise = this.aClockwise;
 | 
						|
 | 
						|
		data.aRotation = this.aRotation;
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	EllipseCurve.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.aX = json.aX;
 | 
						|
		this.aY = json.aY;
 | 
						|
 | 
						|
		this.xRadius = json.xRadius;
 | 
						|
		this.yRadius = json.yRadius;
 | 
						|
 | 
						|
		this.aStartAngle = json.aStartAngle;
 | 
						|
		this.aEndAngle = json.aEndAngle;
 | 
						|
 | 
						|
		this.aClockwise = json.aClockwise;
 | 
						|
 | 
						|
		this.aRotation = json.aRotation;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
 | 
						|
 | 
						|
		EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
 | 
						|
 | 
						|
		this.type = 'ArcCurve';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ArcCurve.prototype = Object.create( EllipseCurve.prototype );
 | 
						|
	ArcCurve.prototype.constructor = ArcCurve;
 | 
						|
 | 
						|
	ArcCurve.prototype.isArcCurve = true;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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
 | 
						|
	 */
 | 
						|
 | 
						|
 | 
						|
	/*
 | 
						|
	Based on an optimized c++ solution in
 | 
						|
	 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
 | 
						|
	 - http://ideone.com/NoEbVM
 | 
						|
 | 
						|
	This CubicPoly class could be used for reusing some variables and calculations,
 | 
						|
	but for three.js curve use, it could be possible inlined and flatten into a single function call
 | 
						|
	which can be placed in CurveUtils.
 | 
						|
	*/
 | 
						|
 | 
						|
	function CubicPoly() {
 | 
						|
 | 
						|
		var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
 | 
						|
 | 
						|
		/*
 | 
						|
		 * Compute coefficients for a cubic polynomial
 | 
						|
		 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
 | 
						|
		 * such that
 | 
						|
		 *   p(0) = x0, p(1) = x1
 | 
						|
		 *  and
 | 
						|
		 *   p'(0) = t0, p'(1) = t1.
 | 
						|
		 */
 | 
						|
		function init( x0, x1, t0, t1 ) {
 | 
						|
 | 
						|
			c0 = x0;
 | 
						|
			c1 = t0;
 | 
						|
			c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
 | 
						|
			c3 = 2 * x0 - 2 * x1 + t0 + t1;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return {
 | 
						|
 | 
						|
			initCatmullRom: function ( x0, x1, x2, x3, tension ) {
 | 
						|
 | 
						|
				init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
 | 
						|
 | 
						|
				// compute tangents when parameterized in [t1,t2]
 | 
						|
				var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
 | 
						|
				var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
 | 
						|
 | 
						|
				// rescale tangents for parametrization in [0,1]
 | 
						|
				t1 *= dt1;
 | 
						|
				t2 *= dt1;
 | 
						|
 | 
						|
				init( x1, x2, t1, t2 );
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			calc: function ( t ) {
 | 
						|
 | 
						|
				var t2 = t * t;
 | 
						|
				var t3 = t2 * t;
 | 
						|
				return c0 + c1 * t + c2 * t2 + c3 * t3;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	var tmp = new Vector3();
 | 
						|
	var px = new CubicPoly();
 | 
						|
	var py = new CubicPoly();
 | 
						|
	var pz = new CubicPoly();
 | 
						|
 | 
						|
	function CatmullRomCurve3( points, closed, curveType, tension ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'CatmullRomCurve3';
 | 
						|
 | 
						|
		this.points = points || [];
 | 
						|
		this.closed = closed || false;
 | 
						|
		this.curveType = curveType || 'centripetal';
 | 
						|
		this.tension = tension || 0.5;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CatmullRomCurve3.prototype = Object.create( Curve.prototype );
 | 
						|
	CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
 | 
						|
 | 
						|
	CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
 | 
						|
 | 
						|
	CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector3();
 | 
						|
 | 
						|
		var points = this.points;
 | 
						|
		var l = points.length;
 | 
						|
 | 
						|
		var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
 | 
						|
		var intPoint = Math.floor( p );
 | 
						|
		var weight = p - intPoint;
 | 
						|
 | 
						|
		if ( this.closed ) {
 | 
						|
 | 
						|
			intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
 | 
						|
 | 
						|
		} else if ( weight === 0 && intPoint === l - 1 ) {
 | 
						|
 | 
						|
			intPoint = l - 2;
 | 
						|
			weight = 1;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var p0, p1, p2, p3; // 4 points
 | 
						|
 | 
						|
		if ( this.closed || intPoint > 0 ) {
 | 
						|
 | 
						|
			p0 = points[ ( intPoint - 1 ) % l ];
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			// extrapolate first point
 | 
						|
			tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
 | 
						|
			p0 = tmp;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		p1 = points[ intPoint % l ];
 | 
						|
		p2 = points[ ( intPoint + 1 ) % l ];
 | 
						|
 | 
						|
		if ( this.closed || intPoint + 2 < l ) {
 | 
						|
 | 
						|
			p3 = points[ ( intPoint + 2 ) % l ];
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			// extrapolate last point
 | 
						|
			tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
 | 
						|
			p3 = tmp;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
 | 
						|
 | 
						|
			// init Centripetal / Chordal Catmull-Rom
 | 
						|
			var pow = this.curveType === '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;
 | 
						|
 | 
						|
			px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
 | 
						|
			py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
 | 
						|
			pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
 | 
						|
 | 
						|
		} else if ( this.curveType === 'catmullrom' ) {
 | 
						|
 | 
						|
			px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
 | 
						|
			py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
 | 
						|
			pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		point.set(
 | 
						|
			px.calc( weight ),
 | 
						|
			py.calc( weight ),
 | 
						|
			pz.calc( weight )
 | 
						|
		);
 | 
						|
 | 
						|
		return point;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CatmullRomCurve3.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.points = [];
 | 
						|
 | 
						|
		for ( var i = 0, l = source.points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
			var point = source.points[ i ];
 | 
						|
 | 
						|
			this.points.push( point.clone() );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.closed = source.closed;
 | 
						|
		this.curveType = source.curveType;
 | 
						|
		this.tension = source.tension;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CatmullRomCurve3.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.points = [];
 | 
						|
 | 
						|
		for ( var i = 0, l = this.points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
			var point = this.points[ i ];
 | 
						|
			data.points.push( point.toArray() );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		data.closed = this.closed;
 | 
						|
		data.curveType = this.curveType;
 | 
						|
		data.tension = this.tension;
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CatmullRomCurve3.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.points = [];
 | 
						|
 | 
						|
		for ( var i = 0, l = json.points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
			var point = json.points[ i ];
 | 
						|
			this.points.push( new Vector3().fromArray( point ) );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.closed = json.closed;
 | 
						|
		this.curveType = json.curveType;
 | 
						|
		this.tension = json.tension;
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 ) {
 | 
						|
 | 
						|
		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 ) {
 | 
						|
 | 
						|
		var k = 1 - t;
 | 
						|
		return k * k * p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function QuadraticBezierP1( t, p ) {
 | 
						|
 | 
						|
		return 2 * ( 1 - t ) * t * p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function QuadraticBezierP2( t, p ) {
 | 
						|
 | 
						|
		return t * t * p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function QuadraticBezier( t, p0, p1, p2 ) {
 | 
						|
 | 
						|
		return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
 | 
						|
			QuadraticBezierP2( t, p2 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function CubicBezierP0( t, p ) {
 | 
						|
 | 
						|
		var k = 1 - t;
 | 
						|
		return k * k * k * p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function CubicBezierP1( t, p ) {
 | 
						|
 | 
						|
		var k = 1 - t;
 | 
						|
		return 3 * k * k * t * p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function CubicBezierP2( t, p ) {
 | 
						|
 | 
						|
		return 3 * ( 1 - t ) * t * t * p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function CubicBezierP3( t, p ) {
 | 
						|
 | 
						|
		return t * t * t * p;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function CubicBezier( t, p0, p1, p2, p3 ) {
 | 
						|
 | 
						|
		return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
 | 
						|
			CubicBezierP3( t, p3 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function CubicBezierCurve( v0, v1, v2, v3 ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'CubicBezierCurve';
 | 
						|
 | 
						|
		this.v0 = v0 || new Vector2();
 | 
						|
		this.v1 = v1 || new Vector2();
 | 
						|
		this.v2 = v2 || new Vector2();
 | 
						|
		this.v3 = v3 || new Vector2();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CubicBezierCurve.prototype = Object.create( Curve.prototype );
 | 
						|
	CubicBezierCurve.prototype.constructor = CubicBezierCurve;
 | 
						|
 | 
						|
	CubicBezierCurve.prototype.isCubicBezierCurve = true;
 | 
						|
 | 
						|
	CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector2();
 | 
						|
 | 
						|
		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
 | 
						|
 | 
						|
		point.set(
 | 
						|
			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
 | 
						|
			CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
 | 
						|
		);
 | 
						|
 | 
						|
		return point;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CubicBezierCurve.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.v0.copy( source.v0 );
 | 
						|
		this.v1.copy( source.v1 );
 | 
						|
		this.v2.copy( source.v2 );
 | 
						|
		this.v3.copy( source.v3 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CubicBezierCurve.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.v0 = this.v0.toArray();
 | 
						|
		data.v1 = this.v1.toArray();
 | 
						|
		data.v2 = this.v2.toArray();
 | 
						|
		data.v3 = this.v3.toArray();
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CubicBezierCurve.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.v0.fromArray( json.v0 );
 | 
						|
		this.v1.fromArray( json.v1 );
 | 
						|
		this.v2.fromArray( json.v2 );
 | 
						|
		this.v3.fromArray( json.v3 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	function CubicBezierCurve3( v0, v1, v2, v3 ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'CubicBezierCurve3';
 | 
						|
 | 
						|
		this.v0 = v0 || new Vector3();
 | 
						|
		this.v1 = v1 || new Vector3();
 | 
						|
		this.v2 = v2 || new Vector3();
 | 
						|
		this.v3 = v3 || new Vector3();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CubicBezierCurve3.prototype = Object.create( Curve.prototype );
 | 
						|
	CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
 | 
						|
 | 
						|
	CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
 | 
						|
 | 
						|
	CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector3();
 | 
						|
 | 
						|
		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
 | 
						|
 | 
						|
		point.set(
 | 
						|
			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
 | 
						|
			CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
 | 
						|
			CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
 | 
						|
		);
 | 
						|
 | 
						|
		return point;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CubicBezierCurve3.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.v0.copy( source.v0 );
 | 
						|
		this.v1.copy( source.v1 );
 | 
						|
		this.v2.copy( source.v2 );
 | 
						|
		this.v3.copy( source.v3 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CubicBezierCurve3.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.v0 = this.v0.toArray();
 | 
						|
		data.v1 = this.v1.toArray();
 | 
						|
		data.v2 = this.v2.toArray();
 | 
						|
		data.v3 = this.v3.toArray();
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	CubicBezierCurve3.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.v0.fromArray( json.v0 );
 | 
						|
		this.v1.fromArray( json.v1 );
 | 
						|
		this.v2.fromArray( json.v2 );
 | 
						|
		this.v3.fromArray( json.v3 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	function LineCurve( v1, v2 ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'LineCurve';
 | 
						|
 | 
						|
		this.v1 = v1 || new Vector2();
 | 
						|
		this.v2 = v2 || new Vector2();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LineCurve.prototype = Object.create( Curve.prototype );
 | 
						|
	LineCurve.prototype.constructor = LineCurve;
 | 
						|
 | 
						|
	LineCurve.prototype.isLineCurve = true;
 | 
						|
 | 
						|
	LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector2();
 | 
						|
 | 
						|
		if ( t === 1 ) {
 | 
						|
 | 
						|
			point.copy( this.v2 );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			point.copy( this.v2 ).sub( this.v1 );
 | 
						|
			point.multiplyScalar( t ).add( this.v1 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return point;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	// Line curve is linear, so we can overwrite default getPointAt
 | 
						|
 | 
						|
	LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
 | 
						|
 | 
						|
		return this.getPoint( u, optionalTarget );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	LineCurve.prototype.getTangent = function ( /* t */ ) {
 | 
						|
 | 
						|
		var tangent = this.v2.clone().sub( this.v1 );
 | 
						|
 | 
						|
		return tangent.normalize();
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	LineCurve.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.v1.copy( source.v1 );
 | 
						|
		this.v2.copy( source.v2 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	LineCurve.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.v1 = this.v1.toArray();
 | 
						|
		data.v2 = this.v2.toArray();
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	LineCurve.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.v1.fromArray( json.v1 );
 | 
						|
		this.v2.fromArray( json.v2 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	function LineCurve3( v1, v2 ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'LineCurve3';
 | 
						|
 | 
						|
		this.v1 = v1 || new Vector3();
 | 
						|
		this.v2 = v2 || new Vector3();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LineCurve3.prototype = Object.create( Curve.prototype );
 | 
						|
	LineCurve3.prototype.constructor = LineCurve3;
 | 
						|
 | 
						|
	LineCurve3.prototype.isLineCurve3 = true;
 | 
						|
 | 
						|
	LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector3();
 | 
						|
 | 
						|
		if ( t === 1 ) {
 | 
						|
 | 
						|
			point.copy( this.v2 );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			point.copy( this.v2 ).sub( this.v1 );
 | 
						|
			point.multiplyScalar( t ).add( this.v1 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return point;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	// Line curve is linear, so we can overwrite default getPointAt
 | 
						|
 | 
						|
	LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
 | 
						|
 | 
						|
		return this.getPoint( u, optionalTarget );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	LineCurve3.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.v1.copy( source.v1 );
 | 
						|
		this.v2.copy( source.v2 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	LineCurve3.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.v1 = this.v1.toArray();
 | 
						|
		data.v2 = this.v2.toArray();
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	LineCurve3.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.v1.fromArray( json.v1 );
 | 
						|
		this.v2.fromArray( json.v2 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	function QuadraticBezierCurve( v0, v1, v2 ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'QuadraticBezierCurve';
 | 
						|
 | 
						|
		this.v0 = v0 || new Vector2();
 | 
						|
		this.v1 = v1 || new Vector2();
 | 
						|
		this.v2 = v2 || new Vector2();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
 | 
						|
	QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
 | 
						|
 | 
						|
	QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
 | 
						|
 | 
						|
	QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector2();
 | 
						|
 | 
						|
		var v0 = this.v0, v1 = this.v1, v2 = this.v2;
 | 
						|
 | 
						|
		point.set(
 | 
						|
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
 | 
						|
			QuadraticBezier( t, v0.y, v1.y, v2.y )
 | 
						|
		);
 | 
						|
 | 
						|
		return point;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	QuadraticBezierCurve.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.v0.copy( source.v0 );
 | 
						|
		this.v1.copy( source.v1 );
 | 
						|
		this.v2.copy( source.v2 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	QuadraticBezierCurve.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.v0 = this.v0.toArray();
 | 
						|
		data.v1 = this.v1.toArray();
 | 
						|
		data.v2 = this.v2.toArray();
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.v0.fromArray( json.v0 );
 | 
						|
		this.v1.fromArray( json.v1 );
 | 
						|
		this.v2.fromArray( json.v2 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	function QuadraticBezierCurve3( v0, v1, v2 ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'QuadraticBezierCurve3';
 | 
						|
 | 
						|
		this.v0 = v0 || new Vector3();
 | 
						|
		this.v1 = v1 || new Vector3();
 | 
						|
		this.v2 = v2 || new Vector3();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
 | 
						|
	QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
 | 
						|
 | 
						|
	QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
 | 
						|
 | 
						|
	QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector3();
 | 
						|
 | 
						|
		var v0 = this.v0, v1 = this.v1, v2 = this.v2;
 | 
						|
 | 
						|
		point.set(
 | 
						|
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
 | 
						|
			QuadraticBezier( t, v0.y, v1.y, v2.y ),
 | 
						|
			QuadraticBezier( t, v0.z, v1.z, v2.z )
 | 
						|
		);
 | 
						|
 | 
						|
		return point;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	QuadraticBezierCurve3.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.v0.copy( source.v0 );
 | 
						|
		this.v1.copy( source.v1 );
 | 
						|
		this.v2.copy( source.v2 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	QuadraticBezierCurve3.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.v0 = this.v0.toArray();
 | 
						|
		data.v1 = this.v1.toArray();
 | 
						|
		data.v2 = this.v2.toArray();
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.v0.fromArray( json.v0 );
 | 
						|
		this.v1.fromArray( json.v1 );
 | 
						|
		this.v2.fromArray( json.v2 );
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	function SplineCurve( points /* array of Vector2 */ ) {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'SplineCurve';
 | 
						|
 | 
						|
		this.points = points || [];
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	SplineCurve.prototype = Object.create( Curve.prototype );
 | 
						|
	SplineCurve.prototype.constructor = SplineCurve;
 | 
						|
 | 
						|
	SplineCurve.prototype.isSplineCurve = true;
 | 
						|
 | 
						|
	SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
 | 
						|
 | 
						|
		var point = optionalTarget || new Vector2();
 | 
						|
 | 
						|
		var points = this.points;
 | 
						|
		var p = ( points.length - 1 ) * t;
 | 
						|
 | 
						|
		var intPoint = Math.floor( p );
 | 
						|
		var weight = p - intPoint;
 | 
						|
 | 
						|
		var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
 | 
						|
		var p1 = points[ intPoint ];
 | 
						|
		var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
 | 
						|
		var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
 | 
						|
 | 
						|
		point.set(
 | 
						|
			CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
 | 
						|
			CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
 | 
						|
		);
 | 
						|
 | 
						|
		return point;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	SplineCurve.prototype.copy = function ( source ) {
 | 
						|
 | 
						|
		Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
		this.points = [];
 | 
						|
 | 
						|
		for ( var i = 0, l = source.points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
			var point = source.points[ i ];
 | 
						|
 | 
						|
			this.points.push( point.clone() );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	SplineCurve.prototype.toJSON = function () {
 | 
						|
 | 
						|
		var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
		data.points = [];
 | 
						|
 | 
						|
		for ( var i = 0, l = this.points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
			var point = this.points[ i ];
 | 
						|
			data.points.push( point.toArray() );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return data;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	SplineCurve.prototype.fromJSON = function ( json ) {
 | 
						|
 | 
						|
		Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
		this.points = [];
 | 
						|
 | 
						|
		for ( var i = 0, l = json.points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
			var point = json.points[ i ];
 | 
						|
			this.points.push( new Vector2().fromArray( point ) );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
 | 
						|
 | 
						|
	var Curves = Object.freeze({
 | 
						|
		ArcCurve: ArcCurve,
 | 
						|
		CatmullRomCurve3: CatmullRomCurve3,
 | 
						|
		CubicBezierCurve: CubicBezierCurve,
 | 
						|
		CubicBezierCurve3: CubicBezierCurve3,
 | 
						|
		EllipseCurve: EllipseCurve,
 | 
						|
		LineCurve: LineCurve,
 | 
						|
		LineCurve3: LineCurve3,
 | 
						|
		QuadraticBezierCurve: QuadraticBezierCurve,
 | 
						|
		QuadraticBezierCurve3: QuadraticBezierCurve3,
 | 
						|
		SplineCurve: SplineCurve
 | 
						|
	});
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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
 | 
						|
	 **************************************************************/
 | 
						|
 | 
						|
	function CurvePath() {
 | 
						|
 | 
						|
		Curve.call( this );
 | 
						|
 | 
						|
		this.type = 'CurvePath';
 | 
						|
 | 
						|
		this.curves = [];
 | 
						|
		this.autoClose = false; // Automatically closes the path
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
 | 
						|
 | 
						|
		constructor: CurvePath,
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
			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')
 | 
						|
 | 
						|
		getPoint: function ( t ) {
 | 
						|
 | 
						|
			var d = t * this.getLength();
 | 
						|
			var curveLengths = this.getCurveLengths();
 | 
						|
			var i = 0;
 | 
						|
 | 
						|
			// To think about boundaries points.
 | 
						|
 | 
						|
			while ( i < curveLengths.length ) {
 | 
						|
 | 
						|
				if ( curveLengths[ i ] >= d ) {
 | 
						|
 | 
						|
					var diff = curveLengths[ i ] - d;
 | 
						|
					var curve = this.curves[ i ];
 | 
						|
 | 
						|
					var segmentLength = curve.getLength();
 | 
						|
					var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
 | 
						|
 | 
						|
					return curve.getPointAt( u );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				i ++;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return null;
 | 
						|
 | 
						|
			// loop where sum != 0, sum > d , sum+1 <d
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// We cannot use the default THREE.Curve getPoint() with getLength() because in
 | 
						|
		// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
 | 
						|
		// getPoint() depends on getLength
 | 
						|
 | 
						|
		getLength: function () {
 | 
						|
 | 
						|
			var lens = this.getCurveLengths();
 | 
						|
			return lens[ lens.length - 1 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// cacheLengths must be recalculated.
 | 
						|
		updateArcLengths: function () {
 | 
						|
 | 
						|
			this.needsUpdate = true;
 | 
						|
			this.cacheLengths = null;
 | 
						|
			this.getCurveLengths();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Compute lengths and cache them
 | 
						|
		// We cannot overwrite getLengths() because UtoT mapping uses it.
 | 
						|
 | 
						|
		getCurveLengths: function () {
 | 
						|
 | 
						|
			// We use cache values if curves and cache array are same length
 | 
						|
 | 
						|
			if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
 | 
						|
 | 
						|
				return this.cacheLengths;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Get length of sub-curve
 | 
						|
			// Push sums into cached array
 | 
						|
 | 
						|
			var lengths = [], sums = 0;
 | 
						|
 | 
						|
			for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				sums += this.curves[ i ].getLength();
 | 
						|
				lengths.push( sums );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.cacheLengths = lengths;
 | 
						|
 | 
						|
			return lengths;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getSpacedPoints: function ( divisions ) {
 | 
						|
 | 
						|
			if ( divisions === undefined ) divisions = 40;
 | 
						|
 | 
						|
			var points = [];
 | 
						|
 | 
						|
			for ( var i = 0; i <= divisions; i ++ ) {
 | 
						|
 | 
						|
				points.push( this.getPoint( i / divisions ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.autoClose ) {
 | 
						|
 | 
						|
				points.push( points[ 0 ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return points;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getPoints: function ( divisions ) {
 | 
						|
 | 
						|
			divisions = divisions || 12;
 | 
						|
 | 
						|
			var points = [], last;
 | 
						|
 | 
						|
			for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
 | 
						|
 | 
						|
				var curve = curves[ i ];
 | 
						|
				var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
 | 
						|
					: ( curve && curve.isLineCurve ) ? 1
 | 
						|
						: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
 | 
						|
							: divisions;
 | 
						|
 | 
						|
				var pts = curve.getPoints( resolution );
 | 
						|
 | 
						|
				for ( var j = 0; j < pts.length; j ++ ) {
 | 
						|
 | 
						|
					var point = pts[ j ];
 | 
						|
 | 
						|
					if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
 | 
						|
 | 
						|
					points.push( point );
 | 
						|
					last = point;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
 | 
						|
 | 
						|
				points.push( points[ 0 ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return points;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Curve.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.curves = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var curve = source.curves[ i ];
 | 
						|
 | 
						|
				this.curves.push( curve.clone() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.autoClose = source.autoClose;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function () {
 | 
						|
 | 
						|
			var data = Curve.prototype.toJSON.call( this );
 | 
						|
 | 
						|
			data.autoClose = this.autoClose;
 | 
						|
			data.curves = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var curve = this.curves[ i ];
 | 
						|
				data.curves.push( curve.toJSON() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromJSON: function ( json ) {
 | 
						|
 | 
						|
			Curve.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
			this.autoClose = json.autoClose;
 | 
						|
			this.curves = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var curve = json.curves[ i ];
 | 
						|
				this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author zz85 / http://www.lab4games.net/zz85/blog
 | 
						|
	 * Creates free form 2d path using series of points, lines or curves.
 | 
						|
	 **/
 | 
						|
 | 
						|
	function Path( points ) {
 | 
						|
 | 
						|
		CurvePath.call( this );
 | 
						|
 | 
						|
		this.type = 'Path';
 | 
						|
 | 
						|
		this.currentPoint = new Vector2();
 | 
						|
 | 
						|
		if ( points ) {
 | 
						|
 | 
						|
			this.setFromPoints( points );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
 | 
						|
 | 
						|
		constructor: Path,
 | 
						|
 | 
						|
		setFromPoints: function ( points ) {
 | 
						|
 | 
						|
			this.moveTo( points[ 0 ].x, points[ 0 ].y );
 | 
						|
 | 
						|
			for ( var i = 1, l = points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				this.lineTo( points[ i ].x, points[ i ].y );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		moveTo: function ( x, y ) {
 | 
						|
 | 
						|
			this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lineTo: function ( x, y ) {
 | 
						|
 | 
						|
			var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
 | 
						|
			this.curves.push( curve );
 | 
						|
 | 
						|
			this.currentPoint.set( x, y );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
 | 
						|
 | 
						|
			var curve = new QuadraticBezierCurve(
 | 
						|
				this.currentPoint.clone(),
 | 
						|
				new Vector2( aCPx, aCPy ),
 | 
						|
				new Vector2( aX, aY )
 | 
						|
			);
 | 
						|
 | 
						|
			this.curves.push( curve );
 | 
						|
 | 
						|
			this.currentPoint.set( 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 )
 | 
						|
			);
 | 
						|
 | 
						|
			this.curves.push( curve );
 | 
						|
 | 
						|
			this.currentPoint.set( aX, aY );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		splineThru: function ( pts /*Array of Vector*/ ) {
 | 
						|
 | 
						|
			var npts = [ this.currentPoint.clone() ].concat( pts );
 | 
						|
 | 
						|
			var curve = new SplineCurve( npts );
 | 
						|
			this.curves.push( curve );
 | 
						|
 | 
						|
			this.currentPoint.copy( pts[ pts.length - 1 ] );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
 | 
						|
 | 
						|
			var x0 = this.currentPoint.x;
 | 
						|
			var y0 = this.currentPoint.y;
 | 
						|
 | 
						|
			this.absarc( aX + x0, aY + y0, aRadius,
 | 
						|
				aStartAngle, aEndAngle, aClockwise );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
 | 
						|
 | 
						|
			this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
 | 
						|
 | 
						|
			var x0 = this.currentPoint.x;
 | 
						|
			var y0 = this.currentPoint.y;
 | 
						|
 | 
						|
			this.absellipse( aX + x0, aY + y0, 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 );
 | 
						|
 | 
						|
			if ( this.curves.length > 0 ) {
 | 
						|
 | 
						|
				// if a previous curve is present, attempt to join
 | 
						|
				var firstPoint = curve.getPoint( 0 );
 | 
						|
 | 
						|
				if ( ! firstPoint.equals( this.currentPoint ) ) {
 | 
						|
 | 
						|
					this.lineTo( firstPoint.x, firstPoint.y );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.curves.push( curve );
 | 
						|
 | 
						|
			var lastPoint = curve.getPoint( 1 );
 | 
						|
			this.currentPoint.copy( lastPoint );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			CurvePath.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.currentPoint.copy( source.currentPoint );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function () {
 | 
						|
 | 
						|
			var data = CurvePath.prototype.toJSON.call( this );
 | 
						|
 | 
						|
			data.currentPoint = this.currentPoint.toArray();
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromJSON: function ( json ) {
 | 
						|
 | 
						|
			CurvePath.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
			this.currentPoint.fromArray( json.currentPoint );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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.
 | 
						|
 | 
						|
	function Shape( points ) {
 | 
						|
 | 
						|
		Path.call( this, points );
 | 
						|
 | 
						|
		this.uuid = _Math.generateUUID();
 | 
						|
 | 
						|
		this.type = 'Shape';
 | 
						|
 | 
						|
		this.holes = [];
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Shape.prototype = Object.assign( Object.create( Path.prototype ), {
 | 
						|
 | 
						|
		constructor: Shape,
 | 
						|
 | 
						|
		getPointsHoles: function ( divisions ) {
 | 
						|
 | 
						|
			var holesPts = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				holesPts[ i ] = this.holes[ i ].getPoints( divisions );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return holesPts;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// get points of shape and holes (keypoints based on segments parameter)
 | 
						|
 | 
						|
		extractPoints: function ( divisions ) {
 | 
						|
 | 
						|
			return {
 | 
						|
 | 
						|
				shape: this.getPoints( divisions ),
 | 
						|
				holes: this.getPointsHoles( divisions )
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Path.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.holes = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var hole = source.holes[ i ];
 | 
						|
 | 
						|
				this.holes.push( hole.clone() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function () {
 | 
						|
 | 
						|
			var data = Path.prototype.toJSON.call( this );
 | 
						|
 | 
						|
			data.uuid = this.uuid;
 | 
						|
			data.holes = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var hole = this.holes[ i ];
 | 
						|
				data.holes.push( hole.toJSON() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fromJSON: function ( json ) {
 | 
						|
 | 
						|
			Path.prototype.fromJSON.call( this, json );
 | 
						|
 | 
						|
			this.uuid = json.uuid;
 | 
						|
			this.holes = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				var hole = json.holes[ i ];
 | 
						|
				this.holes.push( new Path().fromJSON( hole ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Light( color, intensity ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'Light';
 | 
						|
 | 
						|
		this.color = new Color( color );
 | 
						|
		this.intensity = intensity !== undefined ? intensity : 1;
 | 
						|
 | 
						|
		this.receiveShadow = undefined;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Light,
 | 
						|
 | 
						|
		isLight: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Object3D.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.color.copy( source.color );
 | 
						|
			this.intensity = source.intensity;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( meta ) {
 | 
						|
 | 
						|
			var data = Object3D.prototype.toJSON.call( this, meta );
 | 
						|
 | 
						|
			data.object.color = this.color.getHex();
 | 
						|
			data.object.intensity = this.intensity;
 | 
						|
 | 
						|
			if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
 | 
						|
 | 
						|
			if ( this.distance !== undefined ) data.object.distance = this.distance;
 | 
						|
			if ( this.angle !== undefined ) data.object.angle = this.angle;
 | 
						|
			if ( this.decay !== undefined ) data.object.decay = this.decay;
 | 
						|
			if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
 | 
						|
 | 
						|
			if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function HemisphereLight( skyColor, groundColor, intensity ) {
 | 
						|
 | 
						|
		Light.call( this, skyColor, intensity );
 | 
						|
 | 
						|
		this.type = 'HemisphereLight';
 | 
						|
 | 
						|
		this.castShadow = undefined;
 | 
						|
 | 
						|
		this.position.copy( Object3D.DefaultUp );
 | 
						|
		this.updateMatrix();
 | 
						|
 | 
						|
		this.groundColor = new Color( groundColor );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
 | 
						|
 | 
						|
		constructor: HemisphereLight,
 | 
						|
 | 
						|
		isHemisphereLight: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Light.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.groundColor.copy( source.groundColor );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function LightShadow( camera ) {
 | 
						|
 | 
						|
		this.camera = camera;
 | 
						|
 | 
						|
		this.bias = 0;
 | 
						|
		this.radius = 1;
 | 
						|
 | 
						|
		this.mapSize = new Vector2( 512, 512 );
 | 
						|
 | 
						|
		this.map = null;
 | 
						|
		this.matrix = new Matrix4();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( LightShadow.prototype, {
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			this.camera = source.camera.clone();
 | 
						|
 | 
						|
			this.bias = source.bias;
 | 
						|
			this.radius = source.radius;
 | 
						|
 | 
						|
			this.mapSize.copy( source.mapSize );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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();
 | 
						|
 | 
						|
			object.camera = this.camera.toJSON( false ).object;
 | 
						|
			delete object.camera.matrix;
 | 
						|
 | 
						|
			return object;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function SpotLightShadow() {
 | 
						|
 | 
						|
		LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
 | 
						|
 | 
						|
		constructor: SpotLightShadow,
 | 
						|
 | 
						|
		isSpotLightShadow: true,
 | 
						|
 | 
						|
		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 ) {
 | 
						|
 | 
						|
				camera.fov = fov;
 | 
						|
				camera.aspect = aspect;
 | 
						|
				camera.far = far;
 | 
						|
				camera.updateProjectionMatrix();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
 | 
						|
 | 
						|
		Light.call( this, color, intensity );
 | 
						|
 | 
						|
		this.type = 'SpotLight';
 | 
						|
 | 
						|
		this.position.copy( Object3D.DefaultUp );
 | 
						|
		this.updateMatrix();
 | 
						|
 | 
						|
		this.target = new Object3D();
 | 
						|
 | 
						|
		Object.defineProperty( this, 'power', {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				// intensity = power per solid angle.
 | 
						|
				// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
 | 
						|
				return this.intensity * Math.PI;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( power ) {
 | 
						|
 | 
						|
				// intensity = power per solid angle.
 | 
						|
				// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
 | 
						|
				this.intensity = power / Math.PI;
 | 
						|
 | 
						|
			}
 | 
						|
		} );
 | 
						|
 | 
						|
		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.shadow = new SpotLightShadow();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
 | 
						|
 | 
						|
		constructor: SpotLight,
 | 
						|
 | 
						|
		isSpotLight: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			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();
 | 
						|
 | 
						|
			this.shadow = source.shadow.clone();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
 | 
						|
	function PointLight( color, intensity, distance, decay ) {
 | 
						|
 | 
						|
		Light.call( this, color, intensity );
 | 
						|
 | 
						|
		this.type = 'PointLight';
 | 
						|
 | 
						|
		Object.defineProperty( this, 'power', {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				// intensity = power per solid angle.
 | 
						|
				// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
 | 
						|
				return this.intensity * 4 * Math.PI;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( power ) {
 | 
						|
 | 
						|
				// intensity = power per solid angle.
 | 
						|
				// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
 | 
						|
				this.intensity = power / ( 4 * Math.PI );
 | 
						|
 | 
						|
			}
 | 
						|
		} );
 | 
						|
 | 
						|
		this.distance = ( distance !== undefined ) ? distance : 0;
 | 
						|
		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
 | 
						|
 | 
						|
		this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
 | 
						|
 | 
						|
		constructor: PointLight,
 | 
						|
 | 
						|
		isPointLight: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Light.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.distance = source.distance;
 | 
						|
			this.decay = source.decay;
 | 
						|
 | 
						|
			this.shadow = source.shadow.clone();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function DirectionalLightShadow( ) {
 | 
						|
 | 
						|
		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 alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function DirectionalLight( color, intensity ) {
 | 
						|
 | 
						|
		Light.call( this, color, intensity );
 | 
						|
 | 
						|
		this.type = 'DirectionalLight';
 | 
						|
 | 
						|
		this.position.copy( Object3D.DefaultUp );
 | 
						|
		this.updateMatrix();
 | 
						|
 | 
						|
		this.target = new Object3D();
 | 
						|
 | 
						|
		this.shadow = new DirectionalLightShadow();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
 | 
						|
 | 
						|
		constructor: DirectionalLight,
 | 
						|
 | 
						|
		isDirectionalLight: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Light.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.target = source.target.clone();
 | 
						|
 | 
						|
			this.shadow = source.shadow.clone();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function AmbientLight( color, intensity ) {
 | 
						|
 | 
						|
		Light.call( this, color, intensity );
 | 
						|
 | 
						|
		this.type = 'AmbientLight';
 | 
						|
 | 
						|
		this.castShadow = undefined;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
 | 
						|
 | 
						|
		constructor: AmbientLight,
 | 
						|
 | 
						|
		isAmbientLight: true
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author abelnation / http://github.com/abelnation
 | 
						|
	 */
 | 
						|
 | 
						|
	function RectAreaLight( color, intensity, width, height ) {
 | 
						|
 | 
						|
		Light.call( this, color, intensity );
 | 
						|
 | 
						|
		this.type = 'RectAreaLight';
 | 
						|
 | 
						|
		this.width = ( width !== undefined ) ? width : 10;
 | 
						|
		this.height = ( height !== undefined ) ? height : 10;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
 | 
						|
 | 
						|
		constructor: RectAreaLight,
 | 
						|
 | 
						|
		isRectAreaLight: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			Light.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.width = source.width;
 | 
						|
			this.height = source.height;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( meta ) {
 | 
						|
 | 
						|
			var data = Light.prototype.toJSON.call( this, meta );
 | 
						|
 | 
						|
			data.object.width = this.width;
 | 
						|
			data.object.height = this.height;
 | 
						|
 | 
						|
			return data;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * 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 ) {
 | 
						|
 | 
						|
		KeyframeTrack.call( this, name, times, values, interpolation );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
 | 
						|
 | 
						|
		constructor: StringKeyframeTrack,
 | 
						|
 | 
						|
		ValueTypeName: 'string',
 | 
						|
		ValueBufferType: Array,
 | 
						|
 | 
						|
		DefaultInterpolation: InterpolateDiscrete,
 | 
						|
 | 
						|
		InterpolantFactoryMethodLinear: undefined,
 | 
						|
 | 
						|
		InterpolantFactoryMethodSmooth: undefined
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * 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 ) {
 | 
						|
 | 
						|
		KeyframeTrack.call( this, name, times, values );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
 | 
						|
 | 
						|
		constructor: BooleanKeyframeTrack,
 | 
						|
 | 
						|
		ValueTypeName: 'bool',
 | 
						|
		ValueBufferType: Array,
 | 
						|
 | 
						|
		DefaultInterpolation: InterpolateDiscrete,
 | 
						|
 | 
						|
		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 )".
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * 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
 | 
						|
	 */
 | 
						|
 | 
						|
	function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
 | 
						|
 | 
						|
		this.parameterPositions = parameterPositions;
 | 
						|
		this._cachedIndex = 0;
 | 
						|
 | 
						|
		this.resultBuffer = resultBuffer !== undefined ?
 | 
						|
			resultBuffer : new sampleValues.constructor( sampleSize );
 | 
						|
		this.sampleValues = sampleValues;
 | 
						|
		this.valueSize = sampleSize;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Interpolant.prototype, {
 | 
						|
 | 
						|
		evaluate: function ( t ) {
 | 
						|
 | 
						|
			var pp = this.parameterPositions,
 | 
						|
				i1 = this._cachedIndex,
 | 
						|
 | 
						|
				t1 = pp[ i1 ],
 | 
						|
				t0 = pp[ i1 - 1 ];
 | 
						|
 | 
						|
			validate_interval: {
 | 
						|
 | 
						|
				seek: {
 | 
						|
 | 
						|
					var right;
 | 
						|
 | 
						|
					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 ( t1 === undefined ) {
 | 
						|
 | 
						|
									if ( t < t0 ) break forward_scan;
 | 
						|
 | 
						|
									// after end
 | 
						|
 | 
						|
									i1 = pp.length;
 | 
						|
									this._cachedIndex = i1;
 | 
						|
									return this.afterEnd_( i1 - 1, t, t0 );
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
								if ( i1 === giveUpAt ) break; // this loop
 | 
						|
 | 
						|
								t0 = t1;
 | 
						|
								t1 = pp[ ++ i1 ];
 | 
						|
 | 
						|
								if ( t < t1 ) {
 | 
						|
 | 
						|
									// we have arrived at the sought interval
 | 
						|
									break seek;
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
							// prepare binary search on the right side of the index
 | 
						|
							right = pp.length;
 | 
						|
							break linear_scan;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						//- slower code:
 | 
						|
						//-					if ( t < t0 || t0 === undefined ) {
 | 
						|
						if ( ! ( t >= t0 ) ) {
 | 
						|
 | 
						|
							// looping?
 | 
						|
 | 
						|
							var t1global = pp[ 1 ];
 | 
						|
 | 
						|
							if ( t < t1global ) {
 | 
						|
 | 
						|
								i1 = 2; // + 1, using the scan for the details
 | 
						|
								t0 = t1global;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
							// linear reverse scan
 | 
						|
 | 
						|
							for ( var giveUpAt = i1 - 2; ; ) {
 | 
						|
 | 
						|
								if ( t0 === undefined ) {
 | 
						|
 | 
						|
									// before start
 | 
						|
 | 
						|
									this._cachedIndex = 0;
 | 
						|
									return this.beforeStart_( 0, t, t1 );
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
								if ( i1 === giveUpAt ) break; // this loop
 | 
						|
 | 
						|
								t1 = t0;
 | 
						|
								t0 = pp[ -- i1 - 1 ];
 | 
						|
 | 
						|
								if ( t >= t0 ) {
 | 
						|
 | 
						|
									// we have arrived at the sought interval
 | 
						|
									break seek;
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
							// prepare binary search on the left side of the index
 | 
						|
							right = i1;
 | 
						|
							i1 = 0;
 | 
						|
							break linear_scan;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						// the interval is valid
 | 
						|
 | 
						|
						break validate_interval;
 | 
						|
 | 
						|
					} // linear scan
 | 
						|
 | 
						|
					// binary search
 | 
						|
 | 
						|
					while ( i1 < right ) {
 | 
						|
 | 
						|
						var mid = ( i1 + right ) >>> 1;
 | 
						|
 | 
						|
						if ( t < pp[ mid ] ) {
 | 
						|
 | 
						|
							right = mid;
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							i1 = mid + 1;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					t1 = pp[ i1 ];
 | 
						|
					t0 = pp[ i1 - 1 ];
 | 
						|
 | 
						|
					// check boundary cases, again
 | 
						|
 | 
						|
					if ( t0 === undefined ) {
 | 
						|
 | 
						|
						this._cachedIndex = 0;
 | 
						|
						return this.beforeStart_( 0, t, t1 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( t1 === undefined ) {
 | 
						|
 | 
						|
						i1 = pp.length;
 | 
						|
						this._cachedIndex = i1;
 | 
						|
						return this.afterEnd_( i1 - 1, t0, t );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} // seek
 | 
						|
 | 
						|
				this._cachedIndex = i1;
 | 
						|
 | 
						|
				this.intervalChanged_( i1, t0, t1 );
 | 
						|
 | 
						|
			} // validate_interval
 | 
						|
 | 
						|
			return this.interpolate_( i1, t0, t, t1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		settings: null, // optional, subclass-specific settings structure
 | 
						|
		// Note: The indirection allows central control of many interpolants.
 | 
						|
 | 
						|
		// --- Protected interface
 | 
						|
 | 
						|
		DefaultSettings_: {},
 | 
						|
 | 
						|
		getSettings_: function () {
 | 
						|
 | 
						|
			return this.settings || this.DefaultSettings_;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copySampleValue_: function ( index ) {
 | 
						|
 | 
						|
			// copies a sample value to the result buffer
 | 
						|
 | 
						|
			var result = this.resultBuffer,
 | 
						|
				values = this.sampleValues,
 | 
						|
				stride = this.valueSize,
 | 
						|
				offset = index * stride;
 | 
						|
 | 
						|
			for ( var i = 0; i !== stride; ++ i ) {
 | 
						|
 | 
						|
				result[ i ] = values[ offset + i ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return result;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Template methods for derived classes:
 | 
						|
 | 
						|
		interpolate_: function ( /* i1, t0, t, t1 */ ) {
 | 
						|
 | 
						|
			throw new Error( 'call to abstract method' );
 | 
						|
			// implementations shall return this.resultBuffer
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intervalChanged_: function ( /* i1, t0, t1 */ ) {
 | 
						|
 | 
						|
			// empty
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//!\ DECLARE ALIAS AFTER assign prototype !
 | 
						|
	Object.assign( Interpolant.prototype, {
 | 
						|
 | 
						|
		//( 0, t, t0 ), returns this.resultBuffer
 | 
						|
		beforeStart_: Interpolant.prototype.copySampleValue_,
 | 
						|
 | 
						|
		//( N-1, tN-1, t ), returns this.resultBuffer
 | 
						|
		afterEnd_: Interpolant.prototype.copySampleValue_,
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Spherical linear unit quaternion interpolant.
 | 
						|
	 *
 | 
						|
	 * @author tschw
 | 
						|
	 */
 | 
						|
 | 
						|
	function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
 | 
						|
 | 
						|
		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
 | 
						|
 | 
						|
		constructor: QuaternionLinearInterpolant,
 | 
						|
 | 
						|
		interpolate_: function ( i1, t0, t, t1 ) {
 | 
						|
 | 
						|
			var result = this.resultBuffer,
 | 
						|
				values = this.sampleValues,
 | 
						|
				stride = this.valueSize,
 | 
						|
 | 
						|
				offset = i1 * stride,
 | 
						|
 | 
						|
				alpha = ( t - t0 ) / ( t1 - t0 );
 | 
						|
 | 
						|
			for ( var end = offset + stride; offset !== end; offset += 4 ) {
 | 
						|
 | 
						|
				Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return result;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * A Track of quaternion keyframe values.
 | 
						|
	 *
 | 
						|
	 * @author Ben Houston / http://clara.io/
 | 
						|
	 * @author David Sarno / http://lighthaus.us/
 | 
						|
	 * @author tschw
 | 
						|
	 */
 | 
						|
 | 
						|
	function QuaternionKeyframeTrack( name, times, values, interpolation ) {
 | 
						|
 | 
						|
		KeyframeTrack.call( this, name, times, values, interpolation );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
 | 
						|
 | 
						|
		constructor: QuaternionKeyframeTrack,
 | 
						|
 | 
						|
		ValueTypeName: 'quaternion',
 | 
						|
 | 
						|
		// ValueBufferType is inherited
 | 
						|
 | 
						|
		DefaultInterpolation: InterpolateLinear,
 | 
						|
 | 
						|
		InterpolantFactoryMethodLinear: function ( result ) {
 | 
						|
 | 
						|
			return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		InterpolantFactoryMethodSmooth: undefined // not yet implemented
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * 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 ) {
 | 
						|
 | 
						|
		KeyframeTrack.call( this, name, times, values, interpolation );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
 | 
						|
 | 
						|
		constructor: ColorKeyframeTrack,
 | 
						|
 | 
						|
		ValueTypeName: 'color'
 | 
						|
 | 
						|
		// ValueBufferType is inherited
 | 
						|
 | 
						|
		// DefaultInterpolation is inherited
 | 
						|
 | 
						|
		// Note: Very basic implementation and nothing special yet.
 | 
						|
		// However, this is the place for color space parameterization.
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * 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 ) {
 | 
						|
 | 
						|
		KeyframeTrack.call( this, name, times, values, interpolation );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
 | 
						|
 | 
						|
		constructor: NumberKeyframeTrack,
 | 
						|
 | 
						|
		ValueTypeName: 'number'
 | 
						|
 | 
						|
		// ValueBufferType is inherited
 | 
						|
 | 
						|
		// DefaultInterpolation is inherited
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * 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 ) {
 | 
						|
 | 
						|
		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
 | 
						|
 | 
						|
		this._weightPrev = - 0;
 | 
						|
		this._offsetPrev = - 0;
 | 
						|
		this._weightNext = - 0;
 | 
						|
		this._offsetNext = - 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
 | 
						|
 | 
						|
		constructor: CubicInterpolant,
 | 
						|
 | 
						|
		DefaultSettings_: {
 | 
						|
 | 
						|
			endingStart: ZeroCurvatureEnding,
 | 
						|
			endingEnd: ZeroCurvatureEnding
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intervalChanged_: function ( i1, t0, t1 ) {
 | 
						|
 | 
						|
			var pp = this.parameterPositions,
 | 
						|
				iPrev = i1 - 2,
 | 
						|
				iNext = i1 + 1,
 | 
						|
 | 
						|
				tPrev = pp[ iPrev ],
 | 
						|
				tNext = pp[ iNext ];
 | 
						|
 | 
						|
			if ( tPrev === undefined ) {
 | 
						|
 | 
						|
				switch ( this.getSettings_().endingStart ) {
 | 
						|
 | 
						|
					case ZeroSlopeEnding:
 | 
						|
 | 
						|
						// f'(t0) = 0
 | 
						|
						iPrev = i1;
 | 
						|
						tPrev = 2 * t0 - t1;
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					case WrapAroundEnding:
 | 
						|
 | 
						|
						// use the other end of the curve
 | 
						|
						iPrev = pp.length - 2;
 | 
						|
						tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					default: // ZeroCurvatureEnding
 | 
						|
 | 
						|
						// f''(t0) = 0 a.k.a. Natural Spline
 | 
						|
						iPrev = i1;
 | 
						|
						tPrev = t1;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( tNext === undefined ) {
 | 
						|
 | 
						|
				switch ( this.getSettings_().endingEnd ) {
 | 
						|
 | 
						|
					case ZeroSlopeEnding:
 | 
						|
 | 
						|
						// f'(tN) = 0
 | 
						|
						iNext = i1;
 | 
						|
						tNext = 2 * t1 - t0;
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					case WrapAroundEnding:
 | 
						|
 | 
						|
						// use the other end of the curve
 | 
						|
						iNext = 1;
 | 
						|
						tNext = t1 + pp[ 1 ] - pp[ 0 ];
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					default: // ZeroCurvatureEnding
 | 
						|
 | 
						|
						// f''(tN) = 0, a.k.a. Natural Spline
 | 
						|
						iNext = i1 - 1;
 | 
						|
						tNext = t0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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,
 | 
						|
 | 
						|
				o1 = i1 * stride,		o0 = o1 - stride,
 | 
						|
				oP = this._offsetPrev, 	oN = this._offsetNext,
 | 
						|
				wP = this._weightPrev,	wN = this._weightNext,
 | 
						|
 | 
						|
				p = ( t - t0 ) / ( t1 - t0 ),
 | 
						|
				pp = p * p,
 | 
						|
				ppp = pp * p;
 | 
						|
 | 
						|
			// evaluate polynomials
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			// combine data linearly
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author tschw
 | 
						|
	 */
 | 
						|
 | 
						|
	function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
 | 
						|
 | 
						|
		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
 | 
						|
 | 
						|
		constructor: LinearInterpolant,
 | 
						|
 | 
						|
		interpolate_: function ( i1, t0, t, t1 ) {
 | 
						|
 | 
						|
			var result = this.resultBuffer,
 | 
						|
				values = this.sampleValues,
 | 
						|
				stride = this.valueSize,
 | 
						|
 | 
						|
				offset1 = i1 * stride,
 | 
						|
				offset0 = offset1 - stride,
 | 
						|
 | 
						|
				weight1 = ( t - t0 ) / ( t1 - t0 ),
 | 
						|
				weight0 = 1 - weight1;
 | 
						|
 | 
						|
			for ( var i = 0; i !== stride; ++ i ) {
 | 
						|
 | 
						|
				result[ i ] =
 | 
						|
						values[ offset0 + i ] * weight0 +
 | 
						|
						values[ offset1 + i ] * weight1;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return result;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * Interpolant that evaluates to the sample value at the position preceeding
 | 
						|
	 * the parameter.
 | 
						|
	 *
 | 
						|
	 * @author tschw
 | 
						|
	 */
 | 
						|
 | 
						|
	function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
 | 
						|
 | 
						|
		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
 | 
						|
 | 
						|
		constructor: DiscreteInterpolant,
 | 
						|
 | 
						|
		interpolate_: function ( i1 /*, t0, t, t1 */ ) {
 | 
						|
 | 
						|
			return this.copySampleValue_( i1 - 1 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author tschw
 | 
						|
	 * @author Ben Houston / http://clara.io/
 | 
						|
	 * @author David Sarno / http://lighthaus.us/
 | 
						|
	 */
 | 
						|
 | 
						|
	var AnimationUtils = {
 | 
						|
 | 
						|
		// same as Array.prototype.slice, but also works on typed arrays
 | 
						|
		arraySlice: function ( array, from, to ) {
 | 
						|
 | 
						|
			if ( AnimationUtils.isTypedArray( array ) ) {
 | 
						|
 | 
						|
				// in ios9 array.subarray(from, undefined) will return empty array
 | 
						|
				// but array.subarray(from) or array.subarray(from, len) is correct
 | 
						|
				return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return array.slice( from, to );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// converts an array to a specific type
 | 
						|
		convertArray: function ( array, type, forceClone ) {
 | 
						|
 | 
						|
			if ( ! array || // let 'undefined' and 'null' pass
 | 
						|
					! forceClone && array.constructor === type ) return array;
 | 
						|
 | 
						|
			if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
 | 
						|
 | 
						|
				return new type( array ); // create typed array
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return Array.prototype.slice.call( array ); // create Array
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		isTypedArray: function ( object ) {
 | 
						|
 | 
						|
			return ArrayBuffer.isView( object ) &&
 | 
						|
					! ( object instanceof DataView );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// returns an array by which times and values can be sorted
 | 
						|
		getKeyframeOrder: function ( times ) {
 | 
						|
 | 
						|
			function compareTime( i, j ) {
 | 
						|
 | 
						|
				return times[ i ] - times[ j ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var n = times.length;
 | 
						|
			var result = new Array( n );
 | 
						|
			for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
 | 
						|
 | 
						|
			result.sort( compareTime );
 | 
						|
 | 
						|
			return result;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// uses the array previously returned by 'getKeyframeOrder' to sort data
 | 
						|
		sortedArray: function ( values, stride, order ) {
 | 
						|
 | 
						|
			var nValues = values.length;
 | 
						|
			var result = new values.constructor( nValues );
 | 
						|
 | 
						|
			for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
 | 
						|
 | 
						|
				var srcOffset = order[ i ] * stride;
 | 
						|
 | 
						|
				for ( var j = 0; j !== stride; ++ j ) {
 | 
						|
 | 
						|
					result[ dstOffset ++ ] = values[ srcOffset + j ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return result;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// function for parsing AOS keyframe formats
 | 
						|
		flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
 | 
						|
 | 
						|
			var i = 1, key = jsonKeys[ 0 ];
 | 
						|
 | 
						|
			while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
 | 
						|
 | 
						|
				key = jsonKeys[ i ++ ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( key === undefined ) return; // no data
 | 
						|
 | 
						|
			var value = key[ valuePropertyName ];
 | 
						|
			if ( value === undefined ) return; // no data
 | 
						|
 | 
						|
			if ( Array.isArray( value ) ) {
 | 
						|
 | 
						|
				do {
 | 
						|
 | 
						|
					value = key[ valuePropertyName ];
 | 
						|
 | 
						|
					if ( value !== undefined ) {
 | 
						|
 | 
						|
						times.push( key.time );
 | 
						|
						values.push.apply( values, value ); // push all elements
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					key = jsonKeys[ i ++ ];
 | 
						|
 | 
						|
				} while ( key !== undefined );
 | 
						|
 | 
						|
			} else if ( value.toArray !== undefined ) {
 | 
						|
 | 
						|
				// ...assume THREE.Math-ish
 | 
						|
 | 
						|
				do {
 | 
						|
 | 
						|
					value = key[ valuePropertyName ];
 | 
						|
 | 
						|
					if ( value !== undefined ) {
 | 
						|
 | 
						|
						times.push( key.time );
 | 
						|
						value.toArray( values, values.length );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					key = jsonKeys[ i ++ ];
 | 
						|
 | 
						|
				} while ( key !== undefined );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// otherwise push as-is
 | 
						|
 | 
						|
				do {
 | 
						|
 | 
						|
					value = key[ valuePropertyName ];
 | 
						|
 | 
						|
					if ( value !== undefined ) {
 | 
						|
 | 
						|
						times.push( key.time );
 | 
						|
						values.push( value );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					key = jsonKeys[ i ++ ];
 | 
						|
 | 
						|
				} while ( key !== undefined );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * 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 ) {
 | 
						|
 | 
						|
		if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
 | 
						|
		if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
 | 
						|
 | 
						|
		this.name = name;
 | 
						|
 | 
						|
		this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
 | 
						|
		this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
 | 
						|
 | 
						|
		this.setInterpolation( interpolation || this.DefaultInterpolation );
 | 
						|
 | 
						|
		this.validate();
 | 
						|
		this.optimize();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// Static methods:
 | 
						|
 | 
						|
	Object.assign( KeyframeTrack, {
 | 
						|
 | 
						|
		// Serialization (in static context, because of constructor invocation
 | 
						|
		// and automatic invocation of .toJSON):
 | 
						|
 | 
						|
		parse: function ( json ) {
 | 
						|
 | 
						|
			if ( json.type === undefined ) {
 | 
						|
 | 
						|
				throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );
 | 
						|
 | 
						|
			if ( json.times === undefined ) {
 | 
						|
 | 
						|
				var times = [], values = [];
 | 
						|
 | 
						|
				AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
 | 
						|
 | 
						|
				json.times = times;
 | 
						|
				json.values = values;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// derived classes can define a static parse method
 | 
						|
			if ( trackType.parse !== undefined ) {
 | 
						|
 | 
						|
				return trackType.parse( json );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// by default, we assume a constructor compatible with the base
 | 
						|
				return new trackType( json.name, json.times, json.values, json.interpolation );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( track ) {
 | 
						|
 | 
						|
			var trackType = track.constructor;
 | 
						|
 | 
						|
			var json;
 | 
						|
 | 
						|
			// derived classes can define a static toJSON method
 | 
						|
			if ( trackType.toJSON !== undefined ) {
 | 
						|
 | 
						|
				json = trackType.toJSON( track );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// by default, we assume the data can be serialized as-is
 | 
						|
				json = {
 | 
						|
 | 
						|
					'name': track.name,
 | 
						|
					'times': AnimationUtils.convertArray( track.times, Array ),
 | 
						|
					'values': AnimationUtils.convertArray( track.values, Array )
 | 
						|
 | 
						|
				};
 | 
						|
 | 
						|
				var interpolation = track.getInterpolation();
 | 
						|
 | 
						|
				if ( interpolation !== track.DefaultInterpolation ) {
 | 
						|
 | 
						|
					json.interpolation = interpolation;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			json.type = track.ValueTypeName; // mandatory
 | 
						|
 | 
						|
			return json;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_getTrackTypeForValueTypeName: function ( typeName ) {
 | 
						|
 | 
						|
			switch ( typeName.toLowerCase() ) {
 | 
						|
 | 
						|
				case 'scalar':
 | 
						|
				case 'double':
 | 
						|
				case 'float':
 | 
						|
				case 'number':
 | 
						|
				case 'integer':
 | 
						|
 | 
						|
					return NumberKeyframeTrack;
 | 
						|
 | 
						|
				case 'vector':
 | 
						|
				case 'vector2':
 | 
						|
				case 'vector3':
 | 
						|
				case 'vector4':
 | 
						|
 | 
						|
					return VectorKeyframeTrack;
 | 
						|
 | 
						|
				case 'color':
 | 
						|
 | 
						|
					return ColorKeyframeTrack;
 | 
						|
 | 
						|
				case 'quaternion':
 | 
						|
 | 
						|
					return QuaternionKeyframeTrack;
 | 
						|
 | 
						|
				case 'bool':
 | 
						|
				case 'boolean':
 | 
						|
 | 
						|
					return BooleanKeyframeTrack;
 | 
						|
 | 
						|
				case 'string':
 | 
						|
 | 
						|
					return StringKeyframeTrack;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( KeyframeTrack.prototype, {
 | 
						|
 | 
						|
		constructor: KeyframeTrack,
 | 
						|
 | 
						|
		TimeBufferType: Float32Array,
 | 
						|
 | 
						|
		ValueBufferType: Float32Array,
 | 
						|
 | 
						|
		DefaultInterpolation: InterpolateLinear,
 | 
						|
 | 
						|
		InterpolantFactoryMethodDiscrete: function ( result ) {
 | 
						|
 | 
						|
			return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		InterpolantFactoryMethodLinear: function ( result ) {
 | 
						|
 | 
						|
			return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		InterpolantFactoryMethodSmooth: function ( result ) {
 | 
						|
 | 
						|
			return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setInterpolation: function ( interpolation ) {
 | 
						|
 | 
						|
			var factoryMethod;
 | 
						|
 | 
						|
			switch ( interpolation ) {
 | 
						|
 | 
						|
				case InterpolateDiscrete:
 | 
						|
 | 
						|
					factoryMethod = this.InterpolantFactoryMethodDiscrete;
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case InterpolateLinear:
 | 
						|
 | 
						|
					factoryMethod = this.InterpolantFactoryMethodLinear;
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case InterpolateSmooth:
 | 
						|
 | 
						|
					factoryMethod = this.InterpolantFactoryMethodSmooth;
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( factoryMethod === undefined ) {
 | 
						|
 | 
						|
				var message = "unsupported interpolation for " +
 | 
						|
					this.ValueTypeName + " keyframe track named " + this.name;
 | 
						|
 | 
						|
				if ( this.createInterpolant === undefined ) {
 | 
						|
 | 
						|
					// fall back to default, unless the default itself is messed up
 | 
						|
					if ( interpolation !== this.DefaultInterpolation ) {
 | 
						|
 | 
						|
						this.setInterpolation( this.DefaultInterpolation );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						throw new Error( message ); // fatal, in this case
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				console.warn( 'THREE.KeyframeTrack:', message );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.createInterpolant = factoryMethod;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getInterpolation: function () {
 | 
						|
 | 
						|
			switch ( this.createInterpolant ) {
 | 
						|
 | 
						|
				case this.InterpolantFactoryMethodDiscrete:
 | 
						|
 | 
						|
					return InterpolateDiscrete;
 | 
						|
 | 
						|
				case this.InterpolantFactoryMethodLinear:
 | 
						|
 | 
						|
					return InterpolateLinear;
 | 
						|
 | 
						|
				case this.InterpolantFactoryMethodSmooth:
 | 
						|
 | 
						|
					return InterpolateSmooth;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getValueSize: function () {
 | 
						|
 | 
						|
			return this.values.length / this.times.length;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// move all keyframes either forwards or backwards in time
 | 
						|
		shift: function ( timeOffset ) {
 | 
						|
 | 
						|
			if ( timeOffset !== 0.0 ) {
 | 
						|
 | 
						|
				var times = this.times;
 | 
						|
 | 
						|
				for ( var i = 0, n = times.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
					times[ i ] += timeOffset;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
 | 
						|
		scale: function ( timeScale ) {
 | 
						|
 | 
						|
			if ( timeScale !== 1.0 ) {
 | 
						|
 | 
						|
				var times = this.times;
 | 
						|
 | 
						|
				for ( var i = 0, n = times.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
					times[ i ] *= timeScale;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
 | 
						|
		// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
 | 
						|
		trim: function ( startTime, endTime ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			++ to; // inclusive -> exclusive bound
 | 
						|
 | 
						|
			if ( from !== 0 || to !== nKeys ) {
 | 
						|
 | 
						|
				// empty tracks are forbidden, so keep at least one keyframe
 | 
						|
				if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
 | 
						|
 | 
						|
				var stride = this.getValueSize();
 | 
						|
				this.times = AnimationUtils.arraySlice( times, from, to );
 | 
						|
				this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
 | 
						|
		validate: function () {
 | 
						|
 | 
						|
			var valid = true;
 | 
						|
 | 
						|
			var valueSize = this.getValueSize();
 | 
						|
			if ( valueSize - Math.floor( valueSize ) !== 0 ) {
 | 
						|
 | 
						|
				console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
 | 
						|
				valid = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var times = this.times,
 | 
						|
				values = this.values,
 | 
						|
 | 
						|
				nKeys = times.length;
 | 
						|
 | 
						|
			if ( nKeys === 0 ) {
 | 
						|
 | 
						|
				console.error( 'THREE.KeyframeTrack: Track is empty.', this );
 | 
						|
				valid = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var prevTime = null;
 | 
						|
 | 
						|
			for ( var i = 0; i !== nKeys; i ++ ) {
 | 
						|
 | 
						|
				var currTime = times[ i ];
 | 
						|
 | 
						|
				if ( typeof currTime === 'number' && isNaN( currTime ) ) {
 | 
						|
 | 
						|
					console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
 | 
						|
					valid = false;
 | 
						|
					break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( prevTime !== null && prevTime > currTime ) {
 | 
						|
 | 
						|
					console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
 | 
						|
					valid = false;
 | 
						|
					break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				prevTime = currTime;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( values !== undefined ) {
 | 
						|
 | 
						|
				if ( AnimationUtils.isTypedArray( values ) ) {
 | 
						|
 | 
						|
					for ( var i = 0, n = values.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
						var value = values[ i ];
 | 
						|
 | 
						|
						if ( isNaN( value ) ) {
 | 
						|
 | 
						|
							console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
 | 
						|
							valid = false;
 | 
						|
							break;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return valid;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// removes equivalent sequential keys as common in morph target sequences
 | 
						|
		// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
 | 
						|
		optimize: function () {
 | 
						|
 | 
						|
			var times = this.times,
 | 
						|
				values = this.values,
 | 
						|
				stride = this.getValueSize(),
 | 
						|
 | 
						|
				smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
 | 
						|
 | 
						|
				writeIndex = 1,
 | 
						|
				lastIndex = times.length - 1;
 | 
						|
 | 
						|
			for ( var i = 1; i < lastIndex; ++ i ) {
 | 
						|
 | 
						|
				var keep = false;
 | 
						|
 | 
						|
				var time = times[ i ];
 | 
						|
				var timeNext = times[ i + 1 ];
 | 
						|
 | 
						|
				// remove adjacent keyframes scheduled at the same time
 | 
						|
 | 
						|
				if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
 | 
						|
 | 
						|
					if ( ! smoothInterpolation ) {
 | 
						|
 | 
						|
						// remove unnecessary keyframes same as their neighbors
 | 
						|
 | 
						|
						var offset = i * stride,
 | 
						|
							offsetP = offset - stride,
 | 
						|
							offsetN = offset + stride;
 | 
						|
 | 
						|
						for ( var j = 0; j !== stride; ++ j ) {
 | 
						|
 | 
						|
							var value = values[ offset + j ];
 | 
						|
 | 
						|
							if ( value !== values[ offsetP + j ] ||
 | 
						|
								value !== values[ offsetN + j ] ) {
 | 
						|
 | 
						|
								keep = true;
 | 
						|
								break;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						keep = true;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// in-place compaction
 | 
						|
 | 
						|
				if ( keep ) {
 | 
						|
 | 
						|
					if ( i !== writeIndex ) {
 | 
						|
 | 
						|
						times[ writeIndex ] = times[ i ];
 | 
						|
 | 
						|
						var readOffset = i * stride,
 | 
						|
							writeOffset = writeIndex * stride;
 | 
						|
 | 
						|
						for ( var j = 0; j !== stride; ++ j ) {
 | 
						|
 | 
						|
							values[ writeOffset + j ] = values[ readOffset + j ];
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					++ writeIndex;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// flush last keyframe (compaction looks ahead)
 | 
						|
 | 
						|
			if ( lastIndex > 0 ) {
 | 
						|
 | 
						|
				times[ writeIndex ] = times[ lastIndex ];
 | 
						|
 | 
						|
				for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
 | 
						|
 | 
						|
					values[ writeOffset + j ] = values[ readOffset + j ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				++ writeIndex;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( writeIndex !== times.length ) {
 | 
						|
 | 
						|
				this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
 | 
						|
				this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * 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 ) {
 | 
						|
 | 
						|
		KeyframeTrack.call( this, name, times, values, interpolation );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
 | 
						|
 | 
						|
		constructor: VectorKeyframeTrack,
 | 
						|
 | 
						|
		ValueTypeName: 'vector'
 | 
						|
 | 
						|
		// ValueBufferType is inherited
 | 
						|
 | 
						|
		// DefaultInterpolation is inherited
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * 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 ) {
 | 
						|
 | 
						|
		this.name = name;
 | 
						|
		this.tracks = tracks;
 | 
						|
		this.duration = ( duration !== undefined ) ? duration : - 1;
 | 
						|
 | 
						|
		this.uuid = _Math.generateUUID();
 | 
						|
 | 
						|
		// this means it should figure out its duration by scanning the tracks
 | 
						|
		if ( this.duration < 0 ) {
 | 
						|
 | 
						|
			this.resetDuration();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.optimize();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( AnimationClip, {
 | 
						|
 | 
						|
		parse: function ( json ) {
 | 
						|
 | 
						|
			var tracks = [],
 | 
						|
				jsonTracks = json.tracks,
 | 
						|
				frameTime = 1.0 / ( json.fps || 1.0 );
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toJSON: function ( clip ) {
 | 
						|
 | 
						|
			var tracks = [],
 | 
						|
				clipTracks = clip.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 ] ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return json;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
 | 
						|
 | 
						|
			var numMorphTargets = morphTargetSequence.length;
 | 
						|
			var tracks = [];
 | 
						|
 | 
						|
			for ( var i = 0; i < numMorphTargets; i ++ ) {
 | 
						|
 | 
						|
				var times = [];
 | 
						|
				var values = [];
 | 
						|
 | 
						|
				times.push(
 | 
						|
					( i + numMorphTargets - 1 ) % numMorphTargets,
 | 
						|
					i,
 | 
						|
					( i + 1 ) % numMorphTargets );
 | 
						|
 | 
						|
				values.push( 0, 1, 0 );
 | 
						|
 | 
						|
				var order = AnimationUtils.getKeyframeOrder( times );
 | 
						|
				times = AnimationUtils.sortedArray( times, 1, order );
 | 
						|
				values = AnimationUtils.sortedArray( values, 1, order );
 | 
						|
 | 
						|
				// if there is a key at the first frame, duplicate it as the
 | 
						|
				// last frame as well for perfect loop.
 | 
						|
				if ( ! noLoop && times[ 0 ] === 0 ) {
 | 
						|
 | 
						|
					times.push( numMorphTargets );
 | 
						|
					values.push( values[ 0 ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				tracks.push(
 | 
						|
					new NumberKeyframeTrack(
 | 
						|
						'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
 | 
						|
						times, values
 | 
						|
					).scale( 1.0 / fps ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return new AnimationClip( name, - 1, tracks );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		findByName: function ( objectOrClipArray, name ) {
 | 
						|
 | 
						|
			var clipArray = objectOrClipArray;
 | 
						|
 | 
						|
			if ( ! Array.isArray( objectOrClipArray ) ) {
 | 
						|
 | 
						|
				var o = objectOrClipArray;
 | 
						|
				clipArray = o.geometry && o.geometry.animations || o.animations;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var i = 0; i < clipArray.length; i ++ ) {
 | 
						|
 | 
						|
				if ( clipArray[ i ].name === name ) {
 | 
						|
 | 
						|
					return clipArray[ i ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return null;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
 | 
						|
 | 
						|
			var animationToMorphTargets = {};
 | 
						|
 | 
						|
			// tested with https://regex101.com/ on trick sequences
 | 
						|
			// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
 | 
						|
			var pattern = /^([\w-]*?)([\d]+)$/;
 | 
						|
 | 
						|
			// 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 ++ ) {
 | 
						|
 | 
						|
				var morphTarget = morphTargets[ i ];
 | 
						|
				var parts = morphTarget.name.match( pattern );
 | 
						|
 | 
						|
				if ( parts && parts.length > 1 ) {
 | 
						|
 | 
						|
					var name = parts[ 1 ];
 | 
						|
 | 
						|
					var animationMorphTargets = animationToMorphTargets[ name ];
 | 
						|
					if ( ! animationMorphTargets ) {
 | 
						|
 | 
						|
						animationToMorphTargets[ name ] = animationMorphTargets = [];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					animationMorphTargets.push( morphTarget );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var clips = [];
 | 
						|
 | 
						|
			for ( var name in animationToMorphTargets ) {
 | 
						|
 | 
						|
				clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return clips;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// parse the animation.hierarchy format
 | 
						|
		parseAnimation: function ( animation, bones ) {
 | 
						|
 | 
						|
			if ( ! animation ) {
 | 
						|
 | 
						|
				console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
 | 
						|
				return null;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
 | 
						|
 | 
						|
				// only return track if there are actually keys.
 | 
						|
				if ( animationKeys.length !== 0 ) {
 | 
						|
 | 
						|
					var times = [];
 | 
						|
					var values = [];
 | 
						|
 | 
						|
					AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
 | 
						|
 | 
						|
					// empty keys are filtered out, so check again
 | 
						|
					if ( times.length !== 0 ) {
 | 
						|
 | 
						|
						destTracks.push( new trackType( trackName, times, values ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
			var tracks = [];
 | 
						|
 | 
						|
			var clipName = animation.name || 'default';
 | 
						|
			// automatic length determination in AnimationClip.
 | 
						|
			var duration = animation.length || - 1;
 | 
						|
			var fps = animation.fps || 30;
 | 
						|
 | 
						|
			var hierarchyTracks = animation.hierarchy || [];
 | 
						|
 | 
						|
			for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
 | 
						|
 | 
						|
				var animationKeys = hierarchyTracks[ h ].keys;
 | 
						|
 | 
						|
				// skip empty tracks
 | 
						|
				if ( ! animationKeys || animationKeys.length === 0 ) continue;
 | 
						|
 | 
						|
				// process morph targets
 | 
						|
				if ( animationKeys[ 0 ].morphTargets ) {
 | 
						|
 | 
						|
					// figure out all morph targets used in this track
 | 
						|
					var morphTargetNames = {};
 | 
						|
 | 
						|
					for ( var k = 0; k < animationKeys.length; k ++ ) {
 | 
						|
 | 
						|
						if ( animationKeys[ k ].morphTargets ) {
 | 
						|
 | 
						|
							for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
 | 
						|
 | 
						|
								morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					// create a track for each morph target with all zero
 | 
						|
					// morphTargetInfluences except for the keys in which
 | 
						|
					// the morphTarget is named.
 | 
						|
					for ( var morphTargetName in morphTargetNames ) {
 | 
						|
 | 
						|
						var times = [];
 | 
						|
						var values = [];
 | 
						|
 | 
						|
						for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
 | 
						|
 | 
						|
							var animationKey = animationKeys[ k ];
 | 
						|
 | 
						|
							times.push( animationKey.time );
 | 
						|
							values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					duration = morphTargetNames.length * ( fps || 1.0 );
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// ...assume skeletal animation
 | 
						|
 | 
						|
					var boneName = '.bones[' + bones[ h ].name + ']';
 | 
						|
 | 
						|
					addNonemptyTrack(
 | 
						|
						VectorKeyframeTrack, boneName + '.position',
 | 
						|
						animationKeys, 'pos', tracks );
 | 
						|
 | 
						|
					addNonemptyTrack(
 | 
						|
						QuaternionKeyframeTrack, boneName + '.quaternion',
 | 
						|
						animationKeys, 'rot', tracks );
 | 
						|
 | 
						|
					addNonemptyTrack(
 | 
						|
						VectorKeyframeTrack, boneName + '.scale',
 | 
						|
						animationKeys, 'scl', tracks );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( tracks.length === 0 ) {
 | 
						|
 | 
						|
				return null;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var clip = new AnimationClip( clipName, duration, tracks );
 | 
						|
 | 
						|
			return clip;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( AnimationClip.prototype, {
 | 
						|
 | 
						|
		resetDuration: function () {
 | 
						|
 | 
						|
			var tracks = this.tracks, duration = 0;
 | 
						|
 | 
						|
			for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
				var track = this.tracks[ i ];
 | 
						|
 | 
						|
				duration = Math.max( duration, track.times[ track.times.length - 1 ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.duration = duration;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		trim: function () {
 | 
						|
 | 
						|
			for ( var i = 0; i < this.tracks.length; i ++ ) {
 | 
						|
 | 
						|
				this.tracks[ i ].trim( 0, this.duration );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		optimize: function () {
 | 
						|
 | 
						|
			for ( var i = 0; i < this.tracks.length; i ++ ) {
 | 
						|
 | 
						|
				this.tracks[ i ].optimize();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function MaterialLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
		this.textures = {};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( MaterialLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var loader = new FileLoader( scope.manager );
 | 
						|
			loader.load( url, function ( text ) {
 | 
						|
 | 
						|
				onLoad( scope.parse( JSON.parse( text ) ) );
 | 
						|
 | 
						|
			}, onProgress, onError );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setTextures: function ( value ) {
 | 
						|
 | 
						|
			this.textures = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parse: function ( json ) {
 | 
						|
 | 
						|
			var textures = this.textures;
 | 
						|
 | 
						|
			function getTexture( name ) {
 | 
						|
 | 
						|
				if ( textures[ name ] === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.MaterialLoader: Undefined texture', name );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return textures[ name ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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.flatShading !== undefined ) material.flatShading = json.flatShading;
 | 
						|
			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.rotation !== undefined ) material.rotation = json.rotation;
 | 
						|
 | 
						|
			if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
 | 
						|
			if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
 | 
						|
			if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
 | 
						|
			if ( json.scale !== undefined ) material.scale = json.scale;
 | 
						|
 | 
						|
			if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
 | 
						|
			if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
 | 
						|
			if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
 | 
						|
 | 
						|
			if ( json.skinning !== undefined ) material.skinning = json.skinning;
 | 
						|
			if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
 | 
						|
			if ( json.dithering !== undefined ) material.dithering = json.dithering;
 | 
						|
 | 
						|
			if ( json.visible !== undefined ) material.visible = json.visible;
 | 
						|
			if ( json.userData !== undefined ) material.userData = json.userData;
 | 
						|
 | 
						|
			// Deprecated
 | 
						|
 | 
						|
			if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
 | 
						|
 | 
						|
			// 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 ) {
 | 
						|
 | 
						|
				var normalScale = json.normalScale;
 | 
						|
 | 
						|
				if ( Array.isArray( normalScale ) === false ) {
 | 
						|
 | 
						|
					// Blender exporter used to export a scalar. See #7459
 | 
						|
 | 
						|
					normalScale = [ normalScale, normalScale ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				material.normalScale = new Vector2().fromArray( normalScale );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
 | 
						|
			if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
 | 
						|
			if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
 | 
						|
 | 
						|
			if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
 | 
						|
			if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
 | 
						|
 | 
						|
			if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
 | 
						|
			if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
 | 
						|
 | 
						|
			if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
 | 
						|
 | 
						|
			if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
 | 
						|
 | 
						|
			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.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
 | 
						|
			if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
 | 
						|
 | 
						|
			if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
 | 
						|
 | 
						|
			return material;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function BufferGeometryLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( BufferGeometryLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var loader = new FileLoader( scope.manager );
 | 
						|
			loader.load( url, function ( text ) {
 | 
						|
 | 
						|
				onLoad( scope.parse( JSON.parse( text ) ) );
 | 
						|
 | 
						|
			}, onProgress, onError );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parse: function ( json ) {
 | 
						|
 | 
						|
			var geometry = new BufferGeometry();
 | 
						|
 | 
						|
			var index = json.data.index;
 | 
						|
 | 
						|
			if ( index !== undefined ) {
 | 
						|
 | 
						|
				var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
 | 
						|
				geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var attributes = json.data.attributes;
 | 
						|
 | 
						|
			for ( var key in attributes ) {
 | 
						|
 | 
						|
				var attribute = attributes[ key ];
 | 
						|
				var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
 | 
						|
 | 
						|
				geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
 | 
						|
 | 
						|
			if ( groups !== undefined ) {
 | 
						|
 | 
						|
				for ( var i = 0, n = groups.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
					var group = groups[ i ];
 | 
						|
 | 
						|
					geometry.addGroup( group.start, group.count, group.materialIndex );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var boundingSphere = json.data.boundingSphere;
 | 
						|
 | 
						|
			if ( boundingSphere !== undefined ) {
 | 
						|
 | 
						|
				var center = new Vector3();
 | 
						|
 | 
						|
				if ( boundingSphere.center !== undefined ) {
 | 
						|
 | 
						|
					center.fromArray( boundingSphere.center );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return geometry;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	var TYPED_ARRAYS = {
 | 
						|
		Int8Array: Int8Array,
 | 
						|
		Uint8Array: Uint8Array,
 | 
						|
		// Workaround for IE11 pre KB2929437. See #11440
 | 
						|
		Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
 | 
						|
		Int16Array: Int16Array,
 | 
						|
		Uint16Array: Uint16Array,
 | 
						|
		Int32Array: Int32Array,
 | 
						|
		Uint32Array: Uint32Array,
 | 
						|
		Float32Array: Float32Array,
 | 
						|
		Float64Array: Float64Array
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Loader() {}
 | 
						|
 | 
						|
	Loader.Handlers = {
 | 
						|
 | 
						|
		handlers: [],
 | 
						|
 | 
						|
		add: function ( regex, loader ) {
 | 
						|
 | 
						|
			this.handlers.push( regex, loader );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		get: function ( file ) {
 | 
						|
 | 
						|
			var handlers = this.handlers;
 | 
						|
 | 
						|
			for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
 | 
						|
 | 
						|
				var regex = handlers[ i ];
 | 
						|
				var loader = handlers[ i + 1 ];
 | 
						|
 | 
						|
				if ( regex.test( file ) ) {
 | 
						|
 | 
						|
					return loader;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return null;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	Object.assign( Loader.prototype, {
 | 
						|
 | 
						|
		crossOrigin: undefined,
 | 
						|
 | 
						|
		onLoadStart: function () {},
 | 
						|
 | 
						|
		onLoadProgress: function () {},
 | 
						|
 | 
						|
		onLoadComplete: function () {},
 | 
						|
 | 
						|
		initMaterials: function ( materials, texturePath, crossOrigin ) {
 | 
						|
 | 
						|
			var array = [];
 | 
						|
 | 
						|
			for ( var i = 0; i < materials.length; ++ i ) {
 | 
						|
 | 
						|
				array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return array;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		createMaterial: ( function () {
 | 
						|
 | 
						|
			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();
 | 
						|
 | 
						|
			return function createMaterial( m, texturePath, crossOrigin ) {
 | 
						|
 | 
						|
				// convert from old material format
 | 
						|
 | 
						|
				var textures = {};
 | 
						|
 | 
						|
				function loadTexture( path, repeat, offset, wrap, anisotropy ) {
 | 
						|
 | 
						|
					var fullPath = texturePath + path;
 | 
						|
					var loader = Loader.Handlers.get( fullPath );
 | 
						|
 | 
						|
					var texture;
 | 
						|
 | 
						|
					if ( loader !== null ) {
 | 
						|
 | 
						|
						texture = loader.load( fullPath );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						textureLoader.setCrossOrigin( crossOrigin );
 | 
						|
						texture = textureLoader.load( fullPath );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( repeat !== undefined ) {
 | 
						|
 | 
						|
						texture.repeat.fromArray( repeat );
 | 
						|
 | 
						|
						if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
 | 
						|
						if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( offset !== undefined ) {
 | 
						|
 | 
						|
						texture.offset.fromArray( offset );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( wrap !== undefined ) {
 | 
						|
 | 
						|
						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 ( anisotropy !== undefined ) {
 | 
						|
 | 
						|
						texture.anisotropy = anisotropy;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					var uuid = _Math.generateUUID();
 | 
						|
 | 
						|
					textures[ uuid ] = texture;
 | 
						|
 | 
						|
					return uuid;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				//
 | 
						|
 | 
						|
				var json = {
 | 
						|
					uuid: _Math.generateUUID(),
 | 
						|
					type: 'MeshLambertMaterial'
 | 
						|
				};
 | 
						|
 | 
						|
				for ( var name in m ) {
 | 
						|
 | 
						|
					var value = m[ 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;
 | 
						|
							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.opacity < 1 ) json.transparent = true;
 | 
						|
 | 
						|
				materialLoader.setTextures( textures );
 | 
						|
 | 
						|
				return materialLoader.parse( json );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		} )()
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Don McCurdy / https://www.donmccurdy.com
 | 
						|
	 */
 | 
						|
 | 
						|
	var LoaderUtils = {
 | 
						|
 | 
						|
		decodeText: function ( array ) {
 | 
						|
 | 
						|
			if ( typeof TextDecoder !== 'undefined' ) {
 | 
						|
 | 
						|
				return new TextDecoder().decode( array );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Avoid the String.fromCharCode.apply(null, array) shortcut, which
 | 
						|
			// throws a "maximum call stack size exceeded" error for large arrays.
 | 
						|
 | 
						|
			var s = '';
 | 
						|
 | 
						|
			for ( var i = 0, il = array.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				// Implicitly assumes little-endian.
 | 
						|
				s += String.fromCharCode( array[ i ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// Merges multi-byte utf-8 characters.
 | 
						|
			return decodeURIComponent( escape( s ) );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		extractUrlBase: function ( url ) {
 | 
						|
 | 
						|
			var index = url.lastIndexOf( '/' );
 | 
						|
 | 
						|
			if ( index === - 1 ) return './';
 | 
						|
 | 
						|
			return url.substr( 0, index + 1 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function JSONLoader( manager ) {
 | 
						|
 | 
						|
		if ( typeof manager === 'boolean' ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
 | 
						|
			manager = undefined;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
		this.withCredentials = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( JSONLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url );
 | 
						|
 | 
						|
			var loader = new FileLoader( this.manager );
 | 
						|
			loader.setWithCredentials( this.withCredentials );
 | 
						|
			loader.load( url, function ( text ) {
 | 
						|
 | 
						|
				var json = JSON.parse( text );
 | 
						|
				var metadata = json.metadata;
 | 
						|
 | 
						|
				if ( metadata !== undefined ) {
 | 
						|
 | 
						|
					var type = metadata.type;
 | 
						|
 | 
						|
					if ( type !== undefined ) {
 | 
						|
 | 
						|
						if ( type.toLowerCase() === 'object' ) {
 | 
						|
 | 
						|
							console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
 | 
						|
							return;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var object = scope.parse( json, texturePath );
 | 
						|
				onLoad( object.geometry, object.materials );
 | 
						|
 | 
						|
			}, onProgress, onError );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setTexturePath: function ( value ) {
 | 
						|
 | 
						|
			this.texturePath = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parse: ( function () {
 | 
						|
 | 
						|
			function parseModel( json, geometry ) {
 | 
						|
 | 
						|
				function isBitSet( value, position ) {
 | 
						|
 | 
						|
					return value & ( 1 << position );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var i, j, fi,
 | 
						|
 | 
						|
					offset, zLength,
 | 
						|
 | 
						|
					colorIndex, normalIndex, uvIndex, materialIndex,
 | 
						|
 | 
						|
					type,
 | 
						|
					isQuad,
 | 
						|
					hasMaterial,
 | 
						|
					hasFaceVertexUv,
 | 
						|
					hasFaceNormal, hasFaceVertexNormal,
 | 
						|
					hasFaceColor, hasFaceVertexColor,
 | 
						|
 | 
						|
					vertex, face, faceA, faceB, hex, normal,
 | 
						|
 | 
						|
					uvLayer, uv, u, v,
 | 
						|
 | 
						|
					faces = json.faces,
 | 
						|
					vertices = json.vertices,
 | 
						|
					normals = json.normals,
 | 
						|
					colors = json.colors,
 | 
						|
 | 
						|
					scale = json.scale,
 | 
						|
 | 
						|
					nUvLayers = 0;
 | 
						|
 | 
						|
 | 
						|
				if ( json.uvs !== undefined ) {
 | 
						|
 | 
						|
					// disregard empty arrays
 | 
						|
 | 
						|
					for ( i = 0; i < json.uvs.length; i ++ ) {
 | 
						|
 | 
						|
						if ( json.uvs[ i ].length ) nUvLayers ++;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					for ( i = 0; i < nUvLayers; i ++ ) {
 | 
						|
 | 
						|
						geometry.faceVertexUvs[ i ] = [];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				offset = 0;
 | 
						|
				zLength = vertices.length;
 | 
						|
 | 
						|
				while ( offset < zLength ) {
 | 
						|
 | 
						|
					vertex = new Vector3();
 | 
						|
 | 
						|
					vertex.x = vertices[ offset ++ ] * scale;
 | 
						|
					vertex.y = vertices[ offset ++ ] * scale;
 | 
						|
					vertex.z = vertices[ offset ++ ] * scale;
 | 
						|
 | 
						|
					geometry.vertices.push( vertex );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				offset = 0;
 | 
						|
				zLength = faces.length;
 | 
						|
 | 
						|
				while ( offset < zLength ) {
 | 
						|
 | 
						|
					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 );
 | 
						|
 | 
						|
					// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
 | 
						|
 | 
						|
					if ( isQuad ) {
 | 
						|
 | 
						|
						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 ];
 | 
						|
 | 
						|
						offset += 4;
 | 
						|
 | 
						|
						if ( hasMaterial ) {
 | 
						|
 | 
						|
							materialIndex = faces[ offset ++ ];
 | 
						|
							faceA.materialIndex = materialIndex;
 | 
						|
							faceB.materialIndex = materialIndex;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						// to get face <=> uv index correspondence
 | 
						|
 | 
						|
						fi = geometry.faces.length;
 | 
						|
 | 
						|
						if ( hasFaceVertexUv ) {
 | 
						|
 | 
						|
							for ( i = 0; i < nUvLayers; i ++ ) {
 | 
						|
 | 
						|
								uvLayer = json.uvs[ i ];
 | 
						|
 | 
						|
								geometry.faceVertexUvs[ i ][ fi ] = [];
 | 
						|
								geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
 | 
						|
 | 
						|
								for ( j = 0; j < 4; j ++ ) {
 | 
						|
 | 
						|
									uvIndex = faces[ offset ++ ];
 | 
						|
 | 
						|
									u = uvLayer[ uvIndex * 2 ];
 | 
						|
									v = uvLayer[ uvIndex * 2 + 1 ];
 | 
						|
 | 
						|
									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 ( 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 ++ ) {
 | 
						|
 | 
						|
								normalIndex = faces[ offset ++ ] * 3;
 | 
						|
 | 
						|
								normal = new Vector3(
 | 
						|
									normals[ normalIndex ++ ],
 | 
						|
									normals[ normalIndex ++ ],
 | 
						|
									normals[ normalIndex ]
 | 
						|
								);
 | 
						|
 | 
						|
 | 
						|
								if ( i !== 2 ) faceA.vertexNormals.push( normal );
 | 
						|
								if ( i !== 0 ) faceB.vertexNormals.push( normal );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
 | 
						|
						if ( hasFaceColor ) {
 | 
						|
 | 
						|
							colorIndex = faces[ offset ++ ];
 | 
						|
							hex = colors[ colorIndex ];
 | 
						|
 | 
						|
							faceA.color.setHex( hex );
 | 
						|
							faceB.color.setHex( hex );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
 | 
						|
						if ( hasFaceVertexColor ) {
 | 
						|
 | 
						|
							for ( i = 0; i < 4; i ++ ) {
 | 
						|
 | 
						|
								colorIndex = faces[ offset ++ ];
 | 
						|
								hex = colors[ colorIndex ];
 | 
						|
 | 
						|
								if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
 | 
						|
								if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						geometry.faces.push( faceA );
 | 
						|
						geometry.faces.push( faceB );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						face = new Face3();
 | 
						|
						face.a = faces[ offset ++ ];
 | 
						|
						face.b = faces[ offset ++ ];
 | 
						|
						face.c = faces[ offset ++ ];
 | 
						|
 | 
						|
						if ( hasMaterial ) {
 | 
						|
 | 
						|
							materialIndex = faces[ offset ++ ];
 | 
						|
							face.materialIndex = materialIndex;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						// to get face <=> uv index correspondence
 | 
						|
 | 
						|
						fi = geometry.faces.length;
 | 
						|
 | 
						|
						if ( hasFaceVertexUv ) {
 | 
						|
 | 
						|
							for ( i = 0; i < nUvLayers; i ++ ) {
 | 
						|
 | 
						|
								uvLayer = json.uvs[ i ];
 | 
						|
 | 
						|
								geometry.faceVertexUvs[ i ][ fi ] = [];
 | 
						|
 | 
						|
								for ( j = 0; j < 3; j ++ ) {
 | 
						|
 | 
						|
									uvIndex = faces[ offset ++ ];
 | 
						|
 | 
						|
									u = uvLayer[ uvIndex * 2 ];
 | 
						|
									v = uvLayer[ uvIndex * 2 + 1 ];
 | 
						|
 | 
						|
									uv = new Vector2( u, v );
 | 
						|
 | 
						|
									geometry.faceVertexUvs[ i ][ fi ].push( uv );
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						if ( hasFaceNormal ) {
 | 
						|
 | 
						|
							normalIndex = faces[ offset ++ ] * 3;
 | 
						|
 | 
						|
							face.normal.set(
 | 
						|
								normals[ normalIndex ++ ],
 | 
						|
								normals[ normalIndex ++ ],
 | 
						|
								normals[ normalIndex ]
 | 
						|
							);
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						if ( hasFaceVertexNormal ) {
 | 
						|
 | 
						|
							for ( i = 0; i < 3; i ++ ) {
 | 
						|
 | 
						|
								normalIndex = faces[ offset ++ ] * 3;
 | 
						|
 | 
						|
								normal = new Vector3(
 | 
						|
									normals[ normalIndex ++ ],
 | 
						|
									normals[ normalIndex ++ ],
 | 
						|
									normals[ normalIndex ]
 | 
						|
								);
 | 
						|
 | 
						|
								face.vertexNormals.push( normal );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
 | 
						|
						if ( hasFaceColor ) {
 | 
						|
 | 
						|
							colorIndex = faces[ offset ++ ];
 | 
						|
							face.color.setHex( colors[ colorIndex ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
 | 
						|
						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 ) {
 | 
						|
 | 
						|
				var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
 | 
						|
 | 
						|
				if ( json.skinWeights ) {
 | 
						|
 | 
						|
					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;
 | 
						|
 | 
						|
						geometry.skinWeights.push( new Vector4( x, y, z, w ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( json.skinIndices ) {
 | 
						|
 | 
						|
					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;
 | 
						|
 | 
						|
						geometry.skinIndices.push( new Vector4( a, b, c, d ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				geometry.bones = json.bones;
 | 
						|
 | 
						|
				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.' );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function parseMorphing( json, geometry ) {
 | 
						|
 | 
						|
				var scale = json.scale;
 | 
						|
 | 
						|
				if ( json.morphTargets !== undefined ) {
 | 
						|
 | 
						|
					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 = [];
 | 
						|
 | 
						|
						var dstVertices = geometry.morphTargets[ i ].vertices;
 | 
						|
						var srcVertices = json.morphTargets[ i ].vertices;
 | 
						|
 | 
						|
						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;
 | 
						|
 | 
						|
							dstVertices.push( vertex );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
 | 
						|
 | 
						|
					var faces = geometry.faces;
 | 
						|
					var morphColors = json.morphColors[ 0 ].colors;
 | 
						|
 | 
						|
					for ( var i = 0, l = faces.length; i < l; i ++ ) {
 | 
						|
 | 
						|
						faces[ i ].color.fromArray( morphColors, i * 3 );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function parseAnimations( json, geometry ) {
 | 
						|
 | 
						|
				var outputAnimations = [];
 | 
						|
 | 
						|
				// parse old style Bone/Hierarchy animations
 | 
						|
				var animations = [];
 | 
						|
 | 
						|
				if ( json.animation !== undefined ) {
 | 
						|
 | 
						|
					animations.push( json.animation );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( json.animations !== undefined ) {
 | 
						|
 | 
						|
					if ( json.animations.length ) {
 | 
						|
 | 
						|
						animations = animations.concat( json.animations );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						animations.push( json.animations );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				for ( var i = 0; i < animations.length; i ++ ) {
 | 
						|
 | 
						|
					var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
 | 
						|
					if ( clip ) outputAnimations.push( clip );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// 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 );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return function parse( json, texturePath ) {
 | 
						|
 | 
						|
				if ( json.data !== undefined ) {
 | 
						|
 | 
						|
					// Geometry 4.0 spec
 | 
						|
					json = json.data;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( json.scale !== undefined ) {
 | 
						|
 | 
						|
					json.scale = 1.0 / json.scale;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					json.scale = 1.0;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var geometry = new Geometry();
 | 
						|
 | 
						|
				parseModel( json, geometry );
 | 
						|
				parseSkin( json, geometry );
 | 
						|
				parseMorphing( json, geometry );
 | 
						|
				parseAnimations( json, geometry );
 | 
						|
 | 
						|
				geometry.computeFaceNormals();
 | 
						|
				geometry.computeBoundingSphere();
 | 
						|
 | 
						|
				if ( json.materials === undefined || json.materials.length === 0 ) {
 | 
						|
 | 
						|
					return { geometry: geometry };
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
 | 
						|
 | 
						|
					return { geometry: geometry, materials: materials };
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		} )()
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function ObjectLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
		this.texturePath = '';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( ObjectLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			if ( this.texturePath === '' ) {
 | 
						|
 | 
						|
				this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var loader = new FileLoader( scope.manager );
 | 
						|
			loader.load( url, function ( text ) {
 | 
						|
 | 
						|
				var json = null;
 | 
						|
 | 
						|
				try {
 | 
						|
 | 
						|
					json = JSON.parse( text );
 | 
						|
 | 
						|
				} catch ( error ) {
 | 
						|
 | 
						|
					if ( onError !== undefined ) onError( error );
 | 
						|
 | 
						|
					console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
 | 
						|
 | 
						|
					return;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var metadata = json.metadata;
 | 
						|
 | 
						|
				if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
 | 
						|
 | 
						|
					console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
 | 
						|
					return;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				scope.parse( json, onLoad );
 | 
						|
 | 
						|
			}, onProgress, onError );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setTexturePath: function ( value ) {
 | 
						|
 | 
						|
			this.texturePath = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setCrossOrigin: function ( value ) {
 | 
						|
 | 
						|
			this.crossOrigin = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parse: function ( json, onLoad ) {
 | 
						|
 | 
						|
			var shapes = this.parseShape( json.shapes );
 | 
						|
			var geometries = this.parseGeometries( json.geometries, shapes );
 | 
						|
 | 
						|
			var images = this.parseImages( json.images, function () {
 | 
						|
 | 
						|
				if ( onLoad !== undefined ) onLoad( object );
 | 
						|
 | 
						|
			} );
 | 
						|
 | 
						|
			var textures = this.parseTextures( json.textures, images );
 | 
						|
			var materials = this.parseMaterials( json.materials, textures );
 | 
						|
 | 
						|
			var object = this.parseObject( json.object, geometries, materials );
 | 
						|
 | 
						|
			if ( json.animations ) {
 | 
						|
 | 
						|
				object.animations = this.parseAnimations( json.animations );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( json.images === undefined || json.images.length === 0 ) {
 | 
						|
 | 
						|
				if ( onLoad !== undefined ) onLoad( object );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return object;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parseShape: function ( json ) {
 | 
						|
 | 
						|
			var shapes = {};
 | 
						|
 | 
						|
			if ( json !== undefined ) {
 | 
						|
 | 
						|
				for ( var i = 0, l = json.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					var shape = new Shape().fromJSON( json[ i ] );
 | 
						|
 | 
						|
					shapes[ shape.uuid ] = shape;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return shapes;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parseGeometries: function ( json, shapes ) {
 | 
						|
 | 
						|
			var geometries = {};
 | 
						|
 | 
						|
			if ( json !== undefined ) {
 | 
						|
 | 
						|
				var geometryLoader = new JSONLoader();
 | 
						|
				var bufferGeometryLoader = new BufferGeometryLoader();
 | 
						|
 | 
						|
				for ( var i = 0, l = json.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					var geometry;
 | 
						|
					var data = json[ i ];
 | 
						|
 | 
						|
					switch ( data.type ) {
 | 
						|
 | 
						|
						case 'PlaneGeometry':
 | 
						|
						case 'PlaneBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.width,
 | 
						|
								data.height,
 | 
						|
								data.widthSegments,
 | 
						|
								data.heightSegments
 | 
						|
							);
 | 
						|
 | 
						|
							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
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'CircleGeometry':
 | 
						|
						case 'CircleBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.radius,
 | 
						|
								data.segments,
 | 
						|
								data.thetaStart,
 | 
						|
								data.thetaLength
 | 
						|
							);
 | 
						|
 | 
						|
							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
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'ConeGeometry':
 | 
						|
						case 'ConeBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.radius,
 | 
						|
								data.height,
 | 
						|
								data.radialSegments,
 | 
						|
								data.heightSegments,
 | 
						|
								data.openEnded,
 | 
						|
								data.thetaStart,
 | 
						|
								data.thetaLength
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'SphereGeometry':
 | 
						|
						case 'SphereBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.radius,
 | 
						|
								data.widthSegments,
 | 
						|
								data.heightSegments,
 | 
						|
								data.phiStart,
 | 
						|
								data.phiLength,
 | 
						|
								data.thetaStart,
 | 
						|
								data.thetaLength
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'DodecahedronGeometry':
 | 
						|
						case 'DodecahedronBufferGeometry':
 | 
						|
						case 'IcosahedronGeometry':
 | 
						|
						case 'IcosahedronBufferGeometry':
 | 
						|
						case 'OctahedronGeometry':
 | 
						|
						case 'OctahedronBufferGeometry':
 | 
						|
						case 'TetrahedronGeometry':
 | 
						|
						case 'TetrahedronBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.radius,
 | 
						|
								data.detail
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'RingGeometry':
 | 
						|
						case 'RingBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.innerRadius,
 | 
						|
								data.outerRadius,
 | 
						|
								data.thetaSegments,
 | 
						|
								data.phiSegments,
 | 
						|
								data.thetaStart,
 | 
						|
								data.thetaLength
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'TorusGeometry':
 | 
						|
						case 'TorusBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.radius,
 | 
						|
								data.tube,
 | 
						|
								data.radialSegments,
 | 
						|
								data.tubularSegments,
 | 
						|
								data.arc
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'TorusKnotGeometry':
 | 
						|
						case 'TorusKnotBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.radius,
 | 
						|
								data.tube,
 | 
						|
								data.tubularSegments,
 | 
						|
								data.radialSegments,
 | 
						|
								data.p,
 | 
						|
								data.q
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'LatheGeometry':
 | 
						|
						case 'LatheBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.points,
 | 
						|
								data.segments,
 | 
						|
								data.phiStart,
 | 
						|
								data.phiLength
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'PolyhedronGeometry':
 | 
						|
						case 'PolyhedronBufferGeometry':
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								data.vertices,
 | 
						|
								data.indices,
 | 
						|
								data.radius,
 | 
						|
								data.details
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'ShapeGeometry':
 | 
						|
						case 'ShapeBufferGeometry':
 | 
						|
 | 
						|
							var geometryShapes = [];
 | 
						|
 | 
						|
							for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
								var shape = shapes[ data.shapes[ j ] ];
 | 
						|
 | 
						|
								geometryShapes.push( shape );
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
							geometry = new Geometries[ data.type ](
 | 
						|
								geometryShapes,
 | 
						|
								data.curveSegments
 | 
						|
							);
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'BufferGeometry':
 | 
						|
 | 
						|
							geometry = bufferGeometryLoader.parse( data );
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						case 'Geometry':
 | 
						|
 | 
						|
							geometry = geometryLoader.parse( data, this.texturePath ).geometry;
 | 
						|
 | 
						|
							break;
 | 
						|
 | 
						|
						default:
 | 
						|
 | 
						|
							console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
 | 
						|
 | 
						|
							continue;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					geometry.uuid = data.uuid;
 | 
						|
 | 
						|
					if ( data.name !== undefined ) geometry.name = data.name;
 | 
						|
 | 
						|
					geometries[ data.uuid ] = geometry;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return geometries;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parseMaterials: function ( json, textures ) {
 | 
						|
 | 
						|
			var materials = {};
 | 
						|
 | 
						|
			if ( json !== undefined ) {
 | 
						|
 | 
						|
				var loader = new MaterialLoader();
 | 
						|
				loader.setTextures( textures );
 | 
						|
 | 
						|
				for ( var i = 0, l = json.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					var data = json[ i ];
 | 
						|
 | 
						|
					if ( data.type === 'MultiMaterial' ) {
 | 
						|
 | 
						|
						// Deprecated
 | 
						|
 | 
						|
						var array = [];
 | 
						|
 | 
						|
						for ( var j = 0; j < data.materials.length; j ++ ) {
 | 
						|
 | 
						|
							array.push( loader.parse( data.materials[ j ] ) );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						materials[ data.uuid ] = array;
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						materials[ data.uuid ] = loader.parse( data );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return materials;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parseAnimations: function ( json ) {
 | 
						|
 | 
						|
			var animations = [];
 | 
						|
 | 
						|
			for ( var i = 0; i < json.length; i ++ ) {
 | 
						|
 | 
						|
				var clip = AnimationClip.parse( json[ i ] );
 | 
						|
 | 
						|
				animations.push( clip );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return animations;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parseImages: function ( json, onLoad ) {
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
			var images = {};
 | 
						|
 | 
						|
			function loadImage( url ) {
 | 
						|
 | 
						|
				scope.manager.itemStart( url );
 | 
						|
 | 
						|
				return loader.load( url, function () {
 | 
						|
 | 
						|
					scope.manager.itemEnd( url );
 | 
						|
 | 
						|
				}, undefined, function () {
 | 
						|
 | 
						|
					scope.manager.itemEnd( url );
 | 
						|
					scope.manager.itemError( url );
 | 
						|
 | 
						|
				} );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( json !== undefined && json.length > 0 ) {
 | 
						|
 | 
						|
				var manager = new LoadingManager( onLoad );
 | 
						|
 | 
						|
				var loader = new ImageLoader( manager );
 | 
						|
				loader.setCrossOrigin( this.crossOrigin );
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
					images[ image.uuid ] = loadImage( path );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return images;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parseTextures: function ( json, images ) {
 | 
						|
 | 
						|
			function parseConstant( value, type ) {
 | 
						|
 | 
						|
				if ( typeof value === 'number' ) return value;
 | 
						|
 | 
						|
				console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
 | 
						|
 | 
						|
				return type[ value ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var textures = {};
 | 
						|
 | 
						|
			if ( json !== undefined ) {
 | 
						|
 | 
						|
				for ( var i = 0, l = json.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					var data = json[ i ];
 | 
						|
 | 
						|
					if ( data.image === undefined ) {
 | 
						|
 | 
						|
						console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( images[ data.image ] === undefined ) {
 | 
						|
 | 
						|
						console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					var texture = new Texture( images[ data.image ] );
 | 
						|
					texture.needsUpdate = true;
 | 
						|
 | 
						|
					texture.uuid = data.uuid;
 | 
						|
 | 
						|
					if ( data.name !== undefined ) texture.name = data.name;
 | 
						|
 | 
						|
					if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
 | 
						|
 | 
						|
					if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
 | 
						|
					if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
 | 
						|
					if ( data.center !== undefined ) texture.center.fromArray( data.center );
 | 
						|
					if ( data.rotation !== undefined ) texture.rotation = data.rotation;
 | 
						|
 | 
						|
					if ( data.wrap !== undefined ) {
 | 
						|
 | 
						|
						texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
 | 
						|
						texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( data.format !== undefined ) texture.format = data.format;
 | 
						|
 | 
						|
					if ( data.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;
 | 
						|
 | 
						|
					textures[ data.uuid ] = texture;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return textures;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parseObject: function ( data, geometries, materials ) {
 | 
						|
 | 
						|
			var object;
 | 
						|
 | 
						|
			function getGeometry( name ) {
 | 
						|
 | 
						|
				if ( geometries[ name ] === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return geometries[ name ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function getMaterial( name ) {
 | 
						|
 | 
						|
				if ( name === undefined ) return undefined;
 | 
						|
 | 
						|
				if ( Array.isArray( name ) ) {
 | 
						|
 | 
						|
					var array = [];
 | 
						|
 | 
						|
					for ( var i = 0, l = name.length; i < l; i ++ ) {
 | 
						|
 | 
						|
						var uuid = name[ i ];
 | 
						|
 | 
						|
						if ( materials[ uuid ] === undefined ) {
 | 
						|
 | 
						|
							console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						array.push( materials[ uuid ] );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					return array;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( materials[ name ] === undefined ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.ObjectLoader: Undefined material', name );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return materials[ name ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			switch ( data.type ) {
 | 
						|
 | 
						|
				case 'Scene':
 | 
						|
 | 
						|
					object = new Scene();
 | 
						|
 | 
						|
					if ( data.background !== undefined ) {
 | 
						|
 | 
						|
						if ( Number.isInteger( data.background ) ) {
 | 
						|
 | 
						|
							object.background = new Color( data.background );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( data.fog !== undefined ) {
 | 
						|
 | 
						|
						if ( data.fog.type === 'Fog' ) {
 | 
						|
 | 
						|
							object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
 | 
						|
 | 
						|
						} else if ( data.fog.type === 'FogExp2' ) {
 | 
						|
 | 
						|
							object.fog = new FogExp2( data.fog.color, data.fog.density );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'PerspectiveCamera':
 | 
						|
 | 
						|
					object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
 | 
						|
 | 
						|
					if ( data.focus !== undefined ) object.focus = data.focus;
 | 
						|
					if ( data.zoom !== undefined ) object.zoom = data.zoom;
 | 
						|
					if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
 | 
						|
					if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
 | 
						|
					if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'OrthographicCamera':
 | 
						|
 | 
						|
					object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
 | 
						|
 | 
						|
					if ( data.zoom !== undefined ) object.zoom = data.zoom;
 | 
						|
					if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'AmbientLight':
 | 
						|
 | 
						|
					object = new AmbientLight( data.color, data.intensity );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'DirectionalLight':
 | 
						|
 | 
						|
					object = new DirectionalLight( data.color, data.intensity );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'PointLight':
 | 
						|
 | 
						|
					object = new PointLight( data.color, data.intensity, data.distance, data.decay );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'RectAreaLight':
 | 
						|
 | 
						|
					object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'SpotLight':
 | 
						|
 | 
						|
					object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'HemisphereLight':
 | 
						|
 | 
						|
					object = new HemisphereLight( data.color, data.groundColor, data.intensity );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'SkinnedMesh':
 | 
						|
 | 
						|
					console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
 | 
						|
 | 
						|
				case 'Mesh':
 | 
						|
 | 
						|
					var geometry = getGeometry( data.geometry );
 | 
						|
					var material = getMaterial( data.material );
 | 
						|
 | 
						|
					if ( geometry.bones && geometry.bones.length > 0 ) {
 | 
						|
 | 
						|
						object = new SkinnedMesh( geometry, material );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						object = new Mesh( geometry, material );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'LOD':
 | 
						|
 | 
						|
					object = new LOD();
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'Line':
 | 
						|
 | 
						|
					object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'LineLoop':
 | 
						|
 | 
						|
					object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'LineSegments':
 | 
						|
 | 
						|
					object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'PointCloud':
 | 
						|
				case 'Points':
 | 
						|
 | 
						|
					object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'Sprite':
 | 
						|
 | 
						|
					object = new Sprite( getMaterial( data.material ) );
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				case 'Group':
 | 
						|
 | 
						|
					object = new Group();
 | 
						|
 | 
						|
					break;
 | 
						|
 | 
						|
				default:
 | 
						|
 | 
						|
					object = new Object3D();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			object.uuid = data.uuid;
 | 
						|
 | 
						|
			if ( data.name !== undefined ) object.name = data.name;
 | 
						|
 | 
						|
			if ( data.matrix !== undefined ) {
 | 
						|
 | 
						|
				object.matrix.fromArray( data.matrix );
 | 
						|
 | 
						|
				if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
 | 
						|
				if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				if ( data.position !== undefined ) object.position.fromArray( data.position );
 | 
						|
				if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
 | 
						|
				if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
 | 
						|
				if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
 | 
						|
			if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
 | 
						|
 | 
						|
			if ( data.shadow ) {
 | 
						|
 | 
						|
				if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
 | 
						|
				if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
 | 
						|
				if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
 | 
						|
				if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( data.visible !== undefined ) object.visible = data.visible;
 | 
						|
			if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
 | 
						|
			if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
 | 
						|
			if ( data.userData !== undefined ) object.userData = data.userData;
 | 
						|
 | 
						|
			if ( data.children !== undefined ) {
 | 
						|
 | 
						|
				var children = data.children;
 | 
						|
 | 
						|
				for ( var i = 0; i < children.length; i ++ ) {
 | 
						|
 | 
						|
					object.add( this.parseObject( children[ i ], geometries, materials ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( data.type === 'LOD' ) {
 | 
						|
 | 
						|
				var levels = data.levels;
 | 
						|
 | 
						|
				for ( var l = 0; l < levels.length; l ++ ) {
 | 
						|
 | 
						|
					var level = levels[ l ];
 | 
						|
					var child = object.getObjectByProperty( 'uuid', level.object );
 | 
						|
 | 
						|
					if ( child !== undefined ) {
 | 
						|
 | 
						|
						object.addLevel( child, level.distance );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return object;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	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_FILTER = {
 | 
						|
		NearestFilter: NearestFilter,
 | 
						|
		NearestMipMapNearestFilter: NearestMipMapNearestFilter,
 | 
						|
		NearestMipMapLinearFilter: NearestMipMapLinearFilter,
 | 
						|
		LinearFilter: LinearFilter,
 | 
						|
		LinearMipMapNearestFilter: LinearMipMapNearestFilter,
 | 
						|
		LinearMipMapLinearFilter: LinearMipMapLinearFilter
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author thespite / http://clicktorelease.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function ImageBitmapLoader( manager ) {
 | 
						|
 | 
						|
		if ( typeof createImageBitmap === 'undefined' ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( typeof fetch === 'undefined' ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.manager = manager !== undefined ? manager : DefaultLoadingManager;
 | 
						|
		this.options = undefined;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ImageBitmapLoader.prototype = {
 | 
						|
 | 
						|
		constructor: ImageBitmapLoader,
 | 
						|
 | 
						|
		setOptions: function setOptions( options ) {
 | 
						|
 | 
						|
			this.options = options;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		load: function load( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			if ( url === undefined ) url = '';
 | 
						|
 | 
						|
			if ( this.path !== undefined ) url = this.path + url;
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var cached = Cache.get( url );
 | 
						|
 | 
						|
			if ( cached !== undefined ) {
 | 
						|
 | 
						|
				scope.manager.itemStart( url );
 | 
						|
 | 
						|
				setTimeout( function () {
 | 
						|
 | 
						|
					if ( onLoad ) onLoad( cached );
 | 
						|
 | 
						|
					scope.manager.itemEnd( url );
 | 
						|
 | 
						|
				}, 0 );
 | 
						|
 | 
						|
				return cached;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			fetch( url ).then( function ( res ) {
 | 
						|
 | 
						|
				return res.blob();
 | 
						|
 | 
						|
			} ).then( function ( blob ) {
 | 
						|
 | 
						|
				return createImageBitmap( blob, scope.options );
 | 
						|
 | 
						|
			} ).then( function ( imageBitmap ) {
 | 
						|
 | 
						|
				Cache.add( url, imageBitmap );
 | 
						|
 | 
						|
				if ( onLoad ) onLoad( imageBitmap );
 | 
						|
 | 
						|
				scope.manager.itemEnd( url );
 | 
						|
 | 
						|
			} ).catch( function ( e ) {
 | 
						|
 | 
						|
				if ( onError ) onError( e );
 | 
						|
 | 
						|
				scope.manager.itemEnd( url );
 | 
						|
				scope.manager.itemError( url );
 | 
						|
 | 
						|
			} );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setCrossOrigin: function ( /* value */ ) {
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPath: function ( value ) {
 | 
						|
 | 
						|
			this.path = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author zz85 / http://www.lab4games.net/zz85/blog
 | 
						|
	 * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
 | 
						|
	 **/
 | 
						|
 | 
						|
	function ShapePath() {
 | 
						|
 | 
						|
		this.type = 'ShapePath';
 | 
						|
 | 
						|
		this.color = new Color();
 | 
						|
 | 
						|
		this.subPaths = [];
 | 
						|
		this.currentPath = null;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( ShapePath.prototype, {
 | 
						|
 | 
						|
		moveTo: function ( x, y ) {
 | 
						|
 | 
						|
			this.currentPath = new Path();
 | 
						|
			this.subPaths.push( this.currentPath );
 | 
						|
			this.currentPath.moveTo( x, y );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lineTo: function ( x, y ) {
 | 
						|
 | 
						|
			this.currentPath.lineTo( x, y );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
 | 
						|
 | 
						|
			this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
 | 
						|
 | 
						|
			this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		splineThru: function ( pts ) {
 | 
						|
 | 
						|
			this.currentPath.splineThru( pts );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		toShapes: function ( isCCW, noHoles ) {
 | 
						|
 | 
						|
			function toShapesNoHoles( inSubpaths ) {
 | 
						|
 | 
						|
				var shapes = [];
 | 
						|
 | 
						|
				for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					var tmpPath = inSubpaths[ i ];
 | 
						|
 | 
						|
					var tmpShape = new Shape();
 | 
						|
					tmpShape.curves = tmpPath.curves;
 | 
						|
 | 
						|
					shapes.push( tmpShape );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return shapes;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			function isPointInsidePolygon( inPt, inPolygon ) {
 | 
						|
 | 
						|
				var polyLen = inPolygon.length;
 | 
						|
 | 
						|
				// inPt on polygon contour => immediate success    or
 | 
						|
				// toggling of inside/outside at every single! intersection point of an edge
 | 
						|
				//  with the horizontal line through inPt, left of inPt
 | 
						|
				//  not counting lowerY endpoints of edges and whole edges on that line
 | 
						|
				var inside = false;
 | 
						|
				for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
 | 
						|
 | 
						|
					var edgeLowPt = inPolygon[ p ];
 | 
						|
					var edgeHighPt = inPolygon[ q ];
 | 
						|
 | 
						|
					var edgeDx = edgeHighPt.x - edgeLowPt.x;
 | 
						|
					var edgeDy = edgeHighPt.y - edgeLowPt.y;
 | 
						|
 | 
						|
					if ( Math.abs( edgeDy ) > Number.EPSILON ) {
 | 
						|
 | 
						|
						// not parallel
 | 
						|
						if ( edgeDy < 0 ) {
 | 
						|
 | 
						|
							edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
 | 
						|
							edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
 | 
						|
 | 
						|
						}
 | 
						|
						if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;
 | 
						|
 | 
						|
						if ( inPt.y === edgeLowPt.y ) {
 | 
						|
 | 
						|
							if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
 | 
						|
							// continue;				// no intersection or edgeLowPt => doesn't count !!!
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							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
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} 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;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var isClockWise = ShapeUtils.isClockWise;
 | 
						|
 | 
						|
			var subPaths = this.subPaths;
 | 
						|
			if ( subPaths.length === 0 ) return [];
 | 
						|
 | 
						|
			if ( noHoles === true )	return	toShapesNoHoles( subPaths );
 | 
						|
 | 
						|
 | 
						|
			var solid, tmpPath, tmpShape, shapes = [];
 | 
						|
 | 
						|
			if ( subPaths.length === 1 ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
			// console.log("Holes first", holesFirst);
 | 
						|
 | 
						|
			var betterShapeHoles = [];
 | 
						|
			var newShapes = [];
 | 
						|
			var newShapeHoles = [];
 | 
						|
			var mainIdx = 0;
 | 
						|
			var tmpPoints;
 | 
						|
 | 
						|
			newShapes[ mainIdx ] = undefined;
 | 
						|
			newShapeHoles[ mainIdx ] = [];
 | 
						|
 | 
						|
			for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				tmpPath = subPaths[ i ];
 | 
						|
				tmpPoints = tmpPath.getPoints();
 | 
						|
				solid = isClockWise( tmpPoints );
 | 
						|
				solid = isCCW ? ! solid : solid;
 | 
						|
 | 
						|
				if ( solid ) {
 | 
						|
 | 
						|
					if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;
 | 
						|
 | 
						|
					newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
 | 
						|
					newShapes[ mainIdx ].s.curves = tmpPath.curves;
 | 
						|
 | 
						|
					if ( holesFirst )	mainIdx ++;
 | 
						|
					newShapeHoles[ mainIdx ] = [];
 | 
						|
 | 
						|
					//console.log('cw', i);
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
 | 
						|
 | 
						|
					//console.log('ccw', i);
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// only Holes? -> probably all Shapes with wrong orientation
 | 
						|
			if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );
 | 
						|
 | 
						|
 | 
						|
			if ( newShapes.length > 1 ) {
 | 
						|
 | 
						|
				var ambiguous = false;
 | 
						|
				var toChange = [];
 | 
						|
 | 
						|
				for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
 | 
						|
 | 
						|
					betterShapeHoles[ sIdx ] = [];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
 | 
						|
 | 
						|
					var sho = newShapeHoles[ sIdx ];
 | 
						|
 | 
						|
					for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
 | 
						|
 | 
						|
						var ho = sho[ hIdx ];
 | 
						|
						var hole_unassigned = true;
 | 
						|
 | 
						|
						for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
 | 
						|
 | 
						|
							if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
 | 
						|
 | 
						|
								if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
 | 
						|
								if ( hole_unassigned ) {
 | 
						|
 | 
						|
									hole_unassigned = false;
 | 
						|
									betterShapeHoles[ s2Idx ].push( ho );
 | 
						|
 | 
						|
								} else {
 | 
						|
 | 
						|
									ambiguous = true;
 | 
						|
 | 
						|
								}
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
						if ( hole_unassigned ) {
 | 
						|
 | 
						|
							betterShapeHoles[ sIdx ].push( ho );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
				// console.log("ambiguous: ", ambiguous);
 | 
						|
				if ( toChange.length > 0 ) {
 | 
						|
 | 
						|
					// console.log("to change: ", toChange);
 | 
						|
					if ( ! ambiguous )	newShapeHoles = betterShapeHoles;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var tmpHoles;
 | 
						|
 | 
						|
			for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				tmpShape = newShapes[ i ].s;
 | 
						|
				shapes.push( tmpShape );
 | 
						|
				tmpHoles = newShapeHoles[ i ];
 | 
						|
 | 
						|
				for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
 | 
						|
 | 
						|
					tmpShape.holes.push( tmpHoles[ j ].h );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			//console.log("shape", shapes);
 | 
						|
 | 
						|
			return shapes;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author zz85 / http://www.lab4games.net/zz85/blog
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Font( data ) {
 | 
						|
 | 
						|
		this.type = 'Font';
 | 
						|
 | 
						|
		this.data = data;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Font.prototype, {
 | 
						|
 | 
						|
		isFont: true,
 | 
						|
 | 
						|
		generateShapes: function ( text, size, divisions ) {
 | 
						|
 | 
						|
			if ( size === undefined ) size = 100;
 | 
						|
			if ( divisions === undefined ) divisions = 4;
 | 
						|
 | 
						|
			var shapes = [];
 | 
						|
			var paths = createPaths( text, size, divisions, this.data );
 | 
						|
 | 
						|
			for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
 | 
						|
 | 
						|
				Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return shapes;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	function createPaths( text, size, divisions, data ) {
 | 
						|
 | 
						|
		var chars = String( text ).split( '' );
 | 
						|
		var scale = size / data.resolution;
 | 
						|
		var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
 | 
						|
 | 
						|
		var paths = [];
 | 
						|
 | 
						|
		var offsetX = 0, offsetY = 0;
 | 
						|
 | 
						|
		for ( var i = 0; i < chars.length; i ++ ) {
 | 
						|
 | 
						|
			var char = chars[ i ];
 | 
						|
 | 
						|
			if ( char === '\n' ) {
 | 
						|
 | 
						|
				offsetX = 0;
 | 
						|
				offsetY -= line_height;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				var ret = createPath( char, divisions, scale, offsetX, offsetY, data );
 | 
						|
				offsetX += ret.offsetX;
 | 
						|
				paths.push( ret.path );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return paths;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function createPath( char, divisions, scale, offsetX, offsetY, data ) {
 | 
						|
 | 
						|
		var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
 | 
						|
 | 
						|
		if ( ! glyph ) return;
 | 
						|
 | 
						|
		var path = new ShapePath();
 | 
						|
 | 
						|
		var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
 | 
						|
 | 
						|
		if ( glyph.o ) {
 | 
						|
 | 
						|
			var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
 | 
						|
 | 
						|
			for ( var i = 0, l = outline.length; i < l; ) {
 | 
						|
 | 
						|
				var action = outline[ i ++ ];
 | 
						|
 | 
						|
				switch ( action ) {
 | 
						|
 | 
						|
					case 'm': // moveTo
 | 
						|
 | 
						|
						x = outline[ i ++ ] * scale + offsetX;
 | 
						|
						y = outline[ i ++ ] * scale + offsetY;
 | 
						|
 | 
						|
						path.moveTo( x, y );
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					case 'l': // lineTo
 | 
						|
 | 
						|
						x = outline[ i ++ ] * scale + offsetX;
 | 
						|
						y = outline[ i ++ ] * scale + offsetY;
 | 
						|
 | 
						|
						path.lineTo( x, y );
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					case 'q': // quadraticCurveTo
 | 
						|
 | 
						|
						cpx = outline[ i ++ ] * scale + offsetX;
 | 
						|
						cpy = outline[ i ++ ] * scale + offsetY;
 | 
						|
						cpx1 = outline[ i ++ ] * scale + offsetX;
 | 
						|
						cpy1 = outline[ i ++ ] * scale + offsetY;
 | 
						|
 | 
						|
						path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					case 'b': // bezierCurveTo
 | 
						|
 | 
						|
						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;
 | 
						|
 | 
						|
						path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return { offsetX: glyph.ha * scale, path: path };
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function FontLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( FontLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			var loader = new FileLoader( this.manager );
 | 
						|
			loader.setPath( this.path );
 | 
						|
			loader.load( url, function ( text ) {
 | 
						|
 | 
						|
				var json;
 | 
						|
 | 
						|
				try {
 | 
						|
 | 
						|
					json = JSON.parse( text );
 | 
						|
 | 
						|
				} catch ( e ) {
 | 
						|
 | 
						|
					console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
 | 
						|
					json = JSON.parse( text.substring( 65, text.length - 2 ) );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var font = scope.parse( json );
 | 
						|
 | 
						|
				if ( onLoad ) onLoad( font );
 | 
						|
 | 
						|
			}, onProgress, onError );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		parse: function ( json ) {
 | 
						|
 | 
						|
			return new Font( json );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPath: function ( value ) {
 | 
						|
 | 
						|
			this.path = value;
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	var context;
 | 
						|
 | 
						|
	var AudioContext = {
 | 
						|
 | 
						|
		getContext: function () {
 | 
						|
 | 
						|
			if ( context === undefined ) {
 | 
						|
 | 
						|
				context = new ( window.AudioContext || window.webkitAudioContext )();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return context;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setContext: function ( value ) {
 | 
						|
 | 
						|
			context = value;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Reece Aaron Lecrivain / http://reecenotes.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function AudioLoader( manager ) {
 | 
						|
 | 
						|
		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( AudioLoader.prototype, {
 | 
						|
 | 
						|
		load: function ( url, onLoad, onProgress, onError ) {
 | 
						|
 | 
						|
			var loader = new FileLoader( this.manager );
 | 
						|
			loader.setResponseType( 'arraybuffer' );
 | 
						|
			loader.load( url, function ( buffer ) {
 | 
						|
 | 
						|
				var context = AudioContext.getContext();
 | 
						|
 | 
						|
				context.decodeAudioData( buffer, function ( audioBuffer ) {
 | 
						|
 | 
						|
					onLoad( audioBuffer );
 | 
						|
 | 
						|
				} );
 | 
						|
 | 
						|
			}, onProgress, onError );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function StereoCamera() {
 | 
						|
 | 
						|
		this.type = 'StereoCamera';
 | 
						|
 | 
						|
		this.aspect = 1;
 | 
						|
 | 
						|
		this.eyeSep = 0.064;
 | 
						|
 | 
						|
		this.cameraL = new PerspectiveCamera();
 | 
						|
		this.cameraL.layers.enable( 1 );
 | 
						|
		this.cameraL.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.cameraR = new PerspectiveCamera();
 | 
						|
		this.cameraR.layers.enable( 2 );
 | 
						|
		this.cameraR.matrixAutoUpdate = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( StereoCamera.prototype, {
 | 
						|
 | 
						|
		update: ( function () {
 | 
						|
 | 
						|
			var instance, focus, fov, aspect, near, far, zoom, eyeSep;
 | 
						|
 | 
						|
			var eyeRight = new Matrix4();
 | 
						|
			var eyeLeft = new Matrix4();
 | 
						|
 | 
						|
			return function update( camera ) {
 | 
						|
 | 
						|
				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;
 | 
						|
 | 
						|
				if ( needsUpdate ) {
 | 
						|
 | 
						|
					instance = this;
 | 
						|
					focus = camera.focus;
 | 
						|
					fov = camera.fov;
 | 
						|
					aspect = camera.aspect * this.aspect;
 | 
						|
					near = camera.near;
 | 
						|
					far = camera.far;
 | 
						|
					zoom = camera.zoom;
 | 
						|
 | 
						|
					// Off-axis stereoscopic effect based on
 | 
						|
					// http://paulbourke.net/stereographics/stereorender/
 | 
						|
 | 
						|
					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;
 | 
						|
 | 
						|
					// translate xOffset
 | 
						|
 | 
						|
					eyeLeft.elements[ 12 ] = - eyeSep;
 | 
						|
					eyeRight.elements[ 12 ] = eyeSep;
 | 
						|
 | 
						|
					// for left eye
 | 
						|
 | 
						|
					xmin = - ymax * aspect + eyeSepOnProjection;
 | 
						|
					xmax = ymax * aspect + eyeSepOnProjection;
 | 
						|
 | 
						|
					projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
 | 
						|
					projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
 | 
						|
 | 
						|
					this.cameraL.projectionMatrix.copy( projectionMatrix );
 | 
						|
 | 
						|
					// for right eye
 | 
						|
 | 
						|
					xmin = - ymax * aspect - eyeSepOnProjection;
 | 
						|
					xmax = ymax * aspect - eyeSepOnProjection;
 | 
						|
 | 
						|
					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';
 | 
						|
 | 
						|
		var fov = 90, aspect = 1;
 | 
						|
 | 
						|
		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 cameraNX = new PerspectiveCamera( fov, aspect, near, far );
 | 
						|
		cameraNX.up.set( 0, - 1, 0 );
 | 
						|
		cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
 | 
						|
		this.add( cameraNX );
 | 
						|
 | 
						|
		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 cameraNY = new PerspectiveCamera( fov, aspect, near, far );
 | 
						|
		cameraNY.up.set( 0, 0, - 1 );
 | 
						|
		cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
 | 
						|
		this.add( cameraNY );
 | 
						|
 | 
						|
		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 cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
 | 
						|
		cameraNZ.up.set( 0, - 1, 0 );
 | 
						|
		cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
 | 
						|
		this.add( cameraNZ );
 | 
						|
 | 
						|
		var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
 | 
						|
 | 
						|
		this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
 | 
						|
		this.renderTarget.texture.name = "CubeCamera";
 | 
						|
 | 
						|
		this.update = function ( renderer, scene ) {
 | 
						|
 | 
						|
			if ( this.parent === null ) this.updateMatrixWorld();
 | 
						|
 | 
						|
			var renderTarget = this.renderTarget;
 | 
						|
			var generateMipmaps = renderTarget.texture.generateMipmaps;
 | 
						|
 | 
						|
			renderTarget.texture.generateMipmaps = false;
 | 
						|
 | 
						|
			renderTarget.activeCubeFace = 0;
 | 
						|
			renderer.render( scene, cameraPX, renderTarget );
 | 
						|
 | 
						|
			renderTarget.activeCubeFace = 1;
 | 
						|
			renderer.render( scene, cameraNX, renderTarget );
 | 
						|
 | 
						|
			renderTarget.activeCubeFace = 2;
 | 
						|
			renderer.render( scene, cameraPY, renderTarget );
 | 
						|
 | 
						|
			renderTarget.activeCubeFace = 3;
 | 
						|
			renderer.render( scene, cameraNY, renderTarget );
 | 
						|
 | 
						|
			renderTarget.activeCubeFace = 4;
 | 
						|
			renderer.render( scene, cameraPZ, renderTarget );
 | 
						|
 | 
						|
			renderTarget.texture.generateMipmaps = generateMipmaps;
 | 
						|
 | 
						|
			renderTarget.activeCubeFace = 5;
 | 
						|
			renderer.render( scene, cameraNZ, renderTarget );
 | 
						|
 | 
						|
			renderer.setRenderTarget( null );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.clear = function ( renderer, color, depth, stencil ) {
 | 
						|
 | 
						|
			var renderTarget = this.renderTarget;
 | 
						|
 | 
						|
			for ( var i = 0; i < 6; i ++ ) {
 | 
						|
 | 
						|
				renderTarget.activeCubeFace = i;
 | 
						|
				renderer.setRenderTarget( renderTarget );
 | 
						|
 | 
						|
				renderer.clear( color, depth, stencil );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			renderer.setRenderTarget( null );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CubeCamera.prototype = Object.create( Object3D.prototype );
 | 
						|
	CubeCamera.prototype.constructor = CubeCamera;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function AudioListener() {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.type = 'AudioListener';
 | 
						|
 | 
						|
		this.context = AudioContext.getContext();
 | 
						|
 | 
						|
		this.gain = this.context.createGain();
 | 
						|
		this.gain.connect( this.context.destination );
 | 
						|
 | 
						|
		this.filter = null;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: AudioListener,
 | 
						|
 | 
						|
		getInput: function () {
 | 
						|
 | 
						|
			return this.gain;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		removeFilter: function ( ) {
 | 
						|
 | 
						|
			if ( this.filter !== null ) {
 | 
						|
 | 
						|
				this.gain.disconnect( this.filter );
 | 
						|
				this.filter.disconnect( this.context.destination );
 | 
						|
				this.gain.connect( this.context.destination );
 | 
						|
				this.filter = null;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getFilter: function () {
 | 
						|
 | 
						|
			return this.filter;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFilter: function ( value ) {
 | 
						|
 | 
						|
			if ( this.filter !== null ) {
 | 
						|
 | 
						|
				this.gain.disconnect( this.filter );
 | 
						|
				this.filter.disconnect( this.context.destination );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.gain.disconnect( this.context.destination );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.filter = value;
 | 
						|
			this.gain.connect( this.filter );
 | 
						|
			this.filter.connect( this.context.destination );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getMasterVolume: function () {
 | 
						|
 | 
						|
			return this.gain.gain.value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setMasterVolume: function ( value ) {
 | 
						|
 | 
						|
			this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		updateMatrixWorld: ( function () {
 | 
						|
 | 
						|
			var position = new Vector3();
 | 
						|
			var quaternion = new Quaternion();
 | 
						|
			var scale = new Vector3();
 | 
						|
 | 
						|
			var orientation = new Vector3();
 | 
						|
 | 
						|
			return function updateMatrixWorld( force ) {
 | 
						|
 | 
						|
				Object3D.prototype.updateMatrixWorld.call( this, force );
 | 
						|
 | 
						|
				var listener = this.context.listener;
 | 
						|
				var up = this.up;
 | 
						|
 | 
						|
				this.matrixWorld.decompose( position, quaternion, scale );
 | 
						|
 | 
						|
				orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
 | 
						|
 | 
						|
				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';
 | 
						|
 | 
						|
		this.context = listener.context;
 | 
						|
 | 
						|
		this.gain = this.context.createGain();
 | 
						|
		this.gain.connect( listener.getInput() );
 | 
						|
 | 
						|
		this.autoplay = false;
 | 
						|
 | 
						|
		this.buffer = null;
 | 
						|
		this.loop = false;
 | 
						|
		this.startTime = 0;
 | 
						|
		this.offset = 0;
 | 
						|
		this.playbackRate = 1;
 | 
						|
		this.isPlaying = false;
 | 
						|
		this.hasPlaybackControl = true;
 | 
						|
		this.sourceType = 'empty';
 | 
						|
 | 
						|
		this.filters = [];
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
 | 
						|
 | 
						|
		constructor: Audio,
 | 
						|
 | 
						|
		getOutput: function () {
 | 
						|
 | 
						|
			return this.gain;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setNodeSource: function ( audioNode ) {
 | 
						|
 | 
						|
			this.hasPlaybackControl = false;
 | 
						|
			this.sourceType = 'audioNode';
 | 
						|
			this.source = audioNode;
 | 
						|
			this.connect();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setBuffer: function ( audioBuffer ) {
 | 
						|
 | 
						|
			this.buffer = audioBuffer;
 | 
						|
			this.sourceType = 'buffer';
 | 
						|
 | 
						|
			if ( this.autoplay ) this.play();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		play: function () {
 | 
						|
 | 
						|
			if ( this.isPlaying === true ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Audio: Audio is already playing.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.hasPlaybackControl === false ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Audio: this Audio has no playback control.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var source = this.context.createBufferSource();
 | 
						|
 | 
						|
			source.buffer = this.buffer;
 | 
						|
			source.loop = this.loop;
 | 
						|
			source.onended = this.onEnded.bind( this );
 | 
						|
			source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
 | 
						|
			this.startTime = this.context.currentTime;
 | 
						|
			source.start( this.startTime, this.offset );
 | 
						|
 | 
						|
			this.isPlaying = true;
 | 
						|
 | 
						|
			this.source = source;
 | 
						|
 | 
						|
			return this.connect();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		pause: function () {
 | 
						|
 | 
						|
			if ( this.hasPlaybackControl === false ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Audio: this Audio has no playback control.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.isPlaying === true ) {
 | 
						|
 | 
						|
				this.source.stop();
 | 
						|
				this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
 | 
						|
				this.isPlaying = false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		stop: function () {
 | 
						|
 | 
						|
			if ( this.hasPlaybackControl === false ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Audio: this Audio has no playback control.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.source.stop();
 | 
						|
			this.offset = 0;
 | 
						|
			this.isPlaying = false;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		connect: function () {
 | 
						|
 | 
						|
			if ( this.filters.length > 0 ) {
 | 
						|
 | 
						|
				this.source.connect( this.filters[ 0 ] );
 | 
						|
 | 
						|
				for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					this.filters[ i - 1 ].connect( this.filters[ i ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.source.connect( this.getOutput() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		disconnect: function () {
 | 
						|
 | 
						|
			if ( this.filters.length > 0 ) {
 | 
						|
 | 
						|
				this.source.disconnect( this.filters[ 0 ] );
 | 
						|
 | 
						|
				for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					this.filters[ i - 1 ].disconnect( this.filters[ i ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.source.disconnect( this.getOutput() );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getFilters: function () {
 | 
						|
 | 
						|
			return this.filters;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFilters: function ( value ) {
 | 
						|
 | 
						|
			if ( ! value ) value = [];
 | 
						|
 | 
						|
			if ( this.isPlaying === true ) {
 | 
						|
 | 
						|
				this.disconnect();
 | 
						|
				this.filters = value;
 | 
						|
				this.connect();
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.filters = value;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getFilter: function () {
 | 
						|
 | 
						|
			return this.getFilters()[ 0 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFilter: function ( filter ) {
 | 
						|
 | 
						|
			return this.setFilters( filter ? [ filter ] : [] );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setPlaybackRate: function ( value ) {
 | 
						|
 | 
						|
			if ( this.hasPlaybackControl === false ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Audio: this Audio has no playback control.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.playbackRate = value;
 | 
						|
 | 
						|
			if ( this.isPlaying === true ) {
 | 
						|
 | 
						|
				this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getPlaybackRate: function () {
 | 
						|
 | 
						|
			return this.playbackRate;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		onEnded: function () {
 | 
						|
 | 
						|
			this.isPlaying = false;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getLoop: function () {
 | 
						|
 | 
						|
			if ( this.hasPlaybackControl === false ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Audio: this Audio has no playback control.' );
 | 
						|
				return false;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.loop;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setLoop: function ( value ) {
 | 
						|
 | 
						|
			if ( this.hasPlaybackControl === false ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Audio: this Audio has no playback control.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.loop = value;
 | 
						|
 | 
						|
			if ( this.isPlaying === true ) {
 | 
						|
 | 
						|
				this.source.loop = this.loop;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getVolume: function () {
 | 
						|
 | 
						|
			return this.gain.gain.value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setVolume: function ( value ) {
 | 
						|
 | 
						|
			this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function PositionalAudio( listener ) {
 | 
						|
 | 
						|
		Audio.call( this, listener );
 | 
						|
 | 
						|
		this.panner = this.context.createPanner();
 | 
						|
		this.panner.connect( this.gain );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
 | 
						|
 | 
						|
		constructor: PositionalAudio,
 | 
						|
 | 
						|
		getOutput: function () {
 | 
						|
 | 
						|
			return this.panner;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getRefDistance: function () {
 | 
						|
 | 
						|
			return this.panner.refDistance;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setRefDistance: function ( value ) {
 | 
						|
 | 
						|
			this.panner.refDistance = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getRolloffFactor: function () {
 | 
						|
 | 
						|
			return this.panner.rolloffFactor;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setRolloffFactor: function ( value ) {
 | 
						|
 | 
						|
			this.panner.rolloffFactor = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getDistanceModel: function () {
 | 
						|
 | 
						|
			return this.panner.distanceModel;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setDistanceModel: function ( value ) {
 | 
						|
 | 
						|
			this.panner.distanceModel = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getMaxDistance: function () {
 | 
						|
 | 
						|
			return this.panner.maxDistance;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setMaxDistance: function ( value ) {
 | 
						|
 | 
						|
			this.panner.maxDistance = value;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		updateMatrixWorld: ( function () {
 | 
						|
 | 
						|
			var position = new Vector3();
 | 
						|
 | 
						|
			return function updateMatrixWorld( force ) {
 | 
						|
 | 
						|
				Object3D.prototype.updateMatrixWorld.call( this, force );
 | 
						|
 | 
						|
				position.setFromMatrixPosition( this.matrixWorld );
 | 
						|
 | 
						|
				this.panner.setPosition( position.x, position.y, position.z );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		} )()
 | 
						|
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function AudioAnalyser( audio, fftSize ) {
 | 
						|
 | 
						|
		this.analyser = audio.context.createAnalyser();
 | 
						|
		this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
 | 
						|
 | 
						|
		this.data = new Uint8Array( this.analyser.frequencyBinCount );
 | 
						|
 | 
						|
		audio.getOutput().connect( this.analyser );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( AudioAnalyser.prototype, {
 | 
						|
 | 
						|
		getFrequencyData: function () {
 | 
						|
 | 
						|
			this.analyser.getByteFrequencyData( this.data );
 | 
						|
 | 
						|
			return this.data;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getAverageFrequency: function () {
 | 
						|
 | 
						|
			var value = 0, data = this.getFrequencyData();
 | 
						|
 | 
						|
			for ( var i = 0; i < data.length; i ++ ) {
 | 
						|
 | 
						|
				value += data[ i ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			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
 | 
						|
	 */
 | 
						|
 | 
						|
	function PropertyMixer( binding, typeName, valueSize ) {
 | 
						|
 | 
						|
		this.binding = binding;
 | 
						|
		this.valueSize = valueSize;
 | 
						|
 | 
						|
		var bufferType = Float64Array,
 | 
						|
			mixFunction;
 | 
						|
 | 
						|
		switch ( typeName ) {
 | 
						|
 | 
						|
			case 'quaternion':
 | 
						|
				mixFunction = this._slerp;
 | 
						|
				break;
 | 
						|
 | 
						|
			case 'string':
 | 
						|
			case 'bool':
 | 
						|
				bufferType = Array;
 | 
						|
				mixFunction = this._select;
 | 
						|
				break;
 | 
						|
 | 
						|
			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._mixBufferRegion = mixFunction;
 | 
						|
 | 
						|
		this.cumulativeWeight = 0;
 | 
						|
 | 
						|
		this.useCount = 0;
 | 
						|
		this.referenceCount = 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( PropertyMixer.prototype, {
 | 
						|
 | 
						|
		// accumulate data in the 'incoming' region into 'accu<i>'
 | 
						|
		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
 | 
						|
 | 
						|
			var buffer = this.buffer,
 | 
						|
				stride = this.valueSize,
 | 
						|
				offset = accuIndex * stride + stride,
 | 
						|
 | 
						|
				currentWeight = this.cumulativeWeight;
 | 
						|
 | 
						|
			if ( currentWeight === 0 ) {
 | 
						|
 | 
						|
				// accuN := incoming * weight
 | 
						|
 | 
						|
				for ( var i = 0; i !== stride; ++ i ) {
 | 
						|
 | 
						|
					buffer[ offset + i ] = buffer[ i ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				currentWeight = weight;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// accuN := accuN + incoming * weight
 | 
						|
 | 
						|
				currentWeight += weight;
 | 
						|
				var mix = weight / currentWeight;
 | 
						|
				this._mixBufferRegion( buffer, offset, 0, mix, stride );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.cumulativeWeight = currentWeight;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// apply the state of 'accu<i>' to the binding when accus differ
 | 
						|
		apply: function ( accuIndex ) {
 | 
						|
 | 
						|
			var stride = this.valueSize,
 | 
						|
				buffer = this.buffer,
 | 
						|
				offset = accuIndex * stride + stride,
 | 
						|
 | 
						|
				weight = this.cumulativeWeight,
 | 
						|
 | 
						|
				binding = this.binding;
 | 
						|
 | 
						|
			this.cumulativeWeight = 0;
 | 
						|
 | 
						|
			if ( weight < 1 ) {
 | 
						|
 | 
						|
				// accuN := accuN + original * ( 1 - cumulativeWeight )
 | 
						|
 | 
						|
				var originalValueOffset = stride * 3;
 | 
						|
 | 
						|
				this._mixBufferRegion(
 | 
						|
					buffer, offset, originalValueOffset, 1 - weight, stride );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
 | 
						|
 | 
						|
				if ( buffer[ i ] !== buffer[ i + stride ] ) {
 | 
						|
 | 
						|
					// value has changed -> update scene graph
 | 
						|
 | 
						|
					binding.setValue( buffer, offset );
 | 
						|
					break;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// remember the state of the bound property and copy it to both accus
 | 
						|
		saveOriginalState: function () {
 | 
						|
 | 
						|
			var binding = this.binding;
 | 
						|
 | 
						|
			var buffer = this.buffer,
 | 
						|
				stride = this.valueSize,
 | 
						|
 | 
						|
				originalValueOffset = stride * 3;
 | 
						|
 | 
						|
			binding.getValue( buffer, originalValueOffset );
 | 
						|
 | 
						|
			// 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 ) ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.cumulativeWeight = 0;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// apply the state previously taken via 'saveOriginalState' to the binding
 | 
						|
		restoreOriginalState: function () {
 | 
						|
 | 
						|
			var originalValueOffset = this.valueSize * 3;
 | 
						|
			this.binding.setValue( this.buffer, originalValueOffset );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
 | 
						|
		// mix functions
 | 
						|
 | 
						|
		_select: function ( buffer, dstOffset, srcOffset, t, stride ) {
 | 
						|
 | 
						|
			if ( t >= 0.5 ) {
 | 
						|
 | 
						|
				for ( var i = 0; i !== stride; ++ i ) {
 | 
						|
 | 
						|
					buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_slerp: function ( buffer, dstOffset, srcOffset, t ) {
 | 
						|
 | 
						|
			Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
 | 
						|
 | 
						|
			var s = 1 - t;
 | 
						|
 | 
						|
			for ( var i = 0; i !== stride; ++ i ) {
 | 
						|
 | 
						|
				var j = dstOffset + i;
 | 
						|
 | 
						|
				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
 | 
						|
	 */
 | 
						|
 | 
						|
	// Characters [].:/ are reserved for track binding syntax.
 | 
						|
	var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
 | 
						|
 | 
						|
	function Composite( targetGroup, path, optionalParsedPath ) {
 | 
						|
 | 
						|
		var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
 | 
						|
 | 
						|
		this._targetGroup = targetGroup;
 | 
						|
		this._bindings = targetGroup.subscribe_( path, parsedPath );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Composite.prototype, {
 | 
						|
 | 
						|
		getValue: function ( array, offset ) {
 | 
						|
 | 
						|
			this.bind(); // bind all binding
 | 
						|
 | 
						|
			var firstValidIndex = this._targetGroup.nCachedObjects_,
 | 
						|
				binding = this._bindings[ firstValidIndex ];
 | 
						|
 | 
						|
			// and only call .getValue on the first
 | 
						|
			if ( binding !== undefined ) binding.getValue( array, offset );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setValue: function ( array, offset ) {
 | 
						|
 | 
						|
			var bindings = this._bindings;
 | 
						|
 | 
						|
			for ( var i = this._targetGroup.nCachedObjects_,
 | 
						|
					  n = bindings.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
				bindings[ i ].setValue( array, offset );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		bind: function () {
 | 
						|
 | 
						|
			var bindings = this._bindings;
 | 
						|
 | 
						|
			for ( var i = this._targetGroup.nCachedObjects_,
 | 
						|
					  n = bindings.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
				bindings[ i ].bind();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		unbind: function () {
 | 
						|
 | 
						|
			var bindings = this._bindings;
 | 
						|
 | 
						|
			for ( var i = this._targetGroup.nCachedObjects_,
 | 
						|
					  n = bindings.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
				bindings[ i ].unbind();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
 | 
						|
	function PropertyBinding( rootNode, path, parsedPath ) {
 | 
						|
 | 
						|
		this.path = path;
 | 
						|
		this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
 | 
						|
 | 
						|
		this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
 | 
						|
 | 
						|
		this.rootNode = rootNode;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( PropertyBinding, {
 | 
						|
 | 
						|
		Composite: Composite,
 | 
						|
 | 
						|
		create: function ( root, path, parsedPath ) {
 | 
						|
 | 
						|
			if ( ! ( root && root.isAnimationObjectGroup ) ) {
 | 
						|
 | 
						|
				return new PropertyBinding( root, path, parsedPath );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				return new PropertyBinding.Composite( root, path, parsedPath );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		/**
 | 
						|
		 * Replaces spaces with underscores and removes unsupported characters from
 | 
						|
		 * node names, to ensure compatibility with parseTrackName().
 | 
						|
		 *
 | 
						|
		 * @param  {string} name Node name to be sanitized.
 | 
						|
		 * @return {string}
 | 
						|
		 */
 | 
						|
		sanitizeNodeName: ( function () {
 | 
						|
 | 
						|
			var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
 | 
						|
 | 
						|
			return function sanitizeNodeName( name ) {
 | 
						|
 | 
						|
				return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}() ),
 | 
						|
 | 
						|
		parseTrackName: function () {
 | 
						|
 | 
						|
			// Attempts to allow node names from any language. ES5's `\w` regexp matches
 | 
						|
			// only latin characters, and the unicode \p{L} is not yet supported. So
 | 
						|
			// instead, we exclude reserved characters and match everything else.
 | 
						|
			var wordChar = '[^' + RESERVED_CHARS_RE + ']';
 | 
						|
			var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
 | 
						|
 | 
						|
			// Parent directories, delimited by '/' or ':'. Currently unused, but must
 | 
						|
			// be matched to parse the rest of the track name.
 | 
						|
			var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
 | 
						|
 | 
						|
			// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
 | 
						|
			var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
 | 
						|
 | 
						|
			// Object on target node, and accessor. May not contain reserved
 | 
						|
			// characters. Accessor may contain any character except closing bracket.
 | 
						|
			var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
 | 
						|
 | 
						|
			// Property and accessor. May not contain reserved characters. Accessor may
 | 
						|
			// contain any non-bracket characters.
 | 
						|
			var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
 | 
						|
 | 
						|
			var trackRe = new RegExp( ''
 | 
						|
				+ '^'
 | 
						|
				+ directoryRe
 | 
						|
				+ nodeRe
 | 
						|
				+ objectRe
 | 
						|
				+ propertyRe
 | 
						|
				+ '$'
 | 
						|
			);
 | 
						|
 | 
						|
			var supportedObjectNames = [ 'material', 'materials', 'bones' ];
 | 
						|
 | 
						|
			return function parseTrackName( trackName ) {
 | 
						|
 | 
						|
				var matches = trackRe.exec( trackName );
 | 
						|
 | 
						|
				if ( ! matches ) {
 | 
						|
 | 
						|
					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 lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
 | 
						|
 | 
						|
				if ( lastDot !== undefined && 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 ) {
 | 
						|
 | 
						|
						results.nodeName = results.nodeName.substring( 0, lastDot );
 | 
						|
						results.objectName = objectName;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( results.propertyName === null || results.propertyName.length === 0 ) {
 | 
						|
 | 
						|
					throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return results;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		findNode: function ( root, nodeName ) {
 | 
						|
 | 
						|
			if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
 | 
						|
 | 
						|
				return root;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// search into skeleton bones.
 | 
						|
			if ( root.skeleton ) {
 | 
						|
 | 
						|
				var bone = root.skeleton.getBoneByName( nodeName );
 | 
						|
 | 
						|
				if ( bone !== undefined ) {
 | 
						|
 | 
						|
					return bone;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// search into node subtree.
 | 
						|
			if ( root.children ) {
 | 
						|
 | 
						|
				var searchNodeSubtree = function ( children ) {
 | 
						|
 | 
						|
					for ( var i = 0; i < children.length; i ++ ) {
 | 
						|
 | 
						|
						var childNode = children[ i ];
 | 
						|
 | 
						|
						if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
 | 
						|
 | 
						|
							return childNode;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						var result = searchNodeSubtree( childNode.children );
 | 
						|
 | 
						|
						if ( result ) return result;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					return null;
 | 
						|
 | 
						|
				};
 | 
						|
 | 
						|
				var subTreeNode = searchNodeSubtree( root.children );
 | 
						|
 | 
						|
				if ( subTreeNode ) {
 | 
						|
 | 
						|
					return subTreeNode;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return null;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( PropertyBinding.prototype, { // prototype, continued
 | 
						|
 | 
						|
		// these are used to "bind" a nonexistent property
 | 
						|
		_getValue_unavailable: function () {},
 | 
						|
		_setValue_unavailable: function () {},
 | 
						|
 | 
						|
		BindingType: {
 | 
						|
			Direct: 0,
 | 
						|
			EntireArray: 1,
 | 
						|
			ArrayElement: 2,
 | 
						|
			HasFromToArray: 3
 | 
						|
		},
 | 
						|
 | 
						|
		Versioning: {
 | 
						|
			None: 0,
 | 
						|
			NeedsUpdate: 1,
 | 
						|
			MatrixWorldNeedsUpdate: 2
 | 
						|
		},
 | 
						|
 | 
						|
		GetterByBindingType: [
 | 
						|
 | 
						|
			function getValue_direct( buffer, offset ) {
 | 
						|
 | 
						|
				buffer[ offset ] = this.node[ this.propertyName ];
 | 
						|
 | 
						|
			},
 | 
						|
 | 
						|
			function getValue_array( buffer, offset ) {
 | 
						|
 | 
						|
				var source = this.resolvedProperty;
 | 
						|
 | 
						|
				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_toArray( buffer, offset ) {
 | 
						|
 | 
						|
				this.resolvedProperty.toArray( buffer, offset );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		],
 | 
						|
 | 
						|
		SetterByBindingTypeAndVersioning: [
 | 
						|
 | 
						|
			[
 | 
						|
				// Direct
 | 
						|
 | 
						|
				function setValue_direct( buffer, offset ) {
 | 
						|
 | 
						|
					this.targetObject[ this.propertyName ] = buffer[ offset ];
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				function setValue_direct_setNeedsUpdate( buffer, offset ) {
 | 
						|
 | 
						|
					this.targetObject[ this.propertyName ] = buffer[ offset ];
 | 
						|
					this.targetObject.needsUpdate = true;
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
 | 
						|
 | 
						|
					this.targetObject[ this.propertyName ] = buffer[ offset ];
 | 
						|
					this.targetObject.matrixWorldNeedsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			], [
 | 
						|
 | 
						|
				// EntireArray
 | 
						|
 | 
						|
				function setValue_array( buffer, offset ) {
 | 
						|
 | 
						|
					var dest = this.resolvedProperty;
 | 
						|
 | 
						|
					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
						dest[ i ] = buffer[ offset ++ ];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				function setValue_array_setNeedsUpdate( buffer, offset ) {
 | 
						|
 | 
						|
					var dest = this.resolvedProperty;
 | 
						|
 | 
						|
					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
						dest[ i ] = buffer[ offset ++ ];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					this.targetObject.needsUpdate = true;
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
 | 
						|
 | 
						|
					var dest = this.resolvedProperty;
 | 
						|
 | 
						|
					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
						dest[ i ] = buffer[ offset ++ ];
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					this.targetObject.matrixWorldNeedsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			], [
 | 
						|
 | 
						|
				// ArrayElement
 | 
						|
 | 
						|
				function setValue_arrayElement( buffer, offset ) {
 | 
						|
 | 
						|
					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
 | 
						|
 | 
						|
					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
 | 
						|
					this.targetObject.needsUpdate = true;
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
 | 
						|
 | 
						|
					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
 | 
						|
					this.targetObject.matrixWorldNeedsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			], [
 | 
						|
 | 
						|
				// HasToFromArray
 | 
						|
 | 
						|
				function setValue_fromArray( buffer, offset ) {
 | 
						|
 | 
						|
					this.resolvedProperty.fromArray( buffer, offset );
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
 | 
						|
 | 
						|
					this.resolvedProperty.fromArray( buffer, offset );
 | 
						|
					this.targetObject.needsUpdate = true;
 | 
						|
 | 
						|
				},
 | 
						|
 | 
						|
				function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
 | 
						|
 | 
						|
					this.resolvedProperty.fromArray( buffer, offset );
 | 
						|
					this.targetObject.matrixWorldNeedsUpdate = true;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			]
 | 
						|
 | 
						|
		],
 | 
						|
 | 
						|
		getValue: function getValue_unbound( 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.
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setValue: function getValue_unbound( sourceArray, offset ) {
 | 
						|
 | 
						|
			this.bind();
 | 
						|
			this.setValue( sourceArray, offset );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// create getter / setter pair for a property in the scene graph
 | 
						|
		bind: function () {
 | 
						|
 | 
						|
			var targetObject = this.node,
 | 
						|
				parsedPath = this.parsedPath,
 | 
						|
 | 
						|
				objectName = parsedPath.objectName,
 | 
						|
				propertyName = parsedPath.propertyName,
 | 
						|
				propertyIndex = parsedPath.propertyIndex;
 | 
						|
 | 
						|
			if ( ! targetObject ) {
 | 
						|
 | 
						|
				targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
 | 
						|
 | 
						|
				this.node = targetObject;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// set fail state so we can just 'return' on error
 | 
						|
			this.getValue = this._getValue_unavailable;
 | 
						|
			this.setValue = this._setValue_unavailable;
 | 
						|
 | 
						|
			// ensure there is a value node
 | 
						|
			if ( ! targetObject ) {
 | 
						|
 | 
						|
				console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( objectName ) {
 | 
						|
 | 
						|
				var objectIndex = parsedPath.objectIndex;
 | 
						|
 | 
						|
				// special cases were we need to reach deeper into the hierarchy to get the face materials....
 | 
						|
				switch ( objectName ) {
 | 
						|
 | 
						|
					case 'materials':
 | 
						|
 | 
						|
						if ( ! targetObject.material ) {
 | 
						|
 | 
						|
							console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
 | 
						|
							return;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						if ( ! targetObject.material.materials ) {
 | 
						|
 | 
						|
							console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
 | 
						|
							return;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						targetObject = targetObject.material.materials;
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					case 'bones':
 | 
						|
 | 
						|
						if ( ! targetObject.skeleton ) {
 | 
						|
 | 
						|
							console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
 | 
						|
							return;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						// potential future optimization: skip this if propertyIndex is already an integer
 | 
						|
						// and convert the integer string to a true integer.
 | 
						|
 | 
						|
						targetObject = targetObject.skeleton.bones;
 | 
						|
 | 
						|
						// support resolving morphTarget names into indices.
 | 
						|
						for ( var i = 0; i < targetObject.length; i ++ ) {
 | 
						|
 | 
						|
							if ( targetObject[ i ].name === objectIndex ) {
 | 
						|
 | 
						|
								objectIndex = i;
 | 
						|
								break;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						break;
 | 
						|
 | 
						|
					default:
 | 
						|
 | 
						|
						if ( targetObject[ objectName ] === undefined ) {
 | 
						|
 | 
						|
							console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
 | 
						|
							return;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						targetObject = targetObject[ objectName ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
 | 
						|
				if ( objectIndex !== undefined ) {
 | 
						|
 | 
						|
					if ( targetObject[ objectIndex ] === undefined ) {
 | 
						|
 | 
						|
						console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
 | 
						|
						return;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					targetObject = targetObject[ objectIndex ];
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// resolve property
 | 
						|
			var nodeProperty = targetObject[ propertyName ];
 | 
						|
 | 
						|
			if ( nodeProperty === undefined ) {
 | 
						|
 | 
						|
				var nodeName = parsedPath.nodeName;
 | 
						|
 | 
						|
				console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
 | 
						|
					'.' + propertyName + ' but it wasn\'t found.', targetObject );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// determine versioning scheme
 | 
						|
			var versioning = this.Versioning.None;
 | 
						|
 | 
						|
			if ( targetObject.needsUpdate !== undefined ) { // material
 | 
						|
 | 
						|
				versioning = this.Versioning.NeedsUpdate;
 | 
						|
				this.targetObject = targetObject;
 | 
						|
 | 
						|
			} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
 | 
						|
 | 
						|
				versioning = this.Versioning.MatrixWorldNeedsUpdate;
 | 
						|
				this.targetObject = targetObject;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// determine how the property gets bound
 | 
						|
			var bindingType = this.BindingType.Direct;
 | 
						|
 | 
						|
			if ( propertyIndex !== undefined ) {
 | 
						|
 | 
						|
				// access a sub element of the property array (only primitives are supported right now)
 | 
						|
 | 
						|
				if ( propertyName === "morphTargetInfluences" ) {
 | 
						|
 | 
						|
					// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
 | 
						|
 | 
						|
					// support resolving morphTarget names into indices.
 | 
						|
					if ( ! targetObject.geometry ) {
 | 
						|
 | 
						|
						console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
 | 
						|
						return;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					if ( targetObject.geometry.isBufferGeometry ) {
 | 
						|
 | 
						|
						if ( ! targetObject.geometry.morphAttributes ) {
 | 
						|
 | 
						|
							console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
 | 
						|
							return;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
 | 
						|
 | 
						|
							if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
 | 
						|
 | 
						|
								propertyIndex = i;
 | 
						|
								break;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						if ( ! targetObject.geometry.morphTargets ) {
 | 
						|
 | 
						|
							console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
 | 
						|
							return;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
 | 
						|
 | 
						|
							if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
 | 
						|
 | 
						|
								propertyIndex = i;
 | 
						|
								break;
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				bindingType = this.BindingType.ArrayElement;
 | 
						|
 | 
						|
				this.resolvedProperty = nodeProperty;
 | 
						|
				this.propertyIndex = propertyIndex;
 | 
						|
 | 
						|
			} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
 | 
						|
 | 
						|
				// must use copy for Object3D.Euler/Quaternion
 | 
						|
 | 
						|
				bindingType = this.BindingType.HasFromToArray;
 | 
						|
 | 
						|
				this.resolvedProperty = nodeProperty;
 | 
						|
 | 
						|
			} else if ( Array.isArray( nodeProperty ) ) {
 | 
						|
 | 
						|
				bindingType = this.BindingType.EntireArray;
 | 
						|
 | 
						|
				this.resolvedProperty = nodeProperty;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.propertyName = propertyName;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// select getter / setter
 | 
						|
			this.getValue = this.GetterByBindingType[ bindingType ];
 | 
						|
			this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		unbind: function () {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//!\ 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() {
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this._paths = [];					// inside: string
 | 
						|
		this._parsedPaths = [];				// inside: { we don't care, here }
 | 
						|
		this._bindings = []; 				// inside: Array< PropertyBinding >
 | 
						|
		this._bindingsIndicesByPath = {}; 	// inside: indices in these arrays
 | 
						|
 | 
						|
		var scope = this;
 | 
						|
 | 
						|
		this.stats = {
 | 
						|
 | 
						|
			objects: {
 | 
						|
				get total() {
 | 
						|
 | 
						|
					return scope._objects.length;
 | 
						|
 | 
						|
				},
 | 
						|
				get inUse() {
 | 
						|
 | 
						|
					return this.total - scope.nCachedObjects_;
 | 
						|
 | 
						|
				}
 | 
						|
			},
 | 
						|
			get bindingsPerObject() {
 | 
						|
 | 
						|
				return scope._bindings.length;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( AnimationObjectGroup.prototype, {
 | 
						|
 | 
						|
		isAnimationObjectGroup: true,
 | 
						|
 | 
						|
		add: function () {
 | 
						|
 | 
						|
			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,
 | 
						|
				knownObject = undefined;
 | 
						|
 | 
						|
			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
				var object = arguments[ i ],
 | 
						|
					uuid = object.uuid,
 | 
						|
					index = indicesByUUID[ uuid ];
 | 
						|
 | 
						|
				if ( index === undefined ) {
 | 
						|
 | 
						|
					// unknown object -> add it to the ACTIVE region
 | 
						|
 | 
						|
					index = nObjects ++;
 | 
						|
					indicesByUUID[ uuid ] = index;
 | 
						|
					objects.push( object );
 | 
						|
 | 
						|
					// accounting is done, now do the same for all bindings
 | 
						|
 | 
						|
					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
 | 
						|
 | 
						|
						bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( index < nCachedObjects ) {
 | 
						|
 | 
						|
					knownObject = objects[ index ];
 | 
						|
 | 
						|
					// move existing object to the ACTIVE region
 | 
						|
 | 
						|
					var firstActiveIndex = -- nCachedObjects,
 | 
						|
						lastCachedObject = objects[ firstActiveIndex ];
 | 
						|
 | 
						|
					indicesByUUID[ lastCachedObject.uuid ] = index;
 | 
						|
					objects[ index ] = lastCachedObject;
 | 
						|
 | 
						|
					indicesByUUID[ uuid ] = firstActiveIndex;
 | 
						|
					objects[ firstActiveIndex ] = object;
 | 
						|
 | 
						|
					// accounting is done, now do the same for all bindings
 | 
						|
 | 
						|
					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
 | 
						|
 | 
						|
						var bindingsForPath = bindings[ j ],
 | 
						|
							lastCached = bindingsForPath[ firstActiveIndex ],
 | 
						|
							binding = bindingsForPath[ index ];
 | 
						|
 | 
						|
						bindingsForPath[ index ] = lastCached;
 | 
						|
 | 
						|
						if ( binding === undefined ) {
 | 
						|
 | 
						|
							// since we do not bother to create new bindings
 | 
						|
							// for objects that are cached, the binding may
 | 
						|
							// or may not exist
 | 
						|
 | 
						|
							binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						bindingsForPath[ firstActiveIndex ] = binding;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				} else if ( objects[ index ] !== knownObject ) {
 | 
						|
 | 
						|
					console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
 | 
						|
							'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
 | 
						|
 | 
						|
				} // else the object is already where we want it to be
 | 
						|
 | 
						|
			} // for arguments
 | 
						|
 | 
						|
			this.nCachedObjects_ = nCachedObjects;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		remove: function () {
 | 
						|
 | 
						|
			var objects = this._objects,
 | 
						|
				nCachedObjects = this.nCachedObjects_,
 | 
						|
				indicesByUUID = this._indicesByUUID,
 | 
						|
				bindings = this._bindings,
 | 
						|
				nBindings = bindings.length;
 | 
						|
 | 
						|
			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
				var object = arguments[ i ],
 | 
						|
					uuid = object.uuid,
 | 
						|
					index = indicesByUUID[ uuid ];
 | 
						|
 | 
						|
				if ( index !== undefined && index >= nCachedObjects ) {
 | 
						|
 | 
						|
					// move existing object into the CACHED region
 | 
						|
 | 
						|
					var lastCachedIndex = nCachedObjects ++,
 | 
						|
						firstActiveObject = objects[ lastCachedIndex ];
 | 
						|
 | 
						|
					indicesByUUID[ firstActiveObject.uuid ] = index;
 | 
						|
					objects[ index ] = firstActiveObject;
 | 
						|
 | 
						|
					indicesByUUID[ uuid ] = lastCachedIndex;
 | 
						|
					objects[ lastCachedIndex ] = object;
 | 
						|
 | 
						|
					// accounting is done, now do the same for all bindings
 | 
						|
 | 
						|
					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
 | 
						|
 | 
						|
						var bindingsForPath = bindings[ j ],
 | 
						|
							firstActive = bindingsForPath[ lastCachedIndex ],
 | 
						|
							binding = bindingsForPath[ index ];
 | 
						|
 | 
						|
						bindingsForPath[ index ] = firstActive;
 | 
						|
						bindingsForPath[ lastCachedIndex ] = binding;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} // for arguments
 | 
						|
 | 
						|
			this.nCachedObjects_ = nCachedObjects;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// remove & forget
 | 
						|
		uncache: function () {
 | 
						|
 | 
						|
			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 ) {
 | 
						|
 | 
						|
				var object = arguments[ i ],
 | 
						|
					uuid = object.uuid,
 | 
						|
					index = indicesByUUID[ uuid ];
 | 
						|
 | 
						|
				if ( index !== undefined ) {
 | 
						|
 | 
						|
					delete indicesByUUID[ uuid ];
 | 
						|
 | 
						|
					if ( index < nCachedObjects ) {
 | 
						|
 | 
						|
						// object is cached, shrink the CACHED region
 | 
						|
 | 
						|
						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;
 | 
						|
 | 
						|
						// last object goes to the activated slot and pop
 | 
						|
						indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
 | 
						|
						objects[ firstActiveIndex ] = lastObject;
 | 
						|
						objects.pop();
 | 
						|
 | 
						|
						// accounting is done, now do the same for all bindings
 | 
						|
 | 
						|
						for ( var j = 0, m = nBindings; j !== m; ++ j ) {
 | 
						|
 | 
						|
							var bindingsForPath = bindings[ j ],
 | 
						|
								lastCached = bindingsForPath[ firstActiveIndex ],
 | 
						|
								last = bindingsForPath[ lastIndex ];
 | 
						|
 | 
						|
							bindingsForPath[ index ] = lastCached;
 | 
						|
							bindingsForPath[ firstActiveIndex ] = last;
 | 
						|
							bindingsForPath.pop();
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						// object is active, just swap with the last and pop
 | 
						|
 | 
						|
						var lastIndex = -- nObjects,
 | 
						|
							lastObject = objects[ lastIndex ];
 | 
						|
 | 
						|
						indicesByUUID[ lastObject.uuid ] = index;
 | 
						|
						objects[ index ] = lastObject;
 | 
						|
						objects.pop();
 | 
						|
 | 
						|
						// accounting is done, now do the same for all bindings
 | 
						|
 | 
						|
						for ( var j = 0, m = nBindings; j !== m; ++ j ) {
 | 
						|
 | 
						|
							var bindingsForPath = bindings[ j ];
 | 
						|
 | 
						|
							bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
 | 
						|
							bindingsForPath.pop();
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} // cached or active
 | 
						|
 | 
						|
				} // if object is known
 | 
						|
 | 
						|
			} // for arguments
 | 
						|
 | 
						|
			this.nCachedObjects_ = nCachedObjects;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Internal interface used by befriended PropertyBinding.Composite:
 | 
						|
 | 
						|
		subscribe_: function ( path, parsedPath ) {
 | 
						|
 | 
						|
			// returns an array of bindings for the given path that is changed
 | 
						|
			// according to the contained objects in the group
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			indicesByPath[ path ] = index;
 | 
						|
 | 
						|
			paths.push( path );
 | 
						|
			parsedPaths.push( parsedPath );
 | 
						|
			bindings.push( bindingsForPath );
 | 
						|
 | 
						|
			for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
				var object = objects[ i ];
 | 
						|
				bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return bindingsForPath;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		unsubscribe_: function ( path ) {
 | 
						|
 | 
						|
			// tells the group to forget about a property path and no longer
 | 
						|
			// update the array previously obtained with 'subscribe_'
 | 
						|
 | 
						|
			var indicesByPath = this._bindingsIndicesByPath,
 | 
						|
				index = indicesByPath[ path ];
 | 
						|
 | 
						|
			if ( index !== undefined ) {
 | 
						|
 | 
						|
				var paths = this._paths,
 | 
						|
					parsedPaths = this._parsedPaths,
 | 
						|
					bindings = this._bindings,
 | 
						|
					lastBindingsIndex = bindings.length - 1,
 | 
						|
					lastBindings = bindings[ lastBindingsIndex ],
 | 
						|
					lastBindingsPath = path[ lastBindingsIndex ];
 | 
						|
 | 
						|
				indicesByPath[ lastBindingsPath ] = index;
 | 
						|
 | 
						|
				bindings[ index ] = lastBindings;
 | 
						|
				bindings.pop();
 | 
						|
 | 
						|
				parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
 | 
						|
				parsedPaths.pop();
 | 
						|
 | 
						|
				paths[ index ] = paths[ lastBindingsIndex ];
 | 
						|
				paths.pop();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * 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
 | 
						|
	 *
 | 
						|
	 */
 | 
						|
 | 
						|
	function AnimationAction( mixer, clip, localRoot ) {
 | 
						|
 | 
						|
		this._mixer = mixer;
 | 
						|
		this._clip = clip;
 | 
						|
		this._localRoot = localRoot || null;
 | 
						|
 | 
						|
		var tracks = clip.tracks,
 | 
						|
			nTracks = tracks.length,
 | 
						|
			interpolants = new Array( nTracks );
 | 
						|
 | 
						|
		var interpolantSettings = {
 | 
						|
			endingStart: ZeroCurvatureEnding,
 | 
						|
			endingEnd: ZeroCurvatureEnding
 | 
						|
		};
 | 
						|
 | 
						|
		for ( var i = 0; i !== nTracks; ++ i ) {
 | 
						|
 | 
						|
			var interpolant = tracks[ i ].createInterpolant( null );
 | 
						|
			interpolants[ i ] = interpolant;
 | 
						|
			interpolant.settings = interpolantSettings;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this._interpolantSettings = interpolantSettings;
 | 
						|
 | 
						|
		this._interpolants = interpolants;	// bound by the mixer
 | 
						|
 | 
						|
		// inside: PropertyMixer (managed by the mixer)
 | 
						|
		this._propertyBindings = new Array( nTracks );
 | 
						|
 | 
						|
		this._cacheIndex = null;			// for the memory manager
 | 
						|
		this._byClipCacheIndex = null;		// for the memory manager
 | 
						|
 | 
						|
		this._timeScaleInterpolant = null;
 | 
						|
		this._weightInterpolant = null;
 | 
						|
 | 
						|
		this.loop = LoopRepeat;
 | 
						|
		this._loopCount = - 1;
 | 
						|
 | 
						|
		// global mixer time when the action is to be started
 | 
						|
		// it's set back to 'null' upon start of the action
 | 
						|
		this._startTime = null;
 | 
						|
 | 
						|
		// scaled local time of the action
 | 
						|
		// gets clamped or wrapped to 0..clip.duration according to loop
 | 
						|
		this.time = 0;
 | 
						|
 | 
						|
		this.timeScale = 1;
 | 
						|
		this._effectiveTimeScale = 1;
 | 
						|
 | 
						|
		this.weight = 1;
 | 
						|
		this._effectiveWeight = 1;
 | 
						|
 | 
						|
		this.repetitions = Infinity; 		// no. of repetitions when looping
 | 
						|
 | 
						|
		this.paused = false;				// true -> zero effective time scale
 | 
						|
		this.enabled = true;				// false -> zero effective weight
 | 
						|
 | 
						|
		this.clampWhenFinished 	= false;	// keep feeding the last frame?
 | 
						|
 | 
						|
		this.zeroSlopeAtStart 	= true;		// for smooth interpolation w/o separate
 | 
						|
		this.zeroSlopeAtEnd		= true;		// clips for start, loop and end
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( AnimationAction.prototype, {
 | 
						|
 | 
						|
		// State & Scheduling
 | 
						|
 | 
						|
		play: function () {
 | 
						|
 | 
						|
			this._mixer._activateAction( this );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		stop: function () {
 | 
						|
 | 
						|
			this._mixer._deactivateAction( this );
 | 
						|
 | 
						|
			return this.reset();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		reset: function () {
 | 
						|
 | 
						|
			this.paused = false;
 | 
						|
			this.enabled = true;
 | 
						|
 | 
						|
			this.time = 0;			// restart clip
 | 
						|
			this._loopCount = - 1;	// forget previous loops
 | 
						|
			this._startTime = null;	// forget scheduling
 | 
						|
 | 
						|
			return this.stopFading().stopWarping();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		isRunning: function () {
 | 
						|
 | 
						|
			return this.enabled && ! this.paused && this.timeScale !== 0 &&
 | 
						|
					this._startTime === null && this._mixer._isActiveAction( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// return true when play has been called
 | 
						|
		isScheduled: function () {
 | 
						|
 | 
						|
			return this._mixer._isActiveAction( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		startAt: function ( time ) {
 | 
						|
 | 
						|
			this._startTime = time;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setLoop: function ( mode, repetitions ) {
 | 
						|
 | 
						|
			this.loop = mode;
 | 
						|
			this.repetitions = repetitions;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Weight
 | 
						|
 | 
						|
		// set the weight stopping any scheduled fading
 | 
						|
		// although .enabled = false yields an effective weight of zero, this
 | 
						|
		// method does *not* change .enabled, because it would be confusing
 | 
						|
		setEffectiveWeight: function ( weight ) {
 | 
						|
 | 
						|
			this.weight = weight;
 | 
						|
 | 
						|
			// note: same logic as when updated at runtime
 | 
						|
			this._effectiveWeight = this.enabled ? weight : 0;
 | 
						|
 | 
						|
			return this.stopFading();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// return the weight considering fading and .enabled
 | 
						|
		getEffectiveWeight: function () {
 | 
						|
 | 
						|
			return this._effectiveWeight;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fadeIn: function ( duration ) {
 | 
						|
 | 
						|
			return this._scheduleFading( duration, 0, 1 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		fadeOut: function ( duration ) {
 | 
						|
 | 
						|
			return this._scheduleFading( duration, 1, 0 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		crossFadeFrom: function ( fadeOutAction, duration, warp ) {
 | 
						|
 | 
						|
			fadeOutAction.fadeOut( duration );
 | 
						|
			this.fadeIn( duration );
 | 
						|
 | 
						|
			if ( warp ) {
 | 
						|
 | 
						|
				var fadeInDuration = this._clip.duration,
 | 
						|
					fadeOutDuration = fadeOutAction._clip.duration,
 | 
						|
 | 
						|
					startEndRatio = fadeOutDuration / fadeInDuration,
 | 
						|
					endStartRatio = fadeInDuration / fadeOutDuration;
 | 
						|
 | 
						|
				fadeOutAction.warp( 1.0, startEndRatio, duration );
 | 
						|
				this.warp( endStartRatio, 1.0, duration );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		crossFadeTo: function ( fadeInAction, duration, warp ) {
 | 
						|
 | 
						|
			return fadeInAction.crossFadeFrom( this, duration, warp );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		stopFading: function () {
 | 
						|
 | 
						|
			var weightInterpolant = this._weightInterpolant;
 | 
						|
 | 
						|
			if ( weightInterpolant !== null ) {
 | 
						|
 | 
						|
				this._weightInterpolant = null;
 | 
						|
				this._mixer._takeBackControlInterpolant( weightInterpolant );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Time Scale Control
 | 
						|
 | 
						|
		// set the time scale stopping any scheduled warping
 | 
						|
		// although .paused = true yields an effective time scale of zero, this
 | 
						|
		// method does *not* change .paused, because it would be confusing
 | 
						|
		setEffectiveTimeScale: function ( timeScale ) {
 | 
						|
 | 
						|
			this.timeScale = timeScale;
 | 
						|
			this._effectiveTimeScale = this.paused ? 0 : timeScale;
 | 
						|
 | 
						|
			return this.stopWarping();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// return the time scale considering warping and .paused
 | 
						|
		getEffectiveTimeScale: function () {
 | 
						|
 | 
						|
			return this._effectiveTimeScale;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setDuration: function ( duration ) {
 | 
						|
 | 
						|
			this.timeScale = this._clip.duration / duration;
 | 
						|
 | 
						|
			return this.stopWarping();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		syncWith: function ( action ) {
 | 
						|
 | 
						|
			this.time = action.time;
 | 
						|
			this.timeScale = action.timeScale;
 | 
						|
 | 
						|
			return this.stopWarping();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		halt: function ( duration ) {
 | 
						|
 | 
						|
			return this.warp( this._effectiveTimeScale, 0, duration );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		warp: function ( startTimeScale, endTimeScale, duration ) {
 | 
						|
 | 
						|
			var mixer = this._mixer, now = mixer.time,
 | 
						|
				interpolant = this._timeScaleInterpolant,
 | 
						|
 | 
						|
				timeScale = this.timeScale;
 | 
						|
 | 
						|
			if ( interpolant === null ) {
 | 
						|
 | 
						|
				interpolant = mixer._lendControlInterpolant();
 | 
						|
				this._timeScaleInterpolant = interpolant;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var times = interpolant.parameterPositions,
 | 
						|
				values = interpolant.sampleValues;
 | 
						|
 | 
						|
			times[ 0 ] = now;
 | 
						|
			times[ 1 ] = now + duration;
 | 
						|
 | 
						|
			values[ 0 ] = startTimeScale / timeScale;
 | 
						|
			values[ 1 ] = endTimeScale / timeScale;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		stopWarping: function () {
 | 
						|
 | 
						|
			var timeScaleInterpolant = this._timeScaleInterpolant;
 | 
						|
 | 
						|
			if ( timeScaleInterpolant !== null ) {
 | 
						|
 | 
						|
				this._timeScaleInterpolant = null;
 | 
						|
				this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Object Accessors
 | 
						|
 | 
						|
		getMixer: function () {
 | 
						|
 | 
						|
			return this._mixer;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getClip: function () {
 | 
						|
 | 
						|
			return this._clip;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getRoot: function () {
 | 
						|
 | 
						|
			return this._localRoot || this._mixer._root;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Interna
 | 
						|
 | 
						|
		_update: function ( time, deltaTime, timeDirection, accuIndex ) {
 | 
						|
 | 
						|
			// called by the mixer
 | 
						|
 | 
						|
			if ( ! this.enabled ) {
 | 
						|
 | 
						|
				// call ._updateWeight() to update ._effectiveWeight
 | 
						|
 | 
						|
				this._updateWeight( time );
 | 
						|
				return;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var startTime = this._startTime;
 | 
						|
 | 
						|
			if ( startTime !== null ) {
 | 
						|
 | 
						|
				// check for scheduled start of action
 | 
						|
 | 
						|
				var timeRunning = ( time - startTime ) * timeDirection;
 | 
						|
				if ( timeRunning < 0 || timeDirection === 0 ) {
 | 
						|
 | 
						|
					return; // yet to come / don't decide when delta = 0
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// start
 | 
						|
 | 
						|
				this._startTime = null; // unschedule
 | 
						|
				deltaTime = timeDirection * timeRunning;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// apply time scale and advance time
 | 
						|
 | 
						|
			deltaTime *= this._updateTimeScale( time );
 | 
						|
			var clipTime = this._updateTime( deltaTime );
 | 
						|
 | 
						|
			// 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 ) {
 | 
						|
 | 
						|
					interpolants[ j ].evaluate( clipTime );
 | 
						|
					propertyMixers[ j ].accumulate( accuIndex, weight );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_updateWeight: function ( time ) {
 | 
						|
 | 
						|
			var weight = 0;
 | 
						|
 | 
						|
			if ( this.enabled ) {
 | 
						|
 | 
						|
				weight = this.weight;
 | 
						|
				var interpolant = this._weightInterpolant;
 | 
						|
 | 
						|
				if ( interpolant !== null ) {
 | 
						|
 | 
						|
					var interpolantValue = interpolant.evaluate( time )[ 0 ];
 | 
						|
 | 
						|
					weight *= interpolantValue;
 | 
						|
 | 
						|
					if ( time > interpolant.parameterPositions[ 1 ] ) {
 | 
						|
 | 
						|
						this.stopFading();
 | 
						|
 | 
						|
						if ( interpolantValue === 0 ) {
 | 
						|
 | 
						|
							// faded out, disable
 | 
						|
							this.enabled = false;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this._effectiveWeight = weight;
 | 
						|
			return weight;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_updateTimeScale: function ( time ) {
 | 
						|
 | 
						|
			var timeScale = 0;
 | 
						|
 | 
						|
			if ( ! this.paused ) {
 | 
						|
 | 
						|
				timeScale = this.timeScale;
 | 
						|
 | 
						|
				var interpolant = this._timeScaleInterpolant;
 | 
						|
 | 
						|
				if ( interpolant !== null ) {
 | 
						|
 | 
						|
					var interpolantValue = interpolant.evaluate( time )[ 0 ];
 | 
						|
 | 
						|
					timeScale *= interpolantValue;
 | 
						|
 | 
						|
					if ( time > interpolant.parameterPositions[ 1 ] ) {
 | 
						|
 | 
						|
						this.stopWarping();
 | 
						|
 | 
						|
						if ( timeScale === 0 ) {
 | 
						|
 | 
						|
							// motion has halted, pause
 | 
						|
							this.paused = true;
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							// warp done - apply final time scale
 | 
						|
							this.timeScale = timeScale;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this._effectiveTimeScale = timeScale;
 | 
						|
			return timeScale;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_updateTime: function ( deltaTime ) {
 | 
						|
 | 
						|
			var time = this.time + deltaTime;
 | 
						|
 | 
						|
			if ( deltaTime === 0 ) return time;
 | 
						|
 | 
						|
			var duration = this._clip.duration,
 | 
						|
 | 
						|
				loop = this.loop,
 | 
						|
				loopCount = this._loopCount;
 | 
						|
 | 
						|
			if ( loop === LoopOnce ) {
 | 
						|
 | 
						|
				if ( loopCount === - 1 ) {
 | 
						|
 | 
						|
					// just started
 | 
						|
 | 
						|
					this._loopCount = 0;
 | 
						|
					this._setEndings( true, true, false );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				handle_stop: {
 | 
						|
 | 
						|
					if ( time >= duration ) {
 | 
						|
 | 
						|
						time = duration;
 | 
						|
 | 
						|
					} else if ( time < 0 ) {
 | 
						|
 | 
						|
						time = 0;
 | 
						|
 | 
						|
					} else 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
 | 
						|
 | 
						|
				var pingPong = ( loop === LoopPingPong );
 | 
						|
 | 
						|
				if ( loopCount === - 1 ) {
 | 
						|
 | 
						|
					// just started
 | 
						|
 | 
						|
					if ( deltaTime >= 0 ) {
 | 
						|
 | 
						|
						loopCount = 0;
 | 
						|
 | 
						|
						this._setEndings( true, this.repetitions === 0, pingPong );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						// when looping in reverse direction, the initial
 | 
						|
						// transition through zero counts as a repetition,
 | 
						|
						// so leave loopCount at -1
 | 
						|
 | 
						|
						this._setEndings( this.repetitions === 0, true, pingPong );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( time >= duration || time < 0 ) {
 | 
						|
 | 
						|
					// wrap around
 | 
						|
 | 
						|
					var loopDelta = Math.floor( time / duration ); // signed
 | 
						|
					time -= duration * loopDelta;
 | 
						|
 | 
						|
					loopCount += Math.abs( loopDelta );
 | 
						|
 | 
						|
					var pending = this.repetitions - loopCount;
 | 
						|
 | 
						|
					if ( pending <= 0 ) {
 | 
						|
 | 
						|
						// have to stop (switch state, clamp time, fire event)
 | 
						|
 | 
						|
						if ( this.clampWhenFinished ) this.paused = true;
 | 
						|
						else this.enabled = false;
 | 
						|
 | 
						|
						time = deltaTime > 0 ? duration : 0;
 | 
						|
 | 
						|
						this._mixer.dispatchEvent( {
 | 
						|
							type: 'finished', action: this,
 | 
						|
							direction: deltaTime > 0 ? 1 : - 1
 | 
						|
						} );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						// keep running
 | 
						|
 | 
						|
						if ( pending === 1 ) {
 | 
						|
 | 
						|
							// entering the last round
 | 
						|
 | 
						|
							var atStart = deltaTime < 0;
 | 
						|
							this._setEndings( atStart, ! atStart, pingPong );
 | 
						|
 | 
						|
						} else {
 | 
						|
 | 
						|
							this._setEndings( false, false, pingPong );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						this._loopCount = loopCount;
 | 
						|
 | 
						|
						this._mixer.dispatchEvent( {
 | 
						|
							type: 'loop', action: this, loopDelta: loopDelta
 | 
						|
						} );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( pingPong && ( loopCount & 1 ) === 1 ) {
 | 
						|
 | 
						|
					// invert time for the "pong round"
 | 
						|
 | 
						|
					this.time = time;
 | 
						|
					return duration - time;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.time = time;
 | 
						|
			return time;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_setEndings: function ( atStart, atEnd, pingPong ) {
 | 
						|
 | 
						|
			var settings = this._interpolantSettings;
 | 
						|
 | 
						|
			if ( pingPong ) {
 | 
						|
 | 
						|
				settings.endingStart 	= ZeroSlopeEnding;
 | 
						|
				settings.endingEnd		= ZeroSlopeEnding;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// assuming for LoopOnce atStart == atEnd == true
 | 
						|
 | 
						|
				if ( atStart ) {
 | 
						|
 | 
						|
					settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					settings.endingStart = WrapAroundEnding;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( atEnd ) {
 | 
						|
 | 
						|
					settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					settings.endingEnd 	 = WrapAroundEnding;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_scheduleFading: function ( duration, weightNow, weightThen ) {
 | 
						|
 | 
						|
			var mixer = this._mixer, now = mixer.time,
 | 
						|
				interpolant = this._weightInterpolant;
 | 
						|
 | 
						|
			if ( interpolant === null ) {
 | 
						|
 | 
						|
				interpolant = mixer._lendControlInterpolant();
 | 
						|
				this._weightInterpolant = interpolant;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var times = interpolant.parameterPositions,
 | 
						|
				values = interpolant.sampleValues;
 | 
						|
 | 
						|
			times[ 0 ] = now; 				values[ 0 ] = weightNow;
 | 
						|
			times[ 1 ] = now + duration;	values[ 1 ] = weightThen;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 *
 | 
						|
	 * Player for AnimationClips.
 | 
						|
	 *
 | 
						|
	 *
 | 
						|
	 * @author Ben Houston / http://clara.io/
 | 
						|
	 * @author David Sarno / http://lighthaus.us/
 | 
						|
	 * @author tschw
 | 
						|
	 */
 | 
						|
 | 
						|
	function AnimationMixer( root ) {
 | 
						|
 | 
						|
		this._root = root;
 | 
						|
		this._initMemoryManager();
 | 
						|
		this._accuIndex = 0;
 | 
						|
 | 
						|
		this.time = 0;
 | 
						|
 | 
						|
		this.timeScale = 1.0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
 | 
						|
 | 
						|
		constructor: AnimationMixer,
 | 
						|
 | 
						|
		_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 ];
 | 
						|
 | 
						|
			if ( bindingsByName === undefined ) {
 | 
						|
 | 
						|
				bindingsByName = {};
 | 
						|
				bindingsByRoot[ rootUuid ] = bindingsByName;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var i = 0; i !== nTracks; ++ i ) {
 | 
						|
 | 
						|
				var track = tracks[ i ],
 | 
						|
					trackName = track.name,
 | 
						|
					binding = bindingsByName[ trackName ];
 | 
						|
 | 
						|
				if ( binding !== undefined ) {
 | 
						|
 | 
						|
					bindings[ i ] = binding;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					binding = bindings[ i ];
 | 
						|
 | 
						|
					if ( binding !== undefined ) {
 | 
						|
 | 
						|
						// existing binding, make sure the cache knows
 | 
						|
 | 
						|
						if ( binding._cacheIndex === null ) {
 | 
						|
 | 
						|
							++ binding.referenceCount;
 | 
						|
							this._addInactiveBinding( binding, rootUuid, trackName );
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						continue;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					var path = prototypeAction && prototypeAction.
 | 
						|
						_propertyBindings[ i ].binding.parsedPath;
 | 
						|
 | 
						|
					binding = new PropertyMixer(
 | 
						|
						PropertyBinding.create( root, trackName, path ),
 | 
						|
						track.ValueTypeName, track.getValueSize() );
 | 
						|
 | 
						|
					++ binding.referenceCount;
 | 
						|
					this._addInactiveBinding( binding, rootUuid, trackName );
 | 
						|
 | 
						|
					bindings[ i ] = binding;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				interpolants[ i ].resultBuffer = binding.buffer;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_activateAction: function ( action ) {
 | 
						|
 | 
						|
			if ( ! this._isActiveAction( action ) ) {
 | 
						|
 | 
						|
				if ( action._cacheIndex === null ) {
 | 
						|
 | 
						|
					// this action has been forgotten by the cache, but the user
 | 
						|
					// appears to be still using it -> rebind
 | 
						|
 | 
						|
					var rootUuid = ( action._localRoot || this._root ).uuid,
 | 
						|
						clipUuid = action._clip.uuid,
 | 
						|
						actionsForClip = this._actionsByClip[ clipUuid ];
 | 
						|
 | 
						|
					this._bindAction( action,
 | 
						|
						actionsForClip && actionsForClip.knownActions[ 0 ] );
 | 
						|
 | 
						|
					this._addInactiveAction( action, clipUuid, rootUuid );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				var bindings = action._propertyBindings;
 | 
						|
 | 
						|
				// increment reference counts / sort out state
 | 
						|
				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
					var binding = bindings[ i ];
 | 
						|
 | 
						|
					if ( binding.useCount ++ === 0 ) {
 | 
						|
 | 
						|
						this._lendBinding( binding );
 | 
						|
						binding.saveOriginalState();
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this._lendAction( action );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_deactivateAction: function ( action ) {
 | 
						|
 | 
						|
			if ( this._isActiveAction( action ) ) {
 | 
						|
 | 
						|
				var bindings = action._propertyBindings;
 | 
						|
 | 
						|
				// decrement reference counts / sort out state
 | 
						|
				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
					var binding = bindings[ i ];
 | 
						|
 | 
						|
					if ( -- binding.useCount === 0 ) {
 | 
						|
 | 
						|
						binding.restoreOriginalState();
 | 
						|
						this._takeBackBinding( binding );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this._takeBackAction( action );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Memory manager
 | 
						|
 | 
						|
		_initMemoryManager: function () {
 | 
						|
 | 
						|
			this._actions = []; // 'nActiveActions' followed by inactive ones
 | 
						|
			this._nActiveActions = 0;
 | 
						|
 | 
						|
			this._actionsByClip = {};
 | 
						|
			// inside:
 | 
						|
			// {
 | 
						|
			// 		knownActions: Array< AnimationAction >	- used as prototypes
 | 
						|
			// 		actionByRoot: AnimationAction			- lookup
 | 
						|
			// }
 | 
						|
 | 
						|
 | 
						|
			this._bindings = []; // 'nActiveBindings' followed by inactive ones
 | 
						|
			this._nActiveBindings = 0;
 | 
						|
 | 
						|
			this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
 | 
						|
 | 
						|
 | 
						|
			this._controlInterpolants = []; // same game as above
 | 
						|
			this._nActiveControlInterpolants = 0;
 | 
						|
 | 
						|
			var scope = this;
 | 
						|
 | 
						|
			this.stats = {
 | 
						|
 | 
						|
				actions: {
 | 
						|
					get total() {
 | 
						|
 | 
						|
						return scope._actions.length;
 | 
						|
 | 
						|
					},
 | 
						|
					get inUse() {
 | 
						|
 | 
						|
						return scope._nActiveActions;
 | 
						|
 | 
						|
					}
 | 
						|
				},
 | 
						|
				bindings: {
 | 
						|
					get total() {
 | 
						|
 | 
						|
						return scope._bindings.length;
 | 
						|
 | 
						|
					},
 | 
						|
					get inUse() {
 | 
						|
 | 
						|
						return scope._nActiveBindings;
 | 
						|
 | 
						|
					}
 | 
						|
				},
 | 
						|
				controlInterpolants: {
 | 
						|
					get total() {
 | 
						|
 | 
						|
						return scope._controlInterpolants.length;
 | 
						|
 | 
						|
					},
 | 
						|
					get inUse() {
 | 
						|
 | 
						|
						return scope._nActiveControlInterpolants;
 | 
						|
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Memory management for AnimationAction objects
 | 
						|
 | 
						|
		_isActiveAction: function ( action ) {
 | 
						|
 | 
						|
			var index = action._cacheIndex;
 | 
						|
			return index !== null && index < this._nActiveActions;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_addInactiveAction: function ( action, clipUuid, rootUuid ) {
 | 
						|
 | 
						|
			var actions = this._actions,
 | 
						|
				actionsByClip = this._actionsByClip,
 | 
						|
				actionsForClip = actionsByClip[ clipUuid ];
 | 
						|
 | 
						|
			if ( actionsForClip === undefined ) {
 | 
						|
 | 
						|
				actionsForClip = {
 | 
						|
 | 
						|
					knownActions: [ action ],
 | 
						|
					actionByRoot: {}
 | 
						|
 | 
						|
				};
 | 
						|
 | 
						|
				action._byClipCacheIndex = 0;
 | 
						|
 | 
						|
				actionsByClip[ clipUuid ] = actionsForClip;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				var knownActions = actionsForClip.knownActions;
 | 
						|
 | 
						|
				action._byClipCacheIndex = knownActions.length;
 | 
						|
				knownActions.push( action );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			action._cacheIndex = actions.length;
 | 
						|
			actions.push( action );
 | 
						|
 | 
						|
			actionsForClip.actionByRoot[ rootUuid ] = action;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_removeInactiveAction: function ( action ) {
 | 
						|
 | 
						|
			var actions = this._actions,
 | 
						|
				lastInactiveAction = actions[ actions.length - 1 ],
 | 
						|
				cacheIndex = action._cacheIndex;
 | 
						|
 | 
						|
			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,
 | 
						|
 | 
						|
				lastKnownAction =
 | 
						|
					knownActionsForClip[ knownActionsForClip.length - 1 ],
 | 
						|
 | 
						|
				byClipCacheIndex = action._byClipCacheIndex;
 | 
						|
 | 
						|
			lastKnownAction._byClipCacheIndex = byClipCacheIndex;
 | 
						|
			knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
 | 
						|
			knownActionsForClip.pop();
 | 
						|
 | 
						|
			action._byClipCacheIndex = null;
 | 
						|
 | 
						|
 | 
						|
			var actionByRoot = actionsForClip.actionByRoot,
 | 
						|
				rootUuid = ( action._localRoot || this._root ).uuid;
 | 
						|
 | 
						|
			delete actionByRoot[ rootUuid ];
 | 
						|
 | 
						|
			if ( knownActionsForClip.length === 0 ) {
 | 
						|
 | 
						|
				delete actionsByClip[ clipUuid ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this._removeInactiveBindingsForAction( action );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_removeInactiveBindingsForAction: function ( action ) {
 | 
						|
 | 
						|
			var bindings = action._propertyBindings;
 | 
						|
			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
				var binding = bindings[ i ];
 | 
						|
 | 
						|
				if ( -- binding.referenceCount === 0 ) {
 | 
						|
 | 
						|
					this._removeInactiveBinding( binding );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_lendAction: function ( action ) {
 | 
						|
 | 
						|
			// [ active actions |  inactive actions  ]
 | 
						|
			// [  active actions >| inactive actions ]
 | 
						|
			//                 s        a
 | 
						|
			//                  <-swap->
 | 
						|
			//                 a        s
 | 
						|
 | 
						|
			var actions = this._actions,
 | 
						|
				prevIndex = action._cacheIndex,
 | 
						|
 | 
						|
				lastActiveIndex = this._nActiveActions ++,
 | 
						|
 | 
						|
				firstInactiveAction = actions[ lastActiveIndex ];
 | 
						|
 | 
						|
			action._cacheIndex = lastActiveIndex;
 | 
						|
			actions[ lastActiveIndex ] = action;
 | 
						|
 | 
						|
			firstInactiveAction._cacheIndex = prevIndex;
 | 
						|
			actions[ prevIndex ] = firstInactiveAction;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_takeBackAction: function ( action ) {
 | 
						|
 | 
						|
			// [  active actions  | inactive actions ]
 | 
						|
			// [ active actions |< inactive actions  ]
 | 
						|
			//        a        s
 | 
						|
			//         <-swap->
 | 
						|
			//        s        a
 | 
						|
 | 
						|
			var actions = this._actions,
 | 
						|
				prevIndex = action._cacheIndex,
 | 
						|
 | 
						|
				firstInactiveIndex = -- this._nActiveActions,
 | 
						|
 | 
						|
				lastActiveAction = actions[ firstInactiveIndex ];
 | 
						|
 | 
						|
			action._cacheIndex = firstInactiveIndex;
 | 
						|
			actions[ firstInactiveIndex ] = action;
 | 
						|
 | 
						|
			lastActiveAction._cacheIndex = prevIndex;
 | 
						|
			actions[ prevIndex ] = lastActiveAction;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Memory management for PropertyMixer objects
 | 
						|
 | 
						|
		_addInactiveBinding: function ( binding, rootUuid, trackName ) {
 | 
						|
 | 
						|
			var bindingsByRoot = this._bindingsByRootAndName,
 | 
						|
				bindingByName = bindingsByRoot[ rootUuid ],
 | 
						|
 | 
						|
				bindings = this._bindings;
 | 
						|
 | 
						|
			if ( bindingByName === undefined ) {
 | 
						|
 | 
						|
				bindingByName = {};
 | 
						|
				bindingsByRoot[ rootUuid ] = bindingByName;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			bindingByName[ trackName ] = binding;
 | 
						|
 | 
						|
			binding._cacheIndex = bindings.length;
 | 
						|
			bindings.push( binding );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_removeInactiveBinding: function ( binding ) {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			lastInactiveBinding._cacheIndex = cacheIndex;
 | 
						|
			bindings[ cacheIndex ] = lastInactiveBinding;
 | 
						|
			bindings.pop();
 | 
						|
 | 
						|
			delete bindingByName[ trackName ];
 | 
						|
 | 
						|
			remove_empty_map: {
 | 
						|
 | 
						|
				for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
 | 
						|
 | 
						|
				delete bindingsByRoot[ rootUuid ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_lendBinding: function ( binding ) {
 | 
						|
 | 
						|
			var bindings = this._bindings,
 | 
						|
				prevIndex = binding._cacheIndex,
 | 
						|
 | 
						|
				lastActiveIndex = this._nActiveBindings ++,
 | 
						|
 | 
						|
				firstInactiveBinding = bindings[ lastActiveIndex ];
 | 
						|
 | 
						|
			binding._cacheIndex = lastActiveIndex;
 | 
						|
			bindings[ lastActiveIndex ] = binding;
 | 
						|
 | 
						|
			firstInactiveBinding._cacheIndex = prevIndex;
 | 
						|
			bindings[ prevIndex ] = firstInactiveBinding;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_takeBackBinding: function ( binding ) {
 | 
						|
 | 
						|
			var bindings = this._bindings,
 | 
						|
				prevIndex = binding._cacheIndex,
 | 
						|
 | 
						|
				firstInactiveIndex = -- this._nActiveBindings,
 | 
						|
 | 
						|
				lastActiveBinding = bindings[ firstInactiveIndex ];
 | 
						|
 | 
						|
			binding._cacheIndex = firstInactiveIndex;
 | 
						|
			bindings[ firstInactiveIndex ] = binding;
 | 
						|
 | 
						|
			lastActiveBinding._cacheIndex = prevIndex;
 | 
						|
			bindings[ prevIndex ] = lastActiveBinding;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
 | 
						|
		// Memory management of Interpolants for weight and time scale
 | 
						|
 | 
						|
		_lendControlInterpolant: function () {
 | 
						|
 | 
						|
			var interpolants = this._controlInterpolants,
 | 
						|
				lastActiveIndex = this._nActiveControlInterpolants ++,
 | 
						|
				interpolant = interpolants[ lastActiveIndex ];
 | 
						|
 | 
						|
			if ( interpolant === undefined ) {
 | 
						|
 | 
						|
				interpolant = new LinearInterpolant(
 | 
						|
					new Float32Array( 2 ), new Float32Array( 2 ),
 | 
						|
					1, this._controlInterpolantsResultBuffer );
 | 
						|
 | 
						|
				interpolant.__cacheIndex = lastActiveIndex;
 | 
						|
				interpolants[ lastActiveIndex ] = interpolant;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return interpolant;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_takeBackControlInterpolant: function ( interpolant ) {
 | 
						|
 | 
						|
			var interpolants = this._controlInterpolants,
 | 
						|
				prevIndex = interpolant.__cacheIndex,
 | 
						|
 | 
						|
				firstInactiveIndex = -- this._nActiveControlInterpolants,
 | 
						|
 | 
						|
				lastActiveInterpolant = interpolants[ firstInactiveIndex ];
 | 
						|
 | 
						|
			interpolant.__cacheIndex = firstInactiveIndex;
 | 
						|
			interpolants[ firstInactiveIndex ] = interpolant;
 | 
						|
 | 
						|
			lastActiveInterpolant.__cacheIndex = prevIndex;
 | 
						|
			interpolants[ prevIndex ] = lastActiveInterpolant;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		_controlInterpolantsResultBuffer: new Float32Array( 1 ),
 | 
						|
 | 
						|
		// 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 ) {
 | 
						|
 | 
						|
			var root = optionalRoot || this._root,
 | 
						|
				rootUuid = root.uuid,
 | 
						|
 | 
						|
				clipObject = typeof clip === 'string' ?
 | 
						|
					AnimationClip.findByName( root, clip ) : clip,
 | 
						|
 | 
						|
				clipUuid = clipObject !== null ? clipObject.uuid : clip,
 | 
						|
 | 
						|
				actionsForClip = this._actionsByClip[ clipUuid ],
 | 
						|
				prototypeAction = null;
 | 
						|
 | 
						|
			if ( actionsForClip !== undefined ) {
 | 
						|
 | 
						|
				var existingAction =
 | 
						|
						actionsForClip.actionByRoot[ rootUuid ];
 | 
						|
 | 
						|
				if ( existingAction !== undefined ) {
 | 
						|
 | 
						|
					return existingAction;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// we know the clip, so we don't have to parse all
 | 
						|
				// the bindings again but can just copy
 | 
						|
				prototypeAction = actionsForClip.knownActions[ 0 ];
 | 
						|
 | 
						|
				// also, take the clip from the prototype action
 | 
						|
				if ( clipObject === null )
 | 
						|
					clipObject = prototypeAction._clip;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// clip must be known when specified via string
 | 
						|
			if ( clipObject === null ) return null;
 | 
						|
 | 
						|
			// allocate all resources required to run it
 | 
						|
			var newAction = new AnimationAction( this, clipObject, optionalRoot );
 | 
						|
 | 
						|
			this._bindAction( newAction, prototypeAction );
 | 
						|
 | 
						|
			// and make the action known to the memory manager
 | 
						|
			this._addInactiveAction( newAction, clipUuid, rootUuid );
 | 
						|
 | 
						|
			return newAction;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// get an existing action
 | 
						|
		existingAction: function ( clip, optionalRoot ) {
 | 
						|
 | 
						|
			var root = optionalRoot || this._root,
 | 
						|
				rootUuid = root.uuid,
 | 
						|
 | 
						|
				clipObject = typeof clip === 'string' ?
 | 
						|
					AnimationClip.findByName( root, clip ) : clip,
 | 
						|
 | 
						|
				clipUuid = clipObject ? clipObject.uuid : clip,
 | 
						|
 | 
						|
				actionsForClip = this._actionsByClip[ clipUuid ];
 | 
						|
 | 
						|
			if ( actionsForClip !== undefined ) {
 | 
						|
 | 
						|
				return actionsForClip.actionByRoot[ rootUuid ] || null;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return null;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// deactivates all previously scheduled actions
 | 
						|
		stopAllAction: function () {
 | 
						|
 | 
						|
			var actions = this._actions,
 | 
						|
				nActions = this._nActiveActions,
 | 
						|
				bindings = this._bindings,
 | 
						|
				nBindings = this._nActiveBindings;
 | 
						|
 | 
						|
			this._nActiveActions = 0;
 | 
						|
			this._nActiveBindings = 0;
 | 
						|
 | 
						|
			for ( var i = 0; i !== nActions; ++ i ) {
 | 
						|
 | 
						|
				actions[ i ].reset();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var i = 0; i !== nBindings; ++ i ) {
 | 
						|
 | 
						|
				bindings[ i ].useCount = 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// advance the time and update apply the animation
 | 
						|
		update: function ( deltaTime ) {
 | 
						|
 | 
						|
			deltaTime *= this.timeScale;
 | 
						|
 | 
						|
			var actions = this._actions,
 | 
						|
				nActions = this._nActiveActions,
 | 
						|
 | 
						|
				time = this.time += deltaTime,
 | 
						|
				timeDirection = Math.sign( deltaTime ),
 | 
						|
 | 
						|
				accuIndex = this._accuIndex ^= 1;
 | 
						|
 | 
						|
			// run active actions
 | 
						|
 | 
						|
			for ( var i = 0; i !== nActions; ++ i ) {
 | 
						|
 | 
						|
				var action = actions[ i ];
 | 
						|
 | 
						|
				action._update( time, deltaTime, timeDirection, accuIndex );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// update scene graph
 | 
						|
 | 
						|
			var bindings = this._bindings,
 | 
						|
				nBindings = this._nActiveBindings;
 | 
						|
 | 
						|
			for ( var i = 0; i !== nBindings; ++ i ) {
 | 
						|
 | 
						|
				bindings[ i ].apply( accuIndex );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// return this mixer's root target object
 | 
						|
		getRoot: function () {
 | 
						|
 | 
						|
			return this._root;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// free all resources specific to a particular clip
 | 
						|
		uncacheClip: function ( clip ) {
 | 
						|
 | 
						|
			var actions = this._actions,
 | 
						|
				clipUuid = clip.uuid,
 | 
						|
				actionsByClip = this._actionsByClip,
 | 
						|
				actionsForClip = actionsByClip[ clipUuid ];
 | 
						|
 | 
						|
			if ( actionsForClip !== undefined ) {
 | 
						|
 | 
						|
				// note: just calling _removeInactiveAction would mess up the
 | 
						|
				// iteration state and also require updating the state we can
 | 
						|
				// just throw away
 | 
						|
 | 
						|
				var actionsToRemove = actionsForClip.knownActions;
 | 
						|
 | 
						|
				for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
 | 
						|
 | 
						|
					var action = actionsToRemove[ i ];
 | 
						|
 | 
						|
					this._deactivateAction( action );
 | 
						|
 | 
						|
					var cacheIndex = action._cacheIndex,
 | 
						|
						lastInactiveAction = actions[ actions.length - 1 ];
 | 
						|
 | 
						|
					action._cacheIndex = null;
 | 
						|
					action._byClipCacheIndex = null;
 | 
						|
 | 
						|
					lastInactiveAction._cacheIndex = cacheIndex;
 | 
						|
					actions[ cacheIndex ] = lastInactiveAction;
 | 
						|
					actions.pop();
 | 
						|
 | 
						|
					this._removeInactiveBindingsForAction( action );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				delete actionsByClip[ clipUuid ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// free all resources specific to a particular root target object
 | 
						|
		uncacheRoot: function ( root ) {
 | 
						|
 | 
						|
			var rootUuid = root.uuid,
 | 
						|
				actionsByClip = this._actionsByClip;
 | 
						|
 | 
						|
			for ( var clipUuid in actionsByClip ) {
 | 
						|
 | 
						|
				var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
 | 
						|
					action = actionByRoot[ rootUuid ];
 | 
						|
 | 
						|
				if ( action !== undefined ) {
 | 
						|
 | 
						|
					this._deactivateAction( action );
 | 
						|
					this._removeInactiveAction( action );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			var bindingsByRoot = this._bindingsByRootAndName,
 | 
						|
				bindingByName = bindingsByRoot[ rootUuid ];
 | 
						|
 | 
						|
			if ( bindingByName !== undefined ) {
 | 
						|
 | 
						|
				for ( var trackName in bindingByName ) {
 | 
						|
 | 
						|
					var binding = bindingByName[ trackName ];
 | 
						|
					binding.restoreOriginalState();
 | 
						|
					this._removeInactiveBinding( binding );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// remove a targeted clip from the cache
 | 
						|
		uncacheAction: function ( clip, optionalRoot ) {
 | 
						|
 | 
						|
			var action = this.existingAction( clip, optionalRoot );
 | 
						|
 | 
						|
			if ( action !== null ) {
 | 
						|
 | 
						|
				this._deactivateAction( action );
 | 
						|
				this._removeInactiveAction( action );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Uniform( value ) {
 | 
						|
 | 
						|
		if ( typeof value === 'string' ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
 | 
						|
			value = arguments[ 1 ];
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.value = value;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Uniform.prototype.clone = function () {
 | 
						|
 | 
						|
		return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author benaadams / https://twitter.com/ben_a_adams
 | 
						|
	 */
 | 
						|
 | 
						|
	function InstancedBufferGeometry() {
 | 
						|
 | 
						|
		BufferGeometry.call( this );
 | 
						|
 | 
						|
		this.type = 'InstancedBufferGeometry';
 | 
						|
		this.maxInstancedCount = undefined;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
 | 
						|
 | 
						|
		constructor: InstancedBufferGeometry,
 | 
						|
 | 
						|
		isInstancedBufferGeometry: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			BufferGeometry.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.maxInstancedCount = source.maxInstancedCount;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author benaadams / https://twitter.com/ben_a_adams
 | 
						|
	 */
 | 
						|
 | 
						|
	function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
 | 
						|
 | 
						|
		this.data = interleavedBuffer;
 | 
						|
		this.itemSize = itemSize;
 | 
						|
		this.offset = offset;
 | 
						|
 | 
						|
		this.normalized = normalized === true;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.defineProperties( InterleavedBufferAttribute.prototype, {
 | 
						|
 | 
						|
		count: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this.data.count;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		array: {
 | 
						|
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this.data.array;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( InterleavedBufferAttribute.prototype, {
 | 
						|
 | 
						|
		isInterleavedBufferAttribute: true,
 | 
						|
 | 
						|
		setX: function ( index, x ) {
 | 
						|
 | 
						|
			this.data.array[ index * this.data.stride + this.offset ] = x;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setY: function ( index, y ) {
 | 
						|
 | 
						|
			this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setZ: function ( index, z ) {
 | 
						|
 | 
						|
			this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setW: function ( index, w ) {
 | 
						|
 | 
						|
			this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getX: function ( index ) {
 | 
						|
 | 
						|
			return this.data.array[ index * this.data.stride + this.offset ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getY: function ( index ) {
 | 
						|
 | 
						|
			return this.data.array[ index * this.data.stride + this.offset + 1 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getZ: function ( index ) {
 | 
						|
 | 
						|
			return this.data.array[ index * this.data.stride + this.offset + 2 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getW: function ( index ) {
 | 
						|
 | 
						|
			return this.data.array[ index * this.data.stride + this.offset + 3 ];
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setXY: function ( index, x, y ) {
 | 
						|
 | 
						|
			index = index * this.data.stride + this.offset;
 | 
						|
 | 
						|
			this.data.array[ index + 0 ] = x;
 | 
						|
			this.data.array[ index + 1 ] = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setXYZ: function ( index, x, y, z ) {
 | 
						|
 | 
						|
			index = index * this.data.stride + this.offset;
 | 
						|
 | 
						|
			this.data.array[ index + 0 ] = x;
 | 
						|
			this.data.array[ index + 1 ] = y;
 | 
						|
			this.data.array[ index + 2 ] = z;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setXYZW: function ( index, x, y, z, w ) {
 | 
						|
 | 
						|
			index = index * this.data.stride + this.offset;
 | 
						|
 | 
						|
			this.data.array[ index + 0 ] = x;
 | 
						|
			this.data.array[ index + 1 ] = y;
 | 
						|
			this.data.array[ index + 2 ] = z;
 | 
						|
			this.data.array[ index + 3 ] = w;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author benaadams / https://twitter.com/ben_a_adams
 | 
						|
	 */
 | 
						|
 | 
						|
	function InterleavedBuffer( array, stride ) {
 | 
						|
 | 
						|
		this.array = array;
 | 
						|
		this.stride = stride;
 | 
						|
		this.count = array !== undefined ? array.length / stride : 0;
 | 
						|
 | 
						|
		this.dynamic = false;
 | 
						|
		this.updateRange = { offset: 0, count: - 1 };
 | 
						|
 | 
						|
		this.version = 0;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
 | 
						|
 | 
						|
		set: function ( value ) {
 | 
						|
 | 
						|
			if ( value === true ) this.version ++;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( InterleavedBuffer.prototype, {
 | 
						|
 | 
						|
		isInterleavedBuffer: true,
 | 
						|
 | 
						|
		onUploadCallback: function () {},
 | 
						|
 | 
						|
		setArray: function ( array ) {
 | 
						|
 | 
						|
			if ( Array.isArray( array ) ) {
 | 
						|
 | 
						|
				throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.count = array !== undefined ? array.length / this.stride : 0;
 | 
						|
			this.array = array;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setDynamic: function ( value ) {
 | 
						|
 | 
						|
			this.dynamic = value;
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copyAt: function ( index1, attribute, index2 ) {
 | 
						|
 | 
						|
			index1 *= this.stride;
 | 
						|
			index2 *= attribute.stride;
 | 
						|
 | 
						|
			for ( var i = 0, l = this.stride; i < l; i ++ ) {
 | 
						|
 | 
						|
				this.array[ index1 + i ] = attribute.array[ index2 + i ];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		set: function ( value, offset ) {
 | 
						|
 | 
						|
			if ( offset === undefined ) offset = 0;
 | 
						|
 | 
						|
			this.array.set( value, offset );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		onUpload: function ( callback ) {
 | 
						|
 | 
						|
			this.onUploadCallback = callback;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author benaadams / https://twitter.com/ben_a_adams
 | 
						|
	 */
 | 
						|
 | 
						|
	function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
 | 
						|
 | 
						|
		InterleavedBuffer.call( this, array, stride );
 | 
						|
 | 
						|
		this.meshPerAttribute = meshPerAttribute || 1;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
 | 
						|
 | 
						|
		constructor: InstancedInterleavedBuffer,
 | 
						|
 | 
						|
		isInstancedInterleavedBuffer: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			InterleavedBuffer.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.meshPerAttribute = source.meshPerAttribute;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author benaadams / https://twitter.com/ben_a_adams
 | 
						|
	 */
 | 
						|
 | 
						|
	function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {
 | 
						|
 | 
						|
		BufferAttribute.call( this, array, itemSize );
 | 
						|
 | 
						|
		this.meshPerAttribute = meshPerAttribute || 1;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
 | 
						|
 | 
						|
		constructor: InstancedBufferAttribute,
 | 
						|
 | 
						|
		isInstancedBufferAttribute: true,
 | 
						|
 | 
						|
		copy: function ( source ) {
 | 
						|
 | 
						|
			BufferAttribute.prototype.copy.call( this, source );
 | 
						|
 | 
						|
			this.meshPerAttribute = source.meshPerAttribute;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author bhouston / http://clara.io/
 | 
						|
	 * @author stephomi / http://stephaneginier.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Raycaster( origin, direction, near, far ) {
 | 
						|
 | 
						|
		this.ray = new Ray( origin, direction );
 | 
						|
		// direction is assumed to be normalized (for accurate distance calculations)
 | 
						|
 | 
						|
		this.near = near || 0;
 | 
						|
		this.far = far || Infinity;
 | 
						|
 | 
						|
		this.params = {
 | 
						|
			Mesh: {},
 | 
						|
			Line: {},
 | 
						|
			LOD: {},
 | 
						|
			Points: { threshold: 1 },
 | 
						|
			Sprite: {}
 | 
						|
		};
 | 
						|
 | 
						|
		Object.defineProperties( this.params, {
 | 
						|
			PointCloud: {
 | 
						|
				get: function () {
 | 
						|
 | 
						|
					console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
 | 
						|
					return this.Points;
 | 
						|
 | 
						|
				}
 | 
						|
			}
 | 
						|
		} );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function ascSort( a, b ) {
 | 
						|
 | 
						|
		return a.distance - b.distance;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function intersectObject( object, raycaster, intersects, recursive ) {
 | 
						|
 | 
						|
		if ( object.visible === false ) return;
 | 
						|
 | 
						|
		object.raycast( raycaster, intersects );
 | 
						|
 | 
						|
		if ( recursive === true ) {
 | 
						|
 | 
						|
			var children = object.children;
 | 
						|
 | 
						|
			for ( var i = 0, l = children.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				intersectObject( children[ i ], raycaster, intersects, true );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Raycaster.prototype, {
 | 
						|
 | 
						|
		linePrecision: 1,
 | 
						|
 | 
						|
		set: function ( origin, direction ) {
 | 
						|
 | 
						|
			// direction is assumed to be normalized (for accurate distance calculations)
 | 
						|
 | 
						|
			this.ray.set( origin, direction );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromCamera: function ( coords, camera ) {
 | 
						|
 | 
						|
			if ( ( camera && camera.isPerspectiveCamera ) ) {
 | 
						|
 | 
						|
				this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
 | 
						|
				this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
 | 
						|
 | 
						|
			} 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 );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				console.error( 'THREE.Raycaster: Unsupported camera type.' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectObject: function ( object, recursive, optionalTarget ) {
 | 
						|
 | 
						|
			var intersects = optionalTarget || [];
 | 
						|
 | 
						|
			intersectObject( object, this, intersects, recursive );
 | 
						|
 | 
						|
			intersects.sort( ascSort );
 | 
						|
 | 
						|
			return intersects;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectObjects: function ( objects, recursive, optionalTarget ) {
 | 
						|
 | 
						|
			var intersects = optionalTarget || [];
 | 
						|
 | 
						|
			if ( Array.isArray( objects ) === false ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
 | 
						|
				return intersects;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			for ( var i = 0, l = objects.length; i < l; i ++ ) {
 | 
						|
 | 
						|
				intersectObject( objects[ i ], this, intersects, recursive );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			intersects.sort( ascSort );
 | 
						|
 | 
						|
			return intersects;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function Clock( autoStart ) {
 | 
						|
 | 
						|
		this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
 | 
						|
 | 
						|
		this.startTime = 0;
 | 
						|
		this.oldTime = 0;
 | 
						|
		this.elapsedTime = 0;
 | 
						|
 | 
						|
		this.running = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Clock.prototype, {
 | 
						|
 | 
						|
		start: function () {
 | 
						|
 | 
						|
			this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
 | 
						|
 | 
						|
			this.oldTime = this.startTime;
 | 
						|
			this.elapsedTime = 0;
 | 
						|
			this.running = true;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		stop: function () {
 | 
						|
 | 
						|
			this.getElapsedTime();
 | 
						|
			this.running = false;
 | 
						|
			this.autoStart = false;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getElapsedTime: function () {
 | 
						|
 | 
						|
			this.getDelta();
 | 
						|
			return this.elapsedTime;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getDelta: function () {
 | 
						|
 | 
						|
			var diff = 0;
 | 
						|
 | 
						|
			if ( this.autoStart && ! this.running ) {
 | 
						|
 | 
						|
				this.start();
 | 
						|
				return 0;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.running ) {
 | 
						|
 | 
						|
				var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
 | 
						|
 | 
						|
				diff = ( newTime - this.oldTime ) / 1000;
 | 
						|
				this.oldTime = newTime;
 | 
						|
 | 
						|
				this.elapsedTime += diff;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return diff;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 ) {
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Spherical.prototype, {
 | 
						|
 | 
						|
		set: function ( radius, phi, theta ) {
 | 
						|
 | 
						|
			this.radius = radius;
 | 
						|
			this.phi = phi;
 | 
						|
			this.theta = theta;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( other ) {
 | 
						|
 | 
						|
			this.radius = other.radius;
 | 
						|
			this.phi = other.phi;
 | 
						|
			this.theta = other.theta;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// restrict phi to be betwee EPS and PI-EPS
 | 
						|
		makeSafe: function () {
 | 
						|
 | 
						|
			var EPS = 0.000001;
 | 
						|
			this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromVector3: function ( vec3 ) {
 | 
						|
 | 
						|
			this.radius = vec3.length();
 | 
						|
 | 
						|
			if ( this.radius === 0 ) {
 | 
						|
 | 
						|
				this.theta = 0;
 | 
						|
				this.phi = 0;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				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
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 *
 | 
						|
	 * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
 | 
						|
	 *
 | 
						|
	 */
 | 
						|
 | 
						|
	function Cylindrical( radius, theta, y ) {
 | 
						|
 | 
						|
		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
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Cylindrical.prototype, {
 | 
						|
 | 
						|
		set: function ( radius, theta, y ) {
 | 
						|
 | 
						|
			this.radius = radius;
 | 
						|
			this.theta = theta;
 | 
						|
			this.y = y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( other ) {
 | 
						|
 | 
						|
			this.radius = other.radius;
 | 
						|
			this.theta = other.theta;
 | 
						|
			this.y = other.y;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author bhouston / http://clara.io
 | 
						|
	 */
 | 
						|
 | 
						|
	function Box2( min, max ) {
 | 
						|
 | 
						|
		this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
 | 
						|
		this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Box2.prototype, {
 | 
						|
 | 
						|
		set: function ( min, max ) {
 | 
						|
 | 
						|
			this.min.copy( min );
 | 
						|
			this.max.copy( max );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromPoints: function ( points ) {
 | 
						|
 | 
						|
			this.makeEmpty();
 | 
						|
 | 
						|
			for ( var i = 0, il = points.length; i < il; i ++ ) {
 | 
						|
 | 
						|
				this.expandByPoint( points[ i ] );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setFromCenterAndSize: function () {
 | 
						|
 | 
						|
			var v1 = new Vector2();
 | 
						|
 | 
						|
			return function setFromCenterAndSize( center, size ) {
 | 
						|
 | 
						|
				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
 | 
						|
				this.min.copy( center ).sub( halfSize );
 | 
						|
				this.max.copy( center ).add( halfSize );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		clone: function () {
 | 
						|
 | 
						|
			return new this.constructor().copy( this );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		copy: function ( box ) {
 | 
						|
 | 
						|
			this.min.copy( box.min );
 | 
						|
			this.max.copy( box.max );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		makeEmpty: function () {
 | 
						|
 | 
						|
			this.min.x = this.min.y = + Infinity;
 | 
						|
			this.max.x = this.max.y = - Infinity;
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getCenter: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Box2: .getCenter() target is now required' );
 | 
						|
				target = new Vector2();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getSize: function ( target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Box2: .getSize() target is now required' );
 | 
						|
				target = new Vector2();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		expandByPoint: function ( point ) {
 | 
						|
 | 
						|
			this.min.min( point );
 | 
						|
			this.max.max( point );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		expandByVector: function ( vector ) {
 | 
						|
 | 
						|
			this.min.sub( vector );
 | 
						|
			this.max.add( vector );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		expandByScalar: function ( scalar ) {
 | 
						|
 | 
						|
			this.min.addScalar( - scalar );
 | 
						|
			this.max.addScalar( scalar );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getParameter: function ( point, target ) {
 | 
						|
 | 
						|
			// This can potentially have a divide by zero if the box
 | 
						|
			// has a size dimension of 0.
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Box2: .getParameter() target is now required' );
 | 
						|
				target = new Vector2();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.set(
 | 
						|
				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
 | 
						|
				( point.y - this.min.y ) / ( this.max.y - this.min.y )
 | 
						|
			);
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		intersectsBox: function ( box ) {
 | 
						|
 | 
						|
			// using 4 splitting planes to rule out intersections
 | 
						|
 | 
						|
			return box.max.x < this.min.x || box.min.x > this.max.x ||
 | 
						|
				box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clampPoint: function ( point, target ) {
 | 
						|
 | 
						|
			if ( target === undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Box2: .clampPoint() target is now required' );
 | 
						|
				target = new Vector2();
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return target.copy( point ).clamp( this.min, this.max );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		distanceToPoint: function () {
 | 
						|
 | 
						|
			var v1 = new Vector2();
 | 
						|
 | 
						|
			return function distanceToPoint( point ) {
 | 
						|
 | 
						|
				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
 | 
						|
				return clampedPoint.sub( point ).length();
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		intersect: function ( box ) {
 | 
						|
 | 
						|
			this.min.max( box.min );
 | 
						|
			this.max.min( box.max );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		union: function ( box ) {
 | 
						|
 | 
						|
			this.min.min( box.min );
 | 
						|
			this.max.max( box.max );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		translate: function ( offset ) {
 | 
						|
 | 
						|
			this.min.add( offset );
 | 
						|
			this.max.add( offset );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		equals: function ( box ) {
 | 
						|
 | 
						|
			return box.min.equals( this.min ) && box.max.equals( this.max );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function ImmediateRenderObject( material ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.material = material;
 | 
						|
		this.render = function ( /* renderCallback */ ) {};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
 | 
						|
	ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
 | 
						|
 | 
						|
	ImmediateRenderObject.prototype.isImmediateRenderObject = true;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 */
 | 
						|
 | 
						|
	function VertexNormalsHelper( object, size, hex, linewidth ) {
 | 
						|
 | 
						|
		this.object = object;
 | 
						|
 | 
						|
		this.size = ( size !== undefined ) ? size : 1;
 | 
						|
 | 
						|
		var color = ( hex !== undefined ) ? hex : 0xff0000;
 | 
						|
 | 
						|
		var width = ( linewidth !== undefined ) ? linewidth : 1;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		var nNormals = 0;
 | 
						|
 | 
						|
		var objGeometry = this.object.geometry;
 | 
						|
 | 
						|
		if ( objGeometry && objGeometry.isGeometry ) {
 | 
						|
 | 
						|
			nNormals = objGeometry.faces.length * 3;
 | 
						|
 | 
						|
		} else if ( objGeometry && objGeometry.isBufferGeometry ) {
 | 
						|
 | 
						|
			nNormals = objGeometry.attributes.normal.count;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
 | 
						|
		var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
 | 
						|
 | 
						|
		geometry.addAttribute( 'position', positions );
 | 
						|
 | 
						|
		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.update();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
 | 
						|
 | 
						|
	VertexNormalsHelper.prototype.update = ( function () {
 | 
						|
 | 
						|
		var v1 = new Vector3();
 | 
						|
		var v2 = new Vector3();
 | 
						|
		var normalMatrix = new Matrix3();
 | 
						|
 | 
						|
		return function update() {
 | 
						|
 | 
						|
			var keys = [ 'a', 'b', 'c' ];
 | 
						|
 | 
						|
			this.object.updateMatrixWorld( true );
 | 
						|
 | 
						|
			normalMatrix.getNormalMatrix( this.object.matrixWorld );
 | 
						|
 | 
						|
			var matrixWorld = this.object.matrixWorld;
 | 
						|
 | 
						|
			var position = this.geometry.attributes.position;
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			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 ++ ) {
 | 
						|
 | 
						|
						var vertex = vertices[ face[ keys[ j ] ] ];
 | 
						|
 | 
						|
						var normal = face.vertexNormals[ j ];
 | 
						|
 | 
						|
						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 );
 | 
						|
 | 
						|
						idx = idx + 1;
 | 
						|
 | 
						|
						position.setXYZ( idx, v2.x, v2.y, v2.z );
 | 
						|
 | 
						|
						idx = idx + 1;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else if ( objGeometry && objGeometry.isBufferGeometry ) {
 | 
						|
 | 
						|
				var objPos = objGeometry.attributes.position;
 | 
						|
 | 
						|
				var objNorm = objGeometry.attributes.normal;
 | 
						|
 | 
						|
				var idx = 0;
 | 
						|
 | 
						|
				// for simplicity, ignore index and drawcalls, and render every normal
 | 
						|
 | 
						|
				for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
 | 
						|
 | 
						|
					v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
 | 
						|
 | 
						|
					v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
 | 
						|
 | 
						|
					v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
 | 
						|
 | 
						|
					position.setXYZ( idx, v1.x, v1.y, v1.z );
 | 
						|
 | 
						|
					idx = idx + 1;
 | 
						|
 | 
						|
					position.setXYZ( idx, v2.x, v2.y, v2.z );
 | 
						|
 | 
						|
					idx = idx + 1;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			position.needsUpdate = true;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}() );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 */
 | 
						|
 | 
						|
	function SpotLightHelper( light, color ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.light = light;
 | 
						|
		this.light.updateMatrixWorld();
 | 
						|
 | 
						|
		this.matrix = light.matrixWorld;
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.color = color;
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
 | 
						|
		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
 | 
						|
		];
 | 
						|
 | 
						|
		for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
 | 
						|
 | 
						|
			var p1 = ( i / l ) * Math.PI * 2;
 | 
						|
			var p2 = ( j / l ) * Math.PI * 2;
 | 
						|
 | 
						|
			positions.push(
 | 
						|
				Math.cos( p1 ), Math.sin( p1 ), 1,
 | 
						|
				Math.cos( p2 ), Math.sin( p2 ), 1
 | 
						|
			);
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
 | 
						|
 | 
						|
		var material = new LineBasicMaterial( { fog: false } );
 | 
						|
 | 
						|
		this.cone = new LineSegments( geometry, material );
 | 
						|
		this.add( this.cone );
 | 
						|
 | 
						|
		this.update();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	SpotLightHelper.prototype = Object.create( Object3D.prototype );
 | 
						|
	SpotLightHelper.prototype.constructor = SpotLightHelper;
 | 
						|
 | 
						|
	SpotLightHelper.prototype.dispose = function () {
 | 
						|
 | 
						|
		this.cone.geometry.dispose();
 | 
						|
		this.cone.material.dispose();
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	SpotLightHelper.prototype.update = function () {
 | 
						|
 | 
						|
		var vector = new Vector3();
 | 
						|
		var vector2 = new Vector3();
 | 
						|
 | 
						|
		return function update() {
 | 
						|
 | 
						|
			this.light.updateMatrixWorld();
 | 
						|
 | 
						|
			var coneLength = this.light.distance ? this.light.distance : 1000;
 | 
						|
			var coneWidth = coneLength * Math.tan( this.light.angle );
 | 
						|
 | 
						|
			this.cone.scale.set( coneWidth, coneWidth, coneLength );
 | 
						|
 | 
						|
			vector.setFromMatrixPosition( this.light.matrixWorld );
 | 
						|
			vector2.setFromMatrixPosition( this.light.target.matrixWorld );
 | 
						|
 | 
						|
			this.cone.lookAt( vector2.sub( vector ) );
 | 
						|
 | 
						|
			if ( this.color !== undefined ) {
 | 
						|
 | 
						|
				this.cone.material.color.set( this.color );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.cone.material.color.copy( this.light.color );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}();
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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
 | 
						|
	 */
 | 
						|
 | 
						|
	function getBoneList( object ) {
 | 
						|
 | 
						|
		var boneList = [];
 | 
						|
 | 
						|
		if ( object && object.isBone ) {
 | 
						|
 | 
						|
			boneList.push( object );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		for ( var i = 0; i < object.children.length; i ++ ) {
 | 
						|
 | 
						|
			boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return boneList;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function SkeletonHelper( object ) {
 | 
						|
 | 
						|
		var bones = getBoneList( object );
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
 | 
						|
		var vertices = [];
 | 
						|
		var colors = [];
 | 
						|
 | 
						|
		var color1 = new Color( 0, 0, 1 );
 | 
						|
		var color2 = new Color( 0, 1, 0 );
 | 
						|
 | 
						|
		for ( var i = 0; i < bones.length; i ++ ) {
 | 
						|
 | 
						|
			var bone = bones[ i ];
 | 
						|
 | 
						|
			if ( bone.parent && bone.parent.isBone ) {
 | 
						|
 | 
						|
				vertices.push( 0, 0, 0 );
 | 
						|
				vertices.push( 0, 0, 0 );
 | 
						|
				colors.push( color1.r, color1.g, color1.b );
 | 
						|
				colors.push( color2.r, color2.g, color2.b );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		geometry.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;
 | 
						|
		this.bones = bones;
 | 
						|
 | 
						|
		this.matrix = object.matrixWorld;
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	SkeletonHelper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	SkeletonHelper.prototype.constructor = SkeletonHelper;
 | 
						|
 | 
						|
	SkeletonHelper.prototype.updateMatrixWorld = function () {
 | 
						|
 | 
						|
		var vector = new Vector3();
 | 
						|
 | 
						|
		var boneMatrix = new Matrix4();
 | 
						|
		var matrixWorldInv = new Matrix4();
 | 
						|
 | 
						|
		return function updateMatrixWorld( force ) {
 | 
						|
 | 
						|
			var bones = this.bones;
 | 
						|
 | 
						|
			var geometry = this.geometry;
 | 
						|
			var position = geometry.getAttribute( 'position' );
 | 
						|
 | 
						|
			matrixWorldInv.getInverse( this.root.matrixWorld );
 | 
						|
 | 
						|
			for ( var i = 0, j = 0; i < bones.length; i ++ ) {
 | 
						|
 | 
						|
				var bone = 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;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			geometry.getAttribute( 'position' ).needsUpdate = true;
 | 
						|
 | 
						|
			Object3D.prototype.updateMatrixWorld.call( this, force );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}();
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function PointLightHelper( light, sphereSize, color ) {
 | 
						|
 | 
						|
		this.light = light;
 | 
						|
		this.light.updateMatrixWorld();
 | 
						|
 | 
						|
		this.color = color;
 | 
						|
 | 
						|
		var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
 | 
						|
		var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
 | 
						|
 | 
						|
		Mesh.call( this, geometry, material );
 | 
						|
 | 
						|
		this.matrix = this.light.matrixWorld;
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.update();
 | 
						|
 | 
						|
 | 
						|
		/*
 | 
						|
		var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
 | 
						|
		var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
 | 
						|
 | 
						|
		this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
 | 
						|
		this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
 | 
						|
 | 
						|
		var d = light.distance;
 | 
						|
 | 
						|
		if ( d === 0.0 ) {
 | 
						|
 | 
						|
			this.lightDistance.visible = false;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			this.lightDistance.scale.set( d, d, d );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.add( this.lightDistance );
 | 
						|
		*/
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PointLightHelper.prototype = Object.create( Mesh.prototype );
 | 
						|
	PointLightHelper.prototype.constructor = PointLightHelper;
 | 
						|
 | 
						|
	PointLightHelper.prototype.dispose = function () {
 | 
						|
 | 
						|
		this.geometry.dispose();
 | 
						|
		this.material.dispose();
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	PointLightHelper.prototype.update = function () {
 | 
						|
 | 
						|
		if ( this.color !== undefined ) {
 | 
						|
 | 
						|
			this.material.color.set( this.color );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			this.material.color.copy( this.light.color );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		/*
 | 
						|
		var d = this.light.distance;
 | 
						|
 | 
						|
		if ( d === 0.0 ) {
 | 
						|
 | 
						|
			this.lightDistance.visible = false;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			this.lightDistance.visible = true;
 | 
						|
			this.lightDistance.scale.set( d, d, d );
 | 
						|
 | 
						|
		}
 | 
						|
		*/
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author abelnation / http://github.com/abelnation
 | 
						|
	 * @author Mugen87 / http://github.com/Mugen87
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 */
 | 
						|
 | 
						|
	function RectAreaLightHelper( light, color ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.light = light;
 | 
						|
		this.light.updateMatrixWorld();
 | 
						|
 | 
						|
		this.matrix = light.matrixWorld;
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.color = color;
 | 
						|
 | 
						|
		var material = new LineBasicMaterial( { fog: false } );
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
 | 
						|
		geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );
 | 
						|
 | 
						|
		this.line = new Line( geometry, material );
 | 
						|
		this.add( this.line );
 | 
						|
 | 
						|
 | 
						|
		this.update();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
 | 
						|
	RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
 | 
						|
 | 
						|
	RectAreaLightHelper.prototype.dispose = function () {
 | 
						|
 | 
						|
		this.children[ 0 ].geometry.dispose();
 | 
						|
		this.children[ 0 ].material.dispose();
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	RectAreaLightHelper.prototype.update = function () {
 | 
						|
 | 
						|
		// calculate new dimensions of the helper
 | 
						|
 | 
						|
		var hx = this.light.width * 0.5;
 | 
						|
		var hy = this.light.height * 0.5;
 | 
						|
 | 
						|
		var position = this.line.geometry.attributes.position;
 | 
						|
		var array = position.array;
 | 
						|
 | 
						|
		// update vertices
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		position.needsUpdate = true;
 | 
						|
 | 
						|
		if ( this.color !== undefined ) {
 | 
						|
 | 
						|
			this.line.material.color.set( this.color );
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			this.line.material.color.copy( this.light.color );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author Mugen87 / https://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	function HemisphereLightHelper( light, size, color ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.light = light;
 | 
						|
		this.light.updateMatrixWorld();
 | 
						|
 | 
						|
		this.matrix = light.matrixWorld;
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.color = color;
 | 
						|
 | 
						|
		var geometry = new OctahedronBufferGeometry( size );
 | 
						|
		geometry.rotateY( Math.PI * 0.5 );
 | 
						|
 | 
						|
		this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
 | 
						|
		if ( this.color === undefined ) this.material.vertexColors = VertexColors;
 | 
						|
 | 
						|
		var position = geometry.getAttribute( 'position' );
 | 
						|
		var colors = new Float32Array( position.count * 3 );
 | 
						|
 | 
						|
		geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
 | 
						|
 | 
						|
		this.add( new Mesh( geometry, this.material ) );
 | 
						|
 | 
						|
		this.update();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
 | 
						|
	HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
 | 
						|
 | 
						|
	HemisphereLightHelper.prototype.dispose = function () {
 | 
						|
 | 
						|
		this.children[ 0 ].geometry.dispose();
 | 
						|
		this.children[ 0 ].material.dispose();
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	HemisphereLightHelper.prototype.update = function () {
 | 
						|
 | 
						|
		var vector = new Vector3();
 | 
						|
 | 
						|
		var color1 = new Color();
 | 
						|
		var color2 = new Color();
 | 
						|
 | 
						|
		return function update() {
 | 
						|
 | 
						|
			var mesh = this.children[ 0 ];
 | 
						|
 | 
						|
			if ( this.color !== undefined ) {
 | 
						|
 | 
						|
				this.material.color.set( this.color );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				var colors = mesh.geometry.getAttribute( 'color' );
 | 
						|
 | 
						|
				color1.copy( this.light.color );
 | 
						|
				color2.copy( this.light.groundColor );
 | 
						|
 | 
						|
				for ( var i = 0, l = colors.count; i < l; i ++ ) {
 | 
						|
 | 
						|
					var color = ( i < ( l / 2 ) ) ? color1 : color2;
 | 
						|
 | 
						|
					colors.setXYZ( i, color.r, color.g, color.b );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				colors.needsUpdate = true;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}();
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function GridHelper( size, divisions, color1, color2 ) {
 | 
						|
 | 
						|
		size = size || 10;
 | 
						|
		divisions = divisions || 10;
 | 
						|
		color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
 | 
						|
		color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
 | 
						|
 | 
						|
		var center = divisions / 2;
 | 
						|
		var step = size / divisions;
 | 
						|
		var halfSize = size / 2;
 | 
						|
 | 
						|
		var vertices = [], colors = [];
 | 
						|
 | 
						|
		for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
 | 
						|
 | 
						|
			vertices.push( - halfSize, 0, k, halfSize, 0, k );
 | 
						|
			vertices.push( k, 0, - halfSize, k, 0, halfSize );
 | 
						|
 | 
						|
			var color = i === center ? color1 : color2;
 | 
						|
 | 
						|
			color.toArray( colors, j ); j += 3;
 | 
						|
			color.toArray( colors, j ); j += 3;
 | 
						|
			color.toArray( colors, j ); j += 3;
 | 
						|
			color.toArray( colors, j ); j += 3;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | 
						|
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
 | 
						|
 | 
						|
		var material = new LineBasicMaterial( { vertexColors: VertexColors } );
 | 
						|
 | 
						|
		LineSegments.call( this, geometry, material );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	GridHelper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	GridHelper.prototype.constructor = GridHelper;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author Mugen87 / http://github.com/Mugen87
 | 
						|
	 * @author Hectate / http://www.github.com/Hectate
 | 
						|
	 */
 | 
						|
 | 
						|
	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 );
 | 
						|
 | 
						|
		var vertices = [];
 | 
						|
		var colors = [];
 | 
						|
 | 
						|
		var x, z;
 | 
						|
		var v, i, j, r, color;
 | 
						|
 | 
						|
		// create the radials
 | 
						|
 | 
						|
		for ( i = 0; i <= radials; i ++ ) {
 | 
						|
 | 
						|
			v = ( i / radials ) * ( Math.PI * 2 );
 | 
						|
 | 
						|
			x = Math.sin( v ) * radius;
 | 
						|
			z = Math.cos( v ) * radius;
 | 
						|
 | 
						|
			vertices.push( 0, 0, 0 );
 | 
						|
			vertices.push( x, 0, z );
 | 
						|
 | 
						|
			color = ( i & 1 ) ? color1 : color2;
 | 
						|
 | 
						|
			colors.push( color.r, color.g, color.b );
 | 
						|
			colors.push( color.r, color.g, color.b );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		// create the circles
 | 
						|
 | 
						|
		for ( i = 0; i <= circles; i ++ ) {
 | 
						|
 | 
						|
			color = ( i & 1 ) ? color1 : color2;
 | 
						|
 | 
						|
			r = radius - ( radius / circles * i );
 | 
						|
 | 
						|
			for ( j = 0; j < divisions; j ++ ) {
 | 
						|
 | 
						|
				// first vertex
 | 
						|
 | 
						|
				v = ( j / divisions ) * ( Math.PI * 2 );
 | 
						|
 | 
						|
				x = Math.sin( v ) * r;
 | 
						|
				z = Math.cos( v ) * r;
 | 
						|
 | 
						|
				vertices.push( x, 0, z );
 | 
						|
				colors.push( color.r, color.g, color.b );
 | 
						|
 | 
						|
				// second vertex
 | 
						|
 | 
						|
				v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
 | 
						|
 | 
						|
				x = Math.sin( v ) * r;
 | 
						|
				z = Math.cos( v ) * r;
 | 
						|
 | 
						|
				vertices.push( x, 0, z );
 | 
						|
				colors.push( color.r, color.g, color.b );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | 
						|
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
 | 
						|
 | 
						|
		var material = new LineBasicMaterial( { vertexColors: VertexColors } );
 | 
						|
 | 
						|
		LineSegments.call( this, geometry, material );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PolarGridHelper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	PolarGridHelper.prototype.constructor = PolarGridHelper;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 */
 | 
						|
 | 
						|
	function FaceNormalsHelper( object, size, hex, linewidth ) {
 | 
						|
 | 
						|
		// FaceNormalsHelper only supports THREE.Geometry
 | 
						|
 | 
						|
		this.object = object;
 | 
						|
 | 
						|
		this.size = ( size !== undefined ) ? size : 1;
 | 
						|
 | 
						|
		var color = ( hex !== undefined ) ? hex : 0xffff00;
 | 
						|
 | 
						|
		var width = ( linewidth !== undefined ) ? linewidth : 1;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		var nNormals = 0;
 | 
						|
 | 
						|
		var objGeometry = this.object.geometry;
 | 
						|
 | 
						|
		if ( objGeometry && objGeometry.isGeometry ) {
 | 
						|
 | 
						|
			nNormals = objGeometry.faces.length;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
 | 
						|
		var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
 | 
						|
 | 
						|
		geometry.addAttribute( 'position', positions );
 | 
						|
 | 
						|
		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
		this.update();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
 | 
						|
 | 
						|
	FaceNormalsHelper.prototype.update = ( function () {
 | 
						|
 | 
						|
		var v1 = new Vector3();
 | 
						|
		var v2 = new Vector3();
 | 
						|
		var normalMatrix = new Matrix3();
 | 
						|
 | 
						|
		return function update() {
 | 
						|
 | 
						|
			this.object.updateMatrixWorld( true );
 | 
						|
 | 
						|
			normalMatrix.getNormalMatrix( this.object.matrixWorld );
 | 
						|
 | 
						|
			var matrixWorld = this.object.matrixWorld;
 | 
						|
 | 
						|
			var position = this.geometry.attributes.position;
 | 
						|
 | 
						|
			//
 | 
						|
 | 
						|
			var objGeometry = this.object.geometry;
 | 
						|
 | 
						|
			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 ];
 | 
						|
 | 
						|
				var normal = face.normal;
 | 
						|
 | 
						|
				v1.copy( vertices[ face.a ] )
 | 
						|
					.add( vertices[ face.b ] )
 | 
						|
					.add( vertices[ face.c ] )
 | 
						|
					.divideScalar( 3 )
 | 
						|
					.applyMatrix4( matrixWorld );
 | 
						|
 | 
						|
				v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
 | 
						|
 | 
						|
				position.setXYZ( idx, v1.x, v1.y, v1.z );
 | 
						|
 | 
						|
				idx = idx + 1;
 | 
						|
 | 
						|
				position.setXYZ( idx, v2.x, v2.y, v2.z );
 | 
						|
 | 
						|
				idx = idx + 1;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			position.needsUpdate = true;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}() );
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author alteredq / http://alteredqualia.com/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 */
 | 
						|
 | 
						|
	function DirectionalLightHelper( light, size, color ) {
 | 
						|
 | 
						|
		Object3D.call( this );
 | 
						|
 | 
						|
		this.light = light;
 | 
						|
		this.light.updateMatrixWorld();
 | 
						|
 | 
						|
		this.matrix = light.matrixWorld;
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.color = color;
 | 
						|
 | 
						|
		if ( size === undefined ) size = 1;
 | 
						|
 | 
						|
		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 ) );
 | 
						|
 | 
						|
		var material = new LineBasicMaterial( { fog: false } );
 | 
						|
 | 
						|
		this.lightPlane = new Line( geometry, material );
 | 
						|
		this.add( this.lightPlane );
 | 
						|
 | 
						|
		geometry = new BufferGeometry();
 | 
						|
		geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
 | 
						|
 | 
						|
		this.targetLine = new Line( geometry, material );
 | 
						|
		this.add( this.targetLine );
 | 
						|
 | 
						|
		this.update();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
 | 
						|
	DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
 | 
						|
 | 
						|
	DirectionalLightHelper.prototype.dispose = function () {
 | 
						|
 | 
						|
		this.lightPlane.geometry.dispose();
 | 
						|
		this.lightPlane.material.dispose();
 | 
						|
		this.targetLine.geometry.dispose();
 | 
						|
		this.targetLine.material.dispose();
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	DirectionalLightHelper.prototype.update = function () {
 | 
						|
 | 
						|
		var v1 = new Vector3();
 | 
						|
		var v2 = new Vector3();
 | 
						|
		var v3 = new Vector3();
 | 
						|
 | 
						|
		return function update() {
 | 
						|
 | 
						|
			v1.setFromMatrixPosition( this.light.matrixWorld );
 | 
						|
			v2.setFromMatrixPosition( this.light.target.matrixWorld );
 | 
						|
			v3.subVectors( v2, v1 );
 | 
						|
 | 
						|
			this.lightPlane.lookAt( v3 );
 | 
						|
 | 
						|
			if ( this.color !== undefined ) {
 | 
						|
 | 
						|
				this.lightPlane.material.color.set( this.color );
 | 
						|
				this.targetLine.material.color.set( this.color );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.lightPlane.material.color.copy( this.light.color );
 | 
						|
				this.targetLine.material.color.copy( this.light.color );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.targetLine.lookAt( v3 );
 | 
						|
			this.targetLine.scale.z = v3.length();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}();
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 } );
 | 
						|
 | 
						|
		var vertices = [];
 | 
						|
		var colors = [];
 | 
						|
 | 
						|
		var pointMap = {};
 | 
						|
 | 
						|
		// colors
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
		// near
 | 
						|
 | 
						|
		addLine( 'n1', 'n2', colorFrustum );
 | 
						|
		addLine( 'n2', 'n4', colorFrustum );
 | 
						|
		addLine( 'n4', 'n3', colorFrustum );
 | 
						|
		addLine( 'n3', 'n1', colorFrustum );
 | 
						|
 | 
						|
		// far
 | 
						|
 | 
						|
		addLine( 'f1', 'f2', colorFrustum );
 | 
						|
		addLine( 'f2', 'f4', colorFrustum );
 | 
						|
		addLine( 'f4', 'f3', colorFrustum );
 | 
						|
		addLine( 'f3', 'f1', colorFrustum );
 | 
						|
 | 
						|
		// sides
 | 
						|
 | 
						|
		addLine( 'n1', 'f1', colorFrustum );
 | 
						|
		addLine( 'n2', 'f2', colorFrustum );
 | 
						|
		addLine( 'n3', 'f3', colorFrustum );
 | 
						|
		addLine( 'n4', 'f4', colorFrustum );
 | 
						|
 | 
						|
		// cone
 | 
						|
 | 
						|
		addLine( 'p', 'n1', colorCone );
 | 
						|
		addLine( 'p', 'n2', colorCone );
 | 
						|
		addLine( 'p', 'n3', colorCone );
 | 
						|
		addLine( 'p', 'n4', colorCone );
 | 
						|
 | 
						|
		// up
 | 
						|
 | 
						|
		addLine( 'u1', 'u2', colorUp );
 | 
						|
		addLine( 'u2', 'u3', colorUp );
 | 
						|
		addLine( 'u3', 'u1', colorUp );
 | 
						|
 | 
						|
		// target
 | 
						|
 | 
						|
		addLine( 'c', 't', colorTarget );
 | 
						|
		addLine( 'p', 'c', colorCross );
 | 
						|
 | 
						|
		// cross
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		function addPoint( id, color ) {
 | 
						|
 | 
						|
			vertices.push( 0, 0, 0 );
 | 
						|
			colors.push( color.r, color.g, color.b );
 | 
						|
 | 
						|
			if ( pointMap[ id ] === undefined ) {
 | 
						|
 | 
						|
				pointMap[ id ] = [];
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | 
						|
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
 | 
						|
 | 
						|
		LineSegments.call( this, geometry, material );
 | 
						|
 | 
						|
		this.camera = camera;
 | 
						|
		if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
 | 
						|
 | 
						|
		this.matrix = camera.matrixWorld;
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.pointMap = pointMap;
 | 
						|
 | 
						|
		this.update();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	CameraHelper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	CameraHelper.prototype.constructor = CameraHelper;
 | 
						|
 | 
						|
	CameraHelper.prototype.update = function () {
 | 
						|
 | 
						|
		var geometry, pointMap;
 | 
						|
 | 
						|
		var vector = new Vector3();
 | 
						|
		var camera = new Camera();
 | 
						|
 | 
						|
		function setPoint( point, x, y, z ) {
 | 
						|
 | 
						|
			vector.set( x, y, z ).unproject( camera );
 | 
						|
 | 
						|
			var points = pointMap[ point ];
 | 
						|
 | 
						|
			if ( points !== undefined ) {
 | 
						|
 | 
						|
				var position = geometry.getAttribute( 'position' );
 | 
						|
 | 
						|
				for ( var i = 0, l = points.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return function update() {
 | 
						|
 | 
						|
			geometry = this.geometry;
 | 
						|
			pointMap = this.pointMap;
 | 
						|
 | 
						|
			var w = 1, h = 1;
 | 
						|
 | 
						|
			// we need just camera projection matrix
 | 
						|
			// world matrix must be identity
 | 
						|
 | 
						|
			camera.projectionMatrix.copy( this.camera.projectionMatrix );
 | 
						|
 | 
						|
			// center / target
 | 
						|
 | 
						|
			setPoint( 'c', 0, 0, - 1 );
 | 
						|
			setPoint( 't', 0, 0, 1 );
 | 
						|
 | 
						|
			// near
 | 
						|
 | 
						|
			setPoint( 'n1', - w, - h, - 1 );
 | 
						|
			setPoint( 'n2', w, - h, - 1 );
 | 
						|
			setPoint( 'n3', - w, h, - 1 );
 | 
						|
			setPoint( 'n4', w, h, - 1 );
 | 
						|
 | 
						|
			// far
 | 
						|
 | 
						|
			setPoint( 'f1', - w, - h, 1 );
 | 
						|
			setPoint( 'f2', w, - h, 1 );
 | 
						|
			setPoint( 'f3', - w, h, 1 );
 | 
						|
			setPoint( 'f4', w, h, 1 );
 | 
						|
 | 
						|
			// up
 | 
						|
 | 
						|
			setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
 | 
						|
			setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
 | 
						|
			setPoint( 'u3', 0, h * 2, - 1 );
 | 
						|
 | 
						|
			// cross
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
			geometry.getAttribute( 'position' ).needsUpdate = true;
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}();
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 * @author Mugen87 / http://github.com/Mugen87
 | 
						|
	 */
 | 
						|
 | 
						|
	function BoxHelper( object, color ) {
 | 
						|
 | 
						|
		this.object = object;
 | 
						|
 | 
						|
		if ( color === undefined ) color = 0xffff00;
 | 
						|
 | 
						|
		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 geometry = new BufferGeometry();
 | 
						|
		geometry.setIndex( new BufferAttribute( indices, 1 ) );
 | 
						|
		geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
 | 
						|
 | 
						|
		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
 | 
						|
 | 
						|
		this.matrixAutoUpdate = false;
 | 
						|
 | 
						|
		this.update();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	BoxHelper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	BoxHelper.prototype.constructor = BoxHelper;
 | 
						|
 | 
						|
	BoxHelper.prototype.update = ( function () {
 | 
						|
 | 
						|
		var box = new Box3();
 | 
						|
 | 
						|
		return function update( object ) {
 | 
						|
 | 
						|
			if ( object !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( this.object !== undefined ) {
 | 
						|
 | 
						|
				box.setFromObject( this.object );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( box.isEmpty() ) return;
 | 
						|
 | 
						|
			var min = box.min;
 | 
						|
			var max = box.max;
 | 
						|
 | 
						|
			/*
 | 
						|
			  5____4
 | 
						|
			1/___0/|
 | 
						|
			| 6__|_7
 | 
						|
			2/___3/
 | 
						|
 | 
						|
			0: max.x, max.y, max.z
 | 
						|
			1: min.x, max.y, max.z
 | 
						|
			2: min.x, min.y, max.z
 | 
						|
			3: max.x, min.y, max.z
 | 
						|
			4: max.x, max.y, min.z
 | 
						|
			5: min.x, max.y, min.z
 | 
						|
			6: min.x, min.y, min.z
 | 
						|
			7: max.x, min.y, min.z
 | 
						|
			*/
 | 
						|
 | 
						|
			var position = this.geometry.attributes.position;
 | 
						|
			var array = position.array;
 | 
						|
 | 
						|
			array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
 | 
						|
			array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
 | 
						|
			array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
 | 
						|
			array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
 | 
						|
			array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
 | 
						|
			array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
 | 
						|
			array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
 | 
						|
			array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
 | 
						|
 | 
						|
			position.needsUpdate = true;
 | 
						|
 | 
						|
			this.geometry.computeBoundingSphere();
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	} )();
 | 
						|
 | 
						|
	BoxHelper.prototype.setFromObject = function ( object ) {
 | 
						|
 | 
						|
		this.object = object;
 | 
						|
		this.update();
 | 
						|
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 */
 | 
						|
 | 
						|
	function Box3Helper( box, hex ) {
 | 
						|
 | 
						|
		this.type = 'Box3Helper';
 | 
						|
 | 
						|
		this.box = box;
 | 
						|
 | 
						|
		var color = ( hex !== undefined ) ? hex : 0xffff00;
 | 
						|
 | 
						|
		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 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
 | 
						|
		geometry.setIndex( new BufferAttribute( indices, 1 ) );
 | 
						|
 | 
						|
		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
 | 
						|
 | 
						|
		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
 | 
						|
 | 
						|
		this.geometry.computeBoundingSphere();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Box3Helper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	Box3Helper.prototype.constructor = Box3Helper;
 | 
						|
 | 
						|
	Box3Helper.prototype.updateMatrixWorld = function ( force ) {
 | 
						|
 | 
						|
		var box = this.box;
 | 
						|
 | 
						|
		if ( box.isEmpty() ) return;
 | 
						|
 | 
						|
		box.getCenter( this.position );
 | 
						|
 | 
						|
		box.getSize( this.scale );
 | 
						|
 | 
						|
		this.scale.multiplyScalar( 0.5 );
 | 
						|
 | 
						|
		Object3D.prototype.updateMatrixWorld.call( this, force );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author WestLangley / http://github.com/WestLangley
 | 
						|
	 */
 | 
						|
 | 
						|
	function PlaneHelper( plane, size, hex ) {
 | 
						|
 | 
						|
		this.type = 'PlaneHelper';
 | 
						|
 | 
						|
		this.plane = plane;
 | 
						|
 | 
						|
		this.size = ( size === undefined ) ? 1 : size;
 | 
						|
 | 
						|
		var color = ( hex !== undefined ) ? hex : 0xffff00;
 | 
						|
 | 
						|
		var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
 | 
						|
		geometry.computeBoundingSphere();
 | 
						|
 | 
						|
		Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
 | 
						|
 | 
						|
		var geometry2 = new BufferGeometry();
 | 
						|
		geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
 | 
						|
		geometry2.computeBoundingSphere();
 | 
						|
 | 
						|
		this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	PlaneHelper.prototype = Object.create( Line.prototype );
 | 
						|
	PlaneHelper.prototype.constructor = PlaneHelper;
 | 
						|
 | 
						|
	PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
 | 
						|
 | 
						|
		var scale = - this.plane.constant;
 | 
						|
 | 
						|
		if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
 | 
						|
 | 
						|
		this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
 | 
						|
 | 
						|
		this.lookAt( this.plane.normal );
 | 
						|
 | 
						|
		Object3D.prototype.updateMatrixWorld.call( this, force );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @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 lineGeometry;
 | 
						|
	var coneGeometry;
 | 
						|
 | 
						|
	function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
 | 
						|
 | 
						|
		// dir is assumed to be normalized
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		if ( lineGeometry === undefined ) {
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.position.copy( origin );
 | 
						|
 | 
						|
		this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
 | 
						|
		this.line.matrixAutoUpdate = false;
 | 
						|
		this.add( this.line );
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ArrowHelper.prototype = Object.create( Object3D.prototype );
 | 
						|
	ArrowHelper.prototype.constructor = ArrowHelper;
 | 
						|
 | 
						|
	ArrowHelper.prototype.setDirection = ( function () {
 | 
						|
 | 
						|
		var axis = new Vector3();
 | 
						|
		var radians;
 | 
						|
 | 
						|
		return function setDirection( dir ) {
 | 
						|
 | 
						|
			// dir is assumed to be normalized
 | 
						|
 | 
						|
			if ( dir.y > 0.99999 ) {
 | 
						|
 | 
						|
				this.quaternion.set( 0, 0, 0, 1 );
 | 
						|
 | 
						|
			} else if ( dir.y < - 0.99999 ) {
 | 
						|
 | 
						|
				this.quaternion.set( 1, 0, 0, 0 );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				axis.set( dir.z, 0, - dir.x ).normalize();
 | 
						|
 | 
						|
				radians = Math.acos( dir.y );
 | 
						|
 | 
						|
				this.quaternion.setFromAxisAngle( axis, radians );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}() );
 | 
						|
 | 
						|
	ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
 | 
						|
 | 
						|
		if ( headLength === undefined ) headLength = 0.2 * length;
 | 
						|
		if ( headWidth === undefined ) headWidth = 0.2 * headLength;
 | 
						|
 | 
						|
		this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
 | 
						|
		this.line.updateMatrix();
 | 
						|
 | 
						|
		this.cone.scale.set( headWidth, headLength, headWidth );
 | 
						|
		this.cone.position.y = length;
 | 
						|
		this.cone.updateMatrix();
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	ArrowHelper.prototype.setColor = function ( color ) {
 | 
						|
 | 
						|
		this.line.material.color.copy( color );
 | 
						|
		this.cone.material.color.copy( color );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author sroucheray / http://sroucheray.org/
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	function AxesHelper( 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 colors = [
 | 
						|
			1, 0, 0,	1, 0.6, 0,
 | 
						|
			0, 1, 0,	0.6, 1, 0,
 | 
						|
			0, 0, 1,	0, 0.6, 1
 | 
						|
		];
 | 
						|
 | 
						|
		var geometry = new BufferGeometry();
 | 
						|
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | 
						|
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
 | 
						|
 | 
						|
		var material = new LineBasicMaterial( { vertexColors: VertexColors } );
 | 
						|
 | 
						|
		LineSegments.call( this, geometry, material );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	AxesHelper.prototype = Object.create( LineSegments.prototype );
 | 
						|
	AxesHelper.prototype.constructor = AxesHelper;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * @author mrdoob / http://mrdoob.com/
 | 
						|
	 */
 | 
						|
 | 
						|
	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 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	var LineStrip = 0;
 | 
						|
 | 
						|
	var LinePieces = 1;
 | 
						|
 | 
						|
	function MeshFaceMaterial( materials ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
 | 
						|
		return materials;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function MultiMaterial( materials ) {
 | 
						|
 | 
						|
		if ( materials === undefined ) materials = [];
 | 
						|
 | 
						|
		console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
 | 
						|
		materials.isMultiMaterial = true;
 | 
						|
		materials.materials = materials;
 | 
						|
		materials.clone = function () {
 | 
						|
 | 
						|
			return materials.slice();
 | 
						|
 | 
						|
		};
 | 
						|
		return materials;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function PointCloud( geometry, material ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
 | 
						|
		return new Points( geometry, material );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Particle( material ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
 | 
						|
		return new Sprite( material );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function ParticleSystem( geometry, material ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
 | 
						|
		return new Points( geometry, material );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function PointCloudMaterial( parameters ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
 | 
						|
		return new PointsMaterial( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function ParticleBasicMaterial( parameters ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
 | 
						|
		return new PointsMaterial( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function ParticleSystemMaterial( parameters ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
 | 
						|
		return new PointsMaterial( parameters );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Vertex( x, y, z ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
 | 
						|
		return new Vector3( x, y, z );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function DynamicBufferAttribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
 | 
						|
		return new BufferAttribute( array, itemSize ).setDynamic( true );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Int8Attribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
 | 
						|
		return new Int8BufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Uint8Attribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
 | 
						|
		return new Uint8BufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Uint8ClampedAttribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
 | 
						|
		return new Uint8ClampedBufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Int16Attribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
 | 
						|
		return new Int16BufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Uint16Attribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
 | 
						|
		return new Uint16BufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Int32Attribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
 | 
						|
		return new Int32BufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Uint32Attribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
 | 
						|
		return new Uint32BufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Float32Attribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
 | 
						|
		return new Float32BufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function Float64Attribute( array, itemSize ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
 | 
						|
		return new Float64BufferAttribute( array, itemSize );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Curve.create = function ( construct, getPoint ) {
 | 
						|
 | 
						|
		console.log( 'THREE.Curve.create() has been deprecated' );
 | 
						|
 | 
						|
		construct.prototype = Object.create( Curve.prototype );
 | 
						|
		construct.prototype.constructor = construct;
 | 
						|
		construct.prototype.getPoint = getPoint;
 | 
						|
 | 
						|
		return construct;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.assign( CurvePath.prototype, {
 | 
						|
 | 
						|
		createPointsGeometry: function ( divisions ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
 | 
						|
 | 
						|
			// generate geometry from path points (for Line or Points objects)
 | 
						|
 | 
						|
			var pts = this.getPoints( divisions );
 | 
						|
			return this.createGeometry( pts );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		createSpacedPointsGeometry: function ( divisions ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
 | 
						|
 | 
						|
			// generate geometry from equidistant sampling along the path
 | 
						|
 | 
						|
			var pts = this.getSpacedPoints( divisions );
 | 
						|
			return this.createGeometry( pts );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		createGeometry: function ( points ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
 | 
						|
 | 
						|
			var geometry = new Geometry();
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.assign( Path.prototype, {
 | 
						|
 | 
						|
		fromPoints: function ( points ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
 | 
						|
			this.setFromPoints( points );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function ClosedSplineCurve3( points ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
 | 
						|
 | 
						|
		CatmullRomCurve3.call( this, points );
 | 
						|
		this.type = 'catmullrom';
 | 
						|
		this.closed = true;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function SplineCurve3( points ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
 | 
						|
 | 
						|
		CatmullRomCurve3.call( this, points );
 | 
						|
		this.type = 'catmullrom';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function Spline( points ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
 | 
						|
 | 
						|
		CatmullRomCurve3.call( this, points );
 | 
						|
		this.type = 'catmullrom';
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Spline.prototype = Object.create( CatmullRomCurve3.prototype );
 | 
						|
 | 
						|
	Object.assign( Spline.prototype, {
 | 
						|
 | 
						|
		initFromArray: function ( /* a */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.Spline: .initFromArray() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		getControlPointsArray: function ( /* optionalTarget */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		reparametrizeByArcLength: function ( /* samplingCoef */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function AxisHelper( size ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
 | 
						|
		return new AxesHelper( size );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function BoundingBoxHelper( object, color ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
 | 
						|
		return new BoxHelper( object, color );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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 } ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	GridHelper.prototype.setColors = function () {
 | 
						|
 | 
						|
		console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	SkeletonHelper.prototype.update = function () {
 | 
						|
 | 
						|
		console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	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 } ) );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.assign( Loader.prototype, {
 | 
						|
 | 
						|
		extractUrlBase: function ( url ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
 | 
						|
			return LoaderUtils.extractUrlBase( url );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	function XHRLoader( manager ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
 | 
						|
		return new FileLoader( manager );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	function BinaryTextureLoader( manager ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
 | 
						|
		return new DataTextureLoader( manager );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.assign( Box2.prototype, {
 | 
						|
 | 
						|
		center: function ( optionalTarget ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
 | 
						|
			return this.getCenter( optionalTarget );
 | 
						|
 | 
						|
		},
 | 
						|
		empty: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
 | 
						|
			return this.isEmpty();
 | 
						|
 | 
						|
		},
 | 
						|
		isIntersectionBox: function ( box ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
 | 
						|
			return this.intersectsBox( box );
 | 
						|
 | 
						|
		},
 | 
						|
		size: function ( optionalTarget ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
 | 
						|
			return this.getSize( optionalTarget );
 | 
						|
 | 
						|
		}
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Box3.prototype, {
 | 
						|
 | 
						|
		center: function ( optionalTarget ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
 | 
						|
			return this.getCenter( optionalTarget );
 | 
						|
 | 
						|
		},
 | 
						|
		empty: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
 | 
						|
			return this.isEmpty();
 | 
						|
 | 
						|
		},
 | 
						|
		isIntersectionBox: function ( box ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
 | 
						|
			return this.intersectsBox( box );
 | 
						|
 | 
						|
		},
 | 
						|
		isIntersectionSphere: function ( sphere ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
 | 
						|
			return this.intersectsSphere( sphere );
 | 
						|
 | 
						|
		},
 | 
						|
		size: function ( optionalTarget ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
 | 
						|
			return this.getSize( optionalTarget );
 | 
						|
 | 
						|
		}
 | 
						|
	} );
 | 
						|
 | 
						|
	Line3.prototype.center = function ( optionalTarget ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
 | 
						|
		return this.getCenter( optionalTarget );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	Object.assign( _Math, {
 | 
						|
 | 
						|
		random16: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
 | 
						|
			return Math.random();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		nearestPowerOfTwo: function ( value ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
 | 
						|
			return _Math.floorPowerOfTwo( value );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		nextPowerOfTwo: function ( value ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
 | 
						|
			return _Math.ceilPowerOfTwo( value );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Matrix3.prototype, {
 | 
						|
 | 
						|
		flattenToArrayOffset: function ( array, offset ) {
 | 
						|
 | 
						|
			console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
 | 
						|
			return this.toArray( array, offset );
 | 
						|
 | 
						|
		},
 | 
						|
		multiplyVector3: function ( vector ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
 | 
						|
			return vector.applyMatrix3( this );
 | 
						|
 | 
						|
		},
 | 
						|
		multiplyVector3Array: function ( /* a */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		applyToBuffer: function ( buffer /*, offset, length */ ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
 | 
						|
			return this.applyToBufferAttribute( buffer );
 | 
						|
 | 
						|
		},
 | 
						|
		applyToVector3Array: function ( /* array, offset, length */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Matrix4.prototype, {
 | 
						|
 | 
						|
		extractPosition: function ( m ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
 | 
						|
			return this.copyPosition( m );
 | 
						|
 | 
						|
		},
 | 
						|
		flattenToArrayOffset: function ( array, offset ) {
 | 
						|
 | 
						|
			console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
 | 
						|
			return this.toArray( array, offset );
 | 
						|
 | 
						|
		},
 | 
						|
		getPosition: function () {
 | 
						|
 | 
						|
			var v1;
 | 
						|
 | 
						|
			return function getPosition() {
 | 
						|
 | 
						|
				if ( v1 === undefined ) v1 = new Vector3();
 | 
						|
				console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
 | 
						|
				return v1.setFromMatrixColumn( this, 3 );
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
		setRotationFromQuaternion: function ( q ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
 | 
						|
			return this.makeRotationFromQuaternion( q );
 | 
						|
 | 
						|
		},
 | 
						|
		multiplyToArray: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		multiplyVector3: function ( vector ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
 | 
						|
			return vector.applyMatrix4( this );
 | 
						|
 | 
						|
		},
 | 
						|
		multiplyVector4: function ( vector ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
 | 
						|
			return vector.applyMatrix4( this );
 | 
						|
 | 
						|
		},
 | 
						|
		multiplyVector3Array: function ( /* a */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		rotateAxis: function ( v ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
 | 
						|
			v.transformDirection( this );
 | 
						|
 | 
						|
		},
 | 
						|
		crossVector: function ( vector ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
 | 
						|
			return vector.applyMatrix4( this );
 | 
						|
 | 
						|
		},
 | 
						|
		translate: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix4: .translate() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		rotateX: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		rotateY: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		rotateZ: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		rotateByAxis: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		applyToBuffer: function ( buffer /*, offset, length */ ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
 | 
						|
			return this.applyToBufferAttribute( buffer );
 | 
						|
 | 
						|
		},
 | 
						|
		applyToVector3Array: function ( /* array, offset, length */ ) {
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Plane.prototype.isIntersectionLine = function ( line ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
 | 
						|
		return this.intersectsLine( line );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	Quaternion.prototype.multiplyVector3 = function ( vector ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
 | 
						|
		return vector.applyQuaternion( this );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	Object.assign( Ray.prototype, {
 | 
						|
 | 
						|
		isIntersectionBox: function ( box ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
 | 
						|
			return this.intersectsBox( box );
 | 
						|
 | 
						|
		},
 | 
						|
		isIntersectionPlane: function ( plane ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
 | 
						|
			return this.intersectsPlane( plane );
 | 
						|
 | 
						|
		},
 | 
						|
		isIntersectionSphere: function ( sphere ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
 | 
						|
			return this.intersectsSphere( sphere );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Triangle.prototype, {
 | 
						|
 | 
						|
		area: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
 | 
						|
			return this.getArea();
 | 
						|
 | 
						|
		},
 | 
						|
		barycoordFromPoint: function ( point, target ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
 | 
						|
			return this.getBarycoord( point, target );
 | 
						|
 | 
						|
		},
 | 
						|
		midpoint: function ( target ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
 | 
						|
			return this.getMidpoint( target );
 | 
						|
 | 
						|
		},
 | 
						|
		normal: function ( target ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
 | 
						|
			return this.getNormal( target );
 | 
						|
 | 
						|
		},
 | 
						|
		plane: function ( target ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
 | 
						|
			return this.getPlane( target );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Triangle, {
 | 
						|
 | 
						|
		barycoordFromPoint: function ( point, a, b, c, target ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
 | 
						|
			return Triangle.getBarycoord( point, a, b, c, target );
 | 
						|
 | 
						|
		},
 | 
						|
		normal: function ( a, b, c, target ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
 | 
						|
			return Triangle.getNormal( a, b, c, target );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Shape.prototype, {
 | 
						|
 | 
						|
		extractAllPoints: function ( divisions ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
 | 
						|
			return this.extractPoints( divisions );
 | 
						|
 | 
						|
		},
 | 
						|
		extrude: function ( options ) {
 | 
						|
 | 
						|
			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 );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Vector2.prototype, {
 | 
						|
 | 
						|
		fromAttribute: function ( attribute, index, offset ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
 | 
						|
			return this.fromBufferAttribute( attribute, index, offset );
 | 
						|
 | 
						|
		},
 | 
						|
		distanceToManhattan: function ( v ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
 | 
						|
			return this.manhattanDistanceTo( v );
 | 
						|
 | 
						|
		},
 | 
						|
		lengthManhattan: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
 | 
						|
			return this.manhattanLength();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Vector3.prototype, {
 | 
						|
 | 
						|
		setEulerFromRotationMatrix: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
 | 
						|
 | 
						|
		},
 | 
						|
		setEulerFromQuaternion: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
 | 
						|
 | 
						|
		},
 | 
						|
		getPositionFromMatrix: function ( m ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
 | 
						|
			return this.setFromMatrixPosition( m );
 | 
						|
 | 
						|
		},
 | 
						|
		getScaleFromMatrix: function ( m ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
 | 
						|
			return this.setFromMatrixScale( m );
 | 
						|
 | 
						|
		},
 | 
						|
		getColumnFromMatrix: function ( index, matrix ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
 | 
						|
			return this.setFromMatrixColumn( matrix, index );
 | 
						|
 | 
						|
		},
 | 
						|
		applyProjection: function ( m ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
 | 
						|
			return this.applyMatrix4( m );
 | 
						|
 | 
						|
		},
 | 
						|
		fromAttribute: function ( attribute, index, offset ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
 | 
						|
			return this.fromBufferAttribute( attribute, index, offset );
 | 
						|
 | 
						|
		},
 | 
						|
		distanceToManhattan: function ( v ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
 | 
						|
			return this.manhattanDistanceTo( v );
 | 
						|
 | 
						|
		},
 | 
						|
		lengthManhattan: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
 | 
						|
			return this.manhattanLength();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Vector4.prototype, {
 | 
						|
 | 
						|
		fromAttribute: function ( attribute, index, offset ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
 | 
						|
			return this.fromBufferAttribute( attribute, index, offset );
 | 
						|
 | 
						|
		},
 | 
						|
		lengthManhattan: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
 | 
						|
			return this.manhattanLength();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.assign( Geometry.prototype, {
 | 
						|
 | 
						|
		computeTangents: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		computeLineDistances: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Object3D.prototype, {
 | 
						|
 | 
						|
		getChildByName: function ( name ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
 | 
						|
			return this.getObjectByName( name );
 | 
						|
 | 
						|
		},
 | 
						|
		renderDepth: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
 | 
						|
 | 
						|
		},
 | 
						|
		translate: function ( distance, axis ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
 | 
						|
			return this.translateOnAxis( axis, distance );
 | 
						|
 | 
						|
		},
 | 
						|
		getWorldRotation: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperties( Object3D.prototype, {
 | 
						|
 | 
						|
		eulerOrder: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
 | 
						|
				return this.rotation.order;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
 | 
						|
				this.rotation.order = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		useQuaternion: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
 | 
						|
 | 
						|
			},
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperties( LOD.prototype, {
 | 
						|
 | 
						|
		objects: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
 | 
						|
				return this.levels;
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
 | 
						|
 | 
						|
		get: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		set: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
 | 
						|
 | 
						|
		get: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
 | 
						|
			return this.arcLengthDivisions;
 | 
						|
 | 
						|
		},
 | 
						|
		set: function ( value ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
 | 
						|
			this.arcLengthDivisions = value;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
 | 
						|
 | 
						|
		console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
 | 
						|
				"Use .setFocalLength and .filmGauge for a photographic setup." );
 | 
						|
 | 
						|
		if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
 | 
						|
		this.setFocalLength( focalLength );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.defineProperties( Light.prototype, {
 | 
						|
		onlyShadow: {
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .onlyShadow has been removed.' );
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowCameraFov: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
 | 
						|
				this.shadow.camera.fov = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowCameraLeft: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
 | 
						|
				this.shadow.camera.left = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowCameraRight: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
 | 
						|
				this.shadow.camera.right = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowCameraTop: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
 | 
						|
				this.shadow.camera.top = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowCameraBottom: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
 | 
						|
				this.shadow.camera.bottom = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowCameraNear: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
 | 
						|
				this.shadow.camera.near = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowCameraFar: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
 | 
						|
				this.shadow.camera.far = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowCameraVisible: {
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowBias: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
 | 
						|
				this.shadow.bias = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowDarkness: {
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowMapWidth: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
 | 
						|
				this.shadow.mapSize.width = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowMapHeight: {
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
 | 
						|
				this.shadow.mapSize.height = value;
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.defineProperties( BufferAttribute.prototype, {
 | 
						|
 | 
						|
		length: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
 | 
						|
				return this.array.length;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		copyIndicesArray: function ( /* indices */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( BufferGeometry.prototype, {
 | 
						|
 | 
						|
		addIndex: function ( index ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
 | 
						|
			this.setIndex( index );
 | 
						|
 | 
						|
		},
 | 
						|
		addDrawCall: function ( start, count, indexOffset ) {
 | 
						|
 | 
						|
			if ( indexOffset !== undefined ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
 | 
						|
 | 
						|
			}
 | 
						|
			console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
 | 
						|
			this.addGroup( start, count );
 | 
						|
 | 
						|
		},
 | 
						|
		clearDrawCalls: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
 | 
						|
			this.clearGroups();
 | 
						|
 | 
						|
		},
 | 
						|
		computeTangents: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		computeOffsets: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperties( BufferGeometry.prototype, {
 | 
						|
 | 
						|
		drawcalls: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
 | 
						|
				return this.groups;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		offsets: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
 | 
						|
				return this.groups;
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.assign( ExtrudeBufferGeometry.prototype, {
 | 
						|
 | 
						|
		getArrays: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addShapeList: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		addShape: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.defineProperties( Uniform.prototype, {
 | 
						|
 | 
						|
		dynamic: {
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		onUpdate: {
 | 
						|
			value: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
 | 
						|
				return this;
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.defineProperties( Material.prototype, {
 | 
						|
 | 
						|
		wrapAround: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Material: .wrapAround has been removed.' );
 | 
						|
 | 
						|
			},
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Material: .wrapAround has been removed.' );
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		wrapRGB: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.Material: .wrapRGB has been removed.' );
 | 
						|
				return new Color();
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
 | 
						|
		shading: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
 | 
						|
				this.flatShading = ( value === FlatShading );
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperties( MeshPhongMaterial.prototype, {
 | 
						|
 | 
						|
		metal: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
 | 
						|
				return false;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperties( ShaderMaterial.prototype, {
 | 
						|
 | 
						|
		derivatives: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
 | 
						|
				return this.extensions.derivatives;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
 | 
						|
				this.extensions.derivatives = value;
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.assign( WebGLRenderer.prototype, {
 | 
						|
 | 
						|
		getCurrentRenderTarget: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
 | 
						|
			return this.getRenderTarget();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getMaxAnisotropy: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
 | 
						|
			return this.capabilities.getMaxAnisotropy();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		getPrecision: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
 | 
						|
			return this.capabilities.precision;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		resetGLState: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
 | 
						|
			return this.state.reset();
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		supportsFloatTextures: function () {
 | 
						|
 | 
						|
			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 () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
 | 
						|
			return this.extensions.get( 'OES_standard_derivatives' );
 | 
						|
 | 
						|
		},
 | 
						|
		supportsCompressedTextureS3TC: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
 | 
						|
			return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
 | 
						|
 | 
						|
		},
 | 
						|
		supportsCompressedTexturePVRTC: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
 | 
						|
			return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
 | 
						|
 | 
						|
		},
 | 
						|
		supportsBlendMinMax: function () {
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		},
 | 
						|
		supportsInstancedArrays: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
 | 
						|
			return this.extensions.get( 'ANGLE_instanced_arrays' );
 | 
						|
 | 
						|
		},
 | 
						|
		enableScissorTest: function ( boolean ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
 | 
						|
			this.setScissorTest( boolean );
 | 
						|
 | 
						|
		},
 | 
						|
		initMaterial: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		addPrePlugin: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		addPostPlugin: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		updateShadowMap: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
 | 
						|
 | 
						|
		},
 | 
						|
		setFaceCulling: function () {
 | 
						|
 | 
						|
			console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperties( WebGLRenderer.prototype, {
 | 
						|
 | 
						|
		shadowMapEnabled: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this.shadowMap.enabled;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
 | 
						|
				this.shadowMap.enabled = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowMapType: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				return this.shadowMap.type;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
 | 
						|
				this.shadowMap.type = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		shadowMapCullFace: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
 | 
						|
				return undefined;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( /* value */ ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.defineProperties( WebGLShadowMap.prototype, {
 | 
						|
 | 
						|
		cullFace: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
 | 
						|
				return undefined;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( /* cullFace */ ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		renderReverseSided: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
 | 
						|
				return undefined;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		renderSingleSided: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
 | 
						|
				return undefined;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.defineProperties( WebGLRenderTarget.prototype, {
 | 
						|
 | 
						|
		wrapS: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
 | 
						|
				return this.texture.wrapS;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
 | 
						|
				this.texture.wrapS = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		wrapT: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
 | 
						|
				return this.texture.wrapT;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
 | 
						|
				this.texture.wrapT = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		magFilter: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
 | 
						|
				return this.texture.magFilter;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
 | 
						|
				this.texture.magFilter = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		minFilter: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
 | 
						|
				return this.texture.minFilter;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
 | 
						|
				this.texture.minFilter = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		anisotropy: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
 | 
						|
				return this.texture.anisotropy;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
 | 
						|
				this.texture.anisotropy = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		offset: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
 | 
						|
				return this.texture.offset;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
 | 
						|
				this.texture.offset = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		repeat: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
 | 
						|
				return this.texture.repeat;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
 | 
						|
				this.texture.repeat = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		format: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
 | 
						|
				return this.texture.format;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
 | 
						|
				this.texture.format = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		type: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
 | 
						|
				return this.texture.type;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
 | 
						|
				this.texture.type = value;
 | 
						|
 | 
						|
			}
 | 
						|
		},
 | 
						|
		generateMipmaps: {
 | 
						|
			get: function () {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
 | 
						|
				return this.texture.generateMipmaps;
 | 
						|
 | 
						|
			},
 | 
						|
			set: function ( value ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
 | 
						|
				this.texture.generateMipmaps = value;
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Object.defineProperties( WebVRManager.prototype, {
 | 
						|
 | 
						|
		standing: {
 | 
						|
			set: function ( /* value */ ) {
 | 
						|
 | 
						|
				console.warn( 'THREE.WebVRManager: .standing has been removed.' );
 | 
						|
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	Audio.prototype.load = function ( file ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
 | 
						|
		var scope = this;
 | 
						|
		var audioLoader = new AudioLoader();
 | 
						|
		audioLoader.load( file, function ( buffer ) {
 | 
						|
 | 
						|
			scope.setBuffer( buffer );
 | 
						|
 | 
						|
		} );
 | 
						|
		return this;
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	AudioAnalyser.prototype.getData = function () {
 | 
						|
 | 
						|
		console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
 | 
						|
		return this.getFrequencyData();
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
 | 
						|
 | 
						|
		console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
 | 
						|
		return this.update( renderer, scene );
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	var GeometryUtils = {
 | 
						|
 | 
						|
		merge: function ( geometry1, geometry2, materialIndexOffset ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
 | 
						|
			var matrix;
 | 
						|
 | 
						|
			if ( geometry2.isMesh ) {
 | 
						|
 | 
						|
				geometry2.matrixAutoUpdate && geometry2.updateMatrix();
 | 
						|
 | 
						|
				matrix = geometry2.matrix;
 | 
						|
				geometry2 = geometry2.geometry;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			geometry1.merge( geometry2, matrix, materialIndexOffset );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		center: function ( geometry ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
 | 
						|
			return geometry.center();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	var ImageUtils = {
 | 
						|
 | 
						|
		crossOrigin: undefined,
 | 
						|
 | 
						|
		loadTexture: function ( url, mapping, onLoad, onError ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
 | 
						|
 | 
						|
			var loader = new TextureLoader();
 | 
						|
			loader.setCrossOrigin( this.crossOrigin );
 | 
						|
 | 
						|
			var texture = loader.load( url, onLoad, undefined, onError );
 | 
						|
 | 
						|
			if ( mapping ) texture.mapping = mapping;
 | 
						|
 | 
						|
			return texture;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		loadTextureCube: function ( urls, mapping, onLoad, onError ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
 | 
						|
 | 
						|
			var loader = new CubeTextureLoader();
 | 
						|
			loader.setCrossOrigin( this.crossOrigin );
 | 
						|
 | 
						|
			var texture = loader.load( urls, onLoad, undefined, onError );
 | 
						|
 | 
						|
			if ( mapping ) texture.mapping = mapping;
 | 
						|
 | 
						|
			return texture;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		loadCompressedTexture: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		loadCompressedTextureCube: function () {
 | 
						|
 | 
						|
			console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function Projector() {
 | 
						|
 | 
						|
		console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
 | 
						|
 | 
						|
		this.projectVector = function ( vector, camera ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
 | 
						|
			vector.project( camera );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.unprojectVector = function ( vector, camera ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
 | 
						|
			vector.unproject( camera );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
		this.pickingRay = function () {
 | 
						|
 | 
						|
			console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
 | 
						|
 | 
						|
		};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function CanvasRenderer() {
 | 
						|
 | 
						|
		console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
 | 
						|
 | 
						|
		this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
 | 
						|
		this.clear = function () {};
 | 
						|
		this.render = function () {};
 | 
						|
		this.setClearColor = function () {};
 | 
						|
		this.setSize = function () {};
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	var SceneUtils = {
 | 
						|
 | 
						|
		createMultiMaterialObject: function ( /* geometry, materials */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		detach: function ( /* child, parent, scene */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		attach: function ( /* child, scene, parent */ ) {
 | 
						|
 | 
						|
			console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	};
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function LensFlare() {
 | 
						|
 | 
						|
		console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
 | 
						|
	exports.WebGLRenderTarget = WebGLRenderTarget;
 | 
						|
	exports.WebGLRenderer = WebGLRenderer;
 | 
						|
	exports.ShaderLib = ShaderLib;
 | 
						|
	exports.UniformsLib = UniformsLib;
 | 
						|
	exports.UniformsUtils = UniformsUtils;
 | 
						|
	exports.ShaderChunk = ShaderChunk;
 | 
						|
	exports.FogExp2 = FogExp2;
 | 
						|
	exports.Fog = Fog;
 | 
						|
	exports.Scene = Scene;
 | 
						|
	exports.Sprite = Sprite;
 | 
						|
	exports.LOD = LOD;
 | 
						|
	exports.SkinnedMesh = SkinnedMesh;
 | 
						|
	exports.Skeleton = Skeleton;
 | 
						|
	exports.Bone = Bone;
 | 
						|
	exports.Mesh = Mesh;
 | 
						|
	exports.LineSegments = LineSegments;
 | 
						|
	exports.LineLoop = LineLoop;
 | 
						|
	exports.Line = Line;
 | 
						|
	exports.Points = Points;
 | 
						|
	exports.Group = Group;
 | 
						|
	exports.VideoTexture = VideoTexture;
 | 
						|
	exports.DataTexture = DataTexture;
 | 
						|
	exports.CompressedTexture = CompressedTexture;
 | 
						|
	exports.CubeTexture = CubeTexture;
 | 
						|
	exports.CanvasTexture = CanvasTexture;
 | 
						|
	exports.DepthTexture = DepthTexture;
 | 
						|
	exports.Texture = Texture;
 | 
						|
	exports.CompressedTextureLoader = CompressedTextureLoader;
 | 
						|
	exports.DataTextureLoader = DataTextureLoader;
 | 
						|
	exports.CubeTextureLoader = CubeTextureLoader;
 | 
						|
	exports.TextureLoader = TextureLoader;
 | 
						|
	exports.ObjectLoader = ObjectLoader;
 | 
						|
	exports.MaterialLoader = MaterialLoader;
 | 
						|
	exports.BufferGeometryLoader = BufferGeometryLoader;
 | 
						|
	exports.DefaultLoadingManager = DefaultLoadingManager;
 | 
						|
	exports.LoadingManager = LoadingManager;
 | 
						|
	exports.JSONLoader = JSONLoader;
 | 
						|
	exports.ImageLoader = ImageLoader;
 | 
						|
	exports.ImageBitmapLoader = ImageBitmapLoader;
 | 
						|
	exports.FontLoader = FontLoader;
 | 
						|
	exports.FileLoader = FileLoader;
 | 
						|
	exports.Loader = Loader;
 | 
						|
	exports.LoaderUtils = LoaderUtils;
 | 
						|
	exports.Cache = Cache;
 | 
						|
	exports.AudioLoader = AudioLoader;
 | 
						|
	exports.SpotLightShadow = SpotLightShadow;
 | 
						|
	exports.SpotLight = SpotLight;
 | 
						|
	exports.PointLight = PointLight;
 | 
						|
	exports.RectAreaLight = RectAreaLight;
 | 
						|
	exports.HemisphereLight = HemisphereLight;
 | 
						|
	exports.DirectionalLightShadow = DirectionalLightShadow;
 | 
						|
	exports.DirectionalLight = DirectionalLight;
 | 
						|
	exports.AmbientLight = AmbientLight;
 | 
						|
	exports.LightShadow = LightShadow;
 | 
						|
	exports.Light = Light;
 | 
						|
	exports.StereoCamera = StereoCamera;
 | 
						|
	exports.PerspectiveCamera = PerspectiveCamera;
 | 
						|
	exports.OrthographicCamera = OrthographicCamera;
 | 
						|
	exports.CubeCamera = CubeCamera;
 | 
						|
	exports.ArrayCamera = ArrayCamera;
 | 
						|
	exports.Camera = Camera;
 | 
						|
	exports.AudioListener = AudioListener;
 | 
						|
	exports.PositionalAudio = PositionalAudio;
 | 
						|
	exports.AudioContext = AudioContext;
 | 
						|
	exports.AudioAnalyser = AudioAnalyser;
 | 
						|
	exports.Audio = Audio;
 | 
						|
	exports.VectorKeyframeTrack = VectorKeyframeTrack;
 | 
						|
	exports.StringKeyframeTrack = StringKeyframeTrack;
 | 
						|
	exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
 | 
						|
	exports.NumberKeyframeTrack = NumberKeyframeTrack;
 | 
						|
	exports.ColorKeyframeTrack = ColorKeyframeTrack;
 | 
						|
	exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
 | 
						|
	exports.PropertyMixer = PropertyMixer;
 | 
						|
	exports.PropertyBinding = PropertyBinding;
 | 
						|
	exports.KeyframeTrack = KeyframeTrack;
 | 
						|
	exports.AnimationUtils = AnimationUtils;
 | 
						|
	exports.AnimationObjectGroup = AnimationObjectGroup;
 | 
						|
	exports.AnimationMixer = AnimationMixer;
 | 
						|
	exports.AnimationClip = AnimationClip;
 | 
						|
	exports.Uniform = Uniform;
 | 
						|
	exports.InstancedBufferGeometry = InstancedBufferGeometry;
 | 
						|
	exports.BufferGeometry = BufferGeometry;
 | 
						|
	exports.Geometry = Geometry;
 | 
						|
	exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
 | 
						|
	exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
 | 
						|
	exports.InterleavedBuffer = InterleavedBuffer;
 | 
						|
	exports.InstancedBufferAttribute = InstancedBufferAttribute;
 | 
						|
	exports.Face3 = Face3;
 | 
						|
	exports.Object3D = Object3D;
 | 
						|
	exports.Raycaster = Raycaster;
 | 
						|
	exports.Layers = Layers;
 | 
						|
	exports.EventDispatcher = EventDispatcher;
 | 
						|
	exports.Clock = Clock;
 | 
						|
	exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
 | 
						|
	exports.LinearInterpolant = LinearInterpolant;
 | 
						|
	exports.DiscreteInterpolant = DiscreteInterpolant;
 | 
						|
	exports.CubicInterpolant = CubicInterpolant;
 | 
						|
	exports.Interpolant = Interpolant;
 | 
						|
	exports.Triangle = Triangle;
 | 
						|
	exports.Math = _Math;
 | 
						|
	exports.Spherical = Spherical;
 | 
						|
	exports.Cylindrical = Cylindrical;
 | 
						|
	exports.Plane = Plane;
 | 
						|
	exports.Frustum = Frustum;
 | 
						|
	exports.Sphere = Sphere;
 | 
						|
	exports.Ray = Ray;
 | 
						|
	exports.Matrix4 = Matrix4;
 | 
						|
	exports.Matrix3 = Matrix3;
 | 
						|
	exports.Box3 = Box3;
 | 
						|
	exports.Box2 = Box2;
 | 
						|
	exports.Line3 = Line3;
 | 
						|
	exports.Euler = Euler;
 | 
						|
	exports.Vector4 = Vector4;
 | 
						|
	exports.Vector3 = Vector3;
 | 
						|
	exports.Vector2 = Vector2;
 | 
						|
	exports.Quaternion = Quaternion;
 | 
						|
	exports.Color = Color;
 | 
						|
	exports.ImmediateRenderObject = ImmediateRenderObject;
 | 
						|
	exports.VertexNormalsHelper = VertexNormalsHelper;
 | 
						|
	exports.SpotLightHelper = SpotLightHelper;
 | 
						|
	exports.SkeletonHelper = SkeletonHelper;
 | 
						|
	exports.PointLightHelper = PointLightHelper;
 | 
						|
	exports.RectAreaLightHelper = RectAreaLightHelper;
 | 
						|
	exports.HemisphereLightHelper = HemisphereLightHelper;
 | 
						|
	exports.GridHelper = GridHelper;
 | 
						|
	exports.PolarGridHelper = PolarGridHelper;
 | 
						|
	exports.FaceNormalsHelper = FaceNormalsHelper;
 | 
						|
	exports.DirectionalLightHelper = DirectionalLightHelper;
 | 
						|
	exports.CameraHelper = CameraHelper;
 | 
						|
	exports.BoxHelper = BoxHelper;
 | 
						|
	exports.Box3Helper = Box3Helper;
 | 
						|
	exports.PlaneHelper = PlaneHelper;
 | 
						|
	exports.ArrowHelper = ArrowHelper;
 | 
						|
	exports.AxesHelper = AxesHelper;
 | 
						|
	exports.Shape = Shape;
 | 
						|
	exports.Path = Path;
 | 
						|
	exports.ShapePath = ShapePath;
 | 
						|
	exports.Font = Font;
 | 
						|
	exports.CurvePath = CurvePath;
 | 
						|
	exports.Curve = Curve;
 | 
						|
	exports.ShapeUtils = ShapeUtils;
 | 
						|
	exports.WebGLUtils = WebGLUtils;
 | 
						|
	exports.WireframeGeometry = WireframeGeometry;
 | 
						|
	exports.ParametricGeometry = ParametricGeometry;
 | 
						|
	exports.ParametricBufferGeometry = ParametricBufferGeometry;
 | 
						|
	exports.TetrahedronGeometry = TetrahedronGeometry;
 | 
						|
	exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
 | 
						|
	exports.OctahedronGeometry = OctahedronGeometry;
 | 
						|
	exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
 | 
						|
	exports.IcosahedronGeometry = IcosahedronGeometry;
 | 
						|
	exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
 | 
						|
	exports.DodecahedronGeometry = DodecahedronGeometry;
 | 
						|
	exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
 | 
						|
	exports.PolyhedronGeometry = PolyhedronGeometry;
 | 
						|
	exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
 | 
						|
	exports.TubeGeometry = TubeGeometry;
 | 
						|
	exports.TubeBufferGeometry = TubeBufferGeometry;
 | 
						|
	exports.TorusKnotGeometry = TorusKnotGeometry;
 | 
						|
	exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
 | 
						|
	exports.TorusGeometry = TorusGeometry;
 | 
						|
	exports.TorusBufferGeometry = TorusBufferGeometry;
 | 
						|
	exports.TextGeometry = TextGeometry;
 | 
						|
	exports.TextBufferGeometry = TextBufferGeometry;
 | 
						|
	exports.SphereGeometry = SphereGeometry;
 | 
						|
	exports.SphereBufferGeometry = SphereBufferGeometry;
 | 
						|
	exports.RingGeometry = RingGeometry;
 | 
						|
	exports.RingBufferGeometry = RingBufferGeometry;
 | 
						|
	exports.PlaneGeometry = PlaneGeometry;
 | 
						|
	exports.PlaneBufferGeometry = PlaneBufferGeometry;
 | 
						|
	exports.LatheGeometry = LatheGeometry;
 | 
						|
	exports.LatheBufferGeometry = LatheBufferGeometry;
 | 
						|
	exports.ShapeGeometry = ShapeGeometry;
 | 
						|
	exports.ShapeBufferGeometry = ShapeBufferGeometry;
 | 
						|
	exports.ExtrudeGeometry = ExtrudeGeometry;
 | 
						|
	exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
 | 
						|
	exports.EdgesGeometry = EdgesGeometry;
 | 
						|
	exports.ConeGeometry = ConeGeometry;
 | 
						|
	exports.ConeBufferGeometry = ConeBufferGeometry;
 | 
						|
	exports.CylinderGeometry = CylinderGeometry;
 | 
						|
	exports.CylinderBufferGeometry = CylinderBufferGeometry;
 | 
						|
	exports.CircleGeometry = CircleGeometry;
 | 
						|
	exports.CircleBufferGeometry = CircleBufferGeometry;
 | 
						|
	exports.BoxGeometry = BoxGeometry;
 | 
						|
	exports.BoxBufferGeometry = BoxBufferGeometry;
 | 
						|
	exports.ShadowMaterial = ShadowMaterial;
 | 
						|
	exports.SpriteMaterial = SpriteMaterial;
 | 
						|
	exports.RawShaderMaterial = RawShaderMaterial;
 | 
						|
	exports.ShaderMaterial = ShaderMaterial;
 | 
						|
	exports.PointsMaterial = PointsMaterial;
 | 
						|
	exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
 | 
						|
	exports.MeshStandardMaterial = MeshStandardMaterial;
 | 
						|
	exports.MeshPhongMaterial = MeshPhongMaterial;
 | 
						|
	exports.MeshToonMaterial = MeshToonMaterial;
 | 
						|
	exports.MeshNormalMaterial = MeshNormalMaterial;
 | 
						|
	exports.MeshLambertMaterial = MeshLambertMaterial;
 | 
						|
	exports.MeshDepthMaterial = MeshDepthMaterial;
 | 
						|
	exports.MeshDistanceMaterial = MeshDistanceMaterial;
 | 
						|
	exports.MeshBasicMaterial = MeshBasicMaterial;
 | 
						|
	exports.LineDashedMaterial = LineDashedMaterial;
 | 
						|
	exports.LineBasicMaterial = LineBasicMaterial;
 | 
						|
	exports.Material = Material;
 | 
						|
	exports.Float64BufferAttribute = Float64BufferAttribute;
 | 
						|
	exports.Float32BufferAttribute = Float32BufferAttribute;
 | 
						|
	exports.Uint32BufferAttribute = Uint32BufferAttribute;
 | 
						|
	exports.Int32BufferAttribute = Int32BufferAttribute;
 | 
						|
	exports.Uint16BufferAttribute = Uint16BufferAttribute;
 | 
						|
	exports.Int16BufferAttribute = Int16BufferAttribute;
 | 
						|
	exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
 | 
						|
	exports.Uint8BufferAttribute = Uint8BufferAttribute;
 | 
						|
	exports.Int8BufferAttribute = Int8BufferAttribute;
 | 
						|
	exports.BufferAttribute = BufferAttribute;
 | 
						|
	exports.ArcCurve = ArcCurve;
 | 
						|
	exports.CatmullRomCurve3 = CatmullRomCurve3;
 | 
						|
	exports.CubicBezierCurve = CubicBezierCurve;
 | 
						|
	exports.CubicBezierCurve3 = CubicBezierCurve3;
 | 
						|
	exports.EllipseCurve = EllipseCurve;
 | 
						|
	exports.LineCurve = LineCurve;
 | 
						|
	exports.LineCurve3 = LineCurve3;
 | 
						|
	exports.QuadraticBezierCurve = QuadraticBezierCurve;
 | 
						|
	exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
 | 
						|
	exports.SplineCurve = SplineCurve;
 | 
						|
	exports.REVISION = REVISION;
 | 
						|
	exports.MOUSE = MOUSE;
 | 
						|
	exports.CullFaceNone = CullFaceNone;
 | 
						|
	exports.CullFaceBack = CullFaceBack;
 | 
						|
	exports.CullFaceFront = CullFaceFront;
 | 
						|
	exports.CullFaceFrontBack = CullFaceFrontBack;
 | 
						|
	exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
 | 
						|
	exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
 | 
						|
	exports.BasicShadowMap = BasicShadowMap;
 | 
						|
	exports.PCFShadowMap = PCFShadowMap;
 | 
						|
	exports.PCFSoftShadowMap = PCFSoftShadowMap;
 | 
						|
	exports.FrontSide = FrontSide;
 | 
						|
	exports.BackSide = BackSide;
 | 
						|
	exports.DoubleSide = DoubleSide;
 | 
						|
	exports.FlatShading = FlatShading;
 | 
						|
	exports.SmoothShading = SmoothShading;
 | 
						|
	exports.NoColors = NoColors;
 | 
						|
	exports.FaceColors = FaceColors;
 | 
						|
	exports.VertexColors = VertexColors;
 | 
						|
	exports.NoBlending = NoBlending;
 | 
						|
	exports.NormalBlending = NormalBlending;
 | 
						|
	exports.AdditiveBlending = AdditiveBlending;
 | 
						|
	exports.SubtractiveBlending = SubtractiveBlending;
 | 
						|
	exports.MultiplyBlending = MultiplyBlending;
 | 
						|
	exports.CustomBlending = CustomBlending;
 | 
						|
	exports.AddEquation = AddEquation;
 | 
						|
	exports.SubtractEquation = SubtractEquation;
 | 
						|
	exports.ReverseSubtractEquation = ReverseSubtractEquation;
 | 
						|
	exports.MinEquation = MinEquation;
 | 
						|
	exports.MaxEquation = MaxEquation;
 | 
						|
	exports.ZeroFactor = ZeroFactor;
 | 
						|
	exports.OneFactor = OneFactor;
 | 
						|
	exports.SrcColorFactor = SrcColorFactor;
 | 
						|
	exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
 | 
						|
	exports.SrcAlphaFactor = SrcAlphaFactor;
 | 
						|
	exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
 | 
						|
	exports.DstAlphaFactor = DstAlphaFactor;
 | 
						|
	exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
 | 
						|
	exports.DstColorFactor = DstColorFactor;
 | 
						|
	exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
 | 
						|
	exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
 | 
						|
	exports.NeverDepth = NeverDepth;
 | 
						|
	exports.AlwaysDepth = AlwaysDepth;
 | 
						|
	exports.LessDepth = LessDepth;
 | 
						|
	exports.LessEqualDepth = LessEqualDepth;
 | 
						|
	exports.EqualDepth = EqualDepth;
 | 
						|
	exports.GreaterEqualDepth = GreaterEqualDepth;
 | 
						|
	exports.GreaterDepth = GreaterDepth;
 | 
						|
	exports.NotEqualDepth = NotEqualDepth;
 | 
						|
	exports.MultiplyOperation = MultiplyOperation;
 | 
						|
	exports.MixOperation = MixOperation;
 | 
						|
	exports.AddOperation = AddOperation;
 | 
						|
	exports.NoToneMapping = NoToneMapping;
 | 
						|
	exports.LinearToneMapping = LinearToneMapping;
 | 
						|
	exports.ReinhardToneMapping = ReinhardToneMapping;
 | 
						|
	exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
 | 
						|
	exports.CineonToneMapping = CineonToneMapping;
 | 
						|
	exports.UVMapping = UVMapping;
 | 
						|
	exports.CubeReflectionMapping = CubeReflectionMapping;
 | 
						|
	exports.CubeRefractionMapping = CubeRefractionMapping;
 | 
						|
	exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
 | 
						|
	exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
 | 
						|
	exports.SphericalReflectionMapping = SphericalReflectionMapping;
 | 
						|
	exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
 | 
						|
	exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
 | 
						|
	exports.RepeatWrapping = RepeatWrapping;
 | 
						|
	exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
 | 
						|
	exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
 | 
						|
	exports.NearestFilter = NearestFilter;
 | 
						|
	exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
 | 
						|
	exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
 | 
						|
	exports.LinearFilter = LinearFilter;
 | 
						|
	exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
 | 
						|
	exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
 | 
						|
	exports.UnsignedByteType = UnsignedByteType;
 | 
						|
	exports.ByteType = ByteType;
 | 
						|
	exports.ShortType = ShortType;
 | 
						|
	exports.UnsignedShortType = UnsignedShortType;
 | 
						|
	exports.IntType = IntType;
 | 
						|
	exports.UnsignedIntType = UnsignedIntType;
 | 
						|
	exports.FloatType = FloatType;
 | 
						|
	exports.HalfFloatType = HalfFloatType;
 | 
						|
	exports.UnsignedShort4444Type = UnsignedShort4444Type;
 | 
						|
	exports.UnsignedShort5551Type = UnsignedShort5551Type;
 | 
						|
	exports.UnsignedShort565Type = UnsignedShort565Type;
 | 
						|
	exports.UnsignedInt248Type = UnsignedInt248Type;
 | 
						|
	exports.AlphaFormat = AlphaFormat;
 | 
						|
	exports.RGBFormat = RGBFormat;
 | 
						|
	exports.RGBAFormat = RGBAFormat;
 | 
						|
	exports.LuminanceFormat = LuminanceFormat;
 | 
						|
	exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
 | 
						|
	exports.RGBEFormat = RGBEFormat;
 | 
						|
	exports.DepthFormat = DepthFormat;
 | 
						|
	exports.DepthStencilFormat = DepthStencilFormat;
 | 
						|
	exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
 | 
						|
	exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
 | 
						|
	exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
 | 
						|
	exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
 | 
						|
	exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
 | 
						|
	exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
 | 
						|
	exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
 | 
						|
	exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
 | 
						|
	exports.RGB_ETC1_Format = RGB_ETC1_Format;
 | 
						|
	exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
 | 
						|
	exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
 | 
						|
	exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
 | 
						|
	exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
 | 
						|
	exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
 | 
						|
	exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
 | 
						|
	exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
 | 
						|
	exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
 | 
						|
	exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
 | 
						|
	exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
 | 
						|
	exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
 | 
						|
	exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
 | 
						|
	exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
 | 
						|
	exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
 | 
						|
	exports.LoopOnce = LoopOnce;
 | 
						|
	exports.LoopRepeat = LoopRepeat;
 | 
						|
	exports.LoopPingPong = LoopPingPong;
 | 
						|
	exports.InterpolateDiscrete = InterpolateDiscrete;
 | 
						|
	exports.InterpolateLinear = InterpolateLinear;
 | 
						|
	exports.InterpolateSmooth = InterpolateSmooth;
 | 
						|
	exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
 | 
						|
	exports.ZeroSlopeEnding = ZeroSlopeEnding;
 | 
						|
	exports.WrapAroundEnding = WrapAroundEnding;
 | 
						|
	exports.TrianglesDrawMode = TrianglesDrawMode;
 | 
						|
	exports.TriangleStripDrawMode = TriangleStripDrawMode;
 | 
						|
	exports.TriangleFanDrawMode = TriangleFanDrawMode;
 | 
						|
	exports.LinearEncoding = LinearEncoding;
 | 
						|
	exports.sRGBEncoding = sRGBEncoding;
 | 
						|
	exports.GammaEncoding = GammaEncoding;
 | 
						|
	exports.RGBEEncoding = RGBEEncoding;
 | 
						|
	exports.LogLuvEncoding = LogLuvEncoding;
 | 
						|
	exports.RGBM7Encoding = RGBM7Encoding;
 | 
						|
	exports.RGBM16Encoding = RGBM16Encoding;
 | 
						|
	exports.RGBDEncoding = RGBDEncoding;
 | 
						|
	exports.BasicDepthPacking = BasicDepthPacking;
 | 
						|
	exports.RGBADepthPacking = RGBADepthPacking;
 | 
						|
	exports.CubeGeometry = BoxGeometry;
 | 
						|
	exports.Face4 = Face4;
 | 
						|
	exports.LineStrip = LineStrip;
 | 
						|
	exports.LinePieces = LinePieces;
 | 
						|
	exports.MeshFaceMaterial = MeshFaceMaterial;
 | 
						|
	exports.MultiMaterial = MultiMaterial;
 | 
						|
	exports.PointCloud = PointCloud;
 | 
						|
	exports.Particle = Particle;
 | 
						|
	exports.ParticleSystem = ParticleSystem;
 | 
						|
	exports.PointCloudMaterial = PointCloudMaterial;
 | 
						|
	exports.ParticleBasicMaterial = ParticleBasicMaterial;
 | 
						|
	exports.ParticleSystemMaterial = ParticleSystemMaterial;
 | 
						|
	exports.Vertex = Vertex;
 | 
						|
	exports.DynamicBufferAttribute = DynamicBufferAttribute;
 | 
						|
	exports.Int8Attribute = Int8Attribute;
 | 
						|
	exports.Uint8Attribute = Uint8Attribute;
 | 
						|
	exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
 | 
						|
	exports.Int16Attribute = Int16Attribute;
 | 
						|
	exports.Uint16Attribute = Uint16Attribute;
 | 
						|
	exports.Int32Attribute = Int32Attribute;
 | 
						|
	exports.Uint32Attribute = Uint32Attribute;
 | 
						|
	exports.Float32Attribute = Float32Attribute;
 | 
						|
	exports.Float64Attribute = Float64Attribute;
 | 
						|
	exports.ClosedSplineCurve3 = ClosedSplineCurve3;
 | 
						|
	exports.SplineCurve3 = SplineCurve3;
 | 
						|
	exports.Spline = Spline;
 | 
						|
	exports.AxisHelper = AxisHelper;
 | 
						|
	exports.BoundingBoxHelper = BoundingBoxHelper;
 | 
						|
	exports.EdgesHelper = EdgesHelper;
 | 
						|
	exports.WireframeHelper = WireframeHelper;
 | 
						|
	exports.XHRLoader = XHRLoader;
 | 
						|
	exports.BinaryTextureLoader = BinaryTextureLoader;
 | 
						|
	exports.GeometryUtils = GeometryUtils;
 | 
						|
	exports.ImageUtils = ImageUtils;
 | 
						|
	exports.Projector = Projector;
 | 
						|
	exports.CanvasRenderer = CanvasRenderer;
 | 
						|
	exports.SceneUtils = SceneUtils;
 | 
						|
	exports.LensFlare = LensFlare;
 | 
						|
 | 
						|
	Object.defineProperty(exports, '__esModule', { value: true });
 | 
						|
 | 
						|
}))); |