diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..fd99cf0 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,14 @@ +# Normalize all text files to LF in the repo and on checkout, on every OS. +# Prevents the Windows/WSL CRLF churn that shows every line as "changed". +* text=auto eol=lf + +# Explicitly treat known binary assets as binary (never touch their bytes). +*.webm binary +*.mp4 binary +*.png binary +*.jpg binary +*.jpeg binary +*.gif binary +*.webp binary +*.wasm binary +*.ico binary diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml new file mode 100644 index 0000000..0423d3d --- /dev/null +++ b/.github/workflows/ci.yml @@ -0,0 +1,36 @@ +name: CI + +on: + push: + branches: [master, v2] + pull_request: + +jobs: + test: + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v4 + + - uses: actions/setup-node@v4 + with: + node-version: 20 + cache: npm + + - name: Install dependencies + run: npm ci + + - name: Unit tests (Node) + run: npm test + + - name: Type-check declarations + run: npm run test:types + + - name: Build UMD bundle + run: npm run build + + # Chromium + its system libraries, via the playwright-core installer. + - name: Install Chromium + run: npx playwright-core install --with-deps chromium + + - name: Browser tests (headless Chromium) + run: npm run test:browser diff --git a/.gitignore b/.gitignore index fd1e27d..2f4862b 100644 --- a/.gitignore +++ b/.gitignore @@ -1,19 +1,5 @@ -# Logs -logs +node_modules/ *.log -npm-debug.log* - -# Dependency directories -node_modules - -# Optional npm cache directory -.npm - -# Optional REPL history -.node_repl_history - -# Local file system .DS_Store - -# IDE -.idea +dist/ +build/ diff --git a/.npmignore b/.npmignore deleted file mode 100644 index f42b4f8..0000000 --- a/.npmignore +++ /dev/null @@ -1,4 +0,0 @@ -examples -assets -extension -utils \ No newline at end of file diff --git a/LICENSE b/LICENSE index e097bea..9955da0 100755 --- a/LICENSE +++ b/LICENSE @@ -1,6 +1,6 @@ The MIT License -Copyright (c) 2012 Jaume Sanchez Elias +Copyright (c) 2012-2026 Jaume Sanchez Elias Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/README.md b/README.md index e86aeb5..b5f1b54 100755 --- a/README.md +++ b/README.md @@ -1,189 +1,644 @@ -# CCapture.js - A library to capture canvas-based animations -CCapture.js is a library to help capturing animations created with HTML5 `canvas` at a fixed framerate. - -- [What is CCapture.js and why would I need it?](#what-is-ccapturejs-and-why-would-i-need-it) -- [Using the code](#using-the-code) -- [Limitations](#limitations) -- [Gallery](#gallery) -- [Credits](#credits) -- [License](#license) +# CCapture -An example is probably worth a lot of words: [CCapture.js with Game of Life 3D](http://www.clicktorelease.com/code/conway3d_ccapture/). +Capture canvas-based animations at a **fixed framerate**, with motion blur and +modern encoders — a ground-up rewrite of [CCapture.js](https://github.com/spite/ccapture.js) +(ES modules, WebCodecs, GPU motion blur, `async`/`await`). -![Sample](https://raw.githubusercontent.com/spite/ccapture.js/master/assets/sample.gif) +Your animation renders as fast (or as slowly) as it needs to; CCapture lies to +it about what time it is, so the exported video is perfectly smooth at exactly +the framerate you asked for — 30, 60, 240, whatever. Record a 4K frame that takes +two seconds to draw and still get a flawless 60fps file. -#### What is CCapture.js and why would I need it? #### +```js +import CCapture from "ccapture.js"; -Let's say that you finally have your amazing **canvas**-based animation running in your browser, be it 2D or 3D with the power of **WebGL**. You've been working hard to keep it fast and smooth. If you're using `requestAnimationFrame` you're aiming for a framerate of 60fps or, in other words, each frame is taking 16ms or less to render. +const capturer = new CCapture({ format: "mp4", framerate: 60, timeLimit: 5 }); +capturer.start(); -Now you want to record a video of it. Not a big deal, you can fire up a screen capture software that churns out a video file and be done with it. But what if you wanted to create an HD movie of your animation, and it simply cannot be rendered at higher resolutions because frames start dropping? What if you wanted to put all the quality settings up for the video? What if you wanted to push that particle count to 10 millions? +function render() { + requestAnimationFrame(render); // your normal loop + drawMyScene(); // draws using performance.now() / rAF time + capturer.capture(canvas); // ← the only line you add +} +render(); +``` -What if, indeed. What would happen is that you'd get a choppy video at best. At higher resolutions, fillrate is a bottleneck for most **canvas**-based animations. High quality settings or high number of elements may be only feasible on more powerful hardware. +That's it. After 5 seconds an `.mp4` downloads. No `await`, no restructuring. + +`CCapture` is the unified, plug-and-play recorder. It's composed of two pieces +you can also use on their own: **`FrameWrap`** (canvas capture — motion blur + +encoding) and **`TimeWarp`** (the virtual clock). + +--- + +## Table of contents + +- [How it works](#how-it-works) +- [Install](#install) +- [The least-intrusive API](#the-least-intrusive-api) +- [Adding it to an existing sketch](#adding-it-to-an-existing-sketch) +- [Options](#options) +- [Formats & encoders](#formats--encoders) +- [Custom encoders](#custom-encoders) +- [Motion blur](#motion-blur) +- [Methods & events](#methods--events) +- [Recipes](#recipes) +- [Using TimeWarp on its own](#using-timewarp-on-its-own) +- [Using FrameWrap on its own](#using-framewrap-on-its-own) +- [The `hookDate` trade-off](#the-hookdate-trade-off) +- [Migrating from CCapture 1.x](#migrating-from-ccapture-1x) +- [Browser support & caveats](#browser-support--caveats) +- [Examples](#examples) +- [License](#license) -With CCapture.js you can record smooth videos at a fixed framerate for all these situations, because it doesn't run in realtime: it makes the animations run at a given, fixed framerate which can be specified. You can record animations at smooth and consistent 30 or 60fps even if each frame takes seconds to render. You can even take a 240fps capture and create motion blur with post-production software. +--- -The only requirement is that you step your values per frame according to elapsed time. In other words, don't increment your variables with a fixed value each frame, but use an elapsed time delta to adjust those increments. CCapture.js works by hooking the common methods for obtaining that elapsed time: `Date.now()`, `setTimeout`, `requestAnimationFrame`, etc. and making them behave like a constant time step is happening, fixed by the specified framerate. +## How it works -Methods supported so far: +The idea (à la [ryg's kkapture](http://www.farb-rausch.de/~fg/kkapture/)) is to +replace the browser's notion of time with a **virtual clock** that only advances +one fixed step per captured frame. Anything that derives motion from elapsed +time then steps deterministically, decoupled from wall-clock. -- `Date.now`, `Date.prototype.getTime` -- `setTimeout`, `clearTimeout`, `setInterval` (`clearInterval` pending) -- `requestAnimationFrame` -- `performance.now` -- `HTMLVideoElement.prototype.currentTime`, `HTMLAudioElement.prototype.currentTime` +The library is three composable pieces: -CCapture.js is more or less [ryg's kkapture](http://www.farb-rausch.de/~fg/kkapture/) but for JavaScript and `canvas`. +- **`TimeWarp`** — owns time. Hooks `performance.now`, `requestAnimationFrame`, + `setTimeout`/`setInterval`, `Date`, and media `currentTime`, and advances a + virtual clock on demand. Knows nothing about canvases. +- **`FrameWrap`** — owns capture. Takes already-drawn canvas frames, applies + motion blur, enforces frame/time limits, and feeds a pluggable encoder. Knows + nothing about time. +- **`CCapture`** — composes the two and drives them: the plug-and-play recorder. -The library supports multiple export formats using modular encoders (`CCFrameEncoder): +Because `requestAnimationFrame` is hooked during capture, your render loop only +advances when `CCapture.capture()` flushes it — so it paces the whole thing, as +fast as your machine can draw and encode, with no wall-clock throttle. -- `CCWebMEncoder` uses [WebM Writer for JavaScript](https://github.com/thenickdude/webm-writer-js/) to create a WebM movie -- `CCPNGEncoder` and `CCJPEGEncoder` export PNG and JPEG files in a TAR file, respectively -- `CCGIFEncoder` uses [gifjs](http://jnordberg.github.io/gif.js/) to create animated GIFs -- `CCFFMpegServerEncoder` uses [ffmpegserver.js](https://github.com/greggman/ffmpegserver.js) to generate video on the server +Use `CCapture` for the normal "record a live animation" case; reach for the +halves directly when you only need one (timing without capture, or encoding +frames you produce yourself without touching the browser clock). -Forks, pull requests and code critiques are welcome! +--- -#### Using the code #### +## Install -Include CCapture[.min].js and [WebM Writer](https://github.com/thenickdude/webm-writer-js) or [gifjs](http://jnordberg.github.io/gif.js/). +```bash +npm install ccapture.js +``` + +```js +import CCapture from "ccapture.js"; +// or: import { CCapture, FrameWrap, TimeWarp } from "ccapture.js"; +``` + +Or use it straight from source as native ES modules (no build step) — point at +`src/index.js` and serve over HTTP. + +Ships with **TypeScript declarations** (`.d.ts`) — full autocomplete and +type-checking out of the box, no `@types` package needed. + +### Script tag (no build, no bundler) + +A UMD/IIFE global build is included for classic ` - - - - - - - - -``` -Or include the whole pack -```html - + + ``` -Or use npm or bower to install the [package](https://www.npmjs.com/package/ccapture.js): -```bash -npm install ccapture.js + +Build it yourself with `npm run build` (outputs `build/ccapture.umd[.min].js`). + +--- + +## The least-intrusive API + +The common case is a single `capture(canvas)` call inside your existing loop: + +```js +const capturer = new CCapture({ format: "mp4", framerate: 60, timeLimit: 5 }); +capturer.start(); + +function render() { + requestAnimationFrame(render); + // draw using performance.now() (warped) or the rAF timestamp + capturer.capture(canvas); +} +render(); ``` -Or use bower to install the [package](https://www.npmjs.com/package/ccapture.js): -```bash -bower install ccapture.js + +Notes: +- Set a `timeLimit` or `frameLimit` and it stops and saves itself. Otherwise call + `capturer.stop()` then `capturer.save()` when you're done. +- Kick your loop once (`render()`), or make sure it's already running, right after + `start()` — after that, `capture()` drives it. +- The frame you pass to `capture()` should already be drawn. `capture()` is + `async` but you don't need to `await` it. + +--- + +## Adding it to an existing sketch + +Three steps, whatever you're using: **(1)** make a `CCapture`, **(2)** `start()` +it, **(3)** call `capture(yourCanvas)` once per frame in your loop. Drive motion +from `performance.now()` / the rAF timestamp / `millis()` (all warped during +capture) rather than fixed per-frame increments. + +**three.js** — pass the renderer's canvas: +```js +function animate() { + requestAnimationFrame(animate); + renderer.render(scene, camera); + capturer.capture(renderer.domElement); +} ``` -To create a CCapture object, write: +**p5.js** — p5 owns the loop, so drive it with `redraw()` while capturing (see +the [p5 example](examples/p5/)): +```js +capturer.on("stop", () => loop()); // resume live preview when done +await capturer.start(); +noLoop(); +(function tick() { + if (!capturer.capturing) return; + requestAnimationFrame(tick); + redraw(); // your draw() on the warped clock + capturer.capture(document.querySelector("canvas")); +})(); +``` +Global-mode p5 users can drop in the UMD build (`window.CCapture`) with two +` + diff --git a/examples/CaptureUI.js b/examples/CaptureUI.js new file mode 100644 index 0000000..0d65744 --- /dev/null +++ b/examples/CaptureUI.js @@ -0,0 +1,275 @@ +import { CCapture, GifskiEncoder, renderAudioFrames } from "../src/index.js"; + +// Opt-in high-quality GIF (gifski-wasm, loaded lazily from a CDN on first use). +CCapture.registerEncoder("gif-hq", GifskiEncoder); + +/** + * A shared capture control panel for the examples. + * + * Minimal use: pass a `canvas` and a `render(t, ctx)` that draws one frame at + * the (warped) time `t`. CaptureUI owns format / framerate / motion-blur / + * duration selection, an idle preview, the capture loop, progress + frame count. + * + * Extras for the richer examples: + * - `media` — video/audio element(s) to frame-step during capture + * - `audio` — an AudioBuffer to mux as an audio track + * - `analyze` — precompute per-frame audio analysis (from `audio`) and pass it + * to render as `ctx.analysis` ({ frequency, waveform }) + * - `accept` + `onFile(file)` — show a file input; onFile returns + * `{ media?, audio? }` and may resize the canvas + * + * `render(t, ctx)` — ctx = { frame, analysis }. Existing `render(t)` still works. + */ + +let stylesInjected = false; +function injectStyles() { + if (stylesInjected) return; + stylesInjected = true; + const css = ` + .ccui { position: fixed; top: 1rem; left: 1rem; z-index: 99999; + width: 250px; background: #16161aee; color: #eee; border: 1px solid #333; + border-radius: 10px; padding: 14px; backdrop-filter: blur(6px); + font: 13px/1.5 system-ui, sans-serif; box-shadow: 0 8px 30px #0008; } + .ccui h2 { margin: 0 0 10px; font-size: 14px; letter-spacing: .02em; } + .ccui label { display: block; margin: 8px 0 3px; color: #9aa; font-size: 11px; + text-transform: uppercase; letter-spacing: .05em; } + .ccui select, .ccui input[type=number], .ccui input[type=file] { width: 100%; + box-sizing: border-box; background: #0e0e12; color: #eee; border: 1px solid #333; + border-radius: 6px; padding: 6px 8px; font: inherit; } + .ccui .check { display: flex; align-items: center; gap: 8px; margin-top: 10px; + color: #ccc; text-transform: none; letter-spacing: 0; font-size: 13px; } + .ccui .check input { flex: 0; width: auto; } + .ccui button { width: 100%; margin-top: 12px; padding: 9px; border: 0; + border-radius: 7px; font: 600 13px system-ui; cursor: pointer; color: #fff; } + .ccui button.start { background: crimson; } + .ccui button.stop { background: #b8860b; } + .ccui button:disabled { background: #444; cursor: default; } + .ccui .bar { height: 6px; background: #0e0e12; border-radius: 4px; margin-top: 12px; overflow: hidden; } + .ccui .bar > i { display: block; height: 100%; width: 0%; background: crimson; transition: width .08s linear; } + .ccui .meta { display: flex; justify-content: space-between; margin-top: 8px; font-variant-numeric: tabular-nums; color: #bbb; } + .ccui .status { margin-top: 8px; min-height: 1.3em; color: #7fd1ff; font-size: 12px; } + .ccui .badge { display:inline-block; margin-top:6px; padding:2px 7px; border-radius:5px; background:#0e0e12; border:1px solid #333; color:#8a8; font-size:11px; } + `; + const style = document.createElement("style"); + style.textContent = css; + document.head.appendChild(style); +} + +function el(tag, attrs = {}, children = []) { + const node = document.createElement(tag); + Object.assign(node, attrs); + for (const c of [].concat(children)) { + node.append(c.nodeType ? c : document.createTextNode(c)); + } + return node; +} +const option = (value, label) => el("option", { value, textContent: label }); + +export function createCaptureUI(config) { + const { + canvas, + render, + title = "CCapture", + name = String(title).toLowerCase().replace(/[^a-z0-9]+/g, "-").replace(/^-|-$/g, "") || "capture", + formats = ["mp4", "webm", "gif", "gif-hq", "png", "jpg", "webp"], + framerates = [24, 30, 60], + defaultFramerate = 60, + duration = 4, + motionBlur = true, + preview = true, + analyze = false, + accept = null, + onFile = null, + container = document.body, + } = config; + + injectStyles(); + + // Mutable capture sources (also settable on the returned object / via onFile). + let media = config.media || null; + let audio = config.audio || null; + let analysis = null; + + const formatSel = el("select", {}, formats.map((f) => option(f, f.toUpperCase()))); + const fpsSel = el("select", {}, framerates.map((f) => option(String(f), `${f} fps`))); + fpsSel.value = String(defaultFramerate); + const durInput = el("input", { type: "number", value: String(duration), min: "1", max: "60" }); + const mbCheck = el("input", { type: "checkbox" }); + const mbSamples = el("input", { type: "number", value: "8", min: "2", max: "64", disabled: true }); + mbCheck.addEventListener("change", () => (mbSamples.disabled = !mbCheck.checked)); + + const fileInput = accept ? el("input", { type: "file", accept }) : null; + + const button = el("button", { className: "start", textContent: "Start" }); + const barFill = el("i"); + const frameMeta = el("span", { textContent: "0 frames" }); + const timeMeta = el("span", { textContent: "0.0s" }); + const status = el("div", { className: "status", textContent: "Idle." }); + const backendBadge = el("span", { className: "badge", textContent: "" }); + + const children = [el("h2", { textContent: title })]; + if (fileInput) children.push(el("label", { textContent: "Source file" }), fileInput); + children.push( + el("label", { textContent: "Format" }), formatSel, + el("label", { textContent: "Framerate" }), fpsSel, + el("label", { textContent: "Duration (s)" }), durInput + ); + if (motionBlur) { + children.push( + el("div", { className: "check" }, [mbCheck, "Motion blur"]), + el("label", { textContent: "Samples" }), mbSamples + ); + } + children.push( + button, + el("div", { className: "bar" }, [barFill]), + el("div", { className: "meta" }, [frameMeta, timeMeta]), + status, + backendBadge + ); + const panel = el("div", { className: "ccui" }, children); + container.appendChild(panel); + + let idle = true; + let capturer = null; + + // Wait for a file before recording only if there's no default source yet. + if (fileInput) { + if (!media && !audio) button.disabled = true; + fileInput.addEventListener("change", async () => { + const file = fileInput.files[0]; + if (!file) return; + button.disabled = true; + status.textContent = "Loading…"; + try { + const res = (await onFile(file)) || {}; + if ("media" in res) media = res.media; + if ("audio" in res) audio = res.audio; + status.textContent = "Ready."; + button.disabled = false; + } catch (e) { + status.textContent = e.message; + } + }); + } + + function setControlsDisabled(disabled) { + for (const c of [formatSel, fpsSel, durInput, mbCheck, mbSamples, fileInput]) { + if (c) c.disabled = disabled || (c === mbSamples && !mbCheck.checked); + } + } + + function previewLoop() { + if (!idle) return; + const t = performance.now() / 1000; + render(t, { frame: 0, analysis: undefined }); + requestAnimationFrame(previewLoop); + } + if (preview) previewLoop(); + + function toIdle() { + idle = true; + button.textContent = "Start"; + button.className = "start"; + button.disabled = false; + setControlsDisabled(false); + backendBadge.textContent = ""; + if (preview) previewLoop(); + } + + async function start() { + if (!idle) return; + idle = false; + + const framerate = +fpsSel.value; + let dur = Math.max(1, +durInput.value || duration); + if (media && Number.isFinite(media.duration)) dur = Math.min(dur, media.duration); + const samples = mbCheck.checked ? Math.max(2, +mbSamples.value || 8) : 1; + const targetFrames = Math.round(dur * framerate); + + if (capturer) { + try { await capturer.dispose(); } catch {} + capturer = null; + } + + // Precompute frame-accurate audio analysis if requested. + analysis = null; + if (analyze && audio) { + status.textContent = "Analyzing audio…"; + try { + analysis = await renderAudioFrames({ buffer: audio, framerate, frames: targetFrames, fftSize: 1024, smoothing: 0.7 }); + } catch (e) { + status.textContent = `Audio analysis failed: ${e.message}`; + } + } + + try { + capturer = new CCapture({ + format: formatSel.value, + name, + framerate, + timeLimit: dur, + quality: 95, + motionBlurFrames: samples, + media, + audio, + }); + } catch (e) { + status.textContent = e.message; + toIdle(); + return; + } + + let badged = false; + capturer.on("frame", (n) => { + frameMeta.textContent = `${n} / ${targetFrames} frames`; + timeMeta.textContent = `${(n / framerate).toFixed(1)}s`; + barFill.style.width = `${Math.min(100, (n / targetFrames) * 100)}%`; + if (!badged && capturer.motionBlur) { + badged = true; + backendBadge.textContent = `${capturer.motionBlur.gl ? "GPU" : "CPU"} blur · ${samples}×`; + } + }); + capturer.on("progress", (p) => { + if (!capturer.capturing) status.textContent = `Encoding… ${Math.round(p * 100)}%`; + }); + capturer.on("save", () => (status.textContent = "Saved — check downloads.")); + capturer.on("error", (e) => (status.textContent = `Error: ${e.message}`)); + capturer.on("stop", () => toIdle()); + + setControlsDisabled(true); + button.textContent = "Stop"; + button.className = "stop"; + status.textContent = "Recording…"; + barFill.style.width = "0%"; + backendBadge.textContent = samples > 1 ? "blur pending…" : ""; + + await capturer.start(); + + let t0 = null; + function loop() { + if (!capturer.capturing) return; + requestAnimationFrame(loop); + if (t0 === null) t0 = performance.now(); + const frame = capturer.frameCount; + render((performance.now() - t0) / 1000, { frame, analysis: analysis ? analysis[frame] : undefined }); + capturer.capture(canvas); + } + loop(); + } + + async function stop() { + if (!capturer || !capturer.capturing) return; + button.disabled = true; + status.textContent = "Finalizing…"; + await capturer.stop(); + await capturer.save(); + } + + button.addEventListener("click", () => (idle ? start() : stop())); + + const ui = { panel, get capturer() { return capturer; } }; + Object.defineProperty(ui, "media", { get: () => media, set: (v) => (media = v) }); + Object.defineProperty(ui, "audio", { get: () => audio, set: (v) => (audio = v) }); + return ui; +} diff --git a/examples/alpha/index.html b/examples/alpha/index.html new file mode 100644 index 0000000..b7ae90d --- /dev/null +++ b/examples/alpha/index.html @@ -0,0 +1,49 @@ + + + CCapture — Transparent capture + + + + +

The canvas has a transparent background (checkerboard shows through). Record + as PNG (or WebP) to get an image sequence with alpha for compositing. + MP4 has no alpha; the PNG/WebP paths keep it.

+ + + diff --git a/examples/audio/index.html b/examples/audio/index.html new file mode 100644 index 0000000..4e9d4b5 --- /dev/null +++ b/examples/audio/index.html @@ -0,0 +1,75 @@ + + + CCapture — Audio-reactive + + + + + + + diff --git a/examples/basic/buttons.css b/examples/basic/buttons.css deleted file mode 100755 index dfc04a4..0000000 --- a/examples/basic/buttons.css +++ /dev/null @@ -1,79 +0,0 @@ -.button { display: inline-block; padding: 7px 9px; font-size: inherit; color: #3C3C3D; text-shadow: 1px 1px 0 #FFFFFF; background: #ECECEC; white-space: nowrap; overflow: visible; cursor: pointer; text-decoration: none; border: 1px solid #CACACA; -webkit-border-radius: 2px; -moz-border-radius: 2px; -webkit-background-clip: padding-box; border-radius: 2px; outline: none; position: relative; zoom: 1; *display: inline; } -.button.primary { font-weight: bold } -.button:hover { color: #FFFFFF; border-color: #388AD4; text-decoration: none; text-shadow: -1px -1px 0 rgba(0,0,0,0.3); background-position: 0 -40px; background-color: #2D7DC5; } -.button:active, -.button.active { background-position: 0 -81px; border-color: #347BBA; background-color: #0F5EA2; color: #FFFFFF; text-shadow: none; } -.button:active { top: 1px } -.button.negative:hover { color: #FFFFFF; background-position: 0 -121px; background-color: #D84743; border-color: #911D1B; } -.button.negative:active, -.button.negative.active { background-position: 0 -161px; background-color: #A5211E; border-color: #911D1B; } -.button.pill { -webkit-border-radius: 19px; -moz-border-radius: 19px; border-radius: 19px; padding: 6px 12px; } -.button.left { -webkit-border-bottom-right-radius: 0px; -webkit-border-top-right-radius: 0px; -moz-border-radius-bottomright: 0px; -moz-border-radius-topright: 0px; border-bottom-right-radius: 0px; border-top-right-radius: 0px; margin-right: 0px; } -.button.middle { margin-right: 0px; margin-left: 0px; -webkit-border-radius: 0px; -moz-border-radius: 0px; border-radius: 0px; border-left: none; } -.button.right { -webkit-border-bottom-left-radius: 0px; -webkit-border-top-left-radius: 0px; -moz-border-radius-bottomleft: 0px; -moz-border-radius-topleft: 0px; border-top-left-radius: 0px; border-bottom-left-radius: 0px; margin-left: 0px; border-left: none;} -.button.left:active, -.button.middle:active, -.button.right:active { top: 0px } -.button.big { font-size: 16px; padding: 7px 16px; } -.button span.icon { display: inline-block; width: 14px; height: 12px; margin: auto 7px auto auto; position: relative; top: 1px; } -.big.button span.icon { top: 0px } -.button span.icon.book { background-position: 0 0 } -.button:hover span.icon.book { background-position: 0 -15px } -.button span.icon.calendar { background-position: 0 -30px } -.button:hover span.icon.calendar { background-position: 0 -45px } -.button span.icon.chat { background-position: 0 -60px } -.button:hover span.icon.chat { background-position: 0 -75px } -.button span.icon.check { background-position: 0 -90px } -.button:hover span.icon.check { background-position: 0 -103px } -.button span.icon.clock { background-position: 0 -116px } -.button:hover span.icon.clock { background-position: 0 -131px } -.button span.icon.cog { background-position: 0 -146px } -.button:hover span.icon.cog { background-position: 0 -161px } -.button span.icon.comment { background-position: 0 -176px } -.button:hover span.icon.comment { background-position: 0 -190px } -.button span.icon.cross { background-position: 0 -204px } -.button:hover span.icon.cross { background-position: 0 -219px } -.button span.icon.downarrow { background-position: 0 -234px } -.button:hover span.icon.downarrow { background-position: 0 -249px } -.button span.icon.fork { background-position: 0 -264px } -.button:hover span.icon.fork { background-position: 0 -279px } -.button span.icon.heart { background-position: 0 -294px } -.button:hover span.icon.heart { background-position: 0 -308px } -.button span.icon.home { background-position: 0 -322px } -.button:hover span.icon.home { background-position: 0 -337px } -.button span.icon.key { background-position: 0 -352px } -.button:hover span.icon.key { background-position: 0 -367px } -.button span.icon.leftarrow { background-position: 0 -382px } -.button:hover span.icon.leftarrow { background-position: 0 -397px } -.button span.icon.lock { background-position: 0 -412px } -.button:hover span.icon.lock { background-position: 0 -427px } -.button span.icon.loop { background-position: 0 -442px } -.button:hover span.icon.loop { background-position: 0 -457px } -.button span.icon.magnifier { background-position: 0 -472px } -.button:hover span.icon.magnifier { background-position: 0 -487px } -.button span.icon.mail { background-position: 0 -502px } -.button:hover span.icon.mail { background-position: 0 -514px } -.button span.icon.move { background-position: 0 -526px } -.button:hover span.icon.move { background-position: 0 -541px } -.button span.icon.pen { background-position: 0 -556px } -.button:hover span.icon.pen { background-position: 0 -571px } -.button span.icon.pin { background-position: 0 -586px } -.button:hover span.icon.pin { background-position: 0 -601px } -.button span.icon.plus { background-position: 0 -616px } -.button:hover span.icon.plus { background-position: 0 -631px } -.button span.icon.reload { background-position: 0 -646px } -.button:hover span.icon.reload { background-position: 0 -660px } -.button span.icon.rightarrow { background-position: 0 -674px } -.button:hover span.icon.rightarrow { background-position: 0 -689px } -.button span.icon.rss { background-position: 0 -704px } -.button:hover span.icon.rss { background-position: 0 -719px } -.button span.icon.tag { background-position: 0 -734px } -.button:hover span.icon.tag { background-position: 0 -749px } -.button span.icon.trash { background-position: 0 -764px } -.button:hover span.icon.trash { background-position: 0 -779px } -.button span.icon.unlock { background-position: 0 -794px } -.button:hover span.icon.unlock { background-position: 0 -809px } -.button span.icon.uparrow { background-position: 0 -824px } -.button:hover span.icon.uparrow { background-position: 0 -839px } -.button span.icon.user { background-position: 0 -854px } -.button:hover span.icon.user { background-position: 0 -869px } diff --git a/examples/basic/index.html b/examples/basic/index.html index 65e8723..51d79a6 100755 --- a/examples/basic/index.html +++ b/examples/basic/index.html @@ -1,417 +1,41 @@ - - - - CCapture.js example with Conway's Game of Life in 3D - - - - - - - -
-
-

CCapture.js example

Game of Life in 3D

-

Example of ccapture.js using Game of Life in 3D.

-

This is a simple example of how to add a few lines of code to capture video out of a canvas-based animation.

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Framerate
- - - -

-

Format
- - - -

- -

Other options
- -

- Start recording - Stop recording and view capture -
-
- -
- -
- - Fork me on GitHub - - - - - - - - - - - - - - + + + CCapture — Basic 2D + + + + + + + diff --git a/examples/basic/js/Detector.js b/examples/basic/js/Detector.js deleted file mode 100755 index 1c074b8..0000000 --- a/examples/basic/js/Detector.js +++ /dev/null @@ -1,60 +0,0 @@ -/** - * @author alteredq / http://alteredqualia.com/ - * @author mr.doob / http://mrdoob.com/ - */ - -Detector = { - - canvas : !! window.CanvasRenderingContext2D, - webgl : ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )(), - workers : !! window.Worker, - fileapi : window.File && window.FileReader && window.FileList && window.Blob, - - getWebGLErrorMessage : function () { - - var domElement = document.createElement( 'div' ); - - domElement.style.fontFamily = 'monospace'; - domElement.style.fontSize = '13px'; - domElement.style.textAlign = 'center'; - domElement.style.background = '#eee'; - domElement.style.color = '#000'; - domElement.style.padding = '1em'; - domElement.style.width = '475px'; - domElement.style.margin = '5em auto 0'; - - if ( ! this.webgl ) { - - domElement.innerHTML = window.WebGLRenderingContext ? [ - 'Sorry, your graphics card doesn\'t support WebGL' - ].join( '\n' ) : [ - 'Sorry, your browser doesn\'t support WebGL
', - 'Please try with', - 'Chrome, ', - 'Firefox 4 or', - 'Webkit Nightly (Mac)' - ].join( '\n' ); - - } - - return domElement; - - }, - - addGetWebGLMessage : function ( parameters ) { - - var parent, id, domElement; - - parameters = parameters || {}; - - parent = parameters.parent !== undefined ? parameters.parent : document.body; - id = parameters.id !== undefined ? parameters.id : 'oldie'; - - domElement = Detector.getWebGLErrorMessage(); - domElement.id = id; - - parent.appendChild( domElement ); - - } - -}; diff --git a/examples/basic/js/OrbitControls.js b/examples/basic/js/OrbitControls.js deleted file mode 100644 index 4d75aac..0000000 --- a/examples/basic/js/OrbitControls.js +++ /dev/null @@ -1,1016 +0,0 @@ -/** - * @author qiao / https://github.com/qiao - * @author mrdoob / http://mrdoob.com - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author erich666 / http://erichaines.com - */ - -// This set of controls performs orbiting, dollying (zooming), and panning. -// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). -// -// Orbit - left mouse / touch: one finger move -// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish -// Pan - right mouse, or arrow keys / touch: three finger swipe - -THREE.OrbitControls = function ( object, domElement ) { - - this.object = object; - - this.domElement = ( domElement !== undefined ) ? domElement : document; - - // Set to false to disable this control - this.enabled = true; - - // "target" sets the location of focus, where the object orbits around - this.target = new THREE.Vector3(); - - // How far you can dolly in and out ( PerspectiveCamera only ) - this.minDistance = 0; - this.maxDistance = Infinity; - - // How far you can zoom in and out ( OrthographicCamera only ) - this.minZoom = 0; - this.maxZoom = Infinity; - - // How far you can orbit vertically, upper and lower limits. - // Range is 0 to Math.PI radians. - this.minPolarAngle = 0; // radians - this.maxPolarAngle = Math.PI; // radians - - // How far you can orbit horizontally, upper and lower limits. - // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ]. - this.minAzimuthAngle = - Infinity; // radians - this.maxAzimuthAngle = Infinity; // radians - - // Set to true to enable damping (inertia) - // If damping is enabled, you must call controls.update() in your animation loop - this.enableDamping = false; - this.dampingFactor = 0.25; - - // This option actually enables dollying in and out; left as "zoom" for backwards compatibility. - // Set to false to disable zooming - this.enableZoom = true; - this.zoomSpeed = 1.0; - - // Set to false to disable rotating - this.enableRotate = true; - this.rotateSpeed = 1.0; - - // Set to false to disable panning - this.enablePan = true; - this.keyPanSpeed = 7.0; // pixels moved per arrow key push - - // Set to true to automatically rotate around the target - // If auto-rotate is enabled, you must call controls.update() in your animation loop - this.autoRotate = false; - this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 - - // Set to false to disable use of the keys - this.enableKeys = true; - - // The four arrow keys - this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }; - - // Mouse buttons - this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT }; - - // for reset - this.target0 = this.target.clone(); - this.position0 = this.object.position.clone(); - this.zoom0 = this.object.zoom; - - // - // public methods - // - - this.getPolarAngle = function () { - - return spherical.phi; - - }; - - this.getAzimuthalAngle = function () { - - return spherical.theta; - - }; - - this.reset = function () { - - scope.target.copy( scope.target0 ); - scope.object.position.copy( scope.position0 ); - scope.object.zoom = scope.zoom0; - - scope.object.updateProjectionMatrix(); - scope.dispatchEvent( changeEvent ); - - scope.update(); - - state = STATE.NONE; - - }; - - // this method is exposed, but perhaps it would be better if we can make it private... - this.update = function () { - - var offset = new THREE.Vector3(); - - // so camera.up is the orbit axis - var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) ); - var quatInverse = quat.clone().inverse(); - - var lastPosition = new THREE.Vector3(); - var lastQuaternion = new THREE.Quaternion(); - - return function update() { - - var position = scope.object.position; - - offset.copy( position ).sub( scope.target ); - - // rotate offset to "y-axis-is-up" space - offset.applyQuaternion( quat ); - - // angle from z-axis around y-axis - spherical.setFromVector3( offset ); - - if ( scope.autoRotate && state === STATE.NONE ) { - - rotateLeft( getAutoRotationAngle() ); - - } - - spherical.theta += sphericalDelta.theta; - spherical.phi += sphericalDelta.phi; - - // restrict theta to be between desired limits - spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) ); - - // restrict phi to be between desired limits - spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) ); - - spherical.makeSafe(); - - - spherical.radius *= scale; - - // restrict radius to be between desired limits - spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) ); - - // move target to panned location - scope.target.add( panOffset ); - - offset.setFromSpherical( spherical ); - - // rotate offset back to "camera-up-vector-is-up" space - offset.applyQuaternion( quatInverse ); - - position.copy( scope.target ).add( offset ); - - scope.object.lookAt( scope.target ); - - if ( scope.enableDamping === true ) { - - sphericalDelta.theta *= ( 1 - scope.dampingFactor ); - sphericalDelta.phi *= ( 1 - scope.dampingFactor ); - - } else { - - sphericalDelta.set( 0, 0, 0 ); - - } - - scale = 1; - panOffset.set( 0, 0, 0 ); - - // update condition is: - // min(camera displacement, camera rotation in radians)^2 > EPS - // using small-angle approximation cos(x/2) = 1 - x^2 / 8 - - if ( zoomChanged || - lastPosition.distanceToSquared( scope.object.position ) > EPS || - 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) { - - scope.dispatchEvent( changeEvent ); - - lastPosition.copy( scope.object.position ); - lastQuaternion.copy( scope.object.quaternion ); - zoomChanged = false; - - return true; - - } - - return false; - - }; - - }(); - - this.dispose = function () { - - scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false ); - scope.domElement.removeEventListener( 'mousedown', onMouseDown, false ); - scope.domElement.removeEventListener( 'wheel', onMouseWheel, false ); - - scope.domElement.removeEventListener( 'touchstart', onTouchStart, false ); - scope.domElement.removeEventListener( 'touchend', onTouchEnd, false ); - scope.domElement.removeEventListener( 'touchmove', onTouchMove, false ); - - document.removeEventListener( 'mousemove', onMouseMove, false ); - document.removeEventListener( 'mouseup', onMouseUp, false ); - - window.removeEventListener( 'keydown', onKeyDown, false ); - - //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here? - - }; - - // - // internals - // - - var scope = this; - - var changeEvent = { type: 'change' }; - var startEvent = { type: 'start' }; - var endEvent = { type: 'end' }; - - var STATE = { NONE: - 1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 }; - - var state = STATE.NONE; - - var EPS = 0.000001; - - // current position in spherical coordinates - var spherical = new THREE.Spherical(); - var sphericalDelta = new THREE.Spherical(); - - var scale = 1; - var panOffset = new THREE.Vector3(); - var zoomChanged = false; - - var rotateStart = new THREE.Vector2(); - var rotateEnd = new THREE.Vector2(); - var rotateDelta = new THREE.Vector2(); - - var panStart = new THREE.Vector2(); - var panEnd = new THREE.Vector2(); - var panDelta = new THREE.Vector2(); - - var dollyStart = new THREE.Vector2(); - var dollyEnd = new THREE.Vector2(); - var dollyDelta = new THREE.Vector2(); - - function getAutoRotationAngle() { - - return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; - - } - - function getZoomScale() { - - return Math.pow( 0.95, scope.zoomSpeed ); - - } - - function rotateLeft( angle ) { - - sphericalDelta.theta -= angle; - - } - - function rotateUp( angle ) { - - sphericalDelta.phi -= angle; - - } - - var panLeft = function () { - - var v = new THREE.Vector3(); - - return function panLeft( distance, objectMatrix ) { - - v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix - v.multiplyScalar( - distance ); - - panOffset.add( v ); - - }; - - }(); - - var panUp = function () { - - var v = new THREE.Vector3(); - - return function panUp( distance, objectMatrix ) { - - v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix - v.multiplyScalar( distance ); - - panOffset.add( v ); - - }; - - }(); - - // deltaX and deltaY are in pixels; right and down are positive - var pan = function () { - - var offset = new THREE.Vector3(); - - return function pan( deltaX, deltaY ) { - - var element = scope.domElement === document ? scope.domElement.body : scope.domElement; - - if ( scope.object instanceof THREE.PerspectiveCamera ) { - - // perspective - var position = scope.object.position; - offset.copy( position ).sub( scope.target ); - var targetDistance = offset.length(); - - // half of the fov is center to top of screen - targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 ); - - // we actually don't use screenWidth, since perspective camera is fixed to screen height - panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix ); - panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix ); - - } else if ( scope.object instanceof THREE.OrthographicCamera ) { - - // orthographic - panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix ); - panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix ); - - } else { - - // camera neither orthographic nor perspective - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); - scope.enablePan = false; - - } - - }; - - }(); - - function dollyIn( dollyScale ) { - - if ( scope.object instanceof THREE.PerspectiveCamera ) { - - scale /= dollyScale; - - } else if ( scope.object instanceof THREE.OrthographicCamera ) { - - scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) ); - scope.object.updateProjectionMatrix(); - zoomChanged = true; - - } else { - - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); - scope.enableZoom = false; - - } - - } - - function dollyOut( dollyScale ) { - - if ( scope.object instanceof THREE.PerspectiveCamera ) { - - scale *= dollyScale; - - } else if ( scope.object instanceof THREE.OrthographicCamera ) { - - scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) ); - scope.object.updateProjectionMatrix(); - zoomChanged = true; - - } else { - - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); - scope.enableZoom = false; - - } - - } - - // - // event callbacks - update the object state - // - - function handleMouseDownRotate( event ) { - - //console.log( 'handleMouseDownRotate' ); - - rotateStart.set( event.clientX, event.clientY ); - - } - - function handleMouseDownDolly( event ) { - - //console.log( 'handleMouseDownDolly' ); - - dollyStart.set( event.clientX, event.clientY ); - - } - - function handleMouseDownPan( event ) { - - //console.log( 'handleMouseDownPan' ); - - panStart.set( event.clientX, event.clientY ); - - } - - function handleMouseMoveRotate( event ) { - - //console.log( 'handleMouseMoveRotate' ); - - rotateEnd.set( event.clientX, event.clientY ); - rotateDelta.subVectors( rotateEnd, rotateStart ); - - var element = scope.domElement === document ? scope.domElement.body : scope.domElement; - - // rotating across whole screen goes 360 degrees around - rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed ); - - // rotating up and down along whole screen attempts to go 360, but limited to 180 - rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed ); - - rotateStart.copy( rotateEnd ); - - scope.update(); - - } - - function handleMouseMoveDolly( event ) { - - //console.log( 'handleMouseMoveDolly' ); - - dollyEnd.set( event.clientX, event.clientY ); - - dollyDelta.subVectors( dollyEnd, dollyStart ); - - if ( dollyDelta.y > 0 ) { - - dollyIn( getZoomScale() ); - - } else if ( dollyDelta.y < 0 ) { - - dollyOut( getZoomScale() ); - - } - - dollyStart.copy( dollyEnd ); - - scope.update(); - - } - - function handleMouseMovePan( event ) { - - //console.log( 'handleMouseMovePan' ); - - panEnd.set( event.clientX, event.clientY ); - - panDelta.subVectors( panEnd, panStart ); - - pan( panDelta.x, panDelta.y ); - - panStart.copy( panEnd ); - - scope.update(); - - } - - function handleMouseUp( event ) { - - // console.log( 'handleMouseUp' ); - - } - - function handleMouseWheel( event ) { - - // console.log( 'handleMouseWheel' ); - - if ( event.deltaY < 0 ) { - - dollyOut( getZoomScale() ); - - } else if ( event.deltaY > 0 ) { - - dollyIn( getZoomScale() ); - - } - - scope.update(); - - } - - function handleKeyDown( event ) { - - //console.log( 'handleKeyDown' ); - - switch ( event.keyCode ) { - - case scope.keys.UP: - pan( 0, scope.keyPanSpeed ); - scope.update(); - break; - - case scope.keys.BOTTOM: - pan( 0, - scope.keyPanSpeed ); - scope.update(); - break; - - case scope.keys.LEFT: - pan( scope.keyPanSpeed, 0 ); - scope.update(); - break; - - case scope.keys.RIGHT: - pan( - scope.keyPanSpeed, 0 ); - scope.update(); - break; - - } - - } - - function handleTouchStartRotate( event ) { - - //console.log( 'handleTouchStartRotate' ); - - rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); - - } - - function handleTouchStartDolly( event ) { - - //console.log( 'handleTouchStartDolly' ); - - var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; - var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; - - var distance = Math.sqrt( dx * dx + dy * dy ); - - dollyStart.set( 0, distance ); - - } - - function handleTouchStartPan( event ) { - - //console.log( 'handleTouchStartPan' ); - - panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); - - } - - function handleTouchMoveRotate( event ) { - - //console.log( 'handleTouchMoveRotate' ); - - rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); - rotateDelta.subVectors( rotateEnd, rotateStart ); - - var element = scope.domElement === document ? scope.domElement.body : scope.domElement; - - // rotating across whole screen goes 360 degrees around - rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed ); - - // rotating up and down along whole screen attempts to go 360, but limited to 180 - rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed ); - - rotateStart.copy( rotateEnd ); - - scope.update(); - - } - - function handleTouchMoveDolly( event ) { - - //console.log( 'handleTouchMoveDolly' ); - - var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; - var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; - - var distance = Math.sqrt( dx * dx + dy * dy ); - - dollyEnd.set( 0, distance ); - - dollyDelta.subVectors( dollyEnd, dollyStart ); - - if ( dollyDelta.y > 0 ) { - - dollyOut( getZoomScale() ); - - } else if ( dollyDelta.y < 0 ) { - - dollyIn( getZoomScale() ); - - } - - dollyStart.copy( dollyEnd ); - - scope.update(); - - } - - function handleTouchMovePan( event ) { - - //console.log( 'handleTouchMovePan' ); - - panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); - - panDelta.subVectors( panEnd, panStart ); - - pan( panDelta.x, panDelta.y ); - - panStart.copy( panEnd ); - - scope.update(); - - } - - function handleTouchEnd( event ) { - - //console.log( 'handleTouchEnd' ); - - } - - // - // event handlers - FSM: listen for events and reset state - // - - function onMouseDown( event ) { - - if ( scope.enabled === false ) return; - - event.preventDefault(); - - if ( event.button === scope.mouseButtons.ORBIT ) { - - if ( scope.enableRotate === false ) return; - - handleMouseDownRotate( event ); - - state = STATE.ROTATE; - - } else if ( event.button === scope.mouseButtons.ZOOM ) { - - if ( scope.enableZoom === false ) return; - - handleMouseDownDolly( event ); - - state = STATE.DOLLY; - - } else if ( event.button === scope.mouseButtons.PAN ) { - - if ( scope.enablePan === false ) return; - - handleMouseDownPan( event ); - - state = STATE.PAN; - - } - - if ( state !== STATE.NONE ) { - - document.addEventListener( 'mousemove', onMouseMove, false ); - document.addEventListener( 'mouseup', onMouseUp, false ); - - scope.dispatchEvent( startEvent ); - - } - - } - - function onMouseMove( event ) { - - if ( scope.enabled === false ) return; - - event.preventDefault(); - - if ( state === STATE.ROTATE ) { - - if ( scope.enableRotate === false ) return; - - handleMouseMoveRotate( event ); - - } else if ( state === STATE.DOLLY ) { - - if ( scope.enableZoom === false ) return; - - handleMouseMoveDolly( event ); - - } else if ( state === STATE.PAN ) { - - if ( scope.enablePan === false ) return; - - handleMouseMovePan( event ); - - } - - } - - function onMouseUp( event ) { - - if ( scope.enabled === false ) return; - - handleMouseUp( event ); - - document.removeEventListener( 'mousemove', onMouseMove, false ); - document.removeEventListener( 'mouseup', onMouseUp, false ); - - scope.dispatchEvent( endEvent ); - - state = STATE.NONE; - - } - - function onMouseWheel( event ) { - - if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return; - - event.preventDefault(); - event.stopPropagation(); - - handleMouseWheel( event ); - - scope.dispatchEvent( startEvent ); // not sure why these are here... - scope.dispatchEvent( endEvent ); - - } - - function onKeyDown( event ) { - - if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return; - - handleKeyDown( event ); - - } - - function onTouchStart( event ) { - - if ( scope.enabled === false ) return; - - switch ( event.touches.length ) { - - case 1: // one-fingered touch: rotate - - if ( scope.enableRotate === false ) return; - - handleTouchStartRotate( event ); - - state = STATE.TOUCH_ROTATE; - - break; - - case 2: // two-fingered touch: dolly - - if ( scope.enableZoom === false ) return; - - handleTouchStartDolly( event ); - - state = STATE.TOUCH_DOLLY; - - break; - - case 3: // three-fingered touch: pan - - if ( scope.enablePan === false ) return; - - handleTouchStartPan( event ); - - state = STATE.TOUCH_PAN; - - break; - - default: - - state = STATE.NONE; - - } - - if ( state !== STATE.NONE ) { - - scope.dispatchEvent( startEvent ); - - } - - } - - function onTouchMove( event ) { - - if ( scope.enabled === false ) return; - - event.preventDefault(); - event.stopPropagation(); - - switch ( event.touches.length ) { - - case 1: // one-fingered touch: rotate - - if ( scope.enableRotate === false ) return; - if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?... - - handleTouchMoveRotate( event ); - - break; - - case 2: // two-fingered touch: dolly - - if ( scope.enableZoom === false ) return; - if ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?... - - handleTouchMoveDolly( event ); - - break; - - case 3: // three-fingered touch: pan - - if ( scope.enablePan === false ) return; - if ( state !== STATE.TOUCH_PAN ) return; // is this needed?... - - handleTouchMovePan( event ); - - break; - - default: - - state = STATE.NONE; - - } - - } - - function onTouchEnd( event ) { - - if ( scope.enabled === false ) return; - - handleTouchEnd( event ); - - scope.dispatchEvent( endEvent ); - - state = STATE.NONE; - - } - - function onContextMenu( event ) { - - event.preventDefault(); - - } - - // - - scope.domElement.addEventListener( 'contextmenu', onContextMenu, false ); - - scope.domElement.addEventListener( 'mousedown', onMouseDown, false ); - scope.domElement.addEventListener( 'wheel', onMouseWheel, false ); - - scope.domElement.addEventListener( 'touchstart', onTouchStart, false ); - scope.domElement.addEventListener( 'touchend', onTouchEnd, false ); - scope.domElement.addEventListener( 'touchmove', onTouchMove, false ); - - window.addEventListener( 'keydown', onKeyDown, false ); - - // force an update at start - - this.update(); - -}; - -THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype ); -THREE.OrbitControls.prototype.constructor = THREE.OrbitControls; - -Object.defineProperties( THREE.OrbitControls.prototype, { - - center: { - - get: function () { - - console.warn( 'THREE.OrbitControls: .center has been renamed to .target' ); - return this.target; - - } - - }, - - // backward compatibility - - noZoom: { - - get: function () { - - console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' ); - return ! this.enableZoom; - - }, - - set: function ( value ) { - - console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' ); - this.enableZoom = ! value; - - } - - }, - - noRotate: { - - get: function () { - - console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' ); - return ! this.enableRotate; - - }, - - set: function ( value ) { - - console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' ); - this.enableRotate = ! value; - - } - - }, - - noPan: { - - get: function () { - - console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' ); - return ! this.enablePan; - - }, - - set: function ( value ) { - - console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' ); - this.enablePan = ! value; - - } - - }, - - noKeys: { - - get: function () { - - console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' ); - return ! this.enableKeys; - - }, - - set: function ( value ) { - - console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' ); - this.enableKeys = ! value; - - } - - }, - - staticMoving: { - - get: function () { - - console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' ); - return ! this.enableDamping; - - }, - - set: function ( value ) { - - console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' ); - this.enableDamping = ! value; - - } - - }, - - dynamicDampingFactor: { - - get: function () { - - console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' ); - return this.dampingFactor; - - }, - - set: function ( value ) { - - console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' ); - this.dampingFactor = value; - - } - - } - -} ); diff --git a/examples/basic/js/RequestAnimationFrame.js b/examples/basic/js/RequestAnimationFrame.js deleted file mode 100755 index bdffa2d..0000000 --- a/examples/basic/js/RequestAnimationFrame.js +++ /dev/null @@ -1,22 +0,0 @@ -/** - * Provides requestAnimationFrame in a cross browser way. - * http://paulirish.com/2011/requestanimationframe-for-smart-animating/ - */ - -if ( !window.requestAnimationFrame ) { - - window.requestAnimationFrame = ( function() { - - return window.webkitRequestAnimationFrame || - window.mozRequestAnimationFrame || - window.oRequestAnimationFrame || - window.msRequestAnimationFrame || - function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) { - - window.setTimeout( callback, 1000 / 60 ); - - }; - - } )(); - -} diff --git a/examples/basic/js/Three.js b/examples/basic/js/Three.js deleted file mode 100755 index 1ac4a20..0000000 --- a/examples/basic/js/Three.js +++ /dev/null @@ -1,626 +0,0 @@ -// Three.js r44dev - http://github.com/mrdoob/three.js -var THREE=THREE||{};if(!window.Int32Array)window.Int32Array=Array,window.Float32Array=Array;THREE.Color=function(b){b!==void 0&&this.setHex(b);return this}; -THREE.Color.prototype={constructor:THREE.Color,r:1,g:1,b:1,copy:function(b){this.r=b.r;this.g=b.g;this.b=b.b;return this},setRGB:function(b,c,e){this.r=b;this.g=c;this.b=e;return this},setHSV:function(b,c,e){var f,g,j;if(e==0)this.r=this.g=this.b=0;else switch(f=Math.floor(b*6),g=b*6-f,b=e*(1-c),j=e*(1-c*g),c=e*(1-c*(1-g)),f){case 1:this.r=j;this.g=e;this.b=b;break;case 2:this.r=b;this.g=e;this.b=c;break;case 3:this.r=b;this.g=j;this.b=e;break;case 4:this.r=c;this.g=b;this.b=e;break;case 5:this.r= -e;this.g=b;this.b=j;break;case 6:case 0:this.r=e,this.g=c,this.b=b}return this},setHex:function(b){b=Math.floor(b);this.r=(b>>16&255)/255;this.g=(b>>8&255)/255;this.b=(b&255)/255;return this},getHex:function(){return~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},getContextStyle:function(){return"rgb("+Math.floor(this.r*255)+","+Math.floor(this.g*255)+","+Math.floor(this.b*255)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}}; -THREE.Vector2=function(b,c){this.x=b||0;this.y=c||0}; -THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(b,c){this.x=b;this.y=c;return this},copy:function(b){this.x=b.x;this.y=b.y;return this},clone:function(){return new THREE.Vector2(this.x,this.y)},add:function(b,c){this.x=b.x+c.x;this.y=b.y+c.y;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;return this},sub:function(b,c){this.x=b.x-c.x;this.y=b.y-c.y;return this},subSelf:function(b){this.x-=b.x;this.y-=b.y;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;return this}, -divideScalar:function(b){b?(this.x/=b,this.y/=b):this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(b){return this.x*b.x+this.y*b.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(b){return Math.sqrt(this.distanceToSquared(b))},distanceToSquared:function(b){var c=this.x-b.x,b=this.y-b.y;return c*c+b*b},setLength:function(b){return this.normalize().multiplyScalar(b)}, -equals:function(b){return b.x==this.x&&b.y==this.y}};THREE.Vector3=function(b,c,e){this.x=b||0;this.y=c||0;this.z=e||0}; -THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(b,c,e){this.x=b;this.y=c;this.z=e;return this},copy:function(b){this.x=b.x;this.y=b.y;this.z=b.z;return this},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)},add:function(b,c){this.x=b.x+c.x;this.y=b.y+c.y;this.z=b.z+c.z;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;this.z+=b.z;return this},addScalar:function(b){this.x+=b;this.y+=b;this.z+=b;return this},sub:function(b,c){this.x=b.x-c.x;this.y=b.y-c.y;this.z= -b.z-c.z;return this},subSelf:function(b){this.x-=b.x;this.y-=b.y;this.z-=b.z;return this},multiply:function(b,c){this.x=b.x*c.x;this.y=b.y*c.y;this.z=b.z*c.z;return this},multiplySelf:function(b){this.x*=b.x;this.y*=b.y;this.z*=b.z;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;this.z*=b;return this},divideSelf:function(b){this.x/=b.x;this.y/=b.y;this.z/=b.z;return this},divideScalar:function(b){b?(this.x/=b,this.y/=b,this.z/=b):this.set(0,0,0);return this},negate:function(){return this.multiplyScalar(-1)}, -dot:function(b){return this.x*b.x+this.y*b.y+this.z*b.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return this.x+this.y+this.z},normalize:function(){return this.divideScalar(this.length())},setLength:function(b){return this.normalize().multiplyScalar(b)},cross:function(b,c){this.x=b.y*c.z-b.z*c.y;this.y=b.z*c.x-b.x*c.z;this.z=b.x*c.y-b.y*c.x;return this},crossSelf:function(b){return this.set(this.y* -b.z-this.z*b.y,this.z*b.x-this.x*b.z,this.x*b.y-this.y*b.x)},distanceTo:function(b){return Math.sqrt(this.distanceToSquared(b))},distanceToSquared:function(b){return(new THREE.Vector3).sub(this,b).lengthSq()},setPositionFromMatrix:function(b){this.x=b.n14;this.y=b.n24;this.z=b.n34},setRotationFromMatrix:function(b){var c=Math.cos(this.y);this.y=Math.asin(b.n13);Math.abs(c)>1.0E-5?(this.x=Math.atan2(-b.n23/c,b.n33/c),this.z=Math.atan2(-b.n12/c,b.n11/c)):(this.x=0,this.z=Math.atan2(b.n21,b.n22))},isZero:function(){return this.lengthSq()< -1.0E-4}};THREE.Vector4=function(b,c,e,f){this.x=b||0;this.y=c||0;this.z=e||0;this.w=f||1}; -THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(b,c,e,f){this.x=b;this.y=c;this.z=e;this.w=f;return this},copy:function(b){this.x=b.x;this.y=b.y;this.z=b.z;this.w=b.w||1},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},add:function(b,c){this.x=b.x+c.x;this.y=b.y+c.y;this.z=b.z+c.z;this.w=b.w+c.w;return this},addSelf:function(b){this.x+=b.x;this.y+=b.y;this.z+=b.z;this.w+=b.w;return this},sub:function(b,c){this.x=b.x-c.x;this.y=b.y-c.y;this.z=b.z-c.z;this.w= -b.w-c.w;return this},subSelf:function(b){this.x-=b.x;this.y-=b.y;this.z-=b.z;this.w-=b.w;return this},multiplyScalar:function(b){this.x*=b;this.y*=b;this.z*=b;this.w*=b;return this},divideScalar:function(b){b?(this.x/=b,this.y/=b,this.z/=b,this.w/=b):(this.z=this.y=this.x=0,this.w=1);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(b){return this.x*b.x+this.y*b.y+this.z*b.z+this.w*b.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())}, -normalize:function(){return this.divideScalar(this.length())},setLength:function(b){return this.normalize().multiplyScalar(b)},lerpSelf:function(b,c){this.x+=(b.x-this.x)*c;this.y+=(b.y-this.y)*c;this.z+=(b.z-this.z)*c;this.w+=(b.w-this.w)*c;return this}};THREE.Ray=function(b,c){this.origin=b||new THREE.Vector3;this.direction=c||new THREE.Vector3}; -THREE.Ray.prototype={constructor:THREE.Ray,intersectScene:function(b){return this.intersectObjects(b.objects)},intersectObjects:function(b){var c,e,f=[];c=0;for(e=b.length;c0&&b>0&&h+b<1}if(b instanceof THREE.Particle){var f=c(this.origin,this.direction,b.matrixWorld.getPosition());if(f==null||f>b.scale.x)return[];return[{distance:f,point:b.position,face:null,object:b}]}else if(b instanceof THREE.Mesh){f=c(this.origin,this.direction,b.matrixWorld.getPosition());if(f==null||f>b.geometry.boundingSphere.radius*Math.max(b.scale.x, -Math.max(b.scale.y,b.scale.z)))return[];var g,j,h,k,m,o,p,u,v,t,x=b.geometry,w=x.vertices,A=[],f=0;for(g=x.faces.length;f0:u<0)))if(u=p.dot((new THREE.Vector3).sub(h,v))/u,v=v.addSelf(t.multiplyScalar(u)),j instanceof THREE.Face3)e(v,h,k,m)&&(j={distance:this.origin.distanceTo(v),point:v,face:j,object:b},A.push(j));else if(j instanceof THREE.Face4&&(e(v,h,k,o)||e(v,k,m,o)))j={distance:this.origin.distanceTo(v),point:v,face:j,object:b},A.push(j);A.sort(function(b,c){return b.distance-c.distance});return A}else return[]}}; -THREE.Rectangle=function(){function b(){j=f-c;h=g-e}var c,e,f,g,j,h,k=!0;this.getX=function(){return c};this.getY=function(){return e};this.getWidth=function(){return j};this.getHeight=function(){return h};this.getLeft=function(){return c};this.getTop=function(){return e};this.getRight=function(){return f};this.getBottom=function(){return g};this.set=function(h,j,p,u){k=!1;c=h;e=j;f=p;g=u;b()};this.addPoint=function(h,j){k?(k=!1,c=h,e=j,f=h,g=j):(c=ch?f:h,g=g>j?g:j);b()};this.add3Points= -function(h,j,p,u,v,t){k?(k=!1,c=hp?h>v?h:v:p>v?p:v,g=j>u?j>t?j:t:u>t?u:t):(c=hp?h>v?h>f?h:f:v>f?v:f:p>v?p>f?p:f:v>f?v:f,g=j>u?j>t?j>g?j:g:t>g?t:g:u>t?u>g?u:g:t>g?t:g);b()};this.addRectangle=function(h){k?(k=!1,c=h.getLeft(),e=h.getTop(),f=h.getRight(),g=h.getBottom()):(c=ch.getRight()?f:h.getRight(),g=g> -h.getBottom()?g:h.getBottom());b()};this.inflate=function(h){c-=h;e-=h;f+=h;g+=h;b()};this.minSelf=function(h){c=c>h.getLeft()?c:h.getLeft();e=e>h.getTop()?e:h.getTop();f=f=0&&Math.min(g,b.getBottom())-Math.max(e,b.getTop())>=0};this.empty=function(){k=!0;g=f=e=c=0;b()};this.isEmpty=function(){return k}};THREE.Matrix3=function(){this.m=[]}; -THREE.Matrix3.prototype={constructor:THREE.Matrix3,transpose:function(){var b,c=this.m;b=c[1];c[1]=c[3];c[3]=b;b=c[2];c[2]=c[6];c[6]=b;b=c[5];c[5]=c[7];c[7]=b;return this},transposeIntoArray:function(b){var c=this.m;b[0]=c[0];b[1]=c[3];b[2]=c[6];b[3]=c[1];b[4]=c[4];b[5]=c[7];b[6]=c[2];b[7]=c[5];b[8]=c[8];return this}};THREE.Matrix4=function(b,c,e,f,g,j,h,k,m,o,p,u,v,t,x,w){this.set(b||1,c||0,e||0,f||0,g||0,j||1,h||0,k||0,m||0,o||0,p||1,u||0,v||0,t||0,x||0,w||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; -THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(b,c,e,f,g,j,h,k,m,o,p,u,v,t,x,w){this.n11=b;this.n12=c;this.n13=e;this.n14=f;this.n21=g;this.n22=j;this.n23=h;this.n24=k;this.n31=m;this.n32=o;this.n33=p;this.n34=u;this.n41=v;this.n42=t;this.n43=x;this.n44=w;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(b){this.set(b.n11,b.n12,b.n13,b.n14,b.n21,b.n22,b.n23,b.n24,b.n31,b.n32,b.n33,b.n34,b.n41,b.n42,b.n43,b.n44);return this},lookAt:function(b, -c,e){var f=THREE.Matrix4.__v1,g=THREE.Matrix4.__v2,j=THREE.Matrix4.__v3;j.sub(b,c).normalize();if(j.length()===0)j.z=1;f.cross(e,j).normalize();f.length()===0&&(j.x+=1.0E-4,f.cross(e,j).normalize());g.cross(j,f).normalize();this.n11=f.x;this.n12=g.x;this.n13=j.x;this.n21=f.y;this.n22=g.y;this.n23=j.y;this.n31=f.z;this.n32=g.z;this.n33=j.z;return this},multiplyVector3:function(b){var c=b.x,e=b.y,f=b.z,g=1/(this.n41*c+this.n42*e+this.n43*f+this.n44);b.x=(this.n11*c+this.n12*e+this.n13*f+this.n14)*g; -b.y=(this.n21*c+this.n22*e+this.n23*f+this.n24)*g;b.z=(this.n31*c+this.n32*e+this.n33*f+this.n34)*g;return b},multiplyVector4:function(b){var c=b.x,e=b.y,f=b.z,g=b.w;b.x=this.n11*c+this.n12*e+this.n13*f+this.n14*g;b.y=this.n21*c+this.n22*e+this.n23*f+this.n24*g;b.z=this.n31*c+this.n32*e+this.n33*f+this.n34*g;b.w=this.n41*c+this.n42*e+this.n43*f+this.n44*g;return b},rotateAxis:function(b){var c=b.x,e=b.y,f=b.z;b.x=c*this.n11+e*this.n12+f*this.n13;b.y=c*this.n21+e*this.n22+f*this.n23;b.z=c*this.n31+ -e*this.n32+f*this.n33;b.normalize();return b},crossVector:function(b){var c=new THREE.Vector4;c.x=this.n11*b.x+this.n12*b.y+this.n13*b.z+this.n14*b.w;c.y=this.n21*b.x+this.n22*b.y+this.n23*b.z+this.n24*b.w;c.z=this.n31*b.x+this.n32*b.y+this.n33*b.z+this.n34*b.w;c.w=b.w?this.n41*b.x+this.n42*b.y+this.n43*b.z+this.n44*b.w:1;return c},multiply:function(b,c){var e=b.n11,f=b.n12,g=b.n13,j=b.n14,h=b.n21,k=b.n22,m=b.n23,o=b.n24,p=b.n31,u=b.n32,v=b.n33,t=b.n34,x=b.n41,w=b.n42,A=b.n43,y=b.n44,G=c.n11,D=c.n12, -I=c.n13,J=c.n14,C=c.n21,B=c.n22,L=c.n23,E=c.n24,V=c.n31,H=c.n32,S=c.n33,K=c.n34,Q=c.n41,n=c.n42,T=c.n43,X=c.n44;this.n11=e*G+f*C+g*V+j*Q;this.n12=e*D+f*B+g*H+j*n;this.n13=e*I+f*L+g*S+j*T;this.n14=e*J+f*E+g*K+j*X;this.n21=h*G+k*C+m*V+o*Q;this.n22=h*D+k*B+m*H+o*n;this.n23=h*I+k*L+m*S+o*T;this.n24=h*J+k*E+m*K+o*X;this.n31=p*G+u*C+v*V+t*Q;this.n32=p*D+u*B+v*H+t*n;this.n33=p*I+u*L+v*S+t*T;this.n34=p*J+u*E+v*K+t*X;this.n41=x*G+w*C+A*V+y*Q;this.n42=x*D+w*B+A*H+y*n;this.n43=x*I+w*L+A*S+y*T;this.n44=x*J+w* -E+A*K+y*X;return this},multiplyToArray:function(b,c,e){this.multiply(b,c);e[0]=this.n11;e[1]=this.n21;e[2]=this.n31;e[3]=this.n41;e[4]=this.n12;e[5]=this.n22;e[6]=this.n32;e[7]=this.n42;e[8]=this.n13;e[9]=this.n23;e[10]=this.n33;e[11]=this.n43;e[12]=this.n14;e[13]=this.n24;e[14]=this.n34;e[15]=this.n44;return this},multiplySelf:function(b){this.multiply(this,b);return this},multiplyScalar:function(b){this.n11*=b;this.n12*=b;this.n13*=b;this.n14*=b;this.n21*=b;this.n22*=b;this.n23*=b;this.n24*=b;this.n31*= -b;this.n32*=b;this.n33*=b;this.n34*=b;this.n41*=b;this.n42*=b;this.n43*=b;this.n44*=b;return this},determinant:function(){var b=this.n11,c=this.n12,e=this.n13,f=this.n14,g=this.n21,j=this.n22,h=this.n23,k=this.n24,m=this.n31,o=this.n32,p=this.n33,u=this.n34,v=this.n41,t=this.n42,x=this.n43,w=this.n44;return f*h*o*v-e*k*o*v-f*j*p*v+c*k*p*v+e*j*u*v-c*h*u*v-f*h*m*t+e*k*m*t+f*g*p*t-b*k*p*t-e*g*u*t+b*h*u*t+f*j*m*x-c*k*m*x-f*g*o*x+b*k*o*x+c*g*u*x-b*j*u*x-e*j*m*w+c*h*m*w+e*g*o*w-b*h*o*w-c*g*p*w+b*j*p*w}, -transpose:function(){var b;b=this.n21;this.n21=this.n12;this.n12=b;b=this.n31;this.n31=this.n13;this.n13=b;b=this.n32;this.n32=this.n23;this.n23=b;b=this.n41;this.n41=this.n14;this.n14=b;b=this.n42;this.n42=this.n24;this.n24=b;b=this.n43;this.n43=this.n34;this.n43=b;return this},clone:function(){var b=new THREE.Matrix4;b.n11=this.n11;b.n12=this.n12;b.n13=this.n13;b.n14=this.n14;b.n21=this.n21;b.n22=this.n22;b.n23=this.n23;b.n24=this.n24;b.n31=this.n31;b.n32=this.n32;b.n33=this.n33;b.n34=this.n34; -b.n41=this.n41;b.n42=this.n42;b.n43=this.n43;b.n44=this.n44;return b},flatten:function(){this.flat[0]=this.n11;this.flat[1]=this.n21;this.flat[2]=this.n31;this.flat[3]=this.n41;this.flat[4]=this.n12;this.flat[5]=this.n22;this.flat[6]=this.n32;this.flat[7]=this.n42;this.flat[8]=this.n13;this.flat[9]=this.n23;this.flat[10]=this.n33;this.flat[11]=this.n43;this.flat[12]=this.n14;this.flat[13]=this.n24;this.flat[14]=this.n34;this.flat[15]=this.n44;return this.flat},flattenToArray:function(b){b[0]=this.n11; -b[1]=this.n21;b[2]=this.n31;b[3]=this.n41;b[4]=this.n12;b[5]=this.n22;b[6]=this.n32;b[7]=this.n42;b[8]=this.n13;b[9]=this.n23;b[10]=this.n33;b[11]=this.n43;b[12]=this.n14;b[13]=this.n24;b[14]=this.n34;b[15]=this.n44;return b},flattenToArrayOffset:function(b,c){b[c]=this.n11;b[c+1]=this.n21;b[c+2]=this.n31;b[c+3]=this.n41;b[c+4]=this.n12;b[c+5]=this.n22;b[c+6]=this.n32;b[c+7]=this.n42;b[c+8]=this.n13;b[c+9]=this.n23;b[c+10]=this.n33;b[c+11]=this.n43;b[c+12]=this.n14;b[c+13]=this.n24;b[c+14]=this.n34; -b[c+15]=this.n44;return b},setTranslation:function(b,c,e){this.set(1,0,0,b,0,1,0,c,0,0,1,e,0,0,0,1);return this},setScale:function(b,c,e){this.set(b,0,0,0,0,c,0,0,0,0,e,0,0,0,0,1);return this},setRotationX:function(b){var c=Math.cos(b),b=Math.sin(b);this.set(1,0,0,0,0,c,-b,0,0,b,c,0,0,0,0,1);return this},setRotationY:function(b){var c=Math.cos(b),b=Math.sin(b);this.set(c,0,b,0,0,1,0,0,-b,0,c,0,0,0,0,1);return this},setRotationZ:function(b){var c=Math.cos(b),b=Math.sin(b);this.set(c,-b,0,0,b,c,0,0, -0,0,1,0,0,0,0,1);return this},setRotationAxis:function(b,c){var e=Math.cos(c),f=Math.sin(c),g=1-e,j=b.x,h=b.y,k=b.z,m=g*j,o=g*h;this.set(m*j+e,m*h-f*k,m*k+f*h,0,m*h+f*k,o*h+e,o*k-f*j,0,m*k-f*h,o*k+f*j,g*k*k+e,0,0,0,0,1);return this},setPosition:function(b){this.n14=b.x;this.n24=b.y;this.n34=b.z;return this},getPosition:function(){if(!this.position)this.position=new THREE.Vector3;this.position.set(this.n14,this.n24,this.n34);return this.position},getColumnX:function(){if(!this.columnX)this.columnX= -new THREE.Vector3;this.columnX.set(this.n11,this.n21,this.n31);return this.columnX},getColumnY:function(){if(!this.columnY)this.columnY=new THREE.Vector3;this.columnY.set(this.n12,this.n22,this.n32);return this.columnY},getColumnZ:function(){if(!this.columnZ)this.columnZ=new THREE.Vector3;this.columnZ.set(this.n13,this.n23,this.n33);return this.columnZ},setRotationFromEuler:function(b,c){var e=b.x,f=b.y,g=b.z,j=Math.cos(e),e=Math.sin(e),h=Math.cos(f),f=Math.sin(f),k=Math.cos(g),g=Math.sin(g);switch(c){case "YXZ":var m= -h*k,o=h*g,p=f*k,u=f*g;this.n11=m+u*e;this.n12=p*e-o;this.n13=j*f;this.n21=j*g;this.n22=j*k;this.n23=-e;this.n31=o*e-p;this.n32=u+m*e;this.n33=j*h;break;case "ZXY":m=h*k;o=h*g;p=f*k;u=f*g;this.n11=m-u*e;this.n12=-j*g;this.n13=p+o*e;this.n21=o+p*e;this.n22=j*k;this.n23=u-m*e;this.n31=-j*f;this.n32=e;this.n33=j*h;break;case "ZYX":m=j*k;o=j*g;p=e*k;u=e*g;this.n11=h*k;this.n12=p*f-o;this.n13=m*f+u;this.n21=h*g;this.n22=u*f+m;this.n23=o*f-p;this.n31=-f;this.n32=e*h;this.n33=j*h;break;case "YZX":m=j*h;o= -j*f;p=e*h;u=e*f;this.n11=h*k;this.n12=u-m*g;this.n13=p*g+o;this.n21=g;this.n22=j*k;this.n23=-e*k;this.n31=-f*k;this.n32=o*g+p;this.n33=m-u*g;break;case "XZY":m=j*h;o=j*f;p=e*h;u=e*f;this.n11=h*k;this.n12=-g;this.n13=f*k;this.n21=m*g+u;this.n22=j*k;this.n23=o*g-p;this.n31=p*g-o;this.n32=e*k;this.n33=u*g+m;break;default:m=j*k,o=j*g,p=e*k,u=e*g,this.n11=h*k,this.n12=-h*g,this.n13=f,this.n21=o+p*f,this.n22=m-u*f,this.n23=-e*h,this.n31=u-m*f,this.n32=p+o*f,this.n33=j*h}return this},setRotationFromQuaternion:function(b){var c= -b.x,e=b.y,f=b.z,g=b.w,j=c+c,h=e+e,k=f+f,b=c*j,m=c*h;c*=k;var o=e*h;e*=k;f*=k;j*=g;h*=g;g*=k;this.n11=1-(o+f);this.n12=m-g;this.n13=c+h;this.n21=m+g;this.n22=1-(b+f);this.n23=e-j;this.n31=c-h;this.n32=e+j;this.n33=1-(b+o);return this},scale:function(b){var c=b.x,e=b.y,b=b.z;this.n11*=c;this.n12*=e;this.n13*=b;this.n21*=c;this.n22*=e;this.n23*=b;this.n31*=c;this.n32*=e;this.n33*=b;this.n41*=c;this.n42*=e;this.n43*=b;return this},compose:function(b,c,e){var f=THREE.Matrix4.__m1,g=THREE.Matrix4.__m2; -f.identity();f.setRotationFromQuaternion(c);g.setScale(e.x,e.y,e.z);this.multiply(f,g);this.n14=b.x;this.n24=b.y;this.n34=b.z;return this},decompose:function(b,c,e){var f=THREE.Matrix4.__v1,g=THREE.Matrix4.__v2,j=THREE.Matrix4.__v3;f.set(this.n11,this.n21,this.n31);g.set(this.n12,this.n22,this.n32);j.set(this.n13,this.n23,this.n33);b=b instanceof THREE.Vector3?b:new THREE.Vector3;c=c instanceof THREE.Quaternion?c:new THREE.Quaternion;e=e instanceof THREE.Vector3?e:new THREE.Vector3;e.x=f.length(); -e.y=g.length();e.z=j.length();b.x=this.n14;b.y=this.n24;b.z=this.n34;f=THREE.Matrix4.__m1;f.copy(this);f.n11/=e.x;f.n21/=e.x;f.n31/=e.x;f.n12/=e.y;f.n22/=e.y;f.n32/=e.y;f.n13/=e.z;f.n23/=e.z;f.n33/=e.z;c.setFromRotationMatrix(f);return[b,c,e]},extractPosition:function(b){this.n14=b.n14;this.n24=b.n24;this.n34=b.n34},extractRotation:function(b,c){var e=1/c.x,f=1/c.y,g=1/c.z;this.n11=b.n11*e;this.n21=b.n21*e;this.n31=b.n31*e;this.n12=b.n12*f;this.n22=b.n22*f;this.n32=b.n32*f;this.n13=b.n13*g;this.n23= -b.n23*g;this.n33=b.n33*g}}; -THREE.Matrix4.makeInvert=function(b,c){var e=b.n11,f=b.n12,g=b.n13,j=b.n14,h=b.n21,k=b.n22,m=b.n23,o=b.n24,p=b.n31,u=b.n32,v=b.n33,t=b.n34,x=b.n41,w=b.n42,A=b.n43,y=b.n44;c===void 0&&(c=new THREE.Matrix4);c.n11=m*t*w-o*v*w+o*u*A-k*t*A-m*u*y+k*v*y;c.n12=j*v*w-g*t*w-j*u*A+f*t*A+g*u*y-f*v*y;c.n13=g*o*w-j*m*w+j*k*A-f*o*A-g*k*y+f*m*y;c.n14=j*m*u-g*o*u-j*k*v+f*o*v+g*k*t-f*m*t;c.n21=o*v*x-m*t*x-o*p*A+h*t*A+m*p*y-h*v*y;c.n22=g*t*x-j*v*x+j*p*A-e*t*A-g*p*y+e*v*y;c.n23=j*m*x-g*o*x-j*h*A+e*o*A+g*h*y-e*m*y;c.n24= -g*o*p-j*m*p+j*h*v-e*o*v-g*h*t+e*m*t;c.n31=k*t*x-o*u*x+o*p*w-h*t*w-k*p*y+h*u*y;c.n32=j*u*x-f*t*x-j*p*w+e*t*w+f*p*y-e*u*y;c.n33=g*o*x-j*k*x+j*h*w-e*o*w-f*h*y+e*k*y;c.n34=j*k*p-f*o*p-j*h*u+e*o*u+f*h*t-e*k*t;c.n41=m*u*x-k*v*x-m*p*w+h*v*w+k*p*A-h*u*A;c.n42=f*v*x-g*u*x+g*p*w-e*v*w-f*p*A+e*u*A;c.n43=g*k*x-f*m*x-g*h*w+e*m*w+f*h*A-e*k*A;c.n44=f*m*p-g*k*p+g*h*u-e*m*u-f*h*v+e*k*v;c.multiplyScalar(1/b.determinant());return c}; -THREE.Matrix4.makeInvert3x3=function(b){var c=b.m33,e=c.m,f=b.n33*b.n22-b.n32*b.n23,g=-b.n33*b.n21+b.n31*b.n23,j=b.n32*b.n21-b.n31*b.n22,h=-b.n33*b.n12+b.n32*b.n13,k=b.n33*b.n11-b.n31*b.n13,m=-b.n32*b.n11+b.n31*b.n12,o=b.n23*b.n12-b.n22*b.n13,p=-b.n23*b.n11+b.n21*b.n13,u=b.n22*b.n11-b.n21*b.n12,b=b.n11*f+b.n21*h+b.n31*o;b==0&&console.error("THREE.Matrix4.makeInvert3x3: Matrix not invertible.");b=1/b;e[0]=b*f;e[1]=b*g;e[2]=b*j;e[3]=b*h;e[4]=b*k;e[5]=b*m;e[6]=b*o;e[7]=b*p;e[8]=b*u;return c}; -THREE.Matrix4.makeFrustum=function(b,c,e,f,g,j){var h;h=new THREE.Matrix4;h.n11=2*g/(c-b);h.n12=0;h.n13=(c+b)/(c-b);h.n14=0;h.n21=0;h.n22=2*g/(f-e);h.n23=(f+e)/(f-e);h.n24=0;h.n31=0;h.n32=0;h.n33=-(j+g)/(j-g);h.n34=-2*j*g/(j-g);h.n41=0;h.n42=0;h.n43=-1;h.n44=0;return h};THREE.Matrix4.makePerspective=function(b,c,e,f){var g,b=e*Math.tan(b*Math.PI/360);g=-b;return THREE.Matrix4.makeFrustum(g*c,b*c,g,b,e,f)}; -THREE.Matrix4.makeOrtho=function(b,c,e,f,g,j){var h,k,m,o;h=new THREE.Matrix4;k=c-b;m=e-f;o=j-g;h.n11=2/k;h.n12=0;h.n13=0;h.n14=-((c+b)/k);h.n21=0;h.n22=2/m;h.n23=0;h.n24=-((e+f)/m);h.n31=0;h.n32=0;h.n33=-2/o;h.n34=-((j+g)/o);h.n41=0;h.n42=0;h.n43=0;h.n44=1;return h};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3;THREE.Matrix4.__m1=new THREE.Matrix4;THREE.Matrix4.__m2=new THREE.Matrix4; -THREE.Object3D=function(){this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=this.dynamic=!1;this.renderDepth=null;this.rotationAutoUpdate=!0;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate=!0;this.quaternion=new THREE.Quaternion; -this.useQuaternion=!1;this.boundRadius=0;this.boundRadiusScale=1;this.visible=!0;this.receiveShadow=this.castShadow=!1;this._vector=new THREE.Vector3;this.name=""}; -THREE.Object3D.prototype={constructor:THREE.Object3D,translate:function(b,c){this.matrix.rotateAxis(c);this.position.addSelf(c.multiplyScalar(b))},translateX:function(b){this.translate(b,this._vector.set(1,0,0))},translateY:function(b){this.translate(b,this._vector.set(0,1,0))},translateZ:function(b){this.translate(b,this._vector.set(0,0,1))},lookAt:function(b){this.matrix.lookAt(b,this.position,this.up);this.rotationAutoUpdate&&this.rotation.setRotationFromMatrix(this.matrix)},addChild:function(b){if(this.children.indexOf(b)=== --1){b.parent!==void 0&&b.parent.removeChild(b);b.parent=this;this.children.push(b);for(var c=this;c.parent!==void 0;)c=c.parent;c!==void 0&&c instanceof THREE.Scene&&c.addChildRecurse(b)}},removeChild:function(b){var c=this.children.indexOf(b);if(c!==-1)b.parent=void 0,this.children.splice(c,1)},getChildByName:function(b,c){var e,f,g;e=0;for(f=this.children.length;e=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var j=Math.acos(g),h=Math.sqrt(1-g*g);if(Math.abs(h)<0.001)return e.w=0.5*(b.w+c.w),e.x=0.5*(b.x+c.x),e.y=0.5*(b.y+c.y),e.z=0.5*(b.z+c.z),e;g=Math.sin((1-f)*j)/h;f=Math.sin(f*j)/h;e.w=b.w*g+c.w*f;e.x=b.x*g+c.x*f;e.y=b.y*g+c.y*f;e.z=b.z*g+c.z*f;return e}; -THREE.Vertex=function(b){this.position=b||new THREE.Vector3};THREE.Face3=function(b,c,e,f,g,j){this.a=b;this.b=c;this.c=e;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=j instanceof Array?j:[j];this.centroid=new THREE.Vector3}; -THREE.Face4=function(b,c,e,f,g,j,h){this.a=b;this.b=c;this.c=e;this.d=f;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=j instanceof THREE.Color?j:new THREE.Color;this.vertexColors=j instanceof Array?j:[];this.vertexTangents=[];this.materials=h instanceof Array?h:[h];this.centroid=new THREE.Vector3};THREE.UV=function(b,c){this.u=b||0;this.v=c||0}; -THREE.UV.prototype={constructor:THREE.UV,set:function(b,c){this.u=b;this.v=c;return this},copy:function(b){this.u=b.u;this.v=b.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}}; -THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.edges=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.dynamic=this.hasTangents=!1}; -THREE.Geometry.prototype={constructor:THREE.Geometry,computeCentroids:function(){var b,c,e;b=0;for(c=this.faces.length;b0){this.boundingBox={x:[this.vertices[0].position.x,this.vertices[0].position.x],y:[this.vertices[0].position.y,this.vertices[0].position.y],z:[this.vertices[0].position.z,this.vertices[0].position.z]};for(var c=1,e=this.vertices.length;cthis.boundingBox.x[1])this.boundingBox.x[1]=b.position.x;if(b.position.ythis.boundingBox.y[1])this.boundingBox.y[1]=b.position.y;if(b.position.zthis.boundingBox.z[1])this.boundingBox.z[1]=b.position.z}}},computeBoundingSphere:function(){for(var b=0,c=0,e=this.vertices.length;cthis.points.length-2?j:j+1;e[3]=j>this.points.length-3?j:j+2;o=this.points[e[0]];p=this.points[e[1]]; -u=this.points[e[2]];v=this.points[e[3]];k=h*h;m=h*k;f.x=c(o.x,p.x,u.x,v.x,h,k,m);f.y=c(o.y,p.y,u.y,v.y,h,k,m);f.z=c(o.z,p.z,u.z,v.z,h,k,m);return f};this.getControlPointsArray=function(){var b,c,e=this.points.length,f=[];for(b=0;b1){b=e.matrixWorldInverse;b=-(b.n31*this.position.x+b.n32*this.position.y+b.n33*this.position.z+b.n34);this.LODs[0].object3D.visible=!0;for(var f=1;f=this.LODs[f].visibleAtDistance)this.LODs[f-1].object3D.visible=!1, -this.LODs[f].object3D.visible=!0;else break;for(;f=0&&g>=0&&j>=0&&k>=0?!0:h<0&&g<0||j<0&&k<0?!1:(h<0?e=Math.max(e,h/(h-g)):g<0&&(f=Math.min(f,h/(h-g))),j<0?e=Math.max(e,j/(j-k)):k<0&&(f=Math.min(f,j/(j-k))),fn&&h.positionScreen.z0&&J.z<1))ea=D[G]=D[G]||new THREE.RenderableParticle,G++,y=ea,y.x=J.x/J.w,y.y=J.y/J.w,y.z=J.z,y.rotation=P.rotation.z,y.scale.x=P.scale.x*Math.abs(y.x- -(J.x+g.projectionMatrix.n11)/(J.w+g.projectionMatrix.n14)),y.scale.y=P.scale.y*Math.abs(y.y-(J.y+g.projectionMatrix.n22)/(J.w+g.projectionMatrix.n24)),y.materials=P.materials,I.push(y);j&&I.sort(c);return I}}; -THREE.DOMRenderer=function(){THREE.Renderer.call(this);var b=null,c=new THREE.Projector,e,f,g,j;this.domElement=document.createElement("div");this.setSize=function(b,c){e=b;f=c;g=e/2;j=f/2};this.render=function(e,f){var m,o,p,u,v,t,x,w;b=c.projectScene(e,f);m=0;for(o=b.length;m0&&(e(THREE.NormalBlending),c(1),g("rgba("+Math.floor(x.r*255)+","+Math.floor(x.g*255)+","+ -Math.floor(x.b*255)+","+w+")"),t.fillRect(Math.floor(na.getX()),Math.floor(na.getY()),Math.floor(na.getWidth()),Math.floor(na.getHeight()))),na.empty())};this.render=function(b,m){function o(b){var c,e,f,h=b.lights;oa.setRGB(0,0,0);Da.setRGB(0,0,0);Ga.setRGB(0,0,0);b=0;for(c=h.length;b>1,ka=o.height>>1,j=h.scale.x*u,m=h.scale.y*v,k=j*p,n=m*ka,aa.set(b.x-k,b.y-n,b.x+k,b.y+n),ra.instersects(aa)&&(t.save(),t.translate(b.x,b.y),t.rotate(-h.rotation),t.scale(j,-m),t.translate(-p,-ka),t.drawImage(o,0,0),t.restore())}else j instanceof THREE.ParticleCanvasMaterial&&(k=h.scale.x*u,n=h.scale.y*v,aa.set(b.x-k,b.y-n,b.x+k,b.y+n),ra.instersects(aa)&&(f(j.color.getContextStyle()),g(j.color.getContextStyle()),t.save(),t.translate(b.x,b.y),t.rotate(-h.rotation),t.scale(k, -n),j.program(t),t.restore()))}function w(b,h,g,j){c(j.opacity);e(j.blending);t.beginPath();t.moveTo(b.positionScreen.x,b.positionScreen.y);t.lineTo(h.positionScreen.x,h.positionScreen.y);t.closePath();if(j instanceof THREE.LineBasicMaterial){b=j.linewidth;if(I!=b)t.lineWidth=I=b;b=j.linecap;if(J!=b)t.lineCap=J=b;b=j.linejoin;if(C!=b)t.lineJoin=C=b;f(j.color.getContextStyle());t.stroke();aa.inflate(j.linewidth*2)}}function A(b,f,h,g,k,u,o,t,ka){j.data.vertices+=3;j.data.faces++;c(t.opacity);e(t.blending); -K=b.positionScreen.x;Q=b.positionScreen.y;n=f.positionScreen.x;T=f.positionScreen.y;X=h.positionScreen.x;M=h.positionScreen.y;D(K,Q,n,T,X,M);if(t instanceof THREE.MeshBasicMaterial)if(t.map)t.map.mapping instanceof THREE.UVMapping&&(la=o.uvs[0],Za(K,Q,n,T,X,M,la[g].u,la[g].v,la[k].u,la[k].v,la[u].u,la[u].v,t.map));else if(t.envMap){if(t.envMap.mapping instanceof THREE.SphericalReflectionMapping)b=m.matrixWorldInverse,sa.copy(o.vertexNormalsWorld[0]),ma=(sa.x*b.n11+sa.y*b.n12+sa.z*b.n13)*0.5+0.5,Fa= --(sa.x*b.n21+sa.y*b.n22+sa.z*b.n23)*0.5+0.5,sa.copy(o.vertexNormalsWorld[1]),ya=(sa.x*b.n11+sa.y*b.n12+sa.z*b.n13)*0.5+0.5,Ia=-(sa.x*b.n21+sa.y*b.n22+sa.z*b.n23)*0.5+0.5,sa.copy(o.vertexNormalsWorld[2]),Ja=(sa.x*b.n11+sa.y*b.n12+sa.z*b.n13)*0.5+0.5,Ta=-(sa.x*b.n21+sa.y*b.n22+sa.z*b.n23)*0.5+0.5,Za(K,Q,n,T,X,M,ma,Fa,ya,Ia,Ja,Ta,t.envMap)}else t.wireframe?Ka(t.color,t.wireframeLinewidth,t.wireframeLinecap,t.wireframeLinejoin):La(t.color);else if(t instanceof THREE.MeshLambertMaterial)t.map&&!t.wireframe&& -(t.map.mapping instanceof THREE.UVMapping&&(la=o.uvs[0],Za(K,Q,n,T,X,M,la[g].u,la[g].v,la[k].u,la[k].v,la[u].u,la[u].v,t.map)),e(THREE.SubtractiveBlending)),xa?!t.wireframe&&t.shading==THREE.SmoothShading&&o.vertexNormalsWorld.length==3?(P.r=ea.r=Z.r=oa.r,P.g=ea.g=Z.g=oa.g,P.b=ea.b=Z.b=oa.b,p(ka,o.v1.positionWorld,o.vertexNormalsWorld[0],P),p(ka,o.v2.positionWorld,o.vertexNormalsWorld[1],ea),p(ka,o.v3.positionWorld,o.vertexNormalsWorld[2],Z),da.r=(ea.r+Z.r)*0.5,da.g=(ea.g+Z.g)*0.5,da.b=(ea.b+Z.b)* -0.5,pa=Xa(P,ea,Z,da),Ua(K,Q,n,T,X,M,0,0,1,0,0,1,pa)):(va.r=oa.r,va.g=oa.g,va.b=oa.b,p(ka,o.centroidWorld,o.normalWorld,va),Y.r=Math.max(0,Math.min(t.color.r*va.r,1)),Y.g=Math.max(0,Math.min(t.color.g*va.g,1)),Y.b=Math.max(0,Math.min(t.color.b*va.b,1)),t.wireframe?Ka(Y,t.wireframeLinewidth,t.wireframeLinecap,t.wireframeLinejoin):La(Y)):t.wireframe?Ka(t.color,t.wireframeLinewidth,t.wireframeLinecap,t.wireframeLinejoin):La(t.color);else if(t instanceof THREE.MeshDepthMaterial)U=m.near,ja=m.far,P.r=P.g= -P.b=1-Oa(b.positionScreen.z,U,ja),ea.r=ea.g=ea.b=1-Oa(f.positionScreen.z,U,ja),Z.r=Z.g=Z.b=1-Oa(h.positionScreen.z,U,ja),da.r=(ea.r+Z.r)*0.5,da.g=(ea.g+Z.g)*0.5,da.b=(ea.b+Z.b)*0.5,pa=Xa(P,ea,Z,da),Ua(K,Q,n,T,X,M,0,0,1,0,0,1,pa);else if(t instanceof THREE.MeshNormalMaterial)Y.r=Va(o.normalWorld.x),Y.g=Va(o.normalWorld.y),Y.b=Va(o.normalWorld.z),t.wireframe?Ka(Y,t.wireframeLinewidth,t.wireframeLinecap,t.wireframeLinejoin):La(Y)}function y(b,f,h,g,k,u,o,t,ka){j.data.vertices+=4;j.data.faces++;c(t.opacity); -e(t.blending);if(t.map||t.envMap)A(b,f,g,0,1,3,o,t,ka),A(k,h,u,1,2,3,o,t,ka);else if(K=b.positionScreen.x,Q=b.positionScreen.y,n=f.positionScreen.x,T=f.positionScreen.y,X=h.positionScreen.x,M=h.positionScreen.y,W=g.positionScreen.x,ha=g.positionScreen.y,ca=k.positionScreen.x,fa=k.positionScreen.y,ga=u.positionScreen.x,$=u.positionScreen.y,t instanceof THREE.MeshBasicMaterial)G(K,Q,n,T,X,M,W,ha),t.wireframe?Ka(t.color,t.wireframeLinewidth,t.wireframeLinecap,t.wireframeLinejoin):La(t.color);else if(t instanceof -THREE.MeshLambertMaterial)xa?!t.wireframe&&t.shading==THREE.SmoothShading&&o.vertexNormalsWorld.length==4?(P.r=ea.r=Z.r=da.r=oa.r,P.g=ea.g=Z.g=da.g=oa.g,P.b=ea.b=Z.b=da.b=oa.b,p(ka,o.v1.positionWorld,o.vertexNormalsWorld[0],P),p(ka,o.v2.positionWorld,o.vertexNormalsWorld[1],ea),p(ka,o.v4.positionWorld,o.vertexNormalsWorld[3],Z),p(ka,o.v3.positionWorld,o.vertexNormalsWorld[2],da),pa=Xa(P,ea,Z,da),D(K,Q,n,T,W,ha),Ua(K,Q,n,T,W,ha,0,0,1,0,0,1,pa),D(ca,fa,X,M,ga,$),Ua(ca,fa,X,M,ga,$,1,0,1,1,0,1,pa)):(va.r= -oa.r,va.g=oa.g,va.b=oa.b,p(ka,o.centroidWorld,o.normalWorld,va),Y.r=Math.max(0,Math.min(t.color.r*va.r,1)),Y.g=Math.max(0,Math.min(t.color.g*va.g,1)),Y.b=Math.max(0,Math.min(t.color.b*va.b,1)),G(K,Q,n,T,X,M,W,ha),t.wireframe?Ka(Y,t.wireframeLinewidth,t.wireframeLinecap,t.wireframeLinejoin):La(Y)):(G(K,Q,n,T,X,M,W,ha),t.wireframe?Ka(t.color,t.wireframeLinewidth,t.wireframeLinecap,t.wireframeLinejoin):La(t.color));else if(t instanceof THREE.MeshNormalMaterial)Y.r=Va(o.normalWorld.x),Y.g=Va(o.normalWorld.y), -Y.b=Va(o.normalWorld.z),G(K,Q,n,T,X,M,W,ha),t.wireframe?Ka(Y,t.wireframeLinewidth,t.wireframeLinecap,t.wireframeLinejoin):La(Y);else if(t instanceof THREE.MeshDepthMaterial)U=m.near,ja=m.far,P.r=P.g=P.b=1-Oa(b.positionScreen.z,U,ja),ea.r=ea.g=ea.b=1-Oa(f.positionScreen.z,U,ja),Z.r=Z.g=Z.b=1-Oa(g.positionScreen.z,U,ja),da.r=da.g=da.b=1-Oa(h.positionScreen.z,U,ja),pa=Xa(P,ea,Z,da),D(K,Q,n,T,W,ha),Ua(K,Q,n,T,W,ha,0,0,1,0,0,1,pa),D(ca,fa,X,M,ga,$),Ua(ca,fa,X,M,ga,$,1,0,1,1,0,1,pa)}function D(b,c,e,f, -h,g){t.beginPath();t.moveTo(b,c);t.lineTo(e,f);t.lineTo(h,g);t.lineTo(b,c);t.closePath()}function G(b,c,e,f,h,g,j,k){t.beginPath();t.moveTo(b,c);t.lineTo(e,f);t.lineTo(h,g);t.lineTo(j,k);t.lineTo(b,c);t.closePath()}function Ka(b,c,e,h){if(I!=c)t.lineWidth=I=c;if(J!=e)t.lineCap=J=e;if(C!=h)t.lineJoin=C=h;f(b.getContextStyle());t.stroke();aa.inflate(c*2)}function La(b){g(b.getContextStyle());t.fill()}function Za(b,c,e,f,h,j,k,n,m,o,u,p,ka){if(ka.image.width!=0){if(ka.needsUpdate==!0||ia[ka.id]==void 0){var v= -ka.wrapS==THREE.RepeatWrapping,Ba=ka.wrapT==THREE.RepeatWrapping;ia[ka.id]=t.createPattern(ka.image,v&&Ba?"repeat":v&&!Ba?"repeat-x":!v&&Ba?"repeat-y":"no-repeat");ka.needsUpdate=!1}g(ia[ka.id]);var v=ka.offset.x/ka.repeat.x,Ba=ka.offset.y/ka.repeat.y,x=(ka.image.width-1)*ka.repeat.x,ka=(ka.image.height-1)*ka.repeat.y,k=(k+v)*x,n=(n+Ba)*ka,m=(m+v)*x,o=(o+Ba)*ka,u=(u+v)*x,p=(p+Ba)*ka;e-=b;f-=c;h-=b;j-=c;m-=k;o-=n;u-=k;p-=n;v=1/(m*p-u*o);ka=(p*e-o*h)*v;o=(p*f-o*j)*v;e=(m*h-u*e)*v;f=(m*j-u*f)*v;b=b- -ka*k-e*n;c=c-o*k-f*n;t.save();t.transform(ka,o,e,f,b,c);t.fill();t.restore()}}function Ua(b,c,e,f,h,g,j,k,n,m,o,u,ka){var p,v;p=ka.width-1;v=ka.height-1;j*=p;k*=v;n*=p;m*=v;o*=p;u*=v;e-=b;f-=c;h-=b;g-=c;n-=j;m-=k;o-=j;u-=k;v=1/(n*u-o*m);p=(u*e-m*h)*v;m=(u*f-m*g)*v;e=(n*h-o*e)*v;f=(n*g-o*f)*v;b=b-p*j-e*k;c=c-m*j-f*k;t.save();t.transform(p,m,e,f,b,c);t.clip();t.drawImage(ka,0,0);t.restore()}function Xa(b,c,e,f){var h=~~(b.r*255),g=~~(b.g*255),b=~~(b.b*255),j=~~(c.r*255),k=~~(c.g*255),c=~~(c.b*255), -n=~~(e.r*255),m=~~(e.g*255),e=~~(e.b*255),t=~~(f.r*255),o=~~(f.g*255),f=~~(f.b*255);za[0]=h<0?0:h>255?255:h;za[1]=g<0?0:g>255?255:g;za[2]=b<0?0:b>255?255:b;za[4]=j<0?0:j>255?255:j;za[5]=k<0?0:k>255?255:k;za[6]=c<0?0:c>255?255:c;za[8]=n<0?0:n>255?255:n;za[9]=m<0?0:m>255?255:m;za[10]=e<0?0:e>255?255:e;za[12]=t<0?0:t>255?255:t;za[13]=o<0?0:o>255?255:o;za[14]=f<0?0:f>255?255:f;Aa.putImageData(ka,0,0);Ba.drawImage(R,0,0);return Wa}function Oa(b,c,e){b=(b-c)/(e-c);return b*b*(3-2*b)}function Va(b){b=(b+ -1)*0.5;return b<0?0:b>1?1:b}function Ma(b,c){var e=c.x-b.x,f=c.y-b.y,h=e*e+f*f;h!=0&&(h=1/Math.sqrt(h),e*=h,f*=h,c.x+=e,c.y+=f,b.x-=e,b.y-=f)}var Ya,$a,qa,Ca,Na,F,z,N;this.autoClear?this.clear():t.setTransform(1,0,0,-1,u,v);j.data.vertices=0;j.data.faces=0;h=k.projectScene(b,m,this.sortElements);(xa=b.lights.length>0)&&o(b);Ya=0;for($a=h.length;Ya<$a;Ya++){qa=h[Ya];aa.empty();if(qa instanceof THREE.RenderableParticle){B=qa;B.x*=u;B.y*=v;Ca=0;for(Na=qa.materials.length;Ca0&&(e.r+=g.color.r*j,e.g+=g.color.g*j,e.b+=g.color.b*j)):g instanceof THREE.PointLight&&(V.sub(g.position,c.centroidWorld),V.normalize(),j=c.normalWorld.dot(V)*g.intensity,j>0&&(e.r+=g.color.r*j,e.g+=g.color.g*j,e.b+=g.color.b*j))}function c(c,e,h,k,n,t){j.data.vertices+=3;j.data.faces++;K=f(Q++);K.setAttribute("d", -"M "+c.positionScreen.x+" "+c.positionScreen.y+" L "+e.positionScreen.x+" "+e.positionScreen.y+" L "+h.positionScreen.x+","+h.positionScreen.y+"z");n instanceof THREE.MeshBasicMaterial?I.copy(n.color):n instanceof THREE.MeshLambertMaterial?D?(J.r=C.r,J.g=C.g,J.b=C.b,b(t,k,J),I.r=Math.max(0,Math.min(n.color.r*J.r,1)),I.g=Math.max(0,Math.min(n.color.g*J.g,1)),I.b=Math.max(0,Math.min(n.color.b*J.b,1))):I.copy(n.color):n instanceof THREE.MeshDepthMaterial?(E=1-n.__2near/(n.__farPlusNear-k.z*n.__farMinusNear), -I.setRGB(E,E,E)):n instanceof THREE.MeshNormalMaterial&&I.setRGB(g(k.normalWorld.x),g(k.normalWorld.y),g(k.normalWorld.z));n.wireframe?K.setAttribute("style","fill: none; stroke: "+I.getContextStyle()+"; stroke-width: "+n.wireframeLinewidth+"; stroke-opacity: "+n.opacity+"; stroke-linecap: "+n.wireframeLinecap+"; stroke-linejoin: "+n.wireframeLinejoin):K.setAttribute("style","fill: "+I.getContextStyle()+"; fill-opacity: "+n.opacity);m.appendChild(K)}function e(c,e,h,k,n,t,o){j.data.vertices+=4;j.data.faces++; -K=f(Q++);K.setAttribute("d","M "+c.positionScreen.x+" "+c.positionScreen.y+" L "+e.positionScreen.x+" "+e.positionScreen.y+" L "+h.positionScreen.x+","+h.positionScreen.y+" L "+k.positionScreen.x+","+k.positionScreen.y+"z");t instanceof THREE.MeshBasicMaterial?I.copy(t.color):t instanceof THREE.MeshLambertMaterial?D?(J.r=C.r,J.g=C.g,J.b=C.b,b(o,n,J),I.r=Math.max(0,Math.min(t.color.r*J.r,1)),I.g=Math.max(0,Math.min(t.color.g*J.g,1)),I.b=Math.max(0,Math.min(t.color.b*J.b,1))):I.copy(t.color):t instanceof -THREE.MeshDepthMaterial?(E=1-t.__2near/(t.__farPlusNear-n.z*t.__farMinusNear),I.setRGB(E,E,E)):t instanceof THREE.MeshNormalMaterial&&I.setRGB(g(n.normalWorld.x),g(n.normalWorld.y),g(n.normalWorld.z));t.wireframe?K.setAttribute("style","fill: none; stroke: "+I.getContextStyle()+"; stroke-width: "+t.wireframeLinewidth+"; stroke-opacity: "+t.opacity+"; stroke-linecap: "+t.wireframeLinecap+"; stroke-linejoin: "+t.wireframeLinejoin):K.setAttribute("style","fill: "+I.getContextStyle()+"; fill-opacity: "+ -t.opacity);m.appendChild(K)}function f(b){H[b]==null&&(H[b]=document.createElementNS("http://www.w3.org/2000/svg","path"),T==0&&H[b].setAttribute("shape-rendering","crispEdges"));return H[b]}function g(b){b=(b+1)*0.5;return b<0?0:b>1?1:b}var j=this,h=null,k=new THREE.Projector,m=document.createElementNS("http://www.w3.org/2000/svg","svg"),o,p,u,v,t,x,w,A,y=new THREE.Rectangle,G=new THREE.Rectangle,D=!1,I=new THREE.Color(16777215),J=new THREE.Color(16777215),C=new THREE.Color(0),B=new THREE.Color(0), -L=new THREE.Color(0),E,V=new THREE.Vector3,H=[],S=[],K,Q,n,T=1;this.domElement=m;this.sortElements=this.sortObjects=this.autoClear=!0;this.data={vertices:0,faces:0};this.setQuality=function(b){switch(b){case "high":T=1;break;case "low":T=0}};this.setSize=function(b,c){o=b;p=c;u=o/2;v=p/2;m.setAttribute("viewBox",-u+" "+-v+" "+o+" "+p);m.setAttribute("width",o);m.setAttribute("height",p);y.set(-u,-v,u,v)};this.clear=function(){for(;m.childNodes.length>0;)m.removeChild(m.childNodes[0])};this.render= -function(b,f){var g,o,p,I,J,H,E,P;this.autoClear&&this.clear();j.data.vertices=0;j.data.faces=0;h=k.projectScene(b,f,this.sortElements);n=Q=0;if(D=b.lights.length>0){E=b.lights;C.setRGB(0,0,0);B.setRGB(0,0,0);L.setRGB(0,0,0);g=0;for(o=E.length;g 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif", -lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef PHONG\nvPointLight[ i ] = vec4( lVector, lDistance );\n#endif\n}\n#endif\n}", -lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( vec3( 0.0 ), 1.0 );\nvec4 pointSpecular = vec4( vec3( 0.0 ), 1.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight * pointDistance;\npointSpecular += mSpecular * pointSpecularWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( vec3( 0.0 ), 1.0 );\nvec4 dirSpecular = vec4( vec3( 0.0 ), 1.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", -color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif", -morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", -default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform float shadowDarkness;\nuniform float shadowBias;\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif", -shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_SOFT\nconst float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;\nconst float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;\n#endif\nvec4 shadowColor = vec4( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nif ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nfor ( float y = -1.25; y <= 1.25; y += 1.25 )\nfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\nvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < ( shadowCoord.z + shadowBias ) )\nshadow += 1.0;\n}\nshadow /= 9.0;\nshadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < ( shadowCoord.z + shadowBias ) )\nshadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );\n#endif\n}\n}\ngl_FragColor = gl_FragColor * shadowColor;\n#endif", -shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif"}; -THREE.UniformsUtils={merge:function(b){var c,e,f,g={};for(c=0;c=0)n.bindBuffer(n.ARRAY_BUFFER,h.__webglVertexBuffer),n.vertexAttribPointer(b.position,3,n.FLOAT,!1,0,0);else if(j.morphTargetBase){c= -g.program.attributes;j.morphTargetBase!==-1?(n.bindBuffer(n.ARRAY_BUFFER,h.__webglMorphTargetsBuffers[j.morphTargetBase]),n.vertexAttribPointer(c.position,3,n.FLOAT,!1,0,0)):c.position>=0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglVertexBuffer),n.vertexAttribPointer(c.position,3,n.FLOAT,!1,0,0));if(j.morphTargetForcedOrder.length)for(var f=0,m=j.morphTargetForcedOrder,t=j.morphTargetInfluences;fo&&(u=p,o=t[u]);n.bindBuffer(n.ARRAY_BUFFER,h.__webglMorphTargetsBuffers[u]);n.vertexAttribPointer(c["morphTarget"+f],3,n.FLOAT,!1,0,0);j.__webglMorphTargetInfluences[f]=o;m[u]=1;o=-1;f++}}g.program.uniforms.morphTargetInfluences!==null&&n.uniform1fv(g.program.uniforms.morphTargetInfluences, -j.__webglMorphTargetInfluences)}if(h.__webglCustomAttributes)for(k in h.__webglCustomAttributes)b[k]>=0&&(c=h.__webglCustomAttributes[k],n.bindBuffer(n.ARRAY_BUFFER,c.buffer),n.vertexAttribPointer(b[k],c.size,n.FLOAT,!1,0,0));b.color>=0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglColorBuffer),n.vertexAttribPointer(b.color,3,n.FLOAT,!1,0,0));b.normal>=0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglNormalBuffer),n.vertexAttribPointer(b.normal,3,n.FLOAT,!1,0,0));b.tangent>=0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglTangentBuffer), -n.vertexAttribPointer(b.tangent,4,n.FLOAT,!1,0,0));b.uv>=0&&(h.__webglUVBuffer?(n.bindBuffer(n.ARRAY_BUFFER,h.__webglUVBuffer),n.vertexAttribPointer(b.uv,2,n.FLOAT,!1,0,0),n.enableVertexAttribArray(b.uv)):n.disableVertexAttribArray(b.uv));b.uv2>=0&&(h.__webglUV2Buffer?(n.bindBuffer(n.ARRAY_BUFFER,h.__webglUV2Buffer),n.vertexAttribPointer(b.uv2,2,n.FLOAT,!1,0,0),n.enableVertexAttribArray(b.uv2)):n.disableVertexAttribArray(b.uv2));g.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>= -0&&(n.bindBuffer(n.ARRAY_BUFFER,h.__webglSkinVertexABuffer),n.vertexAttribPointer(b.skinVertexA,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,h.__webglSkinVertexBBuffer),n.vertexAttribPointer(b.skinVertexB,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,h.__webglSkinIndicesBuffer),n.vertexAttribPointer(b.skinIndex,4,n.FLOAT,!1,0,0),n.bindBuffer(n.ARRAY_BUFFER,h.__webglSkinWeightsBuffer),n.vertexAttribPointer(b.skinWeight,4,n.FLOAT,!1,0,0));j instanceof THREE.Mesh?(g.wireframe?(n.lineWidth(g.wireframeLinewidth), -n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,h.__webglLineBuffer),n.drawElements(n.LINES,h.__webglLineCount,n.UNSIGNED_SHORT,0)):(n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,h.__webglFaceBuffer),n.drawElements(n.TRIANGLES,h.__webglFaceCount,n.UNSIGNED_SHORT,0)),Q.data.vertices+=h.__webglFaceCount,Q.data.faces+=h.__webglFaceCount/3,Q.data.drawCalls++):j instanceof THREE.Line?(j=j.type==THREE.LineStrip?n.LINE_STRIP:n.LINES,n.lineWidth(g.linewidth),n.drawArrays(j,0,h.__webglLineCount),Q.data.drawCalls++):j instanceof -THREE.ParticleSystem?(n.drawArrays(n.POINTS,0,h.__webglParticleCount),Q.data.drawCalls++):j instanceof THREE.Ribbon&&(n.drawArrays(n.TRIANGLE_STRIP,0,h.__webglVertexCount),Q.data.drawCalls++)}}function g(b,c,e){if(!b.__webglVertexBuffer)b.__webglVertexBuffer=n.createBuffer();if(!b.__webglNormalBuffer)b.__webglNormalBuffer=n.createBuffer();b.hasPos&&(n.bindBuffer(n.ARRAY_BUFFER,b.__webglVertexBuffer),n.bufferData(n.ARRAY_BUFFER,b.positionArray,n.DYNAMIC_DRAW),n.enableVertexAttribArray(c.attributes.position), -n.vertexAttribPointer(c.attributes.position,3,n.FLOAT,!1,0,0));if(b.hasNormal){n.bindBuffer(n.ARRAY_BUFFER,b.__webglNormalBuffer);if(e==THREE.FlatShading){var f,h,g,j,k,m,t,o,u,p,v=b.count*3;for(p=0;p=0;e--)b[e].object==c&&b.splice(e,1)}function I(b){function c(b){var h=[];e=0;for(f=b.length;e65535&&(t[n].counter+=1,m=t[n].hash+"_"+t[n].counter,b.geometryGroups[m]==void 0&&(b.geometryGroups[m]={faces:[],materials:k,vertices:0,numMorphTargets:u})),b.geometryGroups[m].faces.push(h),b.geometryGroups[m].vertices+=j}function J(b,c,e){b.push({buffer:c,object:e,opaque:{list:[],count:0},transparent:{list:[], -count:0}})}function C(b){if(b!=fa){switch(b){case THREE.AdditiveBlending:n.blendEquation(n.FUNC_ADD);n.blendFunc(n.SRC_ALPHA,n.ONE);break;case THREE.SubtractiveBlending:n.blendEquation(n.FUNC_ADD);n.blendFunc(n.ZERO,n.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:n.blendEquation(n.FUNC_ADD);n.blendFunc(n.ZERO,n.SRC_COLOR);break;default:n.blendEquationSeparate(n.FUNC_ADD,n.FUNC_ADD),n.blendFuncSeparate(n.SRC_ALPHA,n.ONE_MINUS_SRC_ALPHA,n.ONE,n.ONE_MINUS_SRC_ALPHA)}fa=b}}function B(b,c,e){(e.width& -e.width-1)==0&&(e.height&e.height-1)==0?(n.texParameteri(b,n.TEXTURE_WRAP_S,K(c.wrapS)),n.texParameteri(b,n.TEXTURE_WRAP_T,K(c.wrapT)),n.texParameteri(b,n.TEXTURE_MAG_FILTER,K(c.magFilter)),n.texParameteri(b,n.TEXTURE_MIN_FILTER,K(c.minFilter)),n.generateMipmap(b)):(n.texParameteri(b,n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE),n.texParameteri(b,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE),n.texParameteri(b,n.TEXTURE_MAG_FILTER,S(c.magFilter)),n.texParameteri(b,n.TEXTURE_MIN_FILTER,S(c.minFilter)))}function L(b,c){if(b.needsUpdate){if(!b.__webglInit)b.__webglTexture= -n.createTexture(),b.__webglInit=!0;n.activeTexture(n.TEXTURE0+c);n.bindTexture(n.TEXTURE_2D,b.__webglTexture);b instanceof THREE.DataTexture?n.texImage2D(n.TEXTURE_2D,0,K(b.format),b.image.width,b.image.height,0,K(b.format),n.UNSIGNED_BYTE,b.image.data):n.texImage2D(n.TEXTURE_2D,0,n.RGBA,n.RGBA,n.UNSIGNED_BYTE,b.image);B(n.TEXTURE_2D,b,b.image);b.needsUpdate=!1}else n.activeTexture(n.TEXTURE0+c),n.bindTexture(n.TEXTURE_2D,b.__webglTexture)}function E(b){var c=b instanceof THREE.WebGLRenderTargetCube; -if(b&&!b.__webglFramebuffer){if(b.depthBuffer===void 0)b.depthBuffer=!0;if(b.stencilBuffer===void 0)b.stencilBuffer=!0;b.__webglRenderbuffer=n.createRenderbuffer();b.__webglTexture=n.createTexture();if(c){n.bindTexture(n.TEXTURE_CUBE_MAP,b.__webglTexture);B(n.TEXTURE_CUBE_MAP,b,b);b.__webglFramebuffer=[];for(var e=0;e<6;e++)b.__webglFramebuffer[e]=n.createFramebuffer(),n.texImage2D(n.TEXTURE_CUBE_MAP_POSITIVE_X+e,0,K(b.format),b.width,b.height,0,K(b.format),K(b.type),null)}else b.__webglFramebuffer= -n.createFramebuffer(),n.bindTexture(n.TEXTURE_2D,b.__webglTexture),B(n.TEXTURE_2D,b,b),n.texImage2D(n.TEXTURE_2D,0,K(b.format),b.width,b.height,0,K(b.format),K(b.type),null);n.bindRenderbuffer(n.RENDERBUFFER,b.__webglRenderbuffer);if(c)for(e=0;e<6;++e)n.bindFramebuffer(n.FRAMEBUFFER,b.__webglFramebuffer[e]),n.framebufferTexture2D(n.FRAMEBUFFER,n.COLOR_ATTACHMENT0,n.TEXTURE_CUBE_MAP_POSITIVE_X+e,b.__webglTexture,0);else n.bindFramebuffer(n.FRAMEBUFFER,b.__webglFramebuffer),n.framebufferTexture2D(n.FRAMEBUFFER, -n.COLOR_ATTACHMENT0,n.TEXTURE_2D,b.__webglTexture,0);b.depthBuffer&&!b.stencilBuffer?(n.renderbufferStorage(n.RENDERBUFFER,n.DEPTH_COMPONENT16,b.width,b.height),n.framebufferRenderbuffer(n.FRAMEBUFFER,n.DEPTH_ATTACHMENT,n.RENDERBUFFER,b.__webglRenderbuffer)):b.depthBuffer&&b.stencilBuffer?(n.renderbufferStorage(n.RENDERBUFFER,n.DEPTH_STENCIL,b.width,b.height),n.framebufferRenderbuffer(n.FRAMEBUFFER,n.DEPTH_STENCIL_ATTACHMENT,n.RENDERBUFFER,b.__webglRenderbuffer)):n.renderbufferStorage(n.RENDERBUFFER, -n.RGBA4,b.width,b.height);c?n.bindTexture(n.TEXTURE_CUBE_MAP,null):n.bindTexture(n.TEXTURE_2D,null);n.bindRenderbuffer(n.RENDERBUFFER,null);n.bindFramebuffer(n.FRAMEBUFFER,null)}b?(c=c?b.__webglFramebuffer[b.activeCubeFace]:b.__webglFramebuffer,e=b.width,b=b.height):(c=null,e=da,b=ia);c!=M&&(n.bindFramebuffer(n.FRAMEBUFFER,c),n.viewport(ea,Z,e,b),M=c)}function V(b){b instanceof THREE.WebGLRenderTargetCube?(n.bindTexture(n.TEXTURE_CUBE_MAP,b.__webglTexture),n.generateMipmap(n.TEXTURE_CUBE_MAP),n.bindTexture(n.TEXTURE_CUBE_MAP, -null)):(n.bindTexture(n.TEXTURE_2D,b.__webglTexture),n.generateMipmap(n.TEXTURE_2D),n.bindTexture(n.TEXTURE_2D,null))}function H(b,c){var e;b=="fragment"?e=n.createShader(n.FRAGMENT_SHADER):b=="vertex"&&(e=n.createShader(n.VERTEX_SHADER));n.shaderSource(e,c);n.compileShader(e);if(!n.getShaderParameter(e,n.COMPILE_STATUS))return console.error(n.getShaderInfoLog(e)),console.error(c),null;return e}function S(b){switch(b){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return n.NEAREST; -default:return n.LINEAR}}function K(b){switch(b){case THREE.RepeatWrapping:return n.REPEAT;case THREE.ClampToEdgeWrapping:return n.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return n.MIRRORED_REPEAT;case THREE.NearestFilter:return n.NEAREST;case THREE.NearestMipMapNearestFilter:return n.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return n.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return n.LINEAR;case THREE.LinearMipMapNearestFilter:return n.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return n.LINEAR_MIPMAP_LINEAR; -case THREE.ByteType:return n.BYTE;case THREE.UnsignedByteType:return n.UNSIGNED_BYTE;case THREE.ShortType:return n.SHORT;case THREE.UnsignedShortType:return n.UNSIGNED_SHORT;case THREE.IntType:return n.INT;case THREE.UnsignedShortType:return n.UNSIGNED_INT;case THREE.FloatType:return n.FLOAT;case THREE.AlphaFormat:return n.ALPHA;case THREE.RGBFormat:return n.RGB;case THREE.RGBAFormat:return n.RGBA;case THREE.LuminanceFormat:return n.LUMINANCE;case THREE.LuminanceAlphaFormat:return n.LUMINANCE_ALPHA}return 0} -var Q=this,n,T=[],X=null,M=null,W=!0,ha=null,ca=null,fa=null,ga=null,$=null,Y=null,P=null,ea=0,Z=0,da=0,ia=0,U=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],ja=new THREE.Matrix4,pa=new Float32Array(16),la=new Float32Array(16),ma=new THREE.Vector4,Fa={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},b=b||{},ya=b.canvas!==void 0?b.canvas:document.createElement("canvas"), -Ia=b.stencil!==void 0?b.stencil:!0,Ja=b.preserveDrawingBuffer!==void 0?b.preserveDrawingBuffer:!1,Ta=b.antialias!==void 0?b.antialias:!1,ra=b.clearColor!==void 0?new THREE.Color(b.clearColor):new THREE.Color(0),na=b.clearAlpha!==void 0?b.clearAlpha:0;_maxLights=b.maxLights!==void 0?b.maxLights:4;this.data={vertices:0,faces:0,drawCalls:0};this.maxMorphTargets=8;this.domElement=ya;this.sortObjects=this.autoClear=!0;this.shadowMapBias=0.0039;this.shadowMapDarkness=0.5;this.shadowMapHeight=this.shadowMapWidth= -512;this.shadowCameraNear=1;this.shadowCameraFar=5E3;this.shadowCameraFov=50;this.shadowMap=[];this.shadowMapEnabled=!1;this.shadowMapSoft=!0;var aa,xa=[],b=THREE.ShaderLib.depthRGBA,va=THREE.UniformsUtils.clone(b.uniforms),oa=new THREE.MeshShaderMaterial({fragmentShader:b.fragmentShader,vertexShader:b.vertexShader,uniforms:va}),Da=new THREE.MeshShaderMaterial({fragmentShader:b.fragmentShader,vertexShader:b.vertexShader,uniforms:va,morphTargets:!0});oa._shadowPass=!0;Da._shadowPass=!0;try{if(!(n= -ya.getContext("experimental-webgl",{antialias:Ta,stencil:Ia,preserveDrawingBuffer:Ja})))throw"Error creating WebGL context.";console.log(navigator.userAgent+" | "+n.getParameter(n.VERSION)+" | "+n.getParameter(n.VENDOR)+" | "+n.getParameter(n.RENDERER)+" | "+n.getParameter(n.SHADING_LANGUAGE_VERSION))}catch(Ga){console.error(Ga)}n.clearColor(0,0,0,1);n.clearDepth(1);n.enable(n.DEPTH_TEST);n.depthFunc(n.LEQUAL);n.frontFace(n.CCW);n.cullFace(n.BACK);n.enable(n.CULL_FACE);n.enable(n.BLEND);n.blendEquation(n.FUNC_ADD); -n.blendFunc(n.SRC_ALPHA,n.ONE_MINUS_SRC_ALPHA);n.clearColor(ra.r,ra.g,ra.b,na);this.context=n;var sa=n.getParameter(n.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0,R={};R.vertices=new Float32Array(16);R.faces=new Uint16Array(6);i=0;R.vertices[i++]=-1;R.vertices[i++]=-1;R.vertices[i++]=0;R.vertices[i++]=1;R.vertices[i++]=1;R.vertices[i++]=-1;R.vertices[i++]=1;R.vertices[i++]=1;R.vertices[i++]=1;R.vertices[i++]=1;R.vertices[i++]=1;R.vertices[i++]=0;R.vertices[i++]=-1;R.vertices[i++]=1;R.vertices[i++]=0;i=R.vertices[i++]= -0;R.faces[i++]=0;R.faces[i++]=1;R.faces[i++]=2;R.faces[i++]=0;R.faces[i++]=2;R.faces[i++]=3;R.vertexBuffer=n.createBuffer();R.elementBuffer=n.createBuffer();n.bindBuffer(n.ARRAY_BUFFER,R.vertexBuffer);n.bufferData(n.ARRAY_BUFFER,R.vertices,n.STATIC_DRAW);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,R.elementBuffer);n.bufferData(n.ELEMENT_ARRAY_BUFFER,R.faces,n.STATIC_DRAW);R.program=n.createProgram();n.attachShader(R.program,H("fragment",THREE.ShaderLib.sprite.fragmentShader));n.attachShader(R.program,H("vertex", -THREE.ShaderLib.sprite.vertexShader));n.linkProgram(R.program);R.attributes={};R.uniforms={};R.attributes.position=n.getAttribLocation(R.program,"position");R.attributes.uv=n.getAttribLocation(R.program,"uv");R.uniforms.uvOffset=n.getUniformLocation(R.program,"uvOffset");R.uniforms.uvScale=n.getUniformLocation(R.program,"uvScale");R.uniforms.rotation=n.getUniformLocation(R.program,"rotation");R.uniforms.scale=n.getUniformLocation(R.program,"scale");R.uniforms.alignment=n.getUniformLocation(R.program, -"alignment");R.uniforms.map=n.getUniformLocation(R.program,"map");R.uniforms.opacity=n.getUniformLocation(R.program,"opacity");R.uniforms.useScreenCoordinates=n.getUniformLocation(R.program,"useScreenCoordinates");R.uniforms.affectedByDistance=n.getUniformLocation(R.program,"affectedByDistance");R.uniforms.screenPosition=n.getUniformLocation(R.program,"screenPosition");R.uniforms.modelViewMatrix=n.getUniformLocation(R.program,"modelViewMatrix");R.uniforms.projectionMatrix=n.getUniformLocation(R.program, -"projectionMatrix");var Aa=!1;this.setSize=function(b,c){ya.width=b;ya.height=c;this.setViewport(0,0,ya.width,ya.height)};this.setViewport=function(b,c,e,f){ea=b;Z=c;da=e;ia=f;n.viewport(ea,Z,da,ia)};this.setScissor=function(b,c,e,f){n.scissor(b,c,e,f)};this.enableScissorTest=function(b){b?n.enable(n.SCISSOR_TEST):n.disable(n.SCISSOR_TEST)};this.enableDepthBufferWrite=function(b){W=b;n.depthMask(b)};this.setClearColorHex=function(b,c){ra.setHex(b);na=c;n.clearColor(ra.r,ra.g,ra.b,na)};this.setClearColor= -function(b,c){ra.copy(b);na=c;n.clearColor(ra.r,ra.g,ra.b,na)};this.clear=function(){n.clear(n.COLOR_BUFFER_BIT|n.DEPTH_BUFFER_BIT|n.STENCIL_BUFFER_BIT)};this.getContext=function(){return n};this.initMaterial=function(b,c,e,f){var h,g,j;b instanceof THREE.MeshDepthMaterial?j="depth":b instanceof THREE.MeshNormalMaterial?j="normal":b instanceof THREE.MeshBasicMaterial?j="basic":b instanceof THREE.MeshLambertMaterial?j="lambert":b instanceof THREE.MeshPhongMaterial?j="phong":b instanceof THREE.LineBasicMaterial? -j="basic":b instanceof THREE.ParticleBasicMaterial&&(j="particle_basic");if(j){var k=THREE.ShaderLib[j];b.uniforms=THREE.UniformsUtils.clone(k.uniforms);b.vertexShader=k.vertexShader;b.fragmentShader=k.fragmentShader}var m,t,u;m=u=k=0;for(t=c.length;m=0&&n.enableVertexAttribArray(p.position);p.color>=0&&n.enableVertexAttribArray(p.color);p.normal>=0&&n.enableVertexAttribArray(p.normal);p.tangent>=0&&n.enableVertexAttribArray(p.tangent);b.skinning&&p.skinVertexA>=0&&p.skinVertexB>=0&&p.skinIndex>=0&&p.skinWeight>=0&&(n.enableVertexAttribArray(p.skinVertexA),n.enableVertexAttribArray(p.skinVertexB),n.enableVertexAttribArray(p.skinIndex), -n.enableVertexAttribArray(p.skinWeight));if(b.attributes)for(h in b.attributes)p[h]!==void 0&&p[h]>=0&&n.enableVertexAttribArray(p[h]);if(b.morphTargets)for(h=b.numSupportedMorphTargets=0;h=0&&(n.enableVertexAttribArray(p[x]),b.numSupportedMorphTargets++)};this.render=function(b,c,n,p){var y,D,G,I,U,J,H,B,L=b.lights,P=b.fog;this.shadowMapEnabled&&x(b,c);Q.data.vertices=0;Q.data.faces=0;Q.data.drawCalls=0;c.matrixAutoUpdate&&c.update(void 0,!0);b.update(void 0, -!1,c);c.matrixWorldInverse.flattenToArray(la);c.projectionMatrix.flattenToArray(pa);ja.multiply(c.projectionMatrix,c.matrixWorldInverse);m(ja);this.initWebGLObjects(b);E(n);(this.autoClear||p)&&this.clear();U=b.__webglObjects.length;for(p=0;p=0;p--)if(y=b.__webglObjects[p],y.render){H=y.object;B=y.buffer;G=y.opaque;j(H);for(y=0;y0||v.faceVertexUvs.length>0)k.__uvArray=new Float32Array(t*2);if(v.faceUvs.length>1||v.faceVertexUvs.length>1)k.__uv2Array=new Float32Array(t*2)}if(m.geometry.skinWeights.length&&m.geometry.skinIndices.length)k.__skinVertexAArray=new Float32Array(t*4),k.__skinVertexBArray=new Float32Array(t*4),k.__skinIndexArray=new Float32Array(t*4),k.__skinWeightArray= -new Float32Array(t*4);k.__faceArray=new Uint16Array(w*3+(m.geometry.edgeFaces?m.geometry.edgeFaces.length*6:0));k.__lineArray=new Uint16Array(A*2);if(k.numMorphTargets){k.__morphTargetsArrays=[];v=0;for(x=k.numMorphTargets;v=0;g--)e[g]==f&&e.splice(g,1)}else f instanceof -THREE.MarchingCubes&&D(e.__webglObjectsImmediate,f);b.__objectsRemoved.splice(0,1)}e=0;for(f=b.__webglObjects.length;e0&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglColorBuffer),n.bufferData(n.ARRAY_BUFFER,$,t));Aa&& -(n.bindBuffer(n.ARRAY_BUFFER,m.__webglNormalBuffer),n.bufferData(n.ARRAY_BUFFER,fa,t));Ia&&wa.hasTangents&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglTangentBuffer),n.bufferData(n.ARRAY_BUFFER,ma,t));xa&&ea>0&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglUVBuffer),n.bufferData(n.ARRAY_BUFFER,ga,t));xa&&ca>0&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglUV2Buffer),n.bufferData(n.ARRAY_BUFFER,ha,t));va&&(n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,m.__webglFaceBuffer),n.bufferData(n.ELEMENT_ARRAY_BUFFER,ra,t),n.bindBuffer(n.ELEMENT_ARRAY_BUFFER, -m.__webglLineBuffer),n.bufferData(n.ELEMENT_ARRAY_BUFFER,oa,t));O>0&&(n.bindBuffer(n.ARRAY_BUFFER,m.__webglSkinVertexABuffer),n.bufferData(n.ARRAY_BUFFER,ia,t),n.bindBuffer(n.ARRAY_BUFFER,m.__webglSkinVertexBBuffer),n.bufferData(n.ARRAY_BUFFER,aa,t),n.bindBuffer(n.ARRAY_BUFFER,m.__webglSkinIndicesBuffer),n.bufferData(n.ARRAY_BUFFER,ta,t),n.bindBuffer(n.ARRAY_BUFFER,m.__webglSkinWeightsBuffer),n.bufferData(n.ARRAY_BUFFER,ua,t));H&&(delete m.__inittedArrays,delete m.__colorArray,delete m.__normalArray, -delete m.__tangentArray,delete m.__uvArray,delete m.__uv2Array,delete m.__faceArray,delete m.__vertexArray,delete m.__lineArray,delete m.__skinVertexAArray,delete m.__skinVertexBArray,delete m.__skinIndexArray,delete m.__skinWeightArray)}g.__dirtyVertices=!1;g.__dirtyMorphTargets=!1;g.__dirtyElements=!1;g.__dirtyUvs=!1;g.__dirtyNormals=!1;g.__dirtyTangents=!1;g.__dirtyColors=!1;G(k)}else if(h instanceof THREE.Ribbon){g=h.geometry;if(g.__dirtyVertices||g.__dirtyColors){h=g;j=n.DYNAMIC_DRAW;k=A=w=w= -void 0;v=h.vertices;m=h.colors;p=v.length;t=m.length;u=h.__vertexArray;H=h.__colorArray;x=h.__dirtyColors;if(h.__dirtyVertices){for(w=0;w1&&(e-=1)}c===void 0&&(c={h:0,s:0,v:0});c.h=e;c.s=h;c.v=j;return c}, -clamp:function(b,c,e){return be?e:b}};THREE.ColorUtils.__hsv={h:0,s:0,v:0}; -THREE.GeometryUtils={merge:function(b,c){var e=c instanceof THREE.Mesh,f=b.vertices.length,g=e?c.geometry:c,j=b.vertices,h=g.vertices,k=b.faces,m=g.faces,o=b.faceVertexUvs[0],g=g.faceVertexUvs[0];e&&c.matrixAutoUpdate&&c.updateMatrix();for(var p=0,u=h.length;p1&&(f=1-f,g=1-g);j=1-f-g;h.copy(b);h.multiplyScalar(f);k.copy(c);k.multiplyScalar(g);h.addSelf(k);k.copy(e);k.multiplyScalar(j);h.addSelf(k);return h},randomPointInFace:function(b, -c,e){var f,g,j;if(b instanceof THREE.Face3)return f=c.vertices[b.a].position,g=c.vertices[b.b].position,j=c.vertices[b.c].position,THREE.GeometryUtils.randomPointInTriangle(f,g,j);else if(b instanceof THREE.Face4){f=c.vertices[b.a].position;g=c.vertices[b.b].position;j=c.vertices[b.c].position;var c=c.vertices[b.d].position,h;e?b._area1&&b._area2?(e=b._area1,h=b._area2):(e=THREE.GeometryUtils.triangleArea(f,g,c),h=THREE.GeometryUtils.triangleArea(g,j,c),b._area1=e,b._area2=h):(e=THREE.GeometryUtils.triangleArea(f, -g,c),h=THREE.GeometryUtils.triangleArea(g,j,c));return THREE.GeometryUtils.random()*(e+h)b?c(e,h-1):o[h] 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", -THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( 1.0 );\nvec4 mColor = vec4( uDiffuseColor, uOpacity );\nvec4 mSpecular = vec4( uSpecularColor, uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor = gl_FragColor * texture2D( tAO, vUv );\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointTotal = vec4( vec3( 0.0 ), 1.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirTotal = vec4( vec3( 0.0 ), 1.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );\n}\n#endif\nvec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirTotal;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointTotal;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", -THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"}, -cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"},convolution:{uniforms:{tDiffuse:{type:"t", -value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.001953125,0)},cKernel:{type:"fv1",value:[]}},vertexShader:"varying vec2 vUv;\nuniform vec2 uImageIncrement;\nvoid main(void) {\nvUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform vec2 uImageIncrement;\nuniform float cKernel[KERNEL_SIZE];\nvoid main(void) {\nvec2 imageCoord = vUv;\nvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\nfor( int i=0; i25&&(j=25);g=(j-1)*0.5;e=Array(j);for(c=f=0;c1)console.log("THREE.Animation.update: Warning! Scale out of bounds:"+f+" on bone "+t),f=f<0?0:1;if(e==="pos")if(e=b.position,this.interpolationType===THREE.AnimationHandler.LINEAR)e.x=g[0]+(j[0]-g[0])*f,e.y=g[1]+(j[1]-g[1])*f,e.z=g[2]+(j[2]-g[2])*f;else{if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)if(this.points[0]= -this.getPrevKeyWith("pos",t,h.index-1).pos,this.points[1]=g,this.points[2]=j,this.points[3]=this.getNextKeyWith("pos",t,k.index+1).pos,f=f*0.33+0.33,g=this.interpolateCatmullRom(this.points,f),e.x=g[0],e.y=g[1],e.z=g[2],this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD)f=this.interpolateCatmullRom(this.points,f*1.01),this.target.set(f[0],f[1],f[2]),this.target.subSelf(e),this.target.y=0,this.target.normalize(),f=Math.atan2(this.target.x,this.target.z),b.rotation.set(0,f,0)}else if(e=== -"rot")THREE.Quaternion.slerp(g,j,b.quaternion,f);else if(e==="scl")e=b.scale,e.x=g[0]+(j[0]-g[0])*f,e.y=g[1]+(j[1]-g[1])*f,e.z=g[2]+(j[2]-g[2])*f}}if(this.JITCompile&&p[0][o]===void 0){this.hierarchy[0].update(void 0,!0);for(t=0;tb.length-2?j:j+1;e[3]=j>b.length-3?j:j+2;j=b[e[0]];k=b[e[1]];m=b[e[2]];o=b[e[3]];e=g*g;h=g*e;f[0]=this.interpolate(j[0],k[0],m[0],o[0],g,e,h);f[1]=this.interpolate(j[1],k[1],m[1],o[1],g,e,h);f[2]=this.interpolate(j[2],k[2],m[2],o[2],g,e,h);return f}; -THREE.Animation.prototype.interpolate=function(b,c,e,f,g,j,h){b=(e-b)*0.5;f=(f-c)*0.5;return(2*(c-e)+b+f)*h+(-3*(c-e)-2*b-f)*j+b*g+c};THREE.Animation.prototype.getNextKeyWith=function(b,c,e){var f=this.data.hierarchy[c].keys;for(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?e=e0?e:0:e>=0?e:e+f.length;e>=0;e--)if(f[e][b]!==void 0)return f[e];return this.data.hierarchy[c].keys[f.length-1]}; -THREE.FirstPersonCamera=function(b){function c(b,c){return function(){c.apply(b,arguments)}}THREE.Camera.call(this,b.fov,b.aspect,b.near,b.far,b.target);this.movementSpeed=1;this.lookSpeed=0.005;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=3.14;this.domElement=document;this.lastUpdate=(new Date).getTime();this.tdiff=0;if(b){if(b.movementSpeed!==void 0)this.movementSpeed= -b.movementSpeed;if(b.lookSpeed!==void 0)this.lookSpeed=b.lookSpeed;if(b.noFly!==void 0)this.noFly=b.noFly;if(b.lookVertical!==void 0)this.lookVertical=b.lookVertical;if(b.autoForward!==void 0)this.autoForward=b.autoForward;if(b.activeLook!==void 0)this.activeLook=b.activeLook;if(b.heightSpeed!==void 0)this.heightSpeed=b.heightSpeed;if(b.heightCoef!==void 0)this.heightCoef=b.heightCoef;if(b.heightMin!==void 0)this.heightMin=b.heightMin;if(b.heightMax!==void 0)this.heightMax=b.heightMax;if(b.constrainVertical!== -void 0)this.constrainVertical=b.constrainVertical;if(b.verticalMin!==void 0)this.verticalMin=b.verticalMin;if(b.verticalMax!==void 0)this.verticalMax=b.verticalMax;if(b.domElement!==void 0)this.domElement=b.domElement}this.theta=this.phi=this.lon=this.lat=this.mouseY=this.mouseX=this.autoSpeedFactor=0;this.mouseDragOn=this.freeze=this.moveRight=this.moveLeft=this.moveBackward=this.moveForward=!1;this.windowHalfX=window.innerWidth/2;this.windowHalfY=window.innerHeight/2;this.onMouseDown=function(b){b.preventDefault(); -b.stopPropagation();if(this.activeLook)switch(b.button){case 0:this.moveForward=!0;break;case 2:this.moveBackward=!0}this.mouseDragOn=!0};this.onMouseUp=function(b){b.preventDefault();b.stopPropagation();if(this.activeLook)switch(b.button){case 0:this.moveForward=!1;break;case 2:this.moveBackward=!1}this.mouseDragOn=!1};this.onMouseMove=function(b){this.mouseX=b.clientX-this.windowHalfX;this.mouseY=b.clientY-this.windowHalfY};this.onKeyDown=function(b){switch(b.keyCode){case 38:case 87:this.moveForward= -!0;break;case 37:case 65:this.moveLeft=!0;break;case 40:case 83:this.moveBackward=!0;break;case 39:case 68:this.moveRight=!0;break;case 82:this.moveUp=!0;break;case 70:this.moveDown=!0;break;case 81:this.freeze=!this.freeze}};this.onKeyUp=function(b){switch(b.keyCode){case 38:case 87:this.moveForward=!1;break;case 37:case 65:this.moveLeft=!1;break;case 40:case 83:this.moveBackward=!1;break;case 39:case 68:this.moveRight=!1;break;case 82:this.moveUp=!1;break;case 70:this.moveDown=!1}};this.update= -function(){var b=(new Date).getTime();this.tdiff=(b-this.lastUpdate)/1E3;this.lastUpdate=b;if(!this.freeze){this.autoSpeedFactor=this.heightSpeed?this.tdiff*((this.position.ythis.heightMax?this.heightMax:this.position.y)-this.heightMin)*this.heightCoef:0;var c=this.tdiff*this.movementSpeed;(this.moveForward||this.autoForward&&!this.moveBackward)&&this.translateZ(-(c+this.autoSpeedFactor));this.moveBackward&&this.translateZ(c);this.moveLeft&&this.translateX(-c); -this.moveRight&&this.translateX(c);this.moveUp&&this.translateY(c);this.moveDown&&this.translateY(-c);c=this.tdiff*this.lookSpeed;this.activeLook||(c=0);this.lon+=this.mouseX*c;this.lookVertical&&(this.lat-=this.mouseY*c);this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;var b=this.target.position,g=this.position;b.x=g.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=g.y+100*Math.cos(this.phi);b.z=g.z+100*Math.sin(this.phi)*Math.sin(this.theta)}b= -1;this.constrainVertical&&(b=3.14/(this.verticalMax-this.verticalMin));this.lon+=this.mouseX*c;this.lookVertical&&(this.lat-=this.mouseY*c*b);this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;if(this.constrainVertical)this.phi=(this.phi-0)*(this.verticalMax-this.verticalMin)/3.14+this.verticalMin;b=this.target.position;g=this.position;b.x=g.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=g.y+100*Math.cos(this.phi);b.z=g.z+100*Math.sin(this.phi)* -Math.sin(this.theta);this.supr.update.call(this)};this.domElement.addEventListener("contextmenu",function(b){b.preventDefault()},!1);this.domElement.addEventListener("mousemove",c(this,this.onMouseMove),!1);this.domElement.addEventListener("mousedown",c(this,this.onMouseDown),!1);this.domElement.addEventListener("mouseup",c(this,this.onMouseUp),!1);this.domElement.addEventListener("keydown",c(this,this.onKeyDown),!1);this.domElement.addEventListener("keyup",c(this,this.onKeyUp),!1)}; -THREE.FirstPersonCamera.prototype=new THREE.Camera;THREE.FirstPersonCamera.prototype.constructor=THREE.FirstPersonCamera;THREE.FirstPersonCamera.prototype.supr=THREE.Camera.prototype;THREE.FirstPersonCamera.prototype.translate=function(b,c){this.matrix.rotateAxis(c);if(this.noFly)c.y=0;this.position.addSelf(c.multiplyScalar(b));this.target.position.addSelf(c.multiplyScalar(b))}; -THREE.PathCamera=function(b){function c(b,c,e,f){var h={name:e,fps:0.6,length:f,hierarchy:[]},g,j=c.getControlPointsArray(),k=c.getLength(),m=j.length,G=0;g=m-1;c={parent:-1,keys:[]};c.keys[0]={time:0,pos:j[0],rot:[0,0,0,1],scl:[1,1,1]};c.keys[g]={time:f,pos:j[g],rot:[0,0,0,1],scl:[1,1,1]};for(g=1;g=0?f:f+g;f=this.verticalAngleMap.srcRange;h=this.verticalAngleMap.dstRange;var k=h[1]-h[0];this.phi= -TWEEN.Easing.Quadratic.EaseInOut(((this.phi-f[0])*(h[1]-h[0])/(f[1]-f[0])+h[0]-h[0])/k)*k+h[0];f=this.horizontalAngleMap.srcRange;h=this.horizontalAngleMap.dstRange;k=h[1]-h[0];this.theta=TWEEN.Easing.Quadratic.EaseInOut(((this.theta-f[0])*(h[1]-h[0])/(f[1]-f[0])+h[0]-h[0])/k)*k+h[0];f=this.target.position;f.x=100*Math.sin(this.phi)*Math.cos(this.theta);f.y=100*Math.cos(this.phi);f.z=100*Math.sin(this.phi)*Math.sin(this.theta);this.supr.update.call(this,b,c,e)};this.onMouseMove=function(b){this.mouseX= -b.clientX-this.windowHalfX;this.mouseY=b.clientY-this.windowHalfY};this.spline=new THREE.Spline;this.spline.initFromArray(this.waypoints);this.useConstantSpeed&&this.spline.reparametrizeByArcLength(this.resamplingCoef);if(this.createDebugDummy){var b=new THREE.MeshLambertMaterial({color:30719}),h=new THREE.MeshLambertMaterial({color:65280}),k=new THREE.CubeGeometry(10,10,20),m=new THREE.CubeGeometry(2,2,10);this.animationParent=new THREE.Mesh(k,b);b=new THREE.Mesh(m,h);b.position.set(0,10,0);this.animation= -c(this.animationParent,this.spline,this.id,this.duration);this.animationParent.addChild(this);this.animationParent.addChild(this.target);this.animationParent.addChild(b)}else this.animation=c(this.animationParent,this.spline,this.id,this.duration),this.animationParent.addChild(this.target),this.animationParent.addChild(this);this.createDebugPath&&f(this.debugPath,this.spline);this.domElement.addEventListener("mousemove",function(b,c){return function(){c.apply(b,arguments)}}(this,this.onMouseMove), -!1)};THREE.PathCamera.prototype=new THREE.Camera;THREE.PathCamera.prototype.constructor=THREE.PathCamera;THREE.PathCamera.prototype.supr=THREE.Camera.prototype;THREE.PathCameraIdCounter=0; -THREE.FlyCamera=function(b){function c(b,c){return function(){c.apply(b,arguments)}}THREE.Camera.call(this,b.fov,b.aspect,b.near,b.far,b.target);this.tmpQuaternion=new THREE.Quaternion;this.movementSpeed=1;this.rollSpeed=0.005;this.autoForward=this.dragToLook=!1;this.domElement=document;if(b){if(b.movementSpeed!==void 0)this.movementSpeed=b.movementSpeed;if(b.rollSpeed!==void 0)this.rollSpeed=b.rollSpeed;if(b.dragToLook!==void 0)this.dragToLook=b.dragToLook;if(b.autoForward!==void 0)this.autoForward= -b.autoForward;if(b.domElement!==void 0)this.domElement=b.domElement}this.useTarget=!1;this.useQuaternion=!0;this.mouseStatus=0;this.moveState={up:0,down:0,left:0,right:0,forward:0,back:0,pitchUp:0,pitchDown:0,yawLeft:0,yawRight:0,rollLeft:0,rollRight:0};this.moveVector=new THREE.Vector3(0,0,0);this.rotationVector=new THREE.Vector3(0,0,0);this.lastUpdate=-1;this.tdiff=0;this.handleEvent=function(b){if(typeof this[b.type]=="function")this[b.type](b)};this.keydown=function(b){if(!b.altKey){switch(b.keyCode){case 16:this.movementSpeedMultiplier= -0.1;break;case 87:this.moveState.forward=1;break;case 83:this.moveState.back=1;break;case 65:this.moveState.left=1;break;case 68:this.moveState.right=1;break;case 82:this.moveState.up=1;break;case 70:this.moveState.down=1;break;case 38:this.moveState.pitchUp=1;break;case 40:this.moveState.pitchDown=1;break;case 37:this.moveState.yawLeft=1;break;case 39:this.moveState.yawRight=1;break;case 81:this.moveState.rollLeft=1;break;case 69:this.moveState.rollRight=1}this.updateMovementVector();this.updateRotationVector()}}; -this.keyup=function(b){switch(b.keyCode){case 16:this.movementSpeedMultiplier=1;break;case 87:this.moveState.forward=0;break;case 83:this.moveState.back=0;break;case 65:this.moveState.left=0;break;case 68:this.moveState.right=0;break;case 82:this.moveState.up=0;break;case 70:this.moveState.down=0;break;case 38:this.moveState.pitchUp=0;break;case 40:this.moveState.pitchDown=0;break;case 37:this.moveState.yawLeft=0;break;case 39:this.moveState.yawRight=0;break;case 81:this.moveState.rollLeft=0;break; -case 69:this.moveState.rollRight=0}this.updateMovementVector();this.updateRotationVector()};this.mousedown=function(b){b.preventDefault();b.stopPropagation();if(this.dragToLook)this.mouseStatus++;else switch(b.button){case 0:this.moveForward=!0;break;case 2:this.moveBackward=!0}};this.mousemove=function(b){if(!this.dragToLook||this.mouseStatus>0){var c=this.getContainerDimensions(),g=c.size[0]/2,j=c.size[1]/2;this.moveState.yawLeft=-(b.clientX-c.offset[0]-g)/g;this.moveState.pitchDown=(b.clientY- -c.offset[1]-j)/j;this.updateRotationVector()}};this.mouseup=function(b){b.preventDefault();b.stopPropagation();if(this.dragToLook)this.mouseStatus--,this.moveState.yawLeft=this.moveState.pitchDown=0;else switch(b.button){case 0:this.moveForward=!1;break;case 2:this.moveBackward=!1}this.updateRotationVector()};this.update=function(){var b=(new Date).getTime();if(this.lastUpdate==-1)this.lastUpdate=b;this.tdiff=(b-this.lastUpdate)/1E3;this.lastUpdate=b;var b=this.tdiff*this.movementSpeed,c=this.tdiff* -this.rollSpeed;this.translateX(this.moveVector.x*b);this.translateY(this.moveVector.y*b);this.translateZ(this.moveVector.z*b);this.tmpQuaternion.set(this.rotationVector.x*c,this.rotationVector.y*c,this.rotationVector.z*c,1).normalize();this.quaternion.multiplySelf(this.tmpQuaternion);this.matrix.setPosition(this.position);this.matrix.setRotationFromQuaternion(this.quaternion);this.matrixWorldNeedsUpdate=!0;this.supr.update.call(this)};this.updateMovementVector=function(){var b=this.moveState.forward|| -this.autoForward&&!this.moveState.back?1:0;this.moveVector.x=-this.moveState.left+this.moveState.right;this.moveVector.y=-this.moveState.down+this.moveState.up;this.moveVector.z=-b+this.moveState.back};this.updateRotationVector=function(){this.rotationVector.x=-this.moveState.pitchDown+this.moveState.pitchUp;this.rotationVector.y=-this.moveState.yawRight+this.moveState.yawLeft;this.rotationVector.z=-this.moveState.rollRight+this.moveState.rollLeft};this.getContainerDimensions=function(){return this.domElement!= -document?{size:[this.domElement.offsetWidth,this.domElement.offsetHeight],offset:[this.domElement.offsetLeft,this.domElement.offsetTop]}:{size:[window.innerWidth,window.innerHeight],offset:[0,0]}};this.domElement.addEventListener("mousemove",c(this,this.mousemove),!1);this.domElement.addEventListener("mousedown",c(this,this.mousedown),!1);this.domElement.addEventListener("mouseup",c(this,this.mouseup),!1);window.addEventListener("keydown",c(this,this.keydown),!1);window.addEventListener("keyup",c(this, -this.keyup),!1);this.updateMovementVector();this.updateRotationVector()};THREE.FlyCamera.prototype=new THREE.Camera;THREE.FlyCamera.prototype.constructor=THREE.FlyCamera;THREE.FlyCamera.prototype.supr=THREE.Camera.prototype; -THREE.RollCamera=function(b,c,e,f){THREE.Camera.call(this,b,c,e,f);this.mouseLook=!0;this.autoForward=!1;this.rollSpeed=this.movementSpeed=this.lookSpeed=1;this.constrainVertical=[-0.9,0.9];this.domElement=document;this.matrixAutoUpdate=this.useTarget=!1;this.forward=new THREE.Vector3(0,0,1);this.roll=0;this.lastUpdate=-1;this.delta=0;var g=new THREE.Vector3,j=new THREE.Vector3,h=new THREE.Vector3,k=new THREE.Matrix4,m=!1,o=1,p=0,u=0,v=0,t=0,x=0,w=window.innerWidth/2,A=window.innerHeight/2;this.update= -function(){var b=(new Date).getTime();if(this.lastUpdate==-1)this.lastUpdate=b;this.delta=(b-this.lastUpdate)/1E3;this.lastUpdate=b;this.mouseLook&&(b=this.delta*this.lookSpeed,this.rotateHorizontally(b*t),this.rotateVertically(b*x));b=this.delta*this.movementSpeed;this.translateZ(b*(p>0||this.autoForward&&!(p<0)?1:p));this.translateX(b*u);this.translateY(b*v);m&&(this.roll+=this.rollSpeed*this.delta*o);if(this.forward.y>this.constrainVertical[1])this.forward.y=this.constrainVertical[1],this.forward.normalize(); -else if(this.forward.y1?e.normalize():e.z=Math.sqrt(1-f*f);g=this.position.clone().subSelf(this.target.position);f=this.up.clone().setLength(e.y);f.addSelf(this.up.clone().crossSelf(g).setLength(e.x));f.addSelf(g.setLength(e.z));return f}; -this.rotateCamera=function(){var b=Math.acos(j.dot(h)/j.length()/h.length());if(b){var c=(new THREE.Vector3).cross(j,h).normalize(),e=new THREE.Quaternion;b*=this.rotateSpeed;e.setFromAxisAngle(c,-b);e.multiplyVector3(g);e.multiplyVector3(this.up);e.multiplyVector3(h);this.staticMoving?j=h:(e.setFromAxisAngle(c,b*(this.dynamicDampingFactor-1)),e.multiplyVector3(j))}};this.zoomCamera=function(){var b=1+(m.y-k.y)*this.zoomSpeed;b!==1&&b>0&&(g.multiplyScalar(b),this.staticMoving?k=m:k.y+=(m.y-k.y)*this.dynamicDampingFactor)}; -this.panCamera=function(){var b=p.clone().subSelf(o);if(b.lengthSq()){b.multiplyScalar(g.length()*this.panSpeed);var c=g.clone().crossSelf(this.up).setLength(b.x);c.addSelf(this.up.clone().setLength(b.y));this.position.addSelf(c);this.target.position.addSelf(c);this.staticMoving?o=p:o.addSelf(b.sub(p,o).multiplyScalar(this.dynamicDampingFactor))}};this.checkDistances=function(){if(!this.noZoom||!this.noPan)this.position.lengthSq()>this.maxDistance*this.maxDistance&&this.position.setLength(this.maxDistance), -g.lengthSq()0)k=f-1;else{k=f;break}f=k;if(e[f]==j)return f/(g-1);h=e[f];return e=(f+(j-h)/(e[f+1]-h))/(g-1)};THREE.Curve.prototype.getNormalVector=function(b){b=this.getTangent(b);return new THREE.Vector2(-b.y,b.x)}; -THREE.Curve.prototype.getTangent=function(b){var c=b-1.0E-4;b+=1.0E-4;c<0&&(c=0);b>1&&(b=1);var c=this.getPoint(c),b=this.getPoint(b),e=new THREE.Vector2;e.sub(b,c);return e.unit()};THREE.LineCurve=function(b,c){b instanceof THREE.Vector2?(this.v1=b,this.v2=c):THREE.LineCurve.oldConstructor.apply(this,arguments)};THREE.LineCurve.oldConstructor=function(b,c,e,f){this.constructor(new THREE.Vector2(b,c),new THREE.Vector2(e,f))};THREE.LineCurve.prototype=new THREE.Curve; -THREE.LineCurve.prototype.constructor=THREE.LineCurve;THREE.LineCurve.prototype.getPoint=function(b){var c=new THREE.Vector2;c.sub(this.v2,this.v1);c.multiplyScalar(b).addSelf(this.v1);return c};THREE.LineCurve.prototype.getPointAt=function(b){return this.getPoint(b)};THREE.LineCurve.prototype.getTangent=function(){var b=new THREE.Vector2;b.sub(this.v2,this.v1);b.normalize();return b}; -THREE.QuadraticBezierCurve=function(b,c,e){if(!(c instanceof THREE.Vector2))var f=Array.prototype.slice.call(arguments),b=new THREE.Vector2(f[0],f[1]),c=new THREE.Vector2(f[2],f[3]),e=new THREE.Vector2(f[4],f[5]);this.v0=b;this.v1=c;this.v2=e};THREE.QuadraticBezierCurve.prototype=new THREE.Curve;THREE.QuadraticBezierCurve.prototype.constructor=THREE.QuadraticBezierCurve; -THREE.QuadraticBezierCurve.prototype.getPoint=function(b){var c;c=THREE.Shape.Utils.b2(b,this.v0.x,this.v1.x,this.v2.x);b=THREE.Shape.Utils.b2(b,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(c,b)};THREE.QuadraticBezierCurve.prototype.getTangent=function(b){var c;c=THREE.Curve.Utils.tangentQuadraticBezier(b,this.v0.x,this.v1.x,this.v2.x);b=THREE.Curve.Utils.tangentQuadraticBezier(b,this.v0.y,this.v1.y,this.v2.y);c=new THREE.Vector2(c,b);c.normalize();return c}; -THREE.CubicBezierCurve=function(b,c,e,f){if(!(c instanceof THREE.Vector2))var g=Array.prototype.slice.call(arguments),b=new THREE.Vector2(g[0],g[1]),c=new THREE.Vector2(g[2],g[3]),e=new THREE.Vector2(g[4],g[5]),f=new THREE.Vector2(g[6],g[7]);this.v0=b;this.v1=c;this.v2=e;this.v3=f};THREE.CubicBezierCurve.prototype=new THREE.Curve;THREE.CubicBezierCurve.prototype.constructor=THREE.CubicBezierCurve; -THREE.CubicBezierCurve.prototype.getPoint=function(b){var c;c=THREE.Shape.Utils.b3(b,this.v0.x,this.v1.x,this.v2.x,this.v3.x);b=THREE.Shape.Utils.b3(b,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(c,b)};THREE.CubicBezierCurve.prototype.getTangent=function(b){var c;c=THREE.Curve.Utils.tangentCubicBezier(b,this.v0.x,this.v1.x,this.v2.x,this.v3.x);b=THREE.Curve.Utils.tangentCubicBezier(b,this.v0.y,this.v1.y,this.v2.y,this.v3.y);c=new THREE.Vector2(c,b);c.normalize();return c}; -THREE.SplineCurve=function(b){this.points=b};THREE.SplineCurve.prototype=new THREE.Curve;THREE.SplineCurve.prototype.constructor=THREE.SplineCurve; -THREE.SplineCurve.prototype.getPoint=function(b){var c=new THREE.Vector2,e=[],f=this.points,g;g=(f.length-1)*b;b=Math.floor(g);g-=b;e[0]=b==0?b:b-1;e[1]=b;e[2]=b>f.length-2?b:b+1;e[3]=b>f.length-3?b:b+2;c.x=THREE.Curve.Utils.interpolate(f[e[0]].x,f[e[1]].x,f[e[2]].x,f[e[3]].x,g);c.y=THREE.Curve.Utils.interpolate(f[e[0]].y,f[e[1]].y,f[e[2]].y,f[e[3]].y,g);return c};THREE.ArcCurve=function(b,c,e,f,g,j){this.aX=b;this.aY=c;this.aRadius=e;this.aStartAngle=f;this.aEndAngle=g;this.aClockwise=j}; -THREE.ArcCurve.prototype=new THREE.Curve;THREE.ArcCurve.prototype.constructor=THREE.ArcCurve;THREE.ArcCurve.prototype.getPoint=function(b){var c=this.aEndAngle-this.aStartAngle;this.aClockwise||(b=1-b);b=this.aStartAngle+b*c;return new THREE.Vector2(this.aX+this.aRadius*Math.cos(b),this.aY+this.aRadius*Math.sin(b))}; -THREE.Curve.Utils={tangentQuadraticBezier:function(b,c,e,f){return 2*(1-b)*(e-c)+2*b*(f-e)},tangentCubicBezier:function(b,c,e,f,g){return-3*c*(1-b)*(1-b)+3*e*(1-b)*(1-b)-6*b*e*(1-b)+6*b*f*(1-b)-3*b*b*f+3*b*b*g},tangentSpline:function(b){return 6*b*b-6*b+(3*b*b-4*b+1)+(-6*b*b+6*b)+(3*b*b-2*b)},interpolate:function(b,c,e,f,g){var b=(e-b)*0.5,f=(f-c)*0.5,j=g*g;return(2*c-2*e+b+f)*g*j+(-3*c+3*e-2*b-f)*j+b*g+c}}; -THREE.Curve.create=function(b,c){b.prototype=new THREE.Curve;b.prototype.constructor=b;b.prototype.getPoint=c;return b};THREE.LineCurve3=THREE.Curve.create(function(b,c){this.v1=b;this.v2=c},function(b){var c=new THREE.Vector3;c.sub(v2,v1);c.multiplyScalar(b);c.addSelf(this.v1);return c}); -THREE.QuadraticBezierCurve3=THREE.Curve.create(function(b,c,e){this.v0=b;this.v1=c;this.v2=e},function(b){var c,e;c=THREE.Shape.Utils.b2(b,this.v0.x,this.v1.x,this.v2.x);e=THREE.Shape.Utils.b2(b,this.v0.y,this.v1.y,this.v2.y);b=THREE.Shape.Utils.b2(b,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(c,e,b)});THREE.CurvePath=function(){this.curves=[];this.bends=[]};THREE.CurvePath.prototype=new THREE.Curve;THREE.CurvePath.prototype.constructor=THREE.CurvePath;THREE.CurvePath.prototype.add=function(b){this.curves.push(b)}; -THREE.CurvePath.prototype.checkConnection=function(){};THREE.CurvePath.prototype.closePath=function(){};THREE.CurvePath.prototype.getPoint=function(b){for(var c=b*this.getLength(),e=this.getCurveLengths(),b=0;b=c)return c=e[b]-c,b=this.curves[b],c=1-c/b.getLength(),b.getPointAt(c);b++}return null};THREE.CurvePath.prototype.getLength=function(){var b=this.getCurveLengths();return b[b.length-1]}; -THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var b=[],c=0,e,f=this.curves.length;for(e=0;ec)c=j.x;else if(j.xe)e=j.y;else if(j.y0?(h=e[e.length-1],t=h.x,x=h.y):(h=this.actions[f-1].args,t=h[h.length-2],x=h[h.length-1]);for(h=1;h<=b;h++)w=h/b,j=THREE.Shape.Utils.b2(w,t,u,k),w=THREE.Shape.Utils.b2(w,x,v, -m),e.push(new THREE.Vector2(j,w));break;case THREE.PathActions.BEZIER_CURVE_TO:k=j[4];m=j[5];u=j[0];v=j[1];o=j[2];p=j[3];e.length>0?(h=e[e.length-1],t=h.x,x=h.y):(h=this.actions[f-1].args,t=h[h.length-2],x=h[h.length-1]);for(h=1;h<=b;h++)w=h/b,j=THREE.Shape.Utils.b3(w,t,u,o,k),w=THREE.Shape.Utils.b3(w,x,v,p,m),e.push(new THREE.Vector2(j,w));break;case THREE.PathActions.CSPLINE_THRU:h=this.actions[f-1].args;h=[new THREE.Vector2(h[h.length-2],h[h.length-1])];w=b*j[0].length;h=h.concat(j[0]);j=new THREE.SplineCurve(h); -for(h=1;h<=w;h++)e.push(j.getPointAt(h/w));break;case THREE.PathActions.ARC:h=this.actions[f-1].args;k=j[0];m=j[1];o=j[2];u=j[3];w=j[4];v=!!j[5];p=h[h.length-2];t=h[h.length-1];h.length==0&&(p=t=0);x=w-u;var A=b*2;for(h=1;h<=A;h++)w=h/A,v||(w=1-w),w=u+w*x,j=p+k+o*Math.cos(w),w=t+m+o*Math.sin(w),e.push(new THREE.Vector2(j,w))}c&&e.push(e[0]);return e};THREE.Path.prototype.transform=function(b,c){this.getBoundingBox();return this.getWrapPoints(this.getPoints(c),b)}; -THREE.Path.prototype.nltransform=function(b,c,e,f,g,j){var h=this.getPoints(),k,m,o,p,u;k=0;for(m=h.length;k=0?k-1:e.length-1;j=h-1>=0?h-1:o.length-1;var w=[o[h],e[k],e[g]];u=THREE.FontUtils.Triangulate.area(w);var A=[o[h],o[j],e[k]];v=THREE.FontUtils.Triangulate.area(A);t=k;p=h;k+=1;h+=-1;k<0&&(k+=e.length);k%= -e.length;h<0&&(h+=o.length);h%=o.length;g=k-1>=0?k-1:e.length-1;j=h-1>=0?h-1:o.length-1;w=[o[h],e[k],e[g]];w=THREE.FontUtils.Triangulate.area(w);A=[o[h],o[j],e[k]];A=THREE.FontUtils.Triangulate.area(A);u+v>w+A&&(k=t,h=p,k<0&&(k+=e.length),k%=e.length,h<0&&(h+=o.length),h%=o.length,g=k-1>=0?k-1:e.length-1,j=h-1>=0?h-1:o.length-1);u=e.slice(0,k);v=e.slice(k);t=o.slice(h);p=o.slice(0,h);j=[o[h],o[j],e[k]];x.push([o[h],e[k],e[g]]);x.push(j);e=u.concat(t).concat(p).concat(v)}return{shape:e,isolatedPts:x, -allpoints:f}},triangulateShape:function(b,c){var e=THREE.Shape.Utils.removeHoles(b,c),f=e.allpoints,g=e.isolatedPts,e=THREE.FontUtils.Triangulate(e.shape,!1),j,h,k,m,o={};j=0;for(h=f.length;j0){e=new THREE.Vector3(0,0,-1);h(0,0,-p-(j||0));for(m=b;m0){c=new THREE.Vector3(0,0,1);h(0,0,p+(g||0));for(m=b+b/2;m<2*b;m++)k.faces.push(new THREE.Face4(2*b+1,(2*m-2*b+2)%b+b,(2*m-2*b+1)%b+b,(2*m-2*b)%b+b,[c,c,c,c]))}m= -0;for(b=this.faces.length;mb&&(b+=Math.PI*2),anglec=(c+b)/2,new THREE.Vector2(-Math.cos(anglec),-Math.sin(anglec));return f.multiplyScalar(j).addSelf(k).subSelf(b).clone()}function g(b){for(H=b.length;--H>=0;){ga=H;$=H-1;$<0&&($=b.length- -1);for(var c=0,e=t+p*2,c=0;c=0;K--){Q=K/p;n=m*(1-Q);Q=o*Math.sin(Q*Math.PI/2);H=0;for(S=G.length;H0||(p=this.vertices.push(new THREE.Vertex(new THREE.Vector3(u,k,v)))-1);o.push(p)}c.push(o)}for(var t,x,w,g=c.length,e=0;e0)for(f=0;f1&&(t= -this.vertices[h].position.clone(),x=this.vertices[m].position.clone(),w=this.vertices[o].position.clone(),t.normalize(),x.normalize(),w.normalize(),this.faces.push(new THREE.Face3(h,m,o,[new THREE.Vector3(t.x,t.y,t.z),new THREE.Vector3(x.x,x.y,x.z),new THREE.Vector3(w.x,w.y,w.z)])),this.faceVertexUvs[0].push([p,u,A]))}this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals();this.boundingSphere={radius:b}};THREE.SphereGeometry.prototype=new THREE.Geometry; -THREE.SphereGeometry.prototype.constructor=THREE.SphereGeometry; -THREE.TextGeometry=function(b,c){var e=(new THREE.TextPath(b,c)).toShapes();c.amount=c.height!==void 0?c.height:50;if(c.bevelThickness===void 0)c.bevelThickness=10;if(c.bevelSize===void 0)c.bevelSize=8;if(c.bevelEnabled===void 0)c.bevelEnabled=!1;if(c.bend){var f=e[e.length-1].getBoundingBox().maxX;c.bendPath=new THREE.QuadraticBezierCurve(new THREE.Vector2(0,0),new THREE.Vector2(f/2,120),new THREE.Vector2(f,0))}THREE.ExtrudeGeometry.call(this,e,c)};THREE.TextGeometry.prototype=new THREE.ExtrudeGeometry; -THREE.TextGeometry.prototype.constructor=THREE.TextGeometry; -THREE.FontUtils={faces:{},face:"helvetiker",weight:"normal",style:"normal",size:150,divisions:10,getFace:function(){return this.faces[this.face][this.weight][this.style]},getTextShapes:function(b,c){return(new TextPath(b,c)).toShapes()},loadFace:function(b){var c=b.familyName.toLowerCase();this.faces[c]=this.faces[c]||{};this.faces[c][b.cssFontWeight]=this.faces[c][b.cssFontWeight]||{};this.faces[c][b.cssFontWeight][b.cssFontStyle]=b;return this.faces[c][b.cssFontWeight][b.cssFontStyle]=b},drawText:function(b){for(var c= -this.getFace(),e=this.size/c.resolution,f=0,g=String(b).split(""),j=g.length,h=[],b=0;b0)for(o=0;o2;){if(u--<=0){console.log("Warning, unable to triangulate polygon!");if(f)return k;return j}m=o;g<=m&&(m=0);o=m+1;g<=o&&(o=0);p=o+1;g<=p&&(p=0);var v;a:{v=b;var t=m,x=o,w=p,A=g,y=h,G=void 0,D=void 0,I=void 0, -J=void 0,C=void 0,B=void 0,L=void 0,E=void 0,V=void 0,D=v[y[t]].x,I=v[y[t]].y,J=v[y[x]].x,C=v[y[x]].y,B=v[y[w]].x,L=v[y[w]].y;if(1.0E-10>(J-D)*(L-I)-(C-I)*(B-D))v=!1;else{for(G=0;G=0&&K>=0&&n>=0){v=!1;break a}}v= -!0}}if(v){j.push([b[h[m]],b[h[o]],b[h[p]]]);k.push([h[m],h[o],h[p]]);m=o;for(p=o+1;p>7)-127;f|=(h&127)<<16|g<<8;if(f==0&&k==-127)return 0;return(1-2*(j>>7))*(1+f*Math.pow(2,-23))*Math.pow(2,k)}function g(b,c){var e=p(b,c),f=p(b,c+1),h=p(b,c+2);return(p(b,c+3)<<24)+(h<<16)+(f<<8)+e}function m(b,c){var e=p(b,c);return(p(b,c+1)<<8)+e}function o(b,c){var e=p(b,c);return e>127?e-256:e}function p(b, -c){return b.charCodeAt(c)&255}function u(c){var e,f,h;e=g(b,c);f=g(b,c+C);h=g(b,c+B);c=m(b,c+L);THREE.BinaryLoader.prototype.f3(y,e,f,h,c)}function v(c){var e,f,h,j,n,o;e=g(b,c);f=g(b,c+C);h=g(b,c+B);j=m(b,c+L);n=g(b,c+E);o=g(b,c+V);c=g(b,c+H);THREE.BinaryLoader.prototype.f3n(y,I,e,f,h,j,n,o,c)}function t(c){var e,f,h,j;e=g(b,c);f=g(b,c+S);h=g(b,c+K);j=g(b,c+Q);c=m(b,c+n);THREE.BinaryLoader.prototype.f4(y,e,f,h,j,c)}function x(c){var e,f,h,j,o,p,t,u;e=g(b,c);f=g(b,c+S);h=g(b,c+K);j=g(b,c+Q);o=m(b, -c+n);p=g(b,c+T);t=g(b,c+X);u=g(b,c+M);c=g(b,c+W);THREE.BinaryLoader.prototype.f4n(y,I,e,f,h,j,o,p,t,u,c)}function w(c){var e,f;e=g(b,c);f=g(b,c+ha);c=g(b,c+ca);THREE.BinaryLoader.prototype.uv3(y.faceVertexUvs[0],J[e*2],J[e*2+1],J[f*2],J[f*2+1],J[c*2],J[c*2+1])}function A(c){var e,f,h;e=g(b,c);f=g(b,c+fa);h=g(b,c+ga);c=g(b,c+$);THREE.BinaryLoader.prototype.uv4(y.faceVertexUvs[0],J[e*2],J[e*2+1],J[f*2],J[f*2+1],J[h*2],J[h*2+1],J[c*2],J[c*2+1])}var y=this,G=0,D,I=[],J=[],C,B,L,E,V,H,S,K,Q,n,T,X,M,W, -ha,ca,fa,ga,$,Y,P,ea,Z,da,ia;THREE.Geometry.call(this);THREE.Loader.prototype.init_materials(y,f,c);D={signature:b.substr(G,8),header_bytes:p(b,G+8),vertex_coordinate_bytes:p(b,G+9),normal_coordinate_bytes:p(b,G+10),uv_coordinate_bytes:p(b,G+11),vertex_index_bytes:p(b,G+12),normal_index_bytes:p(b,G+13),uv_index_bytes:p(b,G+14),material_index_bytes:p(b,G+15),nvertices:g(b,G+16),nnormals:g(b,G+16+4),nuvs:g(b,G+16+8),ntri_flat:g(b,G+16+12),ntri_smooth:g(b,G+16+16),ntri_flat_uv:g(b,G+16+20),ntri_smooth_uv:g(b, -G+16+24),nquad_flat:g(b,G+16+28),nquad_smooth:g(b,G+16+32),nquad_flat_uv:g(b,G+16+36),nquad_smooth_uv:g(b,G+16+40)};G+=D.header_bytes;C=D.vertex_index_bytes;B=D.vertex_index_bytes*2;L=D.vertex_index_bytes*3;E=D.vertex_index_bytes*3+D.material_index_bytes;V=D.vertex_index_bytes*3+D.material_index_bytes+D.normal_index_bytes;H=D.vertex_index_bytes*3+D.material_index_bytes+D.normal_index_bytes*2;S=D.vertex_index_bytes;K=D.vertex_index_bytes*2;Q=D.vertex_index_bytes*3;n=D.vertex_index_bytes*4;T=D.vertex_index_bytes* -4+D.material_index_bytes;X=D.vertex_index_bytes*4+D.material_index_bytes+D.normal_index_bytes;M=D.vertex_index_bytes*4+D.material_index_bytes+D.normal_index_bytes*2;W=D.vertex_index_bytes*4+D.material_index_bytes+D.normal_index_bytes*3;ha=D.uv_index_bytes;ca=D.uv_index_bytes*2;fa=D.uv_index_bytes;ga=D.uv_index_bytes*2;$=D.uv_index_bytes*3;c=D.vertex_index_bytes*3+D.material_index_bytes;ia=D.vertex_index_bytes*4+D.material_index_bytes;Y=D.ntri_flat*c;P=D.ntri_smooth*(c+D.normal_index_bytes*3);ea=D.ntri_flat_uv* -(c+D.uv_index_bytes*3);Z=D.ntri_smooth_uv*(c+D.normal_index_bytes*3+D.uv_index_bytes*3);da=D.nquad_flat*ia;c=D.nquad_smooth*(ia+D.normal_index_bytes*4);ia=D.nquad_flat_uv*(ia+D.uv_index_bytes*4);G+=function(c){for(var f,g,j,k=D.vertex_coordinate_bytes*3,m=c+D.nvertices*k;c1&&(V=[new THREE.MeshFaceMaterial]);object=new THREE.Mesh(C,V);object.name=t;object.position.set(D[0],D[1],D[2]);q?(object.quaternion.set(q[0],q[1],q[2],q[3]),object.useQuaternion=!0):object.rotation.set(r[0],r[1],r[2]);object.scale.set(s[0],s[1],s[2]);object.visible=G.visible;M.scene.addObject(object);M.objects[t]=object;G.meshCollider&&(b=THREE.CollisionUtils.MeshColliderWBox(object),M.scene.collisions.colliders.push(b)); -if(G.castsShadow)b=new THREE.ShadowVolume(C),M.scene.addChild(b),b.position=object.position,b.rotation=object.rotation,b.scale=object.scale;G.trigger&&G.trigger.toLowerCase()!="none"&&(b={type:G.trigger,object:G},M.triggers[object.name]=b)}}else D=G.position,r=G.rotation,q=G.quaternion,s=G.scale,q=0,object=new THREE.Object3D,object.name=t,object.position.set(D[0],D[1],D[2]),q?(object.quaternion.set(q[0],q[1],q[2],q[3]),object.useQuaternion=!0):object.rotation.set(r[0],r[1],r[2]),object.scale.set(s[0], -s[1],s[2]),object.visible=G.visible!==void 0?G.visible:!1,M.scene.addObject(object),M.objects[t]=object,M.empties[t]=object,G.trigger&&G.trigger.toLowerCase()!="none"&&(b={type:G.trigger,object:G},M.triggers[object.name]=b)}function m(b){return function(c){M.geometries[b]=c;k();Q-=1;e.onLoadComplete();p()}}function o(b){return function(c){M.geometries[b]=c}}function p(){e.callbackProgress({totalModels:T,totalTextures:X,loadedModels:T-Q,loadedTextures:X-n},M);e.onLoadProgress();Q==0&&n==0&&c(M)}var u, -v,t,x,w,A,y,G,D,I,J,C,B,L,E,V,H,S,K,Q,n,T,X,M;S=b.data;E=new THREE.BinaryLoader;K=new THREE.JSONLoader;n=Q=0;M={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},triggers:{},empties:{}};b=!1;for(t in S.objects)if(G=S.objects[t],G.meshCollider){b=!0;break}if(b)M.scene.collisions=new THREE.CollisionSystem;if(S.transform){b=S.transform.position;I=S.transform.rotation;var W=S.transform.scale;b&&M.scene.position.set(b[0],b[1],b[2]);I&&M.scene.rotation.set(I[0], -I[1],I[2]);W&&M.scene.scale.set(W[0],W[1],W[2]);(b||I||W)&&M.scene.updateMatrix()}b=function(){n-=1;p();e.onLoadComplete()};for(w in S.cameras){I=S.cameras[w];if(I.type=="perspective")B=new THREE.Camera(I.fov,I.aspect,I.near,I.far);else if(I.type=="ortho")B=new THREE.Camera,B.projectionMatrix=THREE.Matrix4.makeOrtho(I.left,I.right,I.top,I.bottom,I.near,I.far);D=I.position;I=I.target;B.position.set(D[0],D[1],D[2]);B.target.position.set(I[0],I[1],I[2]);M.cameras[w]=B}for(x in S.lights)w=S.lights[x], -B=w.color!==void 0?w.color:16777215,I=w.intensity!==void 0?w.intensity:1,w.type=="directional"?(D=w.direction,H=new THREE.DirectionalLight(B,I),H.position.set(D[0],D[1],D[2]),H.position.normalize()):w.type=="point"?(D=w.position,d=w.distance,H=new THREE.PointLight(B,I,d),H.position.set(D[0],D[1],D[2])):w.type=="ambient"&&(H=new THREE.AmbientLight(B)),M.scene.addLight(H),M.lights[x]=H;for(A in S.fogs)x=S.fogs[A],x.type=="linear"?L=new THREE.Fog(0,x.near,x.far):x.type=="exp2"&&(L=new THREE.FogExp2(0, -x.density)),I=x.color,L.color.setRGB(I[0],I[1],I[2]),M.fogs[A]=L;if(M.cameras&&S.defaults.camera)M.currentCamera=M.cameras[S.defaults.camera];if(M.fogs&&S.defaults.fog)M.scene.fog=M.fogs[S.defaults.fog];I=S.defaults.bgcolor;M.bgColor=new THREE.Color;M.bgColor.setRGB(I[0],I[1],I[2]);M.bgColorAlpha=S.defaults.bgalpha;for(u in S.geometries)if(A=S.geometries[u],A.type=="bin_mesh"||A.type=="ascii_mesh")Q+=1,e.onLoadStart();T=Q;for(u in S.geometries)A=S.geometries[u],A.type=="cube"?(C=new THREE.CubeGeometry(A.width, -A.height,A.depth,A.segmentsWidth,A.segmentsHeight,A.segmentsDepth,null,A.flipped,A.sides),M.geometries[u]=C):A.type=="plane"?(C=new THREE.PlaneGeometry(A.width,A.height,A.segmentsWidth,A.segmentsHeight),M.geometries[u]=C):A.type=="sphere"?(C=new THREE.SphereGeometry(A.radius,A.segmentsWidth,A.segmentsHeight),M.geometries[u]=C):A.type=="cylinder"?(C=new THREE.CylinderGeometry(A.numSegs,A.topRad,A.botRad,A.height,A.topOffset,A.botOffset),M.geometries[u]=C):A.type=="torus"?(C=new THREE.TorusGeometry(A.radius, -A.tube,A.segmentsR,A.segmentsT),M.geometries[u]=C):A.type=="icosahedron"?(C=new THREE.IcosahedronGeometry(A.subdivisions),M.geometries[u]=C):A.type=="bin_mesh"?E.load({model:f(A.url,S.urlBaseType),callback:m(u)}):A.type=="ascii_mesh"?K.load({model:f(A.url,S.urlBaseType),callback:m(u)}):A.type=="embedded_mesh"&&(A=S.embeds[A.id])&&K.createModel(A,o(u),"");for(y in S.textures)if(u=S.textures[y],u.url instanceof Array){n+=u.url.length;for(E=0;E=57344&&(c-=2048);c++;for(var e=new Float32Array(8*c),f=1,g=0;g<8;g++){for(var j=0,h=0;h>1^-(k&1);e[8*h+g]=j}f+=c}c=b.length-f;j=new Uint16Array(c);for(g=h=0;g=this.maxCount-3&&k(this)};this.begin=function(){this.count=0; -this.hasNormal=this.hasPos=!1};this.end=function(b){if(this.count!=0){for(var c=this.count*3;cthis.size-1&&(m=this.size-1);var v=Math.floor(o-k);v<1&&(v=1);o=Math.floor(o+k);o>this.size-1&&(o=this.size-1);var t=Math.floor(p-k);t<1&&(t=1);k=Math.floor(p+k);k>this.size-1&&(k=this.size- -1);for(var x,w,A,y,G,D;u0&&(this.field[A+x]+=y)}}};this.addPlaneX=function(b,c){var g,j,h,k,m,o=this.size,p=this.yd,u=this.zd,v=this.field,t=o*Math.sqrt(b/c);t>o&&(t=o);for(g=0;g0)for(j=0;jp&&(x=p);for(j=0;j0){m=j*u;for(g=0;gsize&&(dist=size);for(h=0;h0){m=zd*h;for(j=0;jj?this.hits.push(g):this.hits.unshift(g),j=f;return this.hits}; -THREE.CollisionSystem.prototype.rayCastNearest=function(b){var c=this.rayCastAll(b);if(c.length==0)return null;for(var e=0;c[e]instanceof THREE.MeshCollider;){var f=this.rayMesh(b,c[e]);if(f.distc.length)return null;return c[e]}; -THREE.CollisionSystem.prototype.rayCast=function(b,c){if(c instanceof THREE.PlaneCollider)return this.rayPlane(b,c);else if(c instanceof THREE.SphereCollider)return this.raySphere(b,c);else if(c instanceof THREE.BoxCollider)return this.rayBox(b,c);else if(c instanceof THREE.MeshCollider&&c.box)return this.rayBox(b,c.box)}; -THREE.CollisionSystem.prototype.rayMesh=function(b,c){for(var e=this.makeRayLocal(b,c.mesh),f=Number.MAX_VALUE,g,j=0;j=k*g))return Number.MAX_VALUE;h/=k;k=THREE.CollisionSystem.__v3;k.copy(b.direction);k.multiplyScalar(h);k.addSelf(b.origin);Math.abs(j.x)> -Math.abs(j.y)?Math.abs(j.x)>Math.abs(j.z)?(b=k.y-c.y,j=e.y-c.y,g=f.y-c.y,k=k.z-c.z,e=e.z-c.z,f=f.z-c.z):(b=k.x-c.x,j=e.x-c.x,g=f.x-c.x,k=k.y-c.y,e=e.y-c.y,f=f.y-c.y):Math.abs(j.y)>Math.abs(j.z)?(b=k.x-c.x,j=e.x-c.x,g=f.x-c.x,k=k.z-c.z,e=e.z-c.z,f=f.z-c.z):(b=k.x-c.x,j=e.x-c.x,g=f.x-c.x,k=k.y-c.y,e=e.y-c.y,f=f.y-c.y);c=j*f-e*g;if(c==0)return Number.MAX_VALUE;c=1/c;f=(b*f-k*g)*c;if(!(f>=0))return Number.MAX_VALUE;c*=j*k-e*b;if(!(c>=0))return Number.MAX_VALUE;if(!(1-f-c>=0))return Number.MAX_VALUE;return h}; -THREE.CollisionSystem.prototype.makeRayLocal=function(b,c){var e=THREE.CollisionSystem.__m;THREE.Matrix4.makeInvert(c.matrixWorld,e);var f=THREE.CollisionSystem.__r;f.origin.copy(b.origin);f.direction.copy(b.direction);e.multiplyVector3(f.origin);e.rotateAxis(f.direction);f.direction.normalize();return f}; -THREE.CollisionSystem.prototype.rayBox=function(b,c){var e;c.dynamic&&c.mesh&&c.mesh.matrixWorld?e=this.makeRayLocal(b,c.mesh):(e=THREE.CollisionSystem.__r,e.origin.copy(b.origin),e.direction.copy(b.direction));var f=0,g=0,j=0,h=0,k=0,m=0,o=!0;e.origin.xc.max.x&&(f=c.max.x-e.origin.x,f/=e.direction.x,o=!1,h=1);e.origin.yc.max.y&&(g=c.max.y-e.origin.y,g/=e.direction.y, -o=!1,k=1);e.origin.zc.max.z&&(j=c.max.z-e.origin.z,j/=e.direction.z,o=!1,m=1);if(o)return-1;o=0;g>f&&(o=1,f=g);j>f&&(o=2,f=j);switch(o){case 0:k=e.origin.y+e.direction.y*f;if(kc.max.y)return Number.MAX_VALUE;e=e.origin.z+e.direction.z*f;if(ec.max.z)return Number.MAX_VALUE;c.normal.set(h,0,0);break;case 1:h=e.origin.x+e.direction.x*f;if(hc.max.x)return Number.MAX_VALUE;e=e.origin.z+e.direction.z* -f;if(ec.max.z)return Number.MAX_VALUE;c.normal.set(0,k,0);break;case 2:h=e.origin.x+e.direction.x*f;if(hc.max.x)return Number.MAX_VALUE;k=e.origin.y+e.direction.y*f;if(kc.max.y)return Number.MAX_VALUE;c.normal.set(0,0,m)}return f};THREE.CollisionSystem.prototype.rayPlane=function(b,c){var e=b.direction.dot(c.normal),f=c.point.dot(c.normal);if(e<0)e=(f-b.origin.dot(c.normal))/e;else return Number.MAX_VALUE;return e>0?e:Number.MAX_VALUE}; -THREE.CollisionSystem.prototype.raySphere=function(b,c){var e=c.center.clone().subSelf(b.origin);if(e.lengthSq=0)return Math.abs(f)-Math.sqrt(e);return Number.MAX_VALUE};THREE.CollisionSystem.__v1=new THREE.Vector3;THREE.CollisionSystem.__v2=new THREE.Vector3;THREE.CollisionSystem.__v3=new THREE.Vector3;THREE.CollisionSystem.__nr=new THREE.Vector3;THREE.CollisionSystem.__m=new THREE.Matrix4; -THREE.CollisionSystem.__r=new THREE.Ray;THREE.CollisionUtils={};THREE.CollisionUtils.MeshOBB=function(b){b.geometry.computeBoundingBox();var c=b.geometry.boundingBox,e=new THREE.Vector3(c.x[0],c.y[0],c.z[0]),c=new THREE.Vector3(c.x[1],c.y[1],c.z[1]),e=new THREE.BoxCollider(e,c);e.mesh=b;return e};THREE.CollisionUtils.MeshAABB=function(b){var c=THREE.CollisionUtils.MeshOBB(b);c.min.addSelf(b.position);c.max.addSelf(b.position);c.dynamic=!1;return c}; -THREE.CollisionUtils.MeshColliderWBox=function(b){return new THREE.MeshCollider(b,THREE.CollisionUtils.MeshOBB(b))}; -if(THREE.WebGLRenderer)THREE.AnaglyphWebGLRenderer=function(b){THREE.WebGLRenderer.call(this,b);var c=this,e=this.setSize,f=this.render,g=new THREE.Camera,j=new THREE.Camera,h=new THREE.Matrix4,k=new THREE.Matrix4,m,o,p;g.useTarget=j.useTarget=!1;g.matrixAutoUpdate=j.matrixAutoUpdate=!1;var b={minFilter:THREE.LinearFilter,magFilter:THREE.NearestFilter,format:THREE.RGBAFormat},u=new THREE.WebGLRenderTarget(512,512,b),v=new THREE.WebGLRenderTarget(512,512,b),t=new THREE.Camera(53,1,1,1E4);t.position.z= -2;_material=new THREE.MeshShaderMaterial({uniforms:{mapLeft:{type:"t",value:0,texture:u},mapRight:{type:"t",value:1,texture:v}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D mapLeft;\nuniform sampler2D mapRight;\nvarying vec2 vUv;\nvoid main() {\nvec4 colorL, colorR;\nvec2 uv = vUv;\ncolorL = texture2D( mapLeft, uv );\ncolorR = texture2D( mapRight, uv );\ngl_FragColor = vec4( colorL.g * 0.7 + colorL.b * 0.3, colorR.g, colorR.b, colorL.a + colorR.a ) * 1.1;\n}"}); -var x=new THREE.Scene;x.addObject(new THREE.Mesh(new THREE.PlaneGeometry(2,2),_material));this.setSize=function(b,f){e.call(c,b,f);u.width=b;u.height=f;v.width=b;v.height=f};this.render=function(b,e){e.update(null,!0);if(m!==e.aspect||o!==e.near||p!==e.fov){m=e.aspect;o=e.near;p=e.fov;var y=e.projectionMatrix.clone(),G=125/30*0.5,D=G*o/125,I=o*Math.tan(p*Math.PI/360),J;h.n14=G;k.n14=-G;G=-I*m+D;J=I*m+D;y.n11=2*o/(J-G);y.n13=(J+G)/(J-G);g.projectionMatrix=y.clone();G=-I*m-D;J=I*m-D;y.n11=2*o/(J-G); -y.n13=(J+G)/(J-G);j.projectionMatrix=y.clone()}g.matrix=e.matrixWorld.clone().multiplySelf(k);g.update(null,!0);g.position.copy(e.position);g.near=o;g.far=e.far;f.call(c,b,g,u,!0);j.matrix=e.matrixWorld.clone().multiplySelf(h);j.update(null,!0);j.position.copy(e.position);j.near=o;j.far=e.far;f.call(c,b,j,v,!0);f.call(c,x,t)}}; -if(THREE.WebGLRenderer)THREE.CrosseyedWebGLRenderer=function(b){THREE.WebGLRenderer.call(this,b);this.autoClear=!1;var c=this,e=this.setSize,f=this.render,g,j,h=new THREE.Camera,k=new THREE.Camera;c.separation=10;if(b&&b.separation!==void 0)c.separation=b.separation;(new THREE.Camera(53,window.innerWidth/2/window.innerHeight,1,1E4)).position.z=-10;this.setSize=function(b,f){e.call(c,b,f);g=b/2;j=f};this.render=function(b,e){this.clear();h.fov=e.fov;h.aspect=0.5*e.aspect;h.near=e.near;h.far=e.far; -h.updateProjectionMatrix();h.position.copy(e.position);h.target.position.copy(e.target.position);h.translateX(c.separation);k.projectionMatrix=h.projectionMatrix;k.position.copy(e.position);k.target.position.copy(e.target.position);k.translateX(-c.separation);this.setViewport(0,0,g,j);f.call(c,b,h);this.setViewport(g,0,g,j);f.call(c,b,k,!1)}}; diff --git a/examples/basic/js/Tween.js b/examples/basic/js/Tween.js deleted file mode 100755 index 90d3388..0000000 --- a/examples/basic/js/Tween.js +++ /dev/null @@ -1,483 +0,0 @@ -/** - * @author sole / http://soledadpenades.com - * @author mr.doob / http://mrdoob.com - * @author Robert Eisele / http://www.xarg.org - * @author Philippe / http://philippe.elsass.me - * @author Robert Penner / http://www.robertpenner.com/easing_terms_of_use.html - */ - -var TWEEN = TWEEN || ( function () { - - var i, tl, interval, time, tweens = []; - - return { - - start: function ( fps ) { - - interval = setInterval( this.update, 1000 / ( fps || 60 ) ); - - }, - - stop: function () { - - clearInterval( interval ); - - }, - - add: function ( tween ) { - - tweens.push( tween ); - - }, - - remove: function ( tween ) { - - i = tweens.indexOf( tween ); - - if ( i !== -1 ) { - - tweens.splice( i, 1 ); - - } - - }, - - update: function () { - - i = 0; tl = tweens.length; - time = new Date().getTime(); - - while ( i < tl ) { - - if ( tweens[ i ].update( time ) ) { - - i++; - - } else { - - tweens.splice( i, 1 ); - tl--; - - } - - } - - } - - }; - -} )(); - -TWEEN.Tween = function ( object ) { - - var _object = object, - _valuesStart = {}, - _valuesDelta = {}, - _valuesEnd = {}, - _duration = 1000, - _delayTime = 0, - _startTime = null, - _easingFunction = TWEEN.Easing.Linear.EaseNone, - _chainedTween = null, - _onUpdateCallback = null, - _onCompleteCallback = null; - - this.to = function ( properties, duration ) { - - if( duration !== null ) { - - _duration = duration; - - } - - for ( var property in properties ) { - - // This prevents the engine from interpolating null values - if ( _object[ property ] === null ) { - - continue; - - } - - // The current values are read when the tween starts; - // here we only store the final desired values - _valuesEnd[ property ] = properties[ property ]; - - } - - return this; - - }; - - this.start = function () { - - TWEEN.add( this ); - - _startTime = new Date().getTime() + _delayTime; - - for ( var property in _valuesEnd ) { - - // Again, prevent dealing with null values - if ( _object[ property ] === null ) { - - continue; - - } - - _valuesStart[ property ] = _object[ property ]; - _valuesDelta[ property ] = _valuesEnd[ property ] - _object[ property ]; - - } - - return this; - }; - - this.stop = function () { - - TWEEN.remove( this ); - return this; - - }; - - this.delay = function ( amount ) { - - _delayTime = amount; - return this; - - }; - - this.easing = function ( easing ) { - - _easingFunction = easing; - return this; - - }; - - this.chain = function ( chainedTween ) { - - _chainedTween = chainedTween; - - }; - - this.onUpdate = function ( onUpdateCallback ) { - - _onUpdateCallback = onUpdateCallback; - return this; - - }; - - this.onComplete = function ( onCompleteCallback ) { - - _onCompleteCallback = onCompleteCallback; - return this; - - }; - - this.update = function ( time ) { - - var property, elapsed, value; - - if ( time < _startTime ) { - - return true; - - } - - elapsed = ( time - _startTime ) / _duration; - elapsed = elapsed > 1 ? 1 : elapsed; - - value = _easingFunction( elapsed ); - - for ( property in _valuesDelta ) { - - _object[ property ] = _valuesStart[ property ] + _valuesDelta[ property ] * value; - - } - - if ( _onUpdateCallback !== null ) { - - _onUpdateCallback.call( _object, value ); - - } - - if ( elapsed == 1 ) { - - if ( _onCompleteCallback !== null ) { - - _onCompleteCallback.call( _object ); - - } - - if ( _chainedTween !== null ) { - - _chainedTween.start(); - - } - - return false; - - } - - return true; - - }; - - /* - this.destroy = function () { - - TWEEN.remove( this ); - - }; - */ -} - -TWEEN.Easing = { Linear: {}, Quadratic: {}, Cubic: {}, Quartic: {}, Quintic: {}, Sinusoidal: {}, Exponential: {}, Circular: {}, Elastic: {}, Back: {}, Bounce: {} }; - - -TWEEN.Easing.Linear.EaseNone = function ( k ) { - - return k; - -}; - -// - -TWEEN.Easing.Quadratic.EaseIn = function ( k ) { - - return k * k; - -}; - -TWEEN.Easing.Quadratic.EaseOut = function ( k ) { - - return - k * ( k - 2 ); - -}; - -TWEEN.Easing.Quadratic.EaseInOut = function ( k ) { - - if ( ( k *= 2 ) < 1 ) return 0.5 * k * k; - return - 0.5 * ( --k * ( k - 2 ) - 1 ); - -}; - -// - -TWEEN.Easing.Cubic.EaseIn = function ( k ) { - - return k * k * k; - -}; - -TWEEN.Easing.Cubic.EaseOut = function ( k ) { - - return --k * k * k + 1; - -}; - -TWEEN.Easing.Cubic.EaseInOut = function ( k ) { - - if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k; - return 0.5 * ( ( k -= 2 ) * k * k + 2 ); - -}; - -// - -TWEEN.Easing.Quartic.EaseIn = function ( k ) { - - return k * k * k * k; - -}; - -TWEEN.Easing.Quartic.EaseOut = function ( k ) { - - return - ( --k * k * k * k - 1 ); - -} - -TWEEN.Easing.Quartic.EaseInOut = function ( k ) { - - if ( ( k *= 2 ) < 1) return 0.5 * k * k * k * k; - return - 0.5 * ( ( k -= 2 ) * k * k * k - 2 ); - -}; - -// - -TWEEN.Easing.Quintic.EaseIn = function ( k ) { - - return k * k * k * k * k; - -}; - -TWEEN.Easing.Quintic.EaseOut = function ( k ) { - - return ( k = k - 1 ) * k * k * k * k + 1; - -}; - -TWEEN.Easing.Quintic.EaseInOut = function ( k ) { - - if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k * k * k; - return 0.5 * ( ( k -= 2 ) * k * k * k * k + 2 ); - -}; - -// - -TWEEN.Easing.Sinusoidal.EaseIn = function ( k ) { - - return - Math.cos( k * Math.PI / 2 ) + 1; - -}; - -TWEEN.Easing.Sinusoidal.EaseOut = function ( k ) { - - return Math.sin( k * Math.PI / 2 ); - -}; - -TWEEN.Easing.Sinusoidal.EaseInOut = function ( k ) { - - return - 0.5 * ( Math.cos( Math.PI * k ) - 1 ); - -}; - -// - -TWEEN.Easing.Exponential.EaseIn = function ( k ) { - - return k == 0 ? 0 : Math.pow( 2, 10 * ( k - 1 ) ); - -}; - -TWEEN.Easing.Exponential.EaseOut = function ( k ) { - - return k == 1 ? 1 : - Math.pow( 2, - 10 * k ) + 1; - -}; - -TWEEN.Easing.Exponential.EaseInOut = function ( k ) { - - if ( k == 0 ) return 0; - if ( k == 1 ) return 1; - if ( ( k *= 2 ) < 1 ) return 0.5 * Math.pow( 2, 10 * ( k - 1 ) ); - return 0.5 * ( - Math.pow( 2, - 10 * ( k - 1 ) ) + 2 ); - -}; - -// - -TWEEN.Easing.Circular.EaseIn = function ( k ) { - - return - ( Math.sqrt( 1 - k * k ) - 1); - -}; - -TWEEN.Easing.Circular.EaseOut = function ( k ) { - - return Math.sqrt( 1 - --k * k ); - -}; - -TWEEN.Easing.Circular.EaseInOut = function ( k ) { - - if ( ( k /= 0.5 ) < 1) return - 0.5 * ( Math.sqrt( 1 - k * k) - 1); - return 0.5 * ( Math.sqrt( 1 - ( k -= 2) * k) + 1); - -}; - -// - -TWEEN.Easing.Elastic.EaseIn = function( k ) { - - var s, a = 0.1, p = 0.4; - if ( k == 0 ) return 0; if ( k == 1 ) return 1; if ( !p ) p = 0.3; - if ( !a || a < 1 ) { a = 1; s = p / 4; } - else s = p / ( 2 * Math.PI ) * Math.asin( 1 / a ); - return - ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) ); - -}; - -TWEEN.Easing.Elastic.EaseOut = function( k ) { - - var s, a = 0.1, p = 0.4; - if ( k == 0 ) return 0; if ( k == 1 ) return 1; if ( !p ) p = 0.3; - if ( !a || a < 1 ) { a = 1; s = p / 4; } - else s = p / ( 2 * Math.PI ) * Math.asin( 1 / a ); - return ( a * Math.pow( 2, - 10 * k) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) + 1 ); - -}; - -TWEEN.Easing.Elastic.EaseInOut = function( k ) { - - var s, a = 0.1, p = 0.4; - if ( k == 0 ) return 0; if ( k == 1 ) return 1; if ( !p ) p = 0.3; - if ( !a || a < 1 ) { a = 1; s = p / 4; } - else s = p / ( 2 * Math.PI ) * Math.asin( 1 / a ); - if ( ( k *= 2 ) < 1 ) return - 0.5 * ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) ); - return a * Math.pow( 2, -10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) * 0.5 + 1; - -}; - -// - -TWEEN.Easing.Back.EaseIn = function( k ) { - - var s = 1.70158; - return k * k * ( ( s + 1 ) * k - s ); - -}; - -TWEEN.Easing.Back.EaseOut = function( k ) { - - var s = 1.70158; - return ( k = k - 1 ) * k * ( ( s + 1 ) * k + s ) + 1; - -}; - -TWEEN.Easing.Back.EaseInOut = function( k ) { - - var s = 1.70158 * 1.525; - if ( ( k *= 2 ) < 1 ) return 0.5 * ( k * k * ( ( s + 1 ) * k - s ) ); - return 0.5 * ( ( k -= 2 ) * k * ( ( s + 1 ) * k + s ) + 2 ); - -}; - -// - -TWEEN.Easing.Bounce.EaseIn = function( k ) { - - return 1 - TWEEN.Easing.Bounce.EaseOut( 1 - k ); - -}; - -TWEEN.Easing.Bounce.EaseOut = function( k ) { - - if ( ( k /= 1 ) < ( 1 / 2.75 ) ) { - - return 7.5625 * k * k; - - } else if ( k < ( 2 / 2.75 ) ) { - - return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75; - - } else if ( k < ( 2.5 / 2.75 ) ) { - - return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375; - - } else { - - return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375; - - } - -}; - -TWEEN.Easing.Bounce.EaseInOut = function( k ) { - - if ( k < 0.5 ) return TWEEN.Easing.Bounce.EaseIn( k * 2 ) * 0.5; - return TWEEN.Easing.Bounce.EaseOut( k * 2 - 1 ) * 0.5 + 0.5; - -}; diff --git a/examples/basic/js/three.min.js b/examples/basic/js/three.min.js deleted file mode 100644 index cbdef79..0000000 --- a/examples/basic/js/three.min.js +++ /dev/null @@ -1,858 +0,0 @@ -// threejs.org/license -(function(l,na){"object"===typeof exports&&"undefined"!==typeof module?na(exports):"function"===typeof define&&define.amd?define(["exports"],na):na(l.THREE=l.THREE||{})})(this,function(l){function na(){}function B(a,b){this.x=a||0;this.y=b||0}function da(a,b,c,d,e,f,g,h,k,m){Object.defineProperty(this,"id",{value:Ne++});this.uuid=R.generateUUID();this.name="";this.image=void 0!==a?a:da.DEFAULT_IMAGE;this.mipmaps=[];this.mapping=void 0!==b?b:da.DEFAULT_MAPPING;this.wrapS=void 0!==c?c:1001;this.wrapT= -void 0!==d?d:1001;this.magFilter=void 0!==e?e:1006;this.minFilter=void 0!==f?f:1008;this.anisotropy=void 0!==k?k:1;this.format=void 0!==g?g:1023;this.type=void 0!==h?h:1009;this.offset=new B(0,0);this.repeat=new B(1,1);this.generateMipmaps=!0;this.premultiplyAlpha=!1;this.flipY=!0;this.unpackAlignment=4;this.encoding=void 0!==m?m:3E3;this.version=0;this.onUpdate=null}function fa(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}function Db(a,b,c){this.uuid=R.generateUUID();this.width= -a;this.height=b;this.scissor=new fa(0,0,a,b);this.scissorTest=!1;this.viewport=new fa(0,0,a,b);c=c||{};void 0===c.minFilter&&(c.minFilter=1006);this.texture=new da(void 0,void 0,c.wrapS,c.wrapT,c.magFilter,c.minFilter,c.format,c.type,c.anisotropy,c.encoding);this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.depthTexture=void 0!==c.depthTexture?c.depthTexture:null}function Eb(a,b,c){Db.call(this,a,b,c);this.activeMipMapLevel= -this.activeCubeFace=0}function ca(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._w=void 0!==d?d:1}function q(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}function P(){this.elements=new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);0= -d||0 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); -z.compileShader(O);z.compileShader(S);z.attachShader(N,O);z.attachShader(N,S);z.linkProgram(N);L=N;t=z.getAttribLocation(L,"position");v=z.getAttribLocation(L,"uv");c=z.getUniformLocation(L,"uvOffset");d=z.getUniformLocation(L,"uvScale");e=z.getUniformLocation(L,"rotation");f=z.getUniformLocation(L,"scale");g=z.getUniformLocation(L,"color");h=z.getUniformLocation(L,"map");k=z.getUniformLocation(L,"opacity");m=z.getUniformLocation(L,"modelViewMatrix");x=z.getUniformLocation(L,"projectionMatrix");p= -z.getUniformLocation(L,"fogType");n=z.getUniformLocation(L,"fogDensity");r=z.getUniformLocation(L,"fogNear");w=z.getUniformLocation(L,"fogFar");l=z.getUniformLocation(L,"fogColor");G=z.getUniformLocation(L,"alphaTest");N=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");N.width=8;N.height=8;O=N.getContext("2d");O.fillStyle="white";O.fillRect(0,0,8,8);ka=new da(N);ka.needsUpdate=!0}z.useProgram(L);C.initAttributes();C.enableAttribute(t);C.enableAttribute(v);C.disableUnusedAttributes(); -C.disable(z.CULL_FACE);C.enable(z.BLEND);z.bindBuffer(z.ARRAY_BUFFER,I);z.vertexAttribPointer(t,2,z.FLOAT,!1,16,0);z.vertexAttribPointer(v,2,z.FLOAT,!1,16,8);z.bindBuffer(z.ELEMENT_ARRAY_BUFFER,E);z.uniformMatrix4fv(x,!1,Oa.projectionMatrix.elements);C.activeTexture(z.TEXTURE0);z.uniform1i(h,0);O=N=0;(S=q.fog)?(z.uniform3f(l,S.color.r,S.color.g,S.color.b),S.isFog?(z.uniform1f(r,S.near),z.uniform1f(w,S.far),z.uniform1i(p,1),O=N=1):S.isFogExp2&&(z.uniform1f(n,S.density),z.uniform1i(p,2),O=N=2)):(z.uniform1i(p, -0),O=N=0);for(var S=0,T=b.length;S/g,function(a,c){var d=Z[c];if(void 0===d)throw Error("Can not resolve #include <"+c+">");return Ld(d)})}function Ce(a){return a.replace(/for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,function(a,c,d,e){a="";for(c=parseInt(c);c< -parseInt(d);c++)a+=e.replace(/\[ i \]/g,"[ "+c+" ]");return a})}function yf(a,b,c,d){var e=a.context,f=c.extensions,g=c.defines,h=c.__webglShader.vertexShader,k=c.__webglShader.fragmentShader,m="SHADOWMAP_TYPE_BASIC";1===d.shadowMapType?m="SHADOWMAP_TYPE_PCF":2===d.shadowMapType&&(m="SHADOWMAP_TYPE_PCF_SOFT");var x="ENVMAP_TYPE_CUBE",p="ENVMAP_MODE_REFLECTION",n="ENVMAP_BLENDING_MULTIPLY";if(d.envMap){switch(c.envMap.mapping){case 301:case 302:x="ENVMAP_TYPE_CUBE";break;case 306:case 307:x="ENVMAP_TYPE_CUBE_UV"; -break;case 303:case 304:x="ENVMAP_TYPE_EQUIREC";break;case 305:x="ENVMAP_TYPE_SPHERE"}switch(c.envMap.mapping){case 302:case 304:p="ENVMAP_MODE_REFRACTION"}switch(c.combine){case 0:n="ENVMAP_BLENDING_MULTIPLY";break;case 1:n="ENVMAP_BLENDING_MIX";break;case 2:n="ENVMAP_BLENDING_ADD"}}var r=0b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");d.width=Math.floor(a.width*c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.warn("THREE.WebGLRenderer: image is too big ("+ -a.width+"x"+a.height+"). 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-b=a.length;c=Array(b);for(var d={endingStart:2400,endingEnd:2400},e=0;e!==b;++e){var f=a[e].createInterpolant(null);c[e]=f;f.settings=d}this._interpolantSettings=d;this._interpolants=c;this._propertyBindings=Array(b);this._weightInterpolant=this._timeScaleInterpolant=this._byClipCacheIndex=this._cacheIndex=null;this.loop=2201;this._loopCount=-1;this._startTime=null;this.time=0;this._effectiveWeight=this.weight=this._effectiveTimeScale=this.timeScale=1;this.repetitions=Infinity;this.paused=!1;this.enabled= -!0;this.clampWhenFinished=!1;this.zeroSlopeAtEnd=this.zeroSlopeAtStart=!0}function ce(a){this._root=a;this._initMemoryManager();this.time=this._accuIndex=0;this.timeScale=1}function Cd(a,b){"string"===typeof a&&(console.warn("THREE.Uniform: Type parameter is no longer needed."),a=b);this.value=a}function Bb(){F.call(this);this.type="InstancedBufferGeometry";this.maxInstancedCount=void 0}function de(a,b,c,d){this.uuid=R.generateUUID();this.data=a;this.itemSize=b;this.offset=c;this.normalized=!0=== -d}function fc(a,b){this.uuid=R.generateUUID();this.array=a;this.stride=b;this.count=void 0!==a?a.length/b:0;this.dynamic=!1;this.updateRange={offset:0,count:-1};this.onUploadCallback=function(){};this.version=0}function gc(a,b,c){fc.call(this,a,b);this.meshPerAttribute=c||1}function hc(a,b,c){y.call(this,a,b);this.meshPerAttribute=c||1}function ee(a,b,c,d){this.ray=new cb(a,b);this.near=c||0;this.far=d||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 He(a,b){return a.distance-b.distance}function fe(a,b,c,d){if(!1!==a.visible&&(a.raycast(b,c),!0===d)){a=a.children;d=0;for(var e=a.length;dc;c++,d++){var e=c/32*Math.PI*2,f=d/32* -Math.PI*2;b.push(Math.cos(e),Math.sin(e),1,Math.cos(f),Math.sin(f),1)}a.addAttribute("position",new W(b,3));b=new ha({fog:!1});this.cone=new ea(a,b);this.add(this.cone);this.update()}function jc(a){this.bones=this.getBoneList(a);for(var b=new F,c=[],d=[],e=new H(0,0,1),f=new H(0,1,0),g=0;ga?-1:0e;e++)8===e||13===e||18===e||23===e?b[e]="-":14===e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d= -c&15,c>>=4,b[e]=a[19===e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return Math.max(b,Math.min(c,a))},euclideanModulo:function(a,b){return(a%b+b)%b},mapLinear:function(a,b,c,d,e){return d+(a-b)*(e-d)/(c-b)},lerp:function(a,b,c){return(1-c)*a+c*b},smoothstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},randInt:function(a,b){return a+Math.floor(Math.random()* -(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(a){return a*R.DEG2RAD},radToDeg:function(a){return a*R.RAD2DEG},isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a},nearestPowerOfTwo:function(a){return Math.pow(2,Math.round(Math.log(a)/Math.LN2))},nextPowerOfTwo:function(a){a--;a|=a>>1;a|=a>>2;a|=a>>4;a|=a>>8;a|=a>>16;a++;return a}};B.prototype={constructor:B,isVector2:!0,get width(){return this.x},set width(a){this.x= -a},get height(){return this.y},set height(a){this.y=a},set:function(a,b){this.x=a;this.y=b;return this},setScalar:function(a){this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a); -}},clone:function(){return new this.constructor(this.x,this.y)},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;return this}, -sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){isFinite(a)?(this.x*=a,this.y*=a):this.y=this.x=0;return this},divide:function(a){this.x/=a.x; -this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new B,b=new B);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(), -clampLength:function(a,b){var c=this.length();return this.multiplyScalar(Math.max(a,Math.min(b,c))/c)},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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x= --this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.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)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)},normalize:function(){return this.divideScalar(this.length())},angle:function(){var a=Math.atan2(this.y,this.x);0>a&&(a+=2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= -this.x-a.x;a=this.y-a.y;return b*b+a*a},distanceToManhattan:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)},setLength:function(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a, -b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];return this},rotateAround:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=this.x-a.x,f=this.y-a.y;this.x=e*c-f*d+a.x;this.y=e*d+f*c+a.y;return this}};var Ne=0;da.DEFAULT_IMAGE=void 0;da.DEFAULT_MAPPING=300;da.prototype={constructor:da,isTexture:!0,set needsUpdate(a){!0===a&&this.version++},clone:function(){return(new this.constructor).copy(this)}, -copy:function(a){this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping=a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter=a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);this.repeat.copy(a.repeat);this.generateMipmaps=a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY=a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding;return this},toJSON:function(a){if(void 0!== -a.textures[this.uuid])return a.textures[this.uuid];var b={metadata:{version:4.4,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],wrap:[this.wrapS,this.wrapT],minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY};if(void 0!==this.image){var c=this.image;void 0===c.uuid&&(c.uuid=R.generateUUID());if(void 0===a.images[c.uuid]){var d=a.images, -e=c.uuid,f=c.uuid,g;void 0!==c.toDataURL?g=c:(g=document.createElementNS("http://www.w3.org/1999/xhtml","canvas"),g.width=c.width,g.height=c.height,g.getContext("2d").drawImage(c,0,0,c.width,c.height));g=2048 -a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}};Object.assign(da.prototype,na.prototype);fa.prototype={constructor:fa,isVector4:!0,set:function(a,b,c,d){this.x= -a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x; -case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this}, -addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-= -a;this.y-=a;this.z-=a;this.w-=a;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(a){isFinite(a)?(this.x*=a,this.y*=a,this.z*=a,this.w*=a):this.w=this.z=this.y=this.x=0;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this}, -divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var m=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+ -h+m-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;m=(m+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>m?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>m?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h),b=d/c,d=k/c):.01>m?(c=b=.707106781,d=0):(d=Math.sqrt(m),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+m-1)/2);return this},min:function(a){this.x= -Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w,this.w));return this},clampScalar:function(){var a,b;return function(c, -d){void 0===a&&(a=new fa,b=new fa);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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= -0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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)},lengthManhattan: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())},setLength:function(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x=== -this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];this.w=a.array[b+3];return this}};Object.assign(Db.prototype,na.prototype,{isWebGLRenderTarget:!0, -setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}}); -Eb.prototype=Object.create(Db.prototype);Eb.prototype.constructor=Eb;Eb.prototype.isWebGLRenderTargetCube=!0;ca.prototype={constructor:ca,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get w(){return this._w},set w(a){this._w=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this}, -clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(a){this._x=a.x;this._y=a.y;this._z=a.z;this._w=a.w;this.onChangeCallback();return this},setFromEuler:function(a,b){if(!1===(a&&a.isEuler))throw Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var c=Math.cos(a._x/2),d=Math.cos(a._y/2),e=Math.cos(a._z/2),f=Math.sin(a._x/2),g=Math.sin(a._y/2),h=Math.sin(a._z/2),k=a.order;"XYZ"===k?(this._x=f*d*e+c*g*h, -this._y=c*g*e-f*d*h,this._z=c*d*h+f*g*e,this._w=c*d*e-f*g*h):"YXZ"===k?(this._x=f*d*e+c*g*h,this._y=c*g*e-f*d*h,this._z=c*d*h-f*g*e,this._w=c*d*e+f*g*h):"ZXY"===k?(this._x=f*d*e-c*g*h,this._y=c*g*e+f*d*h,this._z=c*d*h+f*g*e,this._w=c*d*e-f*g*h):"ZYX"===k?(this._x=f*d*e-c*g*h,this._y=c*g*e+f*d*h,this._z=c*d*h-f*g*e,this._w=c*d*e+f*g*h):"YZX"===k?(this._x=f*d*e+c*g*h,this._y=c*g*e+f*d*h,this._z=c*d*h-f*g*e,this._w=c*d*e-f*g*h):"XZY"===k&&(this._x=f*d*e-c*g*h,this._y=c*g*e-f*d*h,this._z=c*d*h+f*g*e, -this._w=c*d*e+f*g*h);if(!1!==b)this.onChangeCallback();return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this._x=a.x*d;this._y=a.y*d;this._z=a.z*d;this._w=Math.cos(c);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],k=b[6],b=b[10],m=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y= -(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y=.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new q);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;return this.normalize()}}(), -inverse:function(){return this.conjugate().normalize()},conjugate:function(){this._x*=-1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this},dot:function(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w= -1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this},multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a,this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,m=b._w;this._x=c*m+f*g+d*k-e*h; -this._y=d*m+f*h+e*g-c*k;this._z=e*m+f*k+c*h-d*g;this._w=f*m-c*g-d*h-e*k;this.onChangeCallback();return this},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.sqrt(1-g*g);if(.001>Math.abs(h))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+ -this._y),this._z=.5*(e+this._z),this;var k=Math.atan2(h,g),g=Math.sin((1-b)*k)/h,h=Math.sin(b*k)/h;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0=== -b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}};Object.assign(ca,{slerp:function(a,b,c,d){return c.copy(a).slerp(b,d)},slerpFlat:function(a,b,c,d,e,f,g){var h=c[d+0],k=c[d+1],m=c[d+2];c=c[d+3];d=e[f+0];var l=e[f+1],p=e[f+2];e=e[f+3];if(c!==e||h!==d||k!==l||m!==p){f=1-g;var n=h*d+k*l+m*p+c*e,r=0<=n?1:-1,w=1-n*n;w>Number.EPSILON&&(w=Math.sqrt(w),n=Math.atan2(w,n*r),f=Math.sin(f*n)/w, -g=Math.sin(g*n)/w);r*=g;h=h*f+d*r;k=k*f+l*r;m=m*f+p*r;c=c*f+e*r;f===1-g&&(g=1/Math.sqrt(h*h+k*k+m*m+c*c),h*=g,k*=g,m*=g,c*=g)}a[b]=h;a[b+1]=k;a[b+2]=m;a[b+3]=c}});q.prototype={constructor:q,isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y= -b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."), -this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z; -return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){isFinite(a)?(this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;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 a;return function(b){!1===(b&&b.isEuler)&&console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new ca);return this.applyQuaternion(a.setFromEuler(b))}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new ca);return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z; -a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]* -c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,m=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-m*-f;this.y=k*a+b*-f+m*-e-h*-g;this.z=m*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new P);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0===a&&(a=new P); -a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;return this.normalize()},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z, -a.z);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new q,b=new q);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.multiplyScalar(Math.max(a, -Math.min(b,c))/c)},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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.z},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)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.multiplyScalar(a/ -this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c= -a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this},projectOnVector:function(a){var b=a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new q);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0===a&&(a=new q);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/Math.sqrt(this.lengthSq()* -a.lengthSq());return Math.acos(R.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},distanceToManhattan:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)+Math.abs(this.z-a.z)},setFromSpherical:function(a){var b=Math.sin(a.phi)*a.radius;this.x=b*Math.sin(a.theta);this.y=Math.cos(a.phi)*a.radius;this.z=b*Math.cos(a.theta);return this},setFromCylindrical:function(a){this.x= -a.radius*Math.sin(a.theta);this.y=a.y;this.z=a.radius*Math.cos(a.theta);return this},setFromMatrixPosition:function(a){return this.setFromMatrixColumn(a,3)},setFromMatrixScale:function(a){var b=this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){if("number"===typeof a){console.warn("THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).");var c= -a;a=b;b=c}return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];return this}};P.prototype={constructor:P,isMatrix4:!0,set:function(a, -b,c,d,e,f,g,h,k,m,l,p,n,r,w,u){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=h;q[2]=k;q[6]=m;q[10]=l;q[14]=p;q[3]=n;q[7]=r;q[11]=w;q[15]=u;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 P).fromArray(this.elements)},copy:function(a){this.elements.set(a.elements);return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a, -b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x,b.x,c.x,0,a.y,b.y,c.y,0,a.z,b.z,c.z,0,0,0,0,1);return this},extractRotation:function(){var a;return function(b){void 0===a&&(a=new q);var c=this.elements,d=b.elements,e=1/a.setFromMatrixColumn(b,0).length(),f=1/a.setFromMatrixColumn(b,1).length();b=1/a.setFromMatrixColumn(b,2).length();c[0]=d[0]*e;c[1]=d[1]*e;c[2]=d[2]*e;c[4]=d[4]*f;c[5]=d[5]*f;c[6]=d[6]* -f;c[8]=d[8]*b;c[9]=d[9]*b;c[10]=d[10]*b;return this}}(),makeRotationFromEuler:function(a){!1===(a&&a.isEuler)&&console.error("THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var b=this.elements,c=a.x,d=a.y,e=a.z,f=Math.cos(c),c=Math.sin(c),g=Math.cos(d),d=Math.sin(d),h=Math.cos(e),e=Math.sin(e);if("XYZ"===a.order){a=f*h;var k=f*e,m=c*h,l=c*e;b[0]=g*h;b[4]=-g*e;b[8]=d;b[1]=k+m*d;b[5]=a-l*d;b[9]=-c*g;b[2]=l-a*d;b[6]=m+k*d;b[10]=f*g}else"YXZ"=== -a.order?(a=g*h,k=g*e,m=d*h,l=d*e,b[0]=a+l*c,b[4]=m*c-k,b[8]=f*d,b[1]=f*e,b[5]=f*h,b[9]=-c,b[2]=k*c-m,b[6]=l+a*c,b[10]=f*g):"ZXY"===a.order?(a=g*h,k=g*e,m=d*h,l=d*e,b[0]=a-l*c,b[4]=-f*e,b[8]=m+k*c,b[1]=k+m*c,b[5]=f*h,b[9]=l-a*c,b[2]=-f*d,b[6]=c,b[10]=f*g):"ZYX"===a.order?(a=f*h,k=f*e,m=c*h,l=c*e,b[0]=g*h,b[4]=m*d-k,b[8]=a*d+l,b[1]=g*e,b[5]=l*d+a,b[9]=k*d-m,b[2]=-d,b[6]=c*g,b[10]=f*g):"YZX"===a.order?(a=f*g,k=f*d,m=c*g,l=c*d,b[0]=g*h,b[4]=l-a*e,b[8]=m*e+k,b[1]=e,b[5]=f*h,b[9]=-c*h,b[2]=-d*h,b[6]=k* -e+m,b[10]=a-l*e):"XZY"===a.order&&(a=f*g,k=f*d,m=c*g,l=c*d,b[0]=g*h,b[4]=-e,b[8]=d*h,b[1]=a*e+l,b[5]=f*h,b[9]=k*e-m,b[2]=m*e-k,b[6]=c*h,b[10]=l*e+a);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},makeRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,h=d+d,k=e+e;a=c*g;var m=c*h,c=c*k,l=d*h,d=d*k,e=e*k,g=f*g,h=f*h,f=f*k;b[0]=1-(l+e);b[4]=m-f;b[8]=c+h;b[1]=m+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+l);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]= -0;b[14]=0;b[15]=1;return this},lookAt:function(){var a,b,c;return function(d,e,f){void 0===a&&(a=new q,b=new q,c=new q);var g=this.elements;c.subVectors(d,e).normalize();0===c.lengthSq()&&(c.z=1);a.crossVectors(f,c).normalize();0===a.lengthSq()&&(c.z+=1E-4,a.crossVectors(f,c).normalize());b.crossVectors(c,a);g[0]=a.x;g[4]=b.x;g[8]=c.x;g[1]=a.y;g[5]=b.y;g[9]=c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."), -this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},premultiply:function(a){return this.multiplyMatrices(a,this)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],k=c[12],m=c[1],l=c[5],p=c[9],n=c[13],r=c[2],w=c[6],u=c[10],q=c[14],t=c[3],v=c[7],M=c[11],c=c[15],z=d[0],C=d[4],I=d[8],E=d[12],L=d[1],y=d[5],J=d[9],B=d[13],A=d[2],F=d[6],H=d[10],N=d[14],O=d[3],S=d[7],T=d[11],d=d[15];e[0]=f*z+g*L+h*A+k*O;e[4]=f*C+g*y+h*F+k*S;e[8]=f*I+g*J+h*H+k*T;e[12]= -f*E+g*B+h*N+k*d;e[1]=m*z+l*L+p*A+n*O;e[5]=m*C+l*y+p*F+n*S;e[9]=m*I+l*J+p*H+n*T;e[13]=m*E+l*B+p*N+n*d;e[2]=r*z+w*L+u*A+q*O;e[6]=r*C+w*y+u*F+q*S;e[10]=r*I+w*J+u*H+q*T;e[14]=r*E+w*B+u*N+q*d;e[3]=t*z+v*L+M*A+c*O;e[7]=t*C+v*y+M*F+c*S;e[11]=t*I+v*J+M*H+c*T;e[15]=t*E+v*B+M*N+c*d;return this},multiplyToArray:function(a,b,c){var d=this.elements;this.multiplyMatrices(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12]; -c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},applyToVector3Array:function(){var a;return function(b,c,d){void 0===a&&(a=new q);void 0===c&&(c=0);void 0===d&&(d=b.length);for(var e=0;ethis.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,m=1/k;b.elements[0]*=c;b.elements[1]*= -c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=m;b.elements[9]*=m;b.elements[10]*=m;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(R.DEG2RAD*a*.5);var e=-a;return this.makeFrustum(e* -b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),k=1/(c-d),m=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*k;g[9]=0;g[13]=-((c+d)*k);g[2]=0;g[6]=0;g[10]=-2*m;g[14]=-((f+e)*m);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements;a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0=== -a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}};$a.prototype=Object.create(da.prototype);$a.prototype.constructor=$a;$a.prototype.isCubeTexture=!0;Object.defineProperty($a.prototype,"images",{get:function(){return this.image},set:function(a){this.image=a}});var re=new da,se=new $a,oe=[], -qe=[];we.prototype.setValue=function(a,b){for(var c=this.seq,d=0,e=c.length;d!==e;++d){var f=c[d];f.setValue(a,b[f.id])}};var Hd=/([\w\d_]+)(\])?(\[|\.)?/g;ab.prototype.setValue=function(a,b,c){b=this.map[b];void 0!==b&&b.setValue(a,c,this.renderer)};ab.prototype.set=function(a,b,c){var d=this.map[c];void 0!==d&&d.setValue(a,b[c],this.renderer)};ab.prototype.setOptional=function(a,b,c){b=b[c];void 0!==b&&this.setValue(a,c,b)};ab.upload=function(a,b,c,d){for(var e=0,f=b.length;e!==f;++e){var g=b[e], -h=c[g.id];!1!==h.needsUpdate&&g.setValue(a,h.value,d)}};ab.seqWithValue=function(a,b){for(var c=[],d=0,e=a.length;d!==e;++d){var f=a[d];f.id in b&&c.push(f)}return c};var Z={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n",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", -aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"\nvec3 transformed = vec3( position );\n",beginnormal_vertex:"\nvec3 objectNormal = vec3( normal );\n",bsdfs:"float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\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 ltcTextureCoords( const in GeometricContext geometry, 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\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\n\tint config = 0;\n\tif ( L[0].z > 0.0 ) config += 1;\n\tif ( L[1].z > 0.0 ) config += 2;\n\tif ( L[2].z > 0.0 ) config += 4;\n\tif ( L[3].z > 0.0 ) config += 8;\n\tn = 0;\n\tif ( config == 0 ) {\n\t} else if ( config == 1 ) {\n\t\tn = 3;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 2 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 3 ) {\n\t\tn = 4;\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 4 ) {\n\t\tn = 3;\n\t\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t} else if ( config == 5 ) {\n\t\tn = 0;\n\t} else if ( config == 6 ) {\n\t\tn = 4;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 7 ) {\n\t\tn = 5;\n\t\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 8 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = L[3];\n\t} else if ( config == 9 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\n\t} else if ( config == 10 ) {\n\t\tn = 0;\n\t} else if ( config == 11 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 12 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t} else if ( config == 13 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = L[2];\n\t\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t} else if ( config == 14 ) {\n\t\tn = 5;\n\t\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t} else if ( config == 15 ) {\n\t\tn = 4;\n\t}\n\tif ( n == 3 )\n\t\tL[3] = L[0];\n\tif ( n == 4 )\n\t\tL[4] = L[0];\n}\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\n\tfloat cosTheta = dot( v1, v2 );\n\tfloat theta = acos( cosTheta );\n\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\n\treturn res;\n}\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\n\trectPoints[0] = pos - halfWidth - halfHeight;\n\trectPoints[1] = pos + halfWidth - halfHeight;\n\trectPoints[2] = pos + halfWidth + halfHeight;\n\trectPoints[3] = pos - halfWidth + halfHeight;\n}\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tvec3 T1, T2;\n\tT1 = normalize(V - N * dot( V, N ));\n\tT2 = - cross( N, T1 );\n\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\n\tvec3 clippedRect[5];\n\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\n\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\n\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\n\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\n\tint n;\n\tclipQuadToHorizon(clippedRect, n);\n\tif ( n == 0 )\n\t\treturn vec3( 0, 0, 0 );\n\tclippedRect[0] = normalize( clippedRect[0] );\n\tclippedRect[1] = normalize( clippedRect[1] );\n\tclippedRect[2] = normalize( clippedRect[2] );\n\tclippedRect[3] = normalize( clippedRect[3] );\n\tclippedRect[4] = normalize( clippedRect[4] );\n\tfloat sum = 0.0;\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\n\tif (n >= 4)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\n\tif (n == 5)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\n\tsum = max( 0.0, sum );\n\tvec3 Lo_i = vec3( sum, sum, sum );\n\treturn Lo_i;\n}\nvec3 Rect_Area_Light_Specular_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\n\t\tconst in float roughness,\n\t\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tvec2 uv = ltcTextureCoords( geometry, roughness );\n\tvec4 brdfLtcApproxParams, t;\n\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\n\tt = texture2D( ltcMat, uv );\n\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\n\tmat3 brdfLtcApproxMat = mat3(\n\t\tvec3( 1, 0, t.y ),\n\t\tvec3( 0, t.z, 0 ),\n\t\tvec3( t.w, 0, t.x )\n\t);\n\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\n\tspecularReflectance *= brdfLtcScalar;\n\treturn specularReflectance;\n}\nvec3 Rect_Area_Light_Diffuse_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tmat3 diffuseBrdfMat = mat3(1);\n\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\n\treturn diffuseReflectance;\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", -bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n", -clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n", -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",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n", -color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n", -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", -defaultnormal_vertex:"#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n", -emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n",encodings_fragment:" gl_FragColor = linearToOutputTexel( gl_FragColor );\n",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return 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 return 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 return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return 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 vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return 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 float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n", -envmap_fragment:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n", -envmap_pars_fragment:"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n", -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",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", -fog_fragment:"#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif", -gradientmap_pars_fragment:"#ifdef 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",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n", -lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n", -lights_pars:"uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\t#include \n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = flipNormal * 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 = flipNormal * 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\t#include \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 = flipNormal * 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 = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * 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 = flipNormal * 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", -lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n void RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n vec3 matDiffColor = material.diffuseColor;\n vec3 matSpecColor = material.specularColor;\n vec3 lightColor = rectAreaLight.color;\n float roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n vec3 spec = Rect_Area_Light_Specular_Reflectance(\n geometry,\n rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n roughness,\n ltcMat, ltcMag );\n vec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n geometry,\n rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n reflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\n reflectedLight.directDiffuse += lightColor * matDiffColor * diff / PI2;\n }\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n", -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", -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 void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n vec3 matDiffColor = material.diffuseColor;\n vec3 matSpecColor = material.specularColor;\n vec3 lightColor = rectAreaLight.color;\n float roughness = material.specularRoughness;\n vec3 spec = Rect_Area_Light_Specular_Reflectance(\n geometry,\n rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n roughness,\n ltcMat, ltcMag );\n vec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n geometry,\n rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n reflectedLight.directSpecular += lightColor * matSpecColor * spec;\n reflectedLight.directDiffuse += lightColor * matDiffColor * diff;\n }\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", -lights_template:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t \tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\t\t\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n", -logdepthbuf_fragment:"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif",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",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",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n", -map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n",map_particle_fragment:"#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n",map_particle_pars_fragment:"#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n", -metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",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", -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",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", -normal_flip:"#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n",normal_fragment:"#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n", -normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n", -packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n", -premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n",project_vertex:"#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n", -roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",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 #if NUM_RECT_AREA_LIGHTS > 0\n #endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n", -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 #if NUM_RECT_AREA_LIGHTS > 0\n #endif\n#endif\n", -shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n #if NUM_RECT_AREA_LIGHTS > 0\n #endif\n#endif\n", -shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\t#endif\n\t#endif\n\treturn shadow;\n}\n", -skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\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", -skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n#endif\n",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", -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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n",tonemapping_pars_fragment:"#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return 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 color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n", -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",uv_pars_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n", -uv_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif", -uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n", -cube_vert:"varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n", -depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -distanceRGBA_frag:"uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n\t#include \n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n",distanceRGBA_vert:"varying vec4 vWorldPosition;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition;\n}\n", -equirect_frag:"uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n",equirect_vert:"varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n", -linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n}\n",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n", -meshphysical_frag:"#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshphysical_vert:"#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n}\n", -normal_frag:"uniform float opacity;\nvarying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n\t#include \n}\n",normal_vert:"varying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\tvNormal = normalize( normalMatrix * normal );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -shadow_frag:"uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n",shadow_vert:"#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"};H.prototype={constructor:H, -isColor:!0,r:1,g:1,b:1,set:function(a){a&&a.isColor?this.copy(a):"number"===typeof a?this.setHex(a):"string"===typeof a&&this.setStyle(a);return this},setScalar:function(a){this.b=this.g=this.r=a;return this},setHex:function(a){a=Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b, -c,d){b=R.euclideanModulo(b,1);c=R.clamp(c,0,1);d=R.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r= -Math.min(255,parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100,parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){var d=parseFloat(c[1])/ -360,e=parseInt(c[2],10)/100,f=parseInt(c[3],10)/100;b(c[5]);return this.setHSL(d,e,f)}}}else if(c=/^\#([A-Fa-f0-9]+)$/.exec(a)){c=c[1];d=c.length;if(3===d)return this.r=parseInt(c.charAt(0)+c.charAt(0),16)/255,this.g=parseInt(c.charAt(1)+c.charAt(1),16)/255,this.b=parseInt(c.charAt(2)+c.charAt(2),16)/255,this;if(6===d)return this.r=parseInt(c.charAt(0)+c.charAt(1),16)/255,this.g=parseInt(c.charAt(2)+c.charAt(3),16)/255,this.b=parseInt(c.charAt(4)+c.charAt(5),16)/255,this}a&&0=h?k/(e+f): -k/(2-e-f);switch(e){case b:g=(c-d)/k+(cthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new B).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y- -this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){return(b||new B).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new B;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a); -this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}};var of=0;U.prototype={constructor:U,isMaterial:!0,get needsUpdate(){return this._needsUpdate},set needsUpdate(a){!0===a&&this.update();this._needsUpdate=a},setValues:function(a){if(void 0!==a)for(var b in a){var c=a[b];if(void 0===c)console.warn("THREE.Material: '"+b+"' parameter is undefined.");else{var d=this[b];void 0===d?console.warn("THREE."+this.type+": '"+b+"' is not a property of this material."): -d&&d.isColor?d.set(c):d&&d.isVector3&&c&&c.isVector3?d.copy(c):this[b]="overdraw"===b?Number(c):c}}},toJSON:function(a){function b(a){var b=[],c;for(c in a){var d=a[c];delete d.metadata;b.push(d)}return b}var c=void 0===a;c&&(a={textures:{},images:{}});var d={metadata:{version:4.4,type:"Material",generator:"Material.toJSON"}};d.uuid=this.uuid;d.type=this.type;""!==this.name&&(d.name=this.name);this.color&&this.color.isColor&&(d.color=this.color.getHex());void 0!==this.roughness&&(d.roughness=this.roughness); -void 0!==this.metalness&&(d.metalness=this.metalness);this.emissive&&this.emissive.isColor&&(d.emissive=this.emissive.getHex());this.specular&&this.specular.isColor&&(d.specular=this.specular.getHex());void 0!==this.shininess&&(d.shininess=this.shininess);void 0!==this.clearCoat&&(d.clearCoat=this.clearCoat);void 0!==this.clearCoatRoughness&&(d.clearCoatRoughness=this.clearCoatRoughness);this.map&&this.map.isTexture&&(d.map=this.map.toJSON(a).uuid);this.alphaMap&&this.alphaMap.isTexture&&(d.alphaMap= -this.alphaMap.toJSON(a).uuid);this.lightMap&&this.lightMap.isTexture&&(d.lightMap=this.lightMap.toJSON(a).uuid);this.bumpMap&&this.bumpMap.isTexture&&(d.bumpMap=this.bumpMap.toJSON(a).uuid,d.bumpScale=this.bumpScale);this.normalMap&&this.normalMap.isTexture&&(d.normalMap=this.normalMap.toJSON(a).uuid,d.normalScale=this.normalScale.toArray());this.displacementMap&&this.displacementMap.isTexture&&(d.displacementMap=this.displacementMap.toJSON(a).uuid,d.displacementScale=this.displacementScale,d.displacementBias= -this.displacementBias);this.roughnessMap&&this.roughnessMap.isTexture&&(d.roughnessMap=this.roughnessMap.toJSON(a).uuid);this.metalnessMap&&this.metalnessMap.isTexture&&(d.metalnessMap=this.metalnessMap.toJSON(a).uuid);this.emissiveMap&&this.emissiveMap.isTexture&&(d.emissiveMap=this.emissiveMap.toJSON(a).uuid);this.specularMap&&this.specularMap.isTexture&&(d.specularMap=this.specularMap.toJSON(a).uuid);this.envMap&&this.envMap.isTexture&&(d.envMap=this.envMap.toJSON(a).uuid,d.reflectivity=this.reflectivity); -this.gradientMap&&this.gradientMap.isTexture&&(d.gradientMap=this.gradientMap.toJSON(a).uuid);void 0!==this.size&&(d.size=this.size);void 0!==this.sizeAttenuation&&(d.sizeAttenuation=this.sizeAttenuation);1!==this.blending&&(d.blending=this.blending);2!==this.shading&&(d.shading=this.shading);0!==this.side&&(d.side=this.side);0!==this.vertexColors&&(d.vertexColors=this.vertexColors);1>this.opacity&&(d.opacity=this.opacity);!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc; -d.depthTest=this.depthTest;d.depthWrite=this.depthWrite;0e&&(e=m);l>f&&(f=l);p>g&&(g=p)}this.min.set(b,c,d);this.max.set(e,f,g)},setFromBufferAttribute:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,k=a.count;he&&(e=m);l>f&&(f=l);p>g&&(g=p)}this.min.set(b,c,d);this.max.set(e,f,g)},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<= -this.max.z?!0:!1},getParameter:function(a,b){return(b||new q).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},intersectsSphere:function(){var a;return function(b){void 0===a&&(a=new q);this.clampPoint(b.center,a);return a.distanceToSquared(b.center)<=b.radius*b.radius}}(), -intersectsPlane:function(a){var b,c;0=a.constant},clampPoint:function(a,b){return(b||new q).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a= -new q;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new q;return function(b){b=b||new Ga;this.getCenter(b.center);b.radius=.5*this.getSize(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new q,new q,new q,new q,new q,new q,new q,new q];return function(b){if(this.isEmpty())return this; -a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(), -translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}};Ga.prototype={constructor:Ga,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new ya;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).getCenter(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(this.center.dot(a.normal)- -a.constant)<=this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new q;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new ya;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&& -a.radius===this.radius}};za.prototype={constructor:za,isMatrix3:!0,set:function(a,b,c,d,e,f,g,h,k){var m=this.elements;m[0]=a;m[1]=d;m[2]=g;m[3]=b;m[4]=e;m[5]=h;m[6]=c;m[7]=f;m[8]=k;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(a){a=a.elements;this.set(a[0],a[3],a[6],a[1],a[4],a[7],a[2],a[5],a[8]);return this},setFromMatrix4:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[1],a[5],a[9], -a[2],a[6],a[10]);return this},applyToVector3Array:function(){var a;return function(b,c,d){void 0===a&&(a=new q);void 0===c&&(c=0);void 0===d&&(d=b.length);for(var e=0;ec;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+ -5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];return a}};la.prototype={constructor:la,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new q,b=new q;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, -c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a, -b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a,b){var c=this.distanceToPoint(a);return(b||new q).copy(this.normal).multiplyScalar(c)},intersectLine:function(){var a=new q;return function(b,c){var d=c||new q,e=b.delta(a),f=this.normal.dot(e);if(0===f){if(0===this.distanceToPoint(b.start))return d.copy(b.start)}else return f=-(b.start.dot(this.normal)+this.constant)/f,0>f||1b&&0a&&0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1], -e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],m=c[7],l=c[8],p=c[9],n=c[10],r=c[11],q=c[12],u=c[13],G=c[14],c=c[15];b[0].setComponents(f-a,m-g,r-l,c-q).normalize();b[1].setComponents(f+a,m+g,r+l,c+q).normalize();b[2].setComponents(f+d,m+h,r+p,c+u).normalize();b[3].setComponents(f-d,m-h,r-p,c-u).normalize();b[4].setComponents(f-e,m-k,r-n,c-G).normalize();b[5].setComponents(f+e,m+k,r+n,c+G).normalize();return this},intersectsObject:function(){var a=new Ga;return function(b){var c=b.geometry;null===c.boundingSphere&& -c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSprite:function(){var a=new Ga;return function(b){a.center.set(0,0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}};cb.prototype={constructor:cb,set:function(a,b){this.origin.copy(a);this.direction.copy(b); -return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new q).copy(this.direction).multiplyScalar(a).add(this.origin)},lookAt:function(a){this.direction.copy(a).sub(this.origin).normalize();return this},recast:function(){var a=new q;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new q;c.subVectors(a,this.origin); -var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new q;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a=new q,b=new q,c=new q; -return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5);b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var h=.5*d.distanceTo(e),k=-this.direction.dot(b),m=c.dot(this.direction),l=-c.dot(b),p=c.lengthSq(),n=Math.abs(1-k*k),r;0=-r?e<=r?(h=1/n,d*=h,e*=h,k=d*(d+k*e+2*m)+e*(k*d+e+2*l)+p):(e=h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+p):(e=-h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+p):e<=-r?(d=Math.max(0,-(-k*h+m)),e=0f)return null;f=Math.sqrt(f- -e);e=d-f;d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0=== -b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!==c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectsBox:function(){var a=new q;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a=new q,b=new q,c=new q,d=new q;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a)); -if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}};db.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");db.DefaultOrder="XYZ";db.prototype={constructor:db,isEuler:!0,get x(){return this._x},set x(a){this._x=a; -this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(a){this._x=a._x;this._y=a._y;this._z=a._z;this._order= -a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b,c){var d=R.clamp,e=a.elements;a=e[0];var f=e[4],g=e[8],h=e[1],k=e[5],m=e[9],l=e[2],p=e[6],e=e[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(d(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-m,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(p,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(m,-1,1)),.99999>Math.abs(m)?(this._y=Math.atan2(g,e),this._z=Math.atan2(h,k)):(this._y=Math.atan2(-l,a),this._z=0)):"ZXY"===b? -(this._x=Math.asin(d(p,-1,1)),.99999>Math.abs(p)?(this._y=Math.atan2(-l,e),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(l,-1,1)),.99999>Math.abs(l)?(this._x=Math.atan2(p,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-m,k),this._y=Math.atan2(-l,a)):(this._x=0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x= -Math.atan2(p,k),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-m,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a;return function(b,c,d){void 0===a&&(a=new P);a.makeRotationFromQuaternion(b);return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(){var a=new ca;return function(b){a.setFromEuler(this); -return this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new q(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback= -a;return this},onChangeCallback:function(){}};fd.prototype={constructor:fd,set:function(a){this.mask=1<=b.x+b.y}}();Ba.prototype={constructor:Ba, -set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new q,b=new q;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a||new q).addVectors(this.a, -this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return Ba.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new la).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return Ba.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return Ba.containsPoint(a,this.a,this.b,this.c)},closestPointToPoint:function(){var a,b,c,d;return function(e,f){void 0===a&&(a=new la,b=[new gb,new gb,new gb],c=new q,d=new q);var g=f||new q,h=Infinity; -a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))g.copy(c);else{b[0].set(this.a,this.b);b[1].set(this.b,this.c);b[2].set(this.c,this.a);for(var k=0;kd;d++)if(e[d]===e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;cb.far?null:{distance:c,point:t.clone(),object:a}}function c(c,d,e,f,m,l,p,q){g.fromArray(f,3*l);h.fromArray(f,3*p);k.fromArray(f,3*q);if(c=b(c,d,e,g,h,k,G))m&&(n.fromArray(m,2*l),r.fromArray(m,2*p),w.fromArray(m,2*q),c.uv=a(G,g,h,k,n,r,w)),c.face=new ga(l,p,q,Ba.normal(g,h,k)),c.faceIndex=l;return c}var d=new P,e=new cb,f=new Ga,g=new q,h=new q,k=new q,m=new q,l=new q,p=new q,n=new B,r=new B,w= -new B,u=new q,G=new q,t=new q;return function(q,u){var t=this.geometry,C=this.material,I=this.matrixWorld;if(void 0!==C&&(null===t.boundingSphere&&t.computeBoundingSphere(),f.copy(t.boundingSphere),f.applyMatrix4(I),!1!==q.ray.intersectsSphere(f)&&(d.getInverse(I),e.copy(q.ray).applyMatrix4(d),null===t.boundingBox||!1!==e.intersectsBox(t.boundingBox)))){var E,L;if(t.isBufferGeometry){var y,J,C=t.index,I=t.attributes,t=I.position.array;void 0!==I.uv&&(E=I.uv.array);if(null!==C)for(var I=C.array,B= -0,A=I.length;Bthis.scale.x*this.scale.y/4||c.push({distance:Math.sqrt(d),point:this.position,face:null,object:this})}}(),clone:function(){return(new this.constructor(this.material)).copy(this)}});Ac.prototype=Object.assign(Object.create(A.prototype),{constructor:Ac,copy:function(a){A.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;b=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;ef||(l.applyMatrix4(this.matrixWorld),u=d.ray.origin.distanceTo(l),ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else for(g=0,w=r.length/3-1;gf||(l.applyMatrix4(this.matrixWorld), -u=d.ray.origin.distanceTo(l),ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else if(g.isGeometry)for(k=g.vertices,m=k.length,g=0;gf||(l.applyMatrix4(this.matrixWorld),u=d.ray.origin.distanceTo(l),ud.far||e.push({distance:u,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}}(),clone:function(){return(new this.constructor(this.geometry, -this.material)).copy(this)}});ea.prototype=Object.assign(Object.create(Wa.prototype),{constructor:ea,isLineSegments:!0});Pa.prototype=Object.create(U.prototype);Pa.prototype.constructor=Pa;Pa.prototype.isPointsMaterial=!0;Pa.prototype.copy=function(a){U.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.size=a.size;this.sizeAttenuation=a.sizeAttenuation;return this};Kb.prototype=Object.assign(Object.create(A.prototype),{constructor:Kb,isPoints:!0,raycast:function(){var a=new P, -b=new cb,c=new Ga;return function(d,e){function f(a,c){var f=b.distanceSqToPoint(a);if(fd.far||e.push({distance:m,distanceToRay:Math.sqrt(f),point:h.clone(),index:c,face:null,object:g})}}var g=this,h=this.geometry,k=this.matrixWorld,m=d.params.Points.threshold;null===h.boundingSphere&&h.computeBoundingSphere();c.copy(h.boundingSphere);c.applyMatrix4(k);if(!1!==d.ray.intersectsSphere(c)){a.getInverse(k); -b.copy(d.ray).applyMatrix4(a);var m=m/((this.scale.x+this.scale.y+this.scale.z)/3),l=m*m,m=new q;if(h.isBufferGeometry){var p=h.index,h=h.attributes.position.array;if(null!==p)for(var n=p.array,p=0,r=n.length;pc)return null;var d=[],e=[],f=[],g,h,k;if(0=m--){console.warn("THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()"); -break}g=h;c<=g&&(g=0);h=g+1;c<=h&&(h=0);k=h+1;c<=k&&(k=0);var l;a:{var p,n,r,q,u,G,t,v;p=a[e[g]].x;n=a[e[g]].y;r=a[e[h]].x;q=a[e[h]].y;u=a[e[k]].x;G=a[e[k]].y;if(0>=(r-p)*(G-n)-(q-n)*(u-p))l=!1;else{var M,z,C,I,E,y,B,J,A,F;M=u-r;z=G-q;C=p-u;I=n-G;E=r-p;y=q-n;for(l=0;l=-Number.EPSILON&&J>=-Number.EPSILON&&B>=-Number.EPSILON)){l=!1;break a}l=!0}}if(l){d.push([a[e[g]], -a[e[h]],a[e[k]]]);f.push([e[g],e[h],e[k]]);g=h;for(k=h+1;kNumber.EPSILON){if(0q||q>p)return[];k=m*l-k* -n;if(0>k||k>p)return[]}else{if(0c?[]:k===c?f?[]:[g]:a<=c?[g,h]:[g,m]}function f(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return Math.abs(a)>Number.EPSILON?(b=g*c-d*b,0e&&(e=d);var g=a+1;g>d&&(g=0);d=f(h[a],h[e],h[g],k[b]);if(!d)return!1;d=k.length-1;e=b-1;0>e&&(e=d);g=b+1;g>d&&(g=0);return(d=f(k[b],k[e],k[g],h[a]))?!0:!1}function d(a,b){var c,f;for(c=0;cN){console.log("Infinite Loop! Holes left:"+m.length+", Probably Hole outside Shape!");break}for(n=B;nk;k++)l=m[k].x+":"+m[k].y,l=p[l],void 0!==l&&(m[k]=l);return n.concat()},isClockWise:function(a){return 0>oa.area(a)},b2:function(){return function(a,b,c,d){var e=1-a;return e*e*b+2*(1-a)*a*c+a*a*d}}(),b3:function(){return function(a,b,c,d,e){var f=1-a,g=1-a;return f*f*f* -b+3*g*g*a*c+3*(1-a)*a*a*d+a*a*a*e}}()};Ma.prototype=Object.create(Q.prototype);Ma.prototype.constructor=Ma;Ma.prototype.addShapeList=function(a,b){for(var c=a.length,d=0;dNumber.EPSILON){var k=Math.sqrt(h),m=Math.sqrt(d* -d+g*g),h=b.x-f/k;b=b.y+e/k;g=((c.x-g/m-h)*g-(c.y+d/m-b)*d)/(e*g-f*d);d=h+e*g-a.x;e=b+f*g-a.y;f=d*d+e*e;if(2>=f)return new B(d,e);f=Math.sqrt(f/2)}else a=!1,e>Number.EPSILON?d>Number.EPSILON&&(a=!0):e<-Number.EPSILON?d<-Number.EPSILON&&(a=!0):Math.sign(f)===Math.sign(g)&&(a=!0),a?(d=-f,f=Math.sqrt(h)):(d=e,e=f,f=Math.sqrt(h/2));return new B(d/f,e/f)}function e(a,b){var c,d;for(K=a.length;0<=--K;){c=K;d=K-1;0>d&&(d=a.length-1);var e,f=r+2*l;for(e=0;eMath.abs(b.y-c.y)?[new B(b.x,1-b.z),new B(c.x,1-c.z),new B(d.x,1-d.z), -new B(e.x,1-e.z)]:[new B(b.y,1-b.z),new B(c.y,1-c.z),new B(d.y,1-d.z),new B(e.y,1-e.z)]}};Mc.prototype=Object.create(Ma.prototype);Mc.prototype.constructor=Mc;mb.prototype=Object.create(F.prototype);mb.prototype.constructor=mb;Nc.prototype=Object.create(Q.prototype);Nc.prototype.constructor=Nc;Ub.prototype=Object.create(F.prototype);Ub.prototype.constructor=Ub;Oc.prototype=Object.create(Q.prototype);Oc.prototype.constructor=Oc;Pc.prototype=Object.create(Q.prototype);Pc.prototype.constructor=Pc;Vb.prototype= -Object.create(F.prototype);Vb.prototype.constructor=Vb;Qc.prototype=Object.create(Q.prototype);Qc.prototype.constructor=Qc;Wb.prototype=Object.create(F.prototype);Wb.prototype.constructor=Wb;Xb.prototype=Object.create(Q.prototype);Xb.prototype.constructor=Xb;Yb.prototype=Object.create(F.prototype);Yb.prototype.constructor=Yb;Xa.prototype=Object.create(F.prototype);Xa.prototype.constructor=Xa;nb.prototype=Object.create(Q.prototype);nb.prototype.constructor=nb;Rc.prototype=Object.create(nb.prototype); -Rc.prototype.constructor=Rc;Sc.prototype=Object.create(Xa.prototype);Sc.prototype.constructor=Sc;Zb.prototype=Object.create(F.prototype);Zb.prototype.constructor=Zb;Tc.prototype=Object.create(Q.prototype);Tc.prototype.constructor=Tc;$b.prototype=Object.create(Q.prototype);$b.prototype.constructor=$b;var Fa=Object.freeze({WireframeGeometry:Mb,ParametricGeometry:Dc,ParametricBufferGeometry:Nb,TetrahedronGeometry:Ec,TetrahedronBufferGeometry:Ob,OctahedronGeometry:Fc,OctahedronBufferGeometry:lb,IcosahedronGeometry:Gc, -IcosahedronBufferGeometry:Pb,DodecahedronGeometry:Hc,DodecahedronBufferGeometry:Qb,PolyhedronGeometry:Ic,PolyhedronBufferGeometry:xa,TubeGeometry:Jc,TubeBufferGeometry:Rb,TorusKnotGeometry:Kc,TorusKnotBufferGeometry:Sb,TorusGeometry:Lc,TorusBufferGeometry:Tb,TextGeometry:Mc,SphereBufferGeometry:mb,SphereGeometry:Nc,RingGeometry:Oc,RingBufferGeometry:Ub,PlaneBufferGeometry:ib,PlaneGeometry:Pc,LatheGeometry:Qc,LatheBufferGeometry:Vb,ShapeGeometry:Xb,ShapeBufferGeometry:Wb,ExtrudeGeometry:Ma,EdgesGeometry:Yb, -ConeGeometry:Rc,ConeBufferGeometry:Sc,CylinderGeometry:nb,CylinderBufferGeometry:Xa,CircleBufferGeometry:Zb,CircleGeometry:Tc,BoxBufferGeometry:hb,BoxGeometry:$b});ac.prototype=Object.create(Ia.prototype);ac.prototype.constructor=ac;ac.prototype.isShadowMaterial=!0;bc.prototype=Object.create(Ia.prototype);bc.prototype.constructor=bc;bc.prototype.isRawShaderMaterial=!0;Uc.prototype={constructor:Uc,isMultiMaterial:!0,toJSON:function(a){for(var b={metadata:{version:4.2,type:"material",generator:"MaterialExporter"}, -uuid:this.uuid,type:this.type,materials:[]},c=this.materials,d=0,e=c.length;d=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),d=this.getValueSize(),this.times=ba.arraySlice(c,e,f),this.values=ba.arraySlice(this.values,e*d,f*d);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("invalid value size in track",this),a=!1);var c=this.times,b=this.values,d=c.length;0===d&&(console.error("track is empty", -this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("time is not a valid number",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("out of order keys",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&ba.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("value is not a valid number",this,f,d);a=!1;break}return a},optimize:function(){for(var a=this.times,b=this.values,c=this.getValueSize(),d=2302===this.getInterpolation(),e=1, -f=a.length-1,g=1;gk.opacity&&(k.transparent=!0);c.setTextures(h);return c.parse(k)}}()};wb.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=this.handlers,c=0,d=b.length;cg;g++)n=v[k++],t=y[2*n],n=y[2*n+1],t=new B(t,n),2!==g&&c.faceVertexUvs[d][h].push(t),0!==g&&c.faceVertexUvs[d][h+1].push(t);p&&(p=3*v[k++],r.normal.set(A[p++],A[p++],A[p]),u.normal.copy(r.normal));if(w)for(d=0;4>d;d++)p=3*v[k++],w=new q(A[p++],A[p++],A[p]),2!==d&&r.vertexNormals.push(w),0!==d&&u.vertexNormals.push(w);l&&(l=v[k++], -l=z[l],r.color.setHex(l),u.color.setHex(l));if(b)for(d=0;4>d;d++)l=v[k++],l=z[l],2!==d&&r.vertexColors.push(new H(l)),0!==d&&u.vertexColors.push(new H(l));c.faces.push(r);c.faces.push(u)}else{r=new ga;r.a=v[k++];r.b=v[k++];r.c=v[k++];h&&(h=v[k++],r.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)n=v[k++],t=y[2*n],n=y[2*n+1],t=new B(t,n),c.faceVertexUvs[d][h].push(t);p&&(p=3*v[k++],r.normal.set(A[p++],A[p++],A[p]));if(w)for(d=0;3>d;d++)p=3* -v[k++],w=new q(A[p++],A[p++],A[p]),r.vertexNormals.push(w);l&&(l=v[k++],r.color.setHex(z[l]));if(b)for(d=0;3>d;d++)l=v[k++],r.vertexColors.push(new H(z[l]));c.faces.push(r)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dk)g=d+1;else if(0b&&(b=0);1Number.EPSILON&&(g.normalize(),c=Math.acos(R.clamp(d[k-1].dot(d[k]), --1,1)),e[k].applyMatrix4(h.makeRotationAxis(g,c))),f[k].crossVectors(d[k],e[k]);if(!0===b)for(c=Math.acos(R.clamp(e[0].dot(e[a]),-1,1)),c/=a,0=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths();return a[a.length-1]},updateArcLengths:function(){this.needsUpdate=!0;this.cacheLengths=null;this.getLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths; -for(var a=[],b=0,c=0,d=this.curves.length;cc;)c+=b;for(;c>b;)c-=b;cb.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=ed.interpolate;return new B(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a))};yb.prototype=Object.create(ua.prototype);yb.prototype.constructor=yb;yb.prototype.getPoint=function(a){var b=oa.b3;return new B(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y))};yb.prototype.getTangent=function(a){var b=ed.tangentCubicBezier;return(new B(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y, -this.v1.y,this.v2.y,this.v3.y))).normalize()};zb.prototype=Object.create(ua.prototype);zb.prototype.constructor=zb;zb.prototype.getPoint=function(a){var b=oa.b2;return new B(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y))};zb.prototype.getTangent=function(a){var b=ed.tangentQuadraticBezier;return(new B(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y))).normalize()};var ne=Object.assign(Object.create(Yc.prototype),{fromPoints:function(a){this.moveTo(a[0].x, -a[0].y);for(var b=1,c=a.length;bNumber.EPSILON){if(0>l&&(g=b[f],k=-k,h=b[e],l=-l),!(a.yh.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=l*(a.x-g.x)-k*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var e=oa.isClockWise,f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);var g,h,k,m=[];if(1===f.length)return h=f[0],k=new Ab,k.curves= -h.curves,m.push(k),m;var l=!e(f[0].getPoints()),l=a?!l:l;k=[];var p=[],n=[],q=0,w;p[q]=void 0;n[q]=[];for(var u=0,y=f.length;ud&&this._mixBufferRegion(c,a,3*b,1-d,b);for(var d=b,f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}}, -saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d,e){ca.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var h=b+g;a[h]=a[h]*f+a[c+g]*d}}};ja.prototype={constructor:ja,getValue:function(a, -b){this.bind();this.getValue(a,b)},setValue:function(a,b){this.bind();this.setValue(a,b)},bind:function(){var a=this.node,b=this.parsedPath,c=b.objectName,d=b.propertyName,e=b.propertyIndex;a||(this.node=a=ja.findNode(this.rootNode,b.nodeName)||this.rootNode);this.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;if(a){if(c){var f=b.objectIndex;switch(c){case "materials":if(!a.material){console.error(" can not bind to material as node does not have a material",this);return}if(!a.material.materials){console.error(" can not bind to material.materials as node.material does not have a materials array", -this);return}a=a.material.materials;break;case "bones":if(!a.skeleton){console.error(" can not bind to bones as node does not have a skeleton",this);return}a=a.skeleton.bones;for(c=0;c=c){var p=c++,n=b[p];d[n.uuid]=q;b[q]=n;d[l]=p;b[p]=k;k=0;for(l=f;k!==l;++k){var n=e[k],r=n[q];n[q]=n[p];n[p]=r}}}this.nCachedObjects_=c},uncache:function(a){for(var b=this._objects,c=b.length,d=this.nCachedObjects_,e=this._indicesByUUID,f=this._bindings,g=f.length,h=0,k=arguments.length;h!==k;++h){var l=arguments[h].uuid,q=e[l]; -if(void 0!==q)if(delete e[l],qb||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0c.parameterPositions[1]&& -(this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){var b=this.timeScale,c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0],b=b*d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount;if(2200===d)a:{if(-1===e&&(this.loopCount= -0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else break a;this.clampWhenFinished?this.paused=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{d=2202===d;-1===e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,d)):this._setEndings(0===this.repetitions,!0,d));if(b>=c||0>b){var f=Math.floor(b/c),b=b-c*f,e=e+Math.abs(f),g=this.repetitions-e;0>g?(this.clampWhenFinished?this.paused=!0:this.enabled=!1,b=0a,this._setEndings(a,!a,d)):this._setEndings(!1,!1,d),this._loopCount=e,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:f}))}if(d&&1===(e&1))return this.time=b,c-b}return this.time=b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd=b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a,b,c){var d=this._mixer,e=d.time, -f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}};Object.assign(ce.prototype,na.prototype,{clipAction:function(a,b){var c=b||this._root,d=c.uuid,e="string"===typeof a?ra.findByName(c,a):a,c=null!==e?e.uuid:a,f=this._actionsByClip[c],g=null;if(void 0!==f){g=f.actionByRoot[d];if(void 0!==g)return g;g=f.knownActions[0];null===e&&(e=g._clip)}if(null===e)return null;e=new be(this, -e,b);this._bindAction(e,g);this._addInactiveAction(e,c,d);return e},existingAction:function(a,b){var c=b||this._root,d=c.uuid,c="string"===typeof a?ra.findByName(c,a):a,c=this._actionsByClip[c?c.uuid:a];return void 0!==c?c.actionByRoot[d]||null:null},stopAllAction:function(){for(var a=this._actions,b=this._nActiveActions,c=this._bindings,d=this._nActiveBindings,e=this._nActiveBindings=this._nActiveActions=0;e!==b;++e)a[e].reset();for(e=0;e!==d;++e)c[e].useCount=0;return this},update:function(a){a*= -this.timeScale;for(var b=this._actions,c=this._nActiveActions,d=this.time+=a,e=Math.sign(a),f=this._accuIndex^=1,g=0;g!==c;++g){var h=b[g];h.enabled&&h._update(d,a,e,f)}a=this._bindings;b=this._nActiveBindings;for(g=0;g!==b;++g)a[g].apply(f);return this},getRoot:function(){return this._root},uncacheClip:function(a){var b=this._actions;a=a.uuid;var c=this._actionsByClip,d=c[a];if(void 0!==d){for(var d=d.knownActions,e=0,f=d.length;e!==f;++e){var g=d[e];this._deactivateAction(g);var h=g._cacheIndex, -k=b[b.length-1];g._cacheIndex=null;g._byClipCacheIndex=null;k._cacheIndex=h;b[h]=k;b.pop();this._removeInactiveBindingsForAction(g)}delete c[a]}},uncacheRoot:function(a){a=a.uuid;var b=this._actionsByClip,c;for(c in b){var d=b[c].actionByRoot[a];void 0!==d&&(this._deactivateAction(d),this._removeInactiveAction(d))}c=this._bindingsByRootAndName[a];if(void 0!==c)for(var e in c)a=c[e],a.restoreOriginalState(),this._removeInactiveBinding(a)},uncacheAction:function(a,b){var c=this.existingAction(a,b); -null!==c&&(this._deactivateAction(c),this._removeInactiveAction(c))}});Object.assign(ce.prototype,{_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings,g=a._interpolants,h=c.uuid,k=this._bindingsByRootAndName,l=k[h];void 0===l&&(l={},k[h]=l);for(k=0;k!==e;++k){var q=d[k],p=q.name,n=l[p];if(void 0===n){n=f[k];if(void 0!==n){null===n._cacheIndex&&(++n.referenceCount,this._addInactiveBinding(n,h,p));continue}n=new Bd(ja.create(c,p,b&&b._propertyBindings[k].binding.parsedPath), -q.ValueTypeName,q.getValueSize());++n.referenceCount;this._addInactiveBinding(n,h,p)}f[k]=n;g[k].resultBuffer=n.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a,d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}}, -_deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length}, -get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length},get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex;return null!==a&&ah.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c};sa.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};sa.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};sa.prototype.setAnimationFPS= -function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)};sa.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};sa.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};sa.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};sa.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b};sa.prototype.getAnimationDuration= -function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};sa.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("THREE.MorphBlendMesh: animation["+a+"] undefined in .playAnimation()")};sa.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1};sa.prototype.update=function(a){for(var b=0,c=this.animationsList.length;b -d.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.start+R.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight;f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);d.currentFrame!== -d.lastFrame?(this.morphTargetInfluences[d.currentFrame]=e*g,this.morphTargetInfluences[d.lastFrame]=(1-e)*g):this.morphTargetInfluences[d.currentFrame]=g}}};$c.prototype=Object.create(A.prototype);$c.prototype.constructor=$c;$c.prototype.isImmediateRenderObject=!0;ad.prototype=Object.create(ea.prototype);ad.prototype.constructor=ad;ad.prototype.update=function(){var a=new q,b=new q,c=new za;return function(){var d=["a","b","c"];this.object.updateMatrixWorld(!0);c.getNormalMatrix(this.object.matrixWorld); -var e=this.object.matrixWorld,f=this.geometry.attributes.position,g=this.object.geometry;if(g&&g.isGeometry)for(var h=g.vertices,k=g.faces,l=g=0,q=k.length;lc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();Cb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};Cb.prototype.setColor=function(a){this.line.material.color.copy(a); -this.cone.material.color.copy(a)};Ed.prototype=Object.create(ea.prototype);Ed.prototype.constructor=Ed;var je=function(){function a(){}var b=new q,c=new a,d=new a,e=new a;a.prototype.init=function(a,b,c,d){this.c0=a;this.c1=c;this.c2=-3*a+3*b-2*c-d;this.c3=2*a-2*b+c+d};a.prototype.initNonuniformCatmullRom=function(a,b,c,d,e,l,p){this.init(b,c,((b-a)/e-(c-a)/(e+l)+(c-b)/l)*l,((c-b)/l-(d-b)/(l+p)+(d-c)/p)*l)};a.prototype.initCatmullRom=function(a,b,c,d,e){this.init(b,c,e*(c-a),e*(d-b))};a.prototype.calc= -function(a){var b=a*a;return this.c0+this.c1*a+this.c2*b+this.c3*b*a};return ua.create(function(a){this.points=a||[];this.closed=!1},function(a){var g=this.points,h,k;k=g.length;2>k&&console.log("duh, you need at least 2 points");a*=k-(this.closed?0:1);h=Math.floor(a);a-=h;this.closed?h+=0h&&(h=1);1E-4>k&&(k=h);1E-4>n&&(n=h);c.initNonuniformCatmullRom(l.x,x.x,p.x,g.x,k,h,n);d.initNonuniformCatmullRom(l.y,x.y,p.y,g.y,k,h,n);e.initNonuniformCatmullRom(l.z,x.z,p.z,g.z,k,h,n)}else"catmullrom"===this.type&&(k=void 0!==this.tension? -this.tension:.5,c.initCatmullRom(l.x,x.x,p.x,g.x,k),d.initCatmullRom(l.y,x.y,p.y,g.y,k),e.initCatmullRom(l.z,x.z,p.z,g.z,k));return new q(c.calc(a),d.calc(a),e.calc(a))})}(),Mf=ua.create(function(a){console.warn("THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3");this.points=void 0===a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=ed.interpolate;return new q(c(d.x, -e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a),c(d.z,e.z,f.z,b.z,a))}),Nf=ua.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=oa.b3;return new q(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y),b(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z))}),Of=ua.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=oa.b2;return new q(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y),b(a,this.v0.z,this.v1.z,this.v2.z))}), -Pf=ua.create(function(a,b){this.v1=a;this.v2=b},function(a){if(1===a)return this.v2.clone();var b=new q;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});Fd.prototype=Object.create(Ya.prototype);Fd.prototype.constructor=Fd;Ke.prototype=Object.create(je.prototype);bd.prototype.setColors=function(){console.error("THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.")};Object.assign(pc.prototype,{center:function(a){console.warn("THREE.Box2: .center() has been renamed to .getCenter()."); -return this.getCenter(a)},empty:function(){console.warn("THREE.Box2: .empty() has been renamed to .isEmpty().");return this.isEmpty()},isIntersectionBox:function(a){console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)},size:function(a){console.warn("THREE.Box2: .size() has been renamed to .getSize().");return this.getSize(a)}});Object.assign(ya.prototype,{center:function(a){console.warn("THREE.Box3: .center() has been renamed to .getCenter()."); -return this.getCenter(a)},empty:function(){console.warn("THREE.Box3: .empty() has been renamed to .isEmpty().");return this.isEmpty()},isIntersectionBox:function(a){console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)},isIntersectionSphere:function(a){console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().");return this.intersectsSphere(a)},size:function(a){console.warn("THREE.Box3: .size() has been renamed to .getSize()."); -return this.getSize(a)}});gb.prototype.center=function(a){console.warn("THREE.Line3: .center() has been renamed to .getCenter().");return this.getCenter(a)};R.random16=function(){console.warn("THREE.Math.random16() has been deprecated. Use Math.random() instead.");return Math.random()};Object.assign(za.prototype,{flattenToArrayOffset:function(a,b){console.warn("THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.");return this.toArray(a,b)},multiplyVector3:function(a){console.warn("THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead."); -return a.applyMatrix3(this)},multiplyVector3Array:function(a){console.warn("THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.");return this.applyToVector3Array(a)}});Object.assign(P.prototype,{extractPosition:function(a){console.warn("THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().");return this.copyPosition(a)},flattenToArrayOffset:function(a,b){console.warn("THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."); -return this.toArray(a,b)},getPosition:function(){var a;return function(){void 0===a&&(a=new q);console.warn("THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.");return a.setFromMatrixColumn(this,3)}}(),setRotationFromQuaternion:function(a){console.warn("THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().");return this.makeRotationFromQuaternion(a)},multiplyVector3:function(a){console.warn("THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead."); -return a.applyProjection(this)},multiplyVector4:function(a){console.warn("THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.applyMatrix4(this)},multiplyVector3Array:function(a){console.warn("THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.");return this.applyToVector3Array(a)},rotateAxis:function(a){console.warn("THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead."); -a.transformDirection(this)},crossVector:function(a){console.warn("THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.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.")}});la.prototype.isIntersectionLine=function(a){console.warn("THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().");return this.intersectsLine(a)};ca.prototype.multiplyVector3=function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.");return a.applyQuaternion(this)};Object.assign(cb.prototype,{isIntersectionBox:function(a){console.warn("THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox()."); -return this.intersectsBox(a)},isIntersectionPlane:function(a){console.warn("THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().");return this.intersectsPlane(a)},isIntersectionSphere:function(a){console.warn("THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().");return this.intersectsSphere(a)}});Object.assign(Ab.prototype,{extrude:function(a){console.warn("THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.");return new Ma(this,a)}, -makeGeometry:function(a){console.warn("THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.");return new Xb(this,a)}});Object.assign(q.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. 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Set .shadowMap.renderReverseSided to "+a+".");this.renderReverseSided=a}}});Object.defineProperties(Db.prototype, -{wrapS:{get:function(){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.");return this.texture.wrapS},set:function(a){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.");this.texture.wrapS=a}},wrapT:{get:function(){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.");return this.texture.wrapT},set:function(a){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.");this.texture.wrapT=a}},magFilter:{get:function(){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter."); -return this.texture.magFilter},set:function(a){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.");this.texture.magFilter=a}},minFilter:{get:function(){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.");return this.texture.minFilter},set:function(a){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.");this.texture.minFilter=a}},anisotropy:{get:function(){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy."); -return this.texture.anisotropy},set:function(a){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.");this.texture.anisotropy=a}},offset:{get:function(){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset.");return this.texture.offset},set:function(a){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset.");this.texture.offset=a}},repeat:{get:function(){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat.");return this.texture.repeat}, -set:function(a){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat.");this.texture.repeat=a}},format:{get:function(){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format.");return this.texture.format},set:function(a){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format.");this.texture.format=a}},type:{get:function(){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type.");return this.texture.type},set:function(a){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type."); -this.texture.type=a}},generateMipmaps:{get:function(){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.");return this.texture.generateMipmaps},set:function(a){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.");this.texture.generateMipmaps=a}}});ec.prototype.load=function(a){console.warn("THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.");var b=this;(new Vd).load(a,function(a){b.setBuffer(a)});return this}; -$d.prototype.getData=function(){console.warn("THREE.AudioAnalyser: .getData() is now .getFrequencyData().");return this.getFrequencyData()};l.WebGLRenderTargetCube=Eb;l.WebGLRenderTarget=Db;l.WebGLRenderer=Md;l.ShaderLib=Gb;l.UniformsLib=X;l.ShaderChunk=Z;l.FogExp2=Ib;l.Fog=Jb;l.Scene=jb;l.LensFlare=Nd;l.Sprite=zc;l.LOD=Ac;l.SkinnedMesh=id;l.Skeleton=gd;l.Bone=hd;l.Mesh=Ca;l.LineSegments=ea;l.Line=Wa;l.Points=Kb;l.Group=Bc;l.VideoTexture=jd;l.DataTexture=eb;l.CompressedTexture=Lb;l.CubeTexture=$a; -l.CanvasTexture=kd;l.DepthTexture=Cc;l.Texture=da;l.CompressedTextureLoader=De;l.BinaryTextureLoader=Pd;l.DataTextureLoader=Pd;l.CubeTextureLoader=Qd;l.TextureLoader=ld;l.ObjectLoader=Ee;l.MaterialLoader=zd;l.BufferGeometryLoader=Rd;l.DefaultLoadingManager=ta;l.LoadingManager=Od;l.JSONLoader=Sd;l.ImageLoader=Vc;l.FontLoader=Fe;l.FileLoader=Na;l.Loader=wb;l.Cache=me;l.AudioLoader=Vd;l.SpotLightShadow=nd;l.SpotLight=od;l.PointLight=pd;l.RectAreaLight=Wd;l.HemisphereLight=md;l.DirectionalLightShadow= -qd;l.DirectionalLight=rd;l.AmbientLight=sd;l.LightShadow=tb;l.Light=ma;l.StereoCamera=Ge;l.PerspectiveCamera=Ha;l.OrthographicCamera=Hb;l.CubeCamera=Ad;l.Camera=qa;l.AudioListener=Xd;l.PositionalAudio=Zd;l.AudioContext=Yd;l.AudioAnalyser=$d;l.Audio=ec;l.VectorKeyframeTrack=cc;l.StringKeyframeTrack=wd;l.QuaternionKeyframeTrack=Xc;l.NumberKeyframeTrack=dc;l.ColorKeyframeTrack=yd;l.BooleanKeyframeTrack=xd;l.PropertyMixer=Bd;l.PropertyBinding=ja;l.KeyframeTrack=vb;l.AnimationUtils=ba;l.AnimationObjectGroup= -ae;l.AnimationMixer=ce;l.AnimationClip=ra;l.Uniform=Cd;l.InstancedBufferGeometry=Bb;l.BufferGeometry=F;l.GeometryIdCount=function(){return Jd++};l.Geometry=Q;l.InterleavedBufferAttribute=de;l.InstancedInterleavedBuffer=gc;l.InterleavedBuffer=fc;l.InstancedBufferAttribute=hc;l.Face3=ga;l.Object3D=A;l.Raycaster=ee;l.Layers=fd;l.EventDispatcher=na;l.Clock=ge;l.QuaternionLinearInterpolant=vd;l.LinearInterpolant=Wc;l.DiscreteInterpolant=ud;l.CubicInterpolant=td;l.Interpolant=pa;l.Triangle=Ba;l.Spline= -function(a){function b(a,b,c,d,e,f,g){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,k,l,x,p,n;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+2;l=this.points[c[0]]; -x=this.points[c[1]];p=this.points[c[2]];n=this.points[c[3]];h=g*g;k=g*h;d.x=b(l.x,x.x,p.x,n.x,g,h,k);d.y=b(l.y,x.y,p.y,n.y,g,h,k);d.z=b(l.z,x.z,p.z,n.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a - - - - - - - - - - - - -
- - - - - - - \ No newline at end of file diff --git a/examples/basic/video.html b/examples/basic/video.html deleted file mode 100755 index 617d75f..0000000 --- a/examples/basic/video.html +++ /dev/null @@ -1,359 +0,0 @@ - - - - CCapture.js example with Conway's Game of Life in 3D - - - - - - -
-

CCapture.js example

Game of Life in 3D

-

Example of ccapture.js using Game of Life in 3D.

-

This is a simple example of how to add a few lines of code to capture video out of a canvas-based animation.

- WebM - GIF - - Start recording - Stop recording and view video -
- -
- -
- - Fork me on GitHub - - - - - - - - - - - - - \ No newline at end of file diff --git a/examples/basic/video.mp4 b/examples/basic/video.mp4 deleted file mode 100644 index 0de7d2b..0000000 Binary files a/examples/basic/video.mp4 and /dev/null differ diff --git a/examples/gsap/index.html b/examples/gsap/index.html new file mode 100644 index 0000000..7d8dca9 --- /dev/null +++ b/examples/gsap/index.html @@ -0,0 +1,45 @@ + + + CCapture — GSAP + + + + + + + + diff --git a/examples/heavy/index.html b/examples/heavy/index.html new file mode 100644 index 0000000..bdaf6a6 --- /dev/null +++ b/examples/heavy/index.html @@ -0,0 +1,67 @@ + + + CCapture — Heavy scene + + + + +

A 96-step raymarcher — heavy enough to stutter live, especially with motion + blur (16 sub-frames per output frame). The export is still perfectly smooth, + because capture is non-realtime: each frame takes as long as it needs.

+ + + diff --git a/examples/index.html b/examples/index.html new file mode 100644 index 0000000..db90517 --- /dev/null +++ b/examples/index.html @@ -0,0 +1,444 @@ + + + CCapture — record canvas animations at a fixed framerate + + + + +
+ CCapture · canvas capture, rebuilt for 2026 +

Record canvas animations
at a fixed framerate.

+

Your sketch renders as fast — or as slowly — as it needs to. + CCapture lies to it about what time it is, so the exported + video is perfectly smooth at exactly the framerate you asked for. 30, 60, 240 — + even a 4K frame that takes two seconds to draw.

+ +
+ +
+ +
+

The least-intrusive API

+

One line in your render loop.

+
+
+

Make a recorder, start() it, and call + capture(canvas) once per frame. Drive motion from + performance.now() / the rAF timestamp like you already do — + CCapture warps that clock during capture so every frame lands on an exact + grid.

+
    +
  • No restructuring. No await, no fixed dt — drop it into the loop you have.
  • +
  • As fast as your machine. Capture is decoupled from wall-clock; it runs flat-out with bounded memory.
  • +
  • Self-finishing. Set a timeLimit or frameLimit and the file downloads itself.
  • +
+
+
+
sketch.js
+
import CCapture from "ccapture.js";
+
+const capturer = new CCapture({ format: "mp4", framerate: 60, timeLimit: 5 });
+capturer.start();
+
+function render() {
+  requestAnimationFrame(render);   // your normal loop
+  drawMyScene();                   // uses performance.now() — now warped
+  capturer.capture(canvas);        // ← the only line you add
+}
+render();
+
+
+
+ + +
+

How it works

+

A virtual clock, and two halves you can use alone.

+

CCapture replaces the browser's notion of time with a clock that + advances one fixed step per captured frame — so anything driven by elapsed + time steps deterministically. It's three composable pieces:

+
+
+ TimeWarp +

Owns time

+

Hooks performance.now, rAF, timers, Date and media + currentTime, advancing a virtual clock on demand. Knows nothing about canvases.

+
+
+ FrameWrap +

Owns capture

+

Takes drawn frames, applies motion blur, enforces limits, and feeds a + pluggable encoder. Knows nothing about time.

+
+
+ CCapture +

Plug & play

+

Composes the two and drives them — the unified recorder for the common + "record a live animation" case.

+
+
+
+ + +
+

What's in the box

+

Modern encoders, real motion blur, sync.

+
+
+
+

WebCodecs, hardware-fast

+

MP4 (H.264/AV1) & WebM (VP9/VP8/AV1) via the browser's own encoder, + back-pressured so you run flat-out with bounded memory.

+
+
+
+

Motion blur, GPU or CPU

+

Averages N sub-frames per output frame — real shutter blur. Stays on the + GPU (WebGL2) when it can, no readback.

+
+
+
+

Any framerate, smooth

+

The virtual clock means a slow render still exports a flawless 30, 60 or + 240 fps file — no dropped or doubled frames.

+
+
+
+

Frame-accurate audio

+

Sample a track offline at each frame's exact time for visuals that line + up — and mux the audio right into the file.

+
+
+
+

Video, frame-stepped

+

Register a <video> and it seeks frame-by-frame in + lockstep — accurate, not a best-effort realtime grab.

+
+
+
+

Bring your own encoder

+

A tiny interface (frame-by-frame or batch) wraps anything — WASM codecs, + sprite sheets, an upload. Register it as a format.

+
+
+
+

ESM, UMD & TypeScript

+

Import as native modules with no build, drop in the <script> + global, or lean on the bundled .d.ts types.

+
+
+
+

Drop-in successor

+

Same start / capture / stop / save flow as CCapture 1.x, + rebuilt for today's browsers.

+
+
+
+ + +
+

Formats

+

Pick an output; CCapture negotiates the codec.

+

Codec strings are probed at runtime and odd/resized frames are + fitted to a valid coded size. WebCodecs is the default path; WebM falls back + to a legacy writer where it's missing.

+
+ mp4H.264 / AV1 · WebCodecs + webmVP9 / VP8 / AV1 · WebCodecs + gif256-color · gifenc + gif-hqgifski (opt-in) + pngTAR sequence · alpha + jpgTAR sequence + webpTAR sequence · alpha +
+
+ + +
+

See it work

+

Examples

+

Every example uses the same drop-in panel — pick a format, + framerate and motion blur, then record. Serve over HTTP + (npm run serve) and open this page; ES modules need it.

+ +

Frameworks

+ + +

Raw graphics

+ + +

Media & audio

+ + +

Techniques & combos

+ +
+
+ +
+ MP4/WebM need WebCodecs · serve over HTTP for ES modules + + Docs · + GitHub · + MIT © Jaume Sanchez Elias + +
+ diff --git a/examples/music/index.html b/examples/music/index.html new file mode 100644 index 0000000..cea69ee --- /dev/null +++ b/examples/music/index.html @@ -0,0 +1,82 @@ + + + CCapture — Music video + + + + +

A shader that moves continuously and pulses with the audio. The bars' + worth of energy comes from offline analysis (frame-accurate), motion blur is + real because the shader keeps moving between sub-frames, and the audio is + muxed into the file. Built-in track, or drop your own.

+ + + diff --git a/examples/overlay/index.html b/examples/overlay/index.html new file mode 100644 index 0000000..fca8ce9 --- /dev/null +++ b/examples/overlay/index.html @@ -0,0 +1,83 @@ + + + CCapture — Audio-reactive overlay on a video + + + + +

Pick a video in the panel. Its audio drives the overlay (frame-accurate), and + is muxed back into the exported clip. Uploads stay in your browser.

+ + + diff --git a/examples/p5/index.html b/examples/p5/index.html new file mode 100644 index 0000000..86a0216 --- /dev/null +++ b/examples/p5/index.html @@ -0,0 +1,41 @@ + + + CCapture — p5.js + + + + + + diff --git a/examples/slowmo/index.html b/examples/slowmo/index.html new file mode 100644 index 0000000..75268a7 --- /dev/null +++ b/examples/slowmo/index.html @@ -0,0 +1,49 @@ + + + CCapture — Slow motion + + + + +

A fast motion (many bounces per second) captured at up to 240 fps — + something you can't screen-record. Retime the file to 30 fps in an editor for + up to 8× slow motion, every frame crisp.

+ + + diff --git a/examples/split/index.html b/examples/split/index.html new file mode 100644 index 0000000..8b583d3 --- /dev/null +++ b/examples/split/index.html @@ -0,0 +1,106 @@ + + + CCapture — Lockstep split (shared clock) + + + +
+
beauty.webm
+
matte.webm
+
+
+ + + +
+
Two canvases, one shared clock — recorded to two files, frame-for-frame identical.
+

Uses the low-level API directly: one TimeWarp shared by two + FrameWraps. Both are driven by the same step(), so + the two exports stay in perfect lockstep (e.g. a beauty pass + its matte).

+ + + diff --git a/examples/spritesheet/index.html b/examples/spritesheet/index.html new file mode 100644 index 0000000..db83479 --- /dev/null +++ b/examples/spritesheet/index.html @@ -0,0 +1,80 @@ + + + CCapture — Sprite sheet + + + + +

A custom BatchEncoder that tiles every captured frame into a + single sprite-sheet PNG — a ~30-line "bring your own encoder", registered as + the sheet format. Record the loop → one PNG grid downloads.

+ + + diff --git a/examples/three/index.html b/examples/three/index.html new file mode 100644 index 0000000..7c8e619 --- /dev/null +++ b/examples/three/index.html @@ -0,0 +1,68 @@ + + + CCapture — Three.js + + + + + + diff --git a/examples/video/index.html b/examples/video/index.html new file mode 100644 index 0000000..8148dc5 --- /dev/null +++ b/examples/video/index.html @@ -0,0 +1,56 @@ + + + CCapture — Video sync + + + + +

+ A <video> drawn to canvas, frame-stepped in lockstep with the + capture. CCapture seeks the video to each frame's exact time and waits for the + seeked event before drawing — so the exported file is frame-accurate + even though the source is a normal (variable-latency) video element. +

+ + + + + + diff --git a/examples/video/video.mp4 b/examples/video/video.mp4 new file mode 100644 index 0000000..e424ed6 Binary files /dev/null and b/examples/video/video.mp4 differ diff --git a/examples/webgl/index.html b/examples/webgl/index.html new file mode 100644 index 0000000..ab5d29f --- /dev/null +++ b/examples/webgl/index.html @@ -0,0 +1,74 @@ + + + CCapture — Raw WebGL2 + + + + + + + diff --git a/examples/webgpu/index.html b/examples/webgpu/index.html new file mode 100644 index 0000000..5df1da4 --- /dev/null +++ b/examples/webgpu/index.html @@ -0,0 +1,91 @@ + + + CCapture — WebGPU + + + + +

Initializing WebGPU…

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} +} diff --git a/package.json b/package.json index 48ebc47..fb2baf5 100644 --- a/package.json +++ b/package.json @@ -1,25 +1,53 @@ { "name": "ccapture.js", - "version": "1.0.9", - "description": "A library to capture canvas-based animations at a fixed framerate", - "main": "build/CCapture.all.min.js", + "version": "2.0.0", + "description": "Capture canvas-based animations at a fixed framerate, with motion blur and modern encoders (WebCodecs).", + "type": "module", + "main": "src/index.js", + "module": "src/index.js", + "types": "./src/index.d.ts", + "unpkg": "build/ccapture.umd.min.js", + "jsdelivr": "build/ccapture.umd.min.js", + "exports": { + ".": { "types": "./src/index.d.ts", "import": "./src/index.js" }, + "./CCapture": { "types": "./src/CCapture.d.ts", "import": "./src/CCapture.js" }, + "./TimeWarp": { "types": "./src/TimeWarp.d.ts", "import": "./src/TimeWarp.js" }, + "./FrameWrap": { "types": "./src/FrameWrap.d.ts", "import": "./src/FrameWrap.js" }, + "./umd": "./build/ccapture.umd.min.js" + }, + "files": [ + "src", + "build" + ], "scripts": { - "test": "echo \"Error: no test specified\" && exit 1" + "build": "esbuild src/umd.js --bundle --format=iife --target=es2020 --outfile=build/ccapture.umd.js && esbuild src/umd.js --bundle --format=iife --target=es2020 --minify --outfile=build/ccapture.umd.min.js", + "test": "node test/TimeWarp.test.js && node test/FrameWrap.test.js && node test/CCapture.test.js && node test/WebCodecsEncoder.test.js && node test/MotionBlur.test.js && node test/Modular.test.js", + "test:browser": "node test/browser/run.mjs", + "test:types": "tsc -p test/types/tsconfig.json", + "serve": "node test/browser/serve.mjs", + "prepublishOnly": "npm run build" }, - "repository": { - "type": "git", - "url": "git+https://github.com/spite/ccapture.js.git" + "devDependencies": { + "esbuild": "0.24.0", + "playwright-core": "1.48.0", + "typescript": "5.6.3" }, "keywords": [ "capture", "canvas", "webgl", - "animation" + "webgpu", + "webcodecs", + "animation", + "motion-blur", + "video", + "gif" ], + "repository": { + "type": "git", + "url": "git+https://github.com/spite/ccapture.js.git" + }, "author": "Jaume Sanchez (https://www.clicktorelease.com)", "license": "MIT", - "bugs": { - "url": "https://github.com/spite/ccapture.js/issues" - }, "homepage": "https://github.com/spite/ccapture.js#readme" } diff --git a/src/AudioTimeline.js b/src/AudioTimeline.js new file mode 100644 index 0000000..82b8c5e --- /dev/null +++ b/src/AudioTimeline.js @@ -0,0 +1,110 @@ +// Frame-accurate audio analysis for captures. +// +// A realtime AudioContext can't be frame-stepped — it runs on the audio +// hardware clock. But an OfflineAudioContext renders non-realtime and can +// suspend() at exact times, so we render the audio offline, pause at every +// frame's timestamp, sample an AnalyserNode, and return the analysis per frame. +// +// Usage: precompute before capturing, then read frames[i] in your render loop. +// +// const audio = await renderAudioFrames({ url: "song.mp3", framerate: 60, frames: 300 }); +// // render(i): draw using audio[i].frequency / audio[i].waveform +// +// (You still align the audio to the video afterwards in an editor — this only +// makes the *visuals* deterministic against the soundtrack.) + +const OfflineCtx = + typeof OfflineAudioContext !== "undefined" + ? OfflineAudioContext + : typeof webkitOfflineAudioContext !== "undefined" + ? webkitOfflineAudioContext + : null; + +async function decodeToBuffer({ buffer, url, arrayBuffer }) { + if (buffer) return buffer; + if (url) arrayBuffer = await (await fetch(url)).arrayBuffer(); + if (!arrayBuffer) { + throw new Error("renderAudioFrames needs one of: buffer, url, arrayBuffer."); + } + // decodeAudioData lives on BaseAudioContext, so a tiny offline ctx works. + const tmp = new OfflineCtx(1, 1, 44100); + return tmp.decodeAudioData(arrayBuffer.slice(0)); // slice: decode detaches it +} + +/** + * Render audio offline and sample an AnalyserNode at each frame time. + * + * @param {object} opts + * @param {AudioBuffer} [opts.buffer] decoded audio (or use url/arrayBuffer) + * @param {string} [opts.url] audio file to fetch + decode + * @param {ArrayBuffer} [opts.arrayBuffer]encoded audio to decode + * @param {number} [opts.framerate=60] + * @param {number} [opts.frames] frame count (defaults to fill the clip) + * @param {number} [opts.startTime=0] seconds to start at + * @param {number} [opts.fftSize=2048] + * @param {number} [opts.smoothing=0.8] AnalyserNode smoothingTimeConstant + * @returns {Promise>} + */ +async function renderAudioFrames(opts = {}) { + if (!OfflineCtx) throw new Error("OfflineAudioContext is not available."); + + const { + framerate = 60, + startTime = 0, + fftSize = 2048, + smoothing = 0.8, + } = opts; + + const buffer = await decodeToBuffer(opts); + const sampleRate = buffer.sampleRate; + const duration = buffer.duration; + + const total = + opts.frames ?? Math.max(0, Math.floor((duration - startTime) * framerate)); + + // suspend() quantizes to 128-sample blocks; frames closer than that collide. + if (sampleRate / framerate < 128) { + throw new Error( + `framerate ${framerate} is too high for ${sampleRate}Hz audio analysis ` + + `(frames must be ≥128 samples apart).` + ); + } + + const length = Math.ceil((startTime + total / framerate) * sampleRate) + fftSize; + const ctx = new OfflineCtx(buffer.numberOfChannels || 1, length, sampleRate); + + const source = ctx.createBufferSource(); + source.buffer = buffer; + const analyser = ctx.createAnalyser(); + analyser.fftSize = fftSize; + analyser.smoothingTimeConstant = smoothing; + source.connect(analyser); + analyser.connect(ctx.destination); + source.start(0); + + const frames = new Array(total); + const emptyFreq = () => new Uint8Array(analyser.frequencyBinCount); + const emptyWave = () => new Uint8Array(analyser.fftSize); + + for (let i = 0; i < total; i++) { + const time = startTime + i / framerate; + if (time >= duration) { + frames[i] = { time, frequency: emptyFreq(), waveform: emptyWave() }; + continue; + } + // Register the suspend before rendering; the callback samples and resumes. + ctx.suspend(time).then(() => { + const frequency = emptyFreq(); + analyser.getByteFrequencyData(frequency); + const waveform = emptyWave(); + analyser.getByteTimeDomainData(waveform); + frames[i] = { time, frequency, waveform }; + ctx.resume(); + }); + } + + await ctx.startRendering(); + return frames; +} + +export { renderAudioFrames }; diff --git a/src/CCapture.d.ts b/src/CCapture.d.ts new file mode 100644 index 0000000..9b57baf --- /dev/null +++ b/src/CCapture.d.ts @@ -0,0 +1,2 @@ +export { CCapture, CCapture as default } from "./index.js"; +export type { CCaptureParams } from "./index.js"; diff --git a/src/CCapture.js b/src/CCapture.js index 703972d..1dbc833 100755 --- a/src/CCapture.js +++ b/src/CCapture.js @@ -1,991 +1,175 @@ -;(function() { - -"use strict"; - -var objectTypes = { -'function': true, -'object': true -}; - -function checkGlobal(value) { - return (value && value.Object === Object) ? value : null; - } - -/** Built-in method references without a dependency on `root`. */ -var freeParseFloat = parseFloat, - freeParseInt = parseInt; - -/** Detect free variable `exports`. */ -var freeExports = (objectTypes[typeof exports] && exports && !exports.nodeType) -? exports -: undefined; - -/** Detect free variable `module`. */ -var freeModule = (objectTypes[typeof module] && module && !module.nodeType) -? module -: undefined; - -/** Detect the popular CommonJS extension `module.exports`. */ -var moduleExports = (freeModule && freeModule.exports === freeExports) -? freeExports -: undefined; - -/** Detect free variable `global` from Node.js. */ -var freeGlobal = checkGlobal(freeExports && freeModule && typeof global == 'object' && global); - -/** Detect free variable `self`. */ -var freeSelf = checkGlobal(objectTypes[typeof self] && self); - -/** Detect free variable `window`. */ -var freeWindow = checkGlobal(objectTypes[typeof window] && window); - -/** Detect `this` as the global object. */ -var thisGlobal = checkGlobal(objectTypes[typeof this] && this); - -/** -* Used as a reference to the global object. -* -* The `this` value is used if it's the global object to avoid Greasemonkey's -* restricted `window` object, otherwise the `window` object is used. -*/ -var root = freeGlobal || -((freeWindow !== (thisGlobal && thisGlobal.window)) && freeWindow) || - freeSelf || thisGlobal || Function('return this')(); - -if( !('gc' in window ) ) { - window.gc = function(){} -} - -if (!HTMLCanvasElement.prototype.toBlob) { - Object.defineProperty(HTMLCanvasElement.prototype, 'toBlob', { - value: function (callback, type, quality) { - - var binStr = atob( this.toDataURL(type, quality).split(',')[1] ), - len = binStr.length, - arr = new Uint8Array(len); - - for (var i=0; i 0 && ( this.frames / this.settings.framerate ) >= this.settings.autoSaveTime ) { - this.save( function( blob ) { - this.filename = this.baseFilename + '-part-' + pad( this.part ); - download( blob, this.filename + this.extension, this.mimeType ); - var count = this.count; - this.dispose(); - this.count = count+1; - this.part++; - this.filename = this.baseFilename + '-part-' + pad( this.part ); - this.frames = 0; - this.step(); - }.bind( this ) ) - } else { - this.count++; - this.frames++; - this.step(); - } - - }.bind( this ); - fileReader.readAsArrayBuffer(blob); - -} - -CCTarEncoder.prototype.save = function( callback ) { - - callback( this.tape.save() ); - -} - -CCTarEncoder.prototype.dispose = function() { - - this.tape = new Tar(); - this.count = 0; - -} - -function CCPNGEncoder( settings ) { - - CCTarEncoder.call( this, settings ); - - this.type = 'image/png'; - this.fileExtension = '.png'; - -} - -CCPNGEncoder.prototype = Object.create( CCTarEncoder.prototype ); - -CCPNGEncoder.prototype.add = function( canvas ) { - - canvas.toBlob( function( blob ) { - CCTarEncoder.prototype.add.call( this, blob ); - }.bind( this ), this.type ) - -} - -function CCJPEGEncoder( settings ) { - - CCTarEncoder.call( this, settings ); - - this.type = 'image/jpeg'; - this.fileExtension = '.jpg'; - this.quality = ( settings.quality / 100 ) || .8; - -} - -CCJPEGEncoder.prototype = Object.create( CCTarEncoder.prototype ); - -CCJPEGEncoder.prototype.add = function( canvas ) { - - canvas.toBlob( function( blob ) { - CCTarEncoder.prototype.add.call( this, blob ); - }.bind( this ), this.type, this.quality ) - -} - -/* - - WebM Encoder - -*/ - -function CCWebMEncoder( settings ) { - - var canvas = document.createElement( 'canvas' ); - if( canvas.toDataURL( 'image/webp' ).substr(5,10) !== 'image/webp' ){ - console.log( "WebP not supported - try another export format" ) - } - - CCFrameEncoder.call( this, settings ); - - this.quality = ( settings.quality / 100 ) || .8; - - this.extension = '.webm' - this.mimeType = 'video/webm' - this.baseFilename = this.filename; - this.framerate = settings.framerate; - - this.frames = 0; - this.part = 1; - - this.videoWriter = new WebMWriter({ - quality: this.quality, - fileWriter: null, - fd: null, - frameRate: this.framerate - }); - -} - -CCWebMEncoder.prototype = Object.create( CCFrameEncoder.prototype ); - -CCWebMEncoder.prototype.start = function( canvas ) { - - this.dispose(); - -} - -CCWebMEncoder.prototype.add = function( canvas ) { - - this.videoWriter.addFrame(canvas); - - if( this.settings.autoSaveTime > 0 && ( this.frames / this.settings.framerate ) >= this.settings.autoSaveTime ) { - this.save( function( blob ) { - this.filename = this.baseFilename + '-part-' + pad( this.part ); - download( blob, this.filename + this.extension, this.mimeType ); - this.dispose(); - this.part++; - this.filename = this.baseFilename + '-part-' + pad( this.part ); - this.step(); - }.bind( this ) ) - } else { - this.frames++; - this.step(); - } - -} - -CCWebMEncoder.prototype.save = function( callback ) { - - this.videoWriter.complete().then(callback); - -} - -CCWebMEncoder.prototype.dispose = function( canvas ) { - - this.frames = 0; - this.videoWriter = new WebMWriter({ - quality: this.quality, - fileWriter: null, - fd: null, - frameRate: this.framerate - }); - -} - -function CCFFMpegServerEncoder( settings ) { - - CCFrameEncoder.call( this, settings ); - - settings.quality = ( settings.quality / 100 ) || .8; - - this.encoder = new FFMpegServer.Video( settings ); - this.encoder.on( 'process', function() { - this.emit( 'process' ) - }.bind( this ) ); - this.encoder.on('finished', function( url, size ) { - var cb = this.callback; - if ( cb ) { - this.callback = undefined; - cb( url, size ); - } - }.bind( this ) ); - this.encoder.on( 'progress', function( progress ) { - if ( this.settings.onProgress ) { - this.settings.onProgress( progress ) - } - }.bind( this ) ); - this.encoder.on( 'error', function( data ) { - alert(JSON.stringify(data, null, 2)); - }.bind( this ) ); - -} - -CCFFMpegServerEncoder.prototype = Object.create( CCFrameEncoder.prototype ); - -CCFFMpegServerEncoder.prototype.start = function() { - - this.encoder.start( this.settings ); - -}; - -CCFFMpegServerEncoder.prototype.add = function( canvas ) { - - this.encoder.add( canvas ); - -} - -CCFFMpegServerEncoder.prototype.save = function( callback ) { - - this.callback = callback; - this.encoder.end(); - -} - -CCFFMpegServerEncoder.prototype.safeToProceed = function() { - return this.encoder.safeToProceed(); -}; - -/* - HTMLCanvasElement.captureStream() -*/ - -function CCStreamEncoder( settings ) { - - CCFrameEncoder.call( this, settings ); - - this.framerate = this.settings.framerate; - this.type = 'video/webm'; - this.extension = '.webm'; - this.stream = null; - this.mediaRecorder = null; - this.chunks = []; - -} - -CCStreamEncoder.prototype = Object.create( CCFrameEncoder.prototype ); - -CCStreamEncoder.prototype.add = function( canvas ) { - - if( !this.stream ) { - this.stream = canvas.captureStream( this.framerate ); - this.mediaRecorder = new MediaRecorder( this.stream ); - this.mediaRecorder.start(); - - this.mediaRecorder.ondataavailable = function(e) { - this.chunks.push(e.data); - }.bind( this ); - - } - this.step(); - -} - -CCStreamEncoder.prototype.save = function( callback ) { - - this.mediaRecorder.onstop = function( e ) { - var blob = new Blob( this.chunks, { 'type' : 'video/webm' }); - this.chunks = []; - callback( blob ); - - }.bind( this ); - - this.mediaRecorder.stop(); - -} - -/*function CCGIFEncoder( settings ) { - - CCFrameEncoder.call( this ); - - settings.quality = settings.quality || 6; - this.settings = settings; - - this.encoder = new GIFEncoder(); - this.encoder.setRepeat( 1 ); - this.encoder.setDelay( settings.step ); - this.encoder.setQuality( 6 ); - this.encoder.setTransparent( null ); - this.encoder.setSize( 150, 150 ); - - this.canvas = document.createElement( 'canvas' ); - this.ctx = this.canvas.getContext( '2d' ); - -} - -CCGIFEncoder.prototype = Object.create( CCFrameEncoder ); - -CCGIFEncoder.prototype.start = function() { - - this.encoder.start(); - -} - -CCGIFEncoder.prototype.add = function( canvas ) { - - this.canvas.width = canvas.width; - this.canvas.height = canvas.height; - this.ctx.drawImage( canvas, 0, 0 ); - this.encoder.addFrame( this.ctx ); - - this.encoder.setSize( canvas.width, canvas.height ); - var readBuffer = new Uint8Array(canvas.width * canvas.height * 4); - var context = canvas.getContext( 'webgl' ); - context.readPixels(0, 0, canvas.width, canvas.height, context.RGBA, context.UNSIGNED_BYTE, readBuffer); - this.encoder.addFrame( readBuffer, true ); - -} - -CCGIFEncoder.prototype.stop = function() { - - this.encoder.finish(); - -} - -CCGIFEncoder.prototype.save = function( callback ) { - - var binary_gif = this.encoder.stream().getData(); - - var data_url = 'data:image/gif;base64,'+encode64(binary_gif); - window.location = data_url; - return; - - var blob = new Blob( [ binary_gif ], { type: "octet/stream" } ); - var url = window.URL.createObjectURL( blob ); - callback( url ); - -}*/ - -function CCGIFEncoder( settings ) { - - CCFrameEncoder.call( this, settings ); - - settings.quality = 31 - ( ( settings.quality * 30 / 100 ) || 10 ); - settings.workers = settings.workers || 4; - - this.extension = '.gif' - this.mimeType = 'image/gif' - - this.canvas = document.createElement( 'canvas' ); - this.ctx = this.canvas.getContext( '2d' ); - this.sizeSet = false; - - this.encoder = new GIF({ - workers: settings.workers, - quality: settings.quality, - workerScript: settings.workersPath + 'gif.worker.js' - } ); - - this.encoder.on( 'progress', function( progress ) { - if ( this.settings.onProgress ) { - this.settings.onProgress( progress ) - } - }.bind( this ) ); - - this.encoder.on('finished', function( blob ) { - var cb = this.callback; - if ( cb ) { - this.callback = undefined; - cb( blob ); - } - }.bind( this ) ); - -} - -CCGIFEncoder.prototype = Object.create( CCFrameEncoder.prototype ); - -CCGIFEncoder.prototype.add = function( canvas ) { - - if( !this.sizeSet ) { - this.encoder.setOption( 'width',canvas.width ); - this.encoder.setOption( 'height',canvas.height ); - this.sizeSet = true; - } - - this.canvas.width = canvas.width; - this.canvas.height = canvas.height; - this.ctx.drawImage( canvas, 0, 0 ); - - this.encoder.addFrame( this.ctx, { copy: true, delay: this.settings.step } ); - this.step(); - - /*this.encoder.setSize( canvas.width, canvas.height ); - var readBuffer = new Uint8Array(canvas.width * canvas.height * 4); - var context = canvas.getContext( 'webgl' ); - context.readPixels(0, 0, canvas.width, canvas.height, context.RGBA, context.UNSIGNED_BYTE, readBuffer); - this.encoder.addFrame( readBuffer, true );*/ - -} - -CCGIFEncoder.prototype.save = function( callback ) { - - this.callback = callback; - - this.encoder.render(); - -} - -function CCapture( settings ) { - - var _settings = settings || {}, - _date = new Date(), - _verbose, - _display, - _time, - _startTime, - _performanceTime, - _performanceStartTime, - _step, - _encoder, - _timeouts = [], - _intervals = [], - _frameCount = 0, - _intermediateFrameCount = 0, - _lastFrame = null, - _requestAnimationFrameCallbacks = [], - _capturing = false, - _handlers = {}; - - _settings.framerate = _settings.framerate || 60; - _settings.motionBlurFrames = 2 * ( _settings.motionBlurFrames || 1 ); - _verbose = _settings.verbose || false; - _display = _settings.display || false; - _settings.step = 1000.0 / _settings.framerate ; - _settings.timeLimit = _settings.timeLimit || 0; - _settings.frameLimit = _settings.frameLimit || 0; - _settings.startTime = _settings.startTime || 0; - - var _timeDisplay = document.createElement( 'div' ); - _timeDisplay.style.position = 'absolute'; - _timeDisplay.style.left = _timeDisplay.style.top = 0 - _timeDisplay.style.backgroundColor = 'black'; - _timeDisplay.style.fontFamily = 'monospace' - _timeDisplay.style.fontSize = '11px' - _timeDisplay.style.padding = '5px' - _timeDisplay.style.color = 'red'; - _timeDisplay.style.zIndex = 100000 - if( _settings.display ) document.body.appendChild( _timeDisplay ); - - var canvasMotionBlur = document.createElement( 'canvas' ); - var ctxMotionBlur = canvasMotionBlur.getContext( '2d' ); - var bufferMotionBlur; - var imageData; - - _log( 'Step is set to ' + _settings.step + 'ms' ); - - var _encoders = { - gif: CCGIFEncoder, - webm: CCWebMEncoder, - ffmpegserver: CCFFMpegServerEncoder, - png: CCPNGEncoder, - jpg: CCJPEGEncoder, - 'webm-mediarecorder': CCStreamEncoder - }; - - var ctor = _encoders[ _settings.format ]; - if ( !ctor ) { - throw "Error: Incorrect or missing format: Valid formats are " + Object.keys(_encoders).join(", "); - } - _encoder = new ctor( _settings ); - _encoder.step = _step - - _encoder.on('process', _process); - _encoder.on('progress', _progress); - - if ("performance" in window == false) { - window.performance = {}; - } - - Date.now = (Date.now || function () { // thanks IE8 - return new Date().getTime(); - }); - - if ("now" in window.performance == false){ - - var nowOffset = Date.now(); - - if (performance.timing && performance.timing.navigationStart){ - nowOffset = performance.timing.navigationStart - } - - window.performance.now = function now(){ - return Date.now() - nowOffset; - } - } - - var _oldSetTimeout = window.setTimeout, - _oldSetInterval = window.setInterval, - _oldClearInterval = window.clearInterval, - _oldClearTimeout = window.clearTimeout, - _oldRequestAnimationFrame = window.requestAnimationFrame, - _oldNow = window.Date.now, - _oldPerformanceNow = window.performance.now, - _oldGetTime = window.Date.prototype.getTime; - // Date.prototype._oldGetTime = Date.prototype.getTime; - - var media = []; - - function _init() { - - _log( 'Capturer start' ); - - _startTime = window.Date.now(); - _time = _startTime + _settings.startTime; - _performanceStartTime = window.performance.now(); - _performanceTime = _performanceStartTime + _settings.startTime; - - window.Date.prototype.getTime = function(){ - return _time; - }; - window.Date.now = function() { - return _time; - }; - - window.setTimeout = function( callback, time ) { - var t = { - callback: callback, - time: time, - triggerTime: _time + time - }; - _timeouts.push( t ); - _log( 'Timeout set to ' + t.time ); - return t; - }; - window.clearTimeout = function( id ) { - for( var j = 0; j < _timeouts.length; j++ ) { - if( _timeouts[ j ] == id ) { - _timeouts.splice( j, 1 ); - _log( 'Timeout cleared' ); - continue; - } - } - }; - window.setInterval = function( callback, time ) { - var t = { - callback: callback, - time: time, - triggerTime: _time + time - }; - _intervals.push( t ); - _log( 'Interval set to ' + t.time ); - return t; - }; - window.clearInterval = function( id ) { - _log( 'clear Interval' ); - return null; - }; - window.requestAnimationFrame = function( callback ) { - _requestAnimationFrameCallbacks.push( callback ); - }; - window.performance.now = function(){ - return _performanceTime; - }; - - function hookCurrentTime() {  - if( !this._hooked ) { - this._hooked = true; - this._hookedTime = this.currentTime || 0; - this.pause(); - media.push( this ); - } - return this._hookedTime + _settings.startTime; - }; - - try { - Object.defineProperty( HTMLVideoElement.prototype, 'currentTime', { get: hookCurrentTime } ) - Object.defineProperty( HTMLAudioElement.prototype, 'currentTime', { get: hookCurrentTime } ) - } catch (err) { - _log(err); - } - - } - - function _start() { - _init(); - _encoder.start(); - _capturing = true; - } - - function _stop() { - _capturing = false; - _encoder.stop(); - _destroy(); - } - - function _call( fn, p ) { - _oldSetTimeout( fn, 0, p ); - } - - function _step() { - //_oldRequestAnimationFrame( _process ); - _call( _process ); - } - - function _destroy() { - _log( 'Capturer stop' ); - window.setTimeout = _oldSetTimeout; - window.setInterval = _oldSetInterval; - window.clearInterval = _oldClearInterval; - window.clearTimeout = _oldClearTimeout; - window.requestAnimationFrame = _oldRequestAnimationFrame; - window.Date.prototype.getTime = _oldGetTime; - window.Date.now = _oldNow; - window.performance.now = _oldPerformanceNow; - } - - function _updateTime() { - var seconds = _frameCount / _settings.framerate; - if( ( _settings.frameLimit && _frameCount >= _settings.frameLimit ) || ( _settings.timeLimit && seconds >= _settings.timeLimit ) ) { - _stop(); - _save(); - } - var d = new Date( null ); - d.setSeconds( seconds ); - if( _settings.motionBlurFrames > 2 ) { - _timeDisplay.textContent = 'CCapture ' + _settings.format + ' | ' + _frameCount + ' frames (' + _intermediateFrameCount + ' inter) | ' + d.toISOString().substr( 11, 8 ); - } else { - _timeDisplay.textContent = 'CCapture ' + _settings.format + ' | ' + _frameCount + ' frames | ' + d.toISOString().substr( 11, 8 ); - } - } - - function _checkFrame( canvas ) { - - if( canvasMotionBlur.width !== canvas.width || canvasMotionBlur.height !== canvas.height ) { - canvasMotionBlur.width = canvas.width; - canvasMotionBlur.height = canvas.height; - bufferMotionBlur = new Uint16Array( canvasMotionBlur.height * canvasMotionBlur.width * 4 ); - ctxMotionBlur.fillStyle = '#0' - ctxMotionBlur.fillRect( 0, 0, canvasMotionBlur.width, canvasMotionBlur.height ); - } - - } - - function _blendFrame( canvas ) { - - //_log( 'Intermediate Frame: ' + _intermediateFrameCount ); - - ctxMotionBlur.drawImage( canvas, 0, 0 ); - imageData = ctxMotionBlur.getImageData( 0, 0, canvasMotionBlur.width, canvasMotionBlur.height ); - for( var j = 0; j < bufferMotionBlur.length; j+= 4 ) { - bufferMotionBlur[ j ] += imageData.data[ j ]; - bufferMotionBlur[ j + 1 ] += imageData.data[ j + 1 ]; - bufferMotionBlur[ j + 2 ] += imageData.data[ j + 2 ]; - } - _intermediateFrameCount++; - - } - - function _saveFrame(){ - - var data = imageData.data; - for( var j = 0; j < bufferMotionBlur.length; j+= 4 ) { - data[ j ] = bufferMotionBlur[ j ] * 2 / _settings.motionBlurFrames; - data[ j + 1 ] = bufferMotionBlur[ j + 1 ] * 2 / _settings.motionBlurFrames; - data[ j + 2 ] = bufferMotionBlur[ j + 2 ] * 2 / _settings.motionBlurFrames; - } - ctxMotionBlur.putImageData( imageData, 0, 0 ); - _encoder.add( canvasMotionBlur ); - _frameCount++; - _intermediateFrameCount = 0; - _log( 'Full MB Frame! ' + _frameCount + ' ' + _time ); - for( var j = 0; j < bufferMotionBlur.length; j+= 4 ) { - bufferMotionBlur[ j ] = 0; - bufferMotionBlur[ j + 1 ] = 0; - bufferMotionBlur[ j + 2 ] = 0; - } - gc(); - - } - - function _capture( canvas ) { - - if( _capturing ) { - - if( _settings.motionBlurFrames > 2 ) { - - _checkFrame( canvas ); - _blendFrame( canvas ); - - if( _intermediateFrameCount >= .5 * _settings.motionBlurFrames ) { - _saveFrame(); - } else { - _step(); - } - - } else { - _encoder.add( canvas ); - _frameCount++; - _log( 'Full Frame! ' + _frameCount ); - } - - } - - } - - function _process() { - - var step = 1000 / _settings.framerate; - var dt = ( _frameCount + _intermediateFrameCount / _settings.motionBlurFrames ) * step; - - _time = _startTime + dt; - _performanceTime = _performanceStartTime + dt; - - media.forEach( function( v ) { - v._hookedTime = dt / 1000; - } ); - - _updateTime(); - _log( 'Frame: ' + _frameCount + ' ' + _intermediateFrameCount ); - - for( var j = 0; j < _timeouts.length; j++ ) { - if( _time >= _timeouts[ j ].triggerTime ) { - _call( _timeouts[ j ].callback ) - //console.log( 'timeout!' ); - _timeouts.splice( j, 1 ); - continue; - } - } - - for( var j = 0; j < _intervals.length; j++ ) { - if( _time >= _intervals[ j ].triggerTime ) { - _call( _intervals[ j ].callback ); - _intervals[ j ].triggerTime += _intervals[ j ].time; - //console.log( 'interval!' ); - continue; - } - } - - _requestAnimationFrameCallbacks.forEach( function( cb ) { - _call( cb, _time - g_startTime ); - } ); - _requestAnimationFrameCallbacks = []; - - } - - function _save( callback ) { - - if( !callback ) { - callback = function( blob ) { - download( blob, _encoder.filename + _encoder.extension, _encoder.mimeType ); - return false; - } - } - _encoder.save( callback ); - - } - - function _log( message ) { - if( _verbose ) console.log( message ); - } - - function _on( event, handler ) { - - _handlers[event] = handler; - - } - - function _emit( event ) { - - var handler = _handlers[event]; - if ( handler ) { - - handler.apply( null, Array.prototype.slice.call( arguments, 1 ) ); - - } - - } - - function _progress( progress ) { - - _emit( 'progress', progress ); - - } - - return { - start: _start, - capture: _capture, - stop: _stop, - save: _save, - on: _on - } -} - -(freeWindow || freeSelf || {}).CCapture = CCapture; - - // Some AMD build optimizers like r.js check for condition patterns like the following: - if (typeof define == 'function' && typeof define.amd == 'object' && define.amd) { - // Define as an anonymous module so, through path mapping, it can be - // referenced as the "underscore" module. - define(function() { - return CCapture; - }); -} - // Check for `exports` after `define` in case a build optimizer adds an `exports` object. - else if (freeExports && freeModule) { - // Export for Node.js. - if (moduleExports) { - (freeModule.exports = CCapture).CCapture = CCapture; - } - // Export for CommonJS support. - freeExports.CCapture = CCapture; -} -else { - // Export to the global object. - root.CCapture = CCapture; -} - -}()); +import { FrameWrap } from "./FrameWrap.js"; +import { TimeWarp } from "./TimeWarp.js"; +import { nextTask } from "./utils.js"; + +/** + * CCapture — the unified, plug-and-play recorder. + * + * Composes a {@link FrameWrap} (canvas capture: motion blur + encoding) with a + * {@link TimeWarp} (a virtual clock), and drives them together so a live + * animation records as a smooth, fixed-framerate file. Drop-in usage: + * + * const capturer = new CCapture({ format: "mp4", framerate: 60, timeLimit: 5 }); + * capturer.start(); + * function render() { + * requestAnimationFrame(render); // hooked while capturing + * draw(); + * capturer.capture(canvas); // ← the only line you add + * } + * render(); + * + * Because requestAnimationFrame is hooked during capture, the loop only advances + * when capture() flushes it — so capture() paces everything, as fast as the + * machine can draw and encode. + * + * For the pieces on their own: use `TimeWarp` for timing, or `FrameWrap` to + * encode frames you produce yourself. + */ +class CCapture { + /** Register a custom encoder format (delegates to FrameWrap). */ + static registerEncoder(name, EncoderClass) { + FrameWrap.registerEncoder(name, EncoderClass); + return CCapture; + } + + /** Registered format names. */ + static get formats() { + return FrameWrap.formats; + } + + constructor(params = {}) { + this.framewrap = new FrameWrap(params); + this.params = this.framewrap.params; + + this.timewarp = + this.params.timewarp || + new TimeWarp({ + framerate: this.params.framerate, + startTime: this.params.startTime, + hookDate: this.params.hookDate, + hookValueOf: this.params.hookValueOf, + hookMedia: this.params.hookMedia, + verbose: this.params.verbose, + }); + + // When manual/driven (record() or explicit step()), capture() must not + // advance the clock itself. Default false = least-intrusive auto-drive. + this.manual = false; + this.handlers = {}; + + // Bubble up capture events; when capture stops, restore the real clock. + for (const ev of ["start", "frame", "progress", "save", "error"]) { + this.framewrap.on(ev, (...args) => this.emit(ev, ...args)); + } + this.framewrap.on("stop", () => { + this.timewarp.stop(); + this.emit("stop"); + }); + } + + on(event, handler) { + this.handlers[event] = handler; + return this; + } + + emit(event, ...args) { + const handler = this.handlers[event]; + if (handler) handler(...args); + } + + get capturing() { + return this.framewrap.capturing; + } + get frameCount() { + return this.framewrap.frameCount; + } + get encoder() { + return this.framewrap.encoder; + } + get motionBlur() { + return this.framewrap.motionBlur; + } + + #dt() { + return this.framewrap.frameStep / this.framewrap.subframes; + } + + async start() { + this.timewarp.start(); + if (this.params.media) { + for (const el of [].concat(this.params.media)) this.timewarp.addMedia(el); + } + await this.framewrap.start(); + } + + /** Capture the just-drawn frame; auto-drives the loop (see class docs). */ + async capture(canvas) { + if (!this.framewrap.capturing) return; + // FrameWrap.capture handles its own encode errors (emits "error", stops). + await this.framewrap.capture(canvas); + if (!this.manual && this.framewrap.capturing) { + try { + await this.#tick(); + } catch (e) { + this.emit("error", e); + await this.stop(); + } + } + } + + /** Apply encoder backpressure, yield to paint, then advance and flush the next rAF. */ + async #tick() { + const enc = this.framewrap.encoder; + if (typeof enc.backpressure === "function") await enc.backpressure(); + await nextTask(); // let the browser paint / breathe between frames + if (this.framewrap.capturing) await this.timewarp.stepAsync(this.#dt()); + } + + /** Advance the virtual clock by one sub-frame (synchronous; no media await). */ + step() { + this.timewarp.step(this.#dt()); + } + + /** + * Headless convenience for when you DON'T have an existing animation loop: + * CCapture owns a flat loop, calling your `render` once per sub-frame. Needs a + * `frameLimit`/`timeLimit`. + */ + async record(canvas, render) { + if (!this.params.frameLimit && !this.params.timeLimit) { + throw new Error( + "record() needs a frameLimit or timeLimit so the loop can terminate; " + + "use start()/capture() in your own loop for open-ended capture." + ); + } + this.manual = true; + try { + await this.start(); + while (this.framewrap.capturing) { + await render(this.framewrap.frameCount); + await this.capture(canvas); + await this.timewarp.stepAsync(this.#dt()); + await nextTask(); + } + } finally { + this.manual = false; + } + return this.framewrap.saved; + } + + async stop() { + await this.framewrap.stop(); // emits "stop" → stops the clock too + this.timewarp.stop(); // idempotent, covers the already-stopped case + } + + async save(callback) { + return this.framewrap.save(callback); + } + + async dispose() { + await this.framewrap.dispose(); + this.timewarp.stop(); + } +} + +export { CCapture }; diff --git a/src/FrameWrap.d.ts b/src/FrameWrap.d.ts new file mode 100644 index 0000000..fcfe10d --- /dev/null +++ b/src/FrameWrap.d.ts @@ -0,0 +1,2 @@ +export { FrameWrap, encoders } from "./index.js"; +export type { CCaptureParams } from "./index.js"; diff --git a/src/FrameWrap.js b/src/FrameWrap.js new file mode 100644 index 0000000..d4c48a0 --- /dev/null +++ b/src/FrameWrap.js @@ -0,0 +1,270 @@ +import { createMotionBlur } from "./createMotionBlur.js"; +import { download } from "./third_party/download.js"; + +import { PNGEncoder } from "./encoders/PNGEncoder.js"; +import { JPGEncoder } from "./encoders/JPGEncoder.js"; +import { WebPEncoder } from "./encoders/WebPEncoder.js"; +import { WebMEncoder } from "./encoders/WebMEncoder.js"; +import { WebCodecsEncoder } from "./encoders/WebCodecsEncoder.js"; +import { GIFEncoder } from "./encoders/GIFEncoder.js"; + +const encoders = { + mp4: WebCodecsEncoder, + webm: WebCodecsEncoder, + "webm-legacy": WebMEncoder, + gif: GIFEncoder, + png: PNGEncoder, + jpg: JPGEncoder, + webp: WebPEncoder, +}; + +// Pick the concrete encoder class for a format, falling back where WebCodecs +// isn't available: webm -> legacy webm-writer; mp4 has no fallback. +function resolveEncoder(format) { + const Encoder = encoders[format]; + if (Encoder === WebCodecsEncoder && !WebCodecsEncoder.isSupported()) { + if (format === "webm") return WebMEncoder; + throw new Error( + `Format "${format}" requires WebCodecs (VideoEncoder), which is not ` + + `available in this browser. Try "webm" (falls back automatically).` + ); + } + return Encoder; +} + +const defaultParams = { + format: "mp4", + framerate: 60, + quality: 90, + name: undefined, // falls back to a guid in the encoder + encoder: undefined, // bring-your-own: an encoder class or instance (overrides format) + gifColors: 256, // GIF palette size (2–256) + codec: undefined, // avc/vp9/av1/vp8; defaults per container + bitrate: 0, // bits/sec; 0 = derive from resolution & quality + audio: null, // AudioBuffer to encode + mux as an audio track (mp4/webm) + audioBitrate: 128000, // audio bits/sec + maxQueueSize: 8, // WebCodecs encoder queue high-water mark (backpressure) + motionBlurFrames: 1, // samples averaged per output frame; 1 = no blur + motionBlur: "auto", // backend: "auto" | "gpu" | "cpu" + timeLimit: 0, // seconds; 0 = unlimited + frameLimit: 0, // output frames; 0 = unlimited + autoSaveTime: 0, // seconds; >0 downloads parts periodically + verbose: false, + display: false, +}; + +/** + * FrameWrap — canvas capture: motion blur, encoding, frame/time limits, saving. + * + * It knows nothing about time. You feed it already-drawn frames with + * `capture(canvas)` at whatever rate suits you, and it encodes them. For the + * usual "smooth fixed-framerate recording of a live animation", use `CCapture`, + * which drives a FrameWrap with a TimeWarp clock. Use FrameWrap directly when + * you produce frames deterministically yourself and don't want the browser + * clock touched. + */ +class FrameWrap { + /** + * Register a custom encoder under a `format` name (see BatchEncoder / + * FrameEncoder for the contract). + */ + static registerEncoder(name, EncoderClass) { + encoders[name] = EncoderClass; + return FrameWrap; + } + + /** The currently registered format names. */ + static get formats() { + return Object.keys(encoders); + } + + constructor(params = {}) { + this.params = { ...defaultParams, ...params }; + + // Bring-your-own encoder (instance or class) takes precedence over `format`. + const byo = this.params.encoder; + if (byo) { + this.encoder = typeof byo === "function" ? new byo(this.params) : byo; + } else { + if (!encoders[this.params.format]) { + throw new Error( + `Unknown format "${this.params.format}". Valid formats: ${Object.keys( + encoders + ).join(", ")}` + ); + } + this.encoder = new (resolveEncoder(this.params.format))(this.params); + } + + this.subframes = Math.max(1, Math.round(this.params.motionBlurFrames) || 1); + this.frameStep = 1000 / this.params.framerate; + + this.frameCount = 0; + this.intermediateFrameCount = 0; + this.capturing = false; + this.saved = false; + + this.motionBlur = null; + this.handlers = {}; + + if (typeof this.encoder.on === "function") { + this.encoder.on("progress", (p) => this.emit("progress", p)); + } + + this.#createDisplay(); + } + + #log(...args) { + if (this.params.verbose) console.log("[FrameWrap]", ...args); + } + + on(event, handler) { + this.handlers[event] = handler; + return this; + } + + emit(event, ...args) { + const handler = this.handlers[event]; + if (handler) handler(...args); + } + + #reset() { + this.frameCount = 0; + this.intermediateFrameCount = 0; + this.saved = false; + this.motionBlur?.reset(); + } + + async start() { + this.#reset(); + await this.encoder.start(); + this.capturing = true; + this.#log("start"); + this.emit("start"); + } + + /** + * Encode one already-drawn frame. With motion blur, several sub-frames are + * averaged before an output frame is emitted. No timing side effects. + */ + async capture(canvas) { + if (!this.capturing) return; + try { + await this.#process(canvas); + } catch (e) { + console.error("[FrameWrap] capture error:", e); + this.emit("error", e); + await this.stop(); + } + } + + async #process(canvas) { + if (this.subframes > 1) { + this.motionBlur ||= createMotionBlur( + canvas, + this.subframes, + this.params.motionBlur + ); + this.motionBlur.add(canvas); + this.intermediateFrameCount++; + + if (this.intermediateFrameCount >= this.subframes) { + const blended = this.motionBlur.resolve(); + await this.encoder.add(blended); + this.motionBlur.reset(); + this.intermediateFrameCount = 0; + this.frameCount++; + this.#updateDisplay(); + await this.#afterFrame(); + return; + } + } else { + await this.encoder.add(canvas); + this.frameCount++; + await this.#afterFrame(); + } + this.#updateDisplay(); + } + + async #afterFrame() { + this.emit("frame", this.frameCount); + const { frameLimit, timeLimit, framerate } = this.params; + const seconds = this.frameCount / framerate; + if ( + (frameLimit && this.frameCount >= frameLimit) || + (timeLimit && seconds >= timeLimit) + ) { + this.#log("limit reached, finalizing"); + await this.stop(); + await this.save(); + } + } + + async stop() { + if (!this.capturing) return; + this.capturing = false; + await this.encoder.stop(); + this.#log("stop"); + this.emit("stop"); + } + + /** + * Finalize and either download the result or hand the Blob to `callback`. + * Safe to call while still capturing to grab everything so far. + * @returns {Promise} + */ + async save(callback) { + const blob = await this.encoder.save(); + if (!blob) return null; + this.saved = true; + if (callback) { + callback(blob); + } else if (typeof document !== "undefined") { + download(blob, this.encoder.name, this.encoder.mimeType); + } + this.emit("save", blob); + return blob; + } + + async dispose() { + if (this.capturing) await this.stop(); + this.motionBlur?.dispose?.(); + this.motionBlur = null; + await this.encoder?.dispose?.(); + if (this.display) { + this.display.remove?.(); + this.display = null; + } + } + + #createDisplay() { + if (typeof document === "undefined" || !this.params.display) return; + const el = document.createElement("div"); + Object.assign(el.style, { + position: "absolute", + left: "0", + top: "0", + backgroundColor: "black", + fontFamily: "monospace", + fontSize: "11px", + padding: "5px", + color: "red", + zIndex: "100000", + }); + document.body.appendChild(el); + this.display = el; + } + + #updateDisplay() { + if (!this.display) return; + const seconds = this.frameCount / this.params.framerate; + const d = new Date(null); + d.setSeconds(seconds); + const clock = d.toISOString().substr(11, 8); + const inter = + this.subframes > 1 ? ` (${this.intermediateFrameCount} inter)` : ""; + this.display.textContent = `CCapture ${this.params.format} | ${this.frameCount} frames${inter} | ${clock}`; + } +} + +export { FrameWrap, encoders, defaultParams }; diff --git a/src/GPUMotionBlur.js b/src/GPUMotionBlur.js new file mode 100644 index 0000000..bb12746 --- /dev/null +++ b/src/GPUMotionBlur.js @@ -0,0 +1,224 @@ +/** + * WebGL2 motion-blur accumulator — same interface as the CPU MotionBlur + * (add / resolve / reset), but the accumulation stays on the GPU. + * + * Each sub-frame is uploaded as a texture and additively blended into a float + * (RGBA16F) framebuffer; resolve() draws that framebuffer scaled by 1/count + * onto this.canvas. Nothing is read back to the CPU during accumulation — the + * frame only leaves the GPU when the encoder consumes this.canvas (and with + * WebCodecs it may not leave at all). This avoids the CPU path's per-sub-frame + * getImageData readback and its ~W·H·4 JS accumulation loop. + */ + +let _supported; + +const QUAD = new Float32Array([-1, -1, 3, -1, -1, 3]); // oversized triangle + +const VERT = `#version 300 es +in vec2 position; +out vec2 vUv; +void main() { + vUv = position * 0.5 + 0.5; + gl_Position = vec4(position, 0.0, 1.0); +}`; + +// Copy the source texture straight through; additive blending does the summing. +const FRAG_ACCUM = `#version 300 es +precision highp float; +uniform sampler2D src; +in vec2 vUv; +out vec4 fragColor; +void main() { fragColor = texture(src, vUv); }`; + +// Divide the accumulated sum by the sample count; output opaque (like the +// original CPU version, which kept RGB and ignored alpha). +const FRAG_RESOLVE = `#version 300 es +precision highp float; +uniform sampler2D accum; +uniform float scale; +in vec2 vUv; +out vec4 fragColor; +void main() { fragColor = vec4(texture(accum, vUv).rgb * scale, 1.0); }`; + +function compile(gl, type, source) { + const shader = gl.createShader(type); + gl.shaderSource(shader, source); + gl.compileShader(shader); + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + throw new Error("[GPUMotionBlur] shader: " + gl.getShaderInfoLog(shader)); + } + return shader; +} + +function program(gl, vert, frag) { + const p = gl.createProgram(); + gl.attachShader(p, compile(gl, gl.VERTEX_SHADER, vert)); + gl.attachShader(p, compile(gl, gl.FRAGMENT_SHADER, frag)); + gl.bindAttribLocation(p, 0, "position"); + gl.linkProgram(p); + if (!gl.getProgramParameter(p, gl.LINK_STATUS)) { + throw new Error("[GPUMotionBlur] link: " + gl.getProgramInfoLog(p)); + } + return p; +} + +class GPUMotionBlur { + static isSupported() { + if (_supported !== undefined) return _supported; + _supported = false; + try { + const c = document.createElement("canvas"); + const gl = c.getContext("webgl2"); + _supported = !!(gl && gl.getExtension("EXT_color_buffer_float")); + } catch { + _supported = false; + } + return _supported; + } + + constructor() { + this.canvas = document.createElement("canvas"); + const gl = this.canvas.getContext("webgl2", { + premultipliedAlpha: false, + preserveDrawingBuffer: true, // so the encoder can read the resolved frame + }); + if (!gl || !gl.getExtension("EXT_color_buffer_float")) { + throw new Error("[GPUMotionBlur] WebGL2 + EXT_color_buffer_float required"); + } + this.gl = gl; + + this.accumProgram = program(gl, VERT, FRAG_ACCUM); + this.resolveProgram = program(gl, VERT, FRAG_RESOLVE); + this.srcLoc = gl.getUniformLocation(this.accumProgram, "src"); + this.accumLoc = gl.getUniformLocation(this.resolveProgram, "accum"); + this.scaleLoc = gl.getUniformLocation(this.resolveProgram, "scale"); + + this.vao = gl.createVertexArray(); + gl.bindVertexArray(this.vao); + const buf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buf); + gl.bufferData(gl.ARRAY_BUFFER, QUAD, gl.STATIC_DRAW); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); + gl.bindVertexArray(null); + + // Source texture (canvas uploaded here each sub-frame), flipped to match + // the WebGL bottom-up convention so the output isn't upside down. + this.srcTex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, this.srcTex); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); + + this.accumTex = null; + this.fbo = null; + this.width = 0; + this.height = 0; + this.count = 0; + } + + #ensureSize(width, height) { + if (this.width === width && this.height === height && this.fbo) return; + const gl = this.gl; + this.width = this.canvas.width = width; + this.height = this.canvas.height = height; + + if (this.accumTex) gl.deleteTexture(this.accumTex); + if (this.fbo) gl.deleteFramebuffer(this.fbo); + + this.accumTex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, this.accumTex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.HALF_FLOAT, null); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + this.fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.accumTex, 0); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + this.reset(); + } + + add(source) { + this.#ensureSize(source.width, source.height); + const gl = this.gl; + + gl.bindTexture(gl.TEXTURE_2D, this.srcTex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source); + + gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo); + gl.viewport(0, 0, this.width, this.height); + gl.enable(gl.BLEND); + gl.blendEquation(gl.FUNC_ADD); + gl.blendFunc(gl.ONE, gl.ONE); // additive accumulation + + gl.useProgram(this.accumProgram); + gl.uniform1i(this.srcLoc, 0); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, this.srcTex); + + gl.bindVertexArray(this.vao); + gl.drawArrays(gl.TRIANGLES, 0, 3); + gl.bindVertexArray(null); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + this.count++; + } + + resolve() { + const gl = this.gl; + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.viewport(0, 0, this.width, this.height); + + gl.useProgram(this.resolveProgram); + gl.uniform1f(this.scaleLoc, 1 / (this.count || 1)); + gl.uniform1i(this.accumLoc, 0); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, this.accumTex); + + gl.bindVertexArray(this.vao); + gl.drawArrays(gl.TRIANGLES, 0, 3); + gl.bindVertexArray(null); + + return this.canvas; + } + + reset() { + const gl = this.gl; + if (this.fbo) { + gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo); + gl.viewport(0, 0, this.width, this.height); + gl.clearColor(0, 0, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + } + this.count = 0; + } + + /** Free GL resources and release the WebGL context. Idempotent. */ + dispose() { + const gl = this.gl; + if (!gl) return; + try { + if (this.accumTex) gl.deleteTexture(this.accumTex); + if (this.srcTex) gl.deleteTexture(this.srcTex); + if (this.fbo) gl.deleteFramebuffer(this.fbo); + // Force the context to be reclaimed rather than waiting for GC — browsers + // cap the number of live WebGL contexts. + gl.getExtension("WEBGL_lose_context")?.loseContext(); + } catch { + /* context may already be lost */ + } + this.gl = null; + this.accumTex = null; + this.fbo = null; + } +} + +export { GPUMotionBlur }; diff --git a/src/MotionBlur.js b/src/MotionBlur.js new file mode 100644 index 0000000..d06ae14 --- /dev/null +++ b/src/MotionBlur.js @@ -0,0 +1,65 @@ +/** + * CPU motion-blur accumulator. + * + * Several sub-frames are rendered across a single output frame's time span and + * averaged together, producing the blur a real camera shutter would capture. + * + * Fixes over the original CCapture implementation: + * - accumulates in a Float32Array, so it never overflows (the original used a + * Uint16Array, which wrapped after ~256 samples); + * - averages all four channels including alpha (the original ignored alpha); + * - divides by the actual sample count rather than a fixed constant. + * + * A GPU backend can later implement the same add()/resolve()/reset() interface. + */ +class MotionBlur { + constructor() { + this.canvas = document.createElement("canvas"); + this.ctx = this.canvas.getContext("2d", { willReadFrequently: true }); + this.accum = null; + this.width = 0; + this.height = 0; + this.count = 0; + } + + #ensureSize(width, height) { + if (this.width === width && this.height === height && this.accum) return; + this.width = this.canvas.width = width; + this.height = this.canvas.height = height; + this.accum = new Float32Array(width * height * 4); + this.count = 0; + } + + /** Add one sub-frame to the accumulator. */ + add(source) { + this.#ensureSize(source.width, source.height); + this.ctx.clearRect(0, 0, this.width, this.height); + this.ctx.drawImage(source, 0, 0); + const { data } = this.ctx.getImageData(0, 0, this.width, this.height); + const accum = this.accum; + for (let i = 0; i < accum.length; i++) accum[i] += data[i]; + this.count++; + } + + /** Resolve the average into `this.canvas` and return it. */ + resolve() { + const image = this.ctx.createImageData(this.width, this.height); + const data = image.data; + const accum = this.accum; + const n = this.count || 1; + for (let i = 0; i < accum.length; i++) data[i] = accum[i] / n; + this.ctx.putImageData(image, 0, 0); + return this.canvas; + } + + /** Clear the accumulator for the next output frame. */ + reset() { + if (this.accum) this.accum.fill(0); + this.count = 0; + } + + /** No GPU resources to free; present for interface parity with GPUMotionBlur. */ + dispose() {} +} + +export { MotionBlur }; diff --git a/src/TimeWarp.d.ts b/src/TimeWarp.d.ts new file mode 100644 index 0000000..aa4389b --- /dev/null +++ b/src/TimeWarp.d.ts @@ -0,0 +1,2 @@ +export { TimeWarp, originals } from "./index.js"; +export type { TimeWarpParams } from "./index.js"; diff --git a/src/TimeWarp.js b/src/TimeWarp.js new file mode 100644 index 0000000..050524a --- /dev/null +++ b/src/TimeWarp.js @@ -0,0 +1,448 @@ +/** + * TimeWarp — deterministic time instrumentation. + * + * The core trick behind CCapture (à la ryg's kkapture): the browser's notion of + * time is replaced by a virtual clock that only advances when *we* say so, one + * fixed step per captured frame. Animations that derive motion from elapsed + * time therefore render as if they run at a perfectly smooth framerate, no + * matter how long each frame actually takes to compute. + * + * This module knows nothing about canvases, motion blur, or encoders — it only + * owns time. FrameWrap drives it via `step()`. + * + * Hooked APIs: + * - performance.now + * - Date.now, Date.prototype.getTime (gated by `hookDate`) + * - requestAnimationFrame / cancelAnimationFrame + * - setTimeout / clearTimeout + * - setInterval / clearInterval + * - HTMLMediaElement.prototype.currentTime (video/audio) + */ + +const target = globalThis; + +// Capture pristine originals once, at module load, so we always restore the +// genuine native implementations regardless of what else may have patched them. +const originals = { + requestAnimationFrame: target.requestAnimationFrame, + cancelAnimationFrame: target.cancelAnimationFrame, + setTimeout: target.setTimeout, + clearTimeout: target.clearTimeout, + setInterval: target.setInterval, + clearInterval: target.clearInterval, + performanceNow: target.performance ? target.performance.now : undefined, + dateNow: Date.now, + dateGetTime: Date.prototype.getTime, + dateValueOf: Date.prototype.valueOf, +}; + +const nativeNow = originals.performanceNow + ? originals.performanceNow.bind(target.performance) + : originals.dateNow.bind(Date); + +const nativeDateNow = originals.dateNow.bind(Date); + +const mediaDescriptor = + typeof HTMLMediaElement !== "undefined" + ? Object.getOwnPropertyDescriptor( + HTMLMediaElement.prototype, + "currentTime" + ) + : undefined; + +class TimeWarp { + #enabled = false; + #nextId = 1; + + #timeouts = []; + #intervals = []; + #rafCallbacks = []; + #media = []; + #origPlay = null; + + constructor({ + framerate = 60, + startTime = 0, + hookDate = true, + hookValueOf = false, + hookMedia = true, + verbose = false, + } = {}) { + this.framerate = framerate; + this.startTime = startTime; // seconds + this.hookDate = hookDate; + // Also warp Date.prototype.valueOf, so `+new Date()` is warped. Off by + // default: it's the most invasive Date hook (affects numeric coercion of + // every Date), and only applies when hookDate is on. + this.hookValueOf = hookValueOf; + // Hook HTMLMediaElement (currentTime / play) to frame-step video/audio. + this.hookMedia = hookMedia; + this.verbose = verbose; + + // Real-clock anchors, seeded on start() so magnitudes stay realistic. + this.perfStart = 0; + this.dateStart = 0; + + // Content time: how far into the animation we are, in ms. + this.frameTime = 0; + } + + get enabled() { + return this.#enabled; + } + + get frameStep() { + return 1000 / this.framerate; + } + + /** Virtual performance.now() value. */ + get time() { + return this.perfStart + this.frameTime; + } + + #log(...args) { + if (this.verbose) console.log("[TimeWarp]", ...args); + } + + start() { + this.perfStart = nativeNow(); + this.dateStart = nativeDateNow(); + this.frameTime = this.startTime * 1000; + this.#timeouts.length = 0; + this.#intervals.length = 0; + this.#rafCallbacks.length = 0; + this.#media.length = 0; + this.enable(); + this.#log("start", { perfStart: this.perfStart, frameTime: this.frameTime }); + } + + stop() { + this.disable(); + this.#log("stop"); + } + + enable() { + if (this.#enabled) return; + this.#enabled = true; + this.#install(); + } + + disable() { + if (!this.#enabled) return; + this.#enabled = false; + this.#restore(); + } + + #install() { + target.requestAnimationFrame = (callback) => { + const id = this.#nextId++; + this.#rafCallbacks.push({ id, callback }); + return id; + }; + target.cancelAnimationFrame = (id) => { + this.#rafCallbacks = this.#rafCallbacks.filter((c) => c.id !== id); + }; + + target.setTimeout = (callback, time = 0, ...args) => { + const id = this.#nextId++; + this.#timeouts.push({ + id, + callback: args.length ? () => callback(...args) : callback, + time, + triggerTime: this.frameTime + time, + }); + return id; + }; + target.clearTimeout = (id) => { + this.#timeouts = this.#timeouts.filter((t) => t.id !== id); + }; + + target.setInterval = (callback, time = 0, ...args) => { + const id = this.#nextId++; + this.#intervals.push({ + id, + callback: args.length ? () => callback(...args) : callback, + time, + triggerTime: this.frameTime + time, + }); + return id; + }; + target.clearInterval = (id) => { + this.#intervals = this.#intervals.filter((t) => t.id !== id); + }; + + if (target.performance) { + // performance.now is often non-writable; defineProperty overrides it. + Object.defineProperty(target.performance, "now", { + configurable: true, + writable: true, + value: () => this.time, + }); + } + + if (this.hookDate) { + const tw = this; + const virtual = function () { + return tw.dateStart + tw.frameTime; + }; + Date.now = () => tw.dateStart + tw.frameTime; + // Note: this warps getTime() for *all* Date objects, not just "now". That + // is the same trade-off the original made; libraries that read + // `new Date().getTime()` as a clock work, but arbitrary date math breaks. + // Opt out with `hookDate: false` if that matters. + // eslint-disable-next-line no-extend-native + Date.prototype.getTime = virtual; + // Optionally also warp valueOf, so `+new Date()` / coercion is warped too. + if (this.hookValueOf) { + // eslint-disable-next-line no-extend-native + Date.prototype.valueOf = virtual; + } + } + + if (this.hookMedia && mediaDescriptor) this.#installMedia(); + + this.#log("hooks installed"); + } + + #installMedia() { + const tw = this; + Object.defineProperty(HTMLMediaElement.prototype, "currentTime", { + configurable: true, + get() { + // Auto-register on first read so `currentTime`-driven code just works. + if (!this.__ccHooked) tw.addMedia(this); + return this.__ccHookedTime; + }, + set(value) { + if (!this.__ccHooked) tw.addMedia(this); + this.__ccHookedTime = value; + mediaDescriptor.set.call(this, value); // scrub the real media + }, + }); + + // Prevent realtime playback taking over mid-capture; we drive time by + // seeking instead. Restored on disable. + this.#origPlay = HTMLMediaElement.prototype.play; + HTMLMediaElement.prototype.play = function () { + return Promise.resolve(); + }; + } + + /** + * Register a media element to be frame-stepped. Called automatically when code + * reads/writes `currentTime`, but call it explicitly for a `