three.webgpu.nodes.js 1.6 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2024 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '169dev';
  7. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  8. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  9. const CullFaceNone = 0;
  10. const CullFaceBack = 1;
  11. const CullFaceFront = 2;
  12. const CullFaceFrontBack = 3;
  13. const BasicShadowMap$1 = 0;
  14. const PCFShadowMap$1 = 1;
  15. const PCFSoftShadowMap$1 = 2;
  16. const VSMShadowMap = 3;
  17. const FrontSide = 0;
  18. const BackSide = 1;
  19. const DoubleSide = 2;
  20. const NoBlending = 0;
  21. const NormalBlending = 1;
  22. const AdditiveBlending = 2;
  23. const SubtractiveBlending = 3;
  24. const MultiplyBlending = 4;
  25. const CustomBlending = 5;
  26. const AddEquation = 100;
  27. const SubtractEquation = 101;
  28. const ReverseSubtractEquation = 102;
  29. const MinEquation = 103;
  30. const MaxEquation = 104;
  31. const ZeroFactor = 200;
  32. const OneFactor = 201;
  33. const SrcColorFactor = 202;
  34. const OneMinusSrcColorFactor = 203;
  35. const SrcAlphaFactor = 204;
  36. const OneMinusSrcAlphaFactor = 205;
  37. const DstAlphaFactor = 206;
  38. const OneMinusDstAlphaFactor = 207;
  39. const DstColorFactor = 208;
  40. const OneMinusDstColorFactor = 209;
  41. const SrcAlphaSaturateFactor = 210;
  42. const ConstantColorFactor = 211;
  43. const OneMinusConstantColorFactor = 212;
  44. const ConstantAlphaFactor = 213;
  45. const OneMinusConstantAlphaFactor = 214;
  46. const NeverDepth = 0;
  47. const AlwaysDepth = 1;
  48. const LessDepth = 2;
  49. const LessEqualDepth = 3;
  50. const EqualDepth = 4;
  51. const GreaterEqualDepth = 5;
  52. const GreaterDepth = 6;
  53. const NotEqualDepth = 7;
  54. const MultiplyOperation = 0;
  55. const MixOperation = 1;
  56. const AddOperation = 2;
  57. const NoToneMapping = 0;
  58. const LinearToneMapping = 1;
  59. const ReinhardToneMapping = 2;
  60. const CineonToneMapping = 3;
  61. const ACESFilmicToneMapping = 4;
  62. const CustomToneMapping = 5;
  63. const AgXToneMapping = 6;
  64. const NeutralToneMapping = 7;
  65. const AttachedBindMode = 'attached';
  66. const DetachedBindMode = 'detached';
  67. const UVMapping = 300;
  68. const CubeReflectionMapping = 301;
  69. const CubeRefractionMapping = 302;
  70. const EquirectangularReflectionMapping = 303;
  71. const EquirectangularRefractionMapping = 304;
  72. const CubeUVReflectionMapping = 306;
  73. const RepeatWrapping = 1000;
  74. const ClampToEdgeWrapping = 1001;
  75. const MirroredRepeatWrapping = 1002;
  76. const NearestFilter = 1003;
  77. const NearestMipmapNearestFilter = 1004;
  78. const NearestMipMapNearestFilter = 1004;
  79. const NearestMipmapLinearFilter = 1005;
  80. const NearestMipMapLinearFilter = 1005;
  81. const LinearFilter = 1006;
  82. const LinearMipmapNearestFilter = 1007;
  83. const LinearMipMapNearestFilter = 1007;
  84. const LinearMipmapLinearFilter = 1008;
  85. const LinearMipMapLinearFilter = 1008;
  86. const UnsignedByteType = 1009;
  87. const ByteType = 1010;
  88. const ShortType = 1011;
  89. const UnsignedShortType = 1012;
  90. const IntType = 1013;
  91. const UnsignedIntType = 1014;
  92. const FloatType = 1015;
  93. const HalfFloatType = 1016;
  94. const UnsignedShort4444Type = 1017;
  95. const UnsignedShort5551Type = 1018;
  96. const UnsignedInt248Type = 1020;
  97. const UnsignedInt5999Type = 35902;
  98. const AlphaFormat = 1021;
  99. const RGBFormat = 1022;
  100. const RGBAFormat = 1023;
  101. const LuminanceFormat = 1024;
  102. const LuminanceAlphaFormat = 1025;
  103. const DepthFormat = 1026;
  104. const DepthStencilFormat = 1027;
  105. const RedFormat = 1028;
  106. const RedIntegerFormat = 1029;
  107. const RGFormat = 1030;
  108. const RGIntegerFormat = 1031;
  109. const RGBIntegerFormat = 1032;
  110. const RGBAIntegerFormat = 1033;
  111. const RGB_S3TC_DXT1_Format = 33776;
  112. const RGBA_S3TC_DXT1_Format = 33777;
  113. const RGBA_S3TC_DXT3_Format = 33778;
  114. const RGBA_S3TC_DXT5_Format = 33779;
  115. const RGB_PVRTC_4BPPV1_Format = 35840;
  116. const RGB_PVRTC_2BPPV1_Format = 35841;
  117. const RGBA_PVRTC_4BPPV1_Format = 35842;
  118. const RGBA_PVRTC_2BPPV1_Format = 35843;
  119. const RGB_ETC1_Format = 36196;
  120. const RGB_ETC2_Format = 37492;
  121. const RGBA_ETC2_EAC_Format = 37496;
  122. const RGBA_ASTC_4x4_Format = 37808;
  123. const RGBA_ASTC_5x4_Format = 37809;
  124. const RGBA_ASTC_5x5_Format = 37810;
  125. const RGBA_ASTC_6x5_Format = 37811;
  126. const RGBA_ASTC_6x6_Format = 37812;
  127. const RGBA_ASTC_8x5_Format = 37813;
  128. const RGBA_ASTC_8x6_Format = 37814;
  129. const RGBA_ASTC_8x8_Format = 37815;
  130. const RGBA_ASTC_10x5_Format = 37816;
  131. const RGBA_ASTC_10x6_Format = 37817;
  132. const RGBA_ASTC_10x8_Format = 37818;
  133. const RGBA_ASTC_10x10_Format = 37819;
  134. const RGBA_ASTC_12x10_Format = 37820;
  135. const RGBA_ASTC_12x12_Format = 37821;
  136. const RGBA_BPTC_Format = 36492;
  137. const RGB_BPTC_SIGNED_Format = 36494;
  138. const RGB_BPTC_UNSIGNED_Format = 36495;
  139. const RED_RGTC1_Format = 36283;
  140. const SIGNED_RED_RGTC1_Format = 36284;
  141. const RED_GREEN_RGTC2_Format = 36285;
  142. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  143. const LoopOnce = 2200;
  144. const LoopRepeat = 2201;
  145. const LoopPingPong = 2202;
  146. const InterpolateDiscrete = 2300;
  147. const InterpolateLinear = 2301;
  148. const InterpolateSmooth = 2302;
  149. const ZeroCurvatureEnding = 2400;
  150. const ZeroSlopeEnding = 2401;
  151. const WrapAroundEnding = 2402;
  152. const NormalAnimationBlendMode = 2500;
  153. const AdditiveAnimationBlendMode = 2501;
  154. const TrianglesDrawMode = 0;
  155. const TriangleStripDrawMode = 1;
  156. const TriangleFanDrawMode = 2;
  157. const BasicDepthPacking = 3200;
  158. const RGBADepthPacking = 3201;
  159. const RGBDepthPacking = 3202;
  160. const RGDepthPacking = 3203;
  161. const TangentSpaceNormalMap = 0;
  162. const ObjectSpaceNormalMap = 1;
  163. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  164. const NoColorSpace = '';
  165. const SRGBColorSpace = 'srgb';
  166. const LinearSRGBColorSpace = 'srgb-linear';
  167. const DisplayP3ColorSpace = 'display-p3';
  168. const LinearDisplayP3ColorSpace = 'display-p3-linear';
  169. const LinearTransfer = 'linear';
  170. const SRGBTransfer = 'srgb';
  171. const Rec709Primaries = 'rec709';
  172. const P3Primaries = 'p3';
  173. const ZeroStencilOp = 0;
  174. const KeepStencilOp = 7680;
  175. const ReplaceStencilOp = 7681;
  176. const IncrementStencilOp = 7682;
  177. const DecrementStencilOp = 7683;
  178. const IncrementWrapStencilOp = 34055;
  179. const DecrementWrapStencilOp = 34056;
  180. const InvertStencilOp = 5386;
  181. const NeverStencilFunc = 512;
  182. const LessStencilFunc = 513;
  183. const EqualStencilFunc = 514;
  184. const LessEqualStencilFunc = 515;
  185. const GreaterStencilFunc = 516;
  186. const NotEqualStencilFunc = 517;
  187. const GreaterEqualStencilFunc = 518;
  188. const AlwaysStencilFunc = 519;
  189. const NeverCompare = 512;
  190. const LessCompare = 513;
  191. const EqualCompare = 514;
  192. const LessEqualCompare = 515;
  193. const GreaterCompare = 516;
  194. const NotEqualCompare = 517;
  195. const GreaterEqualCompare = 518;
  196. const AlwaysCompare = 519;
  197. const StaticDrawUsage = 35044;
  198. const DynamicDrawUsage = 35048;
  199. const StreamDrawUsage = 35040;
  200. const StaticReadUsage = 35045;
  201. const DynamicReadUsage = 35049;
  202. const StreamReadUsage = 35041;
  203. const StaticCopyUsage = 35046;
  204. const DynamicCopyUsage = 35050;
  205. const StreamCopyUsage = 35042;
  206. const GLSL1 = '100';
  207. const GLSL3 = '300 es';
  208. const WebGLCoordinateSystem = 2000;
  209. const WebGPUCoordinateSystem = 2001;
  210. /**
  211. * https://github.com/mrdoob/eventdispatcher.js/
  212. */
  213. class EventDispatcher {
  214. addEventListener( type, listener ) {
  215. if ( this._listeners === undefined ) this._listeners = {};
  216. const listeners = this._listeners;
  217. if ( listeners[ type ] === undefined ) {
  218. listeners[ type ] = [];
  219. }
  220. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  221. listeners[ type ].push( listener );
  222. }
  223. }
  224. hasEventListener( type, listener ) {
  225. if ( this._listeners === undefined ) return false;
  226. const listeners = this._listeners;
  227. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  228. }
  229. removeEventListener( type, listener ) {
  230. if ( this._listeners === undefined ) return;
  231. const listeners = this._listeners;
  232. const listenerArray = listeners[ type ];
  233. if ( listenerArray !== undefined ) {
  234. const index = listenerArray.indexOf( listener );
  235. if ( index !== - 1 ) {
  236. listenerArray.splice( index, 1 );
  237. }
  238. }
  239. }
  240. dispatchEvent( event ) {
  241. if ( this._listeners === undefined ) return;
  242. const listeners = this._listeners;
  243. const listenerArray = listeners[ event.type ];
  244. if ( listenerArray !== undefined ) {
  245. event.target = this;
  246. // Make a copy, in case listeners are removed while iterating.
  247. const array = listenerArray.slice( 0 );
  248. for ( let i = 0, l = array.length; i < l; i ++ ) {
  249. array[ i ].call( this, event );
  250. }
  251. event.target = null;
  252. }
  253. }
  254. }
  255. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  256. let _seed = 1234567;
  257. const DEG2RAD = Math.PI / 180;
  258. const RAD2DEG = 180 / Math.PI;
  259. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  260. function generateUUID() {
  261. const d0 = Math.random() * 0xffffffff | 0;
  262. const d1 = Math.random() * 0xffffffff | 0;
  263. const d2 = Math.random() * 0xffffffff | 0;
  264. const d3 = Math.random() * 0xffffffff | 0;
  265. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  266. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  267. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  268. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  269. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  270. return uuid.toLowerCase();
  271. }
  272. function clamp$1( value, min, max ) {
  273. return Math.max( min, Math.min( max, value ) );
  274. }
  275. // compute euclidean modulo of m % n
  276. // https://en.wikipedia.org/wiki/Modulo_operation
  277. function euclideanModulo( n, m ) {
  278. return ( ( n % m ) + m ) % m;
  279. }
  280. // Linear mapping from range <a1, a2> to range <b1, b2>
  281. function mapLinear( x, a1, a2, b1, b2 ) {
  282. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  283. }
  284. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  285. function inverseLerp( x, y, value ) {
  286. if ( x !== y ) {
  287. return ( value - x ) / ( y - x );
  288. } else {
  289. return 0;
  290. }
  291. }
  292. // https://en.wikipedia.org/wiki/Linear_interpolation
  293. function lerp( x, y, t ) {
  294. return ( 1 - t ) * x + t * y;
  295. }
  296. // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
  297. function damp( x, y, lambda, dt ) {
  298. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  299. }
  300. // https://www.desmos.com/calculator/vcsjnyz7x4
  301. function pingpong( x, length = 1 ) {
  302. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  303. }
  304. // http://en.wikipedia.org/wiki/Smoothstep
  305. function smoothstep$1( x, min, max ) {
  306. if ( x <= min ) return 0;
  307. if ( x >= max ) return 1;
  308. x = ( x - min ) / ( max - min );
  309. return x * x * ( 3 - 2 * x );
  310. }
  311. function smootherstep( x, min, max ) {
  312. if ( x <= min ) return 0;
  313. if ( x >= max ) return 1;
  314. x = ( x - min ) / ( max - min );
  315. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  316. }
  317. // Random integer from <low, high> interval
  318. function randInt( low, high ) {
  319. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  320. }
  321. // Random float from <low, high> interval
  322. function randFloat( low, high ) {
  323. return low + Math.random() * ( high - low );
  324. }
  325. // Random float from <-range/2, range/2> interval
  326. function randFloatSpread( range ) {
  327. return range * ( 0.5 - Math.random() );
  328. }
  329. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  330. function seededRandom( s ) {
  331. if ( s !== undefined ) _seed = s;
  332. // Mulberry32 generator
  333. let t = _seed += 0x6D2B79F5;
  334. t = Math.imul( t ^ t >>> 15, t | 1 );
  335. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  336. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  337. }
  338. function degToRad( degrees ) {
  339. return degrees * DEG2RAD;
  340. }
  341. function radToDeg( radians ) {
  342. return radians * RAD2DEG;
  343. }
  344. function isPowerOfTwo( value ) {
  345. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  346. }
  347. function ceilPowerOfTwo( value ) {
  348. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  349. }
  350. function floorPowerOfTwo( value ) {
  351. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  352. }
  353. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  354. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  355. // rotations are applied to the axes in the order specified by 'order'
  356. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  357. // angles are in radians
  358. const cos = Math.cos;
  359. const sin = Math.sin;
  360. const c2 = cos( b / 2 );
  361. const s2 = sin( b / 2 );
  362. const c13 = cos( ( a + c ) / 2 );
  363. const s13 = sin( ( a + c ) / 2 );
  364. const c1_3 = cos( ( a - c ) / 2 );
  365. const s1_3 = sin( ( a - c ) / 2 );
  366. const c3_1 = cos( ( c - a ) / 2 );
  367. const s3_1 = sin( ( c - a ) / 2 );
  368. switch ( order ) {
  369. case 'XYX':
  370. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  371. break;
  372. case 'YZY':
  373. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  374. break;
  375. case 'ZXZ':
  376. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  377. break;
  378. case 'XZX':
  379. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  380. break;
  381. case 'YXY':
  382. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  383. break;
  384. case 'ZYZ':
  385. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  386. break;
  387. default:
  388. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  389. }
  390. }
  391. function denormalize( value, array ) {
  392. switch ( array.constructor ) {
  393. case Float32Array:
  394. return value;
  395. case Uint32Array:
  396. return value / 4294967295.0;
  397. case Uint16Array:
  398. return value / 65535.0;
  399. case Uint8Array:
  400. return value / 255.0;
  401. case Int32Array:
  402. return Math.max( value / 2147483647.0, - 1.0 );
  403. case Int16Array:
  404. return Math.max( value / 32767.0, - 1.0 );
  405. case Int8Array:
  406. return Math.max( value / 127.0, - 1.0 );
  407. default:
  408. throw new Error( 'Invalid component type.' );
  409. }
  410. }
  411. function normalize$1( value, array ) {
  412. switch ( array.constructor ) {
  413. case Float32Array:
  414. return value;
  415. case Uint32Array:
  416. return Math.round( value * 4294967295.0 );
  417. case Uint16Array:
  418. return Math.round( value * 65535.0 );
  419. case Uint8Array:
  420. return Math.round( value * 255.0 );
  421. case Int32Array:
  422. return Math.round( value * 2147483647.0 );
  423. case Int16Array:
  424. return Math.round( value * 32767.0 );
  425. case Int8Array:
  426. return Math.round( value * 127.0 );
  427. default:
  428. throw new Error( 'Invalid component type.' );
  429. }
  430. }
  431. const MathUtils = {
  432. DEG2RAD: DEG2RAD,
  433. RAD2DEG: RAD2DEG,
  434. generateUUID: generateUUID,
  435. clamp: clamp$1,
  436. euclideanModulo: euclideanModulo,
  437. mapLinear: mapLinear,
  438. inverseLerp: inverseLerp,
  439. lerp: lerp,
  440. damp: damp,
  441. pingpong: pingpong,
  442. smoothstep: smoothstep$1,
  443. smootherstep: smootherstep,
  444. randInt: randInt,
  445. randFloat: randFloat,
  446. randFloatSpread: randFloatSpread,
  447. seededRandom: seededRandom,
  448. degToRad: degToRad,
  449. radToDeg: radToDeg,
  450. isPowerOfTwo: isPowerOfTwo,
  451. ceilPowerOfTwo: ceilPowerOfTwo,
  452. floorPowerOfTwo: floorPowerOfTwo,
  453. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  454. normalize: normalize$1,
  455. denormalize: denormalize
  456. };
  457. class Vector2 {
  458. constructor( x = 0, y = 0 ) {
  459. Vector2.prototype.isVector2 = true;
  460. this.x = x;
  461. this.y = y;
  462. }
  463. get width() {
  464. return this.x;
  465. }
  466. set width( value ) {
  467. this.x = value;
  468. }
  469. get height() {
  470. return this.y;
  471. }
  472. set height( value ) {
  473. this.y = value;
  474. }
  475. set( x, y ) {
  476. this.x = x;
  477. this.y = y;
  478. return this;
  479. }
  480. setScalar( scalar ) {
  481. this.x = scalar;
  482. this.y = scalar;
  483. return this;
  484. }
  485. setX( x ) {
  486. this.x = x;
  487. return this;
  488. }
  489. setY( y ) {
  490. this.y = y;
  491. return this;
  492. }
  493. setComponent( index, value ) {
  494. switch ( index ) {
  495. case 0: this.x = value; break;
  496. case 1: this.y = value; break;
  497. default: throw new Error( 'index is out of range: ' + index );
  498. }
  499. return this;
  500. }
  501. getComponent( index ) {
  502. switch ( index ) {
  503. case 0: return this.x;
  504. case 1: return this.y;
  505. default: throw new Error( 'index is out of range: ' + index );
  506. }
  507. }
  508. clone() {
  509. return new this.constructor( this.x, this.y );
  510. }
  511. copy( v ) {
  512. this.x = v.x;
  513. this.y = v.y;
  514. return this;
  515. }
  516. add( v ) {
  517. this.x += v.x;
  518. this.y += v.y;
  519. return this;
  520. }
  521. addScalar( s ) {
  522. this.x += s;
  523. this.y += s;
  524. return this;
  525. }
  526. addVectors( a, b ) {
  527. this.x = a.x + b.x;
  528. this.y = a.y + b.y;
  529. return this;
  530. }
  531. addScaledVector( v, s ) {
  532. this.x += v.x * s;
  533. this.y += v.y * s;
  534. return this;
  535. }
  536. sub( v ) {
  537. this.x -= v.x;
  538. this.y -= v.y;
  539. return this;
  540. }
  541. subScalar( s ) {
  542. this.x -= s;
  543. this.y -= s;
  544. return this;
  545. }
  546. subVectors( a, b ) {
  547. this.x = a.x - b.x;
  548. this.y = a.y - b.y;
  549. return this;
  550. }
  551. multiply( v ) {
  552. this.x *= v.x;
  553. this.y *= v.y;
  554. return this;
  555. }
  556. multiplyScalar( scalar ) {
  557. this.x *= scalar;
  558. this.y *= scalar;
  559. return this;
  560. }
  561. divide( v ) {
  562. this.x /= v.x;
  563. this.y /= v.y;
  564. return this;
  565. }
  566. divideScalar( scalar ) {
  567. return this.multiplyScalar( 1 / scalar );
  568. }
  569. applyMatrix3( m ) {
  570. const x = this.x, y = this.y;
  571. const e = m.elements;
  572. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  573. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  574. return this;
  575. }
  576. min( v ) {
  577. this.x = Math.min( this.x, v.x );
  578. this.y = Math.min( this.y, v.y );
  579. return this;
  580. }
  581. max( v ) {
  582. this.x = Math.max( this.x, v.x );
  583. this.y = Math.max( this.y, v.y );
  584. return this;
  585. }
  586. clamp( min, max ) {
  587. // assumes min < max, componentwise
  588. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  589. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  590. return this;
  591. }
  592. clampScalar( minVal, maxVal ) {
  593. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  594. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  595. return this;
  596. }
  597. clampLength( min, max ) {
  598. const length = this.length();
  599. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  600. }
  601. floor() {
  602. this.x = Math.floor( this.x );
  603. this.y = Math.floor( this.y );
  604. return this;
  605. }
  606. ceil() {
  607. this.x = Math.ceil( this.x );
  608. this.y = Math.ceil( this.y );
  609. return this;
  610. }
  611. round() {
  612. this.x = Math.round( this.x );
  613. this.y = Math.round( this.y );
  614. return this;
  615. }
  616. roundToZero() {
  617. this.x = Math.trunc( this.x );
  618. this.y = Math.trunc( this.y );
  619. return this;
  620. }
  621. negate() {
  622. this.x = - this.x;
  623. this.y = - this.y;
  624. return this;
  625. }
  626. dot( v ) {
  627. return this.x * v.x + this.y * v.y;
  628. }
  629. cross( v ) {
  630. return this.x * v.y - this.y * v.x;
  631. }
  632. lengthSq() {
  633. return this.x * this.x + this.y * this.y;
  634. }
  635. length() {
  636. return Math.sqrt( this.x * this.x + this.y * this.y );
  637. }
  638. manhattanLength() {
  639. return Math.abs( this.x ) + Math.abs( this.y );
  640. }
  641. normalize() {
  642. return this.divideScalar( this.length() || 1 );
  643. }
  644. angle() {
  645. // computes the angle in radians with respect to the positive x-axis
  646. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  647. return angle;
  648. }
  649. angleTo( v ) {
  650. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  651. if ( denominator === 0 ) return Math.PI / 2;
  652. const theta = this.dot( v ) / denominator;
  653. // clamp, to handle numerical problems
  654. return Math.acos( clamp$1( theta, - 1, 1 ) );
  655. }
  656. distanceTo( v ) {
  657. return Math.sqrt( this.distanceToSquared( v ) );
  658. }
  659. distanceToSquared( v ) {
  660. const dx = this.x - v.x, dy = this.y - v.y;
  661. return dx * dx + dy * dy;
  662. }
  663. manhattanDistanceTo( v ) {
  664. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  665. }
  666. setLength( length ) {
  667. return this.normalize().multiplyScalar( length );
  668. }
  669. lerp( v, alpha ) {
  670. this.x += ( v.x - this.x ) * alpha;
  671. this.y += ( v.y - this.y ) * alpha;
  672. return this;
  673. }
  674. lerpVectors( v1, v2, alpha ) {
  675. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  676. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  677. return this;
  678. }
  679. equals( v ) {
  680. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  681. }
  682. fromArray( array, offset = 0 ) {
  683. this.x = array[ offset ];
  684. this.y = array[ offset + 1 ];
  685. return this;
  686. }
  687. toArray( array = [], offset = 0 ) {
  688. array[ offset ] = this.x;
  689. array[ offset + 1 ] = this.y;
  690. return array;
  691. }
  692. fromBufferAttribute( attribute, index ) {
  693. this.x = attribute.getX( index );
  694. this.y = attribute.getY( index );
  695. return this;
  696. }
  697. rotateAround( center, angle ) {
  698. const c = Math.cos( angle ), s = Math.sin( angle );
  699. const x = this.x - center.x;
  700. const y = this.y - center.y;
  701. this.x = x * c - y * s + center.x;
  702. this.y = x * s + y * c + center.y;
  703. return this;
  704. }
  705. random() {
  706. this.x = Math.random();
  707. this.y = Math.random();
  708. return this;
  709. }
  710. *[ Symbol.iterator ]() {
  711. yield this.x;
  712. yield this.y;
  713. }
  714. }
  715. class Matrix3 {
  716. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  717. Matrix3.prototype.isMatrix3 = true;
  718. this.elements = [
  719. 1, 0, 0,
  720. 0, 1, 0,
  721. 0, 0, 1
  722. ];
  723. if ( n11 !== undefined ) {
  724. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  725. }
  726. }
  727. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  728. const te = this.elements;
  729. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  730. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  731. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  732. return this;
  733. }
  734. identity() {
  735. this.set(
  736. 1, 0, 0,
  737. 0, 1, 0,
  738. 0, 0, 1
  739. );
  740. return this;
  741. }
  742. copy( m ) {
  743. const te = this.elements;
  744. const me = m.elements;
  745. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  746. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  747. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  748. return this;
  749. }
  750. extractBasis( xAxis, yAxis, zAxis ) {
  751. xAxis.setFromMatrix3Column( this, 0 );
  752. yAxis.setFromMatrix3Column( this, 1 );
  753. zAxis.setFromMatrix3Column( this, 2 );
  754. return this;
  755. }
  756. setFromMatrix4( m ) {
  757. const me = m.elements;
  758. this.set(
  759. me[ 0 ], me[ 4 ], me[ 8 ],
  760. me[ 1 ], me[ 5 ], me[ 9 ],
  761. me[ 2 ], me[ 6 ], me[ 10 ]
  762. );
  763. return this;
  764. }
  765. multiply( m ) {
  766. return this.multiplyMatrices( this, m );
  767. }
  768. premultiply( m ) {
  769. return this.multiplyMatrices( m, this );
  770. }
  771. multiplyMatrices( a, b ) {
  772. const ae = a.elements;
  773. const be = b.elements;
  774. const te = this.elements;
  775. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  776. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  777. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  778. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  779. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  780. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  781. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  782. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  783. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  784. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  785. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  786. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  787. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  788. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  789. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  790. return this;
  791. }
  792. multiplyScalar( s ) {
  793. const te = this.elements;
  794. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  795. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  796. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  797. return this;
  798. }
  799. determinant() {
  800. const te = this.elements;
  801. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  802. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  803. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  804. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  805. }
  806. invert() {
  807. const te = this.elements,
  808. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  809. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  810. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  811. t11 = n33 * n22 - n32 * n23,
  812. t12 = n32 * n13 - n33 * n12,
  813. t13 = n23 * n12 - n22 * n13,
  814. det = n11 * t11 + n21 * t12 + n31 * t13;
  815. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  816. const detInv = 1 / det;
  817. te[ 0 ] = t11 * detInv;
  818. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  819. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  820. te[ 3 ] = t12 * detInv;
  821. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  822. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  823. te[ 6 ] = t13 * detInv;
  824. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  825. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  826. return this;
  827. }
  828. transpose() {
  829. let tmp;
  830. const m = this.elements;
  831. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  832. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  833. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  834. return this;
  835. }
  836. getNormalMatrix( matrix4 ) {
  837. return this.setFromMatrix4( matrix4 ).invert().transpose();
  838. }
  839. transposeIntoArray( r ) {
  840. const m = this.elements;
  841. r[ 0 ] = m[ 0 ];
  842. r[ 1 ] = m[ 3 ];
  843. r[ 2 ] = m[ 6 ];
  844. r[ 3 ] = m[ 1 ];
  845. r[ 4 ] = m[ 4 ];
  846. r[ 5 ] = m[ 7 ];
  847. r[ 6 ] = m[ 2 ];
  848. r[ 7 ] = m[ 5 ];
  849. r[ 8 ] = m[ 8 ];
  850. return this;
  851. }
  852. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  853. const c = Math.cos( rotation );
  854. const s = Math.sin( rotation );
  855. this.set(
  856. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  857. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  858. 0, 0, 1
  859. );
  860. return this;
  861. }
  862. //
  863. scale( sx, sy ) {
  864. this.premultiply( _m3.makeScale( sx, sy ) );
  865. return this;
  866. }
  867. rotate( theta ) {
  868. this.premultiply( _m3.makeRotation( - theta ) );
  869. return this;
  870. }
  871. translate( tx, ty ) {
  872. this.premultiply( _m3.makeTranslation( tx, ty ) );
  873. return this;
  874. }
  875. // for 2D Transforms
  876. makeTranslation( x, y ) {
  877. if ( x.isVector2 ) {
  878. this.set(
  879. 1, 0, x.x,
  880. 0, 1, x.y,
  881. 0, 0, 1
  882. );
  883. } else {
  884. this.set(
  885. 1, 0, x,
  886. 0, 1, y,
  887. 0, 0, 1
  888. );
  889. }
  890. return this;
  891. }
  892. makeRotation( theta ) {
  893. // counterclockwise
  894. const c = Math.cos( theta );
  895. const s = Math.sin( theta );
  896. this.set(
  897. c, - s, 0,
  898. s, c, 0,
  899. 0, 0, 1
  900. );
  901. return this;
  902. }
  903. makeScale( x, y ) {
  904. this.set(
  905. x, 0, 0,
  906. 0, y, 0,
  907. 0, 0, 1
  908. );
  909. return this;
  910. }
  911. //
  912. equals( matrix ) {
  913. const te = this.elements;
  914. const me = matrix.elements;
  915. for ( let i = 0; i < 9; i ++ ) {
  916. if ( te[ i ] !== me[ i ] ) return false;
  917. }
  918. return true;
  919. }
  920. fromArray( array, offset = 0 ) {
  921. for ( let i = 0; i < 9; i ++ ) {
  922. this.elements[ i ] = array[ i + offset ];
  923. }
  924. return this;
  925. }
  926. toArray( array = [], offset = 0 ) {
  927. const te = this.elements;
  928. array[ offset ] = te[ 0 ];
  929. array[ offset + 1 ] = te[ 1 ];
  930. array[ offset + 2 ] = te[ 2 ];
  931. array[ offset + 3 ] = te[ 3 ];
  932. array[ offset + 4 ] = te[ 4 ];
  933. array[ offset + 5 ] = te[ 5 ];
  934. array[ offset + 6 ] = te[ 6 ];
  935. array[ offset + 7 ] = te[ 7 ];
  936. array[ offset + 8 ] = te[ 8 ];
  937. return array;
  938. }
  939. clone() {
  940. return new this.constructor().fromArray( this.elements );
  941. }
  942. }
  943. const _m3 = /*@__PURE__*/ new Matrix3();
  944. function arrayNeedsUint32$1( array ) {
  945. // assumes larger values usually on last
  946. for ( let i = array.length - 1; i >= 0; -- i ) {
  947. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  948. }
  949. return false;
  950. }
  951. const TYPED_ARRAYS = {
  952. Int8Array: Int8Array,
  953. Uint8Array: Uint8Array,
  954. Uint8ClampedArray: Uint8ClampedArray,
  955. Int16Array: Int16Array,
  956. Uint16Array: Uint16Array,
  957. Int32Array: Int32Array,
  958. Uint32Array: Uint32Array,
  959. Float32Array: Float32Array,
  960. Float64Array: Float64Array
  961. };
  962. function getTypedArray( type, buffer ) {
  963. return new TYPED_ARRAYS[ type ]( buffer );
  964. }
  965. function createElementNS( name ) {
  966. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  967. }
  968. function createCanvasElement() {
  969. const canvas = createElementNS( 'canvas' );
  970. canvas.style.display = 'block';
  971. return canvas;
  972. }
  973. const _cache$2 = {};
  974. function warnOnce( message ) {
  975. if ( message in _cache$2 ) return;
  976. _cache$2[ message ] = true;
  977. console.warn( message );
  978. }
  979. /**
  980. * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
  981. * or clipping. Based on W3C specifications for sRGB and Display P3,
  982. * and ICC specifications for the D50 connection space. Values in/out
  983. * are _linear_ sRGB and _linear_ Display P3.
  984. *
  985. * Note that both sRGB and Display P3 use the sRGB transfer functions.
  986. *
  987. * Reference:
  988. * - http://www.russellcottrell.com/photo/matrixCalculator.htm
  989. */
  990. const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
  991. 0.8224621, 0.177538, 0.0,
  992. 0.0331941, 0.9668058, 0.0,
  993. 0.0170827, 0.0723974, 0.9105199,
  994. );
  995. const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
  996. 1.2249401, - 0.2249404, 0.0,
  997. - 0.0420569, 1.0420571, 0.0,
  998. - 0.0196376, - 0.0786361, 1.0982735
  999. );
  1000. /**
  1001. * Defines supported color spaces by transfer function and primaries,
  1002. * and provides conversions to/from the Linear-sRGB reference space.
  1003. */
  1004. const COLOR_SPACES = {
  1005. [ LinearSRGBColorSpace ]: {
  1006. transfer: LinearTransfer,
  1007. primaries: Rec709Primaries,
  1008. luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],
  1009. toReference: ( color ) => color,
  1010. fromReference: ( color ) => color,
  1011. },
  1012. [ SRGBColorSpace ]: {
  1013. transfer: SRGBTransfer,
  1014. primaries: Rec709Primaries,
  1015. luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],
  1016. toReference: ( color ) => color.convertSRGBToLinear(),
  1017. fromReference: ( color ) => color.convertLinearToSRGB(),
  1018. },
  1019. [ LinearDisplayP3ColorSpace ]: {
  1020. transfer: LinearTransfer,
  1021. primaries: P3Primaries,
  1022. luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],
  1023. toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
  1024. fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
  1025. },
  1026. [ DisplayP3ColorSpace ]: {
  1027. transfer: SRGBTransfer,
  1028. primaries: P3Primaries,
  1029. luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],
  1030. toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
  1031. fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
  1032. },
  1033. };
  1034. const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
  1035. const ColorManagement = {
  1036. enabled: true,
  1037. _workingColorSpace: LinearSRGBColorSpace,
  1038. get workingColorSpace() {
  1039. return this._workingColorSpace;
  1040. },
  1041. set workingColorSpace( colorSpace ) {
  1042. if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
  1043. throw new Error( `Unsupported working color space, "${ colorSpace }".` );
  1044. }
  1045. this._workingColorSpace = colorSpace;
  1046. },
  1047. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  1048. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  1049. return color;
  1050. }
  1051. const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
  1052. const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
  1053. return targetFromReference( sourceToReference( color ) );
  1054. },
  1055. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  1056. return this.convert( color, this._workingColorSpace, targetColorSpace );
  1057. },
  1058. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  1059. return this.convert( color, sourceColorSpace, this._workingColorSpace );
  1060. },
  1061. getPrimaries: function ( colorSpace ) {
  1062. return COLOR_SPACES[ colorSpace ].primaries;
  1063. },
  1064. getTransfer: function ( colorSpace ) {
  1065. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  1066. return COLOR_SPACES[ colorSpace ].transfer;
  1067. },
  1068. getLuminanceCoefficients: function ( target, colorSpace = this._workingColorSpace ) {
  1069. return target.fromArray( COLOR_SPACES[ colorSpace ].luminanceCoefficients );
  1070. },
  1071. };
  1072. function SRGBToLinear( c ) {
  1073. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  1074. }
  1075. function LinearToSRGB( c ) {
  1076. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  1077. }
  1078. let _canvas;
  1079. class ImageUtils {
  1080. static getDataURL( image ) {
  1081. if ( /^data:/i.test( image.src ) ) {
  1082. return image.src;
  1083. }
  1084. if ( typeof HTMLCanvasElement === 'undefined' ) {
  1085. return image.src;
  1086. }
  1087. let canvas;
  1088. if ( image instanceof HTMLCanvasElement ) {
  1089. canvas = image;
  1090. } else {
  1091. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  1092. _canvas.width = image.width;
  1093. _canvas.height = image.height;
  1094. const context = _canvas.getContext( '2d' );
  1095. if ( image instanceof ImageData ) {
  1096. context.putImageData( image, 0, 0 );
  1097. } else {
  1098. context.drawImage( image, 0, 0, image.width, image.height );
  1099. }
  1100. canvas = _canvas;
  1101. }
  1102. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1103. console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );
  1104. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1105. } else {
  1106. return canvas.toDataURL( 'image/png' );
  1107. }
  1108. }
  1109. static sRGBToLinear( image ) {
  1110. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  1111. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  1112. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  1113. const canvas = createElementNS( 'canvas' );
  1114. canvas.width = image.width;
  1115. canvas.height = image.height;
  1116. const context = canvas.getContext( '2d' );
  1117. context.drawImage( image, 0, 0, image.width, image.height );
  1118. const imageData = context.getImageData( 0, 0, image.width, image.height );
  1119. const data = imageData.data;
  1120. for ( let i = 0; i < data.length; i ++ ) {
  1121. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  1122. }
  1123. context.putImageData( imageData, 0, 0 );
  1124. return canvas;
  1125. } else if ( image.data ) {
  1126. const data = image.data.slice( 0 );
  1127. for ( let i = 0; i < data.length; i ++ ) {
  1128. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  1129. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  1130. } else {
  1131. // assuming float
  1132. data[ i ] = SRGBToLinear( data[ i ] );
  1133. }
  1134. }
  1135. return {
  1136. data: data,
  1137. width: image.width,
  1138. height: image.height
  1139. };
  1140. } else {
  1141. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  1142. return image;
  1143. }
  1144. }
  1145. }
  1146. let _sourceId = 0;
  1147. class Source {
  1148. constructor( data = null ) {
  1149. this.isSource = true;
  1150. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  1151. this.uuid = generateUUID();
  1152. this.data = data;
  1153. this.dataReady = true;
  1154. this.version = 0;
  1155. }
  1156. set needsUpdate( value ) {
  1157. if ( value === true ) this.version ++;
  1158. }
  1159. toJSON( meta ) {
  1160. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1161. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  1162. return meta.images[ this.uuid ];
  1163. }
  1164. const output = {
  1165. uuid: this.uuid,
  1166. url: ''
  1167. };
  1168. const data = this.data;
  1169. if ( data !== null ) {
  1170. let url;
  1171. if ( Array.isArray( data ) ) {
  1172. // cube texture
  1173. url = [];
  1174. for ( let i = 0, l = data.length; i < l; i ++ ) {
  1175. if ( data[ i ].isDataTexture ) {
  1176. url.push( serializeImage( data[ i ].image ) );
  1177. } else {
  1178. url.push( serializeImage( data[ i ] ) );
  1179. }
  1180. }
  1181. } else {
  1182. // texture
  1183. url = serializeImage( data );
  1184. }
  1185. output.url = url;
  1186. }
  1187. if ( ! isRootObject ) {
  1188. meta.images[ this.uuid ] = output;
  1189. }
  1190. return output;
  1191. }
  1192. }
  1193. function serializeImage( image ) {
  1194. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  1195. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  1196. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  1197. // default images
  1198. return ImageUtils.getDataURL( image );
  1199. } else {
  1200. if ( image.data ) {
  1201. // images of DataTexture
  1202. return {
  1203. data: Array.from( image.data ),
  1204. width: image.width,
  1205. height: image.height,
  1206. type: image.data.constructor.name
  1207. };
  1208. } else {
  1209. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  1210. return {};
  1211. }
  1212. }
  1213. }
  1214. let _textureId = 0;
  1215. class Texture extends EventDispatcher {
  1216. constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
  1217. super();
  1218. this.isTexture = true;
  1219. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  1220. this.uuid = generateUUID();
  1221. this.name = '';
  1222. this.source = new Source( image );
  1223. this.mipmaps = [];
  1224. this.mapping = mapping;
  1225. this.channel = 0;
  1226. this.wrapS = wrapS;
  1227. this.wrapT = wrapT;
  1228. this.magFilter = magFilter;
  1229. this.minFilter = minFilter;
  1230. this.anisotropy = anisotropy;
  1231. this.format = format;
  1232. this.internalFormat = null;
  1233. this.type = type;
  1234. this.offset = new Vector2( 0, 0 );
  1235. this.repeat = new Vector2( 1, 1 );
  1236. this.center = new Vector2( 0, 0 );
  1237. this.rotation = 0;
  1238. this.matrixAutoUpdate = true;
  1239. this.matrix = new Matrix3();
  1240. this.generateMipmaps = true;
  1241. this.premultiplyAlpha = false;
  1242. this.flipY = true;
  1243. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1244. this.colorSpace = colorSpace;
  1245. this.userData = {};
  1246. this.version = 0;
  1247. this.onUpdate = null;
  1248. this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
  1249. this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
  1250. }
  1251. get image() {
  1252. return this.source.data;
  1253. }
  1254. set image( value = null ) {
  1255. this.source.data = value;
  1256. }
  1257. updateMatrix() {
  1258. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1259. }
  1260. clone() {
  1261. return new this.constructor().copy( this );
  1262. }
  1263. copy( source ) {
  1264. this.name = source.name;
  1265. this.source = source.source;
  1266. this.mipmaps = source.mipmaps.slice( 0 );
  1267. this.mapping = source.mapping;
  1268. this.channel = source.channel;
  1269. this.wrapS = source.wrapS;
  1270. this.wrapT = source.wrapT;
  1271. this.magFilter = source.magFilter;
  1272. this.minFilter = source.minFilter;
  1273. this.anisotropy = source.anisotropy;
  1274. this.format = source.format;
  1275. this.internalFormat = source.internalFormat;
  1276. this.type = source.type;
  1277. this.offset.copy( source.offset );
  1278. this.repeat.copy( source.repeat );
  1279. this.center.copy( source.center );
  1280. this.rotation = source.rotation;
  1281. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1282. this.matrix.copy( source.matrix );
  1283. this.generateMipmaps = source.generateMipmaps;
  1284. this.premultiplyAlpha = source.premultiplyAlpha;
  1285. this.flipY = source.flipY;
  1286. this.unpackAlignment = source.unpackAlignment;
  1287. this.colorSpace = source.colorSpace;
  1288. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  1289. this.needsUpdate = true;
  1290. return this;
  1291. }
  1292. toJSON( meta ) {
  1293. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1294. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1295. return meta.textures[ this.uuid ];
  1296. }
  1297. const output = {
  1298. metadata: {
  1299. version: 4.6,
  1300. type: 'Texture',
  1301. generator: 'Texture.toJSON'
  1302. },
  1303. uuid: this.uuid,
  1304. name: this.name,
  1305. image: this.source.toJSON( meta ).uuid,
  1306. mapping: this.mapping,
  1307. channel: this.channel,
  1308. repeat: [ this.repeat.x, this.repeat.y ],
  1309. offset: [ this.offset.x, this.offset.y ],
  1310. center: [ this.center.x, this.center.y ],
  1311. rotation: this.rotation,
  1312. wrap: [ this.wrapS, this.wrapT ],
  1313. format: this.format,
  1314. internalFormat: this.internalFormat,
  1315. type: this.type,
  1316. colorSpace: this.colorSpace,
  1317. minFilter: this.minFilter,
  1318. magFilter: this.magFilter,
  1319. anisotropy: this.anisotropy,
  1320. flipY: this.flipY,
  1321. generateMipmaps: this.generateMipmaps,
  1322. premultiplyAlpha: this.premultiplyAlpha,
  1323. unpackAlignment: this.unpackAlignment
  1324. };
  1325. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  1326. if ( ! isRootObject ) {
  1327. meta.textures[ this.uuid ] = output;
  1328. }
  1329. return output;
  1330. }
  1331. dispose() {
  1332. this.dispatchEvent( { type: 'dispose' } );
  1333. }
  1334. transformUv( uv ) {
  1335. if ( this.mapping !== UVMapping ) return uv;
  1336. uv.applyMatrix3( this.matrix );
  1337. if ( uv.x < 0 || uv.x > 1 ) {
  1338. switch ( this.wrapS ) {
  1339. case RepeatWrapping:
  1340. uv.x = uv.x - Math.floor( uv.x );
  1341. break;
  1342. case ClampToEdgeWrapping:
  1343. uv.x = uv.x < 0 ? 0 : 1;
  1344. break;
  1345. case MirroredRepeatWrapping:
  1346. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1347. uv.x = Math.ceil( uv.x ) - uv.x;
  1348. } else {
  1349. uv.x = uv.x - Math.floor( uv.x );
  1350. }
  1351. break;
  1352. }
  1353. }
  1354. if ( uv.y < 0 || uv.y > 1 ) {
  1355. switch ( this.wrapT ) {
  1356. case RepeatWrapping:
  1357. uv.y = uv.y - Math.floor( uv.y );
  1358. break;
  1359. case ClampToEdgeWrapping:
  1360. uv.y = uv.y < 0 ? 0 : 1;
  1361. break;
  1362. case MirroredRepeatWrapping:
  1363. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1364. uv.y = Math.ceil( uv.y ) - uv.y;
  1365. } else {
  1366. uv.y = uv.y - Math.floor( uv.y );
  1367. }
  1368. break;
  1369. }
  1370. }
  1371. if ( this.flipY ) {
  1372. uv.y = 1 - uv.y;
  1373. }
  1374. return uv;
  1375. }
  1376. set needsUpdate( value ) {
  1377. if ( value === true ) {
  1378. this.version ++;
  1379. this.source.needsUpdate = true;
  1380. }
  1381. }
  1382. set needsPMREMUpdate( value ) {
  1383. if ( value === true ) {
  1384. this.pmremVersion ++;
  1385. }
  1386. }
  1387. }
  1388. Texture.DEFAULT_IMAGE = null;
  1389. Texture.DEFAULT_MAPPING = UVMapping;
  1390. Texture.DEFAULT_ANISOTROPY = 1;
  1391. class Vector4 {
  1392. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  1393. Vector4.prototype.isVector4 = true;
  1394. this.x = x;
  1395. this.y = y;
  1396. this.z = z;
  1397. this.w = w;
  1398. }
  1399. get width() {
  1400. return this.z;
  1401. }
  1402. set width( value ) {
  1403. this.z = value;
  1404. }
  1405. get height() {
  1406. return this.w;
  1407. }
  1408. set height( value ) {
  1409. this.w = value;
  1410. }
  1411. set( x, y, z, w ) {
  1412. this.x = x;
  1413. this.y = y;
  1414. this.z = z;
  1415. this.w = w;
  1416. return this;
  1417. }
  1418. setScalar( scalar ) {
  1419. this.x = scalar;
  1420. this.y = scalar;
  1421. this.z = scalar;
  1422. this.w = scalar;
  1423. return this;
  1424. }
  1425. setX( x ) {
  1426. this.x = x;
  1427. return this;
  1428. }
  1429. setY( y ) {
  1430. this.y = y;
  1431. return this;
  1432. }
  1433. setZ( z ) {
  1434. this.z = z;
  1435. return this;
  1436. }
  1437. setW( w ) {
  1438. this.w = w;
  1439. return this;
  1440. }
  1441. setComponent( index, value ) {
  1442. switch ( index ) {
  1443. case 0: this.x = value; break;
  1444. case 1: this.y = value; break;
  1445. case 2: this.z = value; break;
  1446. case 3: this.w = value; break;
  1447. default: throw new Error( 'index is out of range: ' + index );
  1448. }
  1449. return this;
  1450. }
  1451. getComponent( index ) {
  1452. switch ( index ) {
  1453. case 0: return this.x;
  1454. case 1: return this.y;
  1455. case 2: return this.z;
  1456. case 3: return this.w;
  1457. default: throw new Error( 'index is out of range: ' + index );
  1458. }
  1459. }
  1460. clone() {
  1461. return new this.constructor( this.x, this.y, this.z, this.w );
  1462. }
  1463. copy( v ) {
  1464. this.x = v.x;
  1465. this.y = v.y;
  1466. this.z = v.z;
  1467. this.w = ( v.w !== undefined ) ? v.w : 1;
  1468. return this;
  1469. }
  1470. add( v ) {
  1471. this.x += v.x;
  1472. this.y += v.y;
  1473. this.z += v.z;
  1474. this.w += v.w;
  1475. return this;
  1476. }
  1477. addScalar( s ) {
  1478. this.x += s;
  1479. this.y += s;
  1480. this.z += s;
  1481. this.w += s;
  1482. return this;
  1483. }
  1484. addVectors( a, b ) {
  1485. this.x = a.x + b.x;
  1486. this.y = a.y + b.y;
  1487. this.z = a.z + b.z;
  1488. this.w = a.w + b.w;
  1489. return this;
  1490. }
  1491. addScaledVector( v, s ) {
  1492. this.x += v.x * s;
  1493. this.y += v.y * s;
  1494. this.z += v.z * s;
  1495. this.w += v.w * s;
  1496. return this;
  1497. }
  1498. sub( v ) {
  1499. this.x -= v.x;
  1500. this.y -= v.y;
  1501. this.z -= v.z;
  1502. this.w -= v.w;
  1503. return this;
  1504. }
  1505. subScalar( s ) {
  1506. this.x -= s;
  1507. this.y -= s;
  1508. this.z -= s;
  1509. this.w -= s;
  1510. return this;
  1511. }
  1512. subVectors( a, b ) {
  1513. this.x = a.x - b.x;
  1514. this.y = a.y - b.y;
  1515. this.z = a.z - b.z;
  1516. this.w = a.w - b.w;
  1517. return this;
  1518. }
  1519. multiply( v ) {
  1520. this.x *= v.x;
  1521. this.y *= v.y;
  1522. this.z *= v.z;
  1523. this.w *= v.w;
  1524. return this;
  1525. }
  1526. multiplyScalar( scalar ) {
  1527. this.x *= scalar;
  1528. this.y *= scalar;
  1529. this.z *= scalar;
  1530. this.w *= scalar;
  1531. return this;
  1532. }
  1533. applyMatrix4( m ) {
  1534. const x = this.x, y = this.y, z = this.z, w = this.w;
  1535. const e = m.elements;
  1536. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1537. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1538. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1539. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1540. return this;
  1541. }
  1542. divideScalar( scalar ) {
  1543. return this.multiplyScalar( 1 / scalar );
  1544. }
  1545. setAxisAngleFromQuaternion( q ) {
  1546. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1547. // q is assumed to be normalized
  1548. this.w = 2 * Math.acos( q.w );
  1549. const s = Math.sqrt( 1 - q.w * q.w );
  1550. if ( s < 0.0001 ) {
  1551. this.x = 1;
  1552. this.y = 0;
  1553. this.z = 0;
  1554. } else {
  1555. this.x = q.x / s;
  1556. this.y = q.y / s;
  1557. this.z = q.z / s;
  1558. }
  1559. return this;
  1560. }
  1561. setAxisAngleFromRotationMatrix( m ) {
  1562. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1563. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1564. let angle, x, y, z; // variables for result
  1565. const epsilon = 0.01, // margin to allow for rounding errors
  1566. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1567. te = m.elements,
  1568. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1569. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1570. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1571. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1572. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1573. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1574. // singularity found
  1575. // first check for identity matrix which must have +1 for all terms
  1576. // in leading diagonal and zero in other terms
  1577. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1578. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1579. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1580. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1581. // this singularity is identity matrix so angle = 0
  1582. this.set( 1, 0, 0, 0 );
  1583. return this; // zero angle, arbitrary axis
  1584. }
  1585. // otherwise this singularity is angle = 180
  1586. angle = Math.PI;
  1587. const xx = ( m11 + 1 ) / 2;
  1588. const yy = ( m22 + 1 ) / 2;
  1589. const zz = ( m33 + 1 ) / 2;
  1590. const xy = ( m12 + m21 ) / 4;
  1591. const xz = ( m13 + m31 ) / 4;
  1592. const yz = ( m23 + m32 ) / 4;
  1593. if ( ( xx > yy ) && ( xx > zz ) ) {
  1594. // m11 is the largest diagonal term
  1595. if ( xx < epsilon ) {
  1596. x = 0;
  1597. y = 0.707106781;
  1598. z = 0.707106781;
  1599. } else {
  1600. x = Math.sqrt( xx );
  1601. y = xy / x;
  1602. z = xz / x;
  1603. }
  1604. } else if ( yy > zz ) {
  1605. // m22 is the largest diagonal term
  1606. if ( yy < epsilon ) {
  1607. x = 0.707106781;
  1608. y = 0;
  1609. z = 0.707106781;
  1610. } else {
  1611. y = Math.sqrt( yy );
  1612. x = xy / y;
  1613. z = yz / y;
  1614. }
  1615. } else {
  1616. // m33 is the largest diagonal term so base result on this
  1617. if ( zz < epsilon ) {
  1618. x = 0.707106781;
  1619. y = 0.707106781;
  1620. z = 0;
  1621. } else {
  1622. z = Math.sqrt( zz );
  1623. x = xz / z;
  1624. y = yz / z;
  1625. }
  1626. }
  1627. this.set( x, y, z, angle );
  1628. return this; // return 180 deg rotation
  1629. }
  1630. // as we have reached here there are no singularities so we can handle normally
  1631. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1632. ( m13 - m31 ) * ( m13 - m31 ) +
  1633. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1634. if ( Math.abs( s ) < 0.001 ) s = 1;
  1635. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1636. // caught by singularity test above, but I've left it in just in case
  1637. this.x = ( m32 - m23 ) / s;
  1638. this.y = ( m13 - m31 ) / s;
  1639. this.z = ( m21 - m12 ) / s;
  1640. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1641. return this;
  1642. }
  1643. setFromMatrixPosition( m ) {
  1644. const e = m.elements;
  1645. this.x = e[ 12 ];
  1646. this.y = e[ 13 ];
  1647. this.z = e[ 14 ];
  1648. this.w = e[ 15 ];
  1649. return this;
  1650. }
  1651. min( v ) {
  1652. this.x = Math.min( this.x, v.x );
  1653. this.y = Math.min( this.y, v.y );
  1654. this.z = Math.min( this.z, v.z );
  1655. this.w = Math.min( this.w, v.w );
  1656. return this;
  1657. }
  1658. max( v ) {
  1659. this.x = Math.max( this.x, v.x );
  1660. this.y = Math.max( this.y, v.y );
  1661. this.z = Math.max( this.z, v.z );
  1662. this.w = Math.max( this.w, v.w );
  1663. return this;
  1664. }
  1665. clamp( min, max ) {
  1666. // assumes min < max, componentwise
  1667. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1668. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1669. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1670. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1671. return this;
  1672. }
  1673. clampScalar( minVal, maxVal ) {
  1674. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1675. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1676. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1677. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1678. return this;
  1679. }
  1680. clampLength( min, max ) {
  1681. const length = this.length();
  1682. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1683. }
  1684. floor() {
  1685. this.x = Math.floor( this.x );
  1686. this.y = Math.floor( this.y );
  1687. this.z = Math.floor( this.z );
  1688. this.w = Math.floor( this.w );
  1689. return this;
  1690. }
  1691. ceil() {
  1692. this.x = Math.ceil( this.x );
  1693. this.y = Math.ceil( this.y );
  1694. this.z = Math.ceil( this.z );
  1695. this.w = Math.ceil( this.w );
  1696. return this;
  1697. }
  1698. round() {
  1699. this.x = Math.round( this.x );
  1700. this.y = Math.round( this.y );
  1701. this.z = Math.round( this.z );
  1702. this.w = Math.round( this.w );
  1703. return this;
  1704. }
  1705. roundToZero() {
  1706. this.x = Math.trunc( this.x );
  1707. this.y = Math.trunc( this.y );
  1708. this.z = Math.trunc( this.z );
  1709. this.w = Math.trunc( this.w );
  1710. return this;
  1711. }
  1712. negate() {
  1713. this.x = - this.x;
  1714. this.y = - this.y;
  1715. this.z = - this.z;
  1716. this.w = - this.w;
  1717. return this;
  1718. }
  1719. dot( v ) {
  1720. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1721. }
  1722. lengthSq() {
  1723. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1724. }
  1725. length() {
  1726. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1727. }
  1728. manhattanLength() {
  1729. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1730. }
  1731. normalize() {
  1732. return this.divideScalar( this.length() || 1 );
  1733. }
  1734. setLength( length ) {
  1735. return this.normalize().multiplyScalar( length );
  1736. }
  1737. lerp( v, alpha ) {
  1738. this.x += ( v.x - this.x ) * alpha;
  1739. this.y += ( v.y - this.y ) * alpha;
  1740. this.z += ( v.z - this.z ) * alpha;
  1741. this.w += ( v.w - this.w ) * alpha;
  1742. return this;
  1743. }
  1744. lerpVectors( v1, v2, alpha ) {
  1745. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1746. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1747. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1748. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1749. return this;
  1750. }
  1751. equals( v ) {
  1752. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1753. }
  1754. fromArray( array, offset = 0 ) {
  1755. this.x = array[ offset ];
  1756. this.y = array[ offset + 1 ];
  1757. this.z = array[ offset + 2 ];
  1758. this.w = array[ offset + 3 ];
  1759. return this;
  1760. }
  1761. toArray( array = [], offset = 0 ) {
  1762. array[ offset ] = this.x;
  1763. array[ offset + 1 ] = this.y;
  1764. array[ offset + 2 ] = this.z;
  1765. array[ offset + 3 ] = this.w;
  1766. return array;
  1767. }
  1768. fromBufferAttribute( attribute, index ) {
  1769. this.x = attribute.getX( index );
  1770. this.y = attribute.getY( index );
  1771. this.z = attribute.getZ( index );
  1772. this.w = attribute.getW( index );
  1773. return this;
  1774. }
  1775. random() {
  1776. this.x = Math.random();
  1777. this.y = Math.random();
  1778. this.z = Math.random();
  1779. this.w = Math.random();
  1780. return this;
  1781. }
  1782. *[ Symbol.iterator ]() {
  1783. yield this.x;
  1784. yield this.y;
  1785. yield this.z;
  1786. yield this.w;
  1787. }
  1788. }
  1789. /*
  1790. In options, we can specify:
  1791. * Texture parameters for an auto-generated target texture
  1792. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1793. */
  1794. class RenderTarget extends EventDispatcher {
  1795. constructor( width = 1, height = 1, options = {} ) {
  1796. super();
  1797. this.isRenderTarget = true;
  1798. this.width = width;
  1799. this.height = height;
  1800. this.depth = 1;
  1801. this.scissor = new Vector4( 0, 0, width, height );
  1802. this.scissorTest = false;
  1803. this.viewport = new Vector4( 0, 0, width, height );
  1804. const image = { width: width, height: height, depth: 1 };
  1805. options = Object.assign( {
  1806. generateMipmaps: false,
  1807. internalFormat: null,
  1808. minFilter: LinearFilter,
  1809. depthBuffer: true,
  1810. stencilBuffer: false,
  1811. resolveDepthBuffer: true,
  1812. resolveStencilBuffer: true,
  1813. depthTexture: null,
  1814. samples: 0,
  1815. count: 1
  1816. }, options );
  1817. const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  1818. texture.flipY = false;
  1819. texture.generateMipmaps = options.generateMipmaps;
  1820. texture.internalFormat = options.internalFormat;
  1821. this.textures = [];
  1822. const count = options.count;
  1823. for ( let i = 0; i < count; i ++ ) {
  1824. this.textures[ i ] = texture.clone();
  1825. this.textures[ i ].isRenderTargetTexture = true;
  1826. }
  1827. this.depthBuffer = options.depthBuffer;
  1828. this.stencilBuffer = options.stencilBuffer;
  1829. this.resolveDepthBuffer = options.resolveDepthBuffer;
  1830. this.resolveStencilBuffer = options.resolveStencilBuffer;
  1831. this.depthTexture = options.depthTexture;
  1832. this.samples = options.samples;
  1833. }
  1834. get texture() {
  1835. return this.textures[ 0 ];
  1836. }
  1837. set texture( value ) {
  1838. this.textures[ 0 ] = value;
  1839. }
  1840. setSize( width, height, depth = 1 ) {
  1841. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  1842. this.width = width;
  1843. this.height = height;
  1844. this.depth = depth;
  1845. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  1846. this.textures[ i ].image.width = width;
  1847. this.textures[ i ].image.height = height;
  1848. this.textures[ i ].image.depth = depth;
  1849. }
  1850. this.dispose();
  1851. }
  1852. this.viewport.set( 0, 0, width, height );
  1853. this.scissor.set( 0, 0, width, height );
  1854. }
  1855. clone() {
  1856. return new this.constructor().copy( this );
  1857. }
  1858. copy( source ) {
  1859. this.width = source.width;
  1860. this.height = source.height;
  1861. this.depth = source.depth;
  1862. this.scissor.copy( source.scissor );
  1863. this.scissorTest = source.scissorTest;
  1864. this.viewport.copy( source.viewport );
  1865. this.textures.length = 0;
  1866. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  1867. this.textures[ i ] = source.textures[ i ].clone();
  1868. this.textures[ i ].isRenderTargetTexture = true;
  1869. }
  1870. // ensure image object is not shared, see #20328
  1871. const image = Object.assign( {}, source.texture.image );
  1872. this.texture.source = new Source( image );
  1873. this.depthBuffer = source.depthBuffer;
  1874. this.stencilBuffer = source.stencilBuffer;
  1875. this.resolveDepthBuffer = source.resolveDepthBuffer;
  1876. this.resolveStencilBuffer = source.resolveStencilBuffer;
  1877. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  1878. this.samples = source.samples;
  1879. return this;
  1880. }
  1881. dispose() {
  1882. this.dispatchEvent( { type: 'dispose' } );
  1883. }
  1884. }
  1885. class WebGLRenderTarget extends RenderTarget {
  1886. constructor( width = 1, height = 1, options = {} ) {
  1887. super( width, height, options );
  1888. this.isWebGLRenderTarget = true;
  1889. }
  1890. }
  1891. class DataArrayTexture extends Texture {
  1892. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  1893. super( null );
  1894. this.isDataArrayTexture = true;
  1895. this.image = { data, width, height, depth };
  1896. this.magFilter = NearestFilter;
  1897. this.minFilter = NearestFilter;
  1898. this.wrapR = ClampToEdgeWrapping;
  1899. this.generateMipmaps = false;
  1900. this.flipY = false;
  1901. this.unpackAlignment = 1;
  1902. this.layerUpdates = new Set();
  1903. }
  1904. addLayerUpdate( layerIndex ) {
  1905. this.layerUpdates.add( layerIndex );
  1906. }
  1907. clearLayerUpdates() {
  1908. this.layerUpdates.clear();
  1909. }
  1910. }
  1911. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  1912. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  1913. super( width, height, options );
  1914. this.isWebGLArrayRenderTarget = true;
  1915. this.depth = depth;
  1916. this.texture = new DataArrayTexture( null, width, height, depth );
  1917. this.texture.isRenderTargetTexture = true;
  1918. }
  1919. }
  1920. class Data3DTexture extends Texture {
  1921. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  1922. // We're going to add .setXXX() methods for setting properties later.
  1923. // Users can still set in DataTexture3D directly.
  1924. //
  1925. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  1926. // texture.anisotropy = 16;
  1927. //
  1928. // See #14839
  1929. super( null );
  1930. this.isData3DTexture = true;
  1931. this.image = { data, width, height, depth };
  1932. this.magFilter = NearestFilter;
  1933. this.minFilter = NearestFilter;
  1934. this.wrapR = ClampToEdgeWrapping;
  1935. this.generateMipmaps = false;
  1936. this.flipY = false;
  1937. this.unpackAlignment = 1;
  1938. }
  1939. }
  1940. class WebGL3DRenderTarget extends WebGLRenderTarget {
  1941. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  1942. super( width, height, options );
  1943. this.isWebGL3DRenderTarget = true;
  1944. this.depth = depth;
  1945. this.texture = new Data3DTexture( null, width, height, depth );
  1946. this.texture.isRenderTargetTexture = true;
  1947. }
  1948. }
  1949. class Quaternion {
  1950. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  1951. this.isQuaternion = true;
  1952. this._x = x;
  1953. this._y = y;
  1954. this._z = z;
  1955. this._w = w;
  1956. }
  1957. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1958. // fuzz-free, array-based Quaternion SLERP operation
  1959. let x0 = src0[ srcOffset0 + 0 ],
  1960. y0 = src0[ srcOffset0 + 1 ],
  1961. z0 = src0[ srcOffset0 + 2 ],
  1962. w0 = src0[ srcOffset0 + 3 ];
  1963. const x1 = src1[ srcOffset1 + 0 ],
  1964. y1 = src1[ srcOffset1 + 1 ],
  1965. z1 = src1[ srcOffset1 + 2 ],
  1966. w1 = src1[ srcOffset1 + 3 ];
  1967. if ( t === 0 ) {
  1968. dst[ dstOffset + 0 ] = x0;
  1969. dst[ dstOffset + 1 ] = y0;
  1970. dst[ dstOffset + 2 ] = z0;
  1971. dst[ dstOffset + 3 ] = w0;
  1972. return;
  1973. }
  1974. if ( t === 1 ) {
  1975. dst[ dstOffset + 0 ] = x1;
  1976. dst[ dstOffset + 1 ] = y1;
  1977. dst[ dstOffset + 2 ] = z1;
  1978. dst[ dstOffset + 3 ] = w1;
  1979. return;
  1980. }
  1981. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1982. let s = 1 - t;
  1983. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1984. dir = ( cos >= 0 ? 1 : - 1 ),
  1985. sqrSin = 1 - cos * cos;
  1986. // Skip the Slerp for tiny steps to avoid numeric problems:
  1987. if ( sqrSin > Number.EPSILON ) {
  1988. const sin = Math.sqrt( sqrSin ),
  1989. len = Math.atan2( sin, cos * dir );
  1990. s = Math.sin( s * len ) / sin;
  1991. t = Math.sin( t * len ) / sin;
  1992. }
  1993. const tDir = t * dir;
  1994. x0 = x0 * s + x1 * tDir;
  1995. y0 = y0 * s + y1 * tDir;
  1996. z0 = z0 * s + z1 * tDir;
  1997. w0 = w0 * s + w1 * tDir;
  1998. // Normalize in case we just did a lerp:
  1999. if ( s === 1 - t ) {
  2000. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2001. x0 *= f;
  2002. y0 *= f;
  2003. z0 *= f;
  2004. w0 *= f;
  2005. }
  2006. }
  2007. dst[ dstOffset ] = x0;
  2008. dst[ dstOffset + 1 ] = y0;
  2009. dst[ dstOffset + 2 ] = z0;
  2010. dst[ dstOffset + 3 ] = w0;
  2011. }
  2012. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  2013. const x0 = src0[ srcOffset0 ];
  2014. const y0 = src0[ srcOffset0 + 1 ];
  2015. const z0 = src0[ srcOffset0 + 2 ];
  2016. const w0 = src0[ srcOffset0 + 3 ];
  2017. const x1 = src1[ srcOffset1 ];
  2018. const y1 = src1[ srcOffset1 + 1 ];
  2019. const z1 = src1[ srcOffset1 + 2 ];
  2020. const w1 = src1[ srcOffset1 + 3 ];
  2021. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  2022. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  2023. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  2024. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  2025. return dst;
  2026. }
  2027. get x() {
  2028. return this._x;
  2029. }
  2030. set x( value ) {
  2031. this._x = value;
  2032. this._onChangeCallback();
  2033. }
  2034. get y() {
  2035. return this._y;
  2036. }
  2037. set y( value ) {
  2038. this._y = value;
  2039. this._onChangeCallback();
  2040. }
  2041. get z() {
  2042. return this._z;
  2043. }
  2044. set z( value ) {
  2045. this._z = value;
  2046. this._onChangeCallback();
  2047. }
  2048. get w() {
  2049. return this._w;
  2050. }
  2051. set w( value ) {
  2052. this._w = value;
  2053. this._onChangeCallback();
  2054. }
  2055. set( x, y, z, w ) {
  2056. this._x = x;
  2057. this._y = y;
  2058. this._z = z;
  2059. this._w = w;
  2060. this._onChangeCallback();
  2061. return this;
  2062. }
  2063. clone() {
  2064. return new this.constructor( this._x, this._y, this._z, this._w );
  2065. }
  2066. copy( quaternion ) {
  2067. this._x = quaternion.x;
  2068. this._y = quaternion.y;
  2069. this._z = quaternion.z;
  2070. this._w = quaternion.w;
  2071. this._onChangeCallback();
  2072. return this;
  2073. }
  2074. setFromEuler( euler, update = true ) {
  2075. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  2076. // http://www.mathworks.com/matlabcentral/fileexchange/
  2077. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  2078. // content/SpinCalc.m
  2079. const cos = Math.cos;
  2080. const sin = Math.sin;
  2081. const c1 = cos( x / 2 );
  2082. const c2 = cos( y / 2 );
  2083. const c3 = cos( z / 2 );
  2084. const s1 = sin( x / 2 );
  2085. const s2 = sin( y / 2 );
  2086. const s3 = sin( z / 2 );
  2087. switch ( order ) {
  2088. case 'XYZ':
  2089. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2090. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2091. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2092. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2093. break;
  2094. case 'YXZ':
  2095. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2096. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2097. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2098. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2099. break;
  2100. case 'ZXY':
  2101. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2102. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2103. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2104. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2105. break;
  2106. case 'ZYX':
  2107. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2108. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2109. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2110. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2111. break;
  2112. case 'YZX':
  2113. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2114. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2115. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2116. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2117. break;
  2118. case 'XZY':
  2119. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2120. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2121. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2122. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2123. break;
  2124. default:
  2125. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  2126. }
  2127. if ( update === true ) this._onChangeCallback();
  2128. return this;
  2129. }
  2130. setFromAxisAngle( axis, angle ) {
  2131. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  2132. // assumes axis is normalized
  2133. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  2134. this._x = axis.x * s;
  2135. this._y = axis.y * s;
  2136. this._z = axis.z * s;
  2137. this._w = Math.cos( halfAngle );
  2138. this._onChangeCallback();
  2139. return this;
  2140. }
  2141. setFromRotationMatrix( m ) {
  2142. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  2143. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2144. const te = m.elements,
  2145. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2146. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2147. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  2148. trace = m11 + m22 + m33;
  2149. if ( trace > 0 ) {
  2150. const s = 0.5 / Math.sqrt( trace + 1.0 );
  2151. this._w = 0.25 / s;
  2152. this._x = ( m32 - m23 ) * s;
  2153. this._y = ( m13 - m31 ) * s;
  2154. this._z = ( m21 - m12 ) * s;
  2155. } else if ( m11 > m22 && m11 > m33 ) {
  2156. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  2157. this._w = ( m32 - m23 ) / s;
  2158. this._x = 0.25 * s;
  2159. this._y = ( m12 + m21 ) / s;
  2160. this._z = ( m13 + m31 ) / s;
  2161. } else if ( m22 > m33 ) {
  2162. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  2163. this._w = ( m13 - m31 ) / s;
  2164. this._x = ( m12 + m21 ) / s;
  2165. this._y = 0.25 * s;
  2166. this._z = ( m23 + m32 ) / s;
  2167. } else {
  2168. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  2169. this._w = ( m21 - m12 ) / s;
  2170. this._x = ( m13 + m31 ) / s;
  2171. this._y = ( m23 + m32 ) / s;
  2172. this._z = 0.25 * s;
  2173. }
  2174. this._onChangeCallback();
  2175. return this;
  2176. }
  2177. setFromUnitVectors( vFrom, vTo ) {
  2178. // assumes direction vectors vFrom and vTo are normalized
  2179. let r = vFrom.dot( vTo ) + 1;
  2180. if ( r < Number.EPSILON ) {
  2181. // vFrom and vTo point in opposite directions
  2182. r = 0;
  2183. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  2184. this._x = - vFrom.y;
  2185. this._y = vFrom.x;
  2186. this._z = 0;
  2187. this._w = r;
  2188. } else {
  2189. this._x = 0;
  2190. this._y = - vFrom.z;
  2191. this._z = vFrom.y;
  2192. this._w = r;
  2193. }
  2194. } else {
  2195. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  2196. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  2197. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  2198. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  2199. this._w = r;
  2200. }
  2201. return this.normalize();
  2202. }
  2203. angleTo( q ) {
  2204. return 2 * Math.acos( Math.abs( clamp$1( this.dot( q ), - 1, 1 ) ) );
  2205. }
  2206. rotateTowards( q, step ) {
  2207. const angle = this.angleTo( q );
  2208. if ( angle === 0 ) return this;
  2209. const t = Math.min( 1, step / angle );
  2210. this.slerp( q, t );
  2211. return this;
  2212. }
  2213. identity() {
  2214. return this.set( 0, 0, 0, 1 );
  2215. }
  2216. invert() {
  2217. // quaternion is assumed to have unit length
  2218. return this.conjugate();
  2219. }
  2220. conjugate() {
  2221. this._x *= - 1;
  2222. this._y *= - 1;
  2223. this._z *= - 1;
  2224. this._onChangeCallback();
  2225. return this;
  2226. }
  2227. dot( v ) {
  2228. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  2229. }
  2230. lengthSq() {
  2231. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  2232. }
  2233. length() {
  2234. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  2235. }
  2236. normalize() {
  2237. let l = this.length();
  2238. if ( l === 0 ) {
  2239. this._x = 0;
  2240. this._y = 0;
  2241. this._z = 0;
  2242. this._w = 1;
  2243. } else {
  2244. l = 1 / l;
  2245. this._x = this._x * l;
  2246. this._y = this._y * l;
  2247. this._z = this._z * l;
  2248. this._w = this._w * l;
  2249. }
  2250. this._onChangeCallback();
  2251. return this;
  2252. }
  2253. multiply( q ) {
  2254. return this.multiplyQuaternions( this, q );
  2255. }
  2256. premultiply( q ) {
  2257. return this.multiplyQuaternions( q, this );
  2258. }
  2259. multiplyQuaternions( a, b ) {
  2260. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2261. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  2262. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  2263. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2264. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2265. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2266. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2267. this._onChangeCallback();
  2268. return this;
  2269. }
  2270. slerp( qb, t ) {
  2271. if ( t === 0 ) return this;
  2272. if ( t === 1 ) return this.copy( qb );
  2273. const x = this._x, y = this._y, z = this._z, w = this._w;
  2274. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2275. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2276. if ( cosHalfTheta < 0 ) {
  2277. this._w = - qb._w;
  2278. this._x = - qb._x;
  2279. this._y = - qb._y;
  2280. this._z = - qb._z;
  2281. cosHalfTheta = - cosHalfTheta;
  2282. } else {
  2283. this.copy( qb );
  2284. }
  2285. if ( cosHalfTheta >= 1.0 ) {
  2286. this._w = w;
  2287. this._x = x;
  2288. this._y = y;
  2289. this._z = z;
  2290. return this;
  2291. }
  2292. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2293. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  2294. const s = 1 - t;
  2295. this._w = s * w + t * this._w;
  2296. this._x = s * x + t * this._x;
  2297. this._y = s * y + t * this._y;
  2298. this._z = s * z + t * this._z;
  2299. this.normalize(); // normalize calls _onChangeCallback()
  2300. return this;
  2301. }
  2302. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  2303. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  2304. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  2305. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  2306. this._w = ( w * ratioA + this._w * ratioB );
  2307. this._x = ( x * ratioA + this._x * ratioB );
  2308. this._y = ( y * ratioA + this._y * ratioB );
  2309. this._z = ( z * ratioA + this._z * ratioB );
  2310. this._onChangeCallback();
  2311. return this;
  2312. }
  2313. slerpQuaternions( qa, qb, t ) {
  2314. return this.copy( qa ).slerp( qb, t );
  2315. }
  2316. random() {
  2317. // sets this quaternion to a uniform random unit quaternnion
  2318. // Ken Shoemake
  2319. // Uniform random rotations
  2320. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  2321. const theta1 = 2 * Math.PI * Math.random();
  2322. const theta2 = 2 * Math.PI * Math.random();
  2323. const x0 = Math.random();
  2324. const r1 = Math.sqrt( 1 - x0 );
  2325. const r2 = Math.sqrt( x0 );
  2326. return this.set(
  2327. r1 * Math.sin( theta1 ),
  2328. r1 * Math.cos( theta1 ),
  2329. r2 * Math.sin( theta2 ),
  2330. r2 * Math.cos( theta2 ),
  2331. );
  2332. }
  2333. equals( quaternion ) {
  2334. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  2335. }
  2336. fromArray( array, offset = 0 ) {
  2337. this._x = array[ offset ];
  2338. this._y = array[ offset + 1 ];
  2339. this._z = array[ offset + 2 ];
  2340. this._w = array[ offset + 3 ];
  2341. this._onChangeCallback();
  2342. return this;
  2343. }
  2344. toArray( array = [], offset = 0 ) {
  2345. array[ offset ] = this._x;
  2346. array[ offset + 1 ] = this._y;
  2347. array[ offset + 2 ] = this._z;
  2348. array[ offset + 3 ] = this._w;
  2349. return array;
  2350. }
  2351. fromBufferAttribute( attribute, index ) {
  2352. this._x = attribute.getX( index );
  2353. this._y = attribute.getY( index );
  2354. this._z = attribute.getZ( index );
  2355. this._w = attribute.getW( index );
  2356. this._onChangeCallback();
  2357. return this;
  2358. }
  2359. toJSON() {
  2360. return this.toArray();
  2361. }
  2362. _onChange( callback ) {
  2363. this._onChangeCallback = callback;
  2364. return this;
  2365. }
  2366. _onChangeCallback() {}
  2367. *[ Symbol.iterator ]() {
  2368. yield this._x;
  2369. yield this._y;
  2370. yield this._z;
  2371. yield this._w;
  2372. }
  2373. }
  2374. class Vector3 {
  2375. constructor( x = 0, y = 0, z = 0 ) {
  2376. Vector3.prototype.isVector3 = true;
  2377. this.x = x;
  2378. this.y = y;
  2379. this.z = z;
  2380. }
  2381. set( x, y, z ) {
  2382. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  2383. this.x = x;
  2384. this.y = y;
  2385. this.z = z;
  2386. return this;
  2387. }
  2388. setScalar( scalar ) {
  2389. this.x = scalar;
  2390. this.y = scalar;
  2391. this.z = scalar;
  2392. return this;
  2393. }
  2394. setX( x ) {
  2395. this.x = x;
  2396. return this;
  2397. }
  2398. setY( y ) {
  2399. this.y = y;
  2400. return this;
  2401. }
  2402. setZ( z ) {
  2403. this.z = z;
  2404. return this;
  2405. }
  2406. setComponent( index, value ) {
  2407. switch ( index ) {
  2408. case 0: this.x = value; break;
  2409. case 1: this.y = value; break;
  2410. case 2: this.z = value; break;
  2411. default: throw new Error( 'index is out of range: ' + index );
  2412. }
  2413. return this;
  2414. }
  2415. getComponent( index ) {
  2416. switch ( index ) {
  2417. case 0: return this.x;
  2418. case 1: return this.y;
  2419. case 2: return this.z;
  2420. default: throw new Error( 'index is out of range: ' + index );
  2421. }
  2422. }
  2423. clone() {
  2424. return new this.constructor( this.x, this.y, this.z );
  2425. }
  2426. copy( v ) {
  2427. this.x = v.x;
  2428. this.y = v.y;
  2429. this.z = v.z;
  2430. return this;
  2431. }
  2432. add( v ) {
  2433. this.x += v.x;
  2434. this.y += v.y;
  2435. this.z += v.z;
  2436. return this;
  2437. }
  2438. addScalar( s ) {
  2439. this.x += s;
  2440. this.y += s;
  2441. this.z += s;
  2442. return this;
  2443. }
  2444. addVectors( a, b ) {
  2445. this.x = a.x + b.x;
  2446. this.y = a.y + b.y;
  2447. this.z = a.z + b.z;
  2448. return this;
  2449. }
  2450. addScaledVector( v, s ) {
  2451. this.x += v.x * s;
  2452. this.y += v.y * s;
  2453. this.z += v.z * s;
  2454. return this;
  2455. }
  2456. sub( v ) {
  2457. this.x -= v.x;
  2458. this.y -= v.y;
  2459. this.z -= v.z;
  2460. return this;
  2461. }
  2462. subScalar( s ) {
  2463. this.x -= s;
  2464. this.y -= s;
  2465. this.z -= s;
  2466. return this;
  2467. }
  2468. subVectors( a, b ) {
  2469. this.x = a.x - b.x;
  2470. this.y = a.y - b.y;
  2471. this.z = a.z - b.z;
  2472. return this;
  2473. }
  2474. multiply( v ) {
  2475. this.x *= v.x;
  2476. this.y *= v.y;
  2477. this.z *= v.z;
  2478. return this;
  2479. }
  2480. multiplyScalar( scalar ) {
  2481. this.x *= scalar;
  2482. this.y *= scalar;
  2483. this.z *= scalar;
  2484. return this;
  2485. }
  2486. multiplyVectors( a, b ) {
  2487. this.x = a.x * b.x;
  2488. this.y = a.y * b.y;
  2489. this.z = a.z * b.z;
  2490. return this;
  2491. }
  2492. applyEuler( euler ) {
  2493. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  2494. }
  2495. applyAxisAngle( axis, angle ) {
  2496. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  2497. }
  2498. applyMatrix3( m ) {
  2499. const x = this.x, y = this.y, z = this.z;
  2500. const e = m.elements;
  2501. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2502. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2503. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2504. return this;
  2505. }
  2506. applyNormalMatrix( m ) {
  2507. return this.applyMatrix3( m ).normalize();
  2508. }
  2509. applyMatrix4( m ) {
  2510. const x = this.x, y = this.y, z = this.z;
  2511. const e = m.elements;
  2512. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2513. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2514. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2515. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2516. return this;
  2517. }
  2518. applyQuaternion( q ) {
  2519. // quaternion q is assumed to have unit length
  2520. const vx = this.x, vy = this.y, vz = this.z;
  2521. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2522. // t = 2 * cross( q.xyz, v );
  2523. const tx = 2 * ( qy * vz - qz * vy );
  2524. const ty = 2 * ( qz * vx - qx * vz );
  2525. const tz = 2 * ( qx * vy - qy * vx );
  2526. // v + q.w * t + cross( q.xyz, t );
  2527. this.x = vx + qw * tx + qy * tz - qz * ty;
  2528. this.y = vy + qw * ty + qz * tx - qx * tz;
  2529. this.z = vz + qw * tz + qx * ty - qy * tx;
  2530. return this;
  2531. }
  2532. project( camera ) {
  2533. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2534. }
  2535. unproject( camera ) {
  2536. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2537. }
  2538. transformDirection( m ) {
  2539. // input: THREE.Matrix4 affine matrix
  2540. // vector interpreted as a direction
  2541. const x = this.x, y = this.y, z = this.z;
  2542. const e = m.elements;
  2543. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2544. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2545. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2546. return this.normalize();
  2547. }
  2548. divide( v ) {
  2549. this.x /= v.x;
  2550. this.y /= v.y;
  2551. this.z /= v.z;
  2552. return this;
  2553. }
  2554. divideScalar( scalar ) {
  2555. return this.multiplyScalar( 1 / scalar );
  2556. }
  2557. min( v ) {
  2558. this.x = Math.min( this.x, v.x );
  2559. this.y = Math.min( this.y, v.y );
  2560. this.z = Math.min( this.z, v.z );
  2561. return this;
  2562. }
  2563. max( v ) {
  2564. this.x = Math.max( this.x, v.x );
  2565. this.y = Math.max( this.y, v.y );
  2566. this.z = Math.max( this.z, v.z );
  2567. return this;
  2568. }
  2569. clamp( min, max ) {
  2570. // assumes min < max, componentwise
  2571. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2572. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2573. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2574. return this;
  2575. }
  2576. clampScalar( minVal, maxVal ) {
  2577. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2578. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2579. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2580. return this;
  2581. }
  2582. clampLength( min, max ) {
  2583. const length = this.length();
  2584. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2585. }
  2586. floor() {
  2587. this.x = Math.floor( this.x );
  2588. this.y = Math.floor( this.y );
  2589. this.z = Math.floor( this.z );
  2590. return this;
  2591. }
  2592. ceil() {
  2593. this.x = Math.ceil( this.x );
  2594. this.y = Math.ceil( this.y );
  2595. this.z = Math.ceil( this.z );
  2596. return this;
  2597. }
  2598. round() {
  2599. this.x = Math.round( this.x );
  2600. this.y = Math.round( this.y );
  2601. this.z = Math.round( this.z );
  2602. return this;
  2603. }
  2604. roundToZero() {
  2605. this.x = Math.trunc( this.x );
  2606. this.y = Math.trunc( this.y );
  2607. this.z = Math.trunc( this.z );
  2608. return this;
  2609. }
  2610. negate() {
  2611. this.x = - this.x;
  2612. this.y = - this.y;
  2613. this.z = - this.z;
  2614. return this;
  2615. }
  2616. dot( v ) {
  2617. return this.x * v.x + this.y * v.y + this.z * v.z;
  2618. }
  2619. // TODO lengthSquared?
  2620. lengthSq() {
  2621. return this.x * this.x + this.y * this.y + this.z * this.z;
  2622. }
  2623. length() {
  2624. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2625. }
  2626. manhattanLength() {
  2627. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2628. }
  2629. normalize() {
  2630. return this.divideScalar( this.length() || 1 );
  2631. }
  2632. setLength( length ) {
  2633. return this.normalize().multiplyScalar( length );
  2634. }
  2635. lerp( v, alpha ) {
  2636. this.x += ( v.x - this.x ) * alpha;
  2637. this.y += ( v.y - this.y ) * alpha;
  2638. this.z += ( v.z - this.z ) * alpha;
  2639. return this;
  2640. }
  2641. lerpVectors( v1, v2, alpha ) {
  2642. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2643. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2644. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2645. return this;
  2646. }
  2647. cross( v ) {
  2648. return this.crossVectors( this, v );
  2649. }
  2650. crossVectors( a, b ) {
  2651. const ax = a.x, ay = a.y, az = a.z;
  2652. const bx = b.x, by = b.y, bz = b.z;
  2653. this.x = ay * bz - az * by;
  2654. this.y = az * bx - ax * bz;
  2655. this.z = ax * by - ay * bx;
  2656. return this;
  2657. }
  2658. projectOnVector( v ) {
  2659. const denominator = v.lengthSq();
  2660. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  2661. const scalar = v.dot( this ) / denominator;
  2662. return this.copy( v ).multiplyScalar( scalar );
  2663. }
  2664. projectOnPlane( planeNormal ) {
  2665. _vector$c.copy( this ).projectOnVector( planeNormal );
  2666. return this.sub( _vector$c );
  2667. }
  2668. reflect( normal ) {
  2669. // reflect incident vector off plane orthogonal to normal
  2670. // normal is assumed to have unit length
  2671. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2672. }
  2673. angleTo( v ) {
  2674. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2675. if ( denominator === 0 ) return Math.PI / 2;
  2676. const theta = this.dot( v ) / denominator;
  2677. // clamp, to handle numerical problems
  2678. return Math.acos( clamp$1( theta, - 1, 1 ) );
  2679. }
  2680. distanceTo( v ) {
  2681. return Math.sqrt( this.distanceToSquared( v ) );
  2682. }
  2683. distanceToSquared( v ) {
  2684. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2685. return dx * dx + dy * dy + dz * dz;
  2686. }
  2687. manhattanDistanceTo( v ) {
  2688. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2689. }
  2690. setFromSpherical( s ) {
  2691. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2692. }
  2693. setFromSphericalCoords( radius, phi, theta ) {
  2694. const sinPhiRadius = Math.sin( phi ) * radius;
  2695. this.x = sinPhiRadius * Math.sin( theta );
  2696. this.y = Math.cos( phi ) * radius;
  2697. this.z = sinPhiRadius * Math.cos( theta );
  2698. return this;
  2699. }
  2700. setFromCylindrical( c ) {
  2701. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2702. }
  2703. setFromCylindricalCoords( radius, theta, y ) {
  2704. this.x = radius * Math.sin( theta );
  2705. this.y = y;
  2706. this.z = radius * Math.cos( theta );
  2707. return this;
  2708. }
  2709. setFromMatrixPosition( m ) {
  2710. const e = m.elements;
  2711. this.x = e[ 12 ];
  2712. this.y = e[ 13 ];
  2713. this.z = e[ 14 ];
  2714. return this;
  2715. }
  2716. setFromMatrixScale( m ) {
  2717. const sx = this.setFromMatrixColumn( m, 0 ).length();
  2718. const sy = this.setFromMatrixColumn( m, 1 ).length();
  2719. const sz = this.setFromMatrixColumn( m, 2 ).length();
  2720. this.x = sx;
  2721. this.y = sy;
  2722. this.z = sz;
  2723. return this;
  2724. }
  2725. setFromMatrixColumn( m, index ) {
  2726. return this.fromArray( m.elements, index * 4 );
  2727. }
  2728. setFromMatrix3Column( m, index ) {
  2729. return this.fromArray( m.elements, index * 3 );
  2730. }
  2731. setFromEuler( e ) {
  2732. this.x = e._x;
  2733. this.y = e._y;
  2734. this.z = e._z;
  2735. return this;
  2736. }
  2737. setFromColor( c ) {
  2738. this.x = c.r;
  2739. this.y = c.g;
  2740. this.z = c.b;
  2741. return this;
  2742. }
  2743. equals( v ) {
  2744. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2745. }
  2746. fromArray( array, offset = 0 ) {
  2747. this.x = array[ offset ];
  2748. this.y = array[ offset + 1 ];
  2749. this.z = array[ offset + 2 ];
  2750. return this;
  2751. }
  2752. toArray( array = [], offset = 0 ) {
  2753. array[ offset ] = this.x;
  2754. array[ offset + 1 ] = this.y;
  2755. array[ offset + 2 ] = this.z;
  2756. return array;
  2757. }
  2758. fromBufferAttribute( attribute, index ) {
  2759. this.x = attribute.getX( index );
  2760. this.y = attribute.getY( index );
  2761. this.z = attribute.getZ( index );
  2762. return this;
  2763. }
  2764. random() {
  2765. this.x = Math.random();
  2766. this.y = Math.random();
  2767. this.z = Math.random();
  2768. return this;
  2769. }
  2770. randomDirection() {
  2771. // https://mathworld.wolfram.com/SpherePointPicking.html
  2772. const theta = Math.random() * Math.PI * 2;
  2773. const u = Math.random() * 2 - 1;
  2774. const c = Math.sqrt( 1 - u * u );
  2775. this.x = c * Math.cos( theta );
  2776. this.y = u;
  2777. this.z = c * Math.sin( theta );
  2778. return this;
  2779. }
  2780. *[ Symbol.iterator ]() {
  2781. yield this.x;
  2782. yield this.y;
  2783. yield this.z;
  2784. }
  2785. }
  2786. const _vector$c = /*@__PURE__*/ new Vector3();
  2787. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  2788. class Box3 {
  2789. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  2790. this.isBox3 = true;
  2791. this.min = min;
  2792. this.max = max;
  2793. }
  2794. set( min, max ) {
  2795. this.min.copy( min );
  2796. this.max.copy( max );
  2797. return this;
  2798. }
  2799. setFromArray( array ) {
  2800. this.makeEmpty();
  2801. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  2802. this.expandByPoint( _vector$b.fromArray( array, i ) );
  2803. }
  2804. return this;
  2805. }
  2806. setFromBufferAttribute( attribute ) {
  2807. this.makeEmpty();
  2808. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  2809. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  2810. }
  2811. return this;
  2812. }
  2813. setFromPoints( points ) {
  2814. this.makeEmpty();
  2815. for ( let i = 0, il = points.length; i < il; i ++ ) {
  2816. this.expandByPoint( points[ i ] );
  2817. }
  2818. return this;
  2819. }
  2820. setFromCenterAndSize( center, size ) {
  2821. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  2822. this.min.copy( center ).sub( halfSize );
  2823. this.max.copy( center ).add( halfSize );
  2824. return this;
  2825. }
  2826. setFromObject( object, precise = false ) {
  2827. this.makeEmpty();
  2828. return this.expandByObject( object, precise );
  2829. }
  2830. clone() {
  2831. return new this.constructor().copy( this );
  2832. }
  2833. copy( box ) {
  2834. this.min.copy( box.min );
  2835. this.max.copy( box.max );
  2836. return this;
  2837. }
  2838. makeEmpty() {
  2839. this.min.x = this.min.y = this.min.z = + Infinity;
  2840. this.max.x = this.max.y = this.max.z = - Infinity;
  2841. return this;
  2842. }
  2843. isEmpty() {
  2844. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2845. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2846. }
  2847. getCenter( target ) {
  2848. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2849. }
  2850. getSize( target ) {
  2851. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  2852. }
  2853. expandByPoint( point ) {
  2854. this.min.min( point );
  2855. this.max.max( point );
  2856. return this;
  2857. }
  2858. expandByVector( vector ) {
  2859. this.min.sub( vector );
  2860. this.max.add( vector );
  2861. return this;
  2862. }
  2863. expandByScalar( scalar ) {
  2864. this.min.addScalar( - scalar );
  2865. this.max.addScalar( scalar );
  2866. return this;
  2867. }
  2868. expandByObject( object, precise = false ) {
  2869. // Computes the world-axis-aligned bounding box of an object (including its children),
  2870. // accounting for both the object's, and children's, world transforms
  2871. object.updateWorldMatrix( false, false );
  2872. const geometry = object.geometry;
  2873. if ( geometry !== undefined ) {
  2874. const positionAttribute = geometry.getAttribute( 'position' );
  2875. // precise AABB computation based on vertex data requires at least a position attribute.
  2876. // instancing isn't supported so far and uses the normal (conservative) code path.
  2877. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  2878. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  2879. if ( object.isMesh === true ) {
  2880. object.getVertexPosition( i, _vector$b );
  2881. } else {
  2882. _vector$b.fromBufferAttribute( positionAttribute, i );
  2883. }
  2884. _vector$b.applyMatrix4( object.matrixWorld );
  2885. this.expandByPoint( _vector$b );
  2886. }
  2887. } else {
  2888. if ( object.boundingBox !== undefined ) {
  2889. // object-level bounding box
  2890. if ( object.boundingBox === null ) {
  2891. object.computeBoundingBox();
  2892. }
  2893. _box$4.copy( object.boundingBox );
  2894. } else {
  2895. // geometry-level bounding box
  2896. if ( geometry.boundingBox === null ) {
  2897. geometry.computeBoundingBox();
  2898. }
  2899. _box$4.copy( geometry.boundingBox );
  2900. }
  2901. _box$4.applyMatrix4( object.matrixWorld );
  2902. this.union( _box$4 );
  2903. }
  2904. }
  2905. const children = object.children;
  2906. for ( let i = 0, l = children.length; i < l; i ++ ) {
  2907. this.expandByObject( children[ i ], precise );
  2908. }
  2909. return this;
  2910. }
  2911. containsPoint( point ) {
  2912. return point.x >= this.min.x && point.x <= this.max.x &&
  2913. point.y >= this.min.y && point.y <= this.max.y &&
  2914. point.z >= this.min.z && point.z <= this.max.z;
  2915. }
  2916. containsBox( box ) {
  2917. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  2918. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  2919. this.min.z <= box.min.z && box.max.z <= this.max.z;
  2920. }
  2921. getParameter( point, target ) {
  2922. // This can potentially have a divide by zero if the box
  2923. // has a size dimension of 0.
  2924. return target.set(
  2925. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2926. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2927. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2928. );
  2929. }
  2930. intersectsBox( box ) {
  2931. // using 6 splitting planes to rule out intersections.
  2932. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  2933. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  2934. box.max.z >= this.min.z && box.min.z <= this.max.z;
  2935. }
  2936. intersectsSphere( sphere ) {
  2937. // Find the point on the AABB closest to the sphere center.
  2938. this.clampPoint( sphere.center, _vector$b );
  2939. // If that point is inside the sphere, the AABB and sphere intersect.
  2940. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  2941. }
  2942. intersectsPlane( plane ) {
  2943. // We compute the minimum and maximum dot product values. If those values
  2944. // are on the same side (back or front) of the plane, then there is no intersection.
  2945. let min, max;
  2946. if ( plane.normal.x > 0 ) {
  2947. min = plane.normal.x * this.min.x;
  2948. max = plane.normal.x * this.max.x;
  2949. } else {
  2950. min = plane.normal.x * this.max.x;
  2951. max = plane.normal.x * this.min.x;
  2952. }
  2953. if ( plane.normal.y > 0 ) {
  2954. min += plane.normal.y * this.min.y;
  2955. max += plane.normal.y * this.max.y;
  2956. } else {
  2957. min += plane.normal.y * this.max.y;
  2958. max += plane.normal.y * this.min.y;
  2959. }
  2960. if ( plane.normal.z > 0 ) {
  2961. min += plane.normal.z * this.min.z;
  2962. max += plane.normal.z * this.max.z;
  2963. } else {
  2964. min += plane.normal.z * this.max.z;
  2965. max += plane.normal.z * this.min.z;
  2966. }
  2967. return ( min <= - plane.constant && max >= - plane.constant );
  2968. }
  2969. intersectsTriangle( triangle ) {
  2970. if ( this.isEmpty() ) {
  2971. return false;
  2972. }
  2973. // compute box center and extents
  2974. this.getCenter( _center );
  2975. _extents.subVectors( this.max, _center );
  2976. // translate triangle to aabb origin
  2977. _v0$2.subVectors( triangle.a, _center );
  2978. _v1$7.subVectors( triangle.b, _center );
  2979. _v2$4.subVectors( triangle.c, _center );
  2980. // compute edge vectors for triangle
  2981. _f0.subVectors( _v1$7, _v0$2 );
  2982. _f1.subVectors( _v2$4, _v1$7 );
  2983. _f2.subVectors( _v0$2, _v2$4 );
  2984. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2985. // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  2986. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2987. let axes = [
  2988. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  2989. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  2990. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  2991. ];
  2992. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  2993. return false;
  2994. }
  2995. // test 3 face normals from the aabb
  2996. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  2997. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  2998. return false;
  2999. }
  3000. // finally testing the face normal of the triangle
  3001. // use already existing triangle edge vectors here
  3002. _triangleNormal.crossVectors( _f0, _f1 );
  3003. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3004. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  3005. }
  3006. clampPoint( point, target ) {
  3007. return target.copy( point ).clamp( this.min, this.max );
  3008. }
  3009. distanceToPoint( point ) {
  3010. return this.clampPoint( point, _vector$b ).distanceTo( point );
  3011. }
  3012. getBoundingSphere( target ) {
  3013. if ( this.isEmpty() ) {
  3014. target.makeEmpty();
  3015. } else {
  3016. this.getCenter( target.center );
  3017. target.radius = this.getSize( _vector$b ).length() * 0.5;
  3018. }
  3019. return target;
  3020. }
  3021. intersect( box ) {
  3022. this.min.max( box.min );
  3023. this.max.min( box.max );
  3024. // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  3025. if ( this.isEmpty() ) this.makeEmpty();
  3026. return this;
  3027. }
  3028. union( box ) {
  3029. this.min.min( box.min );
  3030. this.max.max( box.max );
  3031. return this;
  3032. }
  3033. applyMatrix4( matrix ) {
  3034. // transform of empty box is an empty box.
  3035. if ( this.isEmpty() ) return this;
  3036. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3037. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3038. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3039. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3040. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3041. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3042. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3043. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3044. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3045. this.setFromPoints( _points );
  3046. return this;
  3047. }
  3048. translate( offset ) {
  3049. this.min.add( offset );
  3050. this.max.add( offset );
  3051. return this;
  3052. }
  3053. equals( box ) {
  3054. return box.min.equals( this.min ) && box.max.equals( this.max );
  3055. }
  3056. }
  3057. const _points = [
  3058. /*@__PURE__*/ new Vector3(),
  3059. /*@__PURE__*/ new Vector3(),
  3060. /*@__PURE__*/ new Vector3(),
  3061. /*@__PURE__*/ new Vector3(),
  3062. /*@__PURE__*/ new Vector3(),
  3063. /*@__PURE__*/ new Vector3(),
  3064. /*@__PURE__*/ new Vector3(),
  3065. /*@__PURE__*/ new Vector3()
  3066. ];
  3067. const _vector$b = /*@__PURE__*/ new Vector3();
  3068. const _box$4 = /*@__PURE__*/ new Box3();
  3069. // triangle centered vertices
  3070. const _v0$2 = /*@__PURE__*/ new Vector3();
  3071. const _v1$7 = /*@__PURE__*/ new Vector3();
  3072. const _v2$4 = /*@__PURE__*/ new Vector3();
  3073. // triangle edge vectors
  3074. const _f0 = /*@__PURE__*/ new Vector3();
  3075. const _f1 = /*@__PURE__*/ new Vector3();
  3076. const _f2 = /*@__PURE__*/ new Vector3();
  3077. const _center = /*@__PURE__*/ new Vector3();
  3078. const _extents = /*@__PURE__*/ new Vector3();
  3079. const _triangleNormal = /*@__PURE__*/ new Vector3();
  3080. const _testAxis = /*@__PURE__*/ new Vector3();
  3081. function satForAxes( axes, v0, v1, v2, extents ) {
  3082. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3083. _testAxis.fromArray( axes, i );
  3084. // project the aabb onto the separating axis
  3085. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3086. // project all 3 vertices of the triangle onto the separating axis
  3087. const p0 = v0.dot( _testAxis );
  3088. const p1 = v1.dot( _testAxis );
  3089. const p2 = v2.dot( _testAxis );
  3090. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3091. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3092. // points of the projected triangle are outside the projected half-length of the aabb
  3093. // the axis is separating and we can exit
  3094. return false;
  3095. }
  3096. }
  3097. return true;
  3098. }
  3099. const _box$3 = /*@__PURE__*/ new Box3();
  3100. const _v1$6 = /*@__PURE__*/ new Vector3();
  3101. const _v2$3 = /*@__PURE__*/ new Vector3();
  3102. class Sphere {
  3103. constructor( center = new Vector3(), radius = - 1 ) {
  3104. this.isSphere = true;
  3105. this.center = center;
  3106. this.radius = radius;
  3107. }
  3108. set( center, radius ) {
  3109. this.center.copy( center );
  3110. this.radius = radius;
  3111. return this;
  3112. }
  3113. setFromPoints( points, optionalCenter ) {
  3114. const center = this.center;
  3115. if ( optionalCenter !== undefined ) {
  3116. center.copy( optionalCenter );
  3117. } else {
  3118. _box$3.setFromPoints( points ).getCenter( center );
  3119. }
  3120. let maxRadiusSq = 0;
  3121. for ( let i = 0, il = points.length; i < il; i ++ ) {
  3122. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3123. }
  3124. this.radius = Math.sqrt( maxRadiusSq );
  3125. return this;
  3126. }
  3127. copy( sphere ) {
  3128. this.center.copy( sphere.center );
  3129. this.radius = sphere.radius;
  3130. return this;
  3131. }
  3132. isEmpty() {
  3133. return ( this.radius < 0 );
  3134. }
  3135. makeEmpty() {
  3136. this.center.set( 0, 0, 0 );
  3137. this.radius = - 1;
  3138. return this;
  3139. }
  3140. containsPoint( point ) {
  3141. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3142. }
  3143. distanceToPoint( point ) {
  3144. return ( point.distanceTo( this.center ) - this.radius );
  3145. }
  3146. intersectsSphere( sphere ) {
  3147. const radiusSum = this.radius + sphere.radius;
  3148. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3149. }
  3150. intersectsBox( box ) {
  3151. return box.intersectsSphere( this );
  3152. }
  3153. intersectsPlane( plane ) {
  3154. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  3155. }
  3156. clampPoint( point, target ) {
  3157. const deltaLengthSq = this.center.distanceToSquared( point );
  3158. target.copy( point );
  3159. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3160. target.sub( this.center ).normalize();
  3161. target.multiplyScalar( this.radius ).add( this.center );
  3162. }
  3163. return target;
  3164. }
  3165. getBoundingBox( target ) {
  3166. if ( this.isEmpty() ) {
  3167. // Empty sphere produces empty bounding box
  3168. target.makeEmpty();
  3169. return target;
  3170. }
  3171. target.set( this.center, this.center );
  3172. target.expandByScalar( this.radius );
  3173. return target;
  3174. }
  3175. applyMatrix4( matrix ) {
  3176. this.center.applyMatrix4( matrix );
  3177. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3178. return this;
  3179. }
  3180. translate( offset ) {
  3181. this.center.add( offset );
  3182. return this;
  3183. }
  3184. expandByPoint( point ) {
  3185. if ( this.isEmpty() ) {
  3186. this.center.copy( point );
  3187. this.radius = 0;
  3188. return this;
  3189. }
  3190. _v1$6.subVectors( point, this.center );
  3191. const lengthSq = _v1$6.lengthSq();
  3192. if ( lengthSq > ( this.radius * this.radius ) ) {
  3193. // calculate the minimal sphere
  3194. const length = Math.sqrt( lengthSq );
  3195. const delta = ( length - this.radius ) * 0.5;
  3196. this.center.addScaledVector( _v1$6, delta / length );
  3197. this.radius += delta;
  3198. }
  3199. return this;
  3200. }
  3201. union( sphere ) {
  3202. if ( sphere.isEmpty() ) {
  3203. return this;
  3204. }
  3205. if ( this.isEmpty() ) {
  3206. this.copy( sphere );
  3207. return this;
  3208. }
  3209. if ( this.center.equals( sphere.center ) === true ) {
  3210. this.radius = Math.max( this.radius, sphere.radius );
  3211. } else {
  3212. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  3213. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  3214. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  3215. }
  3216. return this;
  3217. }
  3218. equals( sphere ) {
  3219. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3220. }
  3221. clone() {
  3222. return new this.constructor().copy( this );
  3223. }
  3224. }
  3225. const _vector$a = /*@__PURE__*/ new Vector3();
  3226. const _segCenter = /*@__PURE__*/ new Vector3();
  3227. const _segDir = /*@__PURE__*/ new Vector3();
  3228. const _diff = /*@__PURE__*/ new Vector3();
  3229. const _edge1 = /*@__PURE__*/ new Vector3();
  3230. const _edge2 = /*@__PURE__*/ new Vector3();
  3231. const _normal$2 = /*@__PURE__*/ new Vector3();
  3232. class Ray {
  3233. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
  3234. this.origin = origin;
  3235. this.direction = direction;
  3236. }
  3237. set( origin, direction ) {
  3238. this.origin.copy( origin );
  3239. this.direction.copy( direction );
  3240. return this;
  3241. }
  3242. copy( ray ) {
  3243. this.origin.copy( ray.origin );
  3244. this.direction.copy( ray.direction );
  3245. return this;
  3246. }
  3247. at( t, target ) {
  3248. return target.copy( this.origin ).addScaledVector( this.direction, t );
  3249. }
  3250. lookAt( v ) {
  3251. this.direction.copy( v ).sub( this.origin ).normalize();
  3252. return this;
  3253. }
  3254. recast( t ) {
  3255. this.origin.copy( this.at( t, _vector$a ) );
  3256. return this;
  3257. }
  3258. closestPointToPoint( point, target ) {
  3259. target.subVectors( point, this.origin );
  3260. const directionDistance = target.dot( this.direction );
  3261. if ( directionDistance < 0 ) {
  3262. return target.copy( this.origin );
  3263. }
  3264. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  3265. }
  3266. distanceToPoint( point ) {
  3267. return Math.sqrt( this.distanceSqToPoint( point ) );
  3268. }
  3269. distanceSqToPoint( point ) {
  3270. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  3271. // point behind the ray
  3272. if ( directionDistance < 0 ) {
  3273. return this.origin.distanceToSquared( point );
  3274. }
  3275. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  3276. return _vector$a.distanceToSquared( point );
  3277. }
  3278. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3279. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3280. // It returns the min distance between the ray and the segment
  3281. // defined by v0 and v1
  3282. // It can also set two optional targets :
  3283. // - The closest point on the ray
  3284. // - The closest point on the segment
  3285. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  3286. _segDir.copy( v1 ).sub( v0 ).normalize();
  3287. _diff.copy( this.origin ).sub( _segCenter );
  3288. const segExtent = v0.distanceTo( v1 ) * 0.5;
  3289. const a01 = - this.direction.dot( _segDir );
  3290. const b0 = _diff.dot( this.direction );
  3291. const b1 = - _diff.dot( _segDir );
  3292. const c = _diff.lengthSq();
  3293. const det = Math.abs( 1 - a01 * a01 );
  3294. let s0, s1, sqrDist, extDet;
  3295. if ( det > 0 ) {
  3296. // The ray and segment are not parallel.
  3297. s0 = a01 * b1 - b0;
  3298. s1 = a01 * b0 - b1;
  3299. extDet = segExtent * det;
  3300. if ( s0 >= 0 ) {
  3301. if ( s1 >= - extDet ) {
  3302. if ( s1 <= extDet ) {
  3303. // region 0
  3304. // Minimum at interior points of ray and segment.
  3305. const invDet = 1 / det;
  3306. s0 *= invDet;
  3307. s1 *= invDet;
  3308. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3309. } else {
  3310. // region 1
  3311. s1 = segExtent;
  3312. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3313. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3314. }
  3315. } else {
  3316. // region 5
  3317. s1 = - segExtent;
  3318. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3319. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3320. }
  3321. } else {
  3322. if ( s1 <= - extDet ) {
  3323. // region 4
  3324. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3325. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3326. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3327. } else if ( s1 <= extDet ) {
  3328. // region 3
  3329. s0 = 0;
  3330. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3331. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3332. } else {
  3333. // region 2
  3334. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3335. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3336. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3337. }
  3338. }
  3339. } else {
  3340. // Ray and segment are parallel.
  3341. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3342. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3343. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3344. }
  3345. if ( optionalPointOnRay ) {
  3346. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  3347. }
  3348. if ( optionalPointOnSegment ) {
  3349. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  3350. }
  3351. return sqrDist;
  3352. }
  3353. intersectSphere( sphere, target ) {
  3354. _vector$a.subVectors( sphere.center, this.origin );
  3355. const tca = _vector$a.dot( this.direction );
  3356. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  3357. const radius2 = sphere.radius * sphere.radius;
  3358. if ( d2 > radius2 ) return null;
  3359. const thc = Math.sqrt( radius2 - d2 );
  3360. // t0 = first intersect point - entrance on front of sphere
  3361. const t0 = tca - thc;
  3362. // t1 = second intersect point - exit point on back of sphere
  3363. const t1 = tca + thc;
  3364. // test to see if t1 is behind the ray - if so, return null
  3365. if ( t1 < 0 ) return null;
  3366. // test to see if t0 is behind the ray:
  3367. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3368. // in order to always return an intersect point that is in front of the ray.
  3369. if ( t0 < 0 ) return this.at( t1, target );
  3370. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3371. return this.at( t0, target );
  3372. }
  3373. intersectsSphere( sphere ) {
  3374. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  3375. }
  3376. distanceToPlane( plane ) {
  3377. const denominator = plane.normal.dot( this.direction );
  3378. if ( denominator === 0 ) {
  3379. // line is coplanar, return origin
  3380. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  3381. return 0;
  3382. }
  3383. // Null is preferable to undefined since undefined means.... it is undefined
  3384. return null;
  3385. }
  3386. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3387. // Return if the ray never intersects the plane
  3388. return t >= 0 ? t : null;
  3389. }
  3390. intersectPlane( plane, target ) {
  3391. const t = this.distanceToPlane( plane );
  3392. if ( t === null ) {
  3393. return null;
  3394. }
  3395. return this.at( t, target );
  3396. }
  3397. intersectsPlane( plane ) {
  3398. // check if the ray lies on the plane first
  3399. const distToPoint = plane.distanceToPoint( this.origin );
  3400. if ( distToPoint === 0 ) {
  3401. return true;
  3402. }
  3403. const denominator = plane.normal.dot( this.direction );
  3404. if ( denominator * distToPoint < 0 ) {
  3405. return true;
  3406. }
  3407. // ray origin is behind the plane (and is pointing behind it)
  3408. return false;
  3409. }
  3410. intersectBox( box, target ) {
  3411. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  3412. const invdirx = 1 / this.direction.x,
  3413. invdiry = 1 / this.direction.y,
  3414. invdirz = 1 / this.direction.z;
  3415. const origin = this.origin;
  3416. if ( invdirx >= 0 ) {
  3417. tmin = ( box.min.x - origin.x ) * invdirx;
  3418. tmax = ( box.max.x - origin.x ) * invdirx;
  3419. } else {
  3420. tmin = ( box.max.x - origin.x ) * invdirx;
  3421. tmax = ( box.min.x - origin.x ) * invdirx;
  3422. }
  3423. if ( invdiry >= 0 ) {
  3424. tymin = ( box.min.y - origin.y ) * invdiry;
  3425. tymax = ( box.max.y - origin.y ) * invdiry;
  3426. } else {
  3427. tymin = ( box.max.y - origin.y ) * invdiry;
  3428. tymax = ( box.min.y - origin.y ) * invdiry;
  3429. }
  3430. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3431. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  3432. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  3433. if ( invdirz >= 0 ) {
  3434. tzmin = ( box.min.z - origin.z ) * invdirz;
  3435. tzmax = ( box.max.z - origin.z ) * invdirz;
  3436. } else {
  3437. tzmin = ( box.max.z - origin.z ) * invdirz;
  3438. tzmax = ( box.min.z - origin.z ) * invdirz;
  3439. }
  3440. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3441. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3442. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3443. //return point closest to the ray (positive side)
  3444. if ( tmax < 0 ) return null;
  3445. return this.at( tmin >= 0 ? tmin : tmax, target );
  3446. }
  3447. intersectsBox( box ) {
  3448. return this.intersectBox( box, _vector$a ) !== null;
  3449. }
  3450. intersectTriangle( a, b, c, backfaceCulling, target ) {
  3451. // Compute the offset origin, edges, and normal.
  3452. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3453. _edge1.subVectors( b, a );
  3454. _edge2.subVectors( c, a );
  3455. _normal$2.crossVectors( _edge1, _edge2 );
  3456. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3457. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3458. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3459. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3460. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3461. let DdN = this.direction.dot( _normal$2 );
  3462. let sign;
  3463. if ( DdN > 0 ) {
  3464. if ( backfaceCulling ) return null;
  3465. sign = 1;
  3466. } else if ( DdN < 0 ) {
  3467. sign = - 1;
  3468. DdN = - DdN;
  3469. } else {
  3470. return null;
  3471. }
  3472. _diff.subVectors( this.origin, a );
  3473. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  3474. // b1 < 0, no intersection
  3475. if ( DdQxE2 < 0 ) {
  3476. return null;
  3477. }
  3478. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  3479. // b2 < 0, no intersection
  3480. if ( DdE1xQ < 0 ) {
  3481. return null;
  3482. }
  3483. // b1+b2 > 1, no intersection
  3484. if ( DdQxE2 + DdE1xQ > DdN ) {
  3485. return null;
  3486. }
  3487. // Line intersects triangle, check if ray does.
  3488. const QdN = - sign * _diff.dot( _normal$2 );
  3489. // t < 0, no intersection
  3490. if ( QdN < 0 ) {
  3491. return null;
  3492. }
  3493. // Ray intersects triangle.
  3494. return this.at( QdN / DdN, target );
  3495. }
  3496. applyMatrix4( matrix4 ) {
  3497. this.origin.applyMatrix4( matrix4 );
  3498. this.direction.transformDirection( matrix4 );
  3499. return this;
  3500. }
  3501. equals( ray ) {
  3502. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3503. }
  3504. clone() {
  3505. return new this.constructor().copy( this );
  3506. }
  3507. }
  3508. class Matrix4 {
  3509. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3510. Matrix4.prototype.isMatrix4 = true;
  3511. this.elements = [
  3512. 1, 0, 0, 0,
  3513. 0, 1, 0, 0,
  3514. 0, 0, 1, 0,
  3515. 0, 0, 0, 1
  3516. ];
  3517. if ( n11 !== undefined ) {
  3518. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  3519. }
  3520. }
  3521. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3522. const te = this.elements;
  3523. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  3524. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  3525. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  3526. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  3527. return this;
  3528. }
  3529. identity() {
  3530. this.set(
  3531. 1, 0, 0, 0,
  3532. 0, 1, 0, 0,
  3533. 0, 0, 1, 0,
  3534. 0, 0, 0, 1
  3535. );
  3536. return this;
  3537. }
  3538. clone() {
  3539. return new Matrix4().fromArray( this.elements );
  3540. }
  3541. copy( m ) {
  3542. const te = this.elements;
  3543. const me = m.elements;
  3544. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  3545. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  3546. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  3547. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  3548. return this;
  3549. }
  3550. copyPosition( m ) {
  3551. const te = this.elements, me = m.elements;
  3552. te[ 12 ] = me[ 12 ];
  3553. te[ 13 ] = me[ 13 ];
  3554. te[ 14 ] = me[ 14 ];
  3555. return this;
  3556. }
  3557. setFromMatrix3( m ) {
  3558. const me = m.elements;
  3559. this.set(
  3560. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  3561. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  3562. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  3563. 0, 0, 0, 1
  3564. );
  3565. return this;
  3566. }
  3567. extractBasis( xAxis, yAxis, zAxis ) {
  3568. xAxis.setFromMatrixColumn( this, 0 );
  3569. yAxis.setFromMatrixColumn( this, 1 );
  3570. zAxis.setFromMatrixColumn( this, 2 );
  3571. return this;
  3572. }
  3573. makeBasis( xAxis, yAxis, zAxis ) {
  3574. this.set(
  3575. xAxis.x, yAxis.x, zAxis.x, 0,
  3576. xAxis.y, yAxis.y, zAxis.y, 0,
  3577. xAxis.z, yAxis.z, zAxis.z, 0,
  3578. 0, 0, 0, 1
  3579. );
  3580. return this;
  3581. }
  3582. extractRotation( m ) {
  3583. // this method does not support reflection matrices
  3584. const te = this.elements;
  3585. const me = m.elements;
  3586. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  3587. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  3588. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  3589. te[ 0 ] = me[ 0 ] * scaleX;
  3590. te[ 1 ] = me[ 1 ] * scaleX;
  3591. te[ 2 ] = me[ 2 ] * scaleX;
  3592. te[ 3 ] = 0;
  3593. te[ 4 ] = me[ 4 ] * scaleY;
  3594. te[ 5 ] = me[ 5 ] * scaleY;
  3595. te[ 6 ] = me[ 6 ] * scaleY;
  3596. te[ 7 ] = 0;
  3597. te[ 8 ] = me[ 8 ] * scaleZ;
  3598. te[ 9 ] = me[ 9 ] * scaleZ;
  3599. te[ 10 ] = me[ 10 ] * scaleZ;
  3600. te[ 11 ] = 0;
  3601. te[ 12 ] = 0;
  3602. te[ 13 ] = 0;
  3603. te[ 14 ] = 0;
  3604. te[ 15 ] = 1;
  3605. return this;
  3606. }
  3607. makeRotationFromEuler( euler ) {
  3608. const te = this.elements;
  3609. const x = euler.x, y = euler.y, z = euler.z;
  3610. const a = Math.cos( x ), b = Math.sin( x );
  3611. const c = Math.cos( y ), d = Math.sin( y );
  3612. const e = Math.cos( z ), f = Math.sin( z );
  3613. if ( euler.order === 'XYZ' ) {
  3614. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  3615. te[ 0 ] = c * e;
  3616. te[ 4 ] = - c * f;
  3617. te[ 8 ] = d;
  3618. te[ 1 ] = af + be * d;
  3619. te[ 5 ] = ae - bf * d;
  3620. te[ 9 ] = - b * c;
  3621. te[ 2 ] = bf - ae * d;
  3622. te[ 6 ] = be + af * d;
  3623. te[ 10 ] = a * c;
  3624. } else if ( euler.order === 'YXZ' ) {
  3625. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  3626. te[ 0 ] = ce + df * b;
  3627. te[ 4 ] = de * b - cf;
  3628. te[ 8 ] = a * d;
  3629. te[ 1 ] = a * f;
  3630. te[ 5 ] = a * e;
  3631. te[ 9 ] = - b;
  3632. te[ 2 ] = cf * b - de;
  3633. te[ 6 ] = df + ce * b;
  3634. te[ 10 ] = a * c;
  3635. } else if ( euler.order === 'ZXY' ) {
  3636. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  3637. te[ 0 ] = ce - df * b;
  3638. te[ 4 ] = - a * f;
  3639. te[ 8 ] = de + cf * b;
  3640. te[ 1 ] = cf + de * b;
  3641. te[ 5 ] = a * e;
  3642. te[ 9 ] = df - ce * b;
  3643. te[ 2 ] = - a * d;
  3644. te[ 6 ] = b;
  3645. te[ 10 ] = a * c;
  3646. } else if ( euler.order === 'ZYX' ) {
  3647. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  3648. te[ 0 ] = c * e;
  3649. te[ 4 ] = be * d - af;
  3650. te[ 8 ] = ae * d + bf;
  3651. te[ 1 ] = c * f;
  3652. te[ 5 ] = bf * d + ae;
  3653. te[ 9 ] = af * d - be;
  3654. te[ 2 ] = - d;
  3655. te[ 6 ] = b * c;
  3656. te[ 10 ] = a * c;
  3657. } else if ( euler.order === 'YZX' ) {
  3658. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3659. te[ 0 ] = c * e;
  3660. te[ 4 ] = bd - ac * f;
  3661. te[ 8 ] = bc * f + ad;
  3662. te[ 1 ] = f;
  3663. te[ 5 ] = a * e;
  3664. te[ 9 ] = - b * e;
  3665. te[ 2 ] = - d * e;
  3666. te[ 6 ] = ad * f + bc;
  3667. te[ 10 ] = ac - bd * f;
  3668. } else if ( euler.order === 'XZY' ) {
  3669. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3670. te[ 0 ] = c * e;
  3671. te[ 4 ] = - f;
  3672. te[ 8 ] = d * e;
  3673. te[ 1 ] = ac * f + bd;
  3674. te[ 5 ] = a * e;
  3675. te[ 9 ] = ad * f - bc;
  3676. te[ 2 ] = bc * f - ad;
  3677. te[ 6 ] = b * e;
  3678. te[ 10 ] = bd * f + ac;
  3679. }
  3680. // bottom row
  3681. te[ 3 ] = 0;
  3682. te[ 7 ] = 0;
  3683. te[ 11 ] = 0;
  3684. // last column
  3685. te[ 12 ] = 0;
  3686. te[ 13 ] = 0;
  3687. te[ 14 ] = 0;
  3688. te[ 15 ] = 1;
  3689. return this;
  3690. }
  3691. makeRotationFromQuaternion( q ) {
  3692. return this.compose( _zero, q, _one );
  3693. }
  3694. lookAt( eye, target, up ) {
  3695. const te = this.elements;
  3696. _z.subVectors( eye, target );
  3697. if ( _z.lengthSq() === 0 ) {
  3698. // eye and target are in the same position
  3699. _z.z = 1;
  3700. }
  3701. _z.normalize();
  3702. _x.crossVectors( up, _z );
  3703. if ( _x.lengthSq() === 0 ) {
  3704. // up and z are parallel
  3705. if ( Math.abs( up.z ) === 1 ) {
  3706. _z.x += 0.0001;
  3707. } else {
  3708. _z.z += 0.0001;
  3709. }
  3710. _z.normalize();
  3711. _x.crossVectors( up, _z );
  3712. }
  3713. _x.normalize();
  3714. _y.crossVectors( _z, _x );
  3715. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  3716. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  3717. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  3718. return this;
  3719. }
  3720. multiply( m ) {
  3721. return this.multiplyMatrices( this, m );
  3722. }
  3723. premultiply( m ) {
  3724. return this.multiplyMatrices( m, this );
  3725. }
  3726. multiplyMatrices( a, b ) {
  3727. const ae = a.elements;
  3728. const be = b.elements;
  3729. const te = this.elements;
  3730. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  3731. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  3732. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  3733. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  3734. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  3735. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  3736. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  3737. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  3738. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3739. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3740. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3741. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3742. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3743. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3744. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3745. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3746. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3747. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3748. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3749. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3750. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3751. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3752. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3753. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3754. return this;
  3755. }
  3756. multiplyScalar( s ) {
  3757. const te = this.elements;
  3758. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  3759. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  3760. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  3761. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  3762. return this;
  3763. }
  3764. determinant() {
  3765. const te = this.elements;
  3766. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  3767. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  3768. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  3769. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  3770. //TODO: make this more efficient
  3771. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3772. return (
  3773. n41 * (
  3774. + n14 * n23 * n32
  3775. - n13 * n24 * n32
  3776. - n14 * n22 * n33
  3777. + n12 * n24 * n33
  3778. + n13 * n22 * n34
  3779. - n12 * n23 * n34
  3780. ) +
  3781. n42 * (
  3782. + n11 * n23 * n34
  3783. - n11 * n24 * n33
  3784. + n14 * n21 * n33
  3785. - n13 * n21 * n34
  3786. + n13 * n24 * n31
  3787. - n14 * n23 * n31
  3788. ) +
  3789. n43 * (
  3790. + n11 * n24 * n32
  3791. - n11 * n22 * n34
  3792. - n14 * n21 * n32
  3793. + n12 * n21 * n34
  3794. + n14 * n22 * n31
  3795. - n12 * n24 * n31
  3796. ) +
  3797. n44 * (
  3798. - n13 * n22 * n31
  3799. - n11 * n23 * n32
  3800. + n11 * n22 * n33
  3801. + n13 * n21 * n32
  3802. - n12 * n21 * n33
  3803. + n12 * n23 * n31
  3804. )
  3805. );
  3806. }
  3807. transpose() {
  3808. const te = this.elements;
  3809. let tmp;
  3810. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  3811. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  3812. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  3813. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  3814. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  3815. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  3816. return this;
  3817. }
  3818. setPosition( x, y, z ) {
  3819. const te = this.elements;
  3820. if ( x.isVector3 ) {
  3821. te[ 12 ] = x.x;
  3822. te[ 13 ] = x.y;
  3823. te[ 14 ] = x.z;
  3824. } else {
  3825. te[ 12 ] = x;
  3826. te[ 13 ] = y;
  3827. te[ 14 ] = z;
  3828. }
  3829. return this;
  3830. }
  3831. invert() {
  3832. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3833. const te = this.elements,
  3834. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  3835. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  3836. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  3837. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  3838. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3839. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3840. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3841. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3842. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3843. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  3844. const detInv = 1 / det;
  3845. te[ 0 ] = t11 * detInv;
  3846. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  3847. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  3848. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  3849. te[ 4 ] = t12 * detInv;
  3850. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  3851. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  3852. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  3853. te[ 8 ] = t13 * detInv;
  3854. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  3855. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  3856. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  3857. te[ 12 ] = t14 * detInv;
  3858. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  3859. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  3860. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  3861. return this;
  3862. }
  3863. scale( v ) {
  3864. const te = this.elements;
  3865. const x = v.x, y = v.y, z = v.z;
  3866. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  3867. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  3868. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  3869. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  3870. return this;
  3871. }
  3872. getMaxScaleOnAxis() {
  3873. const te = this.elements;
  3874. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  3875. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  3876. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  3877. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  3878. }
  3879. makeTranslation( x, y, z ) {
  3880. if ( x.isVector3 ) {
  3881. this.set(
  3882. 1, 0, 0, x.x,
  3883. 0, 1, 0, x.y,
  3884. 0, 0, 1, x.z,
  3885. 0, 0, 0, 1
  3886. );
  3887. } else {
  3888. this.set(
  3889. 1, 0, 0, x,
  3890. 0, 1, 0, y,
  3891. 0, 0, 1, z,
  3892. 0, 0, 0, 1
  3893. );
  3894. }
  3895. return this;
  3896. }
  3897. makeRotationX( theta ) {
  3898. const c = Math.cos( theta ), s = Math.sin( theta );
  3899. this.set(
  3900. 1, 0, 0, 0,
  3901. 0, c, - s, 0,
  3902. 0, s, c, 0,
  3903. 0, 0, 0, 1
  3904. );
  3905. return this;
  3906. }
  3907. makeRotationY( theta ) {
  3908. const c = Math.cos( theta ), s = Math.sin( theta );
  3909. this.set(
  3910. c, 0, s, 0,
  3911. 0, 1, 0, 0,
  3912. - s, 0, c, 0,
  3913. 0, 0, 0, 1
  3914. );
  3915. return this;
  3916. }
  3917. makeRotationZ( theta ) {
  3918. const c = Math.cos( theta ), s = Math.sin( theta );
  3919. this.set(
  3920. c, - s, 0, 0,
  3921. s, c, 0, 0,
  3922. 0, 0, 1, 0,
  3923. 0, 0, 0, 1
  3924. );
  3925. return this;
  3926. }
  3927. makeRotationAxis( axis, angle ) {
  3928. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3929. const c = Math.cos( angle );
  3930. const s = Math.sin( angle );
  3931. const t = 1 - c;
  3932. const x = axis.x, y = axis.y, z = axis.z;
  3933. const tx = t * x, ty = t * y;
  3934. this.set(
  3935. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3936. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3937. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3938. 0, 0, 0, 1
  3939. );
  3940. return this;
  3941. }
  3942. makeScale( x, y, z ) {
  3943. this.set(
  3944. x, 0, 0, 0,
  3945. 0, y, 0, 0,
  3946. 0, 0, z, 0,
  3947. 0, 0, 0, 1
  3948. );
  3949. return this;
  3950. }
  3951. makeShear( xy, xz, yx, yz, zx, zy ) {
  3952. this.set(
  3953. 1, yx, zx, 0,
  3954. xy, 1, zy, 0,
  3955. xz, yz, 1, 0,
  3956. 0, 0, 0, 1
  3957. );
  3958. return this;
  3959. }
  3960. compose( position, quaternion, scale ) {
  3961. const te = this.elements;
  3962. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  3963. const x2 = x + x, y2 = y + y, z2 = z + z;
  3964. const xx = x * x2, xy = x * y2, xz = x * z2;
  3965. const yy = y * y2, yz = y * z2, zz = z * z2;
  3966. const wx = w * x2, wy = w * y2, wz = w * z2;
  3967. const sx = scale.x, sy = scale.y, sz = scale.z;
  3968. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  3969. te[ 1 ] = ( xy + wz ) * sx;
  3970. te[ 2 ] = ( xz - wy ) * sx;
  3971. te[ 3 ] = 0;
  3972. te[ 4 ] = ( xy - wz ) * sy;
  3973. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  3974. te[ 6 ] = ( yz + wx ) * sy;
  3975. te[ 7 ] = 0;
  3976. te[ 8 ] = ( xz + wy ) * sz;
  3977. te[ 9 ] = ( yz - wx ) * sz;
  3978. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  3979. te[ 11 ] = 0;
  3980. te[ 12 ] = position.x;
  3981. te[ 13 ] = position.y;
  3982. te[ 14 ] = position.z;
  3983. te[ 15 ] = 1;
  3984. return this;
  3985. }
  3986. decompose( position, quaternion, scale ) {
  3987. const te = this.elements;
  3988. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3989. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3990. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3991. // if determine is negative, we need to invert one scale
  3992. const det = this.determinant();
  3993. if ( det < 0 ) sx = - sx;
  3994. position.x = te[ 12 ];
  3995. position.y = te[ 13 ];
  3996. position.z = te[ 14 ];
  3997. // scale the rotation part
  3998. _m1$2.copy( this );
  3999. const invSX = 1 / sx;
  4000. const invSY = 1 / sy;
  4001. const invSZ = 1 / sz;
  4002. _m1$2.elements[ 0 ] *= invSX;
  4003. _m1$2.elements[ 1 ] *= invSX;
  4004. _m1$2.elements[ 2 ] *= invSX;
  4005. _m1$2.elements[ 4 ] *= invSY;
  4006. _m1$2.elements[ 5 ] *= invSY;
  4007. _m1$2.elements[ 6 ] *= invSY;
  4008. _m1$2.elements[ 8 ] *= invSZ;
  4009. _m1$2.elements[ 9 ] *= invSZ;
  4010. _m1$2.elements[ 10 ] *= invSZ;
  4011. quaternion.setFromRotationMatrix( _m1$2 );
  4012. scale.x = sx;
  4013. scale.y = sy;
  4014. scale.z = sz;
  4015. return this;
  4016. }
  4017. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  4018. const te = this.elements;
  4019. const x = 2 * near / ( right - left );
  4020. const y = 2 * near / ( top - bottom );
  4021. const a = ( right + left ) / ( right - left );
  4022. const b = ( top + bottom ) / ( top - bottom );
  4023. let c, d;
  4024. if ( coordinateSystem === WebGLCoordinateSystem ) {
  4025. c = - ( far + near ) / ( far - near );
  4026. d = ( - 2 * far * near ) / ( far - near );
  4027. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  4028. c = - far / ( far - near );
  4029. d = ( - far * near ) / ( far - near );
  4030. } else {
  4031. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  4032. }
  4033. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  4034. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  4035. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  4036. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  4037. return this;
  4038. }
  4039. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  4040. const te = this.elements;
  4041. const w = 1.0 / ( right - left );
  4042. const h = 1.0 / ( top - bottom );
  4043. const p = 1.0 / ( far - near );
  4044. const x = ( right + left ) * w;
  4045. const y = ( top + bottom ) * h;
  4046. let z, zInv;
  4047. if ( coordinateSystem === WebGLCoordinateSystem ) {
  4048. z = ( far + near ) * p;
  4049. zInv = - 2 * p;
  4050. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  4051. z = near * p;
  4052. zInv = - 1 * p;
  4053. } else {
  4054. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  4055. }
  4056. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  4057. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  4058. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
  4059. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  4060. return this;
  4061. }
  4062. equals( matrix ) {
  4063. const te = this.elements;
  4064. const me = matrix.elements;
  4065. for ( let i = 0; i < 16; i ++ ) {
  4066. if ( te[ i ] !== me[ i ] ) return false;
  4067. }
  4068. return true;
  4069. }
  4070. fromArray( array, offset = 0 ) {
  4071. for ( let i = 0; i < 16; i ++ ) {
  4072. this.elements[ i ] = array[ i + offset ];
  4073. }
  4074. return this;
  4075. }
  4076. toArray( array = [], offset = 0 ) {
  4077. const te = this.elements;
  4078. array[ offset ] = te[ 0 ];
  4079. array[ offset + 1 ] = te[ 1 ];
  4080. array[ offset + 2 ] = te[ 2 ];
  4081. array[ offset + 3 ] = te[ 3 ];
  4082. array[ offset + 4 ] = te[ 4 ];
  4083. array[ offset + 5 ] = te[ 5 ];
  4084. array[ offset + 6 ] = te[ 6 ];
  4085. array[ offset + 7 ] = te[ 7 ];
  4086. array[ offset + 8 ] = te[ 8 ];
  4087. array[ offset + 9 ] = te[ 9 ];
  4088. array[ offset + 10 ] = te[ 10 ];
  4089. array[ offset + 11 ] = te[ 11 ];
  4090. array[ offset + 12 ] = te[ 12 ];
  4091. array[ offset + 13 ] = te[ 13 ];
  4092. array[ offset + 14 ] = te[ 14 ];
  4093. array[ offset + 15 ] = te[ 15 ];
  4094. return array;
  4095. }
  4096. }
  4097. const _v1$5 = /*@__PURE__*/ new Vector3();
  4098. const _m1$2 = /*@__PURE__*/ new Matrix4();
  4099. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  4100. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  4101. const _x = /*@__PURE__*/ new Vector3();
  4102. const _y = /*@__PURE__*/ new Vector3();
  4103. const _z = /*@__PURE__*/ new Vector3();
  4104. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  4105. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  4106. class Euler {
  4107. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  4108. this.isEuler = true;
  4109. this._x = x;
  4110. this._y = y;
  4111. this._z = z;
  4112. this._order = order;
  4113. }
  4114. get x() {
  4115. return this._x;
  4116. }
  4117. set x( value ) {
  4118. this._x = value;
  4119. this._onChangeCallback();
  4120. }
  4121. get y() {
  4122. return this._y;
  4123. }
  4124. set y( value ) {
  4125. this._y = value;
  4126. this._onChangeCallback();
  4127. }
  4128. get z() {
  4129. return this._z;
  4130. }
  4131. set z( value ) {
  4132. this._z = value;
  4133. this._onChangeCallback();
  4134. }
  4135. get order() {
  4136. return this._order;
  4137. }
  4138. set order( value ) {
  4139. this._order = value;
  4140. this._onChangeCallback();
  4141. }
  4142. set( x, y, z, order = this._order ) {
  4143. this._x = x;
  4144. this._y = y;
  4145. this._z = z;
  4146. this._order = order;
  4147. this._onChangeCallback();
  4148. return this;
  4149. }
  4150. clone() {
  4151. return new this.constructor( this._x, this._y, this._z, this._order );
  4152. }
  4153. copy( euler ) {
  4154. this._x = euler._x;
  4155. this._y = euler._y;
  4156. this._z = euler._z;
  4157. this._order = euler._order;
  4158. this._onChangeCallback();
  4159. return this;
  4160. }
  4161. setFromRotationMatrix( m, order = this._order, update = true ) {
  4162. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4163. const te = m.elements;
  4164. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4165. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4166. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4167. switch ( order ) {
  4168. case 'XYZ':
  4169. this._y = Math.asin( clamp$1( m13, - 1, 1 ) );
  4170. if ( Math.abs( m13 ) < 0.9999999 ) {
  4171. this._x = Math.atan2( - m23, m33 );
  4172. this._z = Math.atan2( - m12, m11 );
  4173. } else {
  4174. this._x = Math.atan2( m32, m22 );
  4175. this._z = 0;
  4176. }
  4177. break;
  4178. case 'YXZ':
  4179. this._x = Math.asin( - clamp$1( m23, - 1, 1 ) );
  4180. if ( Math.abs( m23 ) < 0.9999999 ) {
  4181. this._y = Math.atan2( m13, m33 );
  4182. this._z = Math.atan2( m21, m22 );
  4183. } else {
  4184. this._y = Math.atan2( - m31, m11 );
  4185. this._z = 0;
  4186. }
  4187. break;
  4188. case 'ZXY':
  4189. this._x = Math.asin( clamp$1( m32, - 1, 1 ) );
  4190. if ( Math.abs( m32 ) < 0.9999999 ) {
  4191. this._y = Math.atan2( - m31, m33 );
  4192. this._z = Math.atan2( - m12, m22 );
  4193. } else {
  4194. this._y = 0;
  4195. this._z = Math.atan2( m21, m11 );
  4196. }
  4197. break;
  4198. case 'ZYX':
  4199. this._y = Math.asin( - clamp$1( m31, - 1, 1 ) );
  4200. if ( Math.abs( m31 ) < 0.9999999 ) {
  4201. this._x = Math.atan2( m32, m33 );
  4202. this._z = Math.atan2( m21, m11 );
  4203. } else {
  4204. this._x = 0;
  4205. this._z = Math.atan2( - m12, m22 );
  4206. }
  4207. break;
  4208. case 'YZX':
  4209. this._z = Math.asin( clamp$1( m21, - 1, 1 ) );
  4210. if ( Math.abs( m21 ) < 0.9999999 ) {
  4211. this._x = Math.atan2( - m23, m22 );
  4212. this._y = Math.atan2( - m31, m11 );
  4213. } else {
  4214. this._x = 0;
  4215. this._y = Math.atan2( m13, m33 );
  4216. }
  4217. break;
  4218. case 'XZY':
  4219. this._z = Math.asin( - clamp$1( m12, - 1, 1 ) );
  4220. if ( Math.abs( m12 ) < 0.9999999 ) {
  4221. this._x = Math.atan2( m32, m22 );
  4222. this._y = Math.atan2( m13, m11 );
  4223. } else {
  4224. this._x = Math.atan2( - m23, m33 );
  4225. this._y = 0;
  4226. }
  4227. break;
  4228. default:
  4229. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  4230. }
  4231. this._order = order;
  4232. if ( update === true ) this._onChangeCallback();
  4233. return this;
  4234. }
  4235. setFromQuaternion( q, order, update ) {
  4236. _matrix$2.makeRotationFromQuaternion( q );
  4237. return this.setFromRotationMatrix( _matrix$2, order, update );
  4238. }
  4239. setFromVector3( v, order = this._order ) {
  4240. return this.set( v.x, v.y, v.z, order );
  4241. }
  4242. reorder( newOrder ) {
  4243. // WARNING: this discards revolution information -bhouston
  4244. _quaternion$3.setFromEuler( this );
  4245. return this.setFromQuaternion( _quaternion$3, newOrder );
  4246. }
  4247. equals( euler ) {
  4248. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4249. }
  4250. fromArray( array ) {
  4251. this._x = array[ 0 ];
  4252. this._y = array[ 1 ];
  4253. this._z = array[ 2 ];
  4254. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4255. this._onChangeCallback();
  4256. return this;
  4257. }
  4258. toArray( array = [], offset = 0 ) {
  4259. array[ offset ] = this._x;
  4260. array[ offset + 1 ] = this._y;
  4261. array[ offset + 2 ] = this._z;
  4262. array[ offset + 3 ] = this._order;
  4263. return array;
  4264. }
  4265. _onChange( callback ) {
  4266. this._onChangeCallback = callback;
  4267. return this;
  4268. }
  4269. _onChangeCallback() {}
  4270. *[ Symbol.iterator ]() {
  4271. yield this._x;
  4272. yield this._y;
  4273. yield this._z;
  4274. yield this._order;
  4275. }
  4276. }
  4277. Euler.DEFAULT_ORDER = 'XYZ';
  4278. class Layers {
  4279. constructor() {
  4280. this.mask = 1 | 0;
  4281. }
  4282. set( channel ) {
  4283. this.mask = ( 1 << channel | 0 ) >>> 0;
  4284. }
  4285. enable( channel ) {
  4286. this.mask |= 1 << channel | 0;
  4287. }
  4288. enableAll() {
  4289. this.mask = 0xffffffff | 0;
  4290. }
  4291. toggle( channel ) {
  4292. this.mask ^= 1 << channel | 0;
  4293. }
  4294. disable( channel ) {
  4295. this.mask &= ~ ( 1 << channel | 0 );
  4296. }
  4297. disableAll() {
  4298. this.mask = 0;
  4299. }
  4300. test( layers ) {
  4301. return ( this.mask & layers.mask ) !== 0;
  4302. }
  4303. isEnabled( channel ) {
  4304. return ( this.mask & ( 1 << channel | 0 ) ) !== 0;
  4305. }
  4306. }
  4307. let _object3DId = 0;
  4308. const _v1$4 = /*@__PURE__*/ new Vector3();
  4309. const _q1 = /*@__PURE__*/ new Quaternion();
  4310. const _m1$1 = /*@__PURE__*/ new Matrix4();
  4311. const _target$1 = /*@__PURE__*/ new Vector3();
  4312. const _position$3 = /*@__PURE__*/ new Vector3();
  4313. const _scale$2 = /*@__PURE__*/ new Vector3();
  4314. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  4315. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  4316. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  4317. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  4318. const _addedEvent = { type: 'added' };
  4319. const _removedEvent = { type: 'removed' };
  4320. const _childaddedEvent = { type: 'childadded', child: null };
  4321. const _childremovedEvent = { type: 'childremoved', child: null };
  4322. class Object3D extends EventDispatcher {
  4323. constructor() {
  4324. super();
  4325. this.isObject3D = true;
  4326. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  4327. this.uuid = generateUUID();
  4328. this.name = '';
  4329. this.type = 'Object3D';
  4330. this.parent = null;
  4331. this.children = [];
  4332. this.up = Object3D.DEFAULT_UP.clone();
  4333. const position = new Vector3();
  4334. const rotation = new Euler();
  4335. const quaternion = new Quaternion();
  4336. const scale = new Vector3( 1, 1, 1 );
  4337. function onRotationChange() {
  4338. quaternion.setFromEuler( rotation, false );
  4339. }
  4340. function onQuaternionChange() {
  4341. rotation.setFromQuaternion( quaternion, undefined, false );
  4342. }
  4343. rotation._onChange( onRotationChange );
  4344. quaternion._onChange( onQuaternionChange );
  4345. Object.defineProperties( this, {
  4346. position: {
  4347. configurable: true,
  4348. enumerable: true,
  4349. value: position
  4350. },
  4351. rotation: {
  4352. configurable: true,
  4353. enumerable: true,
  4354. value: rotation
  4355. },
  4356. quaternion: {
  4357. configurable: true,
  4358. enumerable: true,
  4359. value: quaternion
  4360. },
  4361. scale: {
  4362. configurable: true,
  4363. enumerable: true,
  4364. value: scale
  4365. },
  4366. modelViewMatrix: {
  4367. value: new Matrix4()
  4368. },
  4369. normalMatrix: {
  4370. value: new Matrix3()
  4371. }
  4372. } );
  4373. this.matrix = new Matrix4();
  4374. this.matrixWorld = new Matrix4();
  4375. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  4376. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  4377. this.matrixWorldNeedsUpdate = false;
  4378. this.layers = new Layers();
  4379. this.visible = true;
  4380. this.castShadow = false;
  4381. this.receiveShadow = false;
  4382. this.frustumCulled = true;
  4383. this.renderOrder = 0;
  4384. this.animations = [];
  4385. this.userData = {};
  4386. }
  4387. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  4388. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  4389. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  4390. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  4391. applyMatrix4( matrix ) {
  4392. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4393. this.matrix.premultiply( matrix );
  4394. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4395. }
  4396. applyQuaternion( q ) {
  4397. this.quaternion.premultiply( q );
  4398. return this;
  4399. }
  4400. setRotationFromAxisAngle( axis, angle ) {
  4401. // assumes axis is normalized
  4402. this.quaternion.setFromAxisAngle( axis, angle );
  4403. }
  4404. setRotationFromEuler( euler ) {
  4405. this.quaternion.setFromEuler( euler, true );
  4406. }
  4407. setRotationFromMatrix( m ) {
  4408. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4409. this.quaternion.setFromRotationMatrix( m );
  4410. }
  4411. setRotationFromQuaternion( q ) {
  4412. // assumes q is normalized
  4413. this.quaternion.copy( q );
  4414. }
  4415. rotateOnAxis( axis, angle ) {
  4416. // rotate object on axis in object space
  4417. // axis is assumed to be normalized
  4418. _q1.setFromAxisAngle( axis, angle );
  4419. this.quaternion.multiply( _q1 );
  4420. return this;
  4421. }
  4422. rotateOnWorldAxis( axis, angle ) {
  4423. // rotate object on axis in world space
  4424. // axis is assumed to be normalized
  4425. // method assumes no rotated parent
  4426. _q1.setFromAxisAngle( axis, angle );
  4427. this.quaternion.premultiply( _q1 );
  4428. return this;
  4429. }
  4430. rotateX( angle ) {
  4431. return this.rotateOnAxis( _xAxis, angle );
  4432. }
  4433. rotateY( angle ) {
  4434. return this.rotateOnAxis( _yAxis, angle );
  4435. }
  4436. rotateZ( angle ) {
  4437. return this.rotateOnAxis( _zAxis, angle );
  4438. }
  4439. translateOnAxis( axis, distance ) {
  4440. // translate object by distance along axis in object space
  4441. // axis is assumed to be normalized
  4442. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  4443. this.position.add( _v1$4.multiplyScalar( distance ) );
  4444. return this;
  4445. }
  4446. translateX( distance ) {
  4447. return this.translateOnAxis( _xAxis, distance );
  4448. }
  4449. translateY( distance ) {
  4450. return this.translateOnAxis( _yAxis, distance );
  4451. }
  4452. translateZ( distance ) {
  4453. return this.translateOnAxis( _zAxis, distance );
  4454. }
  4455. localToWorld( vector ) {
  4456. this.updateWorldMatrix( true, false );
  4457. return vector.applyMatrix4( this.matrixWorld );
  4458. }
  4459. worldToLocal( vector ) {
  4460. this.updateWorldMatrix( true, false );
  4461. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  4462. }
  4463. lookAt( x, y, z ) {
  4464. // This method does not support objects having non-uniformly-scaled parent(s)
  4465. if ( x.isVector3 ) {
  4466. _target$1.copy( x );
  4467. } else {
  4468. _target$1.set( x, y, z );
  4469. }
  4470. const parent = this.parent;
  4471. this.updateWorldMatrix( true, false );
  4472. _position$3.setFromMatrixPosition( this.matrixWorld );
  4473. if ( this.isCamera || this.isLight ) {
  4474. _m1$1.lookAt( _position$3, _target$1, this.up );
  4475. } else {
  4476. _m1$1.lookAt( _target$1, _position$3, this.up );
  4477. }
  4478. this.quaternion.setFromRotationMatrix( _m1$1 );
  4479. if ( parent ) {
  4480. _m1$1.extractRotation( parent.matrixWorld );
  4481. _q1.setFromRotationMatrix( _m1$1 );
  4482. this.quaternion.premultiply( _q1.invert() );
  4483. }
  4484. }
  4485. add( object ) {
  4486. if ( arguments.length > 1 ) {
  4487. for ( let i = 0; i < arguments.length; i ++ ) {
  4488. this.add( arguments[ i ] );
  4489. }
  4490. return this;
  4491. }
  4492. if ( object === this ) {
  4493. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  4494. return this;
  4495. }
  4496. if ( object && object.isObject3D ) {
  4497. object.removeFromParent();
  4498. object.parent = this;
  4499. this.children.push( object );
  4500. object.dispatchEvent( _addedEvent );
  4501. _childaddedEvent.child = object;
  4502. this.dispatchEvent( _childaddedEvent );
  4503. _childaddedEvent.child = null;
  4504. } else {
  4505. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  4506. }
  4507. return this;
  4508. }
  4509. remove( object ) {
  4510. if ( arguments.length > 1 ) {
  4511. for ( let i = 0; i < arguments.length; i ++ ) {
  4512. this.remove( arguments[ i ] );
  4513. }
  4514. return this;
  4515. }
  4516. const index = this.children.indexOf( object );
  4517. if ( index !== - 1 ) {
  4518. object.parent = null;
  4519. this.children.splice( index, 1 );
  4520. object.dispatchEvent( _removedEvent );
  4521. _childremovedEvent.child = object;
  4522. this.dispatchEvent( _childremovedEvent );
  4523. _childremovedEvent.child = null;
  4524. }
  4525. return this;
  4526. }
  4527. removeFromParent() {
  4528. const parent = this.parent;
  4529. if ( parent !== null ) {
  4530. parent.remove( this );
  4531. }
  4532. return this;
  4533. }
  4534. clear() {
  4535. return this.remove( ... this.children );
  4536. }
  4537. attach( object ) {
  4538. // adds object as a child of this, while maintaining the object's world transform
  4539. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  4540. this.updateWorldMatrix( true, false );
  4541. _m1$1.copy( this.matrixWorld ).invert();
  4542. if ( object.parent !== null ) {
  4543. object.parent.updateWorldMatrix( true, false );
  4544. _m1$1.multiply( object.parent.matrixWorld );
  4545. }
  4546. object.applyMatrix4( _m1$1 );
  4547. object.removeFromParent();
  4548. object.parent = this;
  4549. this.children.push( object );
  4550. object.updateWorldMatrix( false, true );
  4551. object.dispatchEvent( _addedEvent );
  4552. _childaddedEvent.child = object;
  4553. this.dispatchEvent( _childaddedEvent );
  4554. _childaddedEvent.child = null;
  4555. return this;
  4556. }
  4557. getObjectById( id ) {
  4558. return this.getObjectByProperty( 'id', id );
  4559. }
  4560. getObjectByName( name ) {
  4561. return this.getObjectByProperty( 'name', name );
  4562. }
  4563. getObjectByProperty( name, value ) {
  4564. if ( this[ name ] === value ) return this;
  4565. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  4566. const child = this.children[ i ];
  4567. const object = child.getObjectByProperty( name, value );
  4568. if ( object !== undefined ) {
  4569. return object;
  4570. }
  4571. }
  4572. return undefined;
  4573. }
  4574. getObjectsByProperty( name, value, result = [] ) {
  4575. if ( this[ name ] === value ) result.push( this );
  4576. const children = this.children;
  4577. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4578. children[ i ].getObjectsByProperty( name, value, result );
  4579. }
  4580. return result;
  4581. }
  4582. getWorldPosition( target ) {
  4583. this.updateWorldMatrix( true, false );
  4584. return target.setFromMatrixPosition( this.matrixWorld );
  4585. }
  4586. getWorldQuaternion( target ) {
  4587. this.updateWorldMatrix( true, false );
  4588. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  4589. return target;
  4590. }
  4591. getWorldScale( target ) {
  4592. this.updateWorldMatrix( true, false );
  4593. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  4594. return target;
  4595. }
  4596. getWorldDirection( target ) {
  4597. this.updateWorldMatrix( true, false );
  4598. const e = this.matrixWorld.elements;
  4599. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  4600. }
  4601. raycast( /* raycaster, intersects */ ) {}
  4602. traverse( callback ) {
  4603. callback( this );
  4604. const children = this.children;
  4605. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4606. children[ i ].traverse( callback );
  4607. }
  4608. }
  4609. traverseVisible( callback ) {
  4610. if ( this.visible === false ) return;
  4611. callback( this );
  4612. const children = this.children;
  4613. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4614. children[ i ].traverseVisible( callback );
  4615. }
  4616. }
  4617. traverseAncestors( callback ) {
  4618. const parent = this.parent;
  4619. if ( parent !== null ) {
  4620. callback( parent );
  4621. parent.traverseAncestors( callback );
  4622. }
  4623. }
  4624. updateMatrix() {
  4625. this.matrix.compose( this.position, this.quaternion, this.scale );
  4626. this.matrixWorldNeedsUpdate = true;
  4627. }
  4628. updateMatrixWorld( force ) {
  4629. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4630. if ( this.matrixWorldNeedsUpdate || force ) {
  4631. if ( this.matrixWorldAutoUpdate === true ) {
  4632. if ( this.parent === null ) {
  4633. this.matrixWorld.copy( this.matrix );
  4634. } else {
  4635. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4636. }
  4637. }
  4638. this.matrixWorldNeedsUpdate = false;
  4639. force = true;
  4640. }
  4641. // make sure descendants are updated if required
  4642. const children = this.children;
  4643. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4644. const child = children[ i ];
  4645. child.updateMatrixWorld( force );
  4646. }
  4647. }
  4648. updateWorldMatrix( updateParents, updateChildren ) {
  4649. const parent = this.parent;
  4650. if ( updateParents === true && parent !== null ) {
  4651. parent.updateWorldMatrix( true, false );
  4652. }
  4653. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4654. if ( this.matrixWorldAutoUpdate === true ) {
  4655. if ( this.parent === null ) {
  4656. this.matrixWorld.copy( this.matrix );
  4657. } else {
  4658. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4659. }
  4660. }
  4661. // make sure descendants are updated
  4662. if ( updateChildren === true ) {
  4663. const children = this.children;
  4664. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4665. const child = children[ i ];
  4666. child.updateWorldMatrix( false, true );
  4667. }
  4668. }
  4669. }
  4670. toJSON( meta ) {
  4671. // meta is a string when called from JSON.stringify
  4672. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  4673. const output = {};
  4674. // meta is a hash used to collect geometries, materials.
  4675. // not providing it implies that this is the root object
  4676. // being serialized.
  4677. if ( isRootObject ) {
  4678. // initialize meta obj
  4679. meta = {
  4680. geometries: {},
  4681. materials: {},
  4682. textures: {},
  4683. images: {},
  4684. shapes: {},
  4685. skeletons: {},
  4686. animations: {},
  4687. nodes: {}
  4688. };
  4689. output.metadata = {
  4690. version: 4.6,
  4691. type: 'Object',
  4692. generator: 'Object3D.toJSON'
  4693. };
  4694. }
  4695. // standard Object3D serialization
  4696. const object = {};
  4697. object.uuid = this.uuid;
  4698. object.type = this.type;
  4699. if ( this.name !== '' ) object.name = this.name;
  4700. if ( this.castShadow === true ) object.castShadow = true;
  4701. if ( this.receiveShadow === true ) object.receiveShadow = true;
  4702. if ( this.visible === false ) object.visible = false;
  4703. if ( this.frustumCulled === false ) object.frustumCulled = false;
  4704. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  4705. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  4706. object.layers = this.layers.mask;
  4707. object.matrix = this.matrix.toArray();
  4708. object.up = this.up.toArray();
  4709. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  4710. // object specific properties
  4711. if ( this.isInstancedMesh ) {
  4712. object.type = 'InstancedMesh';
  4713. object.count = this.count;
  4714. object.instanceMatrix = this.instanceMatrix.toJSON();
  4715. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  4716. }
  4717. if ( this.isBatchedMesh ) {
  4718. object.type = 'BatchedMesh';
  4719. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  4720. object.sortObjects = this.sortObjects;
  4721. object.drawRanges = this._drawRanges;
  4722. object.reservedRanges = this._reservedRanges;
  4723. object.visibility = this._visibility;
  4724. object.active = this._active;
  4725. object.bounds = this._bounds.map( bound => ( {
  4726. boxInitialized: bound.boxInitialized,
  4727. boxMin: bound.box.min.toArray(),
  4728. boxMax: bound.box.max.toArray(),
  4729. sphereInitialized: bound.sphereInitialized,
  4730. sphereRadius: bound.sphere.radius,
  4731. sphereCenter: bound.sphere.center.toArray()
  4732. } ) );
  4733. object.maxInstanceCount = this._maxInstanceCount;
  4734. object.maxVertexCount = this._maxVertexCount;
  4735. object.maxIndexCount = this._maxIndexCount;
  4736. object.geometryInitialized = this._geometryInitialized;
  4737. object.geometryCount = this._geometryCount;
  4738. object.matricesTexture = this._matricesTexture.toJSON( meta );
  4739. if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
  4740. if ( this.boundingSphere !== null ) {
  4741. object.boundingSphere = {
  4742. center: object.boundingSphere.center.toArray(),
  4743. radius: object.boundingSphere.radius
  4744. };
  4745. }
  4746. if ( this.boundingBox !== null ) {
  4747. object.boundingBox = {
  4748. min: object.boundingBox.min.toArray(),
  4749. max: object.boundingBox.max.toArray()
  4750. };
  4751. }
  4752. }
  4753. //
  4754. function serialize( library, element ) {
  4755. if ( library[ element.uuid ] === undefined ) {
  4756. library[ element.uuid ] = element.toJSON( meta );
  4757. }
  4758. return element.uuid;
  4759. }
  4760. if ( this.isScene ) {
  4761. if ( this.background ) {
  4762. if ( this.background.isColor ) {
  4763. object.background = this.background.toJSON();
  4764. } else if ( this.background.isTexture ) {
  4765. object.background = this.background.toJSON( meta ).uuid;
  4766. }
  4767. }
  4768. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  4769. object.environment = this.environment.toJSON( meta ).uuid;
  4770. }
  4771. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  4772. object.geometry = serialize( meta.geometries, this.geometry );
  4773. const parameters = this.geometry.parameters;
  4774. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  4775. const shapes = parameters.shapes;
  4776. if ( Array.isArray( shapes ) ) {
  4777. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  4778. const shape = shapes[ i ];
  4779. serialize( meta.shapes, shape );
  4780. }
  4781. } else {
  4782. serialize( meta.shapes, shapes );
  4783. }
  4784. }
  4785. }
  4786. if ( this.isSkinnedMesh ) {
  4787. object.bindMode = this.bindMode;
  4788. object.bindMatrix = this.bindMatrix.toArray();
  4789. if ( this.skeleton !== undefined ) {
  4790. serialize( meta.skeletons, this.skeleton );
  4791. object.skeleton = this.skeleton.uuid;
  4792. }
  4793. }
  4794. if ( this.material !== undefined ) {
  4795. if ( Array.isArray( this.material ) ) {
  4796. const uuids = [];
  4797. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  4798. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  4799. }
  4800. object.material = uuids;
  4801. } else {
  4802. object.material = serialize( meta.materials, this.material );
  4803. }
  4804. }
  4805. //
  4806. if ( this.children.length > 0 ) {
  4807. object.children = [];
  4808. for ( let i = 0; i < this.children.length; i ++ ) {
  4809. object.children.push( this.children[ i ].toJSON( meta ).object );
  4810. }
  4811. }
  4812. //
  4813. if ( this.animations.length > 0 ) {
  4814. object.animations = [];
  4815. for ( let i = 0; i < this.animations.length; i ++ ) {
  4816. const animation = this.animations[ i ];
  4817. object.animations.push( serialize( meta.animations, animation ) );
  4818. }
  4819. }
  4820. if ( isRootObject ) {
  4821. const geometries = extractFromCache( meta.geometries );
  4822. const materials = extractFromCache( meta.materials );
  4823. const textures = extractFromCache( meta.textures );
  4824. const images = extractFromCache( meta.images );
  4825. const shapes = extractFromCache( meta.shapes );
  4826. const skeletons = extractFromCache( meta.skeletons );
  4827. const animations = extractFromCache( meta.animations );
  4828. const nodes = extractFromCache( meta.nodes );
  4829. if ( geometries.length > 0 ) output.geometries = geometries;
  4830. if ( materials.length > 0 ) output.materials = materials;
  4831. if ( textures.length > 0 ) output.textures = textures;
  4832. if ( images.length > 0 ) output.images = images;
  4833. if ( shapes.length > 0 ) output.shapes = shapes;
  4834. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  4835. if ( animations.length > 0 ) output.animations = animations;
  4836. if ( nodes.length > 0 ) output.nodes = nodes;
  4837. }
  4838. output.object = object;
  4839. return output;
  4840. // extract data from the cache hash
  4841. // remove metadata on each item
  4842. // and return as array
  4843. function extractFromCache( cache ) {
  4844. const values = [];
  4845. for ( const key in cache ) {
  4846. const data = cache[ key ];
  4847. delete data.metadata;
  4848. values.push( data );
  4849. }
  4850. return values;
  4851. }
  4852. }
  4853. clone( recursive ) {
  4854. return new this.constructor().copy( this, recursive );
  4855. }
  4856. copy( source, recursive = true ) {
  4857. this.name = source.name;
  4858. this.up.copy( source.up );
  4859. this.position.copy( source.position );
  4860. this.rotation.order = source.rotation.order;
  4861. this.quaternion.copy( source.quaternion );
  4862. this.scale.copy( source.scale );
  4863. this.matrix.copy( source.matrix );
  4864. this.matrixWorld.copy( source.matrixWorld );
  4865. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4866. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  4867. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4868. this.layers.mask = source.layers.mask;
  4869. this.visible = source.visible;
  4870. this.castShadow = source.castShadow;
  4871. this.receiveShadow = source.receiveShadow;
  4872. this.frustumCulled = source.frustumCulled;
  4873. this.renderOrder = source.renderOrder;
  4874. this.animations = source.animations.slice();
  4875. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  4876. if ( recursive === true ) {
  4877. for ( let i = 0; i < source.children.length; i ++ ) {
  4878. const child = source.children[ i ];
  4879. this.add( child.clone() );
  4880. }
  4881. }
  4882. return this;
  4883. }
  4884. }
  4885. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  4886. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  4887. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  4888. const _v0$1 = /*@__PURE__*/ new Vector3();
  4889. const _v1$3 = /*@__PURE__*/ new Vector3();
  4890. const _v2$2 = /*@__PURE__*/ new Vector3();
  4891. const _v3$2 = /*@__PURE__*/ new Vector3();
  4892. const _vab = /*@__PURE__*/ new Vector3();
  4893. const _vac = /*@__PURE__*/ new Vector3();
  4894. const _vbc = /*@__PURE__*/ new Vector3();
  4895. const _vap = /*@__PURE__*/ new Vector3();
  4896. const _vbp = /*@__PURE__*/ new Vector3();
  4897. const _vcp = /*@__PURE__*/ new Vector3();
  4898. class Triangle {
  4899. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  4900. this.a = a;
  4901. this.b = b;
  4902. this.c = c;
  4903. }
  4904. static getNormal( a, b, c, target ) {
  4905. target.subVectors( c, b );
  4906. _v0$1.subVectors( a, b );
  4907. target.cross( _v0$1 );
  4908. const targetLengthSq = target.lengthSq();
  4909. if ( targetLengthSq > 0 ) {
  4910. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4911. }
  4912. return target.set( 0, 0, 0 );
  4913. }
  4914. // static/instance method to calculate barycentric coordinates
  4915. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4916. static getBarycoord( point, a, b, c, target ) {
  4917. _v0$1.subVectors( c, a );
  4918. _v1$3.subVectors( b, a );
  4919. _v2$2.subVectors( point, a );
  4920. const dot00 = _v0$1.dot( _v0$1 );
  4921. const dot01 = _v0$1.dot( _v1$3 );
  4922. const dot02 = _v0$1.dot( _v2$2 );
  4923. const dot11 = _v1$3.dot( _v1$3 );
  4924. const dot12 = _v1$3.dot( _v2$2 );
  4925. const denom = ( dot00 * dot11 - dot01 * dot01 );
  4926. // collinear or singular triangle
  4927. if ( denom === 0 ) {
  4928. target.set( 0, 0, 0 );
  4929. return null;
  4930. }
  4931. const invDenom = 1 / denom;
  4932. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4933. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4934. // barycentric coordinates must always sum to 1
  4935. return target.set( 1 - u - v, v, u );
  4936. }
  4937. static containsPoint( point, a, b, c ) {
  4938. // if the triangle is degenerate then we can't contain a point
  4939. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  4940. return false;
  4941. }
  4942. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  4943. }
  4944. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  4945. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  4946. target.x = 0;
  4947. target.y = 0;
  4948. if ( 'z' in target ) target.z = 0;
  4949. if ( 'w' in target ) target.w = 0;
  4950. return null;
  4951. }
  4952. target.setScalar( 0 );
  4953. target.addScaledVector( v1, _v3$2.x );
  4954. target.addScaledVector( v2, _v3$2.y );
  4955. target.addScaledVector( v3, _v3$2.z );
  4956. return target;
  4957. }
  4958. static isFrontFacing( a, b, c, direction ) {
  4959. _v0$1.subVectors( c, b );
  4960. _v1$3.subVectors( a, b );
  4961. // strictly front facing
  4962. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4963. }
  4964. set( a, b, c ) {
  4965. this.a.copy( a );
  4966. this.b.copy( b );
  4967. this.c.copy( c );
  4968. return this;
  4969. }
  4970. setFromPointsAndIndices( points, i0, i1, i2 ) {
  4971. this.a.copy( points[ i0 ] );
  4972. this.b.copy( points[ i1 ] );
  4973. this.c.copy( points[ i2 ] );
  4974. return this;
  4975. }
  4976. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  4977. this.a.fromBufferAttribute( attribute, i0 );
  4978. this.b.fromBufferAttribute( attribute, i1 );
  4979. this.c.fromBufferAttribute( attribute, i2 );
  4980. return this;
  4981. }
  4982. clone() {
  4983. return new this.constructor().copy( this );
  4984. }
  4985. copy( triangle ) {
  4986. this.a.copy( triangle.a );
  4987. this.b.copy( triangle.b );
  4988. this.c.copy( triangle.c );
  4989. return this;
  4990. }
  4991. getArea() {
  4992. _v0$1.subVectors( this.c, this.b );
  4993. _v1$3.subVectors( this.a, this.b );
  4994. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4995. }
  4996. getMidpoint( target ) {
  4997. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4998. }
  4999. getNormal( target ) {
  5000. return Triangle.getNormal( this.a, this.b, this.c, target );
  5001. }
  5002. getPlane( target ) {
  5003. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  5004. }
  5005. getBarycoord( point, target ) {
  5006. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  5007. }
  5008. getInterpolation( point, v1, v2, v3, target ) {
  5009. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  5010. }
  5011. containsPoint( point ) {
  5012. return Triangle.containsPoint( point, this.a, this.b, this.c );
  5013. }
  5014. isFrontFacing( direction ) {
  5015. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  5016. }
  5017. intersectsBox( box ) {
  5018. return box.intersectsTriangle( this );
  5019. }
  5020. closestPointToPoint( p, target ) {
  5021. const a = this.a, b = this.b, c = this.c;
  5022. let v, w;
  5023. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  5024. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  5025. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  5026. // basically, we're distinguishing which of the voronoi regions of the triangle
  5027. // the point lies in with the minimum amount of redundant computation.
  5028. _vab.subVectors( b, a );
  5029. _vac.subVectors( c, a );
  5030. _vap.subVectors( p, a );
  5031. const d1 = _vab.dot( _vap );
  5032. const d2 = _vac.dot( _vap );
  5033. if ( d1 <= 0 && d2 <= 0 ) {
  5034. // vertex region of A; barycentric coords (1, 0, 0)
  5035. return target.copy( a );
  5036. }
  5037. _vbp.subVectors( p, b );
  5038. const d3 = _vab.dot( _vbp );
  5039. const d4 = _vac.dot( _vbp );
  5040. if ( d3 >= 0 && d4 <= d3 ) {
  5041. // vertex region of B; barycentric coords (0, 1, 0)
  5042. return target.copy( b );
  5043. }
  5044. const vc = d1 * d4 - d3 * d2;
  5045. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  5046. v = d1 / ( d1 - d3 );
  5047. // edge region of AB; barycentric coords (1-v, v, 0)
  5048. return target.copy( a ).addScaledVector( _vab, v );
  5049. }
  5050. _vcp.subVectors( p, c );
  5051. const d5 = _vab.dot( _vcp );
  5052. const d6 = _vac.dot( _vcp );
  5053. if ( d6 >= 0 && d5 <= d6 ) {
  5054. // vertex region of C; barycentric coords (0, 0, 1)
  5055. return target.copy( c );
  5056. }
  5057. const vb = d5 * d2 - d1 * d6;
  5058. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  5059. w = d2 / ( d2 - d6 );
  5060. // edge region of AC; barycentric coords (1-w, 0, w)
  5061. return target.copy( a ).addScaledVector( _vac, w );
  5062. }
  5063. const va = d3 * d6 - d5 * d4;
  5064. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  5065. _vbc.subVectors( c, b );
  5066. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  5067. // edge region of BC; barycentric coords (0, 1-w, w)
  5068. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  5069. }
  5070. // face region
  5071. const denom = 1 / ( va + vb + vc );
  5072. // u = va * denom
  5073. v = vb * denom;
  5074. w = vc * denom;
  5075. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  5076. }
  5077. equals( triangle ) {
  5078. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  5079. }
  5080. }
  5081. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  5082. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  5083. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  5084. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  5085. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  5086. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  5087. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  5088. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  5089. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  5090. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  5091. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  5092. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  5093. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  5094. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  5095. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  5096. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  5097. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  5098. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  5099. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  5100. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  5101. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  5102. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  5103. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  5104. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  5105. const _hslA = { h: 0, s: 0, l: 0 };
  5106. const _hslB = { h: 0, s: 0, l: 0 };
  5107. function hue2rgb( p, q, t ) {
  5108. if ( t < 0 ) t += 1;
  5109. if ( t > 1 ) t -= 1;
  5110. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  5111. if ( t < 1 / 2 ) return q;
  5112. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  5113. return p;
  5114. }
  5115. class Color {
  5116. constructor( r, g, b ) {
  5117. this.isColor = true;
  5118. this.r = 1;
  5119. this.g = 1;
  5120. this.b = 1;
  5121. return this.set( r, g, b );
  5122. }
  5123. set( r, g, b ) {
  5124. if ( g === undefined && b === undefined ) {
  5125. // r is THREE.Color, hex or string
  5126. const value = r;
  5127. if ( value && value.isColor ) {
  5128. this.copy( value );
  5129. } else if ( typeof value === 'number' ) {
  5130. this.setHex( value );
  5131. } else if ( typeof value === 'string' ) {
  5132. this.setStyle( value );
  5133. }
  5134. } else {
  5135. this.setRGB( r, g, b );
  5136. }
  5137. return this;
  5138. }
  5139. setScalar( scalar ) {
  5140. this.r = scalar;
  5141. this.g = scalar;
  5142. this.b = scalar;
  5143. return this;
  5144. }
  5145. setHex( hex, colorSpace = SRGBColorSpace ) {
  5146. hex = Math.floor( hex );
  5147. this.r = ( hex >> 16 & 255 ) / 255;
  5148. this.g = ( hex >> 8 & 255 ) / 255;
  5149. this.b = ( hex & 255 ) / 255;
  5150. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5151. return this;
  5152. }
  5153. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  5154. this.r = r;
  5155. this.g = g;
  5156. this.b = b;
  5157. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5158. return this;
  5159. }
  5160. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  5161. // h,s,l ranges are in 0.0 - 1.0
  5162. h = euclideanModulo( h, 1 );
  5163. s = clamp$1( s, 0, 1 );
  5164. l = clamp$1( l, 0, 1 );
  5165. if ( s === 0 ) {
  5166. this.r = this.g = this.b = l;
  5167. } else {
  5168. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  5169. const q = ( 2 * l ) - p;
  5170. this.r = hue2rgb( q, p, h + 1 / 3 );
  5171. this.g = hue2rgb( q, p, h );
  5172. this.b = hue2rgb( q, p, h - 1 / 3 );
  5173. }
  5174. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5175. return this;
  5176. }
  5177. setStyle( style, colorSpace = SRGBColorSpace ) {
  5178. function handleAlpha( string ) {
  5179. if ( string === undefined ) return;
  5180. if ( parseFloat( string ) < 1 ) {
  5181. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  5182. }
  5183. }
  5184. let m;
  5185. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  5186. // rgb / hsl
  5187. let color;
  5188. const name = m[ 1 ];
  5189. const components = m[ 2 ];
  5190. switch ( name ) {
  5191. case 'rgb':
  5192. case 'rgba':
  5193. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5194. // rgb(255,0,0) rgba(255,0,0,0.5)
  5195. handleAlpha( color[ 4 ] );
  5196. return this.setRGB(
  5197. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  5198. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  5199. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  5200. colorSpace
  5201. );
  5202. }
  5203. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5204. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5205. handleAlpha( color[ 4 ] );
  5206. return this.setRGB(
  5207. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  5208. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  5209. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  5210. colorSpace
  5211. );
  5212. }
  5213. break;
  5214. case 'hsl':
  5215. case 'hsla':
  5216. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5217. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5218. handleAlpha( color[ 4 ] );
  5219. return this.setHSL(
  5220. parseFloat( color[ 1 ] ) / 360,
  5221. parseFloat( color[ 2 ] ) / 100,
  5222. parseFloat( color[ 3 ] ) / 100,
  5223. colorSpace
  5224. );
  5225. }
  5226. break;
  5227. default:
  5228. console.warn( 'THREE.Color: Unknown color model ' + style );
  5229. }
  5230. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  5231. // hex color
  5232. const hex = m[ 1 ];
  5233. const size = hex.length;
  5234. if ( size === 3 ) {
  5235. // #ff0
  5236. return this.setRGB(
  5237. parseInt( hex.charAt( 0 ), 16 ) / 15,
  5238. parseInt( hex.charAt( 1 ), 16 ) / 15,
  5239. parseInt( hex.charAt( 2 ), 16 ) / 15,
  5240. colorSpace
  5241. );
  5242. } else if ( size === 6 ) {
  5243. // #ff0000
  5244. return this.setHex( parseInt( hex, 16 ), colorSpace );
  5245. } else {
  5246. console.warn( 'THREE.Color: Invalid hex color ' + style );
  5247. }
  5248. } else if ( style && style.length > 0 ) {
  5249. return this.setColorName( style, colorSpace );
  5250. }
  5251. return this;
  5252. }
  5253. setColorName( style, colorSpace = SRGBColorSpace ) {
  5254. // color keywords
  5255. const hex = _colorKeywords[ style.toLowerCase() ];
  5256. if ( hex !== undefined ) {
  5257. // red
  5258. this.setHex( hex, colorSpace );
  5259. } else {
  5260. // unknown color
  5261. console.warn( 'THREE.Color: Unknown color ' + style );
  5262. }
  5263. return this;
  5264. }
  5265. clone() {
  5266. return new this.constructor( this.r, this.g, this.b );
  5267. }
  5268. copy( color ) {
  5269. this.r = color.r;
  5270. this.g = color.g;
  5271. this.b = color.b;
  5272. return this;
  5273. }
  5274. copySRGBToLinear( color ) {
  5275. this.r = SRGBToLinear( color.r );
  5276. this.g = SRGBToLinear( color.g );
  5277. this.b = SRGBToLinear( color.b );
  5278. return this;
  5279. }
  5280. copyLinearToSRGB( color ) {
  5281. this.r = LinearToSRGB( color.r );
  5282. this.g = LinearToSRGB( color.g );
  5283. this.b = LinearToSRGB( color.b );
  5284. return this;
  5285. }
  5286. convertSRGBToLinear() {
  5287. this.copySRGBToLinear( this );
  5288. return this;
  5289. }
  5290. convertLinearToSRGB() {
  5291. this.copyLinearToSRGB( this );
  5292. return this;
  5293. }
  5294. getHex( colorSpace = SRGBColorSpace ) {
  5295. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5296. return Math.round( clamp$1( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp$1( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp$1( _color.b * 255, 0, 255 ) );
  5297. }
  5298. getHexString( colorSpace = SRGBColorSpace ) {
  5299. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
  5300. }
  5301. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  5302. // h,s,l ranges are in 0.0 - 1.0
  5303. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5304. const r = _color.r, g = _color.g, b = _color.b;
  5305. const max = Math.max( r, g, b );
  5306. const min = Math.min( r, g, b );
  5307. let hue, saturation;
  5308. const lightness = ( min + max ) / 2.0;
  5309. if ( min === max ) {
  5310. hue = 0;
  5311. saturation = 0;
  5312. } else {
  5313. const delta = max - min;
  5314. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5315. switch ( max ) {
  5316. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5317. case g: hue = ( b - r ) / delta + 2; break;
  5318. case b: hue = ( r - g ) / delta + 4; break;
  5319. }
  5320. hue /= 6;
  5321. }
  5322. target.h = hue;
  5323. target.s = saturation;
  5324. target.l = lightness;
  5325. return target;
  5326. }
  5327. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  5328. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5329. target.r = _color.r;
  5330. target.g = _color.g;
  5331. target.b = _color.b;
  5332. return target;
  5333. }
  5334. getStyle( colorSpace = SRGBColorSpace ) {
  5335. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5336. const r = _color.r, g = _color.g, b = _color.b;
  5337. if ( colorSpace !== SRGBColorSpace ) {
  5338. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  5339. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  5340. }
  5341. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  5342. }
  5343. offsetHSL( h, s, l ) {
  5344. this.getHSL( _hslA );
  5345. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  5346. }
  5347. add( color ) {
  5348. this.r += color.r;
  5349. this.g += color.g;
  5350. this.b += color.b;
  5351. return this;
  5352. }
  5353. addColors( color1, color2 ) {
  5354. this.r = color1.r + color2.r;
  5355. this.g = color1.g + color2.g;
  5356. this.b = color1.b + color2.b;
  5357. return this;
  5358. }
  5359. addScalar( s ) {
  5360. this.r += s;
  5361. this.g += s;
  5362. this.b += s;
  5363. return this;
  5364. }
  5365. sub( color ) {
  5366. this.r = Math.max( 0, this.r - color.r );
  5367. this.g = Math.max( 0, this.g - color.g );
  5368. this.b = Math.max( 0, this.b - color.b );
  5369. return this;
  5370. }
  5371. multiply( color ) {
  5372. this.r *= color.r;
  5373. this.g *= color.g;
  5374. this.b *= color.b;
  5375. return this;
  5376. }
  5377. multiplyScalar( s ) {
  5378. this.r *= s;
  5379. this.g *= s;
  5380. this.b *= s;
  5381. return this;
  5382. }
  5383. lerp( color, alpha ) {
  5384. this.r += ( color.r - this.r ) * alpha;
  5385. this.g += ( color.g - this.g ) * alpha;
  5386. this.b += ( color.b - this.b ) * alpha;
  5387. return this;
  5388. }
  5389. lerpColors( color1, color2, alpha ) {
  5390. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  5391. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  5392. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  5393. return this;
  5394. }
  5395. lerpHSL( color, alpha ) {
  5396. this.getHSL( _hslA );
  5397. color.getHSL( _hslB );
  5398. const h = lerp( _hslA.h, _hslB.h, alpha );
  5399. const s = lerp( _hslA.s, _hslB.s, alpha );
  5400. const l = lerp( _hslA.l, _hslB.l, alpha );
  5401. this.setHSL( h, s, l );
  5402. return this;
  5403. }
  5404. setFromVector3( v ) {
  5405. this.r = v.x;
  5406. this.g = v.y;
  5407. this.b = v.z;
  5408. return this;
  5409. }
  5410. applyMatrix3( m ) {
  5411. const r = this.r, g = this.g, b = this.b;
  5412. const e = m.elements;
  5413. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  5414. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  5415. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  5416. return this;
  5417. }
  5418. equals( c ) {
  5419. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5420. }
  5421. fromArray( array, offset = 0 ) {
  5422. this.r = array[ offset ];
  5423. this.g = array[ offset + 1 ];
  5424. this.b = array[ offset + 2 ];
  5425. return this;
  5426. }
  5427. toArray( array = [], offset = 0 ) {
  5428. array[ offset ] = this.r;
  5429. array[ offset + 1 ] = this.g;
  5430. array[ offset + 2 ] = this.b;
  5431. return array;
  5432. }
  5433. fromBufferAttribute( attribute, index ) {
  5434. this.r = attribute.getX( index );
  5435. this.g = attribute.getY( index );
  5436. this.b = attribute.getZ( index );
  5437. return this;
  5438. }
  5439. toJSON() {
  5440. return this.getHex();
  5441. }
  5442. *[ Symbol.iterator ]() {
  5443. yield this.r;
  5444. yield this.g;
  5445. yield this.b;
  5446. }
  5447. }
  5448. const _color = /*@__PURE__*/ new Color();
  5449. Color.NAMES = _colorKeywords;
  5450. let _materialId = 0;
  5451. class Material extends EventDispatcher {
  5452. constructor() {
  5453. super();
  5454. this.isMaterial = true;
  5455. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  5456. this.uuid = generateUUID();
  5457. this.name = '';
  5458. this.type = 'Material';
  5459. this.blending = NormalBlending;
  5460. this.side = FrontSide;
  5461. this.vertexColors = false;
  5462. this.opacity = 1;
  5463. this.transparent = false;
  5464. this.alphaHash = false;
  5465. this.blendSrc = SrcAlphaFactor;
  5466. this.blendDst = OneMinusSrcAlphaFactor;
  5467. this.blendEquation = AddEquation;
  5468. this.blendSrcAlpha = null;
  5469. this.blendDstAlpha = null;
  5470. this.blendEquationAlpha = null;
  5471. this.blendColor = new Color( 0, 0, 0 );
  5472. this.blendAlpha = 0;
  5473. this.depthFunc = LessEqualDepth;
  5474. this.depthTest = true;
  5475. this.depthWrite = true;
  5476. this.stencilWriteMask = 0xff;
  5477. this.stencilFunc = AlwaysStencilFunc;
  5478. this.stencilRef = 0;
  5479. this.stencilFuncMask = 0xff;
  5480. this.stencilFail = KeepStencilOp;
  5481. this.stencilZFail = KeepStencilOp;
  5482. this.stencilZPass = KeepStencilOp;
  5483. this.stencilWrite = false;
  5484. this.clippingPlanes = null;
  5485. this.clipIntersection = false;
  5486. this.clipShadows = false;
  5487. this.shadowSide = null;
  5488. this.colorWrite = true;
  5489. this.precision = null; // override the renderer's default precision for this material
  5490. this.polygonOffset = false;
  5491. this.polygonOffsetFactor = 0;
  5492. this.polygonOffsetUnits = 0;
  5493. this.dithering = false;
  5494. this.alphaToCoverage = false;
  5495. this.premultipliedAlpha = false;
  5496. this.forceSinglePass = false;
  5497. this.visible = true;
  5498. this.toneMapped = true;
  5499. this.userData = {};
  5500. this.version = 0;
  5501. this._alphaTest = 0;
  5502. }
  5503. get alphaTest() {
  5504. return this._alphaTest;
  5505. }
  5506. set alphaTest( value ) {
  5507. if ( this._alphaTest > 0 !== value > 0 ) {
  5508. this.version ++;
  5509. }
  5510. this._alphaTest = value;
  5511. }
  5512. // onBeforeRender and onBeforeCompile only supported in WebGLRenderer
  5513. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  5514. onBeforeCompile( /* shaderobject, renderer */ ) {}
  5515. customProgramCacheKey() {
  5516. return this.onBeforeCompile.toString();
  5517. }
  5518. setValues( values ) {
  5519. if ( values === undefined ) return;
  5520. for ( const key in values ) {
  5521. const newValue = values[ key ];
  5522. if ( newValue === undefined ) {
  5523. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  5524. continue;
  5525. }
  5526. const currentValue = this[ key ];
  5527. if ( currentValue === undefined ) {
  5528. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  5529. continue;
  5530. }
  5531. if ( currentValue && currentValue.isColor ) {
  5532. currentValue.set( newValue );
  5533. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5534. currentValue.copy( newValue );
  5535. } else {
  5536. this[ key ] = newValue;
  5537. }
  5538. }
  5539. }
  5540. toJSON( meta ) {
  5541. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5542. if ( isRootObject ) {
  5543. meta = {
  5544. textures: {},
  5545. images: {}
  5546. };
  5547. }
  5548. const data = {
  5549. metadata: {
  5550. version: 4.6,
  5551. type: 'Material',
  5552. generator: 'Material.toJSON'
  5553. }
  5554. };
  5555. // standard Material serialization
  5556. data.uuid = this.uuid;
  5557. data.type = this.type;
  5558. if ( this.name !== '' ) data.name = this.name;
  5559. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5560. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5561. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5562. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  5563. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  5564. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  5565. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5566. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5567. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5568. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  5569. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  5570. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5571. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5572. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5573. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5574. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5575. }
  5576. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5577. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5578. }
  5579. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5580. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5581. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5582. }
  5583. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  5584. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  5585. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  5586. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  5587. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  5588. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  5589. }
  5590. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  5591. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  5592. }
  5593. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  5594. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  5595. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  5596. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  5597. }
  5598. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5599. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5600. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5601. if ( this.lightMap && this.lightMap.isTexture ) {
  5602. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5603. data.lightMapIntensity = this.lightMapIntensity;
  5604. }
  5605. if ( this.aoMap && this.aoMap.isTexture ) {
  5606. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5607. data.aoMapIntensity = this.aoMapIntensity;
  5608. }
  5609. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5610. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5611. data.bumpScale = this.bumpScale;
  5612. }
  5613. if ( this.normalMap && this.normalMap.isTexture ) {
  5614. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5615. data.normalMapType = this.normalMapType;
  5616. data.normalScale = this.normalScale.toArray();
  5617. }
  5618. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5619. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5620. data.displacementScale = this.displacementScale;
  5621. data.displacementBias = this.displacementBias;
  5622. }
  5623. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5624. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5625. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5626. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5627. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  5628. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  5629. if ( this.envMap && this.envMap.isTexture ) {
  5630. data.envMap = this.envMap.toJSON( meta ).uuid;
  5631. if ( this.combine !== undefined ) data.combine = this.combine;
  5632. }
  5633. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  5634. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5635. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  5636. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  5637. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5638. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5639. }
  5640. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  5641. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  5642. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  5643. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  5644. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  5645. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  5646. if ( this.size !== undefined ) data.size = this.size;
  5647. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  5648. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5649. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5650. if ( this.side !== FrontSide ) data.side = this.side;
  5651. if ( this.vertexColors === true ) data.vertexColors = true;
  5652. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5653. if ( this.transparent === true ) data.transparent = true;
  5654. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  5655. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  5656. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  5657. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  5658. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  5659. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  5660. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  5661. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  5662. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  5663. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  5664. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  5665. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  5666. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  5667. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  5668. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  5669. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  5670. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  5671. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  5672. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  5673. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  5674. // rotation (SpriteMaterial)
  5675. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  5676. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5677. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5678. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5679. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5680. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5681. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5682. if ( this.scale !== undefined ) data.scale = this.scale;
  5683. if ( this.dithering === true ) data.dithering = true;
  5684. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5685. if ( this.alphaHash === true ) data.alphaHash = true;
  5686. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  5687. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  5688. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  5689. if ( this.wireframe === true ) data.wireframe = true;
  5690. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5691. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5692. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5693. if ( this.flatShading === true ) data.flatShading = true;
  5694. if ( this.visible === false ) data.visible = false;
  5695. if ( this.toneMapped === false ) data.toneMapped = false;
  5696. if ( this.fog === false ) data.fog = false;
  5697. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  5698. // TODO: Copied from Object3D.toJSON
  5699. function extractFromCache( cache ) {
  5700. const values = [];
  5701. for ( const key in cache ) {
  5702. const data = cache[ key ];
  5703. delete data.metadata;
  5704. values.push( data );
  5705. }
  5706. return values;
  5707. }
  5708. if ( isRootObject ) {
  5709. const textures = extractFromCache( meta.textures );
  5710. const images = extractFromCache( meta.images );
  5711. if ( textures.length > 0 ) data.textures = textures;
  5712. if ( images.length > 0 ) data.images = images;
  5713. }
  5714. return data;
  5715. }
  5716. clone() {
  5717. return new this.constructor().copy( this );
  5718. }
  5719. copy( source ) {
  5720. this.name = source.name;
  5721. this.blending = source.blending;
  5722. this.side = source.side;
  5723. this.vertexColors = source.vertexColors;
  5724. this.opacity = source.opacity;
  5725. this.transparent = source.transparent;
  5726. this.blendSrc = source.blendSrc;
  5727. this.blendDst = source.blendDst;
  5728. this.blendEquation = source.blendEquation;
  5729. this.blendSrcAlpha = source.blendSrcAlpha;
  5730. this.blendDstAlpha = source.blendDstAlpha;
  5731. this.blendEquationAlpha = source.blendEquationAlpha;
  5732. this.blendColor.copy( source.blendColor );
  5733. this.blendAlpha = source.blendAlpha;
  5734. this.depthFunc = source.depthFunc;
  5735. this.depthTest = source.depthTest;
  5736. this.depthWrite = source.depthWrite;
  5737. this.stencilWriteMask = source.stencilWriteMask;
  5738. this.stencilFunc = source.stencilFunc;
  5739. this.stencilRef = source.stencilRef;
  5740. this.stencilFuncMask = source.stencilFuncMask;
  5741. this.stencilFail = source.stencilFail;
  5742. this.stencilZFail = source.stencilZFail;
  5743. this.stencilZPass = source.stencilZPass;
  5744. this.stencilWrite = source.stencilWrite;
  5745. const srcPlanes = source.clippingPlanes;
  5746. let dstPlanes = null;
  5747. if ( srcPlanes !== null ) {
  5748. const n = srcPlanes.length;
  5749. dstPlanes = new Array( n );
  5750. for ( let i = 0; i !== n; ++ i ) {
  5751. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5752. }
  5753. }
  5754. this.clippingPlanes = dstPlanes;
  5755. this.clipIntersection = source.clipIntersection;
  5756. this.clipShadows = source.clipShadows;
  5757. this.shadowSide = source.shadowSide;
  5758. this.colorWrite = source.colorWrite;
  5759. this.precision = source.precision;
  5760. this.polygonOffset = source.polygonOffset;
  5761. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5762. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5763. this.dithering = source.dithering;
  5764. this.alphaTest = source.alphaTest;
  5765. this.alphaHash = source.alphaHash;
  5766. this.alphaToCoverage = source.alphaToCoverage;
  5767. this.premultipliedAlpha = source.premultipliedAlpha;
  5768. this.forceSinglePass = source.forceSinglePass;
  5769. this.visible = source.visible;
  5770. this.toneMapped = source.toneMapped;
  5771. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5772. return this;
  5773. }
  5774. dispose() {
  5775. this.dispatchEvent( { type: 'dispose' } );
  5776. }
  5777. set needsUpdate( value ) {
  5778. if ( value === true ) this.version ++;
  5779. }
  5780. onBuild( /* shaderobject, renderer */ ) {
  5781. console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
  5782. }
  5783. }
  5784. class MeshBasicMaterial extends Material {
  5785. constructor( parameters ) {
  5786. super();
  5787. this.isMeshBasicMaterial = true;
  5788. this.type = 'MeshBasicMaterial';
  5789. this.color = new Color( 0xffffff ); // emissive
  5790. this.map = null;
  5791. this.lightMap = null;
  5792. this.lightMapIntensity = 1.0;
  5793. this.aoMap = null;
  5794. this.aoMapIntensity = 1.0;
  5795. this.specularMap = null;
  5796. this.alphaMap = null;
  5797. this.envMap = null;
  5798. this.envMapRotation = new Euler();
  5799. this.combine = MultiplyOperation;
  5800. this.reflectivity = 1;
  5801. this.refractionRatio = 0.98;
  5802. this.wireframe = false;
  5803. this.wireframeLinewidth = 1;
  5804. this.wireframeLinecap = 'round';
  5805. this.wireframeLinejoin = 'round';
  5806. this.fog = true;
  5807. this.setValues( parameters );
  5808. }
  5809. copy( source ) {
  5810. super.copy( source );
  5811. this.color.copy( source.color );
  5812. this.map = source.map;
  5813. this.lightMap = source.lightMap;
  5814. this.lightMapIntensity = source.lightMapIntensity;
  5815. this.aoMap = source.aoMap;
  5816. this.aoMapIntensity = source.aoMapIntensity;
  5817. this.specularMap = source.specularMap;
  5818. this.alphaMap = source.alphaMap;
  5819. this.envMap = source.envMap;
  5820. this.envMapRotation.copy( source.envMapRotation );
  5821. this.combine = source.combine;
  5822. this.reflectivity = source.reflectivity;
  5823. this.refractionRatio = source.refractionRatio;
  5824. this.wireframe = source.wireframe;
  5825. this.wireframeLinewidth = source.wireframeLinewidth;
  5826. this.wireframeLinecap = source.wireframeLinecap;
  5827. this.wireframeLinejoin = source.wireframeLinejoin;
  5828. this.fog = source.fog;
  5829. return this;
  5830. }
  5831. }
  5832. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  5833. const _tables = /*@__PURE__*/ _generateTables();
  5834. function _generateTables() {
  5835. // float32 to float16 helpers
  5836. const buffer = new ArrayBuffer( 4 );
  5837. const floatView = new Float32Array( buffer );
  5838. const uint32View = new Uint32Array( buffer );
  5839. const baseTable = new Uint32Array( 512 );
  5840. const shiftTable = new Uint32Array( 512 );
  5841. for ( let i = 0; i < 256; ++ i ) {
  5842. const e = i - 127;
  5843. // very small number (0, -0)
  5844. if ( e < - 27 ) {
  5845. baseTable[ i ] = 0x0000;
  5846. baseTable[ i | 0x100 ] = 0x8000;
  5847. shiftTable[ i ] = 24;
  5848. shiftTable[ i | 0x100 ] = 24;
  5849. // small number (denorm)
  5850. } else if ( e < - 14 ) {
  5851. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  5852. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  5853. shiftTable[ i ] = - e - 1;
  5854. shiftTable[ i | 0x100 ] = - e - 1;
  5855. // normal number
  5856. } else if ( e <= 15 ) {
  5857. baseTable[ i ] = ( e + 15 ) << 10;
  5858. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  5859. shiftTable[ i ] = 13;
  5860. shiftTable[ i | 0x100 ] = 13;
  5861. // large number (Infinity, -Infinity)
  5862. } else if ( e < 128 ) {
  5863. baseTable[ i ] = 0x7c00;
  5864. baseTable[ i | 0x100 ] = 0xfc00;
  5865. shiftTable[ i ] = 24;
  5866. shiftTable[ i | 0x100 ] = 24;
  5867. // stay (NaN, Infinity, -Infinity)
  5868. } else {
  5869. baseTable[ i ] = 0x7c00;
  5870. baseTable[ i | 0x100 ] = 0xfc00;
  5871. shiftTable[ i ] = 13;
  5872. shiftTable[ i | 0x100 ] = 13;
  5873. }
  5874. }
  5875. // float16 to float32 helpers
  5876. const mantissaTable = new Uint32Array( 2048 );
  5877. const exponentTable = new Uint32Array( 64 );
  5878. const offsetTable = new Uint32Array( 64 );
  5879. for ( let i = 1; i < 1024; ++ i ) {
  5880. let m = i << 13; // zero pad mantissa bits
  5881. let e = 0; // zero exponent
  5882. // normalized
  5883. while ( ( m & 0x00800000 ) === 0 ) {
  5884. m <<= 1;
  5885. e -= 0x00800000; // decrement exponent
  5886. }
  5887. m &= ~ 0x00800000; // clear leading 1 bit
  5888. e += 0x38800000; // adjust bias
  5889. mantissaTable[ i ] = m | e;
  5890. }
  5891. for ( let i = 1024; i < 2048; ++ i ) {
  5892. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  5893. }
  5894. for ( let i = 1; i < 31; ++ i ) {
  5895. exponentTable[ i ] = i << 23;
  5896. }
  5897. exponentTable[ 31 ] = 0x47800000;
  5898. exponentTable[ 32 ] = 0x80000000;
  5899. for ( let i = 33; i < 63; ++ i ) {
  5900. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  5901. }
  5902. exponentTable[ 63 ] = 0xc7800000;
  5903. for ( let i = 1; i < 64; ++ i ) {
  5904. if ( i !== 32 ) {
  5905. offsetTable[ i ] = 1024;
  5906. }
  5907. }
  5908. return {
  5909. floatView: floatView,
  5910. uint32View: uint32View,
  5911. baseTable: baseTable,
  5912. shiftTable: shiftTable,
  5913. mantissaTable: mantissaTable,
  5914. exponentTable: exponentTable,
  5915. offsetTable: offsetTable
  5916. };
  5917. }
  5918. // float32 to float16
  5919. function toHalfFloat( val ) {
  5920. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  5921. val = clamp$1( val, - 65504, 65504 );
  5922. _tables.floatView[ 0 ] = val;
  5923. const f = _tables.uint32View[ 0 ];
  5924. const e = ( f >> 23 ) & 0x1ff;
  5925. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  5926. }
  5927. // float16 to float32
  5928. function fromHalfFloat( val ) {
  5929. const m = val >> 10;
  5930. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  5931. return _tables.floatView[ 0 ];
  5932. }
  5933. const DataUtils = {
  5934. toHalfFloat: toHalfFloat,
  5935. fromHalfFloat: fromHalfFloat,
  5936. };
  5937. const _vector$9 = /*@__PURE__*/ new Vector3();
  5938. const _vector2$1 = /*@__PURE__*/ new Vector2();
  5939. class BufferAttribute {
  5940. constructor( array, itemSize, normalized = false ) {
  5941. if ( Array.isArray( array ) ) {
  5942. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5943. }
  5944. this.isBufferAttribute = true;
  5945. this.name = '';
  5946. this.array = array;
  5947. this.itemSize = itemSize;
  5948. this.count = array !== undefined ? array.length / itemSize : 0;
  5949. this.normalized = normalized;
  5950. this.usage = StaticDrawUsage;
  5951. this.updateRanges = [];
  5952. this.gpuType = FloatType;
  5953. this.version = 0;
  5954. }
  5955. onUploadCallback() {}
  5956. set needsUpdate( value ) {
  5957. if ( value === true ) this.version ++;
  5958. }
  5959. setUsage( value ) {
  5960. this.usage = value;
  5961. return this;
  5962. }
  5963. addUpdateRange( start, count ) {
  5964. this.updateRanges.push( { start, count } );
  5965. }
  5966. clearUpdateRanges() {
  5967. this.updateRanges.length = 0;
  5968. }
  5969. copy( source ) {
  5970. this.name = source.name;
  5971. this.array = new source.array.constructor( source.array );
  5972. this.itemSize = source.itemSize;
  5973. this.count = source.count;
  5974. this.normalized = source.normalized;
  5975. this.usage = source.usage;
  5976. this.gpuType = source.gpuType;
  5977. return this;
  5978. }
  5979. copyAt( index1, attribute, index2 ) {
  5980. index1 *= this.itemSize;
  5981. index2 *= attribute.itemSize;
  5982. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  5983. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5984. }
  5985. return this;
  5986. }
  5987. copyArray( array ) {
  5988. this.array.set( array );
  5989. return this;
  5990. }
  5991. applyMatrix3( m ) {
  5992. if ( this.itemSize === 2 ) {
  5993. for ( let i = 0, l = this.count; i < l; i ++ ) {
  5994. _vector2$1.fromBufferAttribute( this, i );
  5995. _vector2$1.applyMatrix3( m );
  5996. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5997. }
  5998. } else if ( this.itemSize === 3 ) {
  5999. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6000. _vector$9.fromBufferAttribute( this, i );
  6001. _vector$9.applyMatrix3( m );
  6002. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6003. }
  6004. }
  6005. return this;
  6006. }
  6007. applyMatrix4( m ) {
  6008. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6009. _vector$9.fromBufferAttribute( this, i );
  6010. _vector$9.applyMatrix4( m );
  6011. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6012. }
  6013. return this;
  6014. }
  6015. applyNormalMatrix( m ) {
  6016. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6017. _vector$9.fromBufferAttribute( this, i );
  6018. _vector$9.applyNormalMatrix( m );
  6019. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6020. }
  6021. return this;
  6022. }
  6023. transformDirection( m ) {
  6024. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6025. _vector$9.fromBufferAttribute( this, i );
  6026. _vector$9.transformDirection( m );
  6027. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6028. }
  6029. return this;
  6030. }
  6031. set( value, offset = 0 ) {
  6032. // Matching BufferAttribute constructor, do not normalize the array.
  6033. this.array.set( value, offset );
  6034. return this;
  6035. }
  6036. getComponent( index, component ) {
  6037. let value = this.array[ index * this.itemSize + component ];
  6038. if ( this.normalized ) value = denormalize( value, this.array );
  6039. return value;
  6040. }
  6041. setComponent( index, component, value ) {
  6042. if ( this.normalized ) value = normalize$1( value, this.array );
  6043. this.array[ index * this.itemSize + component ] = value;
  6044. return this;
  6045. }
  6046. getX( index ) {
  6047. let x = this.array[ index * this.itemSize ];
  6048. if ( this.normalized ) x = denormalize( x, this.array );
  6049. return x;
  6050. }
  6051. setX( index, x ) {
  6052. if ( this.normalized ) x = normalize$1( x, this.array );
  6053. this.array[ index * this.itemSize ] = x;
  6054. return this;
  6055. }
  6056. getY( index ) {
  6057. let y = this.array[ index * this.itemSize + 1 ];
  6058. if ( this.normalized ) y = denormalize( y, this.array );
  6059. return y;
  6060. }
  6061. setY( index, y ) {
  6062. if ( this.normalized ) y = normalize$1( y, this.array );
  6063. this.array[ index * this.itemSize + 1 ] = y;
  6064. return this;
  6065. }
  6066. getZ( index ) {
  6067. let z = this.array[ index * this.itemSize + 2 ];
  6068. if ( this.normalized ) z = denormalize( z, this.array );
  6069. return z;
  6070. }
  6071. setZ( index, z ) {
  6072. if ( this.normalized ) z = normalize$1( z, this.array );
  6073. this.array[ index * this.itemSize + 2 ] = z;
  6074. return this;
  6075. }
  6076. getW( index ) {
  6077. let w = this.array[ index * this.itemSize + 3 ];
  6078. if ( this.normalized ) w = denormalize( w, this.array );
  6079. return w;
  6080. }
  6081. setW( index, w ) {
  6082. if ( this.normalized ) w = normalize$1( w, this.array );
  6083. this.array[ index * this.itemSize + 3 ] = w;
  6084. return this;
  6085. }
  6086. setXY( index, x, y ) {
  6087. index *= this.itemSize;
  6088. if ( this.normalized ) {
  6089. x = normalize$1( x, this.array );
  6090. y = normalize$1( y, this.array );
  6091. }
  6092. this.array[ index + 0 ] = x;
  6093. this.array[ index + 1 ] = y;
  6094. return this;
  6095. }
  6096. setXYZ( index, x, y, z ) {
  6097. index *= this.itemSize;
  6098. if ( this.normalized ) {
  6099. x = normalize$1( x, this.array );
  6100. y = normalize$1( y, this.array );
  6101. z = normalize$1( z, this.array );
  6102. }
  6103. this.array[ index + 0 ] = x;
  6104. this.array[ index + 1 ] = y;
  6105. this.array[ index + 2 ] = z;
  6106. return this;
  6107. }
  6108. setXYZW( index, x, y, z, w ) {
  6109. index *= this.itemSize;
  6110. if ( this.normalized ) {
  6111. x = normalize$1( x, this.array );
  6112. y = normalize$1( y, this.array );
  6113. z = normalize$1( z, this.array );
  6114. w = normalize$1( w, this.array );
  6115. }
  6116. this.array[ index + 0 ] = x;
  6117. this.array[ index + 1 ] = y;
  6118. this.array[ index + 2 ] = z;
  6119. this.array[ index + 3 ] = w;
  6120. return this;
  6121. }
  6122. onUpload( callback ) {
  6123. this.onUploadCallback = callback;
  6124. return this;
  6125. }
  6126. clone() {
  6127. return new this.constructor( this.array, this.itemSize ).copy( this );
  6128. }
  6129. toJSON() {
  6130. const data = {
  6131. itemSize: this.itemSize,
  6132. type: this.array.constructor.name,
  6133. array: Array.from( this.array ),
  6134. normalized: this.normalized
  6135. };
  6136. if ( this.name !== '' ) data.name = this.name;
  6137. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  6138. return data;
  6139. }
  6140. }
  6141. //
  6142. class Int8BufferAttribute extends BufferAttribute {
  6143. constructor( array, itemSize, normalized ) {
  6144. super( new Int8Array( array ), itemSize, normalized );
  6145. }
  6146. }
  6147. class Uint8BufferAttribute extends BufferAttribute {
  6148. constructor( array, itemSize, normalized ) {
  6149. super( new Uint8Array( array ), itemSize, normalized );
  6150. }
  6151. }
  6152. class Uint8ClampedBufferAttribute extends BufferAttribute {
  6153. constructor( array, itemSize, normalized ) {
  6154. super( new Uint8ClampedArray( array ), itemSize, normalized );
  6155. }
  6156. }
  6157. class Int16BufferAttribute extends BufferAttribute {
  6158. constructor( array, itemSize, normalized ) {
  6159. super( new Int16Array( array ), itemSize, normalized );
  6160. }
  6161. }
  6162. class Uint16BufferAttribute extends BufferAttribute {
  6163. constructor( array, itemSize, normalized ) {
  6164. super( new Uint16Array( array ), itemSize, normalized );
  6165. }
  6166. }
  6167. class Int32BufferAttribute extends BufferAttribute {
  6168. constructor( array, itemSize, normalized ) {
  6169. super( new Int32Array( array ), itemSize, normalized );
  6170. }
  6171. }
  6172. class Uint32BufferAttribute extends BufferAttribute {
  6173. constructor( array, itemSize, normalized ) {
  6174. super( new Uint32Array( array ), itemSize, normalized );
  6175. }
  6176. }
  6177. class Float16BufferAttribute extends BufferAttribute {
  6178. constructor( array, itemSize, normalized ) {
  6179. super( new Uint16Array( array ), itemSize, normalized );
  6180. this.isFloat16BufferAttribute = true;
  6181. }
  6182. getX( index ) {
  6183. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  6184. if ( this.normalized ) x = denormalize( x, this.array );
  6185. return x;
  6186. }
  6187. setX( index, x ) {
  6188. if ( this.normalized ) x = normalize$1( x, this.array );
  6189. this.array[ index * this.itemSize ] = toHalfFloat( x );
  6190. return this;
  6191. }
  6192. getY( index ) {
  6193. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  6194. if ( this.normalized ) y = denormalize( y, this.array );
  6195. return y;
  6196. }
  6197. setY( index, y ) {
  6198. if ( this.normalized ) y = normalize$1( y, this.array );
  6199. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  6200. return this;
  6201. }
  6202. getZ( index ) {
  6203. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  6204. if ( this.normalized ) z = denormalize( z, this.array );
  6205. return z;
  6206. }
  6207. setZ( index, z ) {
  6208. if ( this.normalized ) z = normalize$1( z, this.array );
  6209. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  6210. return this;
  6211. }
  6212. getW( index ) {
  6213. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  6214. if ( this.normalized ) w = denormalize( w, this.array );
  6215. return w;
  6216. }
  6217. setW( index, w ) {
  6218. if ( this.normalized ) w = normalize$1( w, this.array );
  6219. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  6220. return this;
  6221. }
  6222. setXY( index, x, y ) {
  6223. index *= this.itemSize;
  6224. if ( this.normalized ) {
  6225. x = normalize$1( x, this.array );
  6226. y = normalize$1( y, this.array );
  6227. }
  6228. this.array[ index + 0 ] = toHalfFloat( x );
  6229. this.array[ index + 1 ] = toHalfFloat( y );
  6230. return this;
  6231. }
  6232. setXYZ( index, x, y, z ) {
  6233. index *= this.itemSize;
  6234. if ( this.normalized ) {
  6235. x = normalize$1( x, this.array );
  6236. y = normalize$1( y, this.array );
  6237. z = normalize$1( z, this.array );
  6238. }
  6239. this.array[ index + 0 ] = toHalfFloat( x );
  6240. this.array[ index + 1 ] = toHalfFloat( y );
  6241. this.array[ index + 2 ] = toHalfFloat( z );
  6242. return this;
  6243. }
  6244. setXYZW( index, x, y, z, w ) {
  6245. index *= this.itemSize;
  6246. if ( this.normalized ) {
  6247. x = normalize$1( x, this.array );
  6248. y = normalize$1( y, this.array );
  6249. z = normalize$1( z, this.array );
  6250. w = normalize$1( w, this.array );
  6251. }
  6252. this.array[ index + 0 ] = toHalfFloat( x );
  6253. this.array[ index + 1 ] = toHalfFloat( y );
  6254. this.array[ index + 2 ] = toHalfFloat( z );
  6255. this.array[ index + 3 ] = toHalfFloat( w );
  6256. return this;
  6257. }
  6258. }
  6259. class Float32BufferAttribute extends BufferAttribute {
  6260. constructor( array, itemSize, normalized ) {
  6261. super( new Float32Array( array ), itemSize, normalized );
  6262. }
  6263. }
  6264. let _id$9 = 0;
  6265. const _m1 = /*@__PURE__*/ new Matrix4();
  6266. const _obj = /*@__PURE__*/ new Object3D();
  6267. const _offset = /*@__PURE__*/ new Vector3();
  6268. const _box$2 = /*@__PURE__*/ new Box3();
  6269. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  6270. const _vector$8 = /*@__PURE__*/ new Vector3();
  6271. class BufferGeometry extends EventDispatcher {
  6272. constructor() {
  6273. super();
  6274. this.isBufferGeometry = true;
  6275. Object.defineProperty( this, 'id', { value: _id$9 ++ } );
  6276. this.uuid = generateUUID();
  6277. this.name = '';
  6278. this.type = 'BufferGeometry';
  6279. this.index = null;
  6280. this.attributes = {};
  6281. this.morphAttributes = {};
  6282. this.morphTargetsRelative = false;
  6283. this.groups = [];
  6284. this.boundingBox = null;
  6285. this.boundingSphere = null;
  6286. this.drawRange = { start: 0, count: Infinity };
  6287. this.userData = {};
  6288. }
  6289. getIndex() {
  6290. return this.index;
  6291. }
  6292. setIndex( index ) {
  6293. if ( Array.isArray( index ) ) {
  6294. this.index = new ( arrayNeedsUint32$1( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6295. } else {
  6296. this.index = index;
  6297. }
  6298. return this;
  6299. }
  6300. getAttribute( name ) {
  6301. return this.attributes[ name ];
  6302. }
  6303. setAttribute( name, attribute ) {
  6304. this.attributes[ name ] = attribute;
  6305. return this;
  6306. }
  6307. deleteAttribute( name ) {
  6308. delete this.attributes[ name ];
  6309. return this;
  6310. }
  6311. hasAttribute( name ) {
  6312. return this.attributes[ name ] !== undefined;
  6313. }
  6314. addGroup( start, count, materialIndex = 0 ) {
  6315. this.groups.push( {
  6316. start: start,
  6317. count: count,
  6318. materialIndex: materialIndex
  6319. } );
  6320. }
  6321. clearGroups() {
  6322. this.groups = [];
  6323. }
  6324. setDrawRange( start, count ) {
  6325. this.drawRange.start = start;
  6326. this.drawRange.count = count;
  6327. }
  6328. applyMatrix4( matrix ) {
  6329. const position = this.attributes.position;
  6330. if ( position !== undefined ) {
  6331. position.applyMatrix4( matrix );
  6332. position.needsUpdate = true;
  6333. }
  6334. const normal = this.attributes.normal;
  6335. if ( normal !== undefined ) {
  6336. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6337. normal.applyNormalMatrix( normalMatrix );
  6338. normal.needsUpdate = true;
  6339. }
  6340. const tangent = this.attributes.tangent;
  6341. if ( tangent !== undefined ) {
  6342. tangent.transformDirection( matrix );
  6343. tangent.needsUpdate = true;
  6344. }
  6345. if ( this.boundingBox !== null ) {
  6346. this.computeBoundingBox();
  6347. }
  6348. if ( this.boundingSphere !== null ) {
  6349. this.computeBoundingSphere();
  6350. }
  6351. return this;
  6352. }
  6353. applyQuaternion( q ) {
  6354. _m1.makeRotationFromQuaternion( q );
  6355. this.applyMatrix4( _m1 );
  6356. return this;
  6357. }
  6358. rotateX( angle ) {
  6359. // rotate geometry around world x-axis
  6360. _m1.makeRotationX( angle );
  6361. this.applyMatrix4( _m1 );
  6362. return this;
  6363. }
  6364. rotateY( angle ) {
  6365. // rotate geometry around world y-axis
  6366. _m1.makeRotationY( angle );
  6367. this.applyMatrix4( _m1 );
  6368. return this;
  6369. }
  6370. rotateZ( angle ) {
  6371. // rotate geometry around world z-axis
  6372. _m1.makeRotationZ( angle );
  6373. this.applyMatrix4( _m1 );
  6374. return this;
  6375. }
  6376. translate( x, y, z ) {
  6377. // translate geometry
  6378. _m1.makeTranslation( x, y, z );
  6379. this.applyMatrix4( _m1 );
  6380. return this;
  6381. }
  6382. scale( x, y, z ) {
  6383. // scale geometry
  6384. _m1.makeScale( x, y, z );
  6385. this.applyMatrix4( _m1 );
  6386. return this;
  6387. }
  6388. lookAt( vector ) {
  6389. _obj.lookAt( vector );
  6390. _obj.updateMatrix();
  6391. this.applyMatrix4( _obj.matrix );
  6392. return this;
  6393. }
  6394. center() {
  6395. this.computeBoundingBox();
  6396. this.boundingBox.getCenter( _offset ).negate();
  6397. this.translate( _offset.x, _offset.y, _offset.z );
  6398. return this;
  6399. }
  6400. setFromPoints( points ) {
  6401. const position = [];
  6402. for ( let i = 0, l = points.length; i < l; i ++ ) {
  6403. const point = points[ i ];
  6404. position.push( point.x, point.y, point.z || 0 );
  6405. }
  6406. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6407. return this;
  6408. }
  6409. computeBoundingBox() {
  6410. if ( this.boundingBox === null ) {
  6411. this.boundingBox = new Box3();
  6412. }
  6413. const position = this.attributes.position;
  6414. const morphAttributesPosition = this.morphAttributes.position;
  6415. if ( position && position.isGLBufferAttribute ) {
  6416. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  6417. this.boundingBox.set(
  6418. new Vector3( - Infinity, - Infinity, - Infinity ),
  6419. new Vector3( + Infinity, + Infinity, + Infinity )
  6420. );
  6421. return;
  6422. }
  6423. if ( position !== undefined ) {
  6424. this.boundingBox.setFromBufferAttribute( position );
  6425. // process morph attributes if present
  6426. if ( morphAttributesPosition ) {
  6427. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6428. const morphAttribute = morphAttributesPosition[ i ];
  6429. _box$2.setFromBufferAttribute( morphAttribute );
  6430. if ( this.morphTargetsRelative ) {
  6431. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  6432. this.boundingBox.expandByPoint( _vector$8 );
  6433. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  6434. this.boundingBox.expandByPoint( _vector$8 );
  6435. } else {
  6436. this.boundingBox.expandByPoint( _box$2.min );
  6437. this.boundingBox.expandByPoint( _box$2.max );
  6438. }
  6439. }
  6440. }
  6441. } else {
  6442. this.boundingBox.makeEmpty();
  6443. }
  6444. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6445. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6446. }
  6447. }
  6448. computeBoundingSphere() {
  6449. if ( this.boundingSphere === null ) {
  6450. this.boundingSphere = new Sphere();
  6451. }
  6452. const position = this.attributes.position;
  6453. const morphAttributesPosition = this.morphAttributes.position;
  6454. if ( position && position.isGLBufferAttribute ) {
  6455. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  6456. this.boundingSphere.set( new Vector3(), Infinity );
  6457. return;
  6458. }
  6459. if ( position ) {
  6460. // first, find the center of the bounding sphere
  6461. const center = this.boundingSphere.center;
  6462. _box$2.setFromBufferAttribute( position );
  6463. // process morph attributes if present
  6464. if ( morphAttributesPosition ) {
  6465. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6466. const morphAttribute = morphAttributesPosition[ i ];
  6467. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6468. if ( this.morphTargetsRelative ) {
  6469. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  6470. _box$2.expandByPoint( _vector$8 );
  6471. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  6472. _box$2.expandByPoint( _vector$8 );
  6473. } else {
  6474. _box$2.expandByPoint( _boxMorphTargets.min );
  6475. _box$2.expandByPoint( _boxMorphTargets.max );
  6476. }
  6477. }
  6478. }
  6479. _box$2.getCenter( center );
  6480. // second, try to find a boundingSphere with a radius smaller than the
  6481. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6482. let maxRadiusSq = 0;
  6483. for ( let i = 0, il = position.count; i < il; i ++ ) {
  6484. _vector$8.fromBufferAttribute( position, i );
  6485. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  6486. }
  6487. // process morph attributes if present
  6488. if ( morphAttributesPosition ) {
  6489. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6490. const morphAttribute = morphAttributesPosition[ i ];
  6491. const morphTargetsRelative = this.morphTargetsRelative;
  6492. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6493. _vector$8.fromBufferAttribute( morphAttribute, j );
  6494. if ( morphTargetsRelative ) {
  6495. _offset.fromBufferAttribute( position, j );
  6496. _vector$8.add( _offset );
  6497. }
  6498. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  6499. }
  6500. }
  6501. }
  6502. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6503. if ( isNaN( this.boundingSphere.radius ) ) {
  6504. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6505. }
  6506. }
  6507. }
  6508. computeTangents() {
  6509. const index = this.index;
  6510. const attributes = this.attributes;
  6511. // based on http://www.terathon.com/code/tangent.html
  6512. // (per vertex tangents)
  6513. if ( index === null ||
  6514. attributes.position === undefined ||
  6515. attributes.normal === undefined ||
  6516. attributes.uv === undefined ) {
  6517. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  6518. return;
  6519. }
  6520. const positionAttribute = attributes.position;
  6521. const normalAttribute = attributes.normal;
  6522. const uvAttribute = attributes.uv;
  6523. if ( this.hasAttribute( 'tangent' ) === false ) {
  6524. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  6525. }
  6526. const tangentAttribute = this.getAttribute( 'tangent' );
  6527. const tan1 = [], tan2 = [];
  6528. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  6529. tan1[ i ] = new Vector3();
  6530. tan2[ i ] = new Vector3();
  6531. }
  6532. const vA = new Vector3(),
  6533. vB = new Vector3(),
  6534. vC = new Vector3(),
  6535. uvA = new Vector2(),
  6536. uvB = new Vector2(),
  6537. uvC = new Vector2(),
  6538. sdir = new Vector3(),
  6539. tdir = new Vector3();
  6540. function handleTriangle( a, b, c ) {
  6541. vA.fromBufferAttribute( positionAttribute, a );
  6542. vB.fromBufferAttribute( positionAttribute, b );
  6543. vC.fromBufferAttribute( positionAttribute, c );
  6544. uvA.fromBufferAttribute( uvAttribute, a );
  6545. uvB.fromBufferAttribute( uvAttribute, b );
  6546. uvC.fromBufferAttribute( uvAttribute, c );
  6547. vB.sub( vA );
  6548. vC.sub( vA );
  6549. uvB.sub( uvA );
  6550. uvC.sub( uvA );
  6551. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  6552. // silently ignore degenerate uv triangles having coincident or colinear vertices
  6553. if ( ! isFinite( r ) ) return;
  6554. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  6555. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  6556. tan1[ a ].add( sdir );
  6557. tan1[ b ].add( sdir );
  6558. tan1[ c ].add( sdir );
  6559. tan2[ a ].add( tdir );
  6560. tan2[ b ].add( tdir );
  6561. tan2[ c ].add( tdir );
  6562. }
  6563. let groups = this.groups;
  6564. if ( groups.length === 0 ) {
  6565. groups = [ {
  6566. start: 0,
  6567. count: index.count
  6568. } ];
  6569. }
  6570. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  6571. const group = groups[ i ];
  6572. const start = group.start;
  6573. const count = group.count;
  6574. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  6575. handleTriangle(
  6576. index.getX( j + 0 ),
  6577. index.getX( j + 1 ),
  6578. index.getX( j + 2 )
  6579. );
  6580. }
  6581. }
  6582. const tmp = new Vector3(), tmp2 = new Vector3();
  6583. const n = new Vector3(), n2 = new Vector3();
  6584. function handleVertex( v ) {
  6585. n.fromBufferAttribute( normalAttribute, v );
  6586. n2.copy( n );
  6587. const t = tan1[ v ];
  6588. // Gram-Schmidt orthogonalize
  6589. tmp.copy( t );
  6590. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  6591. // Calculate handedness
  6592. tmp2.crossVectors( n2, t );
  6593. const test = tmp2.dot( tan2[ v ] );
  6594. const w = ( test < 0.0 ) ? - 1.0 : 1.0;
  6595. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  6596. }
  6597. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  6598. const group = groups[ i ];
  6599. const start = group.start;
  6600. const count = group.count;
  6601. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  6602. handleVertex( index.getX( j + 0 ) );
  6603. handleVertex( index.getX( j + 1 ) );
  6604. handleVertex( index.getX( j + 2 ) );
  6605. }
  6606. }
  6607. }
  6608. computeVertexNormals() {
  6609. const index = this.index;
  6610. const positionAttribute = this.getAttribute( 'position' );
  6611. if ( positionAttribute !== undefined ) {
  6612. let normalAttribute = this.getAttribute( 'normal' );
  6613. if ( normalAttribute === undefined ) {
  6614. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6615. this.setAttribute( 'normal', normalAttribute );
  6616. } else {
  6617. // reset existing normals to zero
  6618. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6619. normalAttribute.setXYZ( i, 0, 0, 0 );
  6620. }
  6621. }
  6622. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6623. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6624. const cb = new Vector3(), ab = new Vector3();
  6625. // indexed elements
  6626. if ( index ) {
  6627. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  6628. const vA = index.getX( i + 0 );
  6629. const vB = index.getX( i + 1 );
  6630. const vC = index.getX( i + 2 );
  6631. pA.fromBufferAttribute( positionAttribute, vA );
  6632. pB.fromBufferAttribute( positionAttribute, vB );
  6633. pC.fromBufferAttribute( positionAttribute, vC );
  6634. cb.subVectors( pC, pB );
  6635. ab.subVectors( pA, pB );
  6636. cb.cross( ab );
  6637. nA.fromBufferAttribute( normalAttribute, vA );
  6638. nB.fromBufferAttribute( normalAttribute, vB );
  6639. nC.fromBufferAttribute( normalAttribute, vC );
  6640. nA.add( cb );
  6641. nB.add( cb );
  6642. nC.add( cb );
  6643. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6644. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6645. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6646. }
  6647. } else {
  6648. // non-indexed elements (unconnected triangle soup)
  6649. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  6650. pA.fromBufferAttribute( positionAttribute, i + 0 );
  6651. pB.fromBufferAttribute( positionAttribute, i + 1 );
  6652. pC.fromBufferAttribute( positionAttribute, i + 2 );
  6653. cb.subVectors( pC, pB );
  6654. ab.subVectors( pA, pB );
  6655. cb.cross( ab );
  6656. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  6657. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  6658. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  6659. }
  6660. }
  6661. this.normalizeNormals();
  6662. normalAttribute.needsUpdate = true;
  6663. }
  6664. }
  6665. normalizeNormals() {
  6666. const normals = this.attributes.normal;
  6667. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  6668. _vector$8.fromBufferAttribute( normals, i );
  6669. _vector$8.normalize();
  6670. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  6671. }
  6672. }
  6673. toNonIndexed() {
  6674. function convertBufferAttribute( attribute, indices ) {
  6675. const array = attribute.array;
  6676. const itemSize = attribute.itemSize;
  6677. const normalized = attribute.normalized;
  6678. const array2 = new array.constructor( indices.length * itemSize );
  6679. let index = 0, index2 = 0;
  6680. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  6681. if ( attribute.isInterleavedBufferAttribute ) {
  6682. index = indices[ i ] * attribute.data.stride + attribute.offset;
  6683. } else {
  6684. index = indices[ i ] * itemSize;
  6685. }
  6686. for ( let j = 0; j < itemSize; j ++ ) {
  6687. array2[ index2 ++ ] = array[ index ++ ];
  6688. }
  6689. }
  6690. return new BufferAttribute( array2, itemSize, normalized );
  6691. }
  6692. //
  6693. if ( this.index === null ) {
  6694. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  6695. return this;
  6696. }
  6697. const geometry2 = new BufferGeometry();
  6698. const indices = this.index.array;
  6699. const attributes = this.attributes;
  6700. // attributes
  6701. for ( const name in attributes ) {
  6702. const attribute = attributes[ name ];
  6703. const newAttribute = convertBufferAttribute( attribute, indices );
  6704. geometry2.setAttribute( name, newAttribute );
  6705. }
  6706. // morph attributes
  6707. const morphAttributes = this.morphAttributes;
  6708. for ( const name in morphAttributes ) {
  6709. const morphArray = [];
  6710. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6711. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6712. const attribute = morphAttribute[ i ];
  6713. const newAttribute = convertBufferAttribute( attribute, indices );
  6714. morphArray.push( newAttribute );
  6715. }
  6716. geometry2.morphAttributes[ name ] = morphArray;
  6717. }
  6718. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6719. // groups
  6720. const groups = this.groups;
  6721. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6722. const group = groups[ i ];
  6723. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6724. }
  6725. return geometry2;
  6726. }
  6727. toJSON() {
  6728. const data = {
  6729. metadata: {
  6730. version: 4.6,
  6731. type: 'BufferGeometry',
  6732. generator: 'BufferGeometry.toJSON'
  6733. }
  6734. };
  6735. // standard BufferGeometry serialization
  6736. data.uuid = this.uuid;
  6737. data.type = this.type;
  6738. if ( this.name !== '' ) data.name = this.name;
  6739. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6740. if ( this.parameters !== undefined ) {
  6741. const parameters = this.parameters;
  6742. for ( const key in parameters ) {
  6743. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6744. }
  6745. return data;
  6746. }
  6747. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  6748. data.data = { attributes: {} };
  6749. const index = this.index;
  6750. if ( index !== null ) {
  6751. data.data.index = {
  6752. type: index.array.constructor.name,
  6753. array: Array.prototype.slice.call( index.array )
  6754. };
  6755. }
  6756. const attributes = this.attributes;
  6757. for ( const key in attributes ) {
  6758. const attribute = attributes[ key ];
  6759. data.data.attributes[ key ] = attribute.toJSON( data.data );
  6760. }
  6761. const morphAttributes = {};
  6762. let hasMorphAttributes = false;
  6763. for ( const key in this.morphAttributes ) {
  6764. const attributeArray = this.morphAttributes[ key ];
  6765. const array = [];
  6766. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  6767. const attribute = attributeArray[ i ];
  6768. array.push( attribute.toJSON( data.data ) );
  6769. }
  6770. if ( array.length > 0 ) {
  6771. morphAttributes[ key ] = array;
  6772. hasMorphAttributes = true;
  6773. }
  6774. }
  6775. if ( hasMorphAttributes ) {
  6776. data.data.morphAttributes = morphAttributes;
  6777. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6778. }
  6779. const groups = this.groups;
  6780. if ( groups.length > 0 ) {
  6781. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6782. }
  6783. const boundingSphere = this.boundingSphere;
  6784. if ( boundingSphere !== null ) {
  6785. data.data.boundingSphere = {
  6786. center: boundingSphere.center.toArray(),
  6787. radius: boundingSphere.radius
  6788. };
  6789. }
  6790. return data;
  6791. }
  6792. clone() {
  6793. return new this.constructor().copy( this );
  6794. }
  6795. copy( source ) {
  6796. // reset
  6797. this.index = null;
  6798. this.attributes = {};
  6799. this.morphAttributes = {};
  6800. this.groups = [];
  6801. this.boundingBox = null;
  6802. this.boundingSphere = null;
  6803. // used for storing cloned, shared data
  6804. const data = {};
  6805. // name
  6806. this.name = source.name;
  6807. // index
  6808. const index = source.index;
  6809. if ( index !== null ) {
  6810. this.setIndex( index.clone( data ) );
  6811. }
  6812. // attributes
  6813. const attributes = source.attributes;
  6814. for ( const name in attributes ) {
  6815. const attribute = attributes[ name ];
  6816. this.setAttribute( name, attribute.clone( data ) );
  6817. }
  6818. // morph attributes
  6819. const morphAttributes = source.morphAttributes;
  6820. for ( const name in morphAttributes ) {
  6821. const array = [];
  6822. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6823. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6824. array.push( morphAttribute[ i ].clone( data ) );
  6825. }
  6826. this.morphAttributes[ name ] = array;
  6827. }
  6828. this.morphTargetsRelative = source.morphTargetsRelative;
  6829. // groups
  6830. const groups = source.groups;
  6831. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6832. const group = groups[ i ];
  6833. this.addGroup( group.start, group.count, group.materialIndex );
  6834. }
  6835. // bounding box
  6836. const boundingBox = source.boundingBox;
  6837. if ( boundingBox !== null ) {
  6838. this.boundingBox = boundingBox.clone();
  6839. }
  6840. // bounding sphere
  6841. const boundingSphere = source.boundingSphere;
  6842. if ( boundingSphere !== null ) {
  6843. this.boundingSphere = boundingSphere.clone();
  6844. }
  6845. // draw range
  6846. this.drawRange.start = source.drawRange.start;
  6847. this.drawRange.count = source.drawRange.count;
  6848. // user data
  6849. this.userData = source.userData;
  6850. return this;
  6851. }
  6852. dispose() {
  6853. this.dispatchEvent( { type: 'dispose' } );
  6854. }
  6855. }
  6856. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  6857. const _ray$3 = /*@__PURE__*/ new Ray();
  6858. const _sphere$6 = /*@__PURE__*/ new Sphere();
  6859. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  6860. const _vA$1 = /*@__PURE__*/ new Vector3();
  6861. const _vB$1 = /*@__PURE__*/ new Vector3();
  6862. const _vC$1 = /*@__PURE__*/ new Vector3();
  6863. const _tempA = /*@__PURE__*/ new Vector3();
  6864. const _morphA = /*@__PURE__*/ new Vector3();
  6865. const _uvA$1 = /*@__PURE__*/ new Vector2();
  6866. const _uvB$1 = /*@__PURE__*/ new Vector2();
  6867. const _uvC$1 = /*@__PURE__*/ new Vector2();
  6868. const _normalA = /*@__PURE__*/ new Vector3();
  6869. const _normalB = /*@__PURE__*/ new Vector3();
  6870. const _normalC = /*@__PURE__*/ new Vector3();
  6871. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  6872. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  6873. class Mesh extends Object3D {
  6874. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  6875. super();
  6876. this.isMesh = true;
  6877. this.type = 'Mesh';
  6878. this.geometry = geometry;
  6879. this.material = material;
  6880. this.updateMorphTargets();
  6881. }
  6882. copy( source, recursive ) {
  6883. super.copy( source, recursive );
  6884. if ( source.morphTargetInfluences !== undefined ) {
  6885. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6886. }
  6887. if ( source.morphTargetDictionary !== undefined ) {
  6888. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6889. }
  6890. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  6891. this.geometry = source.geometry;
  6892. return this;
  6893. }
  6894. updateMorphTargets() {
  6895. const geometry = this.geometry;
  6896. const morphAttributes = geometry.morphAttributes;
  6897. const keys = Object.keys( morphAttributes );
  6898. if ( keys.length > 0 ) {
  6899. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  6900. if ( morphAttribute !== undefined ) {
  6901. this.morphTargetInfluences = [];
  6902. this.morphTargetDictionary = {};
  6903. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6904. const name = morphAttribute[ m ].name || String( m );
  6905. this.morphTargetInfluences.push( 0 );
  6906. this.morphTargetDictionary[ name ] = m;
  6907. }
  6908. }
  6909. }
  6910. }
  6911. getVertexPosition( index, target ) {
  6912. const geometry = this.geometry;
  6913. const position = geometry.attributes.position;
  6914. const morphPosition = geometry.morphAttributes.position;
  6915. const morphTargetsRelative = geometry.morphTargetsRelative;
  6916. target.fromBufferAttribute( position, index );
  6917. const morphInfluences = this.morphTargetInfluences;
  6918. if ( morphPosition && morphInfluences ) {
  6919. _morphA.set( 0, 0, 0 );
  6920. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  6921. const influence = morphInfluences[ i ];
  6922. const morphAttribute = morphPosition[ i ];
  6923. if ( influence === 0 ) continue;
  6924. _tempA.fromBufferAttribute( morphAttribute, index );
  6925. if ( morphTargetsRelative ) {
  6926. _morphA.addScaledVector( _tempA, influence );
  6927. } else {
  6928. _morphA.addScaledVector( _tempA.sub( target ), influence );
  6929. }
  6930. }
  6931. target.add( _morphA );
  6932. }
  6933. return target;
  6934. }
  6935. raycast( raycaster, intersects ) {
  6936. const geometry = this.geometry;
  6937. const material = this.material;
  6938. const matrixWorld = this.matrixWorld;
  6939. if ( material === undefined ) return;
  6940. // test with bounding sphere in world space
  6941. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6942. _sphere$6.copy( geometry.boundingSphere );
  6943. _sphere$6.applyMatrix4( matrixWorld );
  6944. // check distance from ray origin to bounding sphere
  6945. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  6946. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  6947. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  6948. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  6949. }
  6950. // convert ray to local space of mesh
  6951. _inverseMatrix$3.copy( matrixWorld ).invert();
  6952. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  6953. // test with bounding box in local space
  6954. if ( geometry.boundingBox !== null ) {
  6955. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  6956. }
  6957. // test for intersections with geometry
  6958. this._computeIntersections( raycaster, intersects, _ray$3 );
  6959. }
  6960. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  6961. let intersection;
  6962. const geometry = this.geometry;
  6963. const material = this.material;
  6964. const index = geometry.index;
  6965. const position = geometry.attributes.position;
  6966. const uv = geometry.attributes.uv;
  6967. const uv1 = geometry.attributes.uv1;
  6968. const normal = geometry.attributes.normal;
  6969. const groups = geometry.groups;
  6970. const drawRange = geometry.drawRange;
  6971. if ( index !== null ) {
  6972. // indexed buffer geometry
  6973. if ( Array.isArray( material ) ) {
  6974. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  6975. const group = groups[ i ];
  6976. const groupMaterial = material[ group.materialIndex ];
  6977. const start = Math.max( group.start, drawRange.start );
  6978. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  6979. for ( let j = start, jl = end; j < jl; j += 3 ) {
  6980. const a = index.getX( j );
  6981. const b = index.getX( j + 1 );
  6982. const c = index.getX( j + 2 );
  6983. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  6984. if ( intersection ) {
  6985. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6986. intersection.face.materialIndex = group.materialIndex;
  6987. intersects.push( intersection );
  6988. }
  6989. }
  6990. }
  6991. } else {
  6992. const start = Math.max( 0, drawRange.start );
  6993. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6994. for ( let i = start, il = end; i < il; i += 3 ) {
  6995. const a = index.getX( i );
  6996. const b = index.getX( i + 1 );
  6997. const c = index.getX( i + 2 );
  6998. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  6999. if ( intersection ) {
  7000. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  7001. intersects.push( intersection );
  7002. }
  7003. }
  7004. }
  7005. } else if ( position !== undefined ) {
  7006. // non-indexed buffer geometry
  7007. if ( Array.isArray( material ) ) {
  7008. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  7009. const group = groups[ i ];
  7010. const groupMaterial = material[ group.materialIndex ];
  7011. const start = Math.max( group.start, drawRange.start );
  7012. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  7013. for ( let j = start, jl = end; j < jl; j += 3 ) {
  7014. const a = j;
  7015. const b = j + 1;
  7016. const c = j + 2;
  7017. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7018. if ( intersection ) {
  7019. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  7020. intersection.face.materialIndex = group.materialIndex;
  7021. intersects.push( intersection );
  7022. }
  7023. }
  7024. }
  7025. } else {
  7026. const start = Math.max( 0, drawRange.start );
  7027. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  7028. for ( let i = start, il = end; i < il; i += 3 ) {
  7029. const a = i;
  7030. const b = i + 1;
  7031. const c = i + 2;
  7032. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7033. if ( intersection ) {
  7034. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  7035. intersects.push( intersection );
  7036. }
  7037. }
  7038. }
  7039. }
  7040. }
  7041. }
  7042. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  7043. let intersect;
  7044. if ( material.side === BackSide ) {
  7045. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  7046. } else {
  7047. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  7048. }
  7049. if ( intersect === null ) return null;
  7050. _intersectionPointWorld.copy( point );
  7051. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  7052. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  7053. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  7054. return {
  7055. distance: distance,
  7056. point: _intersectionPointWorld.clone(),
  7057. object: object
  7058. };
  7059. }
  7060. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  7061. object.getVertexPosition( a, _vA$1 );
  7062. object.getVertexPosition( b, _vB$1 );
  7063. object.getVertexPosition( c, _vC$1 );
  7064. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  7065. if ( intersection ) {
  7066. if ( uv ) {
  7067. _uvA$1.fromBufferAttribute( uv, a );
  7068. _uvB$1.fromBufferAttribute( uv, b );
  7069. _uvC$1.fromBufferAttribute( uv, c );
  7070. intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
  7071. }
  7072. if ( uv1 ) {
  7073. _uvA$1.fromBufferAttribute( uv1, a );
  7074. _uvB$1.fromBufferAttribute( uv1, b );
  7075. _uvC$1.fromBufferAttribute( uv1, c );
  7076. intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
  7077. }
  7078. if ( normal ) {
  7079. _normalA.fromBufferAttribute( normal, a );
  7080. _normalB.fromBufferAttribute( normal, b );
  7081. _normalC.fromBufferAttribute( normal, c );
  7082. intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );
  7083. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  7084. intersection.normal.multiplyScalar( - 1 );
  7085. }
  7086. }
  7087. const face = {
  7088. a: a,
  7089. b: b,
  7090. c: c,
  7091. normal: new Vector3(),
  7092. materialIndex: 0
  7093. };
  7094. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  7095. intersection.face = face;
  7096. }
  7097. return intersection;
  7098. }
  7099. class BoxGeometry extends BufferGeometry {
  7100. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  7101. super();
  7102. this.type = 'BoxGeometry';
  7103. this.parameters = {
  7104. width: width,
  7105. height: height,
  7106. depth: depth,
  7107. widthSegments: widthSegments,
  7108. heightSegments: heightSegments,
  7109. depthSegments: depthSegments
  7110. };
  7111. const scope = this;
  7112. // segments
  7113. widthSegments = Math.floor( widthSegments );
  7114. heightSegments = Math.floor( heightSegments );
  7115. depthSegments = Math.floor( depthSegments );
  7116. // buffers
  7117. const indices = [];
  7118. const vertices = [];
  7119. const normals = [];
  7120. const uvs = [];
  7121. // helper variables
  7122. let numberOfVertices = 0;
  7123. let groupStart = 0;
  7124. // build each side of the box geometry
  7125. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7126. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7127. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7128. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7129. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7130. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7131. // build geometry
  7132. this.setIndex( indices );
  7133. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7134. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7135. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7136. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7137. const segmentWidth = width / gridX;
  7138. const segmentHeight = height / gridY;
  7139. const widthHalf = width / 2;
  7140. const heightHalf = height / 2;
  7141. const depthHalf = depth / 2;
  7142. const gridX1 = gridX + 1;
  7143. const gridY1 = gridY + 1;
  7144. let vertexCounter = 0;
  7145. let groupCount = 0;
  7146. const vector = new Vector3();
  7147. // generate vertices, normals and uvs
  7148. for ( let iy = 0; iy < gridY1; iy ++ ) {
  7149. const y = iy * segmentHeight - heightHalf;
  7150. for ( let ix = 0; ix < gridX1; ix ++ ) {
  7151. const x = ix * segmentWidth - widthHalf;
  7152. // set values to correct vector component
  7153. vector[ u ] = x * udir;
  7154. vector[ v ] = y * vdir;
  7155. vector[ w ] = depthHalf;
  7156. // now apply vector to vertex buffer
  7157. vertices.push( vector.x, vector.y, vector.z );
  7158. // set values to correct vector component
  7159. vector[ u ] = 0;
  7160. vector[ v ] = 0;
  7161. vector[ w ] = depth > 0 ? 1 : - 1;
  7162. // now apply vector to normal buffer
  7163. normals.push( vector.x, vector.y, vector.z );
  7164. // uvs
  7165. uvs.push( ix / gridX );
  7166. uvs.push( 1 - ( iy / gridY ) );
  7167. // counters
  7168. vertexCounter += 1;
  7169. }
  7170. }
  7171. // indices
  7172. // 1. you need three indices to draw a single face
  7173. // 2. a single segment consists of two faces
  7174. // 3. so we need to generate six (2*3) indices per segment
  7175. for ( let iy = 0; iy < gridY; iy ++ ) {
  7176. for ( let ix = 0; ix < gridX; ix ++ ) {
  7177. const a = numberOfVertices + ix + gridX1 * iy;
  7178. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7179. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7180. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7181. // faces
  7182. indices.push( a, b, d );
  7183. indices.push( b, c, d );
  7184. // increase counter
  7185. groupCount += 6;
  7186. }
  7187. }
  7188. // add a group to the geometry. this will ensure multi material support
  7189. scope.addGroup( groupStart, groupCount, materialIndex );
  7190. // calculate new start value for groups
  7191. groupStart += groupCount;
  7192. // update total number of vertices
  7193. numberOfVertices += vertexCounter;
  7194. }
  7195. }
  7196. copy( source ) {
  7197. super.copy( source );
  7198. this.parameters = Object.assign( {}, source.parameters );
  7199. return this;
  7200. }
  7201. static fromJSON( data ) {
  7202. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  7203. }
  7204. }
  7205. /**
  7206. * Uniform Utilities
  7207. */
  7208. function cloneUniforms( src ) {
  7209. const dst = {};
  7210. for ( const u in src ) {
  7211. dst[ u ] = {};
  7212. for ( const p in src[ u ] ) {
  7213. const property = src[ u ][ p ];
  7214. if ( property && ( property.isColor ||
  7215. property.isMatrix3 || property.isMatrix4 ||
  7216. property.isVector2 || property.isVector3 || property.isVector4 ||
  7217. property.isTexture || property.isQuaternion ) ) {
  7218. if ( property.isRenderTargetTexture ) {
  7219. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  7220. dst[ u ][ p ] = null;
  7221. } else {
  7222. dst[ u ][ p ] = property.clone();
  7223. }
  7224. } else if ( Array.isArray( property ) ) {
  7225. dst[ u ][ p ] = property.slice();
  7226. } else {
  7227. dst[ u ][ p ] = property;
  7228. }
  7229. }
  7230. }
  7231. return dst;
  7232. }
  7233. function cloneUniformsGroups( src ) {
  7234. const dst = [];
  7235. for ( let u = 0; u < src.length; u ++ ) {
  7236. dst.push( src[ u ].clone() );
  7237. }
  7238. return dst;
  7239. }
  7240. var default_vertex = /* glsl */`
  7241. void main() {
  7242. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  7243. }
  7244. `;
  7245. var default_fragment = /* glsl */`
  7246. void main() {
  7247. gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
  7248. }
  7249. `;
  7250. class ShaderMaterial extends Material {
  7251. constructor( parameters ) {
  7252. super();
  7253. this.isShaderMaterial = true;
  7254. this.type = 'ShaderMaterial';
  7255. this.defines = {};
  7256. this.uniforms = {};
  7257. this.uniformsGroups = [];
  7258. this.vertexShader = default_vertex;
  7259. this.fragmentShader = default_fragment;
  7260. this.linewidth = 1;
  7261. this.wireframe = false;
  7262. this.wireframeLinewidth = 1;
  7263. this.fog = false; // set to use scene fog
  7264. this.lights = false; // set to use scene lights
  7265. this.clipping = false; // set to use user-defined clipping planes
  7266. this.forceSinglePass = true;
  7267. this.extensions = {
  7268. clipCullDistance: false, // set to use vertex shader clipping
  7269. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  7270. };
  7271. // When rendered geometry doesn't include these attributes but the material does,
  7272. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7273. this.defaultAttributeValues = {
  7274. 'color': [ 1, 1, 1 ],
  7275. 'uv': [ 0, 0 ],
  7276. 'uv1': [ 0, 0 ]
  7277. };
  7278. this.index0AttributeName = undefined;
  7279. this.uniformsNeedUpdate = false;
  7280. this.glslVersion = null;
  7281. if ( parameters !== undefined ) {
  7282. this.setValues( parameters );
  7283. }
  7284. }
  7285. copy( source ) {
  7286. super.copy( source );
  7287. this.fragmentShader = source.fragmentShader;
  7288. this.vertexShader = source.vertexShader;
  7289. this.uniforms = cloneUniforms( source.uniforms );
  7290. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  7291. this.defines = Object.assign( {}, source.defines );
  7292. this.wireframe = source.wireframe;
  7293. this.wireframeLinewidth = source.wireframeLinewidth;
  7294. this.fog = source.fog;
  7295. this.lights = source.lights;
  7296. this.clipping = source.clipping;
  7297. this.extensions = Object.assign( {}, source.extensions );
  7298. this.glslVersion = source.glslVersion;
  7299. return this;
  7300. }
  7301. toJSON( meta ) {
  7302. const data = super.toJSON( meta );
  7303. data.glslVersion = this.glslVersion;
  7304. data.uniforms = {};
  7305. for ( const name in this.uniforms ) {
  7306. const uniform = this.uniforms[ name ];
  7307. const value = uniform.value;
  7308. if ( value && value.isTexture ) {
  7309. data.uniforms[ name ] = {
  7310. type: 't',
  7311. value: value.toJSON( meta ).uuid
  7312. };
  7313. } else if ( value && value.isColor ) {
  7314. data.uniforms[ name ] = {
  7315. type: 'c',
  7316. value: value.getHex()
  7317. };
  7318. } else if ( value && value.isVector2 ) {
  7319. data.uniforms[ name ] = {
  7320. type: 'v2',
  7321. value: value.toArray()
  7322. };
  7323. } else if ( value && value.isVector3 ) {
  7324. data.uniforms[ name ] = {
  7325. type: 'v3',
  7326. value: value.toArray()
  7327. };
  7328. } else if ( value && value.isVector4 ) {
  7329. data.uniforms[ name ] = {
  7330. type: 'v4',
  7331. value: value.toArray()
  7332. };
  7333. } else if ( value && value.isMatrix3 ) {
  7334. data.uniforms[ name ] = {
  7335. type: 'm3',
  7336. value: value.toArray()
  7337. };
  7338. } else if ( value && value.isMatrix4 ) {
  7339. data.uniforms[ name ] = {
  7340. type: 'm4',
  7341. value: value.toArray()
  7342. };
  7343. } else {
  7344. data.uniforms[ name ] = {
  7345. value: value
  7346. };
  7347. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7348. }
  7349. }
  7350. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7351. data.vertexShader = this.vertexShader;
  7352. data.fragmentShader = this.fragmentShader;
  7353. data.lights = this.lights;
  7354. data.clipping = this.clipping;
  7355. const extensions = {};
  7356. for ( const key in this.extensions ) {
  7357. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7358. }
  7359. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7360. return data;
  7361. }
  7362. }
  7363. class Camera extends Object3D {
  7364. constructor() {
  7365. super();
  7366. this.isCamera = true;
  7367. this.type = 'Camera';
  7368. this.matrixWorldInverse = new Matrix4();
  7369. this.projectionMatrix = new Matrix4();
  7370. this.projectionMatrixInverse = new Matrix4();
  7371. this.coordinateSystem = WebGLCoordinateSystem;
  7372. }
  7373. copy( source, recursive ) {
  7374. super.copy( source, recursive );
  7375. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7376. this.projectionMatrix.copy( source.projectionMatrix );
  7377. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7378. this.coordinateSystem = source.coordinateSystem;
  7379. return this;
  7380. }
  7381. getWorldDirection( target ) {
  7382. return super.getWorldDirection( target ).negate();
  7383. }
  7384. updateMatrixWorld( force ) {
  7385. super.updateMatrixWorld( force );
  7386. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  7387. }
  7388. updateWorldMatrix( updateParents, updateChildren ) {
  7389. super.updateWorldMatrix( updateParents, updateChildren );
  7390. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  7391. }
  7392. clone() {
  7393. return new this.constructor().copy( this );
  7394. }
  7395. }
  7396. const _v3$1 = /*@__PURE__*/ new Vector3();
  7397. const _minTarget = /*@__PURE__*/ new Vector2();
  7398. const _maxTarget = /*@__PURE__*/ new Vector2();
  7399. class PerspectiveCamera extends Camera {
  7400. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  7401. super();
  7402. this.isPerspectiveCamera = true;
  7403. this.type = 'PerspectiveCamera';
  7404. this.fov = fov;
  7405. this.zoom = 1;
  7406. this.near = near;
  7407. this.far = far;
  7408. this.focus = 10;
  7409. this.aspect = aspect;
  7410. this.view = null;
  7411. this.filmGauge = 35; // width of the film (default in millimeters)
  7412. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7413. this.updateProjectionMatrix();
  7414. }
  7415. copy( source, recursive ) {
  7416. super.copy( source, recursive );
  7417. this.fov = source.fov;
  7418. this.zoom = source.zoom;
  7419. this.near = source.near;
  7420. this.far = source.far;
  7421. this.focus = source.focus;
  7422. this.aspect = source.aspect;
  7423. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7424. this.filmGauge = source.filmGauge;
  7425. this.filmOffset = source.filmOffset;
  7426. return this;
  7427. }
  7428. /**
  7429. * Sets the FOV by focal length in respect to the current .filmGauge.
  7430. *
  7431. * The default film gauge is 35, so that the focal length can be specified for
  7432. * a 35mm (full frame) camera.
  7433. *
  7434. * Values for focal length and film gauge must have the same unit.
  7435. */
  7436. setFocalLength( focalLength ) {
  7437. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  7438. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7439. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  7440. this.updateProjectionMatrix();
  7441. }
  7442. /**
  7443. * Calculates the focal length from the current .fov and .filmGauge.
  7444. */
  7445. getFocalLength() {
  7446. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  7447. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7448. }
  7449. getEffectiveFOV() {
  7450. return RAD2DEG * 2 * Math.atan(
  7451. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7452. }
  7453. getFilmWidth() {
  7454. // film not completely covered in portrait format (aspect < 1)
  7455. return this.filmGauge * Math.min( this.aspect, 1 );
  7456. }
  7457. getFilmHeight() {
  7458. // film not completely covered in landscape format (aspect > 1)
  7459. return this.filmGauge / Math.max( this.aspect, 1 );
  7460. }
  7461. /**
  7462. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  7463. * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
  7464. */
  7465. getViewBounds( distance, minTarget, maxTarget ) {
  7466. _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  7467. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  7468. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  7469. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  7470. }
  7471. /**
  7472. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  7473. * Copies the result into the target Vector2, where x is width and y is height.
  7474. */
  7475. getViewSize( distance, target ) {
  7476. this.getViewBounds( distance, _minTarget, _maxTarget );
  7477. return target.subVectors( _maxTarget, _minTarget );
  7478. }
  7479. /**
  7480. * Sets an offset in a larger frustum. This is useful for multi-window or
  7481. * multi-monitor/multi-machine setups.
  7482. *
  7483. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7484. * the monitors are in grid like this
  7485. *
  7486. * +---+---+---+
  7487. * | A | B | C |
  7488. * +---+---+---+
  7489. * | D | E | F |
  7490. * +---+---+---+
  7491. *
  7492. * then for each monitor you would call it like this
  7493. *
  7494. * const w = 1920;
  7495. * const h = 1080;
  7496. * const fullWidth = w * 3;
  7497. * const fullHeight = h * 2;
  7498. *
  7499. * --A--
  7500. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7501. * --B--
  7502. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7503. * --C--
  7504. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7505. * --D--
  7506. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7507. * --E--
  7508. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7509. * --F--
  7510. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7511. *
  7512. * Note there is no reason monitors have to be the same size or in a grid.
  7513. */
  7514. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  7515. this.aspect = fullWidth / fullHeight;
  7516. if ( this.view === null ) {
  7517. this.view = {
  7518. enabled: true,
  7519. fullWidth: 1,
  7520. fullHeight: 1,
  7521. offsetX: 0,
  7522. offsetY: 0,
  7523. width: 1,
  7524. height: 1
  7525. };
  7526. }
  7527. this.view.enabled = true;
  7528. this.view.fullWidth = fullWidth;
  7529. this.view.fullHeight = fullHeight;
  7530. this.view.offsetX = x;
  7531. this.view.offsetY = y;
  7532. this.view.width = width;
  7533. this.view.height = height;
  7534. this.updateProjectionMatrix();
  7535. }
  7536. clearViewOffset() {
  7537. if ( this.view !== null ) {
  7538. this.view.enabled = false;
  7539. }
  7540. this.updateProjectionMatrix();
  7541. }
  7542. updateProjectionMatrix() {
  7543. const near = this.near;
  7544. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  7545. let height = 2 * top;
  7546. let width = this.aspect * height;
  7547. let left = - 0.5 * width;
  7548. const view = this.view;
  7549. if ( this.view !== null && this.view.enabled ) {
  7550. const fullWidth = view.fullWidth,
  7551. fullHeight = view.fullHeight;
  7552. left += view.offsetX * width / fullWidth;
  7553. top -= view.offsetY * height / fullHeight;
  7554. width *= view.width / fullWidth;
  7555. height *= view.height / fullHeight;
  7556. }
  7557. const skew = this.filmOffset;
  7558. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  7559. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
  7560. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  7561. }
  7562. toJSON( meta ) {
  7563. const data = super.toJSON( meta );
  7564. data.object.fov = this.fov;
  7565. data.object.zoom = this.zoom;
  7566. data.object.near = this.near;
  7567. data.object.far = this.far;
  7568. data.object.focus = this.focus;
  7569. data.object.aspect = this.aspect;
  7570. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  7571. data.object.filmGauge = this.filmGauge;
  7572. data.object.filmOffset = this.filmOffset;
  7573. return data;
  7574. }
  7575. }
  7576. const fov = - 90; // negative fov is not an error
  7577. const aspect = 1;
  7578. class CubeCamera extends Object3D {
  7579. constructor( near, far, renderTarget ) {
  7580. super();
  7581. this.type = 'CubeCamera';
  7582. this.renderTarget = renderTarget;
  7583. this.coordinateSystem = null;
  7584. this.activeMipmapLevel = 0;
  7585. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7586. cameraPX.layers = this.layers;
  7587. this.add( cameraPX );
  7588. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7589. cameraNX.layers = this.layers;
  7590. this.add( cameraNX );
  7591. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7592. cameraPY.layers = this.layers;
  7593. this.add( cameraPY );
  7594. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7595. cameraNY.layers = this.layers;
  7596. this.add( cameraNY );
  7597. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7598. cameraPZ.layers = this.layers;
  7599. this.add( cameraPZ );
  7600. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7601. cameraNZ.layers = this.layers;
  7602. this.add( cameraNZ );
  7603. }
  7604. updateCoordinateSystem() {
  7605. const coordinateSystem = this.coordinateSystem;
  7606. const cameras = this.children.concat();
  7607. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  7608. for ( const camera of cameras ) this.remove( camera );
  7609. if ( coordinateSystem === WebGLCoordinateSystem ) {
  7610. cameraPX.up.set( 0, 1, 0 );
  7611. cameraPX.lookAt( 1, 0, 0 );
  7612. cameraNX.up.set( 0, 1, 0 );
  7613. cameraNX.lookAt( - 1, 0, 0 );
  7614. cameraPY.up.set( 0, 0, - 1 );
  7615. cameraPY.lookAt( 0, 1, 0 );
  7616. cameraNY.up.set( 0, 0, 1 );
  7617. cameraNY.lookAt( 0, - 1, 0 );
  7618. cameraPZ.up.set( 0, 1, 0 );
  7619. cameraPZ.lookAt( 0, 0, 1 );
  7620. cameraNZ.up.set( 0, 1, 0 );
  7621. cameraNZ.lookAt( 0, 0, - 1 );
  7622. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  7623. cameraPX.up.set( 0, - 1, 0 );
  7624. cameraPX.lookAt( - 1, 0, 0 );
  7625. cameraNX.up.set( 0, - 1, 0 );
  7626. cameraNX.lookAt( 1, 0, 0 );
  7627. cameraPY.up.set( 0, 0, 1 );
  7628. cameraPY.lookAt( 0, 1, 0 );
  7629. cameraNY.up.set( 0, 0, - 1 );
  7630. cameraNY.lookAt( 0, - 1, 0 );
  7631. cameraPZ.up.set( 0, - 1, 0 );
  7632. cameraPZ.lookAt( 0, 0, 1 );
  7633. cameraNZ.up.set( 0, - 1, 0 );
  7634. cameraNZ.lookAt( 0, 0, - 1 );
  7635. } else {
  7636. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  7637. }
  7638. for ( const camera of cameras ) {
  7639. this.add( camera );
  7640. camera.updateMatrixWorld();
  7641. }
  7642. }
  7643. update( renderer, scene ) {
  7644. if ( this.parent === null ) this.updateMatrixWorld();
  7645. const { renderTarget, activeMipmapLevel } = this;
  7646. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  7647. this.coordinateSystem = renderer.coordinateSystem;
  7648. this.updateCoordinateSystem();
  7649. }
  7650. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  7651. const currentRenderTarget = renderer.getRenderTarget();
  7652. const currentActiveCubeFace = renderer.getActiveCubeFace();
  7653. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  7654. const currentXrEnabled = renderer.xr.enabled;
  7655. renderer.xr.enabled = false;
  7656. const generateMipmaps = renderTarget.texture.generateMipmaps;
  7657. renderTarget.texture.generateMipmaps = false;
  7658. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  7659. renderer.render( scene, cameraPX );
  7660. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  7661. renderer.render( scene, cameraNX );
  7662. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  7663. renderer.render( scene, cameraPY );
  7664. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  7665. renderer.render( scene, cameraNY );
  7666. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  7667. renderer.render( scene, cameraPZ );
  7668. // mipmaps are generated during the last call of render()
  7669. // at this point, all sides of the cube render target are defined
  7670. renderTarget.texture.generateMipmaps = generateMipmaps;
  7671. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  7672. renderer.render( scene, cameraNZ );
  7673. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  7674. renderer.xr.enabled = currentXrEnabled;
  7675. renderTarget.texture.needsPMREMUpdate = true;
  7676. }
  7677. }
  7678. class CubeTexture extends Texture {
  7679. constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  7680. images = images !== undefined ? images : [];
  7681. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7682. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  7683. this.isCubeTexture = true;
  7684. this.flipY = false;
  7685. }
  7686. get images() {
  7687. return this.image;
  7688. }
  7689. set images( value ) {
  7690. this.image = value;
  7691. }
  7692. }
  7693. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  7694. constructor( size = 1, options = {} ) {
  7695. super( size, size, options );
  7696. this.isWebGLCubeRenderTarget = true;
  7697. const image = { width: size, height: size, depth: 1 };
  7698. const images = [ image, image, image, image, image, image ];
  7699. this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  7700. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7701. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7702. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7703. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7704. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  7705. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  7706. this.texture.isRenderTargetTexture = true;
  7707. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  7708. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  7709. }
  7710. fromEquirectangularTexture( renderer, texture ) {
  7711. this.texture.type = texture.type;
  7712. this.texture.colorSpace = texture.colorSpace;
  7713. this.texture.generateMipmaps = texture.generateMipmaps;
  7714. this.texture.minFilter = texture.minFilter;
  7715. this.texture.magFilter = texture.magFilter;
  7716. const shader = {
  7717. uniforms: {
  7718. tEquirect: { value: null },
  7719. },
  7720. vertexShader: /* glsl */`
  7721. varying vec3 vWorldDirection;
  7722. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  7723. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  7724. }
  7725. void main() {
  7726. vWorldDirection = transformDirection( position, modelMatrix );
  7727. #include <begin_vertex>
  7728. #include <project_vertex>
  7729. }
  7730. `,
  7731. fragmentShader: /* glsl */`
  7732. uniform sampler2D tEquirect;
  7733. varying vec3 vWorldDirection;
  7734. #include <common>
  7735. void main() {
  7736. vec3 direction = normalize( vWorldDirection );
  7737. vec2 sampleUV = equirectUv( direction );
  7738. gl_FragColor = texture2D( tEquirect, sampleUV );
  7739. }
  7740. `
  7741. };
  7742. const geometry = new BoxGeometry( 5, 5, 5 );
  7743. const material = new ShaderMaterial( {
  7744. name: 'CubemapFromEquirect',
  7745. uniforms: cloneUniforms( shader.uniforms ),
  7746. vertexShader: shader.vertexShader,
  7747. fragmentShader: shader.fragmentShader,
  7748. side: BackSide,
  7749. blending: NoBlending
  7750. } );
  7751. material.uniforms.tEquirect.value = texture;
  7752. const mesh = new Mesh( geometry, material );
  7753. const currentMinFilter = texture.minFilter;
  7754. // Avoid blurred poles
  7755. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  7756. const camera = new CubeCamera( 1, 10, this );
  7757. camera.update( renderer, mesh );
  7758. texture.minFilter = currentMinFilter;
  7759. mesh.geometry.dispose();
  7760. mesh.material.dispose();
  7761. return this;
  7762. }
  7763. clear( renderer, color, depth, stencil ) {
  7764. const currentRenderTarget = renderer.getRenderTarget();
  7765. for ( let i = 0; i < 6; i ++ ) {
  7766. renderer.setRenderTarget( this, i );
  7767. renderer.clear( color, depth, stencil );
  7768. }
  7769. renderer.setRenderTarget( currentRenderTarget );
  7770. }
  7771. }
  7772. class FogExp2 {
  7773. constructor( color, density = 0.00025 ) {
  7774. this.isFogExp2 = true;
  7775. this.name = '';
  7776. this.color = new Color( color );
  7777. this.density = density;
  7778. }
  7779. clone() {
  7780. return new FogExp2( this.color, this.density );
  7781. }
  7782. toJSON( /* meta */ ) {
  7783. return {
  7784. type: 'FogExp2',
  7785. name: this.name,
  7786. color: this.color.getHex(),
  7787. density: this.density
  7788. };
  7789. }
  7790. }
  7791. class Fog {
  7792. constructor( color, near = 1, far = 1000 ) {
  7793. this.isFog = true;
  7794. this.name = '';
  7795. this.color = new Color( color );
  7796. this.near = near;
  7797. this.far = far;
  7798. }
  7799. clone() {
  7800. return new Fog( this.color, this.near, this.far );
  7801. }
  7802. toJSON( /* meta */ ) {
  7803. return {
  7804. type: 'Fog',
  7805. name: this.name,
  7806. color: this.color.getHex(),
  7807. near: this.near,
  7808. far: this.far
  7809. };
  7810. }
  7811. }
  7812. class Scene extends Object3D {
  7813. constructor() {
  7814. super();
  7815. this.isScene = true;
  7816. this.type = 'Scene';
  7817. this.background = null;
  7818. this.environment = null;
  7819. this.fog = null;
  7820. this.backgroundBlurriness = 0;
  7821. this.backgroundIntensity = 1;
  7822. this.backgroundRotation = new Euler();
  7823. this.environmentIntensity = 1;
  7824. this.environmentRotation = new Euler();
  7825. this.overrideMaterial = null;
  7826. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  7827. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  7828. }
  7829. }
  7830. copy( source, recursive ) {
  7831. super.copy( source, recursive );
  7832. if ( source.background !== null ) this.background = source.background.clone();
  7833. if ( source.environment !== null ) this.environment = source.environment.clone();
  7834. if ( source.fog !== null ) this.fog = source.fog.clone();
  7835. this.backgroundBlurriness = source.backgroundBlurriness;
  7836. this.backgroundIntensity = source.backgroundIntensity;
  7837. this.backgroundRotation.copy( source.backgroundRotation );
  7838. this.environmentIntensity = source.environmentIntensity;
  7839. this.environmentRotation.copy( source.environmentRotation );
  7840. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  7841. this.matrixAutoUpdate = source.matrixAutoUpdate;
  7842. return this;
  7843. }
  7844. toJSON( meta ) {
  7845. const data = super.toJSON( meta );
  7846. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  7847. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  7848. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  7849. data.object.backgroundRotation = this.backgroundRotation.toArray();
  7850. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  7851. data.object.environmentRotation = this.environmentRotation.toArray();
  7852. return data;
  7853. }
  7854. }
  7855. class InterleavedBuffer {
  7856. constructor( array, stride ) {
  7857. this.isInterleavedBuffer = true;
  7858. this.array = array;
  7859. this.stride = stride;
  7860. this.count = array !== undefined ? array.length / stride : 0;
  7861. this.usage = StaticDrawUsage;
  7862. this.updateRanges = [];
  7863. this.version = 0;
  7864. this.uuid = generateUUID();
  7865. }
  7866. onUploadCallback() {}
  7867. set needsUpdate( value ) {
  7868. if ( value === true ) this.version ++;
  7869. }
  7870. setUsage( value ) {
  7871. this.usage = value;
  7872. return this;
  7873. }
  7874. addUpdateRange( start, count ) {
  7875. this.updateRanges.push( { start, count } );
  7876. }
  7877. clearUpdateRanges() {
  7878. this.updateRanges.length = 0;
  7879. }
  7880. copy( source ) {
  7881. this.array = new source.array.constructor( source.array );
  7882. this.count = source.count;
  7883. this.stride = source.stride;
  7884. this.usage = source.usage;
  7885. return this;
  7886. }
  7887. copyAt( index1, attribute, index2 ) {
  7888. index1 *= this.stride;
  7889. index2 *= attribute.stride;
  7890. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  7891. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  7892. }
  7893. return this;
  7894. }
  7895. set( value, offset = 0 ) {
  7896. this.array.set( value, offset );
  7897. return this;
  7898. }
  7899. clone( data ) {
  7900. if ( data.arrayBuffers === undefined ) {
  7901. data.arrayBuffers = {};
  7902. }
  7903. if ( this.array.buffer._uuid === undefined ) {
  7904. this.array.buffer._uuid = generateUUID();
  7905. }
  7906. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  7907. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  7908. }
  7909. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  7910. const ib = new this.constructor( array, this.stride );
  7911. ib.setUsage( this.usage );
  7912. return ib;
  7913. }
  7914. onUpload( callback ) {
  7915. this.onUploadCallback = callback;
  7916. return this;
  7917. }
  7918. toJSON( data ) {
  7919. if ( data.arrayBuffers === undefined ) {
  7920. data.arrayBuffers = {};
  7921. }
  7922. // generate UUID for array buffer if necessary
  7923. if ( this.array.buffer._uuid === undefined ) {
  7924. this.array.buffer._uuid = generateUUID();
  7925. }
  7926. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  7927. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  7928. }
  7929. //
  7930. return {
  7931. uuid: this.uuid,
  7932. buffer: this.array.buffer._uuid,
  7933. type: this.array.constructor.name,
  7934. stride: this.stride
  7935. };
  7936. }
  7937. }
  7938. const _vector$7 = /*@__PURE__*/ new Vector3();
  7939. class InterleavedBufferAttribute {
  7940. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  7941. this.isInterleavedBufferAttribute = true;
  7942. this.name = '';
  7943. this.data = interleavedBuffer;
  7944. this.itemSize = itemSize;
  7945. this.offset = offset;
  7946. this.normalized = normalized;
  7947. }
  7948. get count() {
  7949. return this.data.count;
  7950. }
  7951. get array() {
  7952. return this.data.array;
  7953. }
  7954. set needsUpdate( value ) {
  7955. this.data.needsUpdate = value;
  7956. }
  7957. applyMatrix4( m ) {
  7958. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  7959. _vector$7.fromBufferAttribute( this, i );
  7960. _vector$7.applyMatrix4( m );
  7961. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7962. }
  7963. return this;
  7964. }
  7965. applyNormalMatrix( m ) {
  7966. for ( let i = 0, l = this.count; i < l; i ++ ) {
  7967. _vector$7.fromBufferAttribute( this, i );
  7968. _vector$7.applyNormalMatrix( m );
  7969. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7970. }
  7971. return this;
  7972. }
  7973. transformDirection( m ) {
  7974. for ( let i = 0, l = this.count; i < l; i ++ ) {
  7975. _vector$7.fromBufferAttribute( this, i );
  7976. _vector$7.transformDirection( m );
  7977. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7978. }
  7979. return this;
  7980. }
  7981. getComponent( index, component ) {
  7982. let value = this.array[ index * this.data.stride + this.offset + component ];
  7983. if ( this.normalized ) value = denormalize( value, this.array );
  7984. return value;
  7985. }
  7986. setComponent( index, component, value ) {
  7987. if ( this.normalized ) value = normalize$1( value, this.array );
  7988. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  7989. return this;
  7990. }
  7991. setX( index, x ) {
  7992. if ( this.normalized ) x = normalize$1( x, this.array );
  7993. this.data.array[ index * this.data.stride + this.offset ] = x;
  7994. return this;
  7995. }
  7996. setY( index, y ) {
  7997. if ( this.normalized ) y = normalize$1( y, this.array );
  7998. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  7999. return this;
  8000. }
  8001. setZ( index, z ) {
  8002. if ( this.normalized ) z = normalize$1( z, this.array );
  8003. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  8004. return this;
  8005. }
  8006. setW( index, w ) {
  8007. if ( this.normalized ) w = normalize$1( w, this.array );
  8008. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  8009. return this;
  8010. }
  8011. getX( index ) {
  8012. let x = this.data.array[ index * this.data.stride + this.offset ];
  8013. if ( this.normalized ) x = denormalize( x, this.array );
  8014. return x;
  8015. }
  8016. getY( index ) {
  8017. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  8018. if ( this.normalized ) y = denormalize( y, this.array );
  8019. return y;
  8020. }
  8021. getZ( index ) {
  8022. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  8023. if ( this.normalized ) z = denormalize( z, this.array );
  8024. return z;
  8025. }
  8026. getW( index ) {
  8027. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  8028. if ( this.normalized ) w = denormalize( w, this.array );
  8029. return w;
  8030. }
  8031. setXY( index, x, y ) {
  8032. index = index * this.data.stride + this.offset;
  8033. if ( this.normalized ) {
  8034. x = normalize$1( x, this.array );
  8035. y = normalize$1( y, this.array );
  8036. }
  8037. this.data.array[ index + 0 ] = x;
  8038. this.data.array[ index + 1 ] = y;
  8039. return this;
  8040. }
  8041. setXYZ( index, x, y, z ) {
  8042. index = index * this.data.stride + this.offset;
  8043. if ( this.normalized ) {
  8044. x = normalize$1( x, this.array );
  8045. y = normalize$1( y, this.array );
  8046. z = normalize$1( z, this.array );
  8047. }
  8048. this.data.array[ index + 0 ] = x;
  8049. this.data.array[ index + 1 ] = y;
  8050. this.data.array[ index + 2 ] = z;
  8051. return this;
  8052. }
  8053. setXYZW( index, x, y, z, w ) {
  8054. index = index * this.data.stride + this.offset;
  8055. if ( this.normalized ) {
  8056. x = normalize$1( x, this.array );
  8057. y = normalize$1( y, this.array );
  8058. z = normalize$1( z, this.array );
  8059. w = normalize$1( w, this.array );
  8060. }
  8061. this.data.array[ index + 0 ] = x;
  8062. this.data.array[ index + 1 ] = y;
  8063. this.data.array[ index + 2 ] = z;
  8064. this.data.array[ index + 3 ] = w;
  8065. return this;
  8066. }
  8067. clone( data ) {
  8068. if ( data === undefined ) {
  8069. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  8070. const array = [];
  8071. for ( let i = 0; i < this.count; i ++ ) {
  8072. const index = i * this.data.stride + this.offset;
  8073. for ( let j = 0; j < this.itemSize; j ++ ) {
  8074. array.push( this.data.array[ index + j ] );
  8075. }
  8076. }
  8077. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  8078. } else {
  8079. if ( data.interleavedBuffers === undefined ) {
  8080. data.interleavedBuffers = {};
  8081. }
  8082. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  8083. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  8084. }
  8085. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  8086. }
  8087. }
  8088. toJSON( data ) {
  8089. if ( data === undefined ) {
  8090. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  8091. const array = [];
  8092. for ( let i = 0; i < this.count; i ++ ) {
  8093. const index = i * this.data.stride + this.offset;
  8094. for ( let j = 0; j < this.itemSize; j ++ ) {
  8095. array.push( this.data.array[ index + j ] );
  8096. }
  8097. }
  8098. // de-interleave data and save it as an ordinary buffer attribute for now
  8099. return {
  8100. itemSize: this.itemSize,
  8101. type: this.array.constructor.name,
  8102. array: array,
  8103. normalized: this.normalized
  8104. };
  8105. } else {
  8106. // save as true interleaved attribute
  8107. if ( data.interleavedBuffers === undefined ) {
  8108. data.interleavedBuffers = {};
  8109. }
  8110. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  8111. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  8112. }
  8113. return {
  8114. isInterleavedBufferAttribute: true,
  8115. itemSize: this.itemSize,
  8116. data: this.data.uuid,
  8117. offset: this.offset,
  8118. normalized: this.normalized
  8119. };
  8120. }
  8121. }
  8122. }
  8123. class SpriteMaterial extends Material {
  8124. constructor( parameters ) {
  8125. super();
  8126. this.isSpriteMaterial = true;
  8127. this.type = 'SpriteMaterial';
  8128. this.color = new Color( 0xffffff );
  8129. this.map = null;
  8130. this.alphaMap = null;
  8131. this.rotation = 0;
  8132. this.sizeAttenuation = true;
  8133. this.transparent = true;
  8134. this.fog = true;
  8135. this.setValues( parameters );
  8136. }
  8137. copy( source ) {
  8138. super.copy( source );
  8139. this.color.copy( source.color );
  8140. this.map = source.map;
  8141. this.alphaMap = source.alphaMap;
  8142. this.rotation = source.rotation;
  8143. this.sizeAttenuation = source.sizeAttenuation;
  8144. this.fog = source.fog;
  8145. return this;
  8146. }
  8147. }
  8148. let _geometry$1;
  8149. const _intersectPoint = /*@__PURE__*/ new Vector3();
  8150. const _worldScale = /*@__PURE__*/ new Vector3();
  8151. const _mvPosition = /*@__PURE__*/ new Vector3();
  8152. const _alignedPosition = /*@__PURE__*/ new Vector2();
  8153. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  8154. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  8155. const _vA = /*@__PURE__*/ new Vector3();
  8156. const _vB = /*@__PURE__*/ new Vector3();
  8157. const _vC = /*@__PURE__*/ new Vector3();
  8158. const _uvA = /*@__PURE__*/ new Vector2();
  8159. const _uvB = /*@__PURE__*/ new Vector2();
  8160. const _uvC = /*@__PURE__*/ new Vector2();
  8161. class Sprite extends Object3D {
  8162. constructor( material = new SpriteMaterial() ) {
  8163. super();
  8164. this.isSprite = true;
  8165. this.type = 'Sprite';
  8166. if ( _geometry$1 === undefined ) {
  8167. _geometry$1 = new BufferGeometry();
  8168. const float32Array = new Float32Array( [
  8169. - 0.5, - 0.5, 0, 0, 0,
  8170. 0.5, - 0.5, 0, 1, 0,
  8171. 0.5, 0.5, 0, 1, 1,
  8172. - 0.5, 0.5, 0, 0, 1
  8173. ] );
  8174. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  8175. _geometry$1.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  8176. _geometry$1.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  8177. _geometry$1.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  8178. }
  8179. this.geometry = _geometry$1;
  8180. this.material = material;
  8181. this.center = new Vector2( 0.5, 0.5 );
  8182. }
  8183. raycast( raycaster, intersects ) {
  8184. if ( raycaster.camera === null ) {
  8185. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  8186. }
  8187. _worldScale.setFromMatrixScale( this.matrixWorld );
  8188. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  8189. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  8190. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  8191. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  8192. _worldScale.multiplyScalar( - _mvPosition.z );
  8193. }
  8194. const rotation = this.material.rotation;
  8195. let sin, cos;
  8196. if ( rotation !== 0 ) {
  8197. cos = Math.cos( rotation );
  8198. sin = Math.sin( rotation );
  8199. }
  8200. const center = this.center;
  8201. transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8202. transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8203. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8204. _uvA.set( 0, 0 );
  8205. _uvB.set( 1, 0 );
  8206. _uvC.set( 1, 1 );
  8207. // check first triangle
  8208. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  8209. if ( intersect === null ) {
  8210. // check second triangle
  8211. transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8212. _uvB.set( 0, 1 );
  8213. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  8214. if ( intersect === null ) {
  8215. return;
  8216. }
  8217. }
  8218. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  8219. if ( distance < raycaster.near || distance > raycaster.far ) return;
  8220. intersects.push( {
  8221. distance: distance,
  8222. point: _intersectPoint.clone(),
  8223. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  8224. face: null,
  8225. object: this
  8226. } );
  8227. }
  8228. copy( source, recursive ) {
  8229. super.copy( source, recursive );
  8230. if ( source.center !== undefined ) this.center.copy( source.center );
  8231. this.material = source.material;
  8232. return this;
  8233. }
  8234. }
  8235. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  8236. // compute position in camera space
  8237. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  8238. // to check if rotation is not zero
  8239. if ( sin !== undefined ) {
  8240. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  8241. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  8242. } else {
  8243. _rotatedPosition.copy( _alignedPosition );
  8244. }
  8245. vertexPosition.copy( mvPosition );
  8246. vertexPosition.x += _rotatedPosition.x;
  8247. vertexPosition.y += _rotatedPosition.y;
  8248. // transform to world space
  8249. vertexPosition.applyMatrix4( _viewWorldMatrix );
  8250. }
  8251. const _v1$2 = /*@__PURE__*/ new Vector3();
  8252. const _v2$1 = /*@__PURE__*/ new Vector3();
  8253. class LOD extends Object3D {
  8254. constructor() {
  8255. super();
  8256. this._currentLevel = 0;
  8257. this.type = 'LOD';
  8258. Object.defineProperties( this, {
  8259. levels: {
  8260. enumerable: true,
  8261. value: []
  8262. },
  8263. isLOD: {
  8264. value: true,
  8265. }
  8266. } );
  8267. this.autoUpdate = true;
  8268. }
  8269. copy( source ) {
  8270. super.copy( source, false );
  8271. const levels = source.levels;
  8272. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  8273. const level = levels[ i ];
  8274. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  8275. }
  8276. this.autoUpdate = source.autoUpdate;
  8277. return this;
  8278. }
  8279. addLevel( object, distance = 0, hysteresis = 0 ) {
  8280. distance = Math.abs( distance );
  8281. const levels = this.levels;
  8282. let l;
  8283. for ( l = 0; l < levels.length; l ++ ) {
  8284. if ( distance < levels[ l ].distance ) {
  8285. break;
  8286. }
  8287. }
  8288. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  8289. this.add( object );
  8290. return this;
  8291. }
  8292. getCurrentLevel() {
  8293. return this._currentLevel;
  8294. }
  8295. getObjectForDistance( distance ) {
  8296. const levels = this.levels;
  8297. if ( levels.length > 0 ) {
  8298. let i, l;
  8299. for ( i = 1, l = levels.length; i < l; i ++ ) {
  8300. let levelDistance = levels[ i ].distance;
  8301. if ( levels[ i ].object.visible ) {
  8302. levelDistance -= levelDistance * levels[ i ].hysteresis;
  8303. }
  8304. if ( distance < levelDistance ) {
  8305. break;
  8306. }
  8307. }
  8308. return levels[ i - 1 ].object;
  8309. }
  8310. return null;
  8311. }
  8312. raycast( raycaster, intersects ) {
  8313. const levels = this.levels;
  8314. if ( levels.length > 0 ) {
  8315. _v1$2.setFromMatrixPosition( this.matrixWorld );
  8316. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  8317. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  8318. }
  8319. }
  8320. update( camera ) {
  8321. const levels = this.levels;
  8322. if ( levels.length > 1 ) {
  8323. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  8324. _v2$1.setFromMatrixPosition( this.matrixWorld );
  8325. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  8326. levels[ 0 ].object.visible = true;
  8327. let i, l;
  8328. for ( i = 1, l = levels.length; i < l; i ++ ) {
  8329. let levelDistance = levels[ i ].distance;
  8330. if ( levels[ i ].object.visible ) {
  8331. levelDistance -= levelDistance * levels[ i ].hysteresis;
  8332. }
  8333. if ( distance >= levelDistance ) {
  8334. levels[ i - 1 ].object.visible = false;
  8335. levels[ i ].object.visible = true;
  8336. } else {
  8337. break;
  8338. }
  8339. }
  8340. this._currentLevel = i - 1;
  8341. for ( ; i < l; i ++ ) {
  8342. levels[ i ].object.visible = false;
  8343. }
  8344. }
  8345. }
  8346. toJSON( meta ) {
  8347. const data = super.toJSON( meta );
  8348. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  8349. data.object.levels = [];
  8350. const levels = this.levels;
  8351. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  8352. const level = levels[ i ];
  8353. data.object.levels.push( {
  8354. object: level.object.uuid,
  8355. distance: level.distance,
  8356. hysteresis: level.hysteresis
  8357. } );
  8358. }
  8359. return data;
  8360. }
  8361. }
  8362. const _basePosition = /*@__PURE__*/ new Vector3();
  8363. const _skinIndex = /*@__PURE__*/ new Vector4();
  8364. const _skinWeight = /*@__PURE__*/ new Vector4();
  8365. const _vector3 = /*@__PURE__*/ new Vector3();
  8366. const _matrix4 = /*@__PURE__*/ new Matrix4();
  8367. const _vertex = /*@__PURE__*/ new Vector3();
  8368. const _sphere$5 = /*@__PURE__*/ new Sphere();
  8369. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  8370. const _ray$2 = /*@__PURE__*/ new Ray();
  8371. class SkinnedMesh extends Mesh {
  8372. constructor( geometry, material ) {
  8373. super( geometry, material );
  8374. this.isSkinnedMesh = true;
  8375. this.type = 'SkinnedMesh';
  8376. this.bindMode = AttachedBindMode;
  8377. this.bindMatrix = new Matrix4();
  8378. this.bindMatrixInverse = new Matrix4();
  8379. this.boundingBox = null;
  8380. this.boundingSphere = null;
  8381. }
  8382. computeBoundingBox() {
  8383. const geometry = this.geometry;
  8384. if ( this.boundingBox === null ) {
  8385. this.boundingBox = new Box3();
  8386. }
  8387. this.boundingBox.makeEmpty();
  8388. const positionAttribute = geometry.getAttribute( 'position' );
  8389. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  8390. this.getVertexPosition( i, _vertex );
  8391. this.boundingBox.expandByPoint( _vertex );
  8392. }
  8393. }
  8394. computeBoundingSphere() {
  8395. const geometry = this.geometry;
  8396. if ( this.boundingSphere === null ) {
  8397. this.boundingSphere = new Sphere();
  8398. }
  8399. this.boundingSphere.makeEmpty();
  8400. const positionAttribute = geometry.getAttribute( 'position' );
  8401. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  8402. this.getVertexPosition( i, _vertex );
  8403. this.boundingSphere.expandByPoint( _vertex );
  8404. }
  8405. }
  8406. copy( source, recursive ) {
  8407. super.copy( source, recursive );
  8408. this.bindMode = source.bindMode;
  8409. this.bindMatrix.copy( source.bindMatrix );
  8410. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  8411. this.skeleton = source.skeleton;
  8412. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  8413. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  8414. return this;
  8415. }
  8416. raycast( raycaster, intersects ) {
  8417. const material = this.material;
  8418. const matrixWorld = this.matrixWorld;
  8419. if ( material === undefined ) return;
  8420. // test with bounding sphere in world space
  8421. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  8422. _sphere$5.copy( this.boundingSphere );
  8423. _sphere$5.applyMatrix4( matrixWorld );
  8424. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  8425. // convert ray to local space of skinned mesh
  8426. _inverseMatrix$2.copy( matrixWorld ).invert();
  8427. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  8428. // test with bounding box in local space
  8429. if ( this.boundingBox !== null ) {
  8430. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  8431. }
  8432. // test for intersections with geometry
  8433. this._computeIntersections( raycaster, intersects, _ray$2 );
  8434. }
  8435. getVertexPosition( index, target ) {
  8436. super.getVertexPosition( index, target );
  8437. this.applyBoneTransform( index, target );
  8438. return target;
  8439. }
  8440. bind( skeleton, bindMatrix ) {
  8441. this.skeleton = skeleton;
  8442. if ( bindMatrix === undefined ) {
  8443. this.updateMatrixWorld( true );
  8444. this.skeleton.calculateInverses();
  8445. bindMatrix = this.matrixWorld;
  8446. }
  8447. this.bindMatrix.copy( bindMatrix );
  8448. this.bindMatrixInverse.copy( bindMatrix ).invert();
  8449. }
  8450. pose() {
  8451. this.skeleton.pose();
  8452. }
  8453. normalizeSkinWeights() {
  8454. const vector = new Vector4();
  8455. const skinWeight = this.geometry.attributes.skinWeight;
  8456. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  8457. vector.fromBufferAttribute( skinWeight, i );
  8458. const scale = 1.0 / vector.manhattanLength();
  8459. if ( scale !== Infinity ) {
  8460. vector.multiplyScalar( scale );
  8461. } else {
  8462. vector.set( 1, 0, 0, 0 ); // do something reasonable
  8463. }
  8464. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  8465. }
  8466. }
  8467. updateMatrixWorld( force ) {
  8468. super.updateMatrixWorld( force );
  8469. if ( this.bindMode === AttachedBindMode ) {
  8470. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  8471. } else if ( this.bindMode === DetachedBindMode ) {
  8472. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  8473. } else {
  8474. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  8475. }
  8476. }
  8477. applyBoneTransform( index, vector ) {
  8478. const skeleton = this.skeleton;
  8479. const geometry = this.geometry;
  8480. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  8481. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  8482. _basePosition.copy( vector ).applyMatrix4( this.bindMatrix );
  8483. vector.set( 0, 0, 0 );
  8484. for ( let i = 0; i < 4; i ++ ) {
  8485. const weight = _skinWeight.getComponent( i );
  8486. if ( weight !== 0 ) {
  8487. const boneIndex = _skinIndex.getComponent( i );
  8488. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  8489. vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  8490. }
  8491. }
  8492. return vector.applyMatrix4( this.bindMatrixInverse );
  8493. }
  8494. }
  8495. class Bone extends Object3D {
  8496. constructor() {
  8497. super();
  8498. this.isBone = true;
  8499. this.type = 'Bone';
  8500. }
  8501. }
  8502. class DataTexture extends Texture {
  8503. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  8504. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  8505. this.isDataTexture = true;
  8506. this.image = { data: data, width: width, height: height };
  8507. this.generateMipmaps = false;
  8508. this.flipY = false;
  8509. this.unpackAlignment = 1;
  8510. }
  8511. }
  8512. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  8513. const _identityMatrix$1 = /*@__PURE__*/ new Matrix4();
  8514. class Skeleton {
  8515. constructor( bones = [], boneInverses = [] ) {
  8516. this.uuid = generateUUID();
  8517. this.bones = bones.slice( 0 );
  8518. this.boneInverses = boneInverses;
  8519. this.boneMatrices = null;
  8520. this.boneTexture = null;
  8521. this.init();
  8522. }
  8523. init() {
  8524. const bones = this.bones;
  8525. const boneInverses = this.boneInverses;
  8526. this.boneMatrices = new Float32Array( bones.length * 16 );
  8527. // calculate inverse bone matrices if necessary
  8528. if ( boneInverses.length === 0 ) {
  8529. this.calculateInverses();
  8530. } else {
  8531. // handle special case
  8532. if ( bones.length !== boneInverses.length ) {
  8533. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  8534. this.boneInverses = [];
  8535. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8536. this.boneInverses.push( new Matrix4() );
  8537. }
  8538. }
  8539. }
  8540. }
  8541. calculateInverses() {
  8542. this.boneInverses.length = 0;
  8543. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8544. const inverse = new Matrix4();
  8545. if ( this.bones[ i ] ) {
  8546. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  8547. }
  8548. this.boneInverses.push( inverse );
  8549. }
  8550. }
  8551. pose() {
  8552. // recover the bind-time world matrices
  8553. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8554. const bone = this.bones[ i ];
  8555. if ( bone ) {
  8556. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  8557. }
  8558. }
  8559. // compute the local matrices, positions, rotations and scales
  8560. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8561. const bone = this.bones[ i ];
  8562. if ( bone ) {
  8563. if ( bone.parent && bone.parent.isBone ) {
  8564. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  8565. bone.matrix.multiply( bone.matrixWorld );
  8566. } else {
  8567. bone.matrix.copy( bone.matrixWorld );
  8568. }
  8569. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  8570. }
  8571. }
  8572. }
  8573. update() {
  8574. const bones = this.bones;
  8575. const boneInverses = this.boneInverses;
  8576. const boneMatrices = this.boneMatrices;
  8577. const boneTexture = this.boneTexture;
  8578. // flatten bone matrices to array
  8579. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  8580. // compute the offset between the current and the original transform
  8581. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;
  8582. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  8583. _offsetMatrix.toArray( boneMatrices, i * 16 );
  8584. }
  8585. if ( boneTexture !== null ) {
  8586. boneTexture.needsUpdate = true;
  8587. }
  8588. }
  8589. clone() {
  8590. return new Skeleton( this.bones, this.boneInverses );
  8591. }
  8592. computeBoneTexture() {
  8593. // layout (1 matrix = 4 pixels)
  8594. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8595. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  8596. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  8597. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  8598. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  8599. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  8600. size = Math.ceil( size / 4 ) * 4;
  8601. size = Math.max( size, 4 );
  8602. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  8603. boneMatrices.set( this.boneMatrices ); // copy current values
  8604. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  8605. boneTexture.needsUpdate = true;
  8606. this.boneMatrices = boneMatrices;
  8607. this.boneTexture = boneTexture;
  8608. return this;
  8609. }
  8610. getBoneByName( name ) {
  8611. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8612. const bone = this.bones[ i ];
  8613. if ( bone.name === name ) {
  8614. return bone;
  8615. }
  8616. }
  8617. return undefined;
  8618. }
  8619. dispose( ) {
  8620. if ( this.boneTexture !== null ) {
  8621. this.boneTexture.dispose();
  8622. this.boneTexture = null;
  8623. }
  8624. }
  8625. fromJSON( json, bones ) {
  8626. this.uuid = json.uuid;
  8627. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  8628. const uuid = json.bones[ i ];
  8629. let bone = bones[ uuid ];
  8630. if ( bone === undefined ) {
  8631. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  8632. bone = new Bone();
  8633. }
  8634. this.bones.push( bone );
  8635. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  8636. }
  8637. this.init();
  8638. return this;
  8639. }
  8640. toJSON() {
  8641. const data = {
  8642. metadata: {
  8643. version: 4.6,
  8644. type: 'Skeleton',
  8645. generator: 'Skeleton.toJSON'
  8646. },
  8647. bones: [],
  8648. boneInverses: []
  8649. };
  8650. data.uuid = this.uuid;
  8651. const bones = this.bones;
  8652. const boneInverses = this.boneInverses;
  8653. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  8654. const bone = bones[ i ];
  8655. data.bones.push( bone.uuid );
  8656. const boneInverse = boneInverses[ i ];
  8657. data.boneInverses.push( boneInverse.toArray() );
  8658. }
  8659. return data;
  8660. }
  8661. }
  8662. class InstancedBufferAttribute extends BufferAttribute {
  8663. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  8664. super( array, itemSize, normalized );
  8665. this.isInstancedBufferAttribute = true;
  8666. this.meshPerAttribute = meshPerAttribute;
  8667. }
  8668. copy( source ) {
  8669. super.copy( source );
  8670. this.meshPerAttribute = source.meshPerAttribute;
  8671. return this;
  8672. }
  8673. toJSON() {
  8674. const data = super.toJSON();
  8675. data.meshPerAttribute = this.meshPerAttribute;
  8676. data.isInstancedBufferAttribute = true;
  8677. return data;
  8678. }
  8679. }
  8680. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  8681. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  8682. const _instanceIntersects = [];
  8683. const _box3 = /*@__PURE__*/ new Box3();
  8684. const _identity = /*@__PURE__*/ new Matrix4();
  8685. const _mesh$1 = /*@__PURE__*/ new Mesh();
  8686. const _sphere$4 = /*@__PURE__*/ new Sphere();
  8687. class InstancedMesh extends Mesh {
  8688. constructor( geometry, material, count ) {
  8689. super( geometry, material );
  8690. this.isInstancedMesh = true;
  8691. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  8692. this.instanceColor = null;
  8693. this.morphTexture = null;
  8694. this.count = count;
  8695. this.boundingBox = null;
  8696. this.boundingSphere = null;
  8697. for ( let i = 0; i < count; i ++ ) {
  8698. this.setMatrixAt( i, _identity );
  8699. }
  8700. }
  8701. computeBoundingBox() {
  8702. const geometry = this.geometry;
  8703. const count = this.count;
  8704. if ( this.boundingBox === null ) {
  8705. this.boundingBox = new Box3();
  8706. }
  8707. if ( geometry.boundingBox === null ) {
  8708. geometry.computeBoundingBox();
  8709. }
  8710. this.boundingBox.makeEmpty();
  8711. for ( let i = 0; i < count; i ++ ) {
  8712. this.getMatrixAt( i, _instanceLocalMatrix );
  8713. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  8714. this.boundingBox.union( _box3 );
  8715. }
  8716. }
  8717. computeBoundingSphere() {
  8718. const geometry = this.geometry;
  8719. const count = this.count;
  8720. if ( this.boundingSphere === null ) {
  8721. this.boundingSphere = new Sphere();
  8722. }
  8723. if ( geometry.boundingSphere === null ) {
  8724. geometry.computeBoundingSphere();
  8725. }
  8726. this.boundingSphere.makeEmpty();
  8727. for ( let i = 0; i < count; i ++ ) {
  8728. this.getMatrixAt( i, _instanceLocalMatrix );
  8729. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  8730. this.boundingSphere.union( _sphere$4 );
  8731. }
  8732. }
  8733. copy( source, recursive ) {
  8734. super.copy( source, recursive );
  8735. this.instanceMatrix.copy( source.instanceMatrix );
  8736. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  8737. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  8738. this.count = source.count;
  8739. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  8740. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  8741. return this;
  8742. }
  8743. getColorAt( index, color ) {
  8744. color.fromArray( this.instanceColor.array, index * 3 );
  8745. }
  8746. getMatrixAt( index, matrix ) {
  8747. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  8748. }
  8749. getMorphAt( index, object ) {
  8750. const objectInfluences = object.morphTargetInfluences;
  8751. const array = this.morphTexture.source.data.data;
  8752. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  8753. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  8754. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  8755. objectInfluences[ i ] = array[ dataIndex + i ];
  8756. }
  8757. }
  8758. raycast( raycaster, intersects ) {
  8759. const matrixWorld = this.matrixWorld;
  8760. const raycastTimes = this.count;
  8761. _mesh$1.geometry = this.geometry;
  8762. _mesh$1.material = this.material;
  8763. if ( _mesh$1.material === undefined ) return;
  8764. // test with bounding sphere first
  8765. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  8766. _sphere$4.copy( this.boundingSphere );
  8767. _sphere$4.applyMatrix4( matrixWorld );
  8768. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  8769. // now test each instance
  8770. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  8771. // calculate the world matrix for each instance
  8772. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  8773. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  8774. // the mesh represents this single instance
  8775. _mesh$1.matrixWorld = _instanceWorldMatrix;
  8776. _mesh$1.raycast( raycaster, _instanceIntersects );
  8777. // process the result of raycast
  8778. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  8779. const intersect = _instanceIntersects[ i ];
  8780. intersect.instanceId = instanceId;
  8781. intersect.object = this;
  8782. intersects.push( intersect );
  8783. }
  8784. _instanceIntersects.length = 0;
  8785. }
  8786. }
  8787. setColorAt( index, color ) {
  8788. if ( this.instanceColor === null ) {
  8789. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  8790. }
  8791. color.toArray( this.instanceColor.array, index * 3 );
  8792. }
  8793. setMatrixAt( index, matrix ) {
  8794. matrix.toArray( this.instanceMatrix.array, index * 16 );
  8795. }
  8796. setMorphAt( index, object ) {
  8797. const objectInfluences = object.morphTargetInfluences;
  8798. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  8799. if ( this.morphTexture === null ) {
  8800. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  8801. }
  8802. const array = this.morphTexture.source.data.data;
  8803. let morphInfluencesSum = 0;
  8804. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  8805. morphInfluencesSum += objectInfluences[ i ];
  8806. }
  8807. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  8808. const dataIndex = len * index;
  8809. array[ dataIndex ] = morphBaseInfluence;
  8810. array.set( objectInfluences, dataIndex + 1 );
  8811. }
  8812. updateMorphTargets() {
  8813. }
  8814. dispose() {
  8815. this.dispatchEvent( { type: 'dispose' } );
  8816. if ( this.morphTexture !== null ) {
  8817. this.morphTexture.dispose();
  8818. this.morphTexture = null;
  8819. }
  8820. return this;
  8821. }
  8822. }
  8823. const _vector1 = /*@__PURE__*/ new Vector3();
  8824. const _vector2 = /*@__PURE__*/ new Vector3();
  8825. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  8826. class Plane {
  8827. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  8828. this.isPlane = true;
  8829. // normal is assumed to be normalized
  8830. this.normal = normal;
  8831. this.constant = constant;
  8832. }
  8833. set( normal, constant ) {
  8834. this.normal.copy( normal );
  8835. this.constant = constant;
  8836. return this;
  8837. }
  8838. setComponents( x, y, z, w ) {
  8839. this.normal.set( x, y, z );
  8840. this.constant = w;
  8841. return this;
  8842. }
  8843. setFromNormalAndCoplanarPoint( normal, point ) {
  8844. this.normal.copy( normal );
  8845. this.constant = - point.dot( this.normal );
  8846. return this;
  8847. }
  8848. setFromCoplanarPoints( a, b, c ) {
  8849. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8850. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8851. this.setFromNormalAndCoplanarPoint( normal, a );
  8852. return this;
  8853. }
  8854. copy( plane ) {
  8855. this.normal.copy( plane.normal );
  8856. this.constant = plane.constant;
  8857. return this;
  8858. }
  8859. normalize() {
  8860. // Note: will lead to a divide by zero if the plane is invalid.
  8861. const inverseNormalLength = 1.0 / this.normal.length();
  8862. this.normal.multiplyScalar( inverseNormalLength );
  8863. this.constant *= inverseNormalLength;
  8864. return this;
  8865. }
  8866. negate() {
  8867. this.constant *= - 1;
  8868. this.normal.negate();
  8869. return this;
  8870. }
  8871. distanceToPoint( point ) {
  8872. return this.normal.dot( point ) + this.constant;
  8873. }
  8874. distanceToSphere( sphere ) {
  8875. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8876. }
  8877. projectPoint( point, target ) {
  8878. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  8879. }
  8880. intersectLine( line, target ) {
  8881. const direction = line.delta( _vector1 );
  8882. const denominator = this.normal.dot( direction );
  8883. if ( denominator === 0 ) {
  8884. // line is coplanar, return origin
  8885. if ( this.distanceToPoint( line.start ) === 0 ) {
  8886. return target.copy( line.start );
  8887. }
  8888. // Unsure if this is the correct method to handle this case.
  8889. return null;
  8890. }
  8891. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8892. if ( t < 0 || t > 1 ) {
  8893. return null;
  8894. }
  8895. return target.copy( line.start ).addScaledVector( direction, t );
  8896. }
  8897. intersectsLine( line ) {
  8898. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8899. const startSign = this.distanceToPoint( line.start );
  8900. const endSign = this.distanceToPoint( line.end );
  8901. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8902. }
  8903. intersectsBox( box ) {
  8904. return box.intersectsPlane( this );
  8905. }
  8906. intersectsSphere( sphere ) {
  8907. return sphere.intersectsPlane( this );
  8908. }
  8909. coplanarPoint( target ) {
  8910. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8911. }
  8912. applyMatrix4( matrix, optionalNormalMatrix ) {
  8913. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8914. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8915. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8916. this.constant = - referencePoint.dot( normal );
  8917. return this;
  8918. }
  8919. translate( offset ) {
  8920. this.constant -= offset.dot( this.normal );
  8921. return this;
  8922. }
  8923. equals( plane ) {
  8924. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8925. }
  8926. clone() {
  8927. return new this.constructor().copy( this );
  8928. }
  8929. }
  8930. const _sphere$3 = /*@__PURE__*/ new Sphere();
  8931. const _vector$6 = /*@__PURE__*/ new Vector3();
  8932. class Frustum {
  8933. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  8934. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  8935. }
  8936. set( p0, p1, p2, p3, p4, p5 ) {
  8937. const planes = this.planes;
  8938. planes[ 0 ].copy( p0 );
  8939. planes[ 1 ].copy( p1 );
  8940. planes[ 2 ].copy( p2 );
  8941. planes[ 3 ].copy( p3 );
  8942. planes[ 4 ].copy( p4 );
  8943. planes[ 5 ].copy( p5 );
  8944. return this;
  8945. }
  8946. copy( frustum ) {
  8947. const planes = this.planes;
  8948. for ( let i = 0; i < 6; i ++ ) {
  8949. planes[ i ].copy( frustum.planes[ i ] );
  8950. }
  8951. return this;
  8952. }
  8953. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
  8954. const planes = this.planes;
  8955. const me = m.elements;
  8956. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8957. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8958. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8959. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8960. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8961. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8962. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8963. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8964. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8965. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8966. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8967. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8968. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
  8969. } else {
  8970. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  8971. }
  8972. return this;
  8973. }
  8974. intersectsObject( object ) {
  8975. if ( object.boundingSphere !== undefined ) {
  8976. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  8977. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  8978. } else {
  8979. const geometry = object.geometry;
  8980. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8981. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8982. }
  8983. return this.intersectsSphere( _sphere$3 );
  8984. }
  8985. intersectsSprite( sprite ) {
  8986. _sphere$3.center.set( 0, 0, 0 );
  8987. _sphere$3.radius = 0.7071067811865476;
  8988. _sphere$3.applyMatrix4( sprite.matrixWorld );
  8989. return this.intersectsSphere( _sphere$3 );
  8990. }
  8991. intersectsSphere( sphere ) {
  8992. const planes = this.planes;
  8993. const center = sphere.center;
  8994. const negRadius = - sphere.radius;
  8995. for ( let i = 0; i < 6; i ++ ) {
  8996. const distance = planes[ i ].distanceToPoint( center );
  8997. if ( distance < negRadius ) {
  8998. return false;
  8999. }
  9000. }
  9001. return true;
  9002. }
  9003. intersectsBox( box ) {
  9004. const planes = this.planes;
  9005. for ( let i = 0; i < 6; i ++ ) {
  9006. const plane = planes[ i ];
  9007. // corner at max distance
  9008. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  9009. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  9010. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  9011. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  9012. return false;
  9013. }
  9014. }
  9015. return true;
  9016. }
  9017. containsPoint( point ) {
  9018. const planes = this.planes;
  9019. for ( let i = 0; i < 6; i ++ ) {
  9020. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  9021. return false;
  9022. }
  9023. }
  9024. return true;
  9025. }
  9026. clone() {
  9027. return new this.constructor().copy( this );
  9028. }
  9029. }
  9030. function sortOpaque( a, b ) {
  9031. return a.z - b.z;
  9032. }
  9033. function sortTransparent( a, b ) {
  9034. return b.z - a.z;
  9035. }
  9036. class MultiDrawRenderList {
  9037. constructor() {
  9038. this.index = 0;
  9039. this.pool = [];
  9040. this.list = [];
  9041. }
  9042. push( drawRange, z, index ) {
  9043. const pool = this.pool;
  9044. const list = this.list;
  9045. if ( this.index >= pool.length ) {
  9046. pool.push( {
  9047. start: - 1,
  9048. count: - 1,
  9049. z: - 1,
  9050. index: - 1,
  9051. } );
  9052. }
  9053. const item = pool[ this.index ];
  9054. list.push( item );
  9055. this.index ++;
  9056. item.start = drawRange.start;
  9057. item.count = drawRange.count;
  9058. item.z = z;
  9059. item.index = index;
  9060. }
  9061. reset() {
  9062. this.list.length = 0;
  9063. this.index = 0;
  9064. }
  9065. }
  9066. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  9067. const _invMatrixWorld = /*@__PURE__*/ new Matrix4();
  9068. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  9069. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  9070. const _projScreenMatrix$3 = /*@__PURE__*/ new Matrix4();
  9071. const _frustum$1 = /*@__PURE__*/ new Frustum();
  9072. const _box$1 = /*@__PURE__*/ new Box3();
  9073. const _sphere$2 = /*@__PURE__*/ new Sphere();
  9074. const _vector$5 = /*@__PURE__*/ new Vector3();
  9075. const _forward = /*@__PURE__*/ new Vector3();
  9076. const _temp = /*@__PURE__*/ new Vector3();
  9077. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  9078. const _mesh = /*@__PURE__*/ new Mesh();
  9079. const _batchIntersects = [];
  9080. // @TODO: SkinnedMesh support?
  9081. // @TODO: geometry.groups support?
  9082. // @TODO: geometry.drawRange support?
  9083. // @TODO: geometry.morphAttributes support?
  9084. // @TODO: Support uniform parameter per geometry
  9085. // @TODO: Add an "optimize" function to pack geometry and remove data gaps
  9086. // copies data from attribute "src" into "target" starting at "targetOffset"
  9087. function copyAttributeData( src, target, targetOffset = 0 ) {
  9088. const itemSize = target.itemSize;
  9089. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  9090. // use the component getters and setters if the array data cannot
  9091. // be copied directly
  9092. const vertexCount = src.count;
  9093. for ( let i = 0; i < vertexCount; i ++ ) {
  9094. for ( let c = 0; c < itemSize; c ++ ) {
  9095. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  9096. }
  9097. }
  9098. } else {
  9099. // faster copy approach using typed array set function
  9100. target.array.set( src.array, targetOffset * itemSize );
  9101. }
  9102. target.needsUpdate = true;
  9103. }
  9104. class BatchedMesh extends Mesh {
  9105. get maxInstanceCount() {
  9106. return this._maxInstanceCount;
  9107. }
  9108. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  9109. super( new BufferGeometry(), material );
  9110. this.isBatchedMesh = true;
  9111. this.perObjectFrustumCulled = true;
  9112. this.sortObjects = true;
  9113. this.boundingBox = null;
  9114. this.boundingSphere = null;
  9115. this.customSort = null;
  9116. // stores visible, active, and geometry id per object
  9117. this._drawInfo = [];
  9118. // geometry information
  9119. this._drawRanges = [];
  9120. this._reservedRanges = [];
  9121. this._bounds = [];
  9122. this._maxInstanceCount = maxInstanceCount;
  9123. this._maxVertexCount = maxVertexCount;
  9124. this._maxIndexCount = maxIndexCount;
  9125. this._geometryInitialized = false;
  9126. this._geometryCount = 0;
  9127. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  9128. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  9129. this._multiDrawCount = 0;
  9130. this._multiDrawInstances = null;
  9131. this._visibilityChanged = true;
  9132. // Local matrix per geometry by using data texture
  9133. this._matricesTexture = null;
  9134. this._indirectTexture = null;
  9135. this._colorsTexture = null;
  9136. this._initMatricesTexture();
  9137. this._initIndirectTexture();
  9138. }
  9139. _initMatricesTexture() {
  9140. // layout (1 matrix = 4 pixels)
  9141. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  9142. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  9143. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  9144. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  9145. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  9146. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  9147. size = Math.ceil( size / 4 ) * 4;
  9148. size = Math.max( size, 4 );
  9149. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  9150. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  9151. this._matricesTexture = matricesTexture;
  9152. }
  9153. _initIndirectTexture() {
  9154. let size = Math.sqrt( this._maxInstanceCount );
  9155. size = Math.ceil( size );
  9156. const indirectArray = new Uint32Array( size * size );
  9157. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  9158. this._indirectTexture = indirectTexture;
  9159. }
  9160. _initColorsTexture() {
  9161. let size = Math.sqrt( this._maxInstanceCount );
  9162. size = Math.ceil( size );
  9163. // 4 floats per RGBA pixel initialized to white
  9164. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  9165. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  9166. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  9167. this._colorsTexture = colorsTexture;
  9168. }
  9169. _initializeGeometry( reference ) {
  9170. const geometry = this.geometry;
  9171. const maxVertexCount = this._maxVertexCount;
  9172. const maxIndexCount = this._maxIndexCount;
  9173. if ( this._geometryInitialized === false ) {
  9174. for ( const attributeName in reference.attributes ) {
  9175. const srcAttribute = reference.getAttribute( attributeName );
  9176. const { array, itemSize, normalized } = srcAttribute;
  9177. const dstArray = new array.constructor( maxVertexCount * itemSize );
  9178. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  9179. geometry.setAttribute( attributeName, dstAttribute );
  9180. }
  9181. if ( reference.getIndex() !== null ) {
  9182. // Reserve last u16 index for primitive restart.
  9183. const indexArray = maxVertexCount > 65535
  9184. ? new Uint32Array( maxIndexCount )
  9185. : new Uint16Array( maxIndexCount );
  9186. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  9187. }
  9188. this._geometryInitialized = true;
  9189. }
  9190. }
  9191. // Make sure the geometry is compatible with the existing combined geometry attributes
  9192. _validateGeometry( geometry ) {
  9193. // check to ensure the geometries are using consistent attributes and indices
  9194. const batchGeometry = this.geometry;
  9195. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  9196. throw new Error( 'BatchedMesh: All geometries must consistently have "index".' );
  9197. }
  9198. for ( const attributeName in batchGeometry.attributes ) {
  9199. if ( ! geometry.hasAttribute( attributeName ) ) {
  9200. throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  9201. }
  9202. const srcAttribute = geometry.getAttribute( attributeName );
  9203. const dstAttribute = batchGeometry.getAttribute( attributeName );
  9204. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  9205. throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  9206. }
  9207. }
  9208. }
  9209. setCustomSort( func ) {
  9210. this.customSort = func;
  9211. return this;
  9212. }
  9213. computeBoundingBox() {
  9214. if ( this.boundingBox === null ) {
  9215. this.boundingBox = new Box3();
  9216. }
  9217. const boundingBox = this.boundingBox;
  9218. const drawInfo = this._drawInfo;
  9219. boundingBox.makeEmpty();
  9220. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9221. if ( drawInfo[ i ].active === false ) continue;
  9222. const geometryId = drawInfo[ i ].geometryIndex;
  9223. this.getMatrixAt( i, _matrix$1 );
  9224. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  9225. boundingBox.union( _box$1 );
  9226. }
  9227. }
  9228. computeBoundingSphere() {
  9229. if ( this.boundingSphere === null ) {
  9230. this.boundingSphere = new Sphere();
  9231. }
  9232. const boundingSphere = this.boundingSphere;
  9233. const drawInfo = this._drawInfo;
  9234. boundingSphere.makeEmpty();
  9235. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9236. if ( drawInfo[ i ].active === false ) continue;
  9237. const geometryId = drawInfo[ i ].geometryIndex;
  9238. this.getMatrixAt( i, _matrix$1 );
  9239. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9240. boundingSphere.union( _sphere$2 );
  9241. }
  9242. }
  9243. addInstance( geometryId ) {
  9244. // ensure we're not over geometry
  9245. if ( this._drawInfo.length >= this._maxInstanceCount ) {
  9246. throw new Error( 'BatchedMesh: Maximum item count reached.' );
  9247. }
  9248. this._drawInfo.push( {
  9249. visible: true,
  9250. active: true,
  9251. geometryIndex: geometryId,
  9252. } );
  9253. // initialize the matrix
  9254. const drawId = this._drawInfo.length - 1;
  9255. const matricesTexture = this._matricesTexture;
  9256. const matricesArray = matricesTexture.image.data;
  9257. _identityMatrix.toArray( matricesArray, drawId * 16 );
  9258. matricesTexture.needsUpdate = true;
  9259. const colorsTexture = this._colorsTexture;
  9260. if ( colorsTexture ) {
  9261. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  9262. colorsTexture.needsUpdate = true;
  9263. }
  9264. return drawId;
  9265. }
  9266. addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {
  9267. this._initializeGeometry( geometry );
  9268. this._validateGeometry( geometry );
  9269. // ensure we're not over geometry
  9270. if ( this._drawInfo.length >= this._maxInstanceCount ) {
  9271. throw new Error( 'BatchedMesh: Maximum item count reached.' );
  9272. }
  9273. // get the necessary range fo the geometry
  9274. const reservedRange = {
  9275. vertexStart: - 1,
  9276. vertexCount: - 1,
  9277. indexStart: - 1,
  9278. indexCount: - 1,
  9279. };
  9280. let lastRange = null;
  9281. const reservedRanges = this._reservedRanges;
  9282. const drawRanges = this._drawRanges;
  9283. const bounds = this._bounds;
  9284. if ( this._geometryCount !== 0 ) {
  9285. lastRange = reservedRanges[ reservedRanges.length - 1 ];
  9286. }
  9287. if ( vertexCount === - 1 ) {
  9288. reservedRange.vertexCount = geometry.getAttribute( 'position' ).count;
  9289. } else {
  9290. reservedRange.vertexCount = vertexCount;
  9291. }
  9292. if ( lastRange === null ) {
  9293. reservedRange.vertexStart = 0;
  9294. } else {
  9295. reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;
  9296. }
  9297. const index = geometry.getIndex();
  9298. const hasIndex = index !== null;
  9299. if ( hasIndex ) {
  9300. if ( indexCount === - 1 ) {
  9301. reservedRange.indexCount = index.count;
  9302. } else {
  9303. reservedRange.indexCount = indexCount;
  9304. }
  9305. if ( lastRange === null ) {
  9306. reservedRange.indexStart = 0;
  9307. } else {
  9308. reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;
  9309. }
  9310. }
  9311. if (
  9312. reservedRange.indexStart !== - 1 &&
  9313. reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||
  9314. reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount
  9315. ) {
  9316. throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  9317. }
  9318. // update id
  9319. const geometryId = this._geometryCount;
  9320. this._geometryCount ++;
  9321. // add the reserved range and draw range objects
  9322. reservedRanges.push( reservedRange );
  9323. drawRanges.push( {
  9324. start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,
  9325. count: - 1
  9326. } );
  9327. bounds.push( {
  9328. boxInitialized: false,
  9329. box: new Box3(),
  9330. sphereInitialized: false,
  9331. sphere: new Sphere()
  9332. } );
  9333. // update the geometry
  9334. this.setGeometryAt( geometryId, geometry );
  9335. return geometryId;
  9336. }
  9337. setGeometryAt( geometryId, geometry ) {
  9338. if ( geometryId >= this._geometryCount ) {
  9339. throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
  9340. }
  9341. this._validateGeometry( geometry );
  9342. const batchGeometry = this.geometry;
  9343. const hasIndex = batchGeometry.getIndex() !== null;
  9344. const dstIndex = batchGeometry.getIndex();
  9345. const srcIndex = geometry.getIndex();
  9346. const reservedRange = this._reservedRanges[ geometryId ];
  9347. if (
  9348. hasIndex &&
  9349. srcIndex.count > reservedRange.indexCount ||
  9350. geometry.attributes.position.count > reservedRange.vertexCount
  9351. ) {
  9352. throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );
  9353. }
  9354. // copy geometry over
  9355. const vertexStart = reservedRange.vertexStart;
  9356. const vertexCount = reservedRange.vertexCount;
  9357. for ( const attributeName in batchGeometry.attributes ) {
  9358. // copy attribute data
  9359. const srcAttribute = geometry.getAttribute( attributeName );
  9360. const dstAttribute = batchGeometry.getAttribute( attributeName );
  9361. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  9362. // fill the rest in with zeroes
  9363. const itemSize = srcAttribute.itemSize;
  9364. for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {
  9365. const index = vertexStart + i;
  9366. for ( let c = 0; c < itemSize; c ++ ) {
  9367. dstAttribute.setComponent( index, c, 0 );
  9368. }
  9369. }
  9370. dstAttribute.needsUpdate = true;
  9371. dstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );
  9372. }
  9373. // copy index
  9374. if ( hasIndex ) {
  9375. const indexStart = reservedRange.indexStart;
  9376. // copy index data over
  9377. for ( let i = 0; i < srcIndex.count; i ++ ) {
  9378. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  9379. }
  9380. // fill the rest in with zeroes
  9381. for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {
  9382. dstIndex.setX( indexStart + i, vertexStart );
  9383. }
  9384. dstIndex.needsUpdate = true;
  9385. dstIndex.addUpdateRange( indexStart, reservedRange.indexCount );
  9386. }
  9387. // store the bounding boxes
  9388. const bound = this._bounds[ geometryId ];
  9389. if ( geometry.boundingBox !== null ) {
  9390. bound.box.copy( geometry.boundingBox );
  9391. bound.boxInitialized = true;
  9392. } else {
  9393. bound.boxInitialized = false;
  9394. }
  9395. if ( geometry.boundingSphere !== null ) {
  9396. bound.sphere.copy( geometry.boundingSphere );
  9397. bound.sphereInitialized = true;
  9398. } else {
  9399. bound.sphereInitialized = false;
  9400. }
  9401. // set drawRange count
  9402. const drawRange = this._drawRanges[ geometryId ];
  9403. const posAttr = geometry.getAttribute( 'position' );
  9404. drawRange.count = hasIndex ? srcIndex.count : posAttr.count;
  9405. this._visibilityChanged = true;
  9406. return geometryId;
  9407. }
  9408. /*
  9409. deleteGeometry( geometryId ) {
  9410. // TODO: delete geometry and associated instances
  9411. }
  9412. */
  9413. /*
  9414. deleteInstance( instanceId ) {
  9415. // Note: User needs to call optimize() afterward to pack the data.
  9416. const drawInfo = this._drawInfo;
  9417. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9418. return this;
  9419. }
  9420. drawInfo[ instanceId ].active = false;
  9421. this._visibilityChanged = true;
  9422. return this;
  9423. }
  9424. */
  9425. // get bounding box and compute it if it doesn't exist
  9426. getBoundingBoxAt( geometryId, target ) {
  9427. if ( geometryId >= this._geometryCount ) {
  9428. return null;
  9429. }
  9430. // compute bounding box
  9431. const bound = this._bounds[ geometryId ];
  9432. const box = bound.box;
  9433. const geometry = this.geometry;
  9434. if ( bound.boxInitialized === false ) {
  9435. box.makeEmpty();
  9436. const index = geometry.index;
  9437. const position = geometry.attributes.position;
  9438. const drawRange = this._drawRanges[ geometryId ];
  9439. for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
  9440. let iv = i;
  9441. if ( index ) {
  9442. iv = index.getX( iv );
  9443. }
  9444. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  9445. }
  9446. bound.boxInitialized = true;
  9447. }
  9448. target.copy( box );
  9449. return target;
  9450. }
  9451. // get bounding sphere and compute it if it doesn't exist
  9452. getBoundingSphereAt( geometryId, target ) {
  9453. if ( geometryId >= this._geometryCount ) {
  9454. return null;
  9455. }
  9456. // compute bounding sphere
  9457. const bound = this._bounds[ geometryId ];
  9458. const sphere = bound.sphere;
  9459. const geometry = this.geometry;
  9460. if ( bound.sphereInitialized === false ) {
  9461. sphere.makeEmpty();
  9462. this.getBoundingBoxAt( geometryId, _box$1 );
  9463. _box$1.getCenter( sphere.center );
  9464. const index = geometry.index;
  9465. const position = geometry.attributes.position;
  9466. const drawRange = this._drawRanges[ geometryId ];
  9467. let maxRadiusSq = 0;
  9468. for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
  9469. let iv = i;
  9470. if ( index ) {
  9471. iv = index.getX( iv );
  9472. }
  9473. _vector$5.fromBufferAttribute( position, iv );
  9474. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  9475. }
  9476. sphere.radius = Math.sqrt( maxRadiusSq );
  9477. bound.sphereInitialized = true;
  9478. }
  9479. target.copy( sphere );
  9480. return target;
  9481. }
  9482. setMatrixAt( instanceId, matrix ) {
  9483. // @TODO: Map geometryId to index of the arrays because
  9484. // optimize() can make geometryId mismatch the index
  9485. const drawInfo = this._drawInfo;
  9486. const matricesTexture = this._matricesTexture;
  9487. const matricesArray = this._matricesTexture.image.data;
  9488. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9489. return this;
  9490. }
  9491. matrix.toArray( matricesArray, instanceId * 16 );
  9492. matricesTexture.needsUpdate = true;
  9493. return this;
  9494. }
  9495. getMatrixAt( instanceId, matrix ) {
  9496. const drawInfo = this._drawInfo;
  9497. const matricesArray = this._matricesTexture.image.data;
  9498. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9499. return null;
  9500. }
  9501. return matrix.fromArray( matricesArray, instanceId * 16 );
  9502. }
  9503. setColorAt( instanceId, color ) {
  9504. if ( this._colorsTexture === null ) {
  9505. this._initColorsTexture();
  9506. }
  9507. // @TODO: Map id to index of the arrays because
  9508. // optimize() can make id mismatch the index
  9509. const colorsTexture = this._colorsTexture;
  9510. const colorsArray = this._colorsTexture.image.data;
  9511. const drawInfo = this._drawInfo;
  9512. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9513. return this;
  9514. }
  9515. color.toArray( colorsArray, instanceId * 4 );
  9516. colorsTexture.needsUpdate = true;
  9517. return this;
  9518. }
  9519. getColorAt( instanceId, color ) {
  9520. const colorsArray = this._colorsTexture.image.data;
  9521. const drawInfo = this._drawInfo;
  9522. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9523. return null;
  9524. }
  9525. return color.fromArray( colorsArray, instanceId * 4 );
  9526. }
  9527. setVisibleAt( instanceId, value ) {
  9528. // if the geometry is out of range, not active, or visibility state
  9529. // does not change then return early
  9530. const drawInfo = this._drawInfo;
  9531. if (
  9532. instanceId >= drawInfo.length ||
  9533. drawInfo[ instanceId ].active === false ||
  9534. drawInfo[ instanceId ].visible === value
  9535. ) {
  9536. return this;
  9537. }
  9538. drawInfo[ instanceId ].visible = value;
  9539. this._visibilityChanged = true;
  9540. return this;
  9541. }
  9542. getVisibleAt( instanceId ) {
  9543. // return early if the geometry is out of range or not active
  9544. const drawInfo = this._drawInfo;
  9545. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9546. return false;
  9547. }
  9548. return drawInfo[ instanceId ].visible;
  9549. }
  9550. raycast( raycaster, intersects ) {
  9551. const drawInfo = this._drawInfo;
  9552. const drawRanges = this._drawRanges;
  9553. const matrixWorld = this.matrixWorld;
  9554. const batchGeometry = this.geometry;
  9555. // iterate over each geometry
  9556. _mesh.material = this.material;
  9557. _mesh.geometry.index = batchGeometry.index;
  9558. _mesh.geometry.attributes = batchGeometry.attributes;
  9559. if ( _mesh.geometry.boundingBox === null ) {
  9560. _mesh.geometry.boundingBox = new Box3();
  9561. }
  9562. if ( _mesh.geometry.boundingSphere === null ) {
  9563. _mesh.geometry.boundingSphere = new Sphere();
  9564. }
  9565. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9566. if ( ! drawInfo[ i ].visible || ! drawInfo[ i ].active ) {
  9567. continue;
  9568. }
  9569. const geometryId = drawInfo[ i ].geometryIndex;
  9570. const drawRange = drawRanges[ geometryId ];
  9571. _mesh.geometry.setDrawRange( drawRange.start, drawRange.count );
  9572. // ge the intersects
  9573. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  9574. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  9575. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  9576. _mesh.raycast( raycaster, _batchIntersects );
  9577. // add batch id to the intersects
  9578. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  9579. const intersect = _batchIntersects[ j ];
  9580. intersect.object = this;
  9581. intersect.batchId = i;
  9582. intersects.push( intersect );
  9583. }
  9584. _batchIntersects.length = 0;
  9585. }
  9586. _mesh.material = null;
  9587. _mesh.geometry.index = null;
  9588. _mesh.geometry.attributes = {};
  9589. _mesh.geometry.setDrawRange( 0, Infinity );
  9590. }
  9591. copy( source ) {
  9592. super.copy( source );
  9593. this.geometry = source.geometry.clone();
  9594. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  9595. this.sortObjects = source.sortObjects;
  9596. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  9597. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  9598. this._drawRanges = source._drawRanges.map( range => ( { ...range } ) );
  9599. this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );
  9600. this._drawInfo = source._drawInfo.map( inf => ( { ...inf } ) );
  9601. this._bounds = source._bounds.map( bound => ( {
  9602. boxInitialized: bound.boxInitialized,
  9603. box: bound.box.clone(),
  9604. sphereInitialized: bound.sphereInitialized,
  9605. sphere: bound.sphere.clone()
  9606. } ) );
  9607. this._maxInstanceCount = source._maxInstanceCount;
  9608. this._maxVertexCount = source._maxVertexCount;
  9609. this._maxIndexCount = source._maxIndexCount;
  9610. this._geometryInitialized = source._geometryInitialized;
  9611. this._geometryCount = source._geometryCount;
  9612. this._multiDrawCounts = source._multiDrawCounts.slice();
  9613. this._multiDrawStarts = source._multiDrawStarts.slice();
  9614. this._matricesTexture = source._matricesTexture.clone();
  9615. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  9616. if ( this._colorsTexture !== null ) {
  9617. this._colorsTexture = source._colorsTexture.clone();
  9618. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  9619. }
  9620. return this;
  9621. }
  9622. dispose() {
  9623. // Assuming the geometry is not shared with other meshes
  9624. this.geometry.dispose();
  9625. this._matricesTexture.dispose();
  9626. this._matricesTexture = null;
  9627. this._indirectTexture.dispose();
  9628. this._indirectTexture = null;
  9629. if ( this._colorsTexture !== null ) {
  9630. this._colorsTexture.dispose();
  9631. this._colorsTexture = null;
  9632. }
  9633. return this;
  9634. }
  9635. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  9636. // if visibility has not changed and frustum culling and object sorting is not required
  9637. // then skip iterating over all items
  9638. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  9639. return;
  9640. }
  9641. // the indexed version of the multi draw function requires specifying the start
  9642. // offset in bytes.
  9643. const index = geometry.getIndex();
  9644. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  9645. const drawInfo = this._drawInfo;
  9646. const multiDrawStarts = this._multiDrawStarts;
  9647. const multiDrawCounts = this._multiDrawCounts;
  9648. const drawRanges = this._drawRanges;
  9649. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  9650. const indirectTexture = this._indirectTexture;
  9651. const indirectArray = indirectTexture.image.data;
  9652. // prepare the frustum in the local frame
  9653. if ( perObjectFrustumCulled ) {
  9654. _projScreenMatrix$3
  9655. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  9656. .multiply( this.matrixWorld );
  9657. _frustum$1.setFromProjectionMatrix(
  9658. _projScreenMatrix$3,
  9659. renderer.coordinateSystem
  9660. );
  9661. }
  9662. let count = 0;
  9663. if ( this.sortObjects ) {
  9664. // get the camera position in the local frame
  9665. _invMatrixWorld.copy( this.matrixWorld ).invert();
  9666. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );
  9667. _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _invMatrixWorld );
  9668. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9669. if ( drawInfo[ i ].visible && drawInfo[ i ].active ) {
  9670. const geometryId = drawInfo[ i ].geometryIndex;
  9671. // get the bounds in world space
  9672. this.getMatrixAt( i, _matrix$1 );
  9673. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9674. // determine whether the batched geometry is within the frustum
  9675. let culled = false;
  9676. if ( perObjectFrustumCulled ) {
  9677. culled = ! _frustum$1.intersectsSphere( _sphere$2 );
  9678. }
  9679. if ( ! culled ) {
  9680. // get the distance from camera used for sorting
  9681. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );
  9682. _renderList.push( drawRanges[ geometryId ], z, i );
  9683. }
  9684. }
  9685. }
  9686. // Sort the draw ranges and prep for rendering
  9687. const list = _renderList.list;
  9688. const customSort = this.customSort;
  9689. if ( customSort === null ) {
  9690. list.sort( material.transparent ? sortTransparent : sortOpaque );
  9691. } else {
  9692. customSort.call( this, list, camera );
  9693. }
  9694. for ( let i = 0, l = list.length; i < l; i ++ ) {
  9695. const item = list[ i ];
  9696. multiDrawStarts[ count ] = item.start * bytesPerElement;
  9697. multiDrawCounts[ count ] = item.count;
  9698. indirectArray[ count ] = item.index;
  9699. count ++;
  9700. }
  9701. _renderList.reset();
  9702. } else {
  9703. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9704. if ( drawInfo[ i ].visible && drawInfo[ i ].active ) {
  9705. const geometryId = drawInfo[ i ].geometryIndex;
  9706. // determine whether the batched geometry is within the frustum
  9707. let culled = false;
  9708. if ( perObjectFrustumCulled ) {
  9709. // get the bounds in world space
  9710. this.getMatrixAt( i, _matrix$1 );
  9711. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9712. culled = ! _frustum$1.intersectsSphere( _sphere$2 );
  9713. }
  9714. if ( ! culled ) {
  9715. const range = drawRanges[ geometryId ];
  9716. multiDrawStarts[ count ] = range.start * bytesPerElement;
  9717. multiDrawCounts[ count ] = range.count;
  9718. indirectArray[ count ] = i;
  9719. count ++;
  9720. }
  9721. }
  9722. }
  9723. }
  9724. indirectTexture.needsUpdate = true;
  9725. this._multiDrawCount = count;
  9726. this._visibilityChanged = false;
  9727. }
  9728. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  9729. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  9730. }
  9731. }
  9732. class LineBasicMaterial extends Material {
  9733. constructor( parameters ) {
  9734. super();
  9735. this.isLineBasicMaterial = true;
  9736. this.type = 'LineBasicMaterial';
  9737. this.color = new Color( 0xffffff );
  9738. this.map = null;
  9739. this.linewidth = 1;
  9740. this.linecap = 'round';
  9741. this.linejoin = 'round';
  9742. this.fog = true;
  9743. this.setValues( parameters );
  9744. }
  9745. copy( source ) {
  9746. super.copy( source );
  9747. this.color.copy( source.color );
  9748. this.map = source.map;
  9749. this.linewidth = source.linewidth;
  9750. this.linecap = source.linecap;
  9751. this.linejoin = source.linejoin;
  9752. this.fog = source.fog;
  9753. return this;
  9754. }
  9755. }
  9756. const _vStart = /*@__PURE__*/ new Vector3();
  9757. const _vEnd = /*@__PURE__*/ new Vector3();
  9758. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  9759. const _ray$1 = /*@__PURE__*/ new Ray();
  9760. const _sphere$1 = /*@__PURE__*/ new Sphere();
  9761. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  9762. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  9763. class Line extends Object3D {
  9764. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  9765. super();
  9766. this.isLine = true;
  9767. this.type = 'Line';
  9768. this.geometry = geometry;
  9769. this.material = material;
  9770. this.updateMorphTargets();
  9771. }
  9772. copy( source, recursive ) {
  9773. super.copy( source, recursive );
  9774. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  9775. this.geometry = source.geometry;
  9776. return this;
  9777. }
  9778. computeLineDistances() {
  9779. const geometry = this.geometry;
  9780. // we assume non-indexed geometry
  9781. if ( geometry.index === null ) {
  9782. const positionAttribute = geometry.attributes.position;
  9783. const lineDistances = [ 0 ];
  9784. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  9785. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  9786. _vEnd.fromBufferAttribute( positionAttribute, i );
  9787. lineDistances[ i ] = lineDistances[ i - 1 ];
  9788. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  9789. }
  9790. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  9791. } else {
  9792. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  9793. }
  9794. return this;
  9795. }
  9796. raycast( raycaster, intersects ) {
  9797. const geometry = this.geometry;
  9798. const matrixWorld = this.matrixWorld;
  9799. const threshold = raycaster.params.Line.threshold;
  9800. const drawRange = geometry.drawRange;
  9801. // Checking boundingSphere distance to ray
  9802. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  9803. _sphere$1.copy( geometry.boundingSphere );
  9804. _sphere$1.applyMatrix4( matrixWorld );
  9805. _sphere$1.radius += threshold;
  9806. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  9807. //
  9808. _inverseMatrix$1.copy( matrixWorld ).invert();
  9809. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  9810. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  9811. const localThresholdSq = localThreshold * localThreshold;
  9812. const step = this.isLineSegments ? 2 : 1;
  9813. const index = geometry.index;
  9814. const attributes = geometry.attributes;
  9815. const positionAttribute = attributes.position;
  9816. if ( index !== null ) {
  9817. const start = Math.max( 0, drawRange.start );
  9818. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  9819. for ( let i = start, l = end - 1; i < l; i += step ) {
  9820. const a = index.getX( i );
  9821. const b = index.getX( i + 1 );
  9822. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
  9823. if ( intersect ) {
  9824. intersects.push( intersect );
  9825. }
  9826. }
  9827. if ( this.isLineLoop ) {
  9828. const a = index.getX( end - 1 );
  9829. const b = index.getX( start );
  9830. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
  9831. if ( intersect ) {
  9832. intersects.push( intersect );
  9833. }
  9834. }
  9835. } else {
  9836. const start = Math.max( 0, drawRange.start );
  9837. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  9838. for ( let i = start, l = end - 1; i < l; i += step ) {
  9839. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 );
  9840. if ( intersect ) {
  9841. intersects.push( intersect );
  9842. }
  9843. }
  9844. if ( this.isLineLoop ) {
  9845. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start );
  9846. if ( intersect ) {
  9847. intersects.push( intersect );
  9848. }
  9849. }
  9850. }
  9851. }
  9852. updateMorphTargets() {
  9853. const geometry = this.geometry;
  9854. const morphAttributes = geometry.morphAttributes;
  9855. const keys = Object.keys( morphAttributes );
  9856. if ( keys.length > 0 ) {
  9857. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  9858. if ( morphAttribute !== undefined ) {
  9859. this.morphTargetInfluences = [];
  9860. this.morphTargetDictionary = {};
  9861. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  9862. const name = morphAttribute[ m ].name || String( m );
  9863. this.morphTargetInfluences.push( 0 );
  9864. this.morphTargetDictionary[ name ] = m;
  9865. }
  9866. }
  9867. }
  9868. }
  9869. }
  9870. function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) {
  9871. const positionAttribute = object.geometry.attributes.position;
  9872. _vStart.fromBufferAttribute( positionAttribute, a );
  9873. _vEnd.fromBufferAttribute( positionAttribute, b );
  9874. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  9875. if ( distSq > thresholdSq ) return;
  9876. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  9877. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  9878. if ( distance < raycaster.near || distance > raycaster.far ) return;
  9879. return {
  9880. distance: distance,
  9881. // What do we want? intersection point on the ray or on the segment??
  9882. // point: raycaster.ray.at( distance ),
  9883. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  9884. index: a,
  9885. face: null,
  9886. faceIndex: null,
  9887. object: object
  9888. };
  9889. }
  9890. const _start = /*@__PURE__*/ new Vector3();
  9891. const _end = /*@__PURE__*/ new Vector3();
  9892. class LineSegments extends Line {
  9893. constructor( geometry, material ) {
  9894. super( geometry, material );
  9895. this.isLineSegments = true;
  9896. this.type = 'LineSegments';
  9897. }
  9898. computeLineDistances() {
  9899. const geometry = this.geometry;
  9900. // we assume non-indexed geometry
  9901. if ( geometry.index === null ) {
  9902. const positionAttribute = geometry.attributes.position;
  9903. const lineDistances = [];
  9904. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  9905. _start.fromBufferAttribute( positionAttribute, i );
  9906. _end.fromBufferAttribute( positionAttribute, i + 1 );
  9907. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  9908. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  9909. }
  9910. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  9911. } else {
  9912. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  9913. }
  9914. return this;
  9915. }
  9916. }
  9917. class LineLoop extends Line {
  9918. constructor( geometry, material ) {
  9919. super( geometry, material );
  9920. this.isLineLoop = true;
  9921. this.type = 'LineLoop';
  9922. }
  9923. }
  9924. class PointsMaterial extends Material {
  9925. constructor( parameters ) {
  9926. super();
  9927. this.isPointsMaterial = true;
  9928. this.type = 'PointsMaterial';
  9929. this.color = new Color( 0xffffff );
  9930. this.map = null;
  9931. this.alphaMap = null;
  9932. this.size = 1;
  9933. this.sizeAttenuation = true;
  9934. this.fog = true;
  9935. this.setValues( parameters );
  9936. }
  9937. copy( source ) {
  9938. super.copy( source );
  9939. this.color.copy( source.color );
  9940. this.map = source.map;
  9941. this.alphaMap = source.alphaMap;
  9942. this.size = source.size;
  9943. this.sizeAttenuation = source.sizeAttenuation;
  9944. this.fog = source.fog;
  9945. return this;
  9946. }
  9947. }
  9948. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  9949. const _ray = /*@__PURE__*/ new Ray();
  9950. const _sphere = /*@__PURE__*/ new Sphere();
  9951. const _position$2 = /*@__PURE__*/ new Vector3();
  9952. class Points extends Object3D {
  9953. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  9954. super();
  9955. this.isPoints = true;
  9956. this.type = 'Points';
  9957. this.geometry = geometry;
  9958. this.material = material;
  9959. this.updateMorphTargets();
  9960. }
  9961. copy( source, recursive ) {
  9962. super.copy( source, recursive );
  9963. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  9964. this.geometry = source.geometry;
  9965. return this;
  9966. }
  9967. raycast( raycaster, intersects ) {
  9968. const geometry = this.geometry;
  9969. const matrixWorld = this.matrixWorld;
  9970. const threshold = raycaster.params.Points.threshold;
  9971. const drawRange = geometry.drawRange;
  9972. // Checking boundingSphere distance to ray
  9973. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  9974. _sphere.copy( geometry.boundingSphere );
  9975. _sphere.applyMatrix4( matrixWorld );
  9976. _sphere.radius += threshold;
  9977. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  9978. //
  9979. _inverseMatrix.copy( matrixWorld ).invert();
  9980. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  9981. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  9982. const localThresholdSq = localThreshold * localThreshold;
  9983. const index = geometry.index;
  9984. const attributes = geometry.attributes;
  9985. const positionAttribute = attributes.position;
  9986. if ( index !== null ) {
  9987. const start = Math.max( 0, drawRange.start );
  9988. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  9989. for ( let i = start, il = end; i < il; i ++ ) {
  9990. const a = index.getX( i );
  9991. _position$2.fromBufferAttribute( positionAttribute, a );
  9992. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  9993. }
  9994. } else {
  9995. const start = Math.max( 0, drawRange.start );
  9996. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  9997. for ( let i = start, l = end; i < l; i ++ ) {
  9998. _position$2.fromBufferAttribute( positionAttribute, i );
  9999. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  10000. }
  10001. }
  10002. }
  10003. updateMorphTargets() {
  10004. const geometry = this.geometry;
  10005. const morphAttributes = geometry.morphAttributes;
  10006. const keys = Object.keys( morphAttributes );
  10007. if ( keys.length > 0 ) {
  10008. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  10009. if ( morphAttribute !== undefined ) {
  10010. this.morphTargetInfluences = [];
  10011. this.morphTargetDictionary = {};
  10012. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  10013. const name = morphAttribute[ m ].name || String( m );
  10014. this.morphTargetInfluences.push( 0 );
  10015. this.morphTargetDictionary[ name ] = m;
  10016. }
  10017. }
  10018. }
  10019. }
  10020. }
  10021. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  10022. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  10023. if ( rayPointDistanceSq < localThresholdSq ) {
  10024. const intersectPoint = new Vector3();
  10025. _ray.closestPointToPoint( point, intersectPoint );
  10026. intersectPoint.applyMatrix4( matrixWorld );
  10027. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  10028. if ( distance < raycaster.near || distance > raycaster.far ) return;
  10029. intersects.push( {
  10030. distance: distance,
  10031. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  10032. point: intersectPoint,
  10033. index: index,
  10034. face: null,
  10035. object: object
  10036. } );
  10037. }
  10038. }
  10039. class Group extends Object3D {
  10040. constructor() {
  10041. super();
  10042. this.isGroup = true;
  10043. this.type = 'Group';
  10044. }
  10045. }
  10046. class VideoTexture extends Texture {
  10047. constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  10048. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10049. this.isVideoTexture = true;
  10050. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  10051. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  10052. this.generateMipmaps = false;
  10053. const scope = this;
  10054. function updateVideo() {
  10055. scope.needsUpdate = true;
  10056. video.requestVideoFrameCallback( updateVideo );
  10057. }
  10058. if ( 'requestVideoFrameCallback' in video ) {
  10059. video.requestVideoFrameCallback( updateVideo );
  10060. }
  10061. }
  10062. clone() {
  10063. return new this.constructor( this.image ).copy( this );
  10064. }
  10065. update() {
  10066. const video = this.image;
  10067. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  10068. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  10069. this.needsUpdate = true;
  10070. }
  10071. }
  10072. }
  10073. class FramebufferTexture extends Texture {
  10074. constructor( width, height ) {
  10075. super( { width, height } );
  10076. this.isFramebufferTexture = true;
  10077. this.magFilter = NearestFilter;
  10078. this.minFilter = NearestFilter;
  10079. this.generateMipmaps = false;
  10080. this.needsUpdate = true;
  10081. }
  10082. }
  10083. class CompressedTexture extends Texture {
  10084. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  10085. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  10086. this.isCompressedTexture = true;
  10087. this.image = { width: width, height: height };
  10088. this.mipmaps = mipmaps;
  10089. // no flipping for cube textures
  10090. // (also flipping doesn't work for compressed textures )
  10091. this.flipY = false;
  10092. // can't generate mipmaps for compressed textures
  10093. // mips must be embedded in DDS files
  10094. this.generateMipmaps = false;
  10095. }
  10096. }
  10097. class CompressedArrayTexture extends CompressedTexture {
  10098. constructor( mipmaps, width, height, depth, format, type ) {
  10099. super( mipmaps, width, height, format, type );
  10100. this.isCompressedArrayTexture = true;
  10101. this.image.depth = depth;
  10102. this.wrapR = ClampToEdgeWrapping;
  10103. this.layerUpdates = new Set();
  10104. }
  10105. addLayerUpdate( layerIndex ) {
  10106. this.layerUpdates.add( layerIndex );
  10107. }
  10108. clearLayerUpdates() {
  10109. this.layerUpdates.clear();
  10110. }
  10111. }
  10112. class CompressedCubeTexture extends CompressedTexture {
  10113. constructor( images, format, type ) {
  10114. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  10115. this.isCompressedCubeTexture = true;
  10116. this.isCubeTexture = true;
  10117. this.image = images;
  10118. }
  10119. }
  10120. class CanvasTexture extends Texture {
  10121. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  10122. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10123. this.isCanvasTexture = true;
  10124. this.needsUpdate = true;
  10125. }
  10126. }
  10127. class DepthTexture extends Texture {
  10128. constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) {
  10129. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  10130. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  10131. }
  10132. if ( type === undefined && format === DepthFormat ) type = UnsignedIntType;
  10133. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  10134. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10135. this.isDepthTexture = true;
  10136. this.image = { width: width, height: height };
  10137. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  10138. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  10139. this.flipY = false;
  10140. this.generateMipmaps = false;
  10141. this.compareFunction = null;
  10142. }
  10143. copy( source ) {
  10144. super.copy( source );
  10145. this.compareFunction = source.compareFunction;
  10146. return this;
  10147. }
  10148. toJSON( meta ) {
  10149. const data = super.toJSON( meta );
  10150. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  10151. return data;
  10152. }
  10153. }
  10154. /**
  10155. * Extensible curve object.
  10156. *
  10157. * Some common of curve methods:
  10158. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  10159. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  10160. * .getPoints(), .getSpacedPoints()
  10161. * .getLength()
  10162. * .updateArcLengths()
  10163. *
  10164. * This following curves inherit from THREE.Curve:
  10165. *
  10166. * -- 2D curves --
  10167. * THREE.ArcCurve
  10168. * THREE.CubicBezierCurve
  10169. * THREE.EllipseCurve
  10170. * THREE.LineCurve
  10171. * THREE.QuadraticBezierCurve
  10172. * THREE.SplineCurve
  10173. *
  10174. * -- 3D curves --
  10175. * THREE.CatmullRomCurve3
  10176. * THREE.CubicBezierCurve3
  10177. * THREE.LineCurve3
  10178. * THREE.QuadraticBezierCurve3
  10179. *
  10180. * A series of curves can be represented as a THREE.CurvePath.
  10181. *
  10182. **/
  10183. class Curve {
  10184. constructor() {
  10185. this.type = 'Curve';
  10186. this.arcLengthDivisions = 200;
  10187. }
  10188. // Virtual base class method to overwrite and implement in subclasses
  10189. // - t [0 .. 1]
  10190. getPoint( /* t, optionalTarget */ ) {
  10191. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  10192. return null;
  10193. }
  10194. // Get point at relative position in curve according to arc length
  10195. // - u [0 .. 1]
  10196. getPointAt( u, optionalTarget ) {
  10197. const t = this.getUtoTmapping( u );
  10198. return this.getPoint( t, optionalTarget );
  10199. }
  10200. // Get sequence of points using getPoint( t )
  10201. getPoints( divisions = 5 ) {
  10202. const points = [];
  10203. for ( let d = 0; d <= divisions; d ++ ) {
  10204. points.push( this.getPoint( d / divisions ) );
  10205. }
  10206. return points;
  10207. }
  10208. // Get sequence of points using getPointAt( u )
  10209. getSpacedPoints( divisions = 5 ) {
  10210. const points = [];
  10211. for ( let d = 0; d <= divisions; d ++ ) {
  10212. points.push( this.getPointAt( d / divisions ) );
  10213. }
  10214. return points;
  10215. }
  10216. // Get total curve arc length
  10217. getLength() {
  10218. const lengths = this.getLengths();
  10219. return lengths[ lengths.length - 1 ];
  10220. }
  10221. // Get list of cumulative segment lengths
  10222. getLengths( divisions = this.arcLengthDivisions ) {
  10223. if ( this.cacheArcLengths &&
  10224. ( this.cacheArcLengths.length === divisions + 1 ) &&
  10225. ! this.needsUpdate ) {
  10226. return this.cacheArcLengths;
  10227. }
  10228. this.needsUpdate = false;
  10229. const cache = [];
  10230. let current, last = this.getPoint( 0 );
  10231. let sum = 0;
  10232. cache.push( 0 );
  10233. for ( let p = 1; p <= divisions; p ++ ) {
  10234. current = this.getPoint( p / divisions );
  10235. sum += current.distanceTo( last );
  10236. cache.push( sum );
  10237. last = current;
  10238. }
  10239. this.cacheArcLengths = cache;
  10240. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  10241. }
  10242. updateArcLengths() {
  10243. this.needsUpdate = true;
  10244. this.getLengths();
  10245. }
  10246. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  10247. getUtoTmapping( u, distance ) {
  10248. const arcLengths = this.getLengths();
  10249. let i = 0;
  10250. const il = arcLengths.length;
  10251. let targetArcLength; // The targeted u distance value to get
  10252. if ( distance ) {
  10253. targetArcLength = distance;
  10254. } else {
  10255. targetArcLength = u * arcLengths[ il - 1 ];
  10256. }
  10257. // binary search for the index with largest value smaller than target u distance
  10258. let low = 0, high = il - 1, comparison;
  10259. while ( low <= high ) {
  10260. i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
  10261. comparison = arcLengths[ i ] - targetArcLength;
  10262. if ( comparison < 0 ) {
  10263. low = i + 1;
  10264. } else if ( comparison > 0 ) {
  10265. high = i - 1;
  10266. } else {
  10267. high = i;
  10268. break;
  10269. // DONE
  10270. }
  10271. }
  10272. i = high;
  10273. if ( arcLengths[ i ] === targetArcLength ) {
  10274. return i / ( il - 1 );
  10275. }
  10276. // we could get finer grain at lengths, or use simple interpolation between two points
  10277. const lengthBefore = arcLengths[ i ];
  10278. const lengthAfter = arcLengths[ i + 1 ];
  10279. const segmentLength = lengthAfter - lengthBefore;
  10280. // determine where we are between the 'before' and 'after' points
  10281. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  10282. // add that fractional amount to t
  10283. const t = ( i + segmentFraction ) / ( il - 1 );
  10284. return t;
  10285. }
  10286. // Returns a unit vector tangent at t
  10287. // In case any sub curve does not implement its tangent derivation,
  10288. // 2 points a small delta apart will be used to find its gradient
  10289. // which seems to give a reasonable approximation
  10290. getTangent( t, optionalTarget ) {
  10291. const delta = 0.0001;
  10292. let t1 = t - delta;
  10293. let t2 = t + delta;
  10294. // Capping in case of danger
  10295. if ( t1 < 0 ) t1 = 0;
  10296. if ( t2 > 1 ) t2 = 1;
  10297. const pt1 = this.getPoint( t1 );
  10298. const pt2 = this.getPoint( t2 );
  10299. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  10300. tangent.copy( pt2 ).sub( pt1 ).normalize();
  10301. return tangent;
  10302. }
  10303. getTangentAt( u, optionalTarget ) {
  10304. const t = this.getUtoTmapping( u );
  10305. return this.getTangent( t, optionalTarget );
  10306. }
  10307. computeFrenetFrames( segments, closed ) {
  10308. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  10309. const normal = new Vector3();
  10310. const tangents = [];
  10311. const normals = [];
  10312. const binormals = [];
  10313. const vec = new Vector3();
  10314. const mat = new Matrix4();
  10315. // compute the tangent vectors for each segment on the curve
  10316. for ( let i = 0; i <= segments; i ++ ) {
  10317. const u = i / segments;
  10318. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  10319. }
  10320. // select an initial normal vector perpendicular to the first tangent vector,
  10321. // and in the direction of the minimum tangent xyz component
  10322. normals[ 0 ] = new Vector3();
  10323. binormals[ 0 ] = new Vector3();
  10324. let min = Number.MAX_VALUE;
  10325. const tx = Math.abs( tangents[ 0 ].x );
  10326. const ty = Math.abs( tangents[ 0 ].y );
  10327. const tz = Math.abs( tangents[ 0 ].z );
  10328. if ( tx <= min ) {
  10329. min = tx;
  10330. normal.set( 1, 0, 0 );
  10331. }
  10332. if ( ty <= min ) {
  10333. min = ty;
  10334. normal.set( 0, 1, 0 );
  10335. }
  10336. if ( tz <= min ) {
  10337. normal.set( 0, 0, 1 );
  10338. }
  10339. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  10340. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  10341. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  10342. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  10343. for ( let i = 1; i <= segments; i ++ ) {
  10344. normals[ i ] = normals[ i - 1 ].clone();
  10345. binormals[ i ] = binormals[ i - 1 ].clone();
  10346. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  10347. if ( vec.length() > Number.EPSILON ) {
  10348. vec.normalize();
  10349. const theta = Math.acos( clamp$1( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  10350. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  10351. }
  10352. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  10353. }
  10354. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  10355. if ( closed === true ) {
  10356. let theta = Math.acos( clamp$1( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  10357. theta /= segments;
  10358. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  10359. theta = - theta;
  10360. }
  10361. for ( let i = 1; i <= segments; i ++ ) {
  10362. // twist a little...
  10363. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  10364. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  10365. }
  10366. }
  10367. return {
  10368. tangents: tangents,
  10369. normals: normals,
  10370. binormals: binormals
  10371. };
  10372. }
  10373. clone() {
  10374. return new this.constructor().copy( this );
  10375. }
  10376. copy( source ) {
  10377. this.arcLengthDivisions = source.arcLengthDivisions;
  10378. return this;
  10379. }
  10380. toJSON() {
  10381. const data = {
  10382. metadata: {
  10383. version: 4.6,
  10384. type: 'Curve',
  10385. generator: 'Curve.toJSON'
  10386. }
  10387. };
  10388. data.arcLengthDivisions = this.arcLengthDivisions;
  10389. data.type = this.type;
  10390. return data;
  10391. }
  10392. fromJSON( json ) {
  10393. this.arcLengthDivisions = json.arcLengthDivisions;
  10394. return this;
  10395. }
  10396. }
  10397. class EllipseCurve extends Curve {
  10398. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  10399. super();
  10400. this.isEllipseCurve = true;
  10401. this.type = 'EllipseCurve';
  10402. this.aX = aX;
  10403. this.aY = aY;
  10404. this.xRadius = xRadius;
  10405. this.yRadius = yRadius;
  10406. this.aStartAngle = aStartAngle;
  10407. this.aEndAngle = aEndAngle;
  10408. this.aClockwise = aClockwise;
  10409. this.aRotation = aRotation;
  10410. }
  10411. getPoint( t, optionalTarget = new Vector2() ) {
  10412. const point = optionalTarget;
  10413. const twoPi = Math.PI * 2;
  10414. let deltaAngle = this.aEndAngle - this.aStartAngle;
  10415. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  10416. // ensures that deltaAngle is 0 .. 2 PI
  10417. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  10418. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  10419. if ( deltaAngle < Number.EPSILON ) {
  10420. if ( samePoints ) {
  10421. deltaAngle = 0;
  10422. } else {
  10423. deltaAngle = twoPi;
  10424. }
  10425. }
  10426. if ( this.aClockwise === true && ! samePoints ) {
  10427. if ( deltaAngle === twoPi ) {
  10428. deltaAngle = - twoPi;
  10429. } else {
  10430. deltaAngle = deltaAngle - twoPi;
  10431. }
  10432. }
  10433. const angle = this.aStartAngle + t * deltaAngle;
  10434. let x = this.aX + this.xRadius * Math.cos( angle );
  10435. let y = this.aY + this.yRadius * Math.sin( angle );
  10436. if ( this.aRotation !== 0 ) {
  10437. const cos = Math.cos( this.aRotation );
  10438. const sin = Math.sin( this.aRotation );
  10439. const tx = x - this.aX;
  10440. const ty = y - this.aY;
  10441. // Rotate the point about the center of the ellipse.
  10442. x = tx * cos - ty * sin + this.aX;
  10443. y = tx * sin + ty * cos + this.aY;
  10444. }
  10445. return point.set( x, y );
  10446. }
  10447. copy( source ) {
  10448. super.copy( source );
  10449. this.aX = source.aX;
  10450. this.aY = source.aY;
  10451. this.xRadius = source.xRadius;
  10452. this.yRadius = source.yRadius;
  10453. this.aStartAngle = source.aStartAngle;
  10454. this.aEndAngle = source.aEndAngle;
  10455. this.aClockwise = source.aClockwise;
  10456. this.aRotation = source.aRotation;
  10457. return this;
  10458. }
  10459. toJSON() {
  10460. const data = super.toJSON();
  10461. data.aX = this.aX;
  10462. data.aY = this.aY;
  10463. data.xRadius = this.xRadius;
  10464. data.yRadius = this.yRadius;
  10465. data.aStartAngle = this.aStartAngle;
  10466. data.aEndAngle = this.aEndAngle;
  10467. data.aClockwise = this.aClockwise;
  10468. data.aRotation = this.aRotation;
  10469. return data;
  10470. }
  10471. fromJSON( json ) {
  10472. super.fromJSON( json );
  10473. this.aX = json.aX;
  10474. this.aY = json.aY;
  10475. this.xRadius = json.xRadius;
  10476. this.yRadius = json.yRadius;
  10477. this.aStartAngle = json.aStartAngle;
  10478. this.aEndAngle = json.aEndAngle;
  10479. this.aClockwise = json.aClockwise;
  10480. this.aRotation = json.aRotation;
  10481. return this;
  10482. }
  10483. }
  10484. class ArcCurve extends EllipseCurve {
  10485. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  10486. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  10487. this.isArcCurve = true;
  10488. this.type = 'ArcCurve';
  10489. }
  10490. }
  10491. /**
  10492. * Centripetal CatmullRom Curve - which is useful for avoiding
  10493. * cusps and self-intersections in non-uniform catmull rom curves.
  10494. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  10495. *
  10496. * curve.type accepts centripetal(default), chordal and catmullrom
  10497. * curve.tension is used for catmullrom which defaults to 0.5
  10498. */
  10499. /*
  10500. Based on an optimized c++ solution in
  10501. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  10502. - http://ideone.com/NoEbVM
  10503. This CubicPoly class could be used for reusing some variables and calculations,
  10504. but for three.js curve use, it could be possible inlined and flatten into a single function call
  10505. which can be placed in CurveUtils.
  10506. */
  10507. function CubicPoly() {
  10508. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  10509. /*
  10510. * Compute coefficients for a cubic polynomial
  10511. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  10512. * such that
  10513. * p(0) = x0, p(1) = x1
  10514. * and
  10515. * p'(0) = t0, p'(1) = t1.
  10516. */
  10517. function init( x0, x1, t0, t1 ) {
  10518. c0 = x0;
  10519. c1 = t0;
  10520. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  10521. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  10522. }
  10523. return {
  10524. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  10525. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  10526. },
  10527. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  10528. // compute tangents when parameterized in [t1,t2]
  10529. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  10530. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  10531. // rescale tangents for parametrization in [0,1]
  10532. t1 *= dt1;
  10533. t2 *= dt1;
  10534. init( x1, x2, t1, t2 );
  10535. },
  10536. calc: function ( t ) {
  10537. const t2 = t * t;
  10538. const t3 = t2 * t;
  10539. return c0 + c1 * t + c2 * t2 + c3 * t3;
  10540. }
  10541. };
  10542. }
  10543. //
  10544. const tmp = /*@__PURE__*/ new Vector3();
  10545. const px = /*@__PURE__*/ new CubicPoly();
  10546. const py = /*@__PURE__*/ new CubicPoly();
  10547. const pz = /*@__PURE__*/ new CubicPoly();
  10548. class CatmullRomCurve3 extends Curve {
  10549. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  10550. super();
  10551. this.isCatmullRomCurve3 = true;
  10552. this.type = 'CatmullRomCurve3';
  10553. this.points = points;
  10554. this.closed = closed;
  10555. this.curveType = curveType;
  10556. this.tension = tension;
  10557. }
  10558. getPoint( t, optionalTarget = new Vector3() ) {
  10559. const point = optionalTarget;
  10560. const points = this.points;
  10561. const l = points.length;
  10562. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  10563. let intPoint = Math.floor( p );
  10564. let weight = p - intPoint;
  10565. if ( this.closed ) {
  10566. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  10567. } else if ( weight === 0 && intPoint === l - 1 ) {
  10568. intPoint = l - 2;
  10569. weight = 1;
  10570. }
  10571. let p0, p3; // 4 points (p1 & p2 defined below)
  10572. if ( this.closed || intPoint > 0 ) {
  10573. p0 = points[ ( intPoint - 1 ) % l ];
  10574. } else {
  10575. // extrapolate first point
  10576. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  10577. p0 = tmp;
  10578. }
  10579. const p1 = points[ intPoint % l ];
  10580. const p2 = points[ ( intPoint + 1 ) % l ];
  10581. if ( this.closed || intPoint + 2 < l ) {
  10582. p3 = points[ ( intPoint + 2 ) % l ];
  10583. } else {
  10584. // extrapolate last point
  10585. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  10586. p3 = tmp;
  10587. }
  10588. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  10589. // init Centripetal / Chordal Catmull-Rom
  10590. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  10591. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  10592. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  10593. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  10594. // safety check for repeated points
  10595. if ( dt1 < 1e-4 ) dt1 = 1.0;
  10596. if ( dt0 < 1e-4 ) dt0 = dt1;
  10597. if ( dt2 < 1e-4 ) dt2 = dt1;
  10598. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  10599. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  10600. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  10601. } else if ( this.curveType === 'catmullrom' ) {
  10602. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  10603. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  10604. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  10605. }
  10606. point.set(
  10607. px.calc( weight ),
  10608. py.calc( weight ),
  10609. pz.calc( weight )
  10610. );
  10611. return point;
  10612. }
  10613. copy( source ) {
  10614. super.copy( source );
  10615. this.points = [];
  10616. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  10617. const point = source.points[ i ];
  10618. this.points.push( point.clone() );
  10619. }
  10620. this.closed = source.closed;
  10621. this.curveType = source.curveType;
  10622. this.tension = source.tension;
  10623. return this;
  10624. }
  10625. toJSON() {
  10626. const data = super.toJSON();
  10627. data.points = [];
  10628. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  10629. const point = this.points[ i ];
  10630. data.points.push( point.toArray() );
  10631. }
  10632. data.closed = this.closed;
  10633. data.curveType = this.curveType;
  10634. data.tension = this.tension;
  10635. return data;
  10636. }
  10637. fromJSON( json ) {
  10638. super.fromJSON( json );
  10639. this.points = [];
  10640. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  10641. const point = json.points[ i ];
  10642. this.points.push( new Vector3().fromArray( point ) );
  10643. }
  10644. this.closed = json.closed;
  10645. this.curveType = json.curveType;
  10646. this.tension = json.tension;
  10647. return this;
  10648. }
  10649. }
  10650. /**
  10651. * Bezier Curves formulas obtained from
  10652. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  10653. */
  10654. function CatmullRom( t, p0, p1, p2, p3 ) {
  10655. const v0 = ( p2 - p0 ) * 0.5;
  10656. const v1 = ( p3 - p1 ) * 0.5;
  10657. const t2 = t * t;
  10658. const t3 = t * t2;
  10659. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  10660. }
  10661. //
  10662. function QuadraticBezierP0( t, p ) {
  10663. const k = 1 - t;
  10664. return k * k * p;
  10665. }
  10666. function QuadraticBezierP1( t, p ) {
  10667. return 2 * ( 1 - t ) * t * p;
  10668. }
  10669. function QuadraticBezierP2( t, p ) {
  10670. return t * t * p;
  10671. }
  10672. function QuadraticBezier( t, p0, p1, p2 ) {
  10673. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  10674. QuadraticBezierP2( t, p2 );
  10675. }
  10676. //
  10677. function CubicBezierP0( t, p ) {
  10678. const k = 1 - t;
  10679. return k * k * k * p;
  10680. }
  10681. function CubicBezierP1( t, p ) {
  10682. const k = 1 - t;
  10683. return 3 * k * k * t * p;
  10684. }
  10685. function CubicBezierP2( t, p ) {
  10686. return 3 * ( 1 - t ) * t * t * p;
  10687. }
  10688. function CubicBezierP3( t, p ) {
  10689. return t * t * t * p;
  10690. }
  10691. function CubicBezier( t, p0, p1, p2, p3 ) {
  10692. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  10693. CubicBezierP3( t, p3 );
  10694. }
  10695. class CubicBezierCurve extends Curve {
  10696. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  10697. super();
  10698. this.isCubicBezierCurve = true;
  10699. this.type = 'CubicBezierCurve';
  10700. this.v0 = v0;
  10701. this.v1 = v1;
  10702. this.v2 = v2;
  10703. this.v3 = v3;
  10704. }
  10705. getPoint( t, optionalTarget = new Vector2() ) {
  10706. const point = optionalTarget;
  10707. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  10708. point.set(
  10709. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  10710. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  10711. );
  10712. return point;
  10713. }
  10714. copy( source ) {
  10715. super.copy( source );
  10716. this.v0.copy( source.v0 );
  10717. this.v1.copy( source.v1 );
  10718. this.v2.copy( source.v2 );
  10719. this.v3.copy( source.v3 );
  10720. return this;
  10721. }
  10722. toJSON() {
  10723. const data = super.toJSON();
  10724. data.v0 = this.v0.toArray();
  10725. data.v1 = this.v1.toArray();
  10726. data.v2 = this.v2.toArray();
  10727. data.v3 = this.v3.toArray();
  10728. return data;
  10729. }
  10730. fromJSON( json ) {
  10731. super.fromJSON( json );
  10732. this.v0.fromArray( json.v0 );
  10733. this.v1.fromArray( json.v1 );
  10734. this.v2.fromArray( json.v2 );
  10735. this.v3.fromArray( json.v3 );
  10736. return this;
  10737. }
  10738. }
  10739. class CubicBezierCurve3 extends Curve {
  10740. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  10741. super();
  10742. this.isCubicBezierCurve3 = true;
  10743. this.type = 'CubicBezierCurve3';
  10744. this.v0 = v0;
  10745. this.v1 = v1;
  10746. this.v2 = v2;
  10747. this.v3 = v3;
  10748. }
  10749. getPoint( t, optionalTarget = new Vector3() ) {
  10750. const point = optionalTarget;
  10751. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  10752. point.set(
  10753. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  10754. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  10755. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  10756. );
  10757. return point;
  10758. }
  10759. copy( source ) {
  10760. super.copy( source );
  10761. this.v0.copy( source.v0 );
  10762. this.v1.copy( source.v1 );
  10763. this.v2.copy( source.v2 );
  10764. this.v3.copy( source.v3 );
  10765. return this;
  10766. }
  10767. toJSON() {
  10768. const data = super.toJSON();
  10769. data.v0 = this.v0.toArray();
  10770. data.v1 = this.v1.toArray();
  10771. data.v2 = this.v2.toArray();
  10772. data.v3 = this.v3.toArray();
  10773. return data;
  10774. }
  10775. fromJSON( json ) {
  10776. super.fromJSON( json );
  10777. this.v0.fromArray( json.v0 );
  10778. this.v1.fromArray( json.v1 );
  10779. this.v2.fromArray( json.v2 );
  10780. this.v3.fromArray( json.v3 );
  10781. return this;
  10782. }
  10783. }
  10784. class LineCurve extends Curve {
  10785. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  10786. super();
  10787. this.isLineCurve = true;
  10788. this.type = 'LineCurve';
  10789. this.v1 = v1;
  10790. this.v2 = v2;
  10791. }
  10792. getPoint( t, optionalTarget = new Vector2() ) {
  10793. const point = optionalTarget;
  10794. if ( t === 1 ) {
  10795. point.copy( this.v2 );
  10796. } else {
  10797. point.copy( this.v2 ).sub( this.v1 );
  10798. point.multiplyScalar( t ).add( this.v1 );
  10799. }
  10800. return point;
  10801. }
  10802. // Line curve is linear, so we can overwrite default getPointAt
  10803. getPointAt( u, optionalTarget ) {
  10804. return this.getPoint( u, optionalTarget );
  10805. }
  10806. getTangent( t, optionalTarget = new Vector2() ) {
  10807. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  10808. }
  10809. getTangentAt( u, optionalTarget ) {
  10810. return this.getTangent( u, optionalTarget );
  10811. }
  10812. copy( source ) {
  10813. super.copy( source );
  10814. this.v1.copy( source.v1 );
  10815. this.v2.copy( source.v2 );
  10816. return this;
  10817. }
  10818. toJSON() {
  10819. const data = super.toJSON();
  10820. data.v1 = this.v1.toArray();
  10821. data.v2 = this.v2.toArray();
  10822. return data;
  10823. }
  10824. fromJSON( json ) {
  10825. super.fromJSON( json );
  10826. this.v1.fromArray( json.v1 );
  10827. this.v2.fromArray( json.v2 );
  10828. return this;
  10829. }
  10830. }
  10831. class LineCurve3 extends Curve {
  10832. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  10833. super();
  10834. this.isLineCurve3 = true;
  10835. this.type = 'LineCurve3';
  10836. this.v1 = v1;
  10837. this.v2 = v2;
  10838. }
  10839. getPoint( t, optionalTarget = new Vector3() ) {
  10840. const point = optionalTarget;
  10841. if ( t === 1 ) {
  10842. point.copy( this.v2 );
  10843. } else {
  10844. point.copy( this.v2 ).sub( this.v1 );
  10845. point.multiplyScalar( t ).add( this.v1 );
  10846. }
  10847. return point;
  10848. }
  10849. // Line curve is linear, so we can overwrite default getPointAt
  10850. getPointAt( u, optionalTarget ) {
  10851. return this.getPoint( u, optionalTarget );
  10852. }
  10853. getTangent( t, optionalTarget = new Vector3() ) {
  10854. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  10855. }
  10856. getTangentAt( u, optionalTarget ) {
  10857. return this.getTangent( u, optionalTarget );
  10858. }
  10859. copy( source ) {
  10860. super.copy( source );
  10861. this.v1.copy( source.v1 );
  10862. this.v2.copy( source.v2 );
  10863. return this;
  10864. }
  10865. toJSON() {
  10866. const data = super.toJSON();
  10867. data.v1 = this.v1.toArray();
  10868. data.v2 = this.v2.toArray();
  10869. return data;
  10870. }
  10871. fromJSON( json ) {
  10872. super.fromJSON( json );
  10873. this.v1.fromArray( json.v1 );
  10874. this.v2.fromArray( json.v2 );
  10875. return this;
  10876. }
  10877. }
  10878. class QuadraticBezierCurve extends Curve {
  10879. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  10880. super();
  10881. this.isQuadraticBezierCurve = true;
  10882. this.type = 'QuadraticBezierCurve';
  10883. this.v0 = v0;
  10884. this.v1 = v1;
  10885. this.v2 = v2;
  10886. }
  10887. getPoint( t, optionalTarget = new Vector2() ) {
  10888. const point = optionalTarget;
  10889. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  10890. point.set(
  10891. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  10892. QuadraticBezier( t, v0.y, v1.y, v2.y )
  10893. );
  10894. return point;
  10895. }
  10896. copy( source ) {
  10897. super.copy( source );
  10898. this.v0.copy( source.v0 );
  10899. this.v1.copy( source.v1 );
  10900. this.v2.copy( source.v2 );
  10901. return this;
  10902. }
  10903. toJSON() {
  10904. const data = super.toJSON();
  10905. data.v0 = this.v0.toArray();
  10906. data.v1 = this.v1.toArray();
  10907. data.v2 = this.v2.toArray();
  10908. return data;
  10909. }
  10910. fromJSON( json ) {
  10911. super.fromJSON( json );
  10912. this.v0.fromArray( json.v0 );
  10913. this.v1.fromArray( json.v1 );
  10914. this.v2.fromArray( json.v2 );
  10915. return this;
  10916. }
  10917. }
  10918. class QuadraticBezierCurve3 extends Curve {
  10919. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  10920. super();
  10921. this.isQuadraticBezierCurve3 = true;
  10922. this.type = 'QuadraticBezierCurve3';
  10923. this.v0 = v0;
  10924. this.v1 = v1;
  10925. this.v2 = v2;
  10926. }
  10927. getPoint( t, optionalTarget = new Vector3() ) {
  10928. const point = optionalTarget;
  10929. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  10930. point.set(
  10931. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  10932. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  10933. QuadraticBezier( t, v0.z, v1.z, v2.z )
  10934. );
  10935. return point;
  10936. }
  10937. copy( source ) {
  10938. super.copy( source );
  10939. this.v0.copy( source.v0 );
  10940. this.v1.copy( source.v1 );
  10941. this.v2.copy( source.v2 );
  10942. return this;
  10943. }
  10944. toJSON() {
  10945. const data = super.toJSON();
  10946. data.v0 = this.v0.toArray();
  10947. data.v1 = this.v1.toArray();
  10948. data.v2 = this.v2.toArray();
  10949. return data;
  10950. }
  10951. fromJSON( json ) {
  10952. super.fromJSON( json );
  10953. this.v0.fromArray( json.v0 );
  10954. this.v1.fromArray( json.v1 );
  10955. this.v2.fromArray( json.v2 );
  10956. return this;
  10957. }
  10958. }
  10959. class SplineCurve extends Curve {
  10960. constructor( points = [] ) {
  10961. super();
  10962. this.isSplineCurve = true;
  10963. this.type = 'SplineCurve';
  10964. this.points = points;
  10965. }
  10966. getPoint( t, optionalTarget = new Vector2() ) {
  10967. const point = optionalTarget;
  10968. const points = this.points;
  10969. const p = ( points.length - 1 ) * t;
  10970. const intPoint = Math.floor( p );
  10971. const weight = p - intPoint;
  10972. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  10973. const p1 = points[ intPoint ];
  10974. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  10975. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  10976. point.set(
  10977. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  10978. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  10979. );
  10980. return point;
  10981. }
  10982. copy( source ) {
  10983. super.copy( source );
  10984. this.points = [];
  10985. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  10986. const point = source.points[ i ];
  10987. this.points.push( point.clone() );
  10988. }
  10989. return this;
  10990. }
  10991. toJSON() {
  10992. const data = super.toJSON();
  10993. data.points = [];
  10994. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  10995. const point = this.points[ i ];
  10996. data.points.push( point.toArray() );
  10997. }
  10998. return data;
  10999. }
  11000. fromJSON( json ) {
  11001. super.fromJSON( json );
  11002. this.points = [];
  11003. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  11004. const point = json.points[ i ];
  11005. this.points.push( new Vector2().fromArray( point ) );
  11006. }
  11007. return this;
  11008. }
  11009. }
  11010. var Curves = /*#__PURE__*/Object.freeze({
  11011. __proto__: null,
  11012. ArcCurve: ArcCurve,
  11013. CatmullRomCurve3: CatmullRomCurve3,
  11014. CubicBezierCurve: CubicBezierCurve,
  11015. CubicBezierCurve3: CubicBezierCurve3,
  11016. EllipseCurve: EllipseCurve,
  11017. LineCurve: LineCurve,
  11018. LineCurve3: LineCurve3,
  11019. QuadraticBezierCurve: QuadraticBezierCurve,
  11020. QuadraticBezierCurve3: QuadraticBezierCurve3,
  11021. SplineCurve: SplineCurve
  11022. });
  11023. /**************************************************************
  11024. * Curved Path - a curve path is simply a array of connected
  11025. * curves, but retains the api of a curve
  11026. **************************************************************/
  11027. class CurvePath extends Curve {
  11028. constructor() {
  11029. super();
  11030. this.type = 'CurvePath';
  11031. this.curves = [];
  11032. this.autoClose = false; // Automatically closes the path
  11033. }
  11034. add( curve ) {
  11035. this.curves.push( curve );
  11036. }
  11037. closePath() {
  11038. // Add a line curve if start and end of lines are not connected
  11039. const startPoint = this.curves[ 0 ].getPoint( 0 );
  11040. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  11041. if ( ! startPoint.equals( endPoint ) ) {
  11042. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  11043. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  11044. }
  11045. return this;
  11046. }
  11047. // To get accurate point with reference to
  11048. // entire path distance at time t,
  11049. // following has to be done:
  11050. // 1. Length of each sub path have to be known
  11051. // 2. Locate and identify type of curve
  11052. // 3. Get t for the curve
  11053. // 4. Return curve.getPointAt(t')
  11054. getPoint( t, optionalTarget ) {
  11055. const d = t * this.getLength();
  11056. const curveLengths = this.getCurveLengths();
  11057. let i = 0;
  11058. // To think about boundaries points.
  11059. while ( i < curveLengths.length ) {
  11060. if ( curveLengths[ i ] >= d ) {
  11061. const diff = curveLengths[ i ] - d;
  11062. const curve = this.curves[ i ];
  11063. const segmentLength = curve.getLength();
  11064. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  11065. return curve.getPointAt( u, optionalTarget );
  11066. }
  11067. i ++;
  11068. }
  11069. return null;
  11070. // loop where sum != 0, sum > d , sum+1 <d
  11071. }
  11072. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  11073. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  11074. // getPoint() depends on getLength
  11075. getLength() {
  11076. const lens = this.getCurveLengths();
  11077. return lens[ lens.length - 1 ];
  11078. }
  11079. // cacheLengths must be recalculated.
  11080. updateArcLengths() {
  11081. this.needsUpdate = true;
  11082. this.cacheLengths = null;
  11083. this.getCurveLengths();
  11084. }
  11085. // Compute lengths and cache them
  11086. // We cannot overwrite getLengths() because UtoT mapping uses it.
  11087. getCurveLengths() {
  11088. // We use cache values if curves and cache array are same length
  11089. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  11090. return this.cacheLengths;
  11091. }
  11092. // Get length of sub-curve
  11093. // Push sums into cached array
  11094. const lengths = [];
  11095. let sums = 0;
  11096. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  11097. sums += this.curves[ i ].getLength();
  11098. lengths.push( sums );
  11099. }
  11100. this.cacheLengths = lengths;
  11101. return lengths;
  11102. }
  11103. getSpacedPoints( divisions = 40 ) {
  11104. const points = [];
  11105. for ( let i = 0; i <= divisions; i ++ ) {
  11106. points.push( this.getPoint( i / divisions ) );
  11107. }
  11108. if ( this.autoClose ) {
  11109. points.push( points[ 0 ] );
  11110. }
  11111. return points;
  11112. }
  11113. getPoints( divisions = 12 ) {
  11114. const points = [];
  11115. let last;
  11116. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  11117. const curve = curves[ i ];
  11118. const resolution = curve.isEllipseCurve ? divisions * 2
  11119. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  11120. : curve.isSplineCurve ? divisions * curve.points.length
  11121. : divisions;
  11122. const pts = curve.getPoints( resolution );
  11123. for ( let j = 0; j < pts.length; j ++ ) {
  11124. const point = pts[ j ];
  11125. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  11126. points.push( point );
  11127. last = point;
  11128. }
  11129. }
  11130. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  11131. points.push( points[ 0 ] );
  11132. }
  11133. return points;
  11134. }
  11135. copy( source ) {
  11136. super.copy( source );
  11137. this.curves = [];
  11138. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  11139. const curve = source.curves[ i ];
  11140. this.curves.push( curve.clone() );
  11141. }
  11142. this.autoClose = source.autoClose;
  11143. return this;
  11144. }
  11145. toJSON() {
  11146. const data = super.toJSON();
  11147. data.autoClose = this.autoClose;
  11148. data.curves = [];
  11149. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  11150. const curve = this.curves[ i ];
  11151. data.curves.push( curve.toJSON() );
  11152. }
  11153. return data;
  11154. }
  11155. fromJSON( json ) {
  11156. super.fromJSON( json );
  11157. this.autoClose = json.autoClose;
  11158. this.curves = [];
  11159. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  11160. const curve = json.curves[ i ];
  11161. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  11162. }
  11163. return this;
  11164. }
  11165. }
  11166. class Path extends CurvePath {
  11167. constructor( points ) {
  11168. super();
  11169. this.type = 'Path';
  11170. this.currentPoint = new Vector2();
  11171. if ( points ) {
  11172. this.setFromPoints( points );
  11173. }
  11174. }
  11175. setFromPoints( points ) {
  11176. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  11177. for ( let i = 1, l = points.length; i < l; i ++ ) {
  11178. this.lineTo( points[ i ].x, points[ i ].y );
  11179. }
  11180. return this;
  11181. }
  11182. moveTo( x, y ) {
  11183. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  11184. return this;
  11185. }
  11186. lineTo( x, y ) {
  11187. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  11188. this.curves.push( curve );
  11189. this.currentPoint.set( x, y );
  11190. return this;
  11191. }
  11192. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  11193. const curve = new QuadraticBezierCurve(
  11194. this.currentPoint.clone(),
  11195. new Vector2( aCPx, aCPy ),
  11196. new Vector2( aX, aY )
  11197. );
  11198. this.curves.push( curve );
  11199. this.currentPoint.set( aX, aY );
  11200. return this;
  11201. }
  11202. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  11203. const curve = new CubicBezierCurve(
  11204. this.currentPoint.clone(),
  11205. new Vector2( aCP1x, aCP1y ),
  11206. new Vector2( aCP2x, aCP2y ),
  11207. new Vector2( aX, aY )
  11208. );
  11209. this.curves.push( curve );
  11210. this.currentPoint.set( aX, aY );
  11211. return this;
  11212. }
  11213. splineThru( pts /*Array of Vector*/ ) {
  11214. const npts = [ this.currentPoint.clone() ].concat( pts );
  11215. const curve = new SplineCurve( npts );
  11216. this.curves.push( curve );
  11217. this.currentPoint.copy( pts[ pts.length - 1 ] );
  11218. return this;
  11219. }
  11220. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  11221. const x0 = this.currentPoint.x;
  11222. const y0 = this.currentPoint.y;
  11223. this.absarc( aX + x0, aY + y0, aRadius,
  11224. aStartAngle, aEndAngle, aClockwise );
  11225. return this;
  11226. }
  11227. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  11228. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  11229. return this;
  11230. }
  11231. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  11232. const x0 = this.currentPoint.x;
  11233. const y0 = this.currentPoint.y;
  11234. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  11235. return this;
  11236. }
  11237. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  11238. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  11239. if ( this.curves.length > 0 ) {
  11240. // if a previous curve is present, attempt to join
  11241. const firstPoint = curve.getPoint( 0 );
  11242. if ( ! firstPoint.equals( this.currentPoint ) ) {
  11243. this.lineTo( firstPoint.x, firstPoint.y );
  11244. }
  11245. }
  11246. this.curves.push( curve );
  11247. const lastPoint = curve.getPoint( 1 );
  11248. this.currentPoint.copy( lastPoint );
  11249. return this;
  11250. }
  11251. copy( source ) {
  11252. super.copy( source );
  11253. this.currentPoint.copy( source.currentPoint );
  11254. return this;
  11255. }
  11256. toJSON() {
  11257. const data = super.toJSON();
  11258. data.currentPoint = this.currentPoint.toArray();
  11259. return data;
  11260. }
  11261. fromJSON( json ) {
  11262. super.fromJSON( json );
  11263. this.currentPoint.fromArray( json.currentPoint );
  11264. return this;
  11265. }
  11266. }
  11267. class LatheGeometry extends BufferGeometry {
  11268. constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {
  11269. super();
  11270. this.type = 'LatheGeometry';
  11271. this.parameters = {
  11272. points: points,
  11273. segments: segments,
  11274. phiStart: phiStart,
  11275. phiLength: phiLength
  11276. };
  11277. segments = Math.floor( segments );
  11278. // clamp phiLength so it's in range of [ 0, 2PI ]
  11279. phiLength = clamp$1( phiLength, 0, Math.PI * 2 );
  11280. // buffers
  11281. const indices = [];
  11282. const vertices = [];
  11283. const uvs = [];
  11284. const initNormals = [];
  11285. const normals = [];
  11286. // helper variables
  11287. const inverseSegments = 1.0 / segments;
  11288. const vertex = new Vector3();
  11289. const uv = new Vector2();
  11290. const normal = new Vector3();
  11291. const curNormal = new Vector3();
  11292. const prevNormal = new Vector3();
  11293. let dx = 0;
  11294. let dy = 0;
  11295. // pre-compute normals for initial "meridian"
  11296. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  11297. switch ( j ) {
  11298. case 0: // special handling for 1st vertex on path
  11299. dx = points[ j + 1 ].x - points[ j ].x;
  11300. dy = points[ j + 1 ].y - points[ j ].y;
  11301. normal.x = dy * 1.0;
  11302. normal.y = - dx;
  11303. normal.z = dy * 0.0;
  11304. prevNormal.copy( normal );
  11305. normal.normalize();
  11306. initNormals.push( normal.x, normal.y, normal.z );
  11307. break;
  11308. case ( points.length - 1 ): // special handling for last Vertex on path
  11309. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  11310. break;
  11311. default: // default handling for all vertices in between
  11312. dx = points[ j + 1 ].x - points[ j ].x;
  11313. dy = points[ j + 1 ].y - points[ j ].y;
  11314. normal.x = dy * 1.0;
  11315. normal.y = - dx;
  11316. normal.z = dy * 0.0;
  11317. curNormal.copy( normal );
  11318. normal.x += prevNormal.x;
  11319. normal.y += prevNormal.y;
  11320. normal.z += prevNormal.z;
  11321. normal.normalize();
  11322. initNormals.push( normal.x, normal.y, normal.z );
  11323. prevNormal.copy( curNormal );
  11324. }
  11325. }
  11326. // generate vertices, uvs and normals
  11327. for ( let i = 0; i <= segments; i ++ ) {
  11328. const phi = phiStart + i * inverseSegments * phiLength;
  11329. const sin = Math.sin( phi );
  11330. const cos = Math.cos( phi );
  11331. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  11332. // vertex
  11333. vertex.x = points[ j ].x * sin;
  11334. vertex.y = points[ j ].y;
  11335. vertex.z = points[ j ].x * cos;
  11336. vertices.push( vertex.x, vertex.y, vertex.z );
  11337. // uv
  11338. uv.x = i / segments;
  11339. uv.y = j / ( points.length - 1 );
  11340. uvs.push( uv.x, uv.y );
  11341. // normal
  11342. const x = initNormals[ 3 * j + 0 ] * sin;
  11343. const y = initNormals[ 3 * j + 1 ];
  11344. const z = initNormals[ 3 * j + 0 ] * cos;
  11345. normals.push( x, y, z );
  11346. }
  11347. }
  11348. // indices
  11349. for ( let i = 0; i < segments; i ++ ) {
  11350. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  11351. const base = j + i * points.length;
  11352. const a = base;
  11353. const b = base + points.length;
  11354. const c = base + points.length + 1;
  11355. const d = base + 1;
  11356. // faces
  11357. indices.push( a, b, d );
  11358. indices.push( c, d, b );
  11359. }
  11360. }
  11361. // build geometry
  11362. this.setIndex( indices );
  11363. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11364. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11365. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11366. }
  11367. copy( source ) {
  11368. super.copy( source );
  11369. this.parameters = Object.assign( {}, source.parameters );
  11370. return this;
  11371. }
  11372. static fromJSON( data ) {
  11373. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  11374. }
  11375. }
  11376. class CapsuleGeometry extends LatheGeometry {
  11377. constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {
  11378. const path = new Path();
  11379. path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );
  11380. path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );
  11381. super( path.getPoints( capSegments ), radialSegments );
  11382. this.type = 'CapsuleGeometry';
  11383. this.parameters = {
  11384. radius: radius,
  11385. length: length,
  11386. capSegments: capSegments,
  11387. radialSegments: radialSegments,
  11388. };
  11389. }
  11390. static fromJSON( data ) {
  11391. return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );
  11392. }
  11393. }
  11394. class CircleGeometry extends BufferGeometry {
  11395. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11396. super();
  11397. this.type = 'CircleGeometry';
  11398. this.parameters = {
  11399. radius: radius,
  11400. segments: segments,
  11401. thetaStart: thetaStart,
  11402. thetaLength: thetaLength
  11403. };
  11404. segments = Math.max( 3, segments );
  11405. // buffers
  11406. const indices = [];
  11407. const vertices = [];
  11408. const normals = [];
  11409. const uvs = [];
  11410. // helper variables
  11411. const vertex = new Vector3();
  11412. const uv = new Vector2();
  11413. // center point
  11414. vertices.push( 0, 0, 0 );
  11415. normals.push( 0, 0, 1 );
  11416. uvs.push( 0.5, 0.5 );
  11417. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  11418. const segment = thetaStart + s / segments * thetaLength;
  11419. // vertex
  11420. vertex.x = radius * Math.cos( segment );
  11421. vertex.y = radius * Math.sin( segment );
  11422. vertices.push( vertex.x, vertex.y, vertex.z );
  11423. // normal
  11424. normals.push( 0, 0, 1 );
  11425. // uvs
  11426. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  11427. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  11428. uvs.push( uv.x, uv.y );
  11429. }
  11430. // indices
  11431. for ( let i = 1; i <= segments; i ++ ) {
  11432. indices.push( i, i + 1, 0 );
  11433. }
  11434. // build geometry
  11435. this.setIndex( indices );
  11436. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11437. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11438. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11439. }
  11440. copy( source ) {
  11441. super.copy( source );
  11442. this.parameters = Object.assign( {}, source.parameters );
  11443. return this;
  11444. }
  11445. static fromJSON( data ) {
  11446. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  11447. }
  11448. }
  11449. class CylinderGeometry extends BufferGeometry {
  11450. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11451. super();
  11452. this.type = 'CylinderGeometry';
  11453. this.parameters = {
  11454. radiusTop: radiusTop,
  11455. radiusBottom: radiusBottom,
  11456. height: height,
  11457. radialSegments: radialSegments,
  11458. heightSegments: heightSegments,
  11459. openEnded: openEnded,
  11460. thetaStart: thetaStart,
  11461. thetaLength: thetaLength
  11462. };
  11463. const scope = this;
  11464. radialSegments = Math.floor( radialSegments );
  11465. heightSegments = Math.floor( heightSegments );
  11466. // buffers
  11467. const indices = [];
  11468. const vertices = [];
  11469. const normals = [];
  11470. const uvs = [];
  11471. // helper variables
  11472. let index = 0;
  11473. const indexArray = [];
  11474. const halfHeight = height / 2;
  11475. let groupStart = 0;
  11476. // generate geometry
  11477. generateTorso();
  11478. if ( openEnded === false ) {
  11479. if ( radiusTop > 0 ) generateCap( true );
  11480. if ( radiusBottom > 0 ) generateCap( false );
  11481. }
  11482. // build geometry
  11483. this.setIndex( indices );
  11484. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11485. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11486. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11487. function generateTorso() {
  11488. const normal = new Vector3();
  11489. const vertex = new Vector3();
  11490. let groupCount = 0;
  11491. // this will be used to calculate the normal
  11492. const slope = ( radiusBottom - radiusTop ) / height;
  11493. // generate vertices, normals and uvs
  11494. for ( let y = 0; y <= heightSegments; y ++ ) {
  11495. const indexRow = [];
  11496. const v = y / heightSegments;
  11497. // calculate the radius of the current row
  11498. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  11499. for ( let x = 0; x <= radialSegments; x ++ ) {
  11500. const u = x / radialSegments;
  11501. const theta = u * thetaLength + thetaStart;
  11502. const sinTheta = Math.sin( theta );
  11503. const cosTheta = Math.cos( theta );
  11504. // vertex
  11505. vertex.x = radius * sinTheta;
  11506. vertex.y = - v * height + halfHeight;
  11507. vertex.z = radius * cosTheta;
  11508. vertices.push( vertex.x, vertex.y, vertex.z );
  11509. // normal
  11510. normal.set( sinTheta, slope, cosTheta ).normalize();
  11511. normals.push( normal.x, normal.y, normal.z );
  11512. // uv
  11513. uvs.push( u, 1 - v );
  11514. // save index of vertex in respective row
  11515. indexRow.push( index ++ );
  11516. }
  11517. // now save vertices of the row in our index array
  11518. indexArray.push( indexRow );
  11519. }
  11520. // generate indices
  11521. for ( let x = 0; x < radialSegments; x ++ ) {
  11522. for ( let y = 0; y < heightSegments; y ++ ) {
  11523. // we use the index array to access the correct indices
  11524. const a = indexArray[ y ][ x ];
  11525. const b = indexArray[ y + 1 ][ x ];
  11526. const c = indexArray[ y + 1 ][ x + 1 ];
  11527. const d = indexArray[ y ][ x + 1 ];
  11528. // faces
  11529. indices.push( a, b, d );
  11530. indices.push( b, c, d );
  11531. // update group counter
  11532. groupCount += 6;
  11533. }
  11534. }
  11535. // add a group to the geometry. this will ensure multi material support
  11536. scope.addGroup( groupStart, groupCount, 0 );
  11537. // calculate new start value for groups
  11538. groupStart += groupCount;
  11539. }
  11540. function generateCap( top ) {
  11541. // save the index of the first center vertex
  11542. const centerIndexStart = index;
  11543. const uv = new Vector2();
  11544. const vertex = new Vector3();
  11545. let groupCount = 0;
  11546. const radius = ( top === true ) ? radiusTop : radiusBottom;
  11547. const sign = ( top === true ) ? 1 : - 1;
  11548. // first we generate the center vertex data of the cap.
  11549. // because the geometry needs one set of uvs per face,
  11550. // we must generate a center vertex per face/segment
  11551. for ( let x = 1; x <= radialSegments; x ++ ) {
  11552. // vertex
  11553. vertices.push( 0, halfHeight * sign, 0 );
  11554. // normal
  11555. normals.push( 0, sign, 0 );
  11556. // uv
  11557. uvs.push( 0.5, 0.5 );
  11558. // increase index
  11559. index ++;
  11560. }
  11561. // save the index of the last center vertex
  11562. const centerIndexEnd = index;
  11563. // now we generate the surrounding vertices, normals and uvs
  11564. for ( let x = 0; x <= radialSegments; x ++ ) {
  11565. const u = x / radialSegments;
  11566. const theta = u * thetaLength + thetaStart;
  11567. const cosTheta = Math.cos( theta );
  11568. const sinTheta = Math.sin( theta );
  11569. // vertex
  11570. vertex.x = radius * sinTheta;
  11571. vertex.y = halfHeight * sign;
  11572. vertex.z = radius * cosTheta;
  11573. vertices.push( vertex.x, vertex.y, vertex.z );
  11574. // normal
  11575. normals.push( 0, sign, 0 );
  11576. // uv
  11577. uv.x = ( cosTheta * 0.5 ) + 0.5;
  11578. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  11579. uvs.push( uv.x, uv.y );
  11580. // increase index
  11581. index ++;
  11582. }
  11583. // generate indices
  11584. for ( let x = 0; x < radialSegments; x ++ ) {
  11585. const c = centerIndexStart + x;
  11586. const i = centerIndexEnd + x;
  11587. if ( top === true ) {
  11588. // face top
  11589. indices.push( i, i + 1, c );
  11590. } else {
  11591. // face bottom
  11592. indices.push( i + 1, i, c );
  11593. }
  11594. groupCount += 3;
  11595. }
  11596. // add a group to the geometry. this will ensure multi material support
  11597. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  11598. // calculate new start value for groups
  11599. groupStart += groupCount;
  11600. }
  11601. }
  11602. copy( source ) {
  11603. super.copy( source );
  11604. this.parameters = Object.assign( {}, source.parameters );
  11605. return this;
  11606. }
  11607. static fromJSON( data ) {
  11608. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  11609. }
  11610. }
  11611. class ConeGeometry extends CylinderGeometry {
  11612. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11613. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  11614. this.type = 'ConeGeometry';
  11615. this.parameters = {
  11616. radius: radius,
  11617. height: height,
  11618. radialSegments: radialSegments,
  11619. heightSegments: heightSegments,
  11620. openEnded: openEnded,
  11621. thetaStart: thetaStart,
  11622. thetaLength: thetaLength
  11623. };
  11624. }
  11625. static fromJSON( data ) {
  11626. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  11627. }
  11628. }
  11629. class PolyhedronGeometry extends BufferGeometry {
  11630. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  11631. super();
  11632. this.type = 'PolyhedronGeometry';
  11633. this.parameters = {
  11634. vertices: vertices,
  11635. indices: indices,
  11636. radius: radius,
  11637. detail: detail
  11638. };
  11639. // default buffer data
  11640. const vertexBuffer = [];
  11641. const uvBuffer = [];
  11642. // the subdivision creates the vertex buffer data
  11643. subdivide( detail );
  11644. // all vertices should lie on a conceptual sphere with a given radius
  11645. applyRadius( radius );
  11646. // finally, create the uv data
  11647. generateUVs();
  11648. // build non-indexed geometry
  11649. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  11650. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  11651. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  11652. if ( detail === 0 ) {
  11653. this.computeVertexNormals(); // flat normals
  11654. } else {
  11655. this.normalizeNormals(); // smooth normals
  11656. }
  11657. // helper functions
  11658. function subdivide( detail ) {
  11659. const a = new Vector3();
  11660. const b = new Vector3();
  11661. const c = new Vector3();
  11662. // iterate over all faces and apply a subdivision with the given detail value
  11663. for ( let i = 0; i < indices.length; i += 3 ) {
  11664. // get the vertices of the face
  11665. getVertexByIndex( indices[ i + 0 ], a );
  11666. getVertexByIndex( indices[ i + 1 ], b );
  11667. getVertexByIndex( indices[ i + 2 ], c );
  11668. // perform subdivision
  11669. subdivideFace( a, b, c, detail );
  11670. }
  11671. }
  11672. function subdivideFace( a, b, c, detail ) {
  11673. const cols = detail + 1;
  11674. // we use this multidimensional array as a data structure for creating the subdivision
  11675. const v = [];
  11676. // construct all of the vertices for this subdivision
  11677. for ( let i = 0; i <= cols; i ++ ) {
  11678. v[ i ] = [];
  11679. const aj = a.clone().lerp( c, i / cols );
  11680. const bj = b.clone().lerp( c, i / cols );
  11681. const rows = cols - i;
  11682. for ( let j = 0; j <= rows; j ++ ) {
  11683. if ( j === 0 && i === cols ) {
  11684. v[ i ][ j ] = aj;
  11685. } else {
  11686. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  11687. }
  11688. }
  11689. }
  11690. // construct all of the faces
  11691. for ( let i = 0; i < cols; i ++ ) {
  11692. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  11693. const k = Math.floor( j / 2 );
  11694. if ( j % 2 === 0 ) {
  11695. pushVertex( v[ i ][ k + 1 ] );
  11696. pushVertex( v[ i + 1 ][ k ] );
  11697. pushVertex( v[ i ][ k ] );
  11698. } else {
  11699. pushVertex( v[ i ][ k + 1 ] );
  11700. pushVertex( v[ i + 1 ][ k + 1 ] );
  11701. pushVertex( v[ i + 1 ][ k ] );
  11702. }
  11703. }
  11704. }
  11705. }
  11706. function applyRadius( radius ) {
  11707. const vertex = new Vector3();
  11708. // iterate over the entire buffer and apply the radius to each vertex
  11709. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  11710. vertex.x = vertexBuffer[ i + 0 ];
  11711. vertex.y = vertexBuffer[ i + 1 ];
  11712. vertex.z = vertexBuffer[ i + 2 ];
  11713. vertex.normalize().multiplyScalar( radius );
  11714. vertexBuffer[ i + 0 ] = vertex.x;
  11715. vertexBuffer[ i + 1 ] = vertex.y;
  11716. vertexBuffer[ i + 2 ] = vertex.z;
  11717. }
  11718. }
  11719. function generateUVs() {
  11720. const vertex = new Vector3();
  11721. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  11722. vertex.x = vertexBuffer[ i + 0 ];
  11723. vertex.y = vertexBuffer[ i + 1 ];
  11724. vertex.z = vertexBuffer[ i + 2 ];
  11725. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  11726. const v = inclination( vertex ) / Math.PI + 0.5;
  11727. uvBuffer.push( u, 1 - v );
  11728. }
  11729. correctUVs();
  11730. correctSeam();
  11731. }
  11732. function correctSeam() {
  11733. // handle case when face straddles the seam, see #3269
  11734. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  11735. // uv data of a single face
  11736. const x0 = uvBuffer[ i + 0 ];
  11737. const x1 = uvBuffer[ i + 2 ];
  11738. const x2 = uvBuffer[ i + 4 ];
  11739. const max = Math.max( x0, x1, x2 );
  11740. const min = Math.min( x0, x1, x2 );
  11741. // 0.9 is somewhat arbitrary
  11742. if ( max > 0.9 && min < 0.1 ) {
  11743. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  11744. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  11745. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  11746. }
  11747. }
  11748. }
  11749. function pushVertex( vertex ) {
  11750. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  11751. }
  11752. function getVertexByIndex( index, vertex ) {
  11753. const stride = index * 3;
  11754. vertex.x = vertices[ stride + 0 ];
  11755. vertex.y = vertices[ stride + 1 ];
  11756. vertex.z = vertices[ stride + 2 ];
  11757. }
  11758. function correctUVs() {
  11759. const a = new Vector3();
  11760. const b = new Vector3();
  11761. const c = new Vector3();
  11762. const centroid = new Vector3();
  11763. const uvA = new Vector2();
  11764. const uvB = new Vector2();
  11765. const uvC = new Vector2();
  11766. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  11767. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  11768. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  11769. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  11770. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  11771. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  11772. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  11773. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  11774. const azi = azimuth( centroid );
  11775. correctUV( uvA, j + 0, a, azi );
  11776. correctUV( uvB, j + 2, b, azi );
  11777. correctUV( uvC, j + 4, c, azi );
  11778. }
  11779. }
  11780. function correctUV( uv, stride, vector, azimuth ) {
  11781. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  11782. uvBuffer[ stride ] = uv.x - 1;
  11783. }
  11784. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  11785. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  11786. }
  11787. }
  11788. // Angle around the Y axis, counter-clockwise when looking from above.
  11789. function azimuth( vector ) {
  11790. return Math.atan2( vector.z, - vector.x );
  11791. }
  11792. // Angle above the XZ plane.
  11793. function inclination( vector ) {
  11794. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  11795. }
  11796. }
  11797. copy( source ) {
  11798. super.copy( source );
  11799. this.parameters = Object.assign( {}, source.parameters );
  11800. return this;
  11801. }
  11802. static fromJSON( data ) {
  11803. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  11804. }
  11805. }
  11806. class DodecahedronGeometry extends PolyhedronGeometry {
  11807. constructor( radius = 1, detail = 0 ) {
  11808. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  11809. const r = 1 / t;
  11810. const vertices = [
  11811. // (±1, ±1, ±1)
  11812. - 1, - 1, - 1, - 1, - 1, 1,
  11813. - 1, 1, - 1, - 1, 1, 1,
  11814. 1, - 1, - 1, 1, - 1, 1,
  11815. 1, 1, - 1, 1, 1, 1,
  11816. // (0, ±1/φ, ±φ)
  11817. 0, - r, - t, 0, - r, t,
  11818. 0, r, - t, 0, r, t,
  11819. // (±1/φ, ±φ, 0)
  11820. - r, - t, 0, - r, t, 0,
  11821. r, - t, 0, r, t, 0,
  11822. // (±φ, 0, ±1/φ)
  11823. - t, 0, - r, t, 0, - r,
  11824. - t, 0, r, t, 0, r
  11825. ];
  11826. const indices = [
  11827. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  11828. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  11829. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  11830. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  11831. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  11832. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  11833. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  11834. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  11835. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  11836. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  11837. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  11838. 1, 12, 14, 1, 14, 5, 1, 5, 9
  11839. ];
  11840. super( vertices, indices, radius, detail );
  11841. this.type = 'DodecahedronGeometry';
  11842. this.parameters = {
  11843. radius: radius,
  11844. detail: detail
  11845. };
  11846. }
  11847. static fromJSON( data ) {
  11848. return new DodecahedronGeometry( data.radius, data.detail );
  11849. }
  11850. }
  11851. const _v0 = /*@__PURE__*/ new Vector3();
  11852. const _v1$1 = /*@__PURE__*/ new Vector3();
  11853. const _normal$1 = /*@__PURE__*/ new Vector3();
  11854. const _triangle = /*@__PURE__*/ new Triangle();
  11855. class EdgesGeometry extends BufferGeometry {
  11856. constructor( geometry = null, thresholdAngle = 1 ) {
  11857. super();
  11858. this.type = 'EdgesGeometry';
  11859. this.parameters = {
  11860. geometry: geometry,
  11861. thresholdAngle: thresholdAngle
  11862. };
  11863. if ( geometry !== null ) {
  11864. const precisionPoints = 4;
  11865. const precision = Math.pow( 10, precisionPoints );
  11866. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  11867. const indexAttr = geometry.getIndex();
  11868. const positionAttr = geometry.getAttribute( 'position' );
  11869. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  11870. const indexArr = [ 0, 0, 0 ];
  11871. const vertKeys = [ 'a', 'b', 'c' ];
  11872. const hashes = new Array( 3 );
  11873. const edgeData = {};
  11874. const vertices = [];
  11875. for ( let i = 0; i < indexCount; i += 3 ) {
  11876. if ( indexAttr ) {
  11877. indexArr[ 0 ] = indexAttr.getX( i );
  11878. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  11879. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  11880. } else {
  11881. indexArr[ 0 ] = i;
  11882. indexArr[ 1 ] = i + 1;
  11883. indexArr[ 2 ] = i + 2;
  11884. }
  11885. const { a, b, c } = _triangle;
  11886. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  11887. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  11888. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  11889. _triangle.getNormal( _normal$1 );
  11890. // create hashes for the edge from the vertices
  11891. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  11892. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  11893. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  11894. // skip degenerate triangles
  11895. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  11896. continue;
  11897. }
  11898. // iterate over every edge
  11899. for ( let j = 0; j < 3; j ++ ) {
  11900. // get the first and next vertex making up the edge
  11901. const jNext = ( j + 1 ) % 3;
  11902. const vecHash0 = hashes[ j ];
  11903. const vecHash1 = hashes[ jNext ];
  11904. const v0 = _triangle[ vertKeys[ j ] ];
  11905. const v1 = _triangle[ vertKeys[ jNext ] ];
  11906. const hash = `${ vecHash0 }_${ vecHash1 }`;
  11907. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  11908. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  11909. // if we found a sibling edge add it into the vertex array if
  11910. // it meets the angle threshold and delete the edge from the map.
  11911. if ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  11912. vertices.push( v0.x, v0.y, v0.z );
  11913. vertices.push( v1.x, v1.y, v1.z );
  11914. }
  11915. edgeData[ reverseHash ] = null;
  11916. } else if ( ! ( hash in edgeData ) ) {
  11917. // if we've already got an edge here then skip adding a new one
  11918. edgeData[ hash ] = {
  11919. index0: indexArr[ j ],
  11920. index1: indexArr[ jNext ],
  11921. normal: _normal$1.clone(),
  11922. };
  11923. }
  11924. }
  11925. }
  11926. // iterate over all remaining, unmatched edges and add them to the vertex array
  11927. for ( const key in edgeData ) {
  11928. if ( edgeData[ key ] ) {
  11929. const { index0, index1 } = edgeData[ key ];
  11930. _v0.fromBufferAttribute( positionAttr, index0 );
  11931. _v1$1.fromBufferAttribute( positionAttr, index1 );
  11932. vertices.push( _v0.x, _v0.y, _v0.z );
  11933. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  11934. }
  11935. }
  11936. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11937. }
  11938. }
  11939. copy( source ) {
  11940. super.copy( source );
  11941. this.parameters = Object.assign( {}, source.parameters );
  11942. return this;
  11943. }
  11944. }
  11945. class Shape extends Path {
  11946. constructor( points ) {
  11947. super( points );
  11948. this.uuid = generateUUID();
  11949. this.type = 'Shape';
  11950. this.holes = [];
  11951. }
  11952. getPointsHoles( divisions ) {
  11953. const holesPts = [];
  11954. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  11955. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  11956. }
  11957. return holesPts;
  11958. }
  11959. // get points of shape and holes (keypoints based on segments parameter)
  11960. extractPoints( divisions ) {
  11961. return {
  11962. shape: this.getPoints( divisions ),
  11963. holes: this.getPointsHoles( divisions )
  11964. };
  11965. }
  11966. copy( source ) {
  11967. super.copy( source );
  11968. this.holes = [];
  11969. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  11970. const hole = source.holes[ i ];
  11971. this.holes.push( hole.clone() );
  11972. }
  11973. return this;
  11974. }
  11975. toJSON() {
  11976. const data = super.toJSON();
  11977. data.uuid = this.uuid;
  11978. data.holes = [];
  11979. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  11980. const hole = this.holes[ i ];
  11981. data.holes.push( hole.toJSON() );
  11982. }
  11983. return data;
  11984. }
  11985. fromJSON( json ) {
  11986. super.fromJSON( json );
  11987. this.uuid = json.uuid;
  11988. this.holes = [];
  11989. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  11990. const hole = json.holes[ i ];
  11991. this.holes.push( new Path().fromJSON( hole ) );
  11992. }
  11993. return this;
  11994. }
  11995. }
  11996. /**
  11997. * Port from https://github.com/mapbox/earcut (v2.2.4)
  11998. */
  11999. const Earcut = {
  12000. triangulate: function ( data, holeIndices, dim = 2 ) {
  12001. const hasHoles = holeIndices && holeIndices.length;
  12002. const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
  12003. let outerNode = linkedList( data, 0, outerLen, dim, true );
  12004. const triangles = [];
  12005. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  12006. let minX, minY, maxX, maxY, x, y, invSize;
  12007. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  12008. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  12009. if ( data.length > 80 * dim ) {
  12010. minX = maxX = data[ 0 ];
  12011. minY = maxY = data[ 1 ];
  12012. for ( let i = dim; i < outerLen; i += dim ) {
  12013. x = data[ i ];
  12014. y = data[ i + 1 ];
  12015. if ( x < minX ) minX = x;
  12016. if ( y < minY ) minY = y;
  12017. if ( x > maxX ) maxX = x;
  12018. if ( y > maxY ) maxY = y;
  12019. }
  12020. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  12021. invSize = Math.max( maxX - minX, maxY - minY );
  12022. invSize = invSize !== 0 ? 32767 / invSize : 0;
  12023. }
  12024. earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );
  12025. return triangles;
  12026. }
  12027. };
  12028. // create a circular doubly linked list from polygon points in the specified winding order
  12029. function linkedList( data, start, end, dim, clockwise ) {
  12030. let i, last;
  12031. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  12032. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  12033. } else {
  12034. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  12035. }
  12036. if ( last && equals$1( last, last.next ) ) {
  12037. removeNode( last );
  12038. last = last.next;
  12039. }
  12040. return last;
  12041. }
  12042. // eliminate colinear or duplicate points
  12043. function filterPoints( start, end ) {
  12044. if ( ! start ) return start;
  12045. if ( ! end ) end = start;
  12046. let p = start,
  12047. again;
  12048. do {
  12049. again = false;
  12050. if ( ! p.steiner && ( equals$1( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  12051. removeNode( p );
  12052. p = end = p.prev;
  12053. if ( p === p.next ) break;
  12054. again = true;
  12055. } else {
  12056. p = p.next;
  12057. }
  12058. } while ( again || p !== end );
  12059. return end;
  12060. }
  12061. // main ear slicing loop which triangulates a polygon (given as a linked list)
  12062. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  12063. if ( ! ear ) return;
  12064. // interlink polygon nodes in z-order
  12065. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  12066. let stop = ear,
  12067. prev, next;
  12068. // iterate through ears, slicing them one by one
  12069. while ( ear.prev !== ear.next ) {
  12070. prev = ear.prev;
  12071. next = ear.next;
  12072. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  12073. // cut off the triangle
  12074. triangles.push( prev.i / dim | 0 );
  12075. triangles.push( ear.i / dim | 0 );
  12076. triangles.push( next.i / dim | 0 );
  12077. removeNode( ear );
  12078. // skipping the next vertex leads to less sliver triangles
  12079. ear = next.next;
  12080. stop = next.next;
  12081. continue;
  12082. }
  12083. ear = next;
  12084. // if we looped through the whole remaining polygon and can't find any more ears
  12085. if ( ear === stop ) {
  12086. // try filtering points and slicing again
  12087. if ( ! pass ) {
  12088. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  12089. // if this didn't work, try curing all small self-intersections locally
  12090. } else if ( pass === 1 ) {
  12091. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  12092. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  12093. // as a last resort, try splitting the remaining polygon into two
  12094. } else if ( pass === 2 ) {
  12095. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  12096. }
  12097. break;
  12098. }
  12099. }
  12100. }
  12101. // check whether a polygon node forms a valid ear with adjacent nodes
  12102. function isEar( ear ) {
  12103. const a = ear.prev,
  12104. b = ear,
  12105. c = ear.next;
  12106. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  12107. // now make sure we don't have other points inside the potential ear
  12108. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  12109. // triangle bbox; min & max are calculated like this for speed
  12110. const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  12111. y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  12112. x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  12113. y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
  12114. let p = c.next;
  12115. while ( p !== a ) {
  12116. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  12117. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&
  12118. area( p.prev, p, p.next ) >= 0 ) return false;
  12119. p = p.next;
  12120. }
  12121. return true;
  12122. }
  12123. function isEarHashed( ear, minX, minY, invSize ) {
  12124. const a = ear.prev,
  12125. b = ear,
  12126. c = ear.next;
  12127. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  12128. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  12129. // triangle bbox; min & max are calculated like this for speed
  12130. const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  12131. y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  12132. x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  12133. y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
  12134. // z-order range for the current triangle bbox;
  12135. const minZ = zOrder( x0, y0, minX, minY, invSize ),
  12136. maxZ = zOrder( x1, y1, minX, minY, invSize );
  12137. let p = ear.prevZ,
  12138. n = ear.nextZ;
  12139. // look for points inside the triangle in both directions
  12140. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  12141. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  12142. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
  12143. p = p.prevZ;
  12144. if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  12145. pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
  12146. n = n.nextZ;
  12147. }
  12148. // look for remaining points in decreasing z-order
  12149. while ( p && p.z >= minZ ) {
  12150. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  12151. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
  12152. p = p.prevZ;
  12153. }
  12154. // look for remaining points in increasing z-order
  12155. while ( n && n.z <= maxZ ) {
  12156. if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  12157. pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
  12158. n = n.nextZ;
  12159. }
  12160. return true;
  12161. }
  12162. // go through all polygon nodes and cure small local self-intersections
  12163. function cureLocalIntersections( start, triangles, dim ) {
  12164. let p = start;
  12165. do {
  12166. const a = p.prev,
  12167. b = p.next.next;
  12168. if ( ! equals$1( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  12169. triangles.push( a.i / dim | 0 );
  12170. triangles.push( p.i / dim | 0 );
  12171. triangles.push( b.i / dim | 0 );
  12172. // remove two nodes involved
  12173. removeNode( p );
  12174. removeNode( p.next );
  12175. p = start = b;
  12176. }
  12177. p = p.next;
  12178. } while ( p !== start );
  12179. return filterPoints( p );
  12180. }
  12181. // try splitting polygon into two and triangulate them independently
  12182. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  12183. // look for a valid diagonal that divides the polygon into two
  12184. let a = start;
  12185. do {
  12186. let b = a.next.next;
  12187. while ( b !== a.prev ) {
  12188. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  12189. // split the polygon in two by the diagonal
  12190. let c = splitPolygon( a, b );
  12191. // filter colinear points around the cuts
  12192. a = filterPoints( a, a.next );
  12193. c = filterPoints( c, c.next );
  12194. // run earcut on each half
  12195. earcutLinked( a, triangles, dim, minX, minY, invSize, 0 );
  12196. earcutLinked( c, triangles, dim, minX, minY, invSize, 0 );
  12197. return;
  12198. }
  12199. b = b.next;
  12200. }
  12201. a = a.next;
  12202. } while ( a !== start );
  12203. }
  12204. // link every hole into the outer loop, producing a single-ring polygon without holes
  12205. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  12206. const queue = [];
  12207. let i, len, start, end, list;
  12208. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  12209. start = holeIndices[ i ] * dim;
  12210. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  12211. list = linkedList( data, start, end, dim, false );
  12212. if ( list === list.next ) list.steiner = true;
  12213. queue.push( getLeftmost( list ) );
  12214. }
  12215. queue.sort( compareX );
  12216. // process holes from left to right
  12217. for ( i = 0; i < queue.length; i ++ ) {
  12218. outerNode = eliminateHole( queue[ i ], outerNode );
  12219. }
  12220. return outerNode;
  12221. }
  12222. function compareX( a, b ) {
  12223. return a.x - b.x;
  12224. }
  12225. // find a bridge between vertices that connects hole with an outer ring and link it
  12226. function eliminateHole( hole, outerNode ) {
  12227. const bridge = findHoleBridge( hole, outerNode );
  12228. if ( ! bridge ) {
  12229. return outerNode;
  12230. }
  12231. const bridgeReverse = splitPolygon( bridge, hole );
  12232. // filter collinear points around the cuts
  12233. filterPoints( bridgeReverse, bridgeReverse.next );
  12234. return filterPoints( bridge, bridge.next );
  12235. }
  12236. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  12237. function findHoleBridge( hole, outerNode ) {
  12238. let p = outerNode,
  12239. qx = - Infinity,
  12240. m;
  12241. const hx = hole.x, hy = hole.y;
  12242. // find a segment intersected by a ray from the hole's leftmost point to the left;
  12243. // segment's endpoint with lesser x will be potential connection point
  12244. do {
  12245. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  12246. const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  12247. if ( x <= hx && x > qx ) {
  12248. qx = x;
  12249. m = p.x < p.next.x ? p : p.next;
  12250. if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint
  12251. }
  12252. }
  12253. p = p.next;
  12254. } while ( p !== outerNode );
  12255. if ( ! m ) return null;
  12256. // look for points inside the triangle of hole point, segment intersection and endpoint;
  12257. // if there are no points found, we have a valid connection;
  12258. // otherwise choose the point of the minimum angle with the ray as connection point
  12259. const stop = m,
  12260. mx = m.x,
  12261. my = m.y;
  12262. let tanMin = Infinity, tan;
  12263. p = m;
  12264. do {
  12265. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  12266. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  12267. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  12268. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  12269. m = p;
  12270. tanMin = tan;
  12271. }
  12272. }
  12273. p = p.next;
  12274. } while ( p !== stop );
  12275. return m;
  12276. }
  12277. // whether sector in vertex m contains sector in vertex p in the same coordinates
  12278. function sectorContainsSector( m, p ) {
  12279. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  12280. }
  12281. // interlink polygon nodes in z-order
  12282. function indexCurve( start, minX, minY, invSize ) {
  12283. let p = start;
  12284. do {
  12285. if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  12286. p.prevZ = p.prev;
  12287. p.nextZ = p.next;
  12288. p = p.next;
  12289. } while ( p !== start );
  12290. p.prevZ.nextZ = null;
  12291. p.prevZ = null;
  12292. sortLinked( p );
  12293. }
  12294. // Simon Tatham's linked list merge sort algorithm
  12295. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  12296. function sortLinked( list ) {
  12297. let i, p, q, e, tail, numMerges, pSize, qSize,
  12298. inSize = 1;
  12299. do {
  12300. p = list;
  12301. list = null;
  12302. tail = null;
  12303. numMerges = 0;
  12304. while ( p ) {
  12305. numMerges ++;
  12306. q = p;
  12307. pSize = 0;
  12308. for ( i = 0; i < inSize; i ++ ) {
  12309. pSize ++;
  12310. q = q.nextZ;
  12311. if ( ! q ) break;
  12312. }
  12313. qSize = inSize;
  12314. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  12315. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  12316. e = p;
  12317. p = p.nextZ;
  12318. pSize --;
  12319. } else {
  12320. e = q;
  12321. q = q.nextZ;
  12322. qSize --;
  12323. }
  12324. if ( tail ) tail.nextZ = e;
  12325. else list = e;
  12326. e.prevZ = tail;
  12327. tail = e;
  12328. }
  12329. p = q;
  12330. }
  12331. tail.nextZ = null;
  12332. inSize *= 2;
  12333. } while ( numMerges > 1 );
  12334. return list;
  12335. }
  12336. // z-order of a point given coords and inverse of the longer side of data bbox
  12337. function zOrder( x, y, minX, minY, invSize ) {
  12338. // coords are transformed into non-negative 15-bit integer range
  12339. x = ( x - minX ) * invSize | 0;
  12340. y = ( y - minY ) * invSize | 0;
  12341. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  12342. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  12343. x = ( x | ( x << 2 ) ) & 0x33333333;
  12344. x = ( x | ( x << 1 ) ) & 0x55555555;
  12345. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  12346. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  12347. y = ( y | ( y << 2 ) ) & 0x33333333;
  12348. y = ( y | ( y << 1 ) ) & 0x55555555;
  12349. return x | ( y << 1 );
  12350. }
  12351. // find the leftmost node of a polygon ring
  12352. function getLeftmost( start ) {
  12353. let p = start,
  12354. leftmost = start;
  12355. do {
  12356. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  12357. p = p.next;
  12358. } while ( p !== start );
  12359. return leftmost;
  12360. }
  12361. // check if a point lies within a convex triangle
  12362. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  12363. return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&
  12364. ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&
  12365. ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );
  12366. }
  12367. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  12368. function isValidDiagonal( a, b ) {
  12369. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  12370. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  12371. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  12372. equals$1( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  12373. }
  12374. // signed area of a triangle
  12375. function area( p, q, r ) {
  12376. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  12377. }
  12378. // check if two points are equal
  12379. function equals$1( p1, p2 ) {
  12380. return p1.x === p2.x && p1.y === p2.y;
  12381. }
  12382. // check if two segments intersect
  12383. function intersects( p1, q1, p2, q2 ) {
  12384. const o1 = sign$1( area( p1, q1, p2 ) );
  12385. const o2 = sign$1( area( p1, q1, q2 ) );
  12386. const o3 = sign$1( area( p2, q2, p1 ) );
  12387. const o4 = sign$1( area( p2, q2, q1 ) );
  12388. if ( o1 !== o2 && o3 !== o4 ) return true; // general case
  12389. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  12390. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  12391. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  12392. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  12393. return false;
  12394. }
  12395. // for collinear points p, q, r, check if point q lies on segment pr
  12396. function onSegment( p, q, r ) {
  12397. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  12398. }
  12399. function sign$1( num ) {
  12400. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  12401. }
  12402. // check if a polygon diagonal intersects any polygon segments
  12403. function intersectsPolygon( a, b ) {
  12404. let p = a;
  12405. do {
  12406. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  12407. intersects( p, p.next, a, b ) ) return true;
  12408. p = p.next;
  12409. } while ( p !== a );
  12410. return false;
  12411. }
  12412. // check if a polygon diagonal is locally inside the polygon
  12413. function locallyInside( a, b ) {
  12414. return area( a.prev, a, a.next ) < 0 ?
  12415. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  12416. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  12417. }
  12418. // check if the middle point of a polygon diagonal is inside the polygon
  12419. function middleInside( a, b ) {
  12420. let p = a,
  12421. inside = false;
  12422. const px = ( a.x + b.x ) / 2,
  12423. py = ( a.y + b.y ) / 2;
  12424. do {
  12425. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  12426. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  12427. inside = ! inside;
  12428. p = p.next;
  12429. } while ( p !== a );
  12430. return inside;
  12431. }
  12432. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  12433. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  12434. function splitPolygon( a, b ) {
  12435. const a2 = new Node$1( a.i, a.x, a.y ),
  12436. b2 = new Node$1( b.i, b.x, b.y ),
  12437. an = a.next,
  12438. bp = b.prev;
  12439. a.next = b;
  12440. b.prev = a;
  12441. a2.next = an;
  12442. an.prev = a2;
  12443. b2.next = a2;
  12444. a2.prev = b2;
  12445. bp.next = b2;
  12446. b2.prev = bp;
  12447. return b2;
  12448. }
  12449. // create a node and optionally link it with previous one (in a circular doubly linked list)
  12450. function insertNode( i, x, y, last ) {
  12451. const p = new Node$1( i, x, y );
  12452. if ( ! last ) {
  12453. p.prev = p;
  12454. p.next = p;
  12455. } else {
  12456. p.next = last.next;
  12457. p.prev = last;
  12458. last.next.prev = p;
  12459. last.next = p;
  12460. }
  12461. return p;
  12462. }
  12463. function removeNode( p ) {
  12464. p.next.prev = p.prev;
  12465. p.prev.next = p.next;
  12466. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  12467. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  12468. }
  12469. function Node$1( i, x, y ) {
  12470. // vertex index in coordinates array
  12471. this.i = i;
  12472. // vertex coordinates
  12473. this.x = x;
  12474. this.y = y;
  12475. // previous and next vertex nodes in a polygon ring
  12476. this.prev = null;
  12477. this.next = null;
  12478. // z-order curve value
  12479. this.z = 0;
  12480. // previous and next nodes in z-order
  12481. this.prevZ = null;
  12482. this.nextZ = null;
  12483. // indicates whether this is a steiner point
  12484. this.steiner = false;
  12485. }
  12486. function signedArea( data, start, end, dim ) {
  12487. let sum = 0;
  12488. for ( let i = start, j = end - dim; i < end; i += dim ) {
  12489. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  12490. j = i;
  12491. }
  12492. return sum;
  12493. }
  12494. class ShapeUtils {
  12495. // calculate area of the contour polygon
  12496. static area( contour ) {
  12497. const n = contour.length;
  12498. let a = 0.0;
  12499. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  12500. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  12501. }
  12502. return a * 0.5;
  12503. }
  12504. static isClockWise( pts ) {
  12505. return ShapeUtils.area( pts ) < 0;
  12506. }
  12507. static triangulateShape( contour, holes ) {
  12508. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  12509. const holeIndices = []; // array of hole indices
  12510. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  12511. removeDupEndPts( contour );
  12512. addContour( vertices, contour );
  12513. //
  12514. let holeIndex = contour.length;
  12515. holes.forEach( removeDupEndPts );
  12516. for ( let i = 0; i < holes.length; i ++ ) {
  12517. holeIndices.push( holeIndex );
  12518. holeIndex += holes[ i ].length;
  12519. addContour( vertices, holes[ i ] );
  12520. }
  12521. //
  12522. const triangles = Earcut.triangulate( vertices, holeIndices );
  12523. //
  12524. for ( let i = 0; i < triangles.length; i += 3 ) {
  12525. faces.push( triangles.slice( i, i + 3 ) );
  12526. }
  12527. return faces;
  12528. }
  12529. }
  12530. function removeDupEndPts( points ) {
  12531. const l = points.length;
  12532. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  12533. points.pop();
  12534. }
  12535. }
  12536. function addContour( vertices, contour ) {
  12537. for ( let i = 0; i < contour.length; i ++ ) {
  12538. vertices.push( contour[ i ].x );
  12539. vertices.push( contour[ i ].y );
  12540. }
  12541. }
  12542. /**
  12543. * Creates extruded geometry from a path shape.
  12544. *
  12545. * parameters = {
  12546. *
  12547. * curveSegments: <int>, // number of points on the curves
  12548. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  12549. * depth: <float>, // Depth to extrude the shape
  12550. *
  12551. * bevelEnabled: <bool>, // turn on bevel
  12552. * bevelThickness: <float>, // how deep into the original shape bevel goes
  12553. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  12554. * bevelOffset: <float>, // how far from shape outline does bevel start
  12555. * bevelSegments: <int>, // number of bevel layers
  12556. *
  12557. * extrudePath: <THREE.Curve> // curve to extrude shape along
  12558. *
  12559. * UVGenerator: <Object> // object that provides UV generator functions
  12560. *
  12561. * }
  12562. */
  12563. class ExtrudeGeometry extends BufferGeometry {
  12564. constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {
  12565. super();
  12566. this.type = 'ExtrudeGeometry';
  12567. this.parameters = {
  12568. shapes: shapes,
  12569. options: options
  12570. };
  12571. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  12572. const scope = this;
  12573. const verticesArray = [];
  12574. const uvArray = [];
  12575. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  12576. const shape = shapes[ i ];
  12577. addShape( shape );
  12578. }
  12579. // build geometry
  12580. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  12581. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  12582. this.computeVertexNormals();
  12583. // functions
  12584. function addShape( shape ) {
  12585. const placeholder = [];
  12586. // options
  12587. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  12588. const steps = options.steps !== undefined ? options.steps : 1;
  12589. const depth = options.depth !== undefined ? options.depth : 1;
  12590. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  12591. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  12592. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  12593. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  12594. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  12595. const extrudePath = options.extrudePath;
  12596. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  12597. //
  12598. let extrudePts, extrudeByPath = false;
  12599. let splineTube, binormal, normal, position2;
  12600. if ( extrudePath ) {
  12601. extrudePts = extrudePath.getSpacedPoints( steps );
  12602. extrudeByPath = true;
  12603. bevelEnabled = false; // bevels not supported for path extrusion
  12604. // SETUP TNB variables
  12605. // TODO1 - have a .isClosed in spline?
  12606. splineTube = extrudePath.computeFrenetFrames( steps, false );
  12607. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  12608. binormal = new Vector3();
  12609. normal = new Vector3();
  12610. position2 = new Vector3();
  12611. }
  12612. // Safeguards if bevels are not enabled
  12613. if ( ! bevelEnabled ) {
  12614. bevelSegments = 0;
  12615. bevelThickness = 0;
  12616. bevelSize = 0;
  12617. bevelOffset = 0;
  12618. }
  12619. // Variables initialization
  12620. const shapePoints = shape.extractPoints( curveSegments );
  12621. let vertices = shapePoints.shape;
  12622. const holes = shapePoints.holes;
  12623. const reverse = ! ShapeUtils.isClockWise( vertices );
  12624. if ( reverse ) {
  12625. vertices = vertices.reverse();
  12626. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  12627. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12628. const ahole = holes[ h ];
  12629. if ( ShapeUtils.isClockWise( ahole ) ) {
  12630. holes[ h ] = ahole.reverse();
  12631. }
  12632. }
  12633. }
  12634. const faces = ShapeUtils.triangulateShape( vertices, holes );
  12635. /* Vertices */
  12636. const contour = vertices; // vertices has all points but contour has only points of circumference
  12637. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12638. const ahole = holes[ h ];
  12639. vertices = vertices.concat( ahole );
  12640. }
  12641. function scalePt2( pt, vec, size ) {
  12642. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  12643. return pt.clone().addScaledVector( vec, size );
  12644. }
  12645. const vlen = vertices.length, flen = faces.length;
  12646. // Find directions for point movement
  12647. function getBevelVec( inPt, inPrev, inNext ) {
  12648. // computes for inPt the corresponding point inPt' on a new contour
  12649. // shifted by 1 unit (length of normalized vector) to the left
  12650. // if we walk along contour clockwise, this new contour is outside the old one
  12651. //
  12652. // inPt' is the intersection of the two lines parallel to the two
  12653. // adjacent edges of inPt at a distance of 1 unit on the left side.
  12654. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  12655. // good reading for geometry algorithms (here: line-line intersection)
  12656. // http://geomalgorithms.com/a05-_intersect-1.html
  12657. const v_prev_x = inPt.x - inPrev.x,
  12658. v_prev_y = inPt.y - inPrev.y;
  12659. const v_next_x = inNext.x - inPt.x,
  12660. v_next_y = inNext.y - inPt.y;
  12661. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  12662. // check for collinear edges
  12663. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  12664. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  12665. // not collinear
  12666. // length of vectors for normalizing
  12667. const v_prev_len = Math.sqrt( v_prev_lensq );
  12668. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  12669. // shift adjacent points by unit vectors to the left
  12670. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  12671. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  12672. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  12673. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  12674. // scaling factor for v_prev to intersection point
  12675. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  12676. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  12677. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  12678. // vector from inPt to intersection point
  12679. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  12680. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  12681. // Don't normalize!, otherwise sharp corners become ugly
  12682. // but prevent crazy spikes
  12683. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  12684. if ( v_trans_lensq <= 2 ) {
  12685. return new Vector2( v_trans_x, v_trans_y );
  12686. } else {
  12687. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  12688. }
  12689. } else {
  12690. // handle special case of collinear edges
  12691. let direction_eq = false; // assumes: opposite
  12692. if ( v_prev_x > Number.EPSILON ) {
  12693. if ( v_next_x > Number.EPSILON ) {
  12694. direction_eq = true;
  12695. }
  12696. } else {
  12697. if ( v_prev_x < - Number.EPSILON ) {
  12698. if ( v_next_x < - Number.EPSILON ) {
  12699. direction_eq = true;
  12700. }
  12701. } else {
  12702. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  12703. direction_eq = true;
  12704. }
  12705. }
  12706. }
  12707. if ( direction_eq ) {
  12708. // console.log("Warning: lines are a straight sequence");
  12709. v_trans_x = - v_prev_y;
  12710. v_trans_y = v_prev_x;
  12711. shrink_by = Math.sqrt( v_prev_lensq );
  12712. } else {
  12713. // console.log("Warning: lines are a straight spike");
  12714. v_trans_x = v_prev_x;
  12715. v_trans_y = v_prev_y;
  12716. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  12717. }
  12718. }
  12719. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  12720. }
  12721. const contourMovements = [];
  12722. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  12723. if ( j === il ) j = 0;
  12724. if ( k === il ) k = 0;
  12725. // (j)---(i)---(k)
  12726. // console.log('i,j,k', i, j , k)
  12727. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  12728. }
  12729. const holesMovements = [];
  12730. let oneHoleMovements, verticesMovements = contourMovements.concat();
  12731. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12732. const ahole = holes[ h ];
  12733. oneHoleMovements = [];
  12734. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  12735. if ( j === il ) j = 0;
  12736. if ( k === il ) k = 0;
  12737. // (j)---(i)---(k)
  12738. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  12739. }
  12740. holesMovements.push( oneHoleMovements );
  12741. verticesMovements = verticesMovements.concat( oneHoleMovements );
  12742. }
  12743. // Loop bevelSegments, 1 for the front, 1 for the back
  12744. for ( let b = 0; b < bevelSegments; b ++ ) {
  12745. //for ( b = bevelSegments; b > 0; b -- ) {
  12746. const t = b / bevelSegments;
  12747. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  12748. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  12749. // contract shape
  12750. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  12751. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  12752. v( vert.x, vert.y, - z );
  12753. }
  12754. // expand holes
  12755. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12756. const ahole = holes[ h ];
  12757. oneHoleMovements = holesMovements[ h ];
  12758. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  12759. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  12760. v( vert.x, vert.y, - z );
  12761. }
  12762. }
  12763. }
  12764. const bs = bevelSize + bevelOffset;
  12765. // Back facing vertices
  12766. for ( let i = 0; i < vlen; i ++ ) {
  12767. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  12768. if ( ! extrudeByPath ) {
  12769. v( vert.x, vert.y, 0 );
  12770. } else {
  12771. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  12772. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  12773. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  12774. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  12775. v( position2.x, position2.y, position2.z );
  12776. }
  12777. }
  12778. // Add stepped vertices...
  12779. // Including front facing vertices
  12780. for ( let s = 1; s <= steps; s ++ ) {
  12781. for ( let i = 0; i < vlen; i ++ ) {
  12782. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  12783. if ( ! extrudeByPath ) {
  12784. v( vert.x, vert.y, depth / steps * s );
  12785. } else {
  12786. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  12787. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  12788. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  12789. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  12790. v( position2.x, position2.y, position2.z );
  12791. }
  12792. }
  12793. }
  12794. // Add bevel segments planes
  12795. //for ( b = 1; b <= bevelSegments; b ++ ) {
  12796. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  12797. const t = b / bevelSegments;
  12798. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  12799. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  12800. // contract shape
  12801. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  12802. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  12803. v( vert.x, vert.y, depth + z );
  12804. }
  12805. // expand holes
  12806. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12807. const ahole = holes[ h ];
  12808. oneHoleMovements = holesMovements[ h ];
  12809. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  12810. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  12811. if ( ! extrudeByPath ) {
  12812. v( vert.x, vert.y, depth + z );
  12813. } else {
  12814. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  12815. }
  12816. }
  12817. }
  12818. }
  12819. /* Faces */
  12820. // Top and bottom faces
  12821. buildLidFaces();
  12822. // Sides faces
  12823. buildSideFaces();
  12824. ///// Internal functions
  12825. function buildLidFaces() {
  12826. const start = verticesArray.length / 3;
  12827. if ( bevelEnabled ) {
  12828. let layer = 0; // steps + 1
  12829. let offset = vlen * layer;
  12830. // Bottom faces
  12831. for ( let i = 0; i < flen; i ++ ) {
  12832. const face = faces[ i ];
  12833. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  12834. }
  12835. layer = steps + bevelSegments * 2;
  12836. offset = vlen * layer;
  12837. // Top faces
  12838. for ( let i = 0; i < flen; i ++ ) {
  12839. const face = faces[ i ];
  12840. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  12841. }
  12842. } else {
  12843. // Bottom faces
  12844. for ( let i = 0; i < flen; i ++ ) {
  12845. const face = faces[ i ];
  12846. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  12847. }
  12848. // Top faces
  12849. for ( let i = 0; i < flen; i ++ ) {
  12850. const face = faces[ i ];
  12851. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  12852. }
  12853. }
  12854. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  12855. }
  12856. // Create faces for the z-sides of the shape
  12857. function buildSideFaces() {
  12858. const start = verticesArray.length / 3;
  12859. let layeroffset = 0;
  12860. sidewalls( contour, layeroffset );
  12861. layeroffset += contour.length;
  12862. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12863. const ahole = holes[ h ];
  12864. sidewalls( ahole, layeroffset );
  12865. //, true
  12866. layeroffset += ahole.length;
  12867. }
  12868. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  12869. }
  12870. function sidewalls( contour, layeroffset ) {
  12871. let i = contour.length;
  12872. while ( -- i >= 0 ) {
  12873. const j = i;
  12874. let k = i - 1;
  12875. if ( k < 0 ) k = contour.length - 1;
  12876. //console.log('b', i,j, i-1, k,vertices.length);
  12877. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  12878. const slen1 = vlen * s;
  12879. const slen2 = vlen * ( s + 1 );
  12880. const a = layeroffset + j + slen1,
  12881. b = layeroffset + k + slen1,
  12882. c = layeroffset + k + slen2,
  12883. d = layeroffset + j + slen2;
  12884. f4( a, b, c, d );
  12885. }
  12886. }
  12887. }
  12888. function v( x, y, z ) {
  12889. placeholder.push( x );
  12890. placeholder.push( y );
  12891. placeholder.push( z );
  12892. }
  12893. function f3( a, b, c ) {
  12894. addVertex( a );
  12895. addVertex( b );
  12896. addVertex( c );
  12897. const nextIndex = verticesArray.length / 3;
  12898. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  12899. addUV( uvs[ 0 ] );
  12900. addUV( uvs[ 1 ] );
  12901. addUV( uvs[ 2 ] );
  12902. }
  12903. function f4( a, b, c, d ) {
  12904. addVertex( a );
  12905. addVertex( b );
  12906. addVertex( d );
  12907. addVertex( b );
  12908. addVertex( c );
  12909. addVertex( d );
  12910. const nextIndex = verticesArray.length / 3;
  12911. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  12912. addUV( uvs[ 0 ] );
  12913. addUV( uvs[ 1 ] );
  12914. addUV( uvs[ 3 ] );
  12915. addUV( uvs[ 1 ] );
  12916. addUV( uvs[ 2 ] );
  12917. addUV( uvs[ 3 ] );
  12918. }
  12919. function addVertex( index ) {
  12920. verticesArray.push( placeholder[ index * 3 + 0 ] );
  12921. verticesArray.push( placeholder[ index * 3 + 1 ] );
  12922. verticesArray.push( placeholder[ index * 3 + 2 ] );
  12923. }
  12924. function addUV( vector2 ) {
  12925. uvArray.push( vector2.x );
  12926. uvArray.push( vector2.y );
  12927. }
  12928. }
  12929. }
  12930. copy( source ) {
  12931. super.copy( source );
  12932. this.parameters = Object.assign( {}, source.parameters );
  12933. return this;
  12934. }
  12935. toJSON() {
  12936. const data = super.toJSON();
  12937. const shapes = this.parameters.shapes;
  12938. const options = this.parameters.options;
  12939. return toJSON$1( shapes, options, data );
  12940. }
  12941. static fromJSON( data, shapes ) {
  12942. const geometryShapes = [];
  12943. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  12944. const shape = shapes[ data.shapes[ j ] ];
  12945. geometryShapes.push( shape );
  12946. }
  12947. const extrudePath = data.options.extrudePath;
  12948. if ( extrudePath !== undefined ) {
  12949. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  12950. }
  12951. return new ExtrudeGeometry( geometryShapes, data.options );
  12952. }
  12953. }
  12954. const WorldUVGenerator = {
  12955. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  12956. const a_x = vertices[ indexA * 3 ];
  12957. const a_y = vertices[ indexA * 3 + 1 ];
  12958. const b_x = vertices[ indexB * 3 ];
  12959. const b_y = vertices[ indexB * 3 + 1 ];
  12960. const c_x = vertices[ indexC * 3 ];
  12961. const c_y = vertices[ indexC * 3 + 1 ];
  12962. return [
  12963. new Vector2( a_x, a_y ),
  12964. new Vector2( b_x, b_y ),
  12965. new Vector2( c_x, c_y )
  12966. ];
  12967. },
  12968. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  12969. const a_x = vertices[ indexA * 3 ];
  12970. const a_y = vertices[ indexA * 3 + 1 ];
  12971. const a_z = vertices[ indexA * 3 + 2 ];
  12972. const b_x = vertices[ indexB * 3 ];
  12973. const b_y = vertices[ indexB * 3 + 1 ];
  12974. const b_z = vertices[ indexB * 3 + 2 ];
  12975. const c_x = vertices[ indexC * 3 ];
  12976. const c_y = vertices[ indexC * 3 + 1 ];
  12977. const c_z = vertices[ indexC * 3 + 2 ];
  12978. const d_x = vertices[ indexD * 3 ];
  12979. const d_y = vertices[ indexD * 3 + 1 ];
  12980. const d_z = vertices[ indexD * 3 + 2 ];
  12981. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  12982. return [
  12983. new Vector2( a_x, 1 - a_z ),
  12984. new Vector2( b_x, 1 - b_z ),
  12985. new Vector2( c_x, 1 - c_z ),
  12986. new Vector2( d_x, 1 - d_z )
  12987. ];
  12988. } else {
  12989. return [
  12990. new Vector2( a_y, 1 - a_z ),
  12991. new Vector2( b_y, 1 - b_z ),
  12992. new Vector2( c_y, 1 - c_z ),
  12993. new Vector2( d_y, 1 - d_z )
  12994. ];
  12995. }
  12996. }
  12997. };
  12998. function toJSON$1( shapes, options, data ) {
  12999. data.shapes = [];
  13000. if ( Array.isArray( shapes ) ) {
  13001. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  13002. const shape = shapes[ i ];
  13003. data.shapes.push( shape.uuid );
  13004. }
  13005. } else {
  13006. data.shapes.push( shapes.uuid );
  13007. }
  13008. data.options = Object.assign( {}, options );
  13009. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  13010. return data;
  13011. }
  13012. class IcosahedronGeometry extends PolyhedronGeometry {
  13013. constructor( radius = 1, detail = 0 ) {
  13014. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  13015. const vertices = [
  13016. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  13017. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  13018. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  13019. ];
  13020. const indices = [
  13021. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  13022. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  13023. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  13024. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  13025. ];
  13026. super( vertices, indices, radius, detail );
  13027. this.type = 'IcosahedronGeometry';
  13028. this.parameters = {
  13029. radius: radius,
  13030. detail: detail
  13031. };
  13032. }
  13033. static fromJSON( data ) {
  13034. return new IcosahedronGeometry( data.radius, data.detail );
  13035. }
  13036. }
  13037. class OctahedronGeometry extends PolyhedronGeometry {
  13038. constructor( radius = 1, detail = 0 ) {
  13039. const vertices = [
  13040. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  13041. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  13042. ];
  13043. const indices = [
  13044. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  13045. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  13046. 1, 3, 4, 1, 4, 2
  13047. ];
  13048. super( vertices, indices, radius, detail );
  13049. this.type = 'OctahedronGeometry';
  13050. this.parameters = {
  13051. radius: radius,
  13052. detail: detail
  13053. };
  13054. }
  13055. static fromJSON( data ) {
  13056. return new OctahedronGeometry( data.radius, data.detail );
  13057. }
  13058. }
  13059. class PlaneGeometry extends BufferGeometry {
  13060. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  13061. super();
  13062. this.type = 'PlaneGeometry';
  13063. this.parameters = {
  13064. width: width,
  13065. height: height,
  13066. widthSegments: widthSegments,
  13067. heightSegments: heightSegments
  13068. };
  13069. const width_half = width / 2;
  13070. const height_half = height / 2;
  13071. const gridX = Math.floor( widthSegments );
  13072. const gridY = Math.floor( heightSegments );
  13073. const gridX1 = gridX + 1;
  13074. const gridY1 = gridY + 1;
  13075. const segment_width = width / gridX;
  13076. const segment_height = height / gridY;
  13077. //
  13078. const indices = [];
  13079. const vertices = [];
  13080. const normals = [];
  13081. const uvs = [];
  13082. for ( let iy = 0; iy < gridY1; iy ++ ) {
  13083. const y = iy * segment_height - height_half;
  13084. for ( let ix = 0; ix < gridX1; ix ++ ) {
  13085. const x = ix * segment_width - width_half;
  13086. vertices.push( x, - y, 0 );
  13087. normals.push( 0, 0, 1 );
  13088. uvs.push( ix / gridX );
  13089. uvs.push( 1 - ( iy / gridY ) );
  13090. }
  13091. }
  13092. for ( let iy = 0; iy < gridY; iy ++ ) {
  13093. for ( let ix = 0; ix < gridX; ix ++ ) {
  13094. const a = ix + gridX1 * iy;
  13095. const b = ix + gridX1 * ( iy + 1 );
  13096. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  13097. const d = ( ix + 1 ) + gridX1 * iy;
  13098. indices.push( a, b, d );
  13099. indices.push( b, c, d );
  13100. }
  13101. }
  13102. this.setIndex( indices );
  13103. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13104. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13105. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13106. }
  13107. copy( source ) {
  13108. super.copy( source );
  13109. this.parameters = Object.assign( {}, source.parameters );
  13110. return this;
  13111. }
  13112. static fromJSON( data ) {
  13113. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  13114. }
  13115. }
  13116. class RingGeometry extends BufferGeometry {
  13117. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  13118. super();
  13119. this.type = 'RingGeometry';
  13120. this.parameters = {
  13121. innerRadius: innerRadius,
  13122. outerRadius: outerRadius,
  13123. thetaSegments: thetaSegments,
  13124. phiSegments: phiSegments,
  13125. thetaStart: thetaStart,
  13126. thetaLength: thetaLength
  13127. };
  13128. thetaSegments = Math.max( 3, thetaSegments );
  13129. phiSegments = Math.max( 1, phiSegments );
  13130. // buffers
  13131. const indices = [];
  13132. const vertices = [];
  13133. const normals = [];
  13134. const uvs = [];
  13135. // some helper variables
  13136. let radius = innerRadius;
  13137. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  13138. const vertex = new Vector3();
  13139. const uv = new Vector2();
  13140. // generate vertices, normals and uvs
  13141. for ( let j = 0; j <= phiSegments; j ++ ) {
  13142. for ( let i = 0; i <= thetaSegments; i ++ ) {
  13143. // values are generate from the inside of the ring to the outside
  13144. const segment = thetaStart + i / thetaSegments * thetaLength;
  13145. // vertex
  13146. vertex.x = radius * Math.cos( segment );
  13147. vertex.y = radius * Math.sin( segment );
  13148. vertices.push( vertex.x, vertex.y, vertex.z );
  13149. // normal
  13150. normals.push( 0, 0, 1 );
  13151. // uv
  13152. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  13153. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  13154. uvs.push( uv.x, uv.y );
  13155. }
  13156. // increase the radius for next row of vertices
  13157. radius += radiusStep;
  13158. }
  13159. // indices
  13160. for ( let j = 0; j < phiSegments; j ++ ) {
  13161. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  13162. for ( let i = 0; i < thetaSegments; i ++ ) {
  13163. const segment = i + thetaSegmentLevel;
  13164. const a = segment;
  13165. const b = segment + thetaSegments + 1;
  13166. const c = segment + thetaSegments + 2;
  13167. const d = segment + 1;
  13168. // faces
  13169. indices.push( a, b, d );
  13170. indices.push( b, c, d );
  13171. }
  13172. }
  13173. // build geometry
  13174. this.setIndex( indices );
  13175. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13176. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13177. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13178. }
  13179. copy( source ) {
  13180. super.copy( source );
  13181. this.parameters = Object.assign( {}, source.parameters );
  13182. return this;
  13183. }
  13184. static fromJSON( data ) {
  13185. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  13186. }
  13187. }
  13188. class ShapeGeometry extends BufferGeometry {
  13189. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {
  13190. super();
  13191. this.type = 'ShapeGeometry';
  13192. this.parameters = {
  13193. shapes: shapes,
  13194. curveSegments: curveSegments
  13195. };
  13196. // buffers
  13197. const indices = [];
  13198. const vertices = [];
  13199. const normals = [];
  13200. const uvs = [];
  13201. // helper variables
  13202. let groupStart = 0;
  13203. let groupCount = 0;
  13204. // allow single and array values for "shapes" parameter
  13205. if ( Array.isArray( shapes ) === false ) {
  13206. addShape( shapes );
  13207. } else {
  13208. for ( let i = 0; i < shapes.length; i ++ ) {
  13209. addShape( shapes[ i ] );
  13210. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  13211. groupStart += groupCount;
  13212. groupCount = 0;
  13213. }
  13214. }
  13215. // build geometry
  13216. this.setIndex( indices );
  13217. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13218. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13219. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13220. // helper functions
  13221. function addShape( shape ) {
  13222. const indexOffset = vertices.length / 3;
  13223. const points = shape.extractPoints( curveSegments );
  13224. let shapeVertices = points.shape;
  13225. const shapeHoles = points.holes;
  13226. // check direction of vertices
  13227. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  13228. shapeVertices = shapeVertices.reverse();
  13229. }
  13230. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  13231. const shapeHole = shapeHoles[ i ];
  13232. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  13233. shapeHoles[ i ] = shapeHole.reverse();
  13234. }
  13235. }
  13236. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  13237. // join vertices of inner and outer paths to a single array
  13238. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  13239. const shapeHole = shapeHoles[ i ];
  13240. shapeVertices = shapeVertices.concat( shapeHole );
  13241. }
  13242. // vertices, normals, uvs
  13243. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  13244. const vertex = shapeVertices[ i ];
  13245. vertices.push( vertex.x, vertex.y, 0 );
  13246. normals.push( 0, 0, 1 );
  13247. uvs.push( vertex.x, vertex.y ); // world uvs
  13248. }
  13249. // indices
  13250. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  13251. const face = faces[ i ];
  13252. const a = face[ 0 ] + indexOffset;
  13253. const b = face[ 1 ] + indexOffset;
  13254. const c = face[ 2 ] + indexOffset;
  13255. indices.push( a, b, c );
  13256. groupCount += 3;
  13257. }
  13258. }
  13259. }
  13260. copy( source ) {
  13261. super.copy( source );
  13262. this.parameters = Object.assign( {}, source.parameters );
  13263. return this;
  13264. }
  13265. toJSON() {
  13266. const data = super.toJSON();
  13267. const shapes = this.parameters.shapes;
  13268. return toJSON( shapes, data );
  13269. }
  13270. static fromJSON( data, shapes ) {
  13271. const geometryShapes = [];
  13272. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  13273. const shape = shapes[ data.shapes[ j ] ];
  13274. geometryShapes.push( shape );
  13275. }
  13276. return new ShapeGeometry( geometryShapes, data.curveSegments );
  13277. }
  13278. }
  13279. function toJSON( shapes, data ) {
  13280. data.shapes = [];
  13281. if ( Array.isArray( shapes ) ) {
  13282. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  13283. const shape = shapes[ i ];
  13284. data.shapes.push( shape.uuid );
  13285. }
  13286. } else {
  13287. data.shapes.push( shapes.uuid );
  13288. }
  13289. return data;
  13290. }
  13291. class SphereGeometry extends BufferGeometry {
  13292. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  13293. super();
  13294. this.type = 'SphereGeometry';
  13295. this.parameters = {
  13296. radius: radius,
  13297. widthSegments: widthSegments,
  13298. heightSegments: heightSegments,
  13299. phiStart: phiStart,
  13300. phiLength: phiLength,
  13301. thetaStart: thetaStart,
  13302. thetaLength: thetaLength
  13303. };
  13304. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  13305. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  13306. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  13307. let index = 0;
  13308. const grid = [];
  13309. const vertex = new Vector3();
  13310. const normal = new Vector3();
  13311. // buffers
  13312. const indices = [];
  13313. const vertices = [];
  13314. const normals = [];
  13315. const uvs = [];
  13316. // generate vertices, normals and uvs
  13317. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  13318. const verticesRow = [];
  13319. const v = iy / heightSegments;
  13320. // special case for the poles
  13321. let uOffset = 0;
  13322. if ( iy === 0 && thetaStart === 0 ) {
  13323. uOffset = 0.5 / widthSegments;
  13324. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  13325. uOffset = - 0.5 / widthSegments;
  13326. }
  13327. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  13328. const u = ix / widthSegments;
  13329. // vertex
  13330. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  13331. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  13332. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  13333. vertices.push( vertex.x, vertex.y, vertex.z );
  13334. // normal
  13335. normal.copy( vertex ).normalize();
  13336. normals.push( normal.x, normal.y, normal.z );
  13337. // uv
  13338. uvs.push( u + uOffset, 1 - v );
  13339. verticesRow.push( index ++ );
  13340. }
  13341. grid.push( verticesRow );
  13342. }
  13343. // indices
  13344. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  13345. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  13346. const a = grid[ iy ][ ix + 1 ];
  13347. const b = grid[ iy ][ ix ];
  13348. const c = grid[ iy + 1 ][ ix ];
  13349. const d = grid[ iy + 1 ][ ix + 1 ];
  13350. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  13351. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  13352. }
  13353. }
  13354. // build geometry
  13355. this.setIndex( indices );
  13356. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13357. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13358. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13359. }
  13360. copy( source ) {
  13361. super.copy( source );
  13362. this.parameters = Object.assign( {}, source.parameters );
  13363. return this;
  13364. }
  13365. static fromJSON( data ) {
  13366. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  13367. }
  13368. }
  13369. class TetrahedronGeometry extends PolyhedronGeometry {
  13370. constructor( radius = 1, detail = 0 ) {
  13371. const vertices = [
  13372. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  13373. ];
  13374. const indices = [
  13375. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  13376. ];
  13377. super( vertices, indices, radius, detail );
  13378. this.type = 'TetrahedronGeometry';
  13379. this.parameters = {
  13380. radius: radius,
  13381. detail: detail
  13382. };
  13383. }
  13384. static fromJSON( data ) {
  13385. return new TetrahedronGeometry( data.radius, data.detail );
  13386. }
  13387. }
  13388. class TorusGeometry extends BufferGeometry {
  13389. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  13390. super();
  13391. this.type = 'TorusGeometry';
  13392. this.parameters = {
  13393. radius: radius,
  13394. tube: tube,
  13395. radialSegments: radialSegments,
  13396. tubularSegments: tubularSegments,
  13397. arc: arc
  13398. };
  13399. radialSegments = Math.floor( radialSegments );
  13400. tubularSegments = Math.floor( tubularSegments );
  13401. // buffers
  13402. const indices = [];
  13403. const vertices = [];
  13404. const normals = [];
  13405. const uvs = [];
  13406. // helper variables
  13407. const center = new Vector3();
  13408. const vertex = new Vector3();
  13409. const normal = new Vector3();
  13410. // generate vertices, normals and uvs
  13411. for ( let j = 0; j <= radialSegments; j ++ ) {
  13412. for ( let i = 0; i <= tubularSegments; i ++ ) {
  13413. const u = i / tubularSegments * arc;
  13414. const v = j / radialSegments * Math.PI * 2;
  13415. // vertex
  13416. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  13417. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  13418. vertex.z = tube * Math.sin( v );
  13419. vertices.push( vertex.x, vertex.y, vertex.z );
  13420. // normal
  13421. center.x = radius * Math.cos( u );
  13422. center.y = radius * Math.sin( u );
  13423. normal.subVectors( vertex, center ).normalize();
  13424. normals.push( normal.x, normal.y, normal.z );
  13425. // uv
  13426. uvs.push( i / tubularSegments );
  13427. uvs.push( j / radialSegments );
  13428. }
  13429. }
  13430. // generate indices
  13431. for ( let j = 1; j <= radialSegments; j ++ ) {
  13432. for ( let i = 1; i <= tubularSegments; i ++ ) {
  13433. // indices
  13434. const a = ( tubularSegments + 1 ) * j + i - 1;
  13435. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  13436. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  13437. const d = ( tubularSegments + 1 ) * j + i;
  13438. // faces
  13439. indices.push( a, b, d );
  13440. indices.push( b, c, d );
  13441. }
  13442. }
  13443. // build geometry
  13444. this.setIndex( indices );
  13445. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13446. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13447. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13448. }
  13449. copy( source ) {
  13450. super.copy( source );
  13451. this.parameters = Object.assign( {}, source.parameters );
  13452. return this;
  13453. }
  13454. static fromJSON( data ) {
  13455. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  13456. }
  13457. }
  13458. class TorusKnotGeometry extends BufferGeometry {
  13459. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  13460. super();
  13461. this.type = 'TorusKnotGeometry';
  13462. this.parameters = {
  13463. radius: radius,
  13464. tube: tube,
  13465. tubularSegments: tubularSegments,
  13466. radialSegments: radialSegments,
  13467. p: p,
  13468. q: q
  13469. };
  13470. tubularSegments = Math.floor( tubularSegments );
  13471. radialSegments = Math.floor( radialSegments );
  13472. // buffers
  13473. const indices = [];
  13474. const vertices = [];
  13475. const normals = [];
  13476. const uvs = [];
  13477. // helper variables
  13478. const vertex = new Vector3();
  13479. const normal = new Vector3();
  13480. const P1 = new Vector3();
  13481. const P2 = new Vector3();
  13482. const B = new Vector3();
  13483. const T = new Vector3();
  13484. const N = new Vector3();
  13485. // generate vertices, normals and uvs
  13486. for ( let i = 0; i <= tubularSegments; ++ i ) {
  13487. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  13488. const u = i / tubularSegments * p * Math.PI * 2;
  13489. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  13490. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  13491. calculatePositionOnCurve( u, p, q, radius, P1 );
  13492. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  13493. // calculate orthonormal basis
  13494. T.subVectors( P2, P1 );
  13495. N.addVectors( P2, P1 );
  13496. B.crossVectors( T, N );
  13497. N.crossVectors( B, T );
  13498. // normalize B, N. T can be ignored, we don't use it
  13499. B.normalize();
  13500. N.normalize();
  13501. for ( let j = 0; j <= radialSegments; ++ j ) {
  13502. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  13503. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  13504. const v = j / radialSegments * Math.PI * 2;
  13505. const cx = - tube * Math.cos( v );
  13506. const cy = tube * Math.sin( v );
  13507. // now calculate the final vertex position.
  13508. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  13509. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  13510. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  13511. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  13512. vertices.push( vertex.x, vertex.y, vertex.z );
  13513. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  13514. normal.subVectors( vertex, P1 ).normalize();
  13515. normals.push( normal.x, normal.y, normal.z );
  13516. // uv
  13517. uvs.push( i / tubularSegments );
  13518. uvs.push( j / radialSegments );
  13519. }
  13520. }
  13521. // generate indices
  13522. for ( let j = 1; j <= tubularSegments; j ++ ) {
  13523. for ( let i = 1; i <= radialSegments; i ++ ) {
  13524. // indices
  13525. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  13526. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  13527. const c = ( radialSegments + 1 ) * j + i;
  13528. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  13529. // faces
  13530. indices.push( a, b, d );
  13531. indices.push( b, c, d );
  13532. }
  13533. }
  13534. // build geometry
  13535. this.setIndex( indices );
  13536. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13537. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13538. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13539. // this function calculates the current position on the torus curve
  13540. function calculatePositionOnCurve( u, p, q, radius, position ) {
  13541. const cu = Math.cos( u );
  13542. const su = Math.sin( u );
  13543. const quOverP = q / p * u;
  13544. const cs = Math.cos( quOverP );
  13545. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  13546. position.y = radius * ( 2 + cs ) * su * 0.5;
  13547. position.z = radius * Math.sin( quOverP ) * 0.5;
  13548. }
  13549. }
  13550. copy( source ) {
  13551. super.copy( source );
  13552. this.parameters = Object.assign( {}, source.parameters );
  13553. return this;
  13554. }
  13555. static fromJSON( data ) {
  13556. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  13557. }
  13558. }
  13559. class TubeGeometry extends BufferGeometry {
  13560. constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
  13561. super();
  13562. this.type = 'TubeGeometry';
  13563. this.parameters = {
  13564. path: path,
  13565. tubularSegments: tubularSegments,
  13566. radius: radius,
  13567. radialSegments: radialSegments,
  13568. closed: closed
  13569. };
  13570. const frames = path.computeFrenetFrames( tubularSegments, closed );
  13571. // expose internals
  13572. this.tangents = frames.tangents;
  13573. this.normals = frames.normals;
  13574. this.binormals = frames.binormals;
  13575. // helper variables
  13576. const vertex = new Vector3();
  13577. const normal = new Vector3();
  13578. const uv = new Vector2();
  13579. let P = new Vector3();
  13580. // buffer
  13581. const vertices = [];
  13582. const normals = [];
  13583. const uvs = [];
  13584. const indices = [];
  13585. // create buffer data
  13586. generateBufferData();
  13587. // build geometry
  13588. this.setIndex( indices );
  13589. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13590. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13591. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13592. // functions
  13593. function generateBufferData() {
  13594. for ( let i = 0; i < tubularSegments; i ++ ) {
  13595. generateSegment( i );
  13596. }
  13597. // if the geometry is not closed, generate the last row of vertices and normals
  13598. // at the regular position on the given path
  13599. //
  13600. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  13601. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  13602. // uvs are generated in a separate function.
  13603. // this makes it easy compute correct values for closed geometries
  13604. generateUVs();
  13605. // finally create faces
  13606. generateIndices();
  13607. }
  13608. function generateSegment( i ) {
  13609. // we use getPointAt to sample evenly distributed points from the given path
  13610. P = path.getPointAt( i / tubularSegments, P );
  13611. // retrieve corresponding normal and binormal
  13612. const N = frames.normals[ i ];
  13613. const B = frames.binormals[ i ];
  13614. // generate normals and vertices for the current segment
  13615. for ( let j = 0; j <= radialSegments; j ++ ) {
  13616. const v = j / radialSegments * Math.PI * 2;
  13617. const sin = Math.sin( v );
  13618. const cos = - Math.cos( v );
  13619. // normal
  13620. normal.x = ( cos * N.x + sin * B.x );
  13621. normal.y = ( cos * N.y + sin * B.y );
  13622. normal.z = ( cos * N.z + sin * B.z );
  13623. normal.normalize();
  13624. normals.push( normal.x, normal.y, normal.z );
  13625. // vertex
  13626. vertex.x = P.x + radius * normal.x;
  13627. vertex.y = P.y + radius * normal.y;
  13628. vertex.z = P.z + radius * normal.z;
  13629. vertices.push( vertex.x, vertex.y, vertex.z );
  13630. }
  13631. }
  13632. function generateIndices() {
  13633. for ( let j = 1; j <= tubularSegments; j ++ ) {
  13634. for ( let i = 1; i <= radialSegments; i ++ ) {
  13635. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  13636. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  13637. const c = ( radialSegments + 1 ) * j + i;
  13638. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  13639. // faces
  13640. indices.push( a, b, d );
  13641. indices.push( b, c, d );
  13642. }
  13643. }
  13644. }
  13645. function generateUVs() {
  13646. for ( let i = 0; i <= tubularSegments; i ++ ) {
  13647. for ( let j = 0; j <= radialSegments; j ++ ) {
  13648. uv.x = i / tubularSegments;
  13649. uv.y = j / radialSegments;
  13650. uvs.push( uv.x, uv.y );
  13651. }
  13652. }
  13653. }
  13654. }
  13655. copy( source ) {
  13656. super.copy( source );
  13657. this.parameters = Object.assign( {}, source.parameters );
  13658. return this;
  13659. }
  13660. toJSON() {
  13661. const data = super.toJSON();
  13662. data.path = this.parameters.path.toJSON();
  13663. return data;
  13664. }
  13665. static fromJSON( data ) {
  13666. // This only works for built-in curves (e.g. CatmullRomCurve3).
  13667. // User defined curves or instances of CurvePath will not be deserialized.
  13668. return new TubeGeometry(
  13669. new Curves[ data.path.type ]().fromJSON( data.path ),
  13670. data.tubularSegments,
  13671. data.radius,
  13672. data.radialSegments,
  13673. data.closed
  13674. );
  13675. }
  13676. }
  13677. class WireframeGeometry extends BufferGeometry {
  13678. constructor( geometry = null ) {
  13679. super();
  13680. this.type = 'WireframeGeometry';
  13681. this.parameters = {
  13682. geometry: geometry
  13683. };
  13684. if ( geometry !== null ) {
  13685. // buffer
  13686. const vertices = [];
  13687. const edges = new Set();
  13688. // helper variables
  13689. const start = new Vector3();
  13690. const end = new Vector3();
  13691. if ( geometry.index !== null ) {
  13692. // indexed BufferGeometry
  13693. const position = geometry.attributes.position;
  13694. const indices = geometry.index;
  13695. let groups = geometry.groups;
  13696. if ( groups.length === 0 ) {
  13697. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  13698. }
  13699. // create a data structure that contains all edges without duplicates
  13700. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  13701. const group = groups[ o ];
  13702. const groupStart = group.start;
  13703. const groupCount = group.count;
  13704. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  13705. for ( let j = 0; j < 3; j ++ ) {
  13706. const index1 = indices.getX( i + j );
  13707. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  13708. start.fromBufferAttribute( position, index1 );
  13709. end.fromBufferAttribute( position, index2 );
  13710. if ( isUniqueEdge( start, end, edges ) === true ) {
  13711. vertices.push( start.x, start.y, start.z );
  13712. vertices.push( end.x, end.y, end.z );
  13713. }
  13714. }
  13715. }
  13716. }
  13717. } else {
  13718. // non-indexed BufferGeometry
  13719. const position = geometry.attributes.position;
  13720. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  13721. for ( let j = 0; j < 3; j ++ ) {
  13722. // three edges per triangle, an edge is represented as (index1, index2)
  13723. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  13724. const index1 = 3 * i + j;
  13725. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  13726. start.fromBufferAttribute( position, index1 );
  13727. end.fromBufferAttribute( position, index2 );
  13728. if ( isUniqueEdge( start, end, edges ) === true ) {
  13729. vertices.push( start.x, start.y, start.z );
  13730. vertices.push( end.x, end.y, end.z );
  13731. }
  13732. }
  13733. }
  13734. }
  13735. // build geometry
  13736. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13737. }
  13738. }
  13739. copy( source ) {
  13740. super.copy( source );
  13741. this.parameters = Object.assign( {}, source.parameters );
  13742. return this;
  13743. }
  13744. }
  13745. function isUniqueEdge( start, end, edges ) {
  13746. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  13747. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  13748. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  13749. return false;
  13750. } else {
  13751. edges.add( hash1 );
  13752. edges.add( hash2 );
  13753. return true;
  13754. }
  13755. }
  13756. var Geometries$1 = /*#__PURE__*/Object.freeze({
  13757. __proto__: null,
  13758. BoxGeometry: BoxGeometry,
  13759. CapsuleGeometry: CapsuleGeometry,
  13760. CircleGeometry: CircleGeometry,
  13761. ConeGeometry: ConeGeometry,
  13762. CylinderGeometry: CylinderGeometry,
  13763. DodecahedronGeometry: DodecahedronGeometry,
  13764. EdgesGeometry: EdgesGeometry,
  13765. ExtrudeGeometry: ExtrudeGeometry,
  13766. IcosahedronGeometry: IcosahedronGeometry,
  13767. LatheGeometry: LatheGeometry,
  13768. OctahedronGeometry: OctahedronGeometry,
  13769. PlaneGeometry: PlaneGeometry,
  13770. PolyhedronGeometry: PolyhedronGeometry,
  13771. RingGeometry: RingGeometry,
  13772. ShapeGeometry: ShapeGeometry,
  13773. SphereGeometry: SphereGeometry,
  13774. TetrahedronGeometry: TetrahedronGeometry,
  13775. TorusGeometry: TorusGeometry,
  13776. TorusKnotGeometry: TorusKnotGeometry,
  13777. TubeGeometry: TubeGeometry,
  13778. WireframeGeometry: WireframeGeometry
  13779. });
  13780. class ShadowMaterial extends Material {
  13781. constructor( parameters ) {
  13782. super();
  13783. this.isShadowMaterial = true;
  13784. this.type = 'ShadowMaterial';
  13785. this.color = new Color( 0x000000 );
  13786. this.transparent = true;
  13787. this.fog = true;
  13788. this.setValues( parameters );
  13789. }
  13790. copy( source ) {
  13791. super.copy( source );
  13792. this.color.copy( source.color );
  13793. this.fog = source.fog;
  13794. return this;
  13795. }
  13796. }
  13797. class RawShaderMaterial extends ShaderMaterial {
  13798. constructor( parameters ) {
  13799. super( parameters );
  13800. this.isRawShaderMaterial = true;
  13801. this.type = 'RawShaderMaterial';
  13802. }
  13803. }
  13804. class MeshStandardMaterial extends Material {
  13805. constructor( parameters ) {
  13806. super();
  13807. this.isMeshStandardMaterial = true;
  13808. this.defines = { 'STANDARD': '' };
  13809. this.type = 'MeshStandardMaterial';
  13810. this.color = new Color( 0xffffff ); // diffuse
  13811. this.roughness = 1.0;
  13812. this.metalness = 0.0;
  13813. this.map = null;
  13814. this.lightMap = null;
  13815. this.lightMapIntensity = 1.0;
  13816. this.aoMap = null;
  13817. this.aoMapIntensity = 1.0;
  13818. this.emissive = new Color( 0x000000 );
  13819. this.emissiveIntensity = 1.0;
  13820. this.emissiveMap = null;
  13821. this.bumpMap = null;
  13822. this.bumpScale = 1;
  13823. this.normalMap = null;
  13824. this.normalMapType = TangentSpaceNormalMap;
  13825. this.normalScale = new Vector2( 1, 1 );
  13826. this.displacementMap = null;
  13827. this.displacementScale = 1;
  13828. this.displacementBias = 0;
  13829. this.roughnessMap = null;
  13830. this.metalnessMap = null;
  13831. this.alphaMap = null;
  13832. this.envMap = null;
  13833. this.envMapRotation = new Euler();
  13834. this.envMapIntensity = 1.0;
  13835. this.wireframe = false;
  13836. this.wireframeLinewidth = 1;
  13837. this.wireframeLinecap = 'round';
  13838. this.wireframeLinejoin = 'round';
  13839. this.flatShading = false;
  13840. this.fog = true;
  13841. this.setValues( parameters );
  13842. }
  13843. copy( source ) {
  13844. super.copy( source );
  13845. this.defines = { 'STANDARD': '' };
  13846. this.color.copy( source.color );
  13847. this.roughness = source.roughness;
  13848. this.metalness = source.metalness;
  13849. this.map = source.map;
  13850. this.lightMap = source.lightMap;
  13851. this.lightMapIntensity = source.lightMapIntensity;
  13852. this.aoMap = source.aoMap;
  13853. this.aoMapIntensity = source.aoMapIntensity;
  13854. this.emissive.copy( source.emissive );
  13855. this.emissiveMap = source.emissiveMap;
  13856. this.emissiveIntensity = source.emissiveIntensity;
  13857. this.bumpMap = source.bumpMap;
  13858. this.bumpScale = source.bumpScale;
  13859. this.normalMap = source.normalMap;
  13860. this.normalMapType = source.normalMapType;
  13861. this.normalScale.copy( source.normalScale );
  13862. this.displacementMap = source.displacementMap;
  13863. this.displacementScale = source.displacementScale;
  13864. this.displacementBias = source.displacementBias;
  13865. this.roughnessMap = source.roughnessMap;
  13866. this.metalnessMap = source.metalnessMap;
  13867. this.alphaMap = source.alphaMap;
  13868. this.envMap = source.envMap;
  13869. this.envMapRotation.copy( source.envMapRotation );
  13870. this.envMapIntensity = source.envMapIntensity;
  13871. this.wireframe = source.wireframe;
  13872. this.wireframeLinewidth = source.wireframeLinewidth;
  13873. this.wireframeLinecap = source.wireframeLinecap;
  13874. this.wireframeLinejoin = source.wireframeLinejoin;
  13875. this.flatShading = source.flatShading;
  13876. this.fog = source.fog;
  13877. return this;
  13878. }
  13879. }
  13880. class MeshPhysicalMaterial extends MeshStandardMaterial {
  13881. constructor( parameters ) {
  13882. super();
  13883. this.isMeshPhysicalMaterial = true;
  13884. this.defines = {
  13885. 'STANDARD': '',
  13886. 'PHYSICAL': ''
  13887. };
  13888. this.type = 'MeshPhysicalMaterial';
  13889. this.anisotropyRotation = 0;
  13890. this.anisotropyMap = null;
  13891. this.clearcoatMap = null;
  13892. this.clearcoatRoughness = 0.0;
  13893. this.clearcoatRoughnessMap = null;
  13894. this.clearcoatNormalScale = new Vector2( 1, 1 );
  13895. this.clearcoatNormalMap = null;
  13896. this.ior = 1.5;
  13897. Object.defineProperty( this, 'reflectivity', {
  13898. get: function () {
  13899. return ( clamp$1( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  13900. },
  13901. set: function ( reflectivity ) {
  13902. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  13903. }
  13904. } );
  13905. this.iridescenceMap = null;
  13906. this.iridescenceIOR = 1.3;
  13907. this.iridescenceThicknessRange = [ 100, 400 ];
  13908. this.iridescenceThicknessMap = null;
  13909. this.sheenColor = new Color( 0x000000 );
  13910. this.sheenColorMap = null;
  13911. this.sheenRoughness = 1.0;
  13912. this.sheenRoughnessMap = null;
  13913. this.transmissionMap = null;
  13914. this.thickness = 0;
  13915. this.thicknessMap = null;
  13916. this.attenuationDistance = Infinity;
  13917. this.attenuationColor = new Color( 1, 1, 1 );
  13918. this.specularIntensity = 1.0;
  13919. this.specularIntensityMap = null;
  13920. this.specularColor = new Color( 1, 1, 1 );
  13921. this.specularColorMap = null;
  13922. this._anisotropy = 0;
  13923. this._clearcoat = 0;
  13924. this._dispersion = 0;
  13925. this._iridescence = 0;
  13926. this._sheen = 0.0;
  13927. this._transmission = 0;
  13928. this.setValues( parameters );
  13929. }
  13930. get anisotropy() {
  13931. return this._anisotropy;
  13932. }
  13933. set anisotropy( value ) {
  13934. if ( this._anisotropy > 0 !== value > 0 ) {
  13935. this.version ++;
  13936. }
  13937. this._anisotropy = value;
  13938. }
  13939. get clearcoat() {
  13940. return this._clearcoat;
  13941. }
  13942. set clearcoat( value ) {
  13943. if ( this._clearcoat > 0 !== value > 0 ) {
  13944. this.version ++;
  13945. }
  13946. this._clearcoat = value;
  13947. }
  13948. get iridescence() {
  13949. return this._iridescence;
  13950. }
  13951. set iridescence( value ) {
  13952. if ( this._iridescence > 0 !== value > 0 ) {
  13953. this.version ++;
  13954. }
  13955. this._iridescence = value;
  13956. }
  13957. get dispersion() {
  13958. return this._dispersion;
  13959. }
  13960. set dispersion( value ) {
  13961. if ( this._dispersion > 0 !== value > 0 ) {
  13962. this.version ++;
  13963. }
  13964. this._dispersion = value;
  13965. }
  13966. get sheen() {
  13967. return this._sheen;
  13968. }
  13969. set sheen( value ) {
  13970. if ( this._sheen > 0 !== value > 0 ) {
  13971. this.version ++;
  13972. }
  13973. this._sheen = value;
  13974. }
  13975. get transmission() {
  13976. return this._transmission;
  13977. }
  13978. set transmission( value ) {
  13979. if ( this._transmission > 0 !== value > 0 ) {
  13980. this.version ++;
  13981. }
  13982. this._transmission = value;
  13983. }
  13984. copy( source ) {
  13985. super.copy( source );
  13986. this.defines = {
  13987. 'STANDARD': '',
  13988. 'PHYSICAL': ''
  13989. };
  13990. this.anisotropy = source.anisotropy;
  13991. this.anisotropyRotation = source.anisotropyRotation;
  13992. this.anisotropyMap = source.anisotropyMap;
  13993. this.clearcoat = source.clearcoat;
  13994. this.clearcoatMap = source.clearcoatMap;
  13995. this.clearcoatRoughness = source.clearcoatRoughness;
  13996. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  13997. this.clearcoatNormalMap = source.clearcoatNormalMap;
  13998. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  13999. this.dispersion = source.dispersion;
  14000. this.ior = source.ior;
  14001. this.iridescence = source.iridescence;
  14002. this.iridescenceMap = source.iridescenceMap;
  14003. this.iridescenceIOR = source.iridescenceIOR;
  14004. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  14005. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  14006. this.sheen = source.sheen;
  14007. this.sheenColor.copy( source.sheenColor );
  14008. this.sheenColorMap = source.sheenColorMap;
  14009. this.sheenRoughness = source.sheenRoughness;
  14010. this.sheenRoughnessMap = source.sheenRoughnessMap;
  14011. this.transmission = source.transmission;
  14012. this.transmissionMap = source.transmissionMap;
  14013. this.thickness = source.thickness;
  14014. this.thicknessMap = source.thicknessMap;
  14015. this.attenuationDistance = source.attenuationDistance;
  14016. this.attenuationColor.copy( source.attenuationColor );
  14017. this.specularIntensity = source.specularIntensity;
  14018. this.specularIntensityMap = source.specularIntensityMap;
  14019. this.specularColor.copy( source.specularColor );
  14020. this.specularColorMap = source.specularColorMap;
  14021. return this;
  14022. }
  14023. }
  14024. class MeshPhongMaterial extends Material {
  14025. constructor( parameters ) {
  14026. super();
  14027. this.isMeshPhongMaterial = true;
  14028. this.type = 'MeshPhongMaterial';
  14029. this.color = new Color( 0xffffff ); // diffuse
  14030. this.specular = new Color( 0x111111 );
  14031. this.shininess = 30;
  14032. this.map = null;
  14033. this.lightMap = null;
  14034. this.lightMapIntensity = 1.0;
  14035. this.aoMap = null;
  14036. this.aoMapIntensity = 1.0;
  14037. this.emissive = new Color( 0x000000 );
  14038. this.emissiveIntensity = 1.0;
  14039. this.emissiveMap = null;
  14040. this.bumpMap = null;
  14041. this.bumpScale = 1;
  14042. this.normalMap = null;
  14043. this.normalMapType = TangentSpaceNormalMap;
  14044. this.normalScale = new Vector2( 1, 1 );
  14045. this.displacementMap = null;
  14046. this.displacementScale = 1;
  14047. this.displacementBias = 0;
  14048. this.specularMap = null;
  14049. this.alphaMap = null;
  14050. this.envMap = null;
  14051. this.envMapRotation = new Euler();
  14052. this.combine = MultiplyOperation;
  14053. this.reflectivity = 1;
  14054. this.refractionRatio = 0.98;
  14055. this.wireframe = false;
  14056. this.wireframeLinewidth = 1;
  14057. this.wireframeLinecap = 'round';
  14058. this.wireframeLinejoin = 'round';
  14059. this.flatShading = false;
  14060. this.fog = true;
  14061. this.setValues( parameters );
  14062. }
  14063. copy( source ) {
  14064. super.copy( source );
  14065. this.color.copy( source.color );
  14066. this.specular.copy( source.specular );
  14067. this.shininess = source.shininess;
  14068. this.map = source.map;
  14069. this.lightMap = source.lightMap;
  14070. this.lightMapIntensity = source.lightMapIntensity;
  14071. this.aoMap = source.aoMap;
  14072. this.aoMapIntensity = source.aoMapIntensity;
  14073. this.emissive.copy( source.emissive );
  14074. this.emissiveMap = source.emissiveMap;
  14075. this.emissiveIntensity = source.emissiveIntensity;
  14076. this.bumpMap = source.bumpMap;
  14077. this.bumpScale = source.bumpScale;
  14078. this.normalMap = source.normalMap;
  14079. this.normalMapType = source.normalMapType;
  14080. this.normalScale.copy( source.normalScale );
  14081. this.displacementMap = source.displacementMap;
  14082. this.displacementScale = source.displacementScale;
  14083. this.displacementBias = source.displacementBias;
  14084. this.specularMap = source.specularMap;
  14085. this.alphaMap = source.alphaMap;
  14086. this.envMap = source.envMap;
  14087. this.envMapRotation.copy( source.envMapRotation );
  14088. this.combine = source.combine;
  14089. this.reflectivity = source.reflectivity;
  14090. this.refractionRatio = source.refractionRatio;
  14091. this.wireframe = source.wireframe;
  14092. this.wireframeLinewidth = source.wireframeLinewidth;
  14093. this.wireframeLinecap = source.wireframeLinecap;
  14094. this.wireframeLinejoin = source.wireframeLinejoin;
  14095. this.flatShading = source.flatShading;
  14096. this.fog = source.fog;
  14097. return this;
  14098. }
  14099. }
  14100. class MeshToonMaterial extends Material {
  14101. constructor( parameters ) {
  14102. super();
  14103. this.isMeshToonMaterial = true;
  14104. this.defines = { 'TOON': '' };
  14105. this.type = 'MeshToonMaterial';
  14106. this.color = new Color( 0xffffff );
  14107. this.map = null;
  14108. this.gradientMap = null;
  14109. this.lightMap = null;
  14110. this.lightMapIntensity = 1.0;
  14111. this.aoMap = null;
  14112. this.aoMapIntensity = 1.0;
  14113. this.emissive = new Color( 0x000000 );
  14114. this.emissiveIntensity = 1.0;
  14115. this.emissiveMap = null;
  14116. this.bumpMap = null;
  14117. this.bumpScale = 1;
  14118. this.normalMap = null;
  14119. this.normalMapType = TangentSpaceNormalMap;
  14120. this.normalScale = new Vector2( 1, 1 );
  14121. this.displacementMap = null;
  14122. this.displacementScale = 1;
  14123. this.displacementBias = 0;
  14124. this.alphaMap = null;
  14125. this.wireframe = false;
  14126. this.wireframeLinewidth = 1;
  14127. this.wireframeLinecap = 'round';
  14128. this.wireframeLinejoin = 'round';
  14129. this.fog = true;
  14130. this.setValues( parameters );
  14131. }
  14132. copy( source ) {
  14133. super.copy( source );
  14134. this.color.copy( source.color );
  14135. this.map = source.map;
  14136. this.gradientMap = source.gradientMap;
  14137. this.lightMap = source.lightMap;
  14138. this.lightMapIntensity = source.lightMapIntensity;
  14139. this.aoMap = source.aoMap;
  14140. this.aoMapIntensity = source.aoMapIntensity;
  14141. this.emissive.copy( source.emissive );
  14142. this.emissiveMap = source.emissiveMap;
  14143. this.emissiveIntensity = source.emissiveIntensity;
  14144. this.bumpMap = source.bumpMap;
  14145. this.bumpScale = source.bumpScale;
  14146. this.normalMap = source.normalMap;
  14147. this.normalMapType = source.normalMapType;
  14148. this.normalScale.copy( source.normalScale );
  14149. this.displacementMap = source.displacementMap;
  14150. this.displacementScale = source.displacementScale;
  14151. this.displacementBias = source.displacementBias;
  14152. this.alphaMap = source.alphaMap;
  14153. this.wireframe = source.wireframe;
  14154. this.wireframeLinewidth = source.wireframeLinewidth;
  14155. this.wireframeLinecap = source.wireframeLinecap;
  14156. this.wireframeLinejoin = source.wireframeLinejoin;
  14157. this.fog = source.fog;
  14158. return this;
  14159. }
  14160. }
  14161. class MeshNormalMaterial extends Material {
  14162. constructor( parameters ) {
  14163. super();
  14164. this.isMeshNormalMaterial = true;
  14165. this.type = 'MeshNormalMaterial';
  14166. this.bumpMap = null;
  14167. this.bumpScale = 1;
  14168. this.normalMap = null;
  14169. this.normalMapType = TangentSpaceNormalMap;
  14170. this.normalScale = new Vector2( 1, 1 );
  14171. this.displacementMap = null;
  14172. this.displacementScale = 1;
  14173. this.displacementBias = 0;
  14174. this.wireframe = false;
  14175. this.wireframeLinewidth = 1;
  14176. this.flatShading = false;
  14177. this.setValues( parameters );
  14178. }
  14179. copy( source ) {
  14180. super.copy( source );
  14181. this.bumpMap = source.bumpMap;
  14182. this.bumpScale = source.bumpScale;
  14183. this.normalMap = source.normalMap;
  14184. this.normalMapType = source.normalMapType;
  14185. this.normalScale.copy( source.normalScale );
  14186. this.displacementMap = source.displacementMap;
  14187. this.displacementScale = source.displacementScale;
  14188. this.displacementBias = source.displacementBias;
  14189. this.wireframe = source.wireframe;
  14190. this.wireframeLinewidth = source.wireframeLinewidth;
  14191. this.flatShading = source.flatShading;
  14192. return this;
  14193. }
  14194. }
  14195. class MeshLambertMaterial extends Material {
  14196. constructor( parameters ) {
  14197. super();
  14198. this.isMeshLambertMaterial = true;
  14199. this.type = 'MeshLambertMaterial';
  14200. this.color = new Color( 0xffffff ); // diffuse
  14201. this.map = null;
  14202. this.lightMap = null;
  14203. this.lightMapIntensity = 1.0;
  14204. this.aoMap = null;
  14205. this.aoMapIntensity = 1.0;
  14206. this.emissive = new Color( 0x000000 );
  14207. this.emissiveIntensity = 1.0;
  14208. this.emissiveMap = null;
  14209. this.bumpMap = null;
  14210. this.bumpScale = 1;
  14211. this.normalMap = null;
  14212. this.normalMapType = TangentSpaceNormalMap;
  14213. this.normalScale = new Vector2( 1, 1 );
  14214. this.displacementMap = null;
  14215. this.displacementScale = 1;
  14216. this.displacementBias = 0;
  14217. this.specularMap = null;
  14218. this.alphaMap = null;
  14219. this.envMap = null;
  14220. this.envMapRotation = new Euler();
  14221. this.combine = MultiplyOperation;
  14222. this.reflectivity = 1;
  14223. this.refractionRatio = 0.98;
  14224. this.wireframe = false;
  14225. this.wireframeLinewidth = 1;
  14226. this.wireframeLinecap = 'round';
  14227. this.wireframeLinejoin = 'round';
  14228. this.flatShading = false;
  14229. this.fog = true;
  14230. this.setValues( parameters );
  14231. }
  14232. copy( source ) {
  14233. super.copy( source );
  14234. this.color.copy( source.color );
  14235. this.map = source.map;
  14236. this.lightMap = source.lightMap;
  14237. this.lightMapIntensity = source.lightMapIntensity;
  14238. this.aoMap = source.aoMap;
  14239. this.aoMapIntensity = source.aoMapIntensity;
  14240. this.emissive.copy( source.emissive );
  14241. this.emissiveMap = source.emissiveMap;
  14242. this.emissiveIntensity = source.emissiveIntensity;
  14243. this.bumpMap = source.bumpMap;
  14244. this.bumpScale = source.bumpScale;
  14245. this.normalMap = source.normalMap;
  14246. this.normalMapType = source.normalMapType;
  14247. this.normalScale.copy( source.normalScale );
  14248. this.displacementMap = source.displacementMap;
  14249. this.displacementScale = source.displacementScale;
  14250. this.displacementBias = source.displacementBias;
  14251. this.specularMap = source.specularMap;
  14252. this.alphaMap = source.alphaMap;
  14253. this.envMap = source.envMap;
  14254. this.envMapRotation.copy( source.envMapRotation );
  14255. this.combine = source.combine;
  14256. this.reflectivity = source.reflectivity;
  14257. this.refractionRatio = source.refractionRatio;
  14258. this.wireframe = source.wireframe;
  14259. this.wireframeLinewidth = source.wireframeLinewidth;
  14260. this.wireframeLinecap = source.wireframeLinecap;
  14261. this.wireframeLinejoin = source.wireframeLinejoin;
  14262. this.flatShading = source.flatShading;
  14263. this.fog = source.fog;
  14264. return this;
  14265. }
  14266. }
  14267. class MeshDepthMaterial extends Material {
  14268. constructor( parameters ) {
  14269. super();
  14270. this.isMeshDepthMaterial = true;
  14271. this.type = 'MeshDepthMaterial';
  14272. this.depthPacking = BasicDepthPacking;
  14273. this.map = null;
  14274. this.alphaMap = null;
  14275. this.displacementMap = null;
  14276. this.displacementScale = 1;
  14277. this.displacementBias = 0;
  14278. this.wireframe = false;
  14279. this.wireframeLinewidth = 1;
  14280. this.setValues( parameters );
  14281. }
  14282. copy( source ) {
  14283. super.copy( source );
  14284. this.depthPacking = source.depthPacking;
  14285. this.map = source.map;
  14286. this.alphaMap = source.alphaMap;
  14287. this.displacementMap = source.displacementMap;
  14288. this.displacementScale = source.displacementScale;
  14289. this.displacementBias = source.displacementBias;
  14290. this.wireframe = source.wireframe;
  14291. this.wireframeLinewidth = source.wireframeLinewidth;
  14292. return this;
  14293. }
  14294. }
  14295. class MeshDistanceMaterial extends Material {
  14296. constructor( parameters ) {
  14297. super();
  14298. this.isMeshDistanceMaterial = true;
  14299. this.type = 'MeshDistanceMaterial';
  14300. this.map = null;
  14301. this.alphaMap = null;
  14302. this.displacementMap = null;
  14303. this.displacementScale = 1;
  14304. this.displacementBias = 0;
  14305. this.setValues( parameters );
  14306. }
  14307. copy( source ) {
  14308. super.copy( source );
  14309. this.map = source.map;
  14310. this.alphaMap = source.alphaMap;
  14311. this.displacementMap = source.displacementMap;
  14312. this.displacementScale = source.displacementScale;
  14313. this.displacementBias = source.displacementBias;
  14314. return this;
  14315. }
  14316. }
  14317. class MeshMatcapMaterial extends Material {
  14318. constructor( parameters ) {
  14319. super();
  14320. this.isMeshMatcapMaterial = true;
  14321. this.defines = { 'MATCAP': '' };
  14322. this.type = 'MeshMatcapMaterial';
  14323. this.color = new Color( 0xffffff ); // diffuse
  14324. this.matcap = null;
  14325. this.map = null;
  14326. this.bumpMap = null;
  14327. this.bumpScale = 1;
  14328. this.normalMap = null;
  14329. this.normalMapType = TangentSpaceNormalMap;
  14330. this.normalScale = new Vector2( 1, 1 );
  14331. this.displacementMap = null;
  14332. this.displacementScale = 1;
  14333. this.displacementBias = 0;
  14334. this.alphaMap = null;
  14335. this.flatShading = false;
  14336. this.fog = true;
  14337. this.setValues( parameters );
  14338. }
  14339. copy( source ) {
  14340. super.copy( source );
  14341. this.defines = { 'MATCAP': '' };
  14342. this.color.copy( source.color );
  14343. this.matcap = source.matcap;
  14344. this.map = source.map;
  14345. this.bumpMap = source.bumpMap;
  14346. this.bumpScale = source.bumpScale;
  14347. this.normalMap = source.normalMap;
  14348. this.normalMapType = source.normalMapType;
  14349. this.normalScale.copy( source.normalScale );
  14350. this.displacementMap = source.displacementMap;
  14351. this.displacementScale = source.displacementScale;
  14352. this.displacementBias = source.displacementBias;
  14353. this.alphaMap = source.alphaMap;
  14354. this.flatShading = source.flatShading;
  14355. this.fog = source.fog;
  14356. return this;
  14357. }
  14358. }
  14359. class LineDashedMaterial extends LineBasicMaterial {
  14360. constructor( parameters ) {
  14361. super();
  14362. this.isLineDashedMaterial = true;
  14363. this.type = 'LineDashedMaterial';
  14364. this.scale = 1;
  14365. this.dashSize = 3;
  14366. this.gapSize = 1;
  14367. this.setValues( parameters );
  14368. }
  14369. copy( source ) {
  14370. super.copy( source );
  14371. this.scale = source.scale;
  14372. this.dashSize = source.dashSize;
  14373. this.gapSize = source.gapSize;
  14374. return this;
  14375. }
  14376. }
  14377. // converts an array to a specific type
  14378. function convertArray( array, type, forceClone ) {
  14379. if ( ! array || // let 'undefined' and 'null' pass
  14380. ! forceClone && array.constructor === type ) return array;
  14381. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  14382. return new type( array ); // create typed array
  14383. }
  14384. return Array.prototype.slice.call( array ); // create Array
  14385. }
  14386. function isTypedArray( object ) {
  14387. return ArrayBuffer.isView( object ) &&
  14388. ! ( object instanceof DataView );
  14389. }
  14390. // returns an array by which times and values can be sorted
  14391. function getKeyframeOrder( times ) {
  14392. function compareTime( i, j ) {
  14393. return times[ i ] - times[ j ];
  14394. }
  14395. const n = times.length;
  14396. const result = new Array( n );
  14397. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  14398. result.sort( compareTime );
  14399. return result;
  14400. }
  14401. // uses the array previously returned by 'getKeyframeOrder' to sort data
  14402. function sortedArray( values, stride, order ) {
  14403. const nValues = values.length;
  14404. const result = new values.constructor( nValues );
  14405. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  14406. const srcOffset = order[ i ] * stride;
  14407. for ( let j = 0; j !== stride; ++ j ) {
  14408. result[ dstOffset ++ ] = values[ srcOffset + j ];
  14409. }
  14410. }
  14411. return result;
  14412. }
  14413. // function for parsing AOS keyframe formats
  14414. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  14415. let i = 1, key = jsonKeys[ 0 ];
  14416. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  14417. key = jsonKeys[ i ++ ];
  14418. }
  14419. if ( key === undefined ) return; // no data
  14420. let value = key[ valuePropertyName ];
  14421. if ( value === undefined ) return; // no data
  14422. if ( Array.isArray( value ) ) {
  14423. do {
  14424. value = key[ valuePropertyName ];
  14425. if ( value !== undefined ) {
  14426. times.push( key.time );
  14427. values.push.apply( values, value ); // push all elements
  14428. }
  14429. key = jsonKeys[ i ++ ];
  14430. } while ( key !== undefined );
  14431. } else if ( value.toArray !== undefined ) {
  14432. // ...assume THREE.Math-ish
  14433. do {
  14434. value = key[ valuePropertyName ];
  14435. if ( value !== undefined ) {
  14436. times.push( key.time );
  14437. value.toArray( values, values.length );
  14438. }
  14439. key = jsonKeys[ i ++ ];
  14440. } while ( key !== undefined );
  14441. } else {
  14442. // otherwise push as-is
  14443. do {
  14444. value = key[ valuePropertyName ];
  14445. if ( value !== undefined ) {
  14446. times.push( key.time );
  14447. values.push( value );
  14448. }
  14449. key = jsonKeys[ i ++ ];
  14450. } while ( key !== undefined );
  14451. }
  14452. }
  14453. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  14454. const clip = sourceClip.clone();
  14455. clip.name = name;
  14456. const tracks = [];
  14457. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14458. const track = clip.tracks[ i ];
  14459. const valueSize = track.getValueSize();
  14460. const times = [];
  14461. const values = [];
  14462. for ( let j = 0; j < track.times.length; ++ j ) {
  14463. const frame = track.times[ j ] * fps;
  14464. if ( frame < startFrame || frame >= endFrame ) continue;
  14465. times.push( track.times[ j ] );
  14466. for ( let k = 0; k < valueSize; ++ k ) {
  14467. values.push( track.values[ j * valueSize + k ] );
  14468. }
  14469. }
  14470. if ( times.length === 0 ) continue;
  14471. track.times = convertArray( times, track.times.constructor );
  14472. track.values = convertArray( values, track.values.constructor );
  14473. tracks.push( track );
  14474. }
  14475. clip.tracks = tracks;
  14476. // find minimum .times value across all tracks in the trimmed clip
  14477. let minStartTime = Infinity;
  14478. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14479. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  14480. minStartTime = clip.tracks[ i ].times[ 0 ];
  14481. }
  14482. }
  14483. // shift all tracks such that clip begins at t=0
  14484. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14485. clip.tracks[ i ].shift( - 1 * minStartTime );
  14486. }
  14487. clip.resetDuration();
  14488. return clip;
  14489. }
  14490. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  14491. if ( fps <= 0 ) fps = 30;
  14492. const numTracks = referenceClip.tracks.length;
  14493. const referenceTime = referenceFrame / fps;
  14494. // Make each track's values relative to the values at the reference frame
  14495. for ( let i = 0; i < numTracks; ++ i ) {
  14496. const referenceTrack = referenceClip.tracks[ i ];
  14497. const referenceTrackType = referenceTrack.ValueTypeName;
  14498. // Skip this track if it's non-numeric
  14499. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  14500. // Find the track in the target clip whose name and type matches the reference track
  14501. const targetTrack = targetClip.tracks.find( function ( track ) {
  14502. return track.name === referenceTrack.name
  14503. && track.ValueTypeName === referenceTrackType;
  14504. } );
  14505. if ( targetTrack === undefined ) continue;
  14506. let referenceOffset = 0;
  14507. const referenceValueSize = referenceTrack.getValueSize();
  14508. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  14509. referenceOffset = referenceValueSize / 3;
  14510. }
  14511. let targetOffset = 0;
  14512. const targetValueSize = targetTrack.getValueSize();
  14513. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  14514. targetOffset = targetValueSize / 3;
  14515. }
  14516. const lastIndex = referenceTrack.times.length - 1;
  14517. let referenceValue;
  14518. // Find the value to subtract out of the track
  14519. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  14520. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  14521. const startIndex = referenceOffset;
  14522. const endIndex = referenceValueSize - referenceOffset;
  14523. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  14524. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  14525. // Reference frame is after the last keyframe, so just use the last keyframe
  14526. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  14527. const endIndex = startIndex + referenceValueSize - referenceOffset;
  14528. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  14529. } else {
  14530. // Interpolate to the reference value
  14531. const interpolant = referenceTrack.createInterpolant();
  14532. const startIndex = referenceOffset;
  14533. const endIndex = referenceValueSize - referenceOffset;
  14534. interpolant.evaluate( referenceTime );
  14535. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  14536. }
  14537. // Conjugate the quaternion
  14538. if ( referenceTrackType === 'quaternion' ) {
  14539. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  14540. referenceQuat.toArray( referenceValue );
  14541. }
  14542. // Subtract the reference value from all of the track values
  14543. const numTimes = targetTrack.times.length;
  14544. for ( let j = 0; j < numTimes; ++ j ) {
  14545. const valueStart = j * targetValueSize + targetOffset;
  14546. if ( referenceTrackType === 'quaternion' ) {
  14547. // Multiply the conjugate for quaternion track types
  14548. Quaternion.multiplyQuaternionsFlat(
  14549. targetTrack.values,
  14550. valueStart,
  14551. referenceValue,
  14552. 0,
  14553. targetTrack.values,
  14554. valueStart
  14555. );
  14556. } else {
  14557. const valueEnd = targetValueSize - targetOffset * 2;
  14558. // Subtract each value for all other numeric track types
  14559. for ( let k = 0; k < valueEnd; ++ k ) {
  14560. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  14561. }
  14562. }
  14563. }
  14564. }
  14565. targetClip.blendMode = AdditiveAnimationBlendMode;
  14566. return targetClip;
  14567. }
  14568. const AnimationUtils = {
  14569. convertArray: convertArray,
  14570. isTypedArray: isTypedArray,
  14571. getKeyframeOrder: getKeyframeOrder,
  14572. sortedArray: sortedArray,
  14573. flattenJSON: flattenJSON,
  14574. subclip: subclip,
  14575. makeClipAdditive: makeClipAdditive
  14576. };
  14577. /**
  14578. * Abstract base class of interpolants over parametric samples.
  14579. *
  14580. * The parameter domain is one dimensional, typically the time or a path
  14581. * along a curve defined by the data.
  14582. *
  14583. * The sample values can have any dimensionality and derived classes may
  14584. * apply special interpretations to the data.
  14585. *
  14586. * This class provides the interval seek in a Template Method, deferring
  14587. * the actual interpolation to derived classes.
  14588. *
  14589. * Time complexity is O(1) for linear access crossing at most two points
  14590. * and O(log N) for random access, where N is the number of positions.
  14591. *
  14592. * References:
  14593. *
  14594. * http://www.oodesign.com/template-method-pattern.html
  14595. *
  14596. */
  14597. class Interpolant {
  14598. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14599. this.parameterPositions = parameterPositions;
  14600. this._cachedIndex = 0;
  14601. this.resultBuffer = resultBuffer !== undefined ?
  14602. resultBuffer : new sampleValues.constructor( sampleSize );
  14603. this.sampleValues = sampleValues;
  14604. this.valueSize = sampleSize;
  14605. this.settings = null;
  14606. this.DefaultSettings_ = {};
  14607. }
  14608. evaluate( t ) {
  14609. const pp = this.parameterPositions;
  14610. let i1 = this._cachedIndex,
  14611. t1 = pp[ i1 ],
  14612. t0 = pp[ i1 - 1 ];
  14613. validate_interval: {
  14614. seek: {
  14615. let right;
  14616. linear_scan: {
  14617. //- See http://jsperf.com/comparison-to-undefined/3
  14618. //- slower code:
  14619. //-
  14620. //- if ( t >= t1 || t1 === undefined ) {
  14621. forward_scan: if ( ! ( t < t1 ) ) {
  14622. for ( let giveUpAt = i1 + 2; ; ) {
  14623. if ( t1 === undefined ) {
  14624. if ( t < t0 ) break forward_scan;
  14625. // after end
  14626. i1 = pp.length;
  14627. this._cachedIndex = i1;
  14628. return this.copySampleValue_( i1 - 1 );
  14629. }
  14630. if ( i1 === giveUpAt ) break; // this loop
  14631. t0 = t1;
  14632. t1 = pp[ ++ i1 ];
  14633. if ( t < t1 ) {
  14634. // we have arrived at the sought interval
  14635. break seek;
  14636. }
  14637. }
  14638. // prepare binary search on the right side of the index
  14639. right = pp.length;
  14640. break linear_scan;
  14641. }
  14642. //- slower code:
  14643. //- if ( t < t0 || t0 === undefined ) {
  14644. if ( ! ( t >= t0 ) ) {
  14645. // looping?
  14646. const t1global = pp[ 1 ];
  14647. if ( t < t1global ) {
  14648. i1 = 2; // + 1, using the scan for the details
  14649. t0 = t1global;
  14650. }
  14651. // linear reverse scan
  14652. for ( let giveUpAt = i1 - 2; ; ) {
  14653. if ( t0 === undefined ) {
  14654. // before start
  14655. this._cachedIndex = 0;
  14656. return this.copySampleValue_( 0 );
  14657. }
  14658. if ( i1 === giveUpAt ) break; // this loop
  14659. t1 = t0;
  14660. t0 = pp[ -- i1 - 1 ];
  14661. if ( t >= t0 ) {
  14662. // we have arrived at the sought interval
  14663. break seek;
  14664. }
  14665. }
  14666. // prepare binary search on the left side of the index
  14667. right = i1;
  14668. i1 = 0;
  14669. break linear_scan;
  14670. }
  14671. // the interval is valid
  14672. break validate_interval;
  14673. } // linear scan
  14674. // binary search
  14675. while ( i1 < right ) {
  14676. const mid = ( i1 + right ) >>> 1;
  14677. if ( t < pp[ mid ] ) {
  14678. right = mid;
  14679. } else {
  14680. i1 = mid + 1;
  14681. }
  14682. }
  14683. t1 = pp[ i1 ];
  14684. t0 = pp[ i1 - 1 ];
  14685. // check boundary cases, again
  14686. if ( t0 === undefined ) {
  14687. this._cachedIndex = 0;
  14688. return this.copySampleValue_( 0 );
  14689. }
  14690. if ( t1 === undefined ) {
  14691. i1 = pp.length;
  14692. this._cachedIndex = i1;
  14693. return this.copySampleValue_( i1 - 1 );
  14694. }
  14695. } // seek
  14696. this._cachedIndex = i1;
  14697. this.intervalChanged_( i1, t0, t1 );
  14698. } // validate_interval
  14699. return this.interpolate_( i1, t0, t, t1 );
  14700. }
  14701. getSettings_() {
  14702. return this.settings || this.DefaultSettings_;
  14703. }
  14704. copySampleValue_( index ) {
  14705. // copies a sample value to the result buffer
  14706. const result = this.resultBuffer,
  14707. values = this.sampleValues,
  14708. stride = this.valueSize,
  14709. offset = index * stride;
  14710. for ( let i = 0; i !== stride; ++ i ) {
  14711. result[ i ] = values[ offset + i ];
  14712. }
  14713. return result;
  14714. }
  14715. // Template methods for derived classes:
  14716. interpolate_( /* i1, t0, t, t1 */ ) {
  14717. throw new Error( 'call to abstract method' );
  14718. // implementations shall return this.resultBuffer
  14719. }
  14720. intervalChanged_( /* i1, t0, t1 */ ) {
  14721. // empty
  14722. }
  14723. }
  14724. /**
  14725. * Fast and simple cubic spline interpolant.
  14726. *
  14727. * It was derived from a Hermitian construction setting the first derivative
  14728. * at each sample position to the linear slope between neighboring positions
  14729. * over their parameter interval.
  14730. */
  14731. class CubicInterpolant extends Interpolant {
  14732. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14733. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14734. this._weightPrev = - 0;
  14735. this._offsetPrev = - 0;
  14736. this._weightNext = - 0;
  14737. this._offsetNext = - 0;
  14738. this.DefaultSettings_ = {
  14739. endingStart: ZeroCurvatureEnding,
  14740. endingEnd: ZeroCurvatureEnding
  14741. };
  14742. }
  14743. intervalChanged_( i1, t0, t1 ) {
  14744. const pp = this.parameterPositions;
  14745. let iPrev = i1 - 2,
  14746. iNext = i1 + 1,
  14747. tPrev = pp[ iPrev ],
  14748. tNext = pp[ iNext ];
  14749. if ( tPrev === undefined ) {
  14750. switch ( this.getSettings_().endingStart ) {
  14751. case ZeroSlopeEnding:
  14752. // f'(t0) = 0
  14753. iPrev = i1;
  14754. tPrev = 2 * t0 - t1;
  14755. break;
  14756. case WrapAroundEnding:
  14757. // use the other end of the curve
  14758. iPrev = pp.length - 2;
  14759. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  14760. break;
  14761. default: // ZeroCurvatureEnding
  14762. // f''(t0) = 0 a.k.a. Natural Spline
  14763. iPrev = i1;
  14764. tPrev = t1;
  14765. }
  14766. }
  14767. if ( tNext === undefined ) {
  14768. switch ( this.getSettings_().endingEnd ) {
  14769. case ZeroSlopeEnding:
  14770. // f'(tN) = 0
  14771. iNext = i1;
  14772. tNext = 2 * t1 - t0;
  14773. break;
  14774. case WrapAroundEnding:
  14775. // use the other end of the curve
  14776. iNext = 1;
  14777. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  14778. break;
  14779. default: // ZeroCurvatureEnding
  14780. // f''(tN) = 0, a.k.a. Natural Spline
  14781. iNext = i1 - 1;
  14782. tNext = t0;
  14783. }
  14784. }
  14785. const halfDt = ( t1 - t0 ) * 0.5,
  14786. stride = this.valueSize;
  14787. this._weightPrev = halfDt / ( t0 - tPrev );
  14788. this._weightNext = halfDt / ( tNext - t1 );
  14789. this._offsetPrev = iPrev * stride;
  14790. this._offsetNext = iNext * stride;
  14791. }
  14792. interpolate_( i1, t0, t, t1 ) {
  14793. const result = this.resultBuffer,
  14794. values = this.sampleValues,
  14795. stride = this.valueSize,
  14796. o1 = i1 * stride, o0 = o1 - stride,
  14797. oP = this._offsetPrev, oN = this._offsetNext,
  14798. wP = this._weightPrev, wN = this._weightNext,
  14799. p = ( t - t0 ) / ( t1 - t0 ),
  14800. pp = p * p,
  14801. ppp = pp * p;
  14802. // evaluate polynomials
  14803. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  14804. const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  14805. const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  14806. const sN = wN * ppp - wN * pp;
  14807. // combine data linearly
  14808. for ( let i = 0; i !== stride; ++ i ) {
  14809. result[ i ] =
  14810. sP * values[ oP + i ] +
  14811. s0 * values[ o0 + i ] +
  14812. s1 * values[ o1 + i ] +
  14813. sN * values[ oN + i ];
  14814. }
  14815. return result;
  14816. }
  14817. }
  14818. class LinearInterpolant extends Interpolant {
  14819. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14820. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14821. }
  14822. interpolate_( i1, t0, t, t1 ) {
  14823. const result = this.resultBuffer,
  14824. values = this.sampleValues,
  14825. stride = this.valueSize,
  14826. offset1 = i1 * stride,
  14827. offset0 = offset1 - stride,
  14828. weight1 = ( t - t0 ) / ( t1 - t0 ),
  14829. weight0 = 1 - weight1;
  14830. for ( let i = 0; i !== stride; ++ i ) {
  14831. result[ i ] =
  14832. values[ offset0 + i ] * weight0 +
  14833. values[ offset1 + i ] * weight1;
  14834. }
  14835. return result;
  14836. }
  14837. }
  14838. /**
  14839. *
  14840. * Interpolant that evaluates to the sample value at the position preceding
  14841. * the parameter.
  14842. */
  14843. class DiscreteInterpolant extends Interpolant {
  14844. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14845. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14846. }
  14847. interpolate_( i1 /*, t0, t, t1 */ ) {
  14848. return this.copySampleValue_( i1 - 1 );
  14849. }
  14850. }
  14851. class KeyframeTrack {
  14852. constructor( name, times, values, interpolation ) {
  14853. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  14854. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  14855. this.name = name;
  14856. this.times = convertArray( times, this.TimeBufferType );
  14857. this.values = convertArray( values, this.ValueBufferType );
  14858. this.setInterpolation( interpolation || this.DefaultInterpolation );
  14859. }
  14860. // Serialization (in static context, because of constructor invocation
  14861. // and automatic invocation of .toJSON):
  14862. static toJSON( track ) {
  14863. const trackType = track.constructor;
  14864. let json;
  14865. // derived classes can define a static toJSON method
  14866. if ( trackType.toJSON !== this.toJSON ) {
  14867. json = trackType.toJSON( track );
  14868. } else {
  14869. // by default, we assume the data can be serialized as-is
  14870. json = {
  14871. 'name': track.name,
  14872. 'times': convertArray( track.times, Array ),
  14873. 'values': convertArray( track.values, Array )
  14874. };
  14875. const interpolation = track.getInterpolation();
  14876. if ( interpolation !== track.DefaultInterpolation ) {
  14877. json.interpolation = interpolation;
  14878. }
  14879. }
  14880. json.type = track.ValueTypeName; // mandatory
  14881. return json;
  14882. }
  14883. InterpolantFactoryMethodDiscrete( result ) {
  14884. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  14885. }
  14886. InterpolantFactoryMethodLinear( result ) {
  14887. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  14888. }
  14889. InterpolantFactoryMethodSmooth( result ) {
  14890. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  14891. }
  14892. setInterpolation( interpolation ) {
  14893. let factoryMethod;
  14894. switch ( interpolation ) {
  14895. case InterpolateDiscrete:
  14896. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  14897. break;
  14898. case InterpolateLinear:
  14899. factoryMethod = this.InterpolantFactoryMethodLinear;
  14900. break;
  14901. case InterpolateSmooth:
  14902. factoryMethod = this.InterpolantFactoryMethodSmooth;
  14903. break;
  14904. }
  14905. if ( factoryMethod === undefined ) {
  14906. const message = 'unsupported interpolation for ' +
  14907. this.ValueTypeName + ' keyframe track named ' + this.name;
  14908. if ( this.createInterpolant === undefined ) {
  14909. // fall back to default, unless the default itself is messed up
  14910. if ( interpolation !== this.DefaultInterpolation ) {
  14911. this.setInterpolation( this.DefaultInterpolation );
  14912. } else {
  14913. throw new Error( message ); // fatal, in this case
  14914. }
  14915. }
  14916. console.warn( 'THREE.KeyframeTrack:', message );
  14917. return this;
  14918. }
  14919. this.createInterpolant = factoryMethod;
  14920. return this;
  14921. }
  14922. getInterpolation() {
  14923. switch ( this.createInterpolant ) {
  14924. case this.InterpolantFactoryMethodDiscrete:
  14925. return InterpolateDiscrete;
  14926. case this.InterpolantFactoryMethodLinear:
  14927. return InterpolateLinear;
  14928. case this.InterpolantFactoryMethodSmooth:
  14929. return InterpolateSmooth;
  14930. }
  14931. }
  14932. getValueSize() {
  14933. return this.values.length / this.times.length;
  14934. }
  14935. // move all keyframes either forwards or backwards in time
  14936. shift( timeOffset ) {
  14937. if ( timeOffset !== 0.0 ) {
  14938. const times = this.times;
  14939. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  14940. times[ i ] += timeOffset;
  14941. }
  14942. }
  14943. return this;
  14944. }
  14945. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  14946. scale( timeScale ) {
  14947. if ( timeScale !== 1.0 ) {
  14948. const times = this.times;
  14949. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  14950. times[ i ] *= timeScale;
  14951. }
  14952. }
  14953. return this;
  14954. }
  14955. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  14956. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  14957. trim( startTime, endTime ) {
  14958. const times = this.times,
  14959. nKeys = times.length;
  14960. let from = 0,
  14961. to = nKeys - 1;
  14962. while ( from !== nKeys && times[ from ] < startTime ) {
  14963. ++ from;
  14964. }
  14965. while ( to !== - 1 && times[ to ] > endTime ) {
  14966. -- to;
  14967. }
  14968. ++ to; // inclusive -> exclusive bound
  14969. if ( from !== 0 || to !== nKeys ) {
  14970. // empty tracks are forbidden, so keep at least one keyframe
  14971. if ( from >= to ) {
  14972. to = Math.max( to, 1 );
  14973. from = to - 1;
  14974. }
  14975. const stride = this.getValueSize();
  14976. this.times = times.slice( from, to );
  14977. this.values = this.values.slice( from * stride, to * stride );
  14978. }
  14979. return this;
  14980. }
  14981. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  14982. validate() {
  14983. let valid = true;
  14984. const valueSize = this.getValueSize();
  14985. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  14986. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  14987. valid = false;
  14988. }
  14989. const times = this.times,
  14990. values = this.values,
  14991. nKeys = times.length;
  14992. if ( nKeys === 0 ) {
  14993. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  14994. valid = false;
  14995. }
  14996. let prevTime = null;
  14997. for ( let i = 0; i !== nKeys; i ++ ) {
  14998. const currTime = times[ i ];
  14999. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  15000. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  15001. valid = false;
  15002. break;
  15003. }
  15004. if ( prevTime !== null && prevTime > currTime ) {
  15005. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  15006. valid = false;
  15007. break;
  15008. }
  15009. prevTime = currTime;
  15010. }
  15011. if ( values !== undefined ) {
  15012. if ( isTypedArray( values ) ) {
  15013. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  15014. const value = values[ i ];
  15015. if ( isNaN( value ) ) {
  15016. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  15017. valid = false;
  15018. break;
  15019. }
  15020. }
  15021. }
  15022. }
  15023. return valid;
  15024. }
  15025. // removes equivalent sequential keys as common in morph target sequences
  15026. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  15027. optimize() {
  15028. // times or values may be shared with other tracks, so overwriting is unsafe
  15029. const times = this.times.slice(),
  15030. values = this.values.slice(),
  15031. stride = this.getValueSize(),
  15032. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  15033. lastIndex = times.length - 1;
  15034. let writeIndex = 1;
  15035. for ( let i = 1; i < lastIndex; ++ i ) {
  15036. let keep = false;
  15037. const time = times[ i ];
  15038. const timeNext = times[ i + 1 ];
  15039. // remove adjacent keyframes scheduled at the same time
  15040. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  15041. if ( ! smoothInterpolation ) {
  15042. // remove unnecessary keyframes same as their neighbors
  15043. const offset = i * stride,
  15044. offsetP = offset - stride,
  15045. offsetN = offset + stride;
  15046. for ( let j = 0; j !== stride; ++ j ) {
  15047. const value = values[ offset + j ];
  15048. if ( value !== values[ offsetP + j ] ||
  15049. value !== values[ offsetN + j ] ) {
  15050. keep = true;
  15051. break;
  15052. }
  15053. }
  15054. } else {
  15055. keep = true;
  15056. }
  15057. }
  15058. // in-place compaction
  15059. if ( keep ) {
  15060. if ( i !== writeIndex ) {
  15061. times[ writeIndex ] = times[ i ];
  15062. const readOffset = i * stride,
  15063. writeOffset = writeIndex * stride;
  15064. for ( let j = 0; j !== stride; ++ j ) {
  15065. values[ writeOffset + j ] = values[ readOffset + j ];
  15066. }
  15067. }
  15068. ++ writeIndex;
  15069. }
  15070. }
  15071. // flush last keyframe (compaction looks ahead)
  15072. if ( lastIndex > 0 ) {
  15073. times[ writeIndex ] = times[ lastIndex ];
  15074. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  15075. values[ writeOffset + j ] = values[ readOffset + j ];
  15076. }
  15077. ++ writeIndex;
  15078. }
  15079. if ( writeIndex !== times.length ) {
  15080. this.times = times.slice( 0, writeIndex );
  15081. this.values = values.slice( 0, writeIndex * stride );
  15082. } else {
  15083. this.times = times;
  15084. this.values = values;
  15085. }
  15086. return this;
  15087. }
  15088. clone() {
  15089. const times = this.times.slice();
  15090. const values = this.values.slice();
  15091. const TypedKeyframeTrack = this.constructor;
  15092. const track = new TypedKeyframeTrack( this.name, times, values );
  15093. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  15094. track.createInterpolant = this.createInterpolant;
  15095. return track;
  15096. }
  15097. }
  15098. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  15099. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  15100. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  15101. /**
  15102. * A Track of Boolean keyframe values.
  15103. */
  15104. class BooleanKeyframeTrack extends KeyframeTrack {
  15105. // No interpolation parameter because only InterpolateDiscrete is valid.
  15106. constructor( name, times, values ) {
  15107. super( name, times, values );
  15108. }
  15109. }
  15110. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  15111. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  15112. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  15113. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  15114. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15115. /**
  15116. * A Track of keyframe values that represent color.
  15117. */
  15118. class ColorKeyframeTrack extends KeyframeTrack {}
  15119. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  15120. /**
  15121. * A Track of numeric keyframe values.
  15122. */
  15123. class NumberKeyframeTrack extends KeyframeTrack {}
  15124. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  15125. /**
  15126. * Spherical linear unit quaternion interpolant.
  15127. */
  15128. class QuaternionLinearInterpolant extends Interpolant {
  15129. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  15130. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  15131. }
  15132. interpolate_( i1, t0, t, t1 ) {
  15133. const result = this.resultBuffer,
  15134. values = this.sampleValues,
  15135. stride = this.valueSize,
  15136. alpha = ( t - t0 ) / ( t1 - t0 );
  15137. let offset = i1 * stride;
  15138. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  15139. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  15140. }
  15141. return result;
  15142. }
  15143. }
  15144. /**
  15145. * A Track of quaternion keyframe values.
  15146. */
  15147. class QuaternionKeyframeTrack extends KeyframeTrack {
  15148. InterpolantFactoryMethodLinear( result ) {
  15149. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  15150. }
  15151. }
  15152. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  15153. // ValueBufferType is inherited
  15154. // DefaultInterpolation is inherited;
  15155. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15156. /**
  15157. * A Track that interpolates Strings
  15158. */
  15159. class StringKeyframeTrack extends KeyframeTrack {
  15160. // No interpolation parameter because only InterpolateDiscrete is valid.
  15161. constructor( name, times, values ) {
  15162. super( name, times, values );
  15163. }
  15164. }
  15165. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  15166. StringKeyframeTrack.prototype.ValueBufferType = Array;
  15167. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  15168. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  15169. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15170. /**
  15171. * A Track of vectored keyframe values.
  15172. */
  15173. class VectorKeyframeTrack extends KeyframeTrack {}
  15174. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  15175. class AnimationClip {
  15176. constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  15177. this.name = name;
  15178. this.tracks = tracks;
  15179. this.duration = duration;
  15180. this.blendMode = blendMode;
  15181. this.uuid = generateUUID();
  15182. // this means it should figure out its duration by scanning the tracks
  15183. if ( this.duration < 0 ) {
  15184. this.resetDuration();
  15185. }
  15186. }
  15187. static parse( json ) {
  15188. const tracks = [],
  15189. jsonTracks = json.tracks,
  15190. frameTime = 1.0 / ( json.fps || 1.0 );
  15191. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  15192. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  15193. }
  15194. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  15195. clip.uuid = json.uuid;
  15196. return clip;
  15197. }
  15198. static toJSON( clip ) {
  15199. const tracks = [],
  15200. clipTracks = clip.tracks;
  15201. const json = {
  15202. 'name': clip.name,
  15203. 'duration': clip.duration,
  15204. 'tracks': tracks,
  15205. 'uuid': clip.uuid,
  15206. 'blendMode': clip.blendMode
  15207. };
  15208. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  15209. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  15210. }
  15211. return json;
  15212. }
  15213. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  15214. const numMorphTargets = morphTargetSequence.length;
  15215. const tracks = [];
  15216. for ( let i = 0; i < numMorphTargets; i ++ ) {
  15217. let times = [];
  15218. let values = [];
  15219. times.push(
  15220. ( i + numMorphTargets - 1 ) % numMorphTargets,
  15221. i,
  15222. ( i + 1 ) % numMorphTargets );
  15223. values.push( 0, 1, 0 );
  15224. const order = getKeyframeOrder( times );
  15225. times = sortedArray( times, 1, order );
  15226. values = sortedArray( values, 1, order );
  15227. // if there is a key at the first frame, duplicate it as the
  15228. // last frame as well for perfect loop.
  15229. if ( ! noLoop && times[ 0 ] === 0 ) {
  15230. times.push( numMorphTargets );
  15231. values.push( values[ 0 ] );
  15232. }
  15233. tracks.push(
  15234. new NumberKeyframeTrack(
  15235. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  15236. times, values
  15237. ).scale( 1.0 / fps ) );
  15238. }
  15239. return new this( name, - 1, tracks );
  15240. }
  15241. static findByName( objectOrClipArray, name ) {
  15242. let clipArray = objectOrClipArray;
  15243. if ( ! Array.isArray( objectOrClipArray ) ) {
  15244. const o = objectOrClipArray;
  15245. clipArray = o.geometry && o.geometry.animations || o.animations;
  15246. }
  15247. for ( let i = 0; i < clipArray.length; i ++ ) {
  15248. if ( clipArray[ i ].name === name ) {
  15249. return clipArray[ i ];
  15250. }
  15251. }
  15252. return null;
  15253. }
  15254. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  15255. const animationToMorphTargets = {};
  15256. // tested with https://regex101.com/ on trick sequences
  15257. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  15258. const pattern = /^([\w-]*?)([\d]+)$/;
  15259. // sort morph target names into animation groups based
  15260. // patterns like Walk_001, Walk_002, Run_001, Run_002
  15261. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  15262. const morphTarget = morphTargets[ i ];
  15263. const parts = morphTarget.name.match( pattern );
  15264. if ( parts && parts.length > 1 ) {
  15265. const name = parts[ 1 ];
  15266. let animationMorphTargets = animationToMorphTargets[ name ];
  15267. if ( ! animationMorphTargets ) {
  15268. animationToMorphTargets[ name ] = animationMorphTargets = [];
  15269. }
  15270. animationMorphTargets.push( morphTarget );
  15271. }
  15272. }
  15273. const clips = [];
  15274. for ( const name in animationToMorphTargets ) {
  15275. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  15276. }
  15277. return clips;
  15278. }
  15279. // parse the animation.hierarchy format
  15280. static parseAnimation( animation, bones ) {
  15281. if ( ! animation ) {
  15282. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  15283. return null;
  15284. }
  15285. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  15286. // only return track if there are actually keys.
  15287. if ( animationKeys.length !== 0 ) {
  15288. const times = [];
  15289. const values = [];
  15290. flattenJSON( animationKeys, times, values, propertyName );
  15291. // empty keys are filtered out, so check again
  15292. if ( times.length !== 0 ) {
  15293. destTracks.push( new trackType( trackName, times, values ) );
  15294. }
  15295. }
  15296. };
  15297. const tracks = [];
  15298. const clipName = animation.name || 'default';
  15299. const fps = animation.fps || 30;
  15300. const blendMode = animation.blendMode;
  15301. // automatic length determination in AnimationClip.
  15302. let duration = animation.length || - 1;
  15303. const hierarchyTracks = animation.hierarchy || [];
  15304. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  15305. const animationKeys = hierarchyTracks[ h ].keys;
  15306. // skip empty tracks
  15307. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  15308. // process morph targets
  15309. if ( animationKeys[ 0 ].morphTargets ) {
  15310. // figure out all morph targets used in this track
  15311. const morphTargetNames = {};
  15312. let k;
  15313. for ( k = 0; k < animationKeys.length; k ++ ) {
  15314. if ( animationKeys[ k ].morphTargets ) {
  15315. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  15316. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  15317. }
  15318. }
  15319. }
  15320. // create a track for each morph target with all zero
  15321. // morphTargetInfluences except for the keys in which
  15322. // the morphTarget is named.
  15323. for ( const morphTargetName in morphTargetNames ) {
  15324. const times = [];
  15325. const values = [];
  15326. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  15327. const animationKey = animationKeys[ k ];
  15328. times.push( animationKey.time );
  15329. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  15330. }
  15331. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  15332. }
  15333. duration = morphTargetNames.length * fps;
  15334. } else {
  15335. // ...assume skeletal animation
  15336. const boneName = '.bones[' + bones[ h ].name + ']';
  15337. addNonemptyTrack(
  15338. VectorKeyframeTrack, boneName + '.position',
  15339. animationKeys, 'pos', tracks );
  15340. addNonemptyTrack(
  15341. QuaternionKeyframeTrack, boneName + '.quaternion',
  15342. animationKeys, 'rot', tracks );
  15343. addNonemptyTrack(
  15344. VectorKeyframeTrack, boneName + '.scale',
  15345. animationKeys, 'scl', tracks );
  15346. }
  15347. }
  15348. if ( tracks.length === 0 ) {
  15349. return null;
  15350. }
  15351. const clip = new this( clipName, duration, tracks, blendMode );
  15352. return clip;
  15353. }
  15354. resetDuration() {
  15355. const tracks = this.tracks;
  15356. let duration = 0;
  15357. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  15358. const track = this.tracks[ i ];
  15359. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  15360. }
  15361. this.duration = duration;
  15362. return this;
  15363. }
  15364. trim() {
  15365. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15366. this.tracks[ i ].trim( 0, this.duration );
  15367. }
  15368. return this;
  15369. }
  15370. validate() {
  15371. let valid = true;
  15372. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15373. valid = valid && this.tracks[ i ].validate();
  15374. }
  15375. return valid;
  15376. }
  15377. optimize() {
  15378. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15379. this.tracks[ i ].optimize();
  15380. }
  15381. return this;
  15382. }
  15383. clone() {
  15384. const tracks = [];
  15385. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15386. tracks.push( this.tracks[ i ].clone() );
  15387. }
  15388. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  15389. }
  15390. toJSON() {
  15391. return this.constructor.toJSON( this );
  15392. }
  15393. }
  15394. function getTrackTypeForValueTypeName( typeName ) {
  15395. switch ( typeName.toLowerCase() ) {
  15396. case 'scalar':
  15397. case 'double':
  15398. case 'float':
  15399. case 'number':
  15400. case 'integer':
  15401. return NumberKeyframeTrack;
  15402. case 'vector':
  15403. case 'vector2':
  15404. case 'vector3':
  15405. case 'vector4':
  15406. return VectorKeyframeTrack;
  15407. case 'color':
  15408. return ColorKeyframeTrack;
  15409. case 'quaternion':
  15410. return QuaternionKeyframeTrack;
  15411. case 'bool':
  15412. case 'boolean':
  15413. return BooleanKeyframeTrack;
  15414. case 'string':
  15415. return StringKeyframeTrack;
  15416. }
  15417. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  15418. }
  15419. function parseKeyframeTrack( json ) {
  15420. if ( json.type === undefined ) {
  15421. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  15422. }
  15423. const trackType = getTrackTypeForValueTypeName( json.type );
  15424. if ( json.times === undefined ) {
  15425. const times = [], values = [];
  15426. flattenJSON( json.keys, times, values, 'value' );
  15427. json.times = times;
  15428. json.values = values;
  15429. }
  15430. // derived classes can define a static parse method
  15431. if ( trackType.parse !== undefined ) {
  15432. return trackType.parse( json );
  15433. } else {
  15434. // by default, we assume a constructor compatible with the base
  15435. return new trackType( json.name, json.times, json.values, json.interpolation );
  15436. }
  15437. }
  15438. const Cache = {
  15439. enabled: false,
  15440. files: {},
  15441. add: function ( key, file ) {
  15442. if ( this.enabled === false ) return;
  15443. // console.log( 'THREE.Cache', 'Adding key:', key );
  15444. this.files[ key ] = file;
  15445. },
  15446. get: function ( key ) {
  15447. if ( this.enabled === false ) return;
  15448. // console.log( 'THREE.Cache', 'Checking key:', key );
  15449. return this.files[ key ];
  15450. },
  15451. remove: function ( key ) {
  15452. delete this.files[ key ];
  15453. },
  15454. clear: function () {
  15455. this.files = {};
  15456. }
  15457. };
  15458. class LoadingManager {
  15459. constructor( onLoad, onProgress, onError ) {
  15460. const scope = this;
  15461. let isLoading = false;
  15462. let itemsLoaded = 0;
  15463. let itemsTotal = 0;
  15464. let urlModifier = undefined;
  15465. const handlers = [];
  15466. // Refer to #5689 for the reason why we don't set .onStart
  15467. // in the constructor
  15468. this.onStart = undefined;
  15469. this.onLoad = onLoad;
  15470. this.onProgress = onProgress;
  15471. this.onError = onError;
  15472. this.itemStart = function ( url ) {
  15473. itemsTotal ++;
  15474. if ( isLoading === false ) {
  15475. if ( scope.onStart !== undefined ) {
  15476. scope.onStart( url, itemsLoaded, itemsTotal );
  15477. }
  15478. }
  15479. isLoading = true;
  15480. };
  15481. this.itemEnd = function ( url ) {
  15482. itemsLoaded ++;
  15483. if ( scope.onProgress !== undefined ) {
  15484. scope.onProgress( url, itemsLoaded, itemsTotal );
  15485. }
  15486. if ( itemsLoaded === itemsTotal ) {
  15487. isLoading = false;
  15488. if ( scope.onLoad !== undefined ) {
  15489. scope.onLoad();
  15490. }
  15491. }
  15492. };
  15493. this.itemError = function ( url ) {
  15494. if ( scope.onError !== undefined ) {
  15495. scope.onError( url );
  15496. }
  15497. };
  15498. this.resolveURL = function ( url ) {
  15499. if ( urlModifier ) {
  15500. return urlModifier( url );
  15501. }
  15502. return url;
  15503. };
  15504. this.setURLModifier = function ( transform ) {
  15505. urlModifier = transform;
  15506. return this;
  15507. };
  15508. this.addHandler = function ( regex, loader ) {
  15509. handlers.push( regex, loader );
  15510. return this;
  15511. };
  15512. this.removeHandler = function ( regex ) {
  15513. const index = handlers.indexOf( regex );
  15514. if ( index !== - 1 ) {
  15515. handlers.splice( index, 2 );
  15516. }
  15517. return this;
  15518. };
  15519. this.getHandler = function ( file ) {
  15520. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  15521. const regex = handlers[ i ];
  15522. const loader = handlers[ i + 1 ];
  15523. if ( regex.global ) regex.lastIndex = 0; // see #17920
  15524. if ( regex.test( file ) ) {
  15525. return loader;
  15526. }
  15527. }
  15528. return null;
  15529. };
  15530. }
  15531. }
  15532. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  15533. class Loader {
  15534. constructor( manager ) {
  15535. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  15536. this.crossOrigin = 'anonymous';
  15537. this.withCredentials = false;
  15538. this.path = '';
  15539. this.resourcePath = '';
  15540. this.requestHeader = {};
  15541. }
  15542. load( /* url, onLoad, onProgress, onError */ ) {}
  15543. loadAsync( url, onProgress ) {
  15544. const scope = this;
  15545. return new Promise( function ( resolve, reject ) {
  15546. scope.load( url, resolve, onProgress, reject );
  15547. } );
  15548. }
  15549. parse( /* data */ ) {}
  15550. setCrossOrigin( crossOrigin ) {
  15551. this.crossOrigin = crossOrigin;
  15552. return this;
  15553. }
  15554. setWithCredentials( value ) {
  15555. this.withCredentials = value;
  15556. return this;
  15557. }
  15558. setPath( path ) {
  15559. this.path = path;
  15560. return this;
  15561. }
  15562. setResourcePath( resourcePath ) {
  15563. this.resourcePath = resourcePath;
  15564. return this;
  15565. }
  15566. setRequestHeader( requestHeader ) {
  15567. this.requestHeader = requestHeader;
  15568. return this;
  15569. }
  15570. }
  15571. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  15572. const loading = {};
  15573. class HttpError extends Error {
  15574. constructor( message, response ) {
  15575. super( message );
  15576. this.response = response;
  15577. }
  15578. }
  15579. class FileLoader extends Loader {
  15580. constructor( manager ) {
  15581. super( manager );
  15582. }
  15583. load( url, onLoad, onProgress, onError ) {
  15584. if ( url === undefined ) url = '';
  15585. if ( this.path !== undefined ) url = this.path + url;
  15586. url = this.manager.resolveURL( url );
  15587. const cached = Cache.get( url );
  15588. if ( cached !== undefined ) {
  15589. this.manager.itemStart( url );
  15590. setTimeout( () => {
  15591. if ( onLoad ) onLoad( cached );
  15592. this.manager.itemEnd( url );
  15593. }, 0 );
  15594. return cached;
  15595. }
  15596. // Check if request is duplicate
  15597. if ( loading[ url ] !== undefined ) {
  15598. loading[ url ].push( {
  15599. onLoad: onLoad,
  15600. onProgress: onProgress,
  15601. onError: onError
  15602. } );
  15603. return;
  15604. }
  15605. // Initialise array for duplicate requests
  15606. loading[ url ] = [];
  15607. loading[ url ].push( {
  15608. onLoad: onLoad,
  15609. onProgress: onProgress,
  15610. onError: onError,
  15611. } );
  15612. // create request
  15613. const req = new Request( url, {
  15614. headers: new Headers( this.requestHeader ),
  15615. credentials: this.withCredentials ? 'include' : 'same-origin',
  15616. // An abort controller could be added within a future PR
  15617. } );
  15618. // record states ( avoid data race )
  15619. const mimeType = this.mimeType;
  15620. const responseType = this.responseType;
  15621. // start the fetch
  15622. fetch( req )
  15623. .then( response => {
  15624. if ( response.status === 200 || response.status === 0 ) {
  15625. // Some browsers return HTTP Status 0 when using non-http protocol
  15626. // e.g. 'file://' or 'data://'. Handle as success.
  15627. if ( response.status === 0 ) {
  15628. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  15629. }
  15630. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  15631. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  15632. return response;
  15633. }
  15634. const callbacks = loading[ url ];
  15635. const reader = response.body.getReader();
  15636. // Nginx needs X-File-Size check
  15637. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  15638. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  15639. const total = contentLength ? parseInt( contentLength ) : 0;
  15640. const lengthComputable = total !== 0;
  15641. let loaded = 0;
  15642. // periodically read data into the new stream tracking while download progress
  15643. const stream = new ReadableStream( {
  15644. start( controller ) {
  15645. readData();
  15646. function readData() {
  15647. reader.read().then( ( { done, value } ) => {
  15648. if ( done ) {
  15649. controller.close();
  15650. } else {
  15651. loaded += value.byteLength;
  15652. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  15653. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15654. const callback = callbacks[ i ];
  15655. if ( callback.onProgress ) callback.onProgress( event );
  15656. }
  15657. controller.enqueue( value );
  15658. readData();
  15659. }
  15660. }, ( e ) => {
  15661. controller.error( e );
  15662. } );
  15663. }
  15664. }
  15665. } );
  15666. return new Response( stream );
  15667. } else {
  15668. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  15669. }
  15670. } )
  15671. .then( response => {
  15672. switch ( responseType ) {
  15673. case 'arraybuffer':
  15674. return response.arrayBuffer();
  15675. case 'blob':
  15676. return response.blob();
  15677. case 'document':
  15678. return response.text()
  15679. .then( text => {
  15680. const parser = new DOMParser();
  15681. return parser.parseFromString( text, mimeType );
  15682. } );
  15683. case 'json':
  15684. return response.json();
  15685. default:
  15686. if ( mimeType === undefined ) {
  15687. return response.text();
  15688. } else {
  15689. // sniff encoding
  15690. const re = /charset="?([^;"\s]*)"?/i;
  15691. const exec = re.exec( mimeType );
  15692. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  15693. const decoder = new TextDecoder( label );
  15694. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  15695. }
  15696. }
  15697. } )
  15698. .then( data => {
  15699. // Add to cache only on HTTP success, so that we do not cache
  15700. // error response bodies as proper responses to requests.
  15701. Cache.add( url, data );
  15702. const callbacks = loading[ url ];
  15703. delete loading[ url ];
  15704. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15705. const callback = callbacks[ i ];
  15706. if ( callback.onLoad ) callback.onLoad( data );
  15707. }
  15708. } )
  15709. .catch( err => {
  15710. // Abort errors and other errors are handled the same
  15711. const callbacks = loading[ url ];
  15712. if ( callbacks === undefined ) {
  15713. // When onLoad was called and url was deleted in `loading`
  15714. this.manager.itemError( url );
  15715. throw err;
  15716. }
  15717. delete loading[ url ];
  15718. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15719. const callback = callbacks[ i ];
  15720. if ( callback.onError ) callback.onError( err );
  15721. }
  15722. this.manager.itemError( url );
  15723. } )
  15724. .finally( () => {
  15725. this.manager.itemEnd( url );
  15726. } );
  15727. this.manager.itemStart( url );
  15728. }
  15729. setResponseType( value ) {
  15730. this.responseType = value;
  15731. return this;
  15732. }
  15733. setMimeType( value ) {
  15734. this.mimeType = value;
  15735. return this;
  15736. }
  15737. }
  15738. class AnimationLoader extends Loader {
  15739. constructor( manager ) {
  15740. super( manager );
  15741. }
  15742. load( url, onLoad, onProgress, onError ) {
  15743. const scope = this;
  15744. const loader = new FileLoader( this.manager );
  15745. loader.setPath( this.path );
  15746. loader.setRequestHeader( this.requestHeader );
  15747. loader.setWithCredentials( this.withCredentials );
  15748. loader.load( url, function ( text ) {
  15749. try {
  15750. onLoad( scope.parse( JSON.parse( text ) ) );
  15751. } catch ( e ) {
  15752. if ( onError ) {
  15753. onError( e );
  15754. } else {
  15755. console.error( e );
  15756. }
  15757. scope.manager.itemError( url );
  15758. }
  15759. }, onProgress, onError );
  15760. }
  15761. parse( json ) {
  15762. const animations = [];
  15763. for ( let i = 0; i < json.length; i ++ ) {
  15764. const clip = AnimationClip.parse( json[ i ] );
  15765. animations.push( clip );
  15766. }
  15767. return animations;
  15768. }
  15769. }
  15770. /**
  15771. * Abstract Base class to block based textures loader (dds, pvr, ...)
  15772. *
  15773. * Sub classes have to implement the parse() method which will be used in load().
  15774. */
  15775. class CompressedTextureLoader extends Loader {
  15776. constructor( manager ) {
  15777. super( manager );
  15778. }
  15779. load( url, onLoad, onProgress, onError ) {
  15780. const scope = this;
  15781. const images = [];
  15782. const texture = new CompressedTexture();
  15783. const loader = new FileLoader( this.manager );
  15784. loader.setPath( this.path );
  15785. loader.setResponseType( 'arraybuffer' );
  15786. loader.setRequestHeader( this.requestHeader );
  15787. loader.setWithCredentials( scope.withCredentials );
  15788. let loaded = 0;
  15789. function loadTexture( i ) {
  15790. loader.load( url[ i ], function ( buffer ) {
  15791. const texDatas = scope.parse( buffer, true );
  15792. images[ i ] = {
  15793. width: texDatas.width,
  15794. height: texDatas.height,
  15795. format: texDatas.format,
  15796. mipmaps: texDatas.mipmaps
  15797. };
  15798. loaded += 1;
  15799. if ( loaded === 6 ) {
  15800. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  15801. texture.image = images;
  15802. texture.format = texDatas.format;
  15803. texture.needsUpdate = true;
  15804. if ( onLoad ) onLoad( texture );
  15805. }
  15806. }, onProgress, onError );
  15807. }
  15808. if ( Array.isArray( url ) ) {
  15809. for ( let i = 0, il = url.length; i < il; ++ i ) {
  15810. loadTexture( i );
  15811. }
  15812. } else {
  15813. // compressed cubemap texture stored in a single DDS file
  15814. loader.load( url, function ( buffer ) {
  15815. const texDatas = scope.parse( buffer, true );
  15816. if ( texDatas.isCubemap ) {
  15817. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  15818. for ( let f = 0; f < faces; f ++ ) {
  15819. images[ f ] = { mipmaps: [] };
  15820. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  15821. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  15822. images[ f ].format = texDatas.format;
  15823. images[ f ].width = texDatas.width;
  15824. images[ f ].height = texDatas.height;
  15825. }
  15826. }
  15827. texture.image = images;
  15828. } else {
  15829. texture.image.width = texDatas.width;
  15830. texture.image.height = texDatas.height;
  15831. texture.mipmaps = texDatas.mipmaps;
  15832. }
  15833. if ( texDatas.mipmapCount === 1 ) {
  15834. texture.minFilter = LinearFilter;
  15835. }
  15836. texture.format = texDatas.format;
  15837. texture.needsUpdate = true;
  15838. if ( onLoad ) onLoad( texture );
  15839. }, onProgress, onError );
  15840. }
  15841. return texture;
  15842. }
  15843. }
  15844. class ImageLoader extends Loader {
  15845. constructor( manager ) {
  15846. super( manager );
  15847. }
  15848. load( url, onLoad, onProgress, onError ) {
  15849. if ( this.path !== undefined ) url = this.path + url;
  15850. url = this.manager.resolveURL( url );
  15851. const scope = this;
  15852. const cached = Cache.get( url );
  15853. if ( cached !== undefined ) {
  15854. scope.manager.itemStart( url );
  15855. setTimeout( function () {
  15856. if ( onLoad ) onLoad( cached );
  15857. scope.manager.itemEnd( url );
  15858. }, 0 );
  15859. return cached;
  15860. }
  15861. const image = createElementNS( 'img' );
  15862. function onImageLoad() {
  15863. removeEventListeners();
  15864. Cache.add( url, this );
  15865. if ( onLoad ) onLoad( this );
  15866. scope.manager.itemEnd( url );
  15867. }
  15868. function onImageError( event ) {
  15869. removeEventListeners();
  15870. if ( onError ) onError( event );
  15871. scope.manager.itemError( url );
  15872. scope.manager.itemEnd( url );
  15873. }
  15874. function removeEventListeners() {
  15875. image.removeEventListener( 'load', onImageLoad, false );
  15876. image.removeEventListener( 'error', onImageError, false );
  15877. }
  15878. image.addEventListener( 'load', onImageLoad, false );
  15879. image.addEventListener( 'error', onImageError, false );
  15880. if ( url.slice( 0, 5 ) !== 'data:' ) {
  15881. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  15882. }
  15883. scope.manager.itemStart( url );
  15884. image.src = url;
  15885. return image;
  15886. }
  15887. }
  15888. class CubeTextureLoader extends Loader {
  15889. constructor( manager ) {
  15890. super( manager );
  15891. }
  15892. load( urls, onLoad, onProgress, onError ) {
  15893. const texture = new CubeTexture();
  15894. texture.colorSpace = SRGBColorSpace;
  15895. const loader = new ImageLoader( this.manager );
  15896. loader.setCrossOrigin( this.crossOrigin );
  15897. loader.setPath( this.path );
  15898. let loaded = 0;
  15899. function loadTexture( i ) {
  15900. loader.load( urls[ i ], function ( image ) {
  15901. texture.images[ i ] = image;
  15902. loaded ++;
  15903. if ( loaded === 6 ) {
  15904. texture.needsUpdate = true;
  15905. if ( onLoad ) onLoad( texture );
  15906. }
  15907. }, undefined, onError );
  15908. }
  15909. for ( let i = 0; i < urls.length; ++ i ) {
  15910. loadTexture( i );
  15911. }
  15912. return texture;
  15913. }
  15914. }
  15915. /**
  15916. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  15917. *
  15918. * Sub classes have to implement the parse() method which will be used in load().
  15919. */
  15920. class DataTextureLoader extends Loader {
  15921. constructor( manager ) {
  15922. super( manager );
  15923. }
  15924. load( url, onLoad, onProgress, onError ) {
  15925. const scope = this;
  15926. const texture = new DataTexture();
  15927. const loader = new FileLoader( this.manager );
  15928. loader.setResponseType( 'arraybuffer' );
  15929. loader.setRequestHeader( this.requestHeader );
  15930. loader.setPath( this.path );
  15931. loader.setWithCredentials( scope.withCredentials );
  15932. loader.load( url, function ( buffer ) {
  15933. let texData;
  15934. try {
  15935. texData = scope.parse( buffer );
  15936. } catch ( error ) {
  15937. if ( onError !== undefined ) {
  15938. onError( error );
  15939. } else {
  15940. console.error( error );
  15941. return;
  15942. }
  15943. }
  15944. if ( texData.image !== undefined ) {
  15945. texture.image = texData.image;
  15946. } else if ( texData.data !== undefined ) {
  15947. texture.image.width = texData.width;
  15948. texture.image.height = texData.height;
  15949. texture.image.data = texData.data;
  15950. }
  15951. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  15952. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  15953. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  15954. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  15955. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  15956. if ( texData.colorSpace !== undefined ) {
  15957. texture.colorSpace = texData.colorSpace;
  15958. }
  15959. if ( texData.flipY !== undefined ) {
  15960. texture.flipY = texData.flipY;
  15961. }
  15962. if ( texData.format !== undefined ) {
  15963. texture.format = texData.format;
  15964. }
  15965. if ( texData.type !== undefined ) {
  15966. texture.type = texData.type;
  15967. }
  15968. if ( texData.mipmaps !== undefined ) {
  15969. texture.mipmaps = texData.mipmaps;
  15970. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  15971. }
  15972. if ( texData.mipmapCount === 1 ) {
  15973. texture.minFilter = LinearFilter;
  15974. }
  15975. if ( texData.generateMipmaps !== undefined ) {
  15976. texture.generateMipmaps = texData.generateMipmaps;
  15977. }
  15978. texture.needsUpdate = true;
  15979. if ( onLoad ) onLoad( texture, texData );
  15980. }, onProgress, onError );
  15981. return texture;
  15982. }
  15983. }
  15984. class TextureLoader extends Loader {
  15985. constructor( manager ) {
  15986. super( manager );
  15987. }
  15988. load( url, onLoad, onProgress, onError ) {
  15989. const texture = new Texture();
  15990. const loader = new ImageLoader( this.manager );
  15991. loader.setCrossOrigin( this.crossOrigin );
  15992. loader.setPath( this.path );
  15993. loader.load( url, function ( image ) {
  15994. texture.image = image;
  15995. texture.needsUpdate = true;
  15996. if ( onLoad !== undefined ) {
  15997. onLoad( texture );
  15998. }
  15999. }, onProgress, onError );
  16000. return texture;
  16001. }
  16002. }
  16003. class Light extends Object3D {
  16004. constructor( color, intensity = 1 ) {
  16005. super();
  16006. this.isLight = true;
  16007. this.type = 'Light';
  16008. this.color = new Color( color );
  16009. this.intensity = intensity;
  16010. }
  16011. dispose() {
  16012. // Empty here in base class; some subclasses override.
  16013. }
  16014. copy( source, recursive ) {
  16015. super.copy( source, recursive );
  16016. this.color.copy( source.color );
  16017. this.intensity = source.intensity;
  16018. return this;
  16019. }
  16020. toJSON( meta ) {
  16021. const data = super.toJSON( meta );
  16022. data.object.color = this.color.getHex();
  16023. data.object.intensity = this.intensity;
  16024. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  16025. if ( this.distance !== undefined ) data.object.distance = this.distance;
  16026. if ( this.angle !== undefined ) data.object.angle = this.angle;
  16027. if ( this.decay !== undefined ) data.object.decay = this.decay;
  16028. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  16029. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  16030. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  16031. return data;
  16032. }
  16033. }
  16034. class HemisphereLight extends Light {
  16035. constructor( skyColor, groundColor, intensity ) {
  16036. super( skyColor, intensity );
  16037. this.isHemisphereLight = true;
  16038. this.type = 'HemisphereLight';
  16039. this.position.copy( Object3D.DEFAULT_UP );
  16040. this.updateMatrix();
  16041. this.groundColor = new Color( groundColor );
  16042. }
  16043. copy( source, recursive ) {
  16044. super.copy( source, recursive );
  16045. this.groundColor.copy( source.groundColor );
  16046. return this;
  16047. }
  16048. }
  16049. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  16050. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  16051. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  16052. class LightShadow {
  16053. constructor( camera ) {
  16054. this.camera = camera;
  16055. this.intensity = 1;
  16056. this.bias = 0;
  16057. this.normalBias = 0;
  16058. this.radius = 1;
  16059. this.blurSamples = 8;
  16060. this.mapSize = new Vector2( 512, 512 );
  16061. this.map = null;
  16062. this.mapPass = null;
  16063. this.matrix = new Matrix4();
  16064. this.autoUpdate = true;
  16065. this.needsUpdate = false;
  16066. this._frustum = new Frustum();
  16067. this._frameExtents = new Vector2( 1, 1 );
  16068. this._viewportCount = 1;
  16069. this._viewports = [
  16070. new Vector4( 0, 0, 1, 1 )
  16071. ];
  16072. }
  16073. getViewportCount() {
  16074. return this._viewportCount;
  16075. }
  16076. getFrustum() {
  16077. return this._frustum;
  16078. }
  16079. updateMatrices( light ) {
  16080. const shadowCamera = this.camera;
  16081. const shadowMatrix = this.matrix;
  16082. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  16083. shadowCamera.position.copy( _lightPositionWorld$1 );
  16084. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  16085. shadowCamera.lookAt( _lookTarget$1 );
  16086. shadowCamera.updateMatrixWorld();
  16087. _projScreenMatrix$2.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  16088. this._frustum.setFromProjectionMatrix( _projScreenMatrix$2 );
  16089. shadowMatrix.set(
  16090. 0.5, 0.0, 0.0, 0.5,
  16091. 0.0, 0.5, 0.0, 0.5,
  16092. 0.0, 0.0, 0.5, 0.5,
  16093. 0.0, 0.0, 0.0, 1.0
  16094. );
  16095. shadowMatrix.multiply( _projScreenMatrix$2 );
  16096. }
  16097. getViewport( viewportIndex ) {
  16098. return this._viewports[ viewportIndex ];
  16099. }
  16100. getFrameExtents() {
  16101. return this._frameExtents;
  16102. }
  16103. dispose() {
  16104. if ( this.map ) {
  16105. this.map.dispose();
  16106. }
  16107. if ( this.mapPass ) {
  16108. this.mapPass.dispose();
  16109. }
  16110. }
  16111. copy( source ) {
  16112. this.camera = source.camera.clone();
  16113. this.intensity = source.intensity;
  16114. this.bias = source.bias;
  16115. this.radius = source.radius;
  16116. this.mapSize.copy( source.mapSize );
  16117. return this;
  16118. }
  16119. clone() {
  16120. return new this.constructor().copy( this );
  16121. }
  16122. toJSON() {
  16123. const object = {};
  16124. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  16125. if ( this.bias !== 0 ) object.bias = this.bias;
  16126. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  16127. if ( this.radius !== 1 ) object.radius = this.radius;
  16128. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  16129. object.camera = this.camera.toJSON( false ).object;
  16130. delete object.camera.matrix;
  16131. return object;
  16132. }
  16133. }
  16134. class SpotLightShadow extends LightShadow {
  16135. constructor() {
  16136. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  16137. this.isSpotLightShadow = true;
  16138. this.focus = 1;
  16139. }
  16140. updateMatrices( light ) {
  16141. const camera = this.camera;
  16142. const fov = RAD2DEG * 2 * light.angle * this.focus;
  16143. const aspect = this.mapSize.width / this.mapSize.height;
  16144. const far = light.distance || camera.far;
  16145. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  16146. camera.fov = fov;
  16147. camera.aspect = aspect;
  16148. camera.far = far;
  16149. camera.updateProjectionMatrix();
  16150. }
  16151. super.updateMatrices( light );
  16152. }
  16153. copy( source ) {
  16154. super.copy( source );
  16155. this.focus = source.focus;
  16156. return this;
  16157. }
  16158. }
  16159. class SpotLight extends Light {
  16160. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  16161. super( color, intensity );
  16162. this.isSpotLight = true;
  16163. this.type = 'SpotLight';
  16164. this.position.copy( Object3D.DEFAULT_UP );
  16165. this.updateMatrix();
  16166. this.target = new Object3D();
  16167. this.distance = distance;
  16168. this.angle = angle;
  16169. this.penumbra = penumbra;
  16170. this.decay = decay;
  16171. this.map = null;
  16172. this.shadow = new SpotLightShadow();
  16173. }
  16174. get power() {
  16175. // compute the light's luminous power (in lumens) from its intensity (in candela)
  16176. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  16177. return this.intensity * Math.PI;
  16178. }
  16179. set power( power ) {
  16180. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  16181. this.intensity = power / Math.PI;
  16182. }
  16183. dispose() {
  16184. this.shadow.dispose();
  16185. }
  16186. copy( source, recursive ) {
  16187. super.copy( source, recursive );
  16188. this.distance = source.distance;
  16189. this.angle = source.angle;
  16190. this.penumbra = source.penumbra;
  16191. this.decay = source.decay;
  16192. this.target = source.target.clone();
  16193. this.shadow = source.shadow.clone();
  16194. return this;
  16195. }
  16196. }
  16197. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  16198. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  16199. const _lookTarget = /*@__PURE__*/ new Vector3();
  16200. class PointLightShadow extends LightShadow {
  16201. constructor() {
  16202. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  16203. this.isPointLightShadow = true;
  16204. this._frameExtents = new Vector2( 4, 2 );
  16205. this._viewportCount = 6;
  16206. this._viewports = [
  16207. // These viewports map a cube-map onto a 2D texture with the
  16208. // following orientation:
  16209. //
  16210. // xzXZ
  16211. // y Y
  16212. //
  16213. // X - Positive x direction
  16214. // x - Negative x direction
  16215. // Y - Positive y direction
  16216. // y - Negative y direction
  16217. // Z - Positive z direction
  16218. // z - Negative z direction
  16219. // positive X
  16220. new Vector4( 2, 1, 1, 1 ),
  16221. // negative X
  16222. new Vector4( 0, 1, 1, 1 ),
  16223. // positive Z
  16224. new Vector4( 3, 1, 1, 1 ),
  16225. // negative Z
  16226. new Vector4( 1, 1, 1, 1 ),
  16227. // positive Y
  16228. new Vector4( 3, 0, 1, 1 ),
  16229. // negative Y
  16230. new Vector4( 1, 0, 1, 1 )
  16231. ];
  16232. this._cubeDirections = [
  16233. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  16234. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  16235. ];
  16236. this._cubeUps = [
  16237. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  16238. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  16239. ];
  16240. }
  16241. updateMatrices( light, viewportIndex = 0 ) {
  16242. const camera = this.camera;
  16243. const shadowMatrix = this.matrix;
  16244. const far = light.distance || camera.far;
  16245. if ( far !== camera.far ) {
  16246. camera.far = far;
  16247. camera.updateProjectionMatrix();
  16248. }
  16249. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  16250. camera.position.copy( _lightPositionWorld );
  16251. _lookTarget.copy( camera.position );
  16252. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  16253. camera.up.copy( this._cubeUps[ viewportIndex ] );
  16254. camera.lookAt( _lookTarget );
  16255. camera.updateMatrixWorld();
  16256. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  16257. _projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  16258. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
  16259. }
  16260. }
  16261. class PointLight extends Light {
  16262. constructor( color, intensity, distance = 0, decay = 2 ) {
  16263. super( color, intensity );
  16264. this.isPointLight = true;
  16265. this.type = 'PointLight';
  16266. this.distance = distance;
  16267. this.decay = decay;
  16268. this.shadow = new PointLightShadow();
  16269. }
  16270. get power() {
  16271. // compute the light's luminous power (in lumens) from its intensity (in candela)
  16272. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  16273. return this.intensity * 4 * Math.PI;
  16274. }
  16275. set power( power ) {
  16276. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  16277. this.intensity = power / ( 4 * Math.PI );
  16278. }
  16279. dispose() {
  16280. this.shadow.dispose();
  16281. }
  16282. copy( source, recursive ) {
  16283. super.copy( source, recursive );
  16284. this.distance = source.distance;
  16285. this.decay = source.decay;
  16286. this.shadow = source.shadow.clone();
  16287. return this;
  16288. }
  16289. }
  16290. class OrthographicCamera extends Camera {
  16291. constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
  16292. super();
  16293. this.isOrthographicCamera = true;
  16294. this.type = 'OrthographicCamera';
  16295. this.zoom = 1;
  16296. this.view = null;
  16297. this.left = left;
  16298. this.right = right;
  16299. this.top = top;
  16300. this.bottom = bottom;
  16301. this.near = near;
  16302. this.far = far;
  16303. this.updateProjectionMatrix();
  16304. }
  16305. copy( source, recursive ) {
  16306. super.copy( source, recursive );
  16307. this.left = source.left;
  16308. this.right = source.right;
  16309. this.top = source.top;
  16310. this.bottom = source.bottom;
  16311. this.near = source.near;
  16312. this.far = source.far;
  16313. this.zoom = source.zoom;
  16314. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16315. return this;
  16316. }
  16317. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16318. if ( this.view === null ) {
  16319. this.view = {
  16320. enabled: true,
  16321. fullWidth: 1,
  16322. fullHeight: 1,
  16323. offsetX: 0,
  16324. offsetY: 0,
  16325. width: 1,
  16326. height: 1
  16327. };
  16328. }
  16329. this.view.enabled = true;
  16330. this.view.fullWidth = fullWidth;
  16331. this.view.fullHeight = fullHeight;
  16332. this.view.offsetX = x;
  16333. this.view.offsetY = y;
  16334. this.view.width = width;
  16335. this.view.height = height;
  16336. this.updateProjectionMatrix();
  16337. }
  16338. clearViewOffset() {
  16339. if ( this.view !== null ) {
  16340. this.view.enabled = false;
  16341. }
  16342. this.updateProjectionMatrix();
  16343. }
  16344. updateProjectionMatrix() {
  16345. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  16346. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  16347. const cx = ( this.right + this.left ) / 2;
  16348. const cy = ( this.top + this.bottom ) / 2;
  16349. let left = cx - dx;
  16350. let right = cx + dx;
  16351. let top = cy + dy;
  16352. let bottom = cy - dy;
  16353. if ( this.view !== null && this.view.enabled ) {
  16354. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  16355. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  16356. left += scaleW * this.view.offsetX;
  16357. right = left + scaleW * this.view.width;
  16358. top -= scaleH * this.view.offsetY;
  16359. bottom = top - scaleH * this.view.height;
  16360. }
  16361. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
  16362. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16363. }
  16364. toJSON( meta ) {
  16365. const data = super.toJSON( meta );
  16366. data.object.zoom = this.zoom;
  16367. data.object.left = this.left;
  16368. data.object.right = this.right;
  16369. data.object.top = this.top;
  16370. data.object.bottom = this.bottom;
  16371. data.object.near = this.near;
  16372. data.object.far = this.far;
  16373. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16374. return data;
  16375. }
  16376. }
  16377. class DirectionalLightShadow extends LightShadow {
  16378. constructor() {
  16379. super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  16380. this.isDirectionalLightShadow = true;
  16381. }
  16382. }
  16383. class DirectionalLight extends Light {
  16384. constructor( color, intensity ) {
  16385. super( color, intensity );
  16386. this.isDirectionalLight = true;
  16387. this.type = 'DirectionalLight';
  16388. this.position.copy( Object3D.DEFAULT_UP );
  16389. this.updateMatrix();
  16390. this.target = new Object3D();
  16391. this.shadow = new DirectionalLightShadow();
  16392. }
  16393. dispose() {
  16394. this.shadow.dispose();
  16395. }
  16396. copy( source ) {
  16397. super.copy( source );
  16398. this.target = source.target.clone();
  16399. this.shadow = source.shadow.clone();
  16400. return this;
  16401. }
  16402. }
  16403. class AmbientLight extends Light {
  16404. constructor( color, intensity ) {
  16405. super( color, intensity );
  16406. this.isAmbientLight = true;
  16407. this.type = 'AmbientLight';
  16408. }
  16409. }
  16410. class RectAreaLight extends Light {
  16411. constructor( color, intensity, width = 10, height = 10 ) {
  16412. super( color, intensity );
  16413. this.isRectAreaLight = true;
  16414. this.type = 'RectAreaLight';
  16415. this.width = width;
  16416. this.height = height;
  16417. }
  16418. get power() {
  16419. // compute the light's luminous power (in lumens) from its intensity (in nits)
  16420. return this.intensity * this.width * this.height * Math.PI;
  16421. }
  16422. set power( power ) {
  16423. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  16424. this.intensity = power / ( this.width * this.height * Math.PI );
  16425. }
  16426. copy( source ) {
  16427. super.copy( source );
  16428. this.width = source.width;
  16429. this.height = source.height;
  16430. return this;
  16431. }
  16432. toJSON( meta ) {
  16433. const data = super.toJSON( meta );
  16434. data.object.width = this.width;
  16435. data.object.height = this.height;
  16436. return data;
  16437. }
  16438. }
  16439. /**
  16440. * Primary reference:
  16441. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  16442. *
  16443. * Secondary reference:
  16444. * https://www.ppsloan.org/publications/StupidSH36.pdf
  16445. */
  16446. // 3-band SH defined by 9 coefficients
  16447. class SphericalHarmonics3 {
  16448. constructor() {
  16449. this.isSphericalHarmonics3 = true;
  16450. this.coefficients = [];
  16451. for ( let i = 0; i < 9; i ++ ) {
  16452. this.coefficients.push( new Vector3() );
  16453. }
  16454. }
  16455. set( coefficients ) {
  16456. for ( let i = 0; i < 9; i ++ ) {
  16457. this.coefficients[ i ].copy( coefficients[ i ] );
  16458. }
  16459. return this;
  16460. }
  16461. zero() {
  16462. for ( let i = 0; i < 9; i ++ ) {
  16463. this.coefficients[ i ].set( 0, 0, 0 );
  16464. }
  16465. return this;
  16466. }
  16467. // get the radiance in the direction of the normal
  16468. // target is a Vector3
  16469. getAt( normal, target ) {
  16470. // normal is assumed to be unit length
  16471. const x = normal.x, y = normal.y, z = normal.z;
  16472. const coeff = this.coefficients;
  16473. // band 0
  16474. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  16475. // band 1
  16476. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  16477. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  16478. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  16479. // band 2
  16480. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  16481. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  16482. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  16483. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  16484. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  16485. return target;
  16486. }
  16487. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  16488. // target is a Vector3
  16489. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  16490. getIrradianceAt( normal, target ) {
  16491. // normal is assumed to be unit length
  16492. const x = normal.x, y = normal.y, z = normal.z;
  16493. const coeff = this.coefficients;
  16494. // band 0
  16495. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  16496. // band 1
  16497. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  16498. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  16499. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  16500. // band 2
  16501. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  16502. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  16503. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  16504. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  16505. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  16506. return target;
  16507. }
  16508. add( sh ) {
  16509. for ( let i = 0; i < 9; i ++ ) {
  16510. this.coefficients[ i ].add( sh.coefficients[ i ] );
  16511. }
  16512. return this;
  16513. }
  16514. addScaledSH( sh, s ) {
  16515. for ( let i = 0; i < 9; i ++ ) {
  16516. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  16517. }
  16518. return this;
  16519. }
  16520. scale( s ) {
  16521. for ( let i = 0; i < 9; i ++ ) {
  16522. this.coefficients[ i ].multiplyScalar( s );
  16523. }
  16524. return this;
  16525. }
  16526. lerp( sh, alpha ) {
  16527. for ( let i = 0; i < 9; i ++ ) {
  16528. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  16529. }
  16530. return this;
  16531. }
  16532. equals( sh ) {
  16533. for ( let i = 0; i < 9; i ++ ) {
  16534. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  16535. return false;
  16536. }
  16537. }
  16538. return true;
  16539. }
  16540. copy( sh ) {
  16541. return this.set( sh.coefficients );
  16542. }
  16543. clone() {
  16544. return new this.constructor().copy( this );
  16545. }
  16546. fromArray( array, offset = 0 ) {
  16547. const coefficients = this.coefficients;
  16548. for ( let i = 0; i < 9; i ++ ) {
  16549. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  16550. }
  16551. return this;
  16552. }
  16553. toArray( array = [], offset = 0 ) {
  16554. const coefficients = this.coefficients;
  16555. for ( let i = 0; i < 9; i ++ ) {
  16556. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  16557. }
  16558. return array;
  16559. }
  16560. // evaluate the basis functions
  16561. // shBasis is an Array[ 9 ]
  16562. static getBasisAt( normal, shBasis ) {
  16563. // normal is assumed to be unit length
  16564. const x = normal.x, y = normal.y, z = normal.z;
  16565. // band 0
  16566. shBasis[ 0 ] = 0.282095;
  16567. // band 1
  16568. shBasis[ 1 ] = 0.488603 * y;
  16569. shBasis[ 2 ] = 0.488603 * z;
  16570. shBasis[ 3 ] = 0.488603 * x;
  16571. // band 2
  16572. shBasis[ 4 ] = 1.092548 * x * y;
  16573. shBasis[ 5 ] = 1.092548 * y * z;
  16574. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  16575. shBasis[ 7 ] = 1.092548 * x * z;
  16576. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  16577. }
  16578. }
  16579. class LightProbe extends Light {
  16580. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  16581. super( undefined, intensity );
  16582. this.isLightProbe = true;
  16583. this.sh = sh;
  16584. }
  16585. copy( source ) {
  16586. super.copy( source );
  16587. this.sh.copy( source.sh );
  16588. return this;
  16589. }
  16590. fromJSON( json ) {
  16591. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  16592. this.sh.fromArray( json.sh );
  16593. return this;
  16594. }
  16595. toJSON( meta ) {
  16596. const data = super.toJSON( meta );
  16597. data.object.sh = this.sh.toArray();
  16598. return data;
  16599. }
  16600. }
  16601. class MaterialLoader extends Loader {
  16602. constructor( manager ) {
  16603. super( manager );
  16604. this.textures = {};
  16605. }
  16606. load( url, onLoad, onProgress, onError ) {
  16607. const scope = this;
  16608. const loader = new FileLoader( scope.manager );
  16609. loader.setPath( scope.path );
  16610. loader.setRequestHeader( scope.requestHeader );
  16611. loader.setWithCredentials( scope.withCredentials );
  16612. loader.load( url, function ( text ) {
  16613. try {
  16614. onLoad( scope.parse( JSON.parse( text ) ) );
  16615. } catch ( e ) {
  16616. if ( onError ) {
  16617. onError( e );
  16618. } else {
  16619. console.error( e );
  16620. }
  16621. scope.manager.itemError( url );
  16622. }
  16623. }, onProgress, onError );
  16624. }
  16625. parse( json ) {
  16626. const textures = this.textures;
  16627. function getTexture( name ) {
  16628. if ( textures[ name ] === undefined ) {
  16629. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  16630. }
  16631. return textures[ name ];
  16632. }
  16633. const material = this.createMaterialFromType( json.type );
  16634. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  16635. if ( json.name !== undefined ) material.name = json.name;
  16636. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  16637. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  16638. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  16639. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  16640. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  16641. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  16642. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  16643. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  16644. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  16645. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  16646. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  16647. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  16648. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  16649. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  16650. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  16651. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  16652. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  16653. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  16654. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  16655. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  16656. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  16657. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  16658. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  16659. if ( json.fog !== undefined ) material.fog = json.fog;
  16660. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  16661. if ( json.blending !== undefined ) material.blending = json.blending;
  16662. if ( json.combine !== undefined ) material.combine = json.combine;
  16663. if ( json.side !== undefined ) material.side = json.side;
  16664. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  16665. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  16666. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  16667. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  16668. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  16669. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  16670. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  16671. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  16672. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  16673. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  16674. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  16675. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  16676. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  16677. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  16678. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  16679. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  16680. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  16681. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  16682. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  16683. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  16684. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  16685. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  16686. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  16687. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  16688. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  16689. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  16690. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  16691. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  16692. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  16693. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  16694. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  16695. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  16696. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  16697. if ( json.scale !== undefined ) material.scale = json.scale;
  16698. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  16699. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  16700. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  16701. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  16702. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  16703. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  16704. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  16705. if ( json.visible !== undefined ) material.visible = json.visible;
  16706. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  16707. if ( json.userData !== undefined ) material.userData = json.userData;
  16708. if ( json.vertexColors !== undefined ) {
  16709. if ( typeof json.vertexColors === 'number' ) {
  16710. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  16711. } else {
  16712. material.vertexColors = json.vertexColors;
  16713. }
  16714. }
  16715. // Shader Material
  16716. if ( json.uniforms !== undefined ) {
  16717. for ( const name in json.uniforms ) {
  16718. const uniform = json.uniforms[ name ];
  16719. material.uniforms[ name ] = {};
  16720. switch ( uniform.type ) {
  16721. case 't':
  16722. material.uniforms[ name ].value = getTexture( uniform.value );
  16723. break;
  16724. case 'c':
  16725. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  16726. break;
  16727. case 'v2':
  16728. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  16729. break;
  16730. case 'v3':
  16731. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  16732. break;
  16733. case 'v4':
  16734. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  16735. break;
  16736. case 'm3':
  16737. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  16738. break;
  16739. case 'm4':
  16740. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  16741. break;
  16742. default:
  16743. material.uniforms[ name ].value = uniform.value;
  16744. }
  16745. }
  16746. }
  16747. if ( json.defines !== undefined ) material.defines = json.defines;
  16748. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  16749. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  16750. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  16751. if ( json.extensions !== undefined ) {
  16752. for ( const key in json.extensions ) {
  16753. material.extensions[ key ] = json.extensions[ key ];
  16754. }
  16755. }
  16756. if ( json.lights !== undefined ) material.lights = json.lights;
  16757. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  16758. // for PointsMaterial
  16759. if ( json.size !== undefined ) material.size = json.size;
  16760. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  16761. // maps
  16762. if ( json.map !== undefined ) material.map = getTexture( json.map );
  16763. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  16764. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  16765. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  16766. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  16767. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  16768. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  16769. if ( json.normalScale !== undefined ) {
  16770. let normalScale = json.normalScale;
  16771. if ( Array.isArray( normalScale ) === false ) {
  16772. // Blender exporter used to export a scalar. See #7459
  16773. normalScale = [ normalScale, normalScale ];
  16774. }
  16775. material.normalScale = new Vector2().fromArray( normalScale );
  16776. }
  16777. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  16778. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  16779. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  16780. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  16781. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  16782. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  16783. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  16784. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  16785. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  16786. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  16787. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  16788. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  16789. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  16790. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  16791. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  16792. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  16793. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  16794. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  16795. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  16796. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  16797. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  16798. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  16799. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  16800. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  16801. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  16802. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  16803. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  16804. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  16805. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  16806. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  16807. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  16808. return material;
  16809. }
  16810. setTextures( value ) {
  16811. this.textures = value;
  16812. return this;
  16813. }
  16814. createMaterialFromType( type ) {
  16815. return MaterialLoader.createMaterialFromType( type );
  16816. }
  16817. static createMaterialFromType( type ) {
  16818. const materialLib = {
  16819. ShadowMaterial,
  16820. SpriteMaterial,
  16821. RawShaderMaterial,
  16822. ShaderMaterial,
  16823. PointsMaterial,
  16824. MeshPhysicalMaterial,
  16825. MeshStandardMaterial,
  16826. MeshPhongMaterial,
  16827. MeshToonMaterial,
  16828. MeshNormalMaterial,
  16829. MeshLambertMaterial,
  16830. MeshDepthMaterial,
  16831. MeshDistanceMaterial,
  16832. MeshBasicMaterial,
  16833. MeshMatcapMaterial,
  16834. LineDashedMaterial,
  16835. LineBasicMaterial,
  16836. Material
  16837. };
  16838. return new materialLib[ type ]();
  16839. }
  16840. }
  16841. class LoaderUtils {
  16842. static decodeText( array ) { // @deprecated, r165
  16843. console.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' );
  16844. if ( typeof TextDecoder !== 'undefined' ) {
  16845. return new TextDecoder().decode( array );
  16846. }
  16847. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  16848. // throws a "maximum call stack size exceeded" error for large arrays.
  16849. let s = '';
  16850. for ( let i = 0, il = array.length; i < il; i ++ ) {
  16851. // Implicitly assumes little-endian.
  16852. s += String.fromCharCode( array[ i ] );
  16853. }
  16854. try {
  16855. // merges multi-byte utf-8 characters.
  16856. return decodeURIComponent( escape( s ) );
  16857. } catch ( e ) { // see #16358
  16858. return s;
  16859. }
  16860. }
  16861. static extractUrlBase( url ) {
  16862. const index = url.lastIndexOf( '/' );
  16863. if ( index === - 1 ) return './';
  16864. return url.slice( 0, index + 1 );
  16865. }
  16866. static resolveURL( url, path ) {
  16867. // Invalid URL
  16868. if ( typeof url !== 'string' || url === '' ) return '';
  16869. // Host Relative URL
  16870. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  16871. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  16872. }
  16873. // Absolute URL http://,https://,//
  16874. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  16875. // Data URI
  16876. if ( /^data:.*,.*$/i.test( url ) ) return url;
  16877. // Blob URL
  16878. if ( /^blob:.*$/i.test( url ) ) return url;
  16879. // Relative URL
  16880. return path + url;
  16881. }
  16882. }
  16883. class InstancedBufferGeometry extends BufferGeometry {
  16884. constructor() {
  16885. super();
  16886. this.isInstancedBufferGeometry = true;
  16887. this.type = 'InstancedBufferGeometry';
  16888. this.instanceCount = Infinity;
  16889. }
  16890. copy( source ) {
  16891. super.copy( source );
  16892. this.instanceCount = source.instanceCount;
  16893. return this;
  16894. }
  16895. toJSON() {
  16896. const data = super.toJSON();
  16897. data.instanceCount = this.instanceCount;
  16898. data.isInstancedBufferGeometry = true;
  16899. return data;
  16900. }
  16901. }
  16902. class BufferGeometryLoader extends Loader {
  16903. constructor( manager ) {
  16904. super( manager );
  16905. }
  16906. load( url, onLoad, onProgress, onError ) {
  16907. const scope = this;
  16908. const loader = new FileLoader( scope.manager );
  16909. loader.setPath( scope.path );
  16910. loader.setRequestHeader( scope.requestHeader );
  16911. loader.setWithCredentials( scope.withCredentials );
  16912. loader.load( url, function ( text ) {
  16913. try {
  16914. onLoad( scope.parse( JSON.parse( text ) ) );
  16915. } catch ( e ) {
  16916. if ( onError ) {
  16917. onError( e );
  16918. } else {
  16919. console.error( e );
  16920. }
  16921. scope.manager.itemError( url );
  16922. }
  16923. }, onProgress, onError );
  16924. }
  16925. parse( json ) {
  16926. const interleavedBufferMap = {};
  16927. const arrayBufferMap = {};
  16928. function getInterleavedBuffer( json, uuid ) {
  16929. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  16930. const interleavedBuffers = json.interleavedBuffers;
  16931. const interleavedBuffer = interleavedBuffers[ uuid ];
  16932. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  16933. const array = getTypedArray( interleavedBuffer.type, buffer );
  16934. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  16935. ib.uuid = interleavedBuffer.uuid;
  16936. interleavedBufferMap[ uuid ] = ib;
  16937. return ib;
  16938. }
  16939. function getArrayBuffer( json, uuid ) {
  16940. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  16941. const arrayBuffers = json.arrayBuffers;
  16942. const arrayBuffer = arrayBuffers[ uuid ];
  16943. const ab = new Uint32Array( arrayBuffer ).buffer;
  16944. arrayBufferMap[ uuid ] = ab;
  16945. return ab;
  16946. }
  16947. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  16948. const index = json.data.index;
  16949. if ( index !== undefined ) {
  16950. const typedArray = getTypedArray( index.type, index.array );
  16951. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  16952. }
  16953. const attributes = json.data.attributes;
  16954. for ( const key in attributes ) {
  16955. const attribute = attributes[ key ];
  16956. let bufferAttribute;
  16957. if ( attribute.isInterleavedBufferAttribute ) {
  16958. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  16959. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  16960. } else {
  16961. const typedArray = getTypedArray( attribute.type, attribute.array );
  16962. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  16963. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  16964. }
  16965. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  16966. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  16967. geometry.setAttribute( key, bufferAttribute );
  16968. }
  16969. const morphAttributes = json.data.morphAttributes;
  16970. if ( morphAttributes ) {
  16971. for ( const key in morphAttributes ) {
  16972. const attributeArray = morphAttributes[ key ];
  16973. const array = [];
  16974. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  16975. const attribute = attributeArray[ i ];
  16976. let bufferAttribute;
  16977. if ( attribute.isInterleavedBufferAttribute ) {
  16978. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  16979. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  16980. } else {
  16981. const typedArray = getTypedArray( attribute.type, attribute.array );
  16982. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  16983. }
  16984. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  16985. array.push( bufferAttribute );
  16986. }
  16987. geometry.morphAttributes[ key ] = array;
  16988. }
  16989. }
  16990. const morphTargetsRelative = json.data.morphTargetsRelative;
  16991. if ( morphTargetsRelative ) {
  16992. geometry.morphTargetsRelative = true;
  16993. }
  16994. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  16995. if ( groups !== undefined ) {
  16996. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  16997. const group = groups[ i ];
  16998. geometry.addGroup( group.start, group.count, group.materialIndex );
  16999. }
  17000. }
  17001. const boundingSphere = json.data.boundingSphere;
  17002. if ( boundingSphere !== undefined ) {
  17003. const center = new Vector3();
  17004. if ( boundingSphere.center !== undefined ) {
  17005. center.fromArray( boundingSphere.center );
  17006. }
  17007. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  17008. }
  17009. if ( json.name ) geometry.name = json.name;
  17010. if ( json.userData ) geometry.userData = json.userData;
  17011. return geometry;
  17012. }
  17013. }
  17014. class ObjectLoader extends Loader {
  17015. constructor( manager ) {
  17016. super( manager );
  17017. }
  17018. load( url, onLoad, onProgress, onError ) {
  17019. const scope = this;
  17020. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  17021. this.resourcePath = this.resourcePath || path;
  17022. const loader = new FileLoader( this.manager );
  17023. loader.setPath( this.path );
  17024. loader.setRequestHeader( this.requestHeader );
  17025. loader.setWithCredentials( this.withCredentials );
  17026. loader.load( url, function ( text ) {
  17027. let json = null;
  17028. try {
  17029. json = JSON.parse( text );
  17030. } catch ( error ) {
  17031. if ( onError !== undefined ) onError( error );
  17032. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  17033. return;
  17034. }
  17035. const metadata = json.metadata;
  17036. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  17037. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  17038. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  17039. return;
  17040. }
  17041. scope.parse( json, onLoad );
  17042. }, onProgress, onError );
  17043. }
  17044. async loadAsync( url, onProgress ) {
  17045. const scope = this;
  17046. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  17047. this.resourcePath = this.resourcePath || path;
  17048. const loader = new FileLoader( this.manager );
  17049. loader.setPath( this.path );
  17050. loader.setRequestHeader( this.requestHeader );
  17051. loader.setWithCredentials( this.withCredentials );
  17052. const text = await loader.loadAsync( url, onProgress );
  17053. const json = JSON.parse( text );
  17054. const metadata = json.metadata;
  17055. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  17056. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  17057. }
  17058. return await scope.parseAsync( json );
  17059. }
  17060. parse( json, onLoad ) {
  17061. const animations = this.parseAnimations( json.animations );
  17062. const shapes = this.parseShapes( json.shapes );
  17063. const geometries = this.parseGeometries( json.geometries, shapes );
  17064. const images = this.parseImages( json.images, function () {
  17065. if ( onLoad !== undefined ) onLoad( object );
  17066. } );
  17067. const textures = this.parseTextures( json.textures, images );
  17068. const materials = this.parseMaterials( json.materials, textures );
  17069. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  17070. const skeletons = this.parseSkeletons( json.skeletons, object );
  17071. this.bindSkeletons( object, skeletons );
  17072. this.bindLightTargets( object );
  17073. //
  17074. if ( onLoad !== undefined ) {
  17075. let hasImages = false;
  17076. for ( const uuid in images ) {
  17077. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  17078. hasImages = true;
  17079. break;
  17080. }
  17081. }
  17082. if ( hasImages === false ) onLoad( object );
  17083. }
  17084. return object;
  17085. }
  17086. async parseAsync( json ) {
  17087. const animations = this.parseAnimations( json.animations );
  17088. const shapes = this.parseShapes( json.shapes );
  17089. const geometries = this.parseGeometries( json.geometries, shapes );
  17090. const images = await this.parseImagesAsync( json.images );
  17091. const textures = this.parseTextures( json.textures, images );
  17092. const materials = this.parseMaterials( json.materials, textures );
  17093. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  17094. const skeletons = this.parseSkeletons( json.skeletons, object );
  17095. this.bindSkeletons( object, skeletons );
  17096. this.bindLightTargets( object );
  17097. return object;
  17098. }
  17099. parseShapes( json ) {
  17100. const shapes = {};
  17101. if ( json !== undefined ) {
  17102. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17103. const shape = new Shape().fromJSON( json[ i ] );
  17104. shapes[ shape.uuid ] = shape;
  17105. }
  17106. }
  17107. return shapes;
  17108. }
  17109. parseSkeletons( json, object ) {
  17110. const skeletons = {};
  17111. const bones = {};
  17112. // generate bone lookup table
  17113. object.traverse( function ( child ) {
  17114. if ( child.isBone ) bones[ child.uuid ] = child;
  17115. } );
  17116. // create skeletons
  17117. if ( json !== undefined ) {
  17118. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17119. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  17120. skeletons[ skeleton.uuid ] = skeleton;
  17121. }
  17122. }
  17123. return skeletons;
  17124. }
  17125. parseGeometries( json, shapes ) {
  17126. const geometries = {};
  17127. if ( json !== undefined ) {
  17128. const bufferGeometryLoader = new BufferGeometryLoader();
  17129. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17130. let geometry;
  17131. const data = json[ i ];
  17132. switch ( data.type ) {
  17133. case 'BufferGeometry':
  17134. case 'InstancedBufferGeometry':
  17135. geometry = bufferGeometryLoader.parse( data );
  17136. break;
  17137. default:
  17138. if ( data.type in Geometries$1 ) {
  17139. geometry = Geometries$1[ data.type ].fromJSON( data, shapes );
  17140. } else {
  17141. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  17142. }
  17143. }
  17144. geometry.uuid = data.uuid;
  17145. if ( data.name !== undefined ) geometry.name = data.name;
  17146. if ( data.userData !== undefined ) geometry.userData = data.userData;
  17147. geometries[ data.uuid ] = geometry;
  17148. }
  17149. }
  17150. return geometries;
  17151. }
  17152. parseMaterials( json, textures ) {
  17153. const cache = {}; // MultiMaterial
  17154. const materials = {};
  17155. if ( json !== undefined ) {
  17156. const loader = new MaterialLoader();
  17157. loader.setTextures( textures );
  17158. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17159. const data = json[ i ];
  17160. if ( cache[ data.uuid ] === undefined ) {
  17161. cache[ data.uuid ] = loader.parse( data );
  17162. }
  17163. materials[ data.uuid ] = cache[ data.uuid ];
  17164. }
  17165. }
  17166. return materials;
  17167. }
  17168. parseAnimations( json ) {
  17169. const animations = {};
  17170. if ( json !== undefined ) {
  17171. for ( let i = 0; i < json.length; i ++ ) {
  17172. const data = json[ i ];
  17173. const clip = AnimationClip.parse( data );
  17174. animations[ clip.uuid ] = clip;
  17175. }
  17176. }
  17177. return animations;
  17178. }
  17179. parseImages( json, onLoad ) {
  17180. const scope = this;
  17181. const images = {};
  17182. let loader;
  17183. function loadImage( url ) {
  17184. scope.manager.itemStart( url );
  17185. return loader.load( url, function () {
  17186. scope.manager.itemEnd( url );
  17187. }, undefined, function () {
  17188. scope.manager.itemError( url );
  17189. scope.manager.itemEnd( url );
  17190. } );
  17191. }
  17192. function deserializeImage( image ) {
  17193. if ( typeof image === 'string' ) {
  17194. const url = image;
  17195. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  17196. return loadImage( path );
  17197. } else {
  17198. if ( image.data ) {
  17199. return {
  17200. data: getTypedArray( image.type, image.data ),
  17201. width: image.width,
  17202. height: image.height
  17203. };
  17204. } else {
  17205. return null;
  17206. }
  17207. }
  17208. }
  17209. if ( json !== undefined && json.length > 0 ) {
  17210. const manager = new LoadingManager( onLoad );
  17211. loader = new ImageLoader( manager );
  17212. loader.setCrossOrigin( this.crossOrigin );
  17213. for ( let i = 0, il = json.length; i < il; i ++ ) {
  17214. const image = json[ i ];
  17215. const url = image.url;
  17216. if ( Array.isArray( url ) ) {
  17217. // load array of images e.g CubeTexture
  17218. const imageArray = [];
  17219. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  17220. const currentUrl = url[ j ];
  17221. const deserializedImage = deserializeImage( currentUrl );
  17222. if ( deserializedImage !== null ) {
  17223. if ( deserializedImage instanceof HTMLImageElement ) {
  17224. imageArray.push( deserializedImage );
  17225. } else {
  17226. // special case: handle array of data textures for cube textures
  17227. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  17228. }
  17229. }
  17230. }
  17231. images[ image.uuid ] = new Source( imageArray );
  17232. } else {
  17233. // load single image
  17234. const deserializedImage = deserializeImage( image.url );
  17235. images[ image.uuid ] = new Source( deserializedImage );
  17236. }
  17237. }
  17238. }
  17239. return images;
  17240. }
  17241. async parseImagesAsync( json ) {
  17242. const scope = this;
  17243. const images = {};
  17244. let loader;
  17245. async function deserializeImage( image ) {
  17246. if ( typeof image === 'string' ) {
  17247. const url = image;
  17248. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  17249. return await loader.loadAsync( path );
  17250. } else {
  17251. if ( image.data ) {
  17252. return {
  17253. data: getTypedArray( image.type, image.data ),
  17254. width: image.width,
  17255. height: image.height
  17256. };
  17257. } else {
  17258. return null;
  17259. }
  17260. }
  17261. }
  17262. if ( json !== undefined && json.length > 0 ) {
  17263. loader = new ImageLoader( this.manager );
  17264. loader.setCrossOrigin( this.crossOrigin );
  17265. for ( let i = 0, il = json.length; i < il; i ++ ) {
  17266. const image = json[ i ];
  17267. const url = image.url;
  17268. if ( Array.isArray( url ) ) {
  17269. // load array of images e.g CubeTexture
  17270. const imageArray = [];
  17271. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  17272. const currentUrl = url[ j ];
  17273. const deserializedImage = await deserializeImage( currentUrl );
  17274. if ( deserializedImage !== null ) {
  17275. if ( deserializedImage instanceof HTMLImageElement ) {
  17276. imageArray.push( deserializedImage );
  17277. } else {
  17278. // special case: handle array of data textures for cube textures
  17279. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  17280. }
  17281. }
  17282. }
  17283. images[ image.uuid ] = new Source( imageArray );
  17284. } else {
  17285. // load single image
  17286. const deserializedImage = await deserializeImage( image.url );
  17287. images[ image.uuid ] = new Source( deserializedImage );
  17288. }
  17289. }
  17290. }
  17291. return images;
  17292. }
  17293. parseTextures( json, images ) {
  17294. function parseConstant( value, type ) {
  17295. if ( typeof value === 'number' ) return value;
  17296. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  17297. return type[ value ];
  17298. }
  17299. const textures = {};
  17300. if ( json !== undefined ) {
  17301. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17302. const data = json[ i ];
  17303. if ( data.image === undefined ) {
  17304. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  17305. }
  17306. if ( images[ data.image ] === undefined ) {
  17307. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  17308. }
  17309. const source = images[ data.image ];
  17310. const image = source.data;
  17311. let texture;
  17312. if ( Array.isArray( image ) ) {
  17313. texture = new CubeTexture();
  17314. if ( image.length === 6 ) texture.needsUpdate = true;
  17315. } else {
  17316. if ( image && image.data ) {
  17317. texture = new DataTexture();
  17318. } else {
  17319. texture = new Texture();
  17320. }
  17321. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  17322. }
  17323. texture.source = source;
  17324. texture.uuid = data.uuid;
  17325. if ( data.name !== undefined ) texture.name = data.name;
  17326. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  17327. if ( data.channel !== undefined ) texture.channel = data.channel;
  17328. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  17329. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  17330. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  17331. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  17332. if ( data.wrap !== undefined ) {
  17333. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  17334. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  17335. }
  17336. if ( data.format !== undefined ) texture.format = data.format;
  17337. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  17338. if ( data.type !== undefined ) texture.type = data.type;
  17339. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  17340. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  17341. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  17342. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  17343. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  17344. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  17345. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  17346. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  17347. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  17348. if ( data.userData !== undefined ) texture.userData = data.userData;
  17349. textures[ data.uuid ] = texture;
  17350. }
  17351. }
  17352. return textures;
  17353. }
  17354. parseObject( data, geometries, materials, textures, animations ) {
  17355. let object;
  17356. function getGeometry( name ) {
  17357. if ( geometries[ name ] === undefined ) {
  17358. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  17359. }
  17360. return geometries[ name ];
  17361. }
  17362. function getMaterial( name ) {
  17363. if ( name === undefined ) return undefined;
  17364. if ( Array.isArray( name ) ) {
  17365. const array = [];
  17366. for ( let i = 0, l = name.length; i < l; i ++ ) {
  17367. const uuid = name[ i ];
  17368. if ( materials[ uuid ] === undefined ) {
  17369. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  17370. }
  17371. array.push( materials[ uuid ] );
  17372. }
  17373. return array;
  17374. }
  17375. if ( materials[ name ] === undefined ) {
  17376. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  17377. }
  17378. return materials[ name ];
  17379. }
  17380. function getTexture( uuid ) {
  17381. if ( textures[ uuid ] === undefined ) {
  17382. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  17383. }
  17384. return textures[ uuid ];
  17385. }
  17386. let geometry, material;
  17387. switch ( data.type ) {
  17388. case 'Scene':
  17389. object = new Scene();
  17390. if ( data.background !== undefined ) {
  17391. if ( Number.isInteger( data.background ) ) {
  17392. object.background = new Color( data.background );
  17393. } else {
  17394. object.background = getTexture( data.background );
  17395. }
  17396. }
  17397. if ( data.environment !== undefined ) {
  17398. object.environment = getTexture( data.environment );
  17399. }
  17400. if ( data.fog !== undefined ) {
  17401. if ( data.fog.type === 'Fog' ) {
  17402. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  17403. } else if ( data.fog.type === 'FogExp2' ) {
  17404. object.fog = new FogExp2( data.fog.color, data.fog.density );
  17405. }
  17406. if ( data.fog.name !== '' ) {
  17407. object.fog.name = data.fog.name;
  17408. }
  17409. }
  17410. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  17411. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  17412. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  17413. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  17414. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  17415. break;
  17416. case 'PerspectiveCamera':
  17417. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  17418. if ( data.focus !== undefined ) object.focus = data.focus;
  17419. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  17420. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  17421. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  17422. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  17423. break;
  17424. case 'OrthographicCamera':
  17425. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  17426. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  17427. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  17428. break;
  17429. case 'AmbientLight':
  17430. object = new AmbientLight( data.color, data.intensity );
  17431. break;
  17432. case 'DirectionalLight':
  17433. object = new DirectionalLight( data.color, data.intensity );
  17434. object.target = data.target || '';
  17435. break;
  17436. case 'PointLight':
  17437. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  17438. break;
  17439. case 'RectAreaLight':
  17440. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  17441. break;
  17442. case 'SpotLight':
  17443. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  17444. object.target = data.target || '';
  17445. break;
  17446. case 'HemisphereLight':
  17447. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  17448. break;
  17449. case 'LightProbe':
  17450. object = new LightProbe().fromJSON( data );
  17451. break;
  17452. case 'SkinnedMesh':
  17453. geometry = getGeometry( data.geometry );
  17454. material = getMaterial( data.material );
  17455. object = new SkinnedMesh( geometry, material );
  17456. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  17457. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  17458. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  17459. break;
  17460. case 'Mesh':
  17461. geometry = getGeometry( data.geometry );
  17462. material = getMaterial( data.material );
  17463. object = new Mesh( geometry, material );
  17464. break;
  17465. case 'InstancedMesh':
  17466. geometry = getGeometry( data.geometry );
  17467. material = getMaterial( data.material );
  17468. const count = data.count;
  17469. const instanceMatrix = data.instanceMatrix;
  17470. const instanceColor = data.instanceColor;
  17471. object = new InstancedMesh( geometry, material, count );
  17472. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  17473. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  17474. break;
  17475. case 'BatchedMesh':
  17476. geometry = getGeometry( data.geometry );
  17477. material = getMaterial( data.material );
  17478. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  17479. object.geometry = geometry;
  17480. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  17481. object.sortObjects = data.sortObjects;
  17482. object._drawRanges = data.drawRanges;
  17483. object._reservedRanges = data.reservedRanges;
  17484. object._visibility = data.visibility;
  17485. object._active = data.active;
  17486. object._bounds = data.bounds.map( bound => {
  17487. const box = new Box3();
  17488. box.min.fromArray( bound.boxMin );
  17489. box.max.fromArray( bound.boxMax );
  17490. const sphere = new Sphere();
  17491. sphere.radius = bound.sphereRadius;
  17492. sphere.center.fromArray( bound.sphereCenter );
  17493. return {
  17494. boxInitialized: bound.boxInitialized,
  17495. box: box,
  17496. sphereInitialized: bound.sphereInitialized,
  17497. sphere: sphere
  17498. };
  17499. } );
  17500. object._maxInstanceCount = data.maxInstanceCount;
  17501. object._maxVertexCount = data.maxVertexCount;
  17502. object._maxIndexCount = data.maxIndexCount;
  17503. object._geometryInitialized = data.geometryInitialized;
  17504. object._geometryCount = data.geometryCount;
  17505. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  17506. if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );
  17507. break;
  17508. case 'LOD':
  17509. object = new LOD();
  17510. break;
  17511. case 'Line':
  17512. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  17513. break;
  17514. case 'LineLoop':
  17515. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  17516. break;
  17517. case 'LineSegments':
  17518. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  17519. break;
  17520. case 'PointCloud':
  17521. case 'Points':
  17522. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  17523. break;
  17524. case 'Sprite':
  17525. object = new Sprite( getMaterial( data.material ) );
  17526. break;
  17527. case 'Group':
  17528. object = new Group();
  17529. break;
  17530. case 'Bone':
  17531. object = new Bone();
  17532. break;
  17533. default:
  17534. object = new Object3D();
  17535. }
  17536. object.uuid = data.uuid;
  17537. if ( data.name !== undefined ) object.name = data.name;
  17538. if ( data.matrix !== undefined ) {
  17539. object.matrix.fromArray( data.matrix );
  17540. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  17541. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  17542. } else {
  17543. if ( data.position !== undefined ) object.position.fromArray( data.position );
  17544. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  17545. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  17546. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  17547. }
  17548. if ( data.up !== undefined ) object.up.fromArray( data.up );
  17549. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  17550. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  17551. if ( data.shadow ) {
  17552. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  17553. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  17554. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  17555. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  17556. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  17557. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  17558. }
  17559. if ( data.visible !== undefined ) object.visible = data.visible;
  17560. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  17561. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  17562. if ( data.userData !== undefined ) object.userData = data.userData;
  17563. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  17564. if ( data.children !== undefined ) {
  17565. const children = data.children;
  17566. for ( let i = 0; i < children.length; i ++ ) {
  17567. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  17568. }
  17569. }
  17570. if ( data.animations !== undefined ) {
  17571. const objectAnimations = data.animations;
  17572. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  17573. const uuid = objectAnimations[ i ];
  17574. object.animations.push( animations[ uuid ] );
  17575. }
  17576. }
  17577. if ( data.type === 'LOD' ) {
  17578. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  17579. const levels = data.levels;
  17580. for ( let l = 0; l < levels.length; l ++ ) {
  17581. const level = levels[ l ];
  17582. const child = object.getObjectByProperty( 'uuid', level.object );
  17583. if ( child !== undefined ) {
  17584. object.addLevel( child, level.distance, level.hysteresis );
  17585. }
  17586. }
  17587. }
  17588. return object;
  17589. }
  17590. bindSkeletons( object, skeletons ) {
  17591. if ( Object.keys( skeletons ).length === 0 ) return;
  17592. object.traverse( function ( child ) {
  17593. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  17594. const skeleton = skeletons[ child.skeleton ];
  17595. if ( skeleton === undefined ) {
  17596. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  17597. } else {
  17598. child.bind( skeleton, child.bindMatrix );
  17599. }
  17600. }
  17601. } );
  17602. }
  17603. bindLightTargets( object ) {
  17604. object.traverse( function ( child ) {
  17605. if ( child.isDirectionalLight || child.isSpotLight ) {
  17606. const uuid = child.target;
  17607. const target = object.getObjectByProperty( 'uuid', uuid );
  17608. if ( target !== undefined ) {
  17609. child.target = target;
  17610. } else {
  17611. child.target = new Object3D();
  17612. }
  17613. }
  17614. } );
  17615. }
  17616. }
  17617. const TEXTURE_MAPPING = {
  17618. UVMapping: UVMapping,
  17619. CubeReflectionMapping: CubeReflectionMapping,
  17620. CubeRefractionMapping: CubeRefractionMapping,
  17621. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  17622. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  17623. CubeUVReflectionMapping: CubeUVReflectionMapping
  17624. };
  17625. const TEXTURE_WRAPPING = {
  17626. RepeatWrapping: RepeatWrapping,
  17627. ClampToEdgeWrapping: ClampToEdgeWrapping,
  17628. MirroredRepeatWrapping: MirroredRepeatWrapping
  17629. };
  17630. const TEXTURE_FILTER = {
  17631. NearestFilter: NearestFilter,
  17632. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  17633. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  17634. LinearFilter: LinearFilter,
  17635. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  17636. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  17637. };
  17638. class ImageBitmapLoader extends Loader {
  17639. constructor( manager ) {
  17640. super( manager );
  17641. this.isImageBitmapLoader = true;
  17642. if ( typeof createImageBitmap === 'undefined' ) {
  17643. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  17644. }
  17645. if ( typeof fetch === 'undefined' ) {
  17646. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  17647. }
  17648. this.options = { premultiplyAlpha: 'none' };
  17649. }
  17650. setOptions( options ) {
  17651. this.options = options;
  17652. return this;
  17653. }
  17654. load( url, onLoad, onProgress, onError ) {
  17655. if ( url === undefined ) url = '';
  17656. if ( this.path !== undefined ) url = this.path + url;
  17657. url = this.manager.resolveURL( url );
  17658. const scope = this;
  17659. const cached = Cache.get( url );
  17660. if ( cached !== undefined ) {
  17661. scope.manager.itemStart( url );
  17662. // If cached is a promise, wait for it to resolve
  17663. if ( cached.then ) {
  17664. cached.then( imageBitmap => {
  17665. if ( onLoad ) onLoad( imageBitmap );
  17666. scope.manager.itemEnd( url );
  17667. } ).catch( e => {
  17668. if ( onError ) onError( e );
  17669. } );
  17670. return;
  17671. }
  17672. // If cached is not a promise (i.e., it's already an imageBitmap)
  17673. setTimeout( function () {
  17674. if ( onLoad ) onLoad( cached );
  17675. scope.manager.itemEnd( url );
  17676. }, 0 );
  17677. return cached;
  17678. }
  17679. const fetchOptions = {};
  17680. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  17681. fetchOptions.headers = this.requestHeader;
  17682. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  17683. return res.blob();
  17684. } ).then( function ( blob ) {
  17685. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  17686. } ).then( function ( imageBitmap ) {
  17687. Cache.add( url, imageBitmap );
  17688. if ( onLoad ) onLoad( imageBitmap );
  17689. scope.manager.itemEnd( url );
  17690. return imageBitmap;
  17691. } ).catch( function ( e ) {
  17692. if ( onError ) onError( e );
  17693. Cache.remove( url );
  17694. scope.manager.itemError( url );
  17695. scope.manager.itemEnd( url );
  17696. } );
  17697. Cache.add( url, promise );
  17698. scope.manager.itemStart( url );
  17699. }
  17700. }
  17701. let _context;
  17702. class AudioContext {
  17703. static getContext() {
  17704. if ( _context === undefined ) {
  17705. _context = new ( window.AudioContext || window.webkitAudioContext )();
  17706. }
  17707. return _context;
  17708. }
  17709. static setContext( value ) {
  17710. _context = value;
  17711. }
  17712. }
  17713. class AudioLoader extends Loader {
  17714. constructor( manager ) {
  17715. super( manager );
  17716. }
  17717. load( url, onLoad, onProgress, onError ) {
  17718. const scope = this;
  17719. const loader = new FileLoader( this.manager );
  17720. loader.setResponseType( 'arraybuffer' );
  17721. loader.setPath( this.path );
  17722. loader.setRequestHeader( this.requestHeader );
  17723. loader.setWithCredentials( this.withCredentials );
  17724. loader.load( url, function ( buffer ) {
  17725. try {
  17726. // Create a copy of the buffer. The `decodeAudioData` method
  17727. // detaches the buffer when complete, preventing reuse.
  17728. const bufferCopy = buffer.slice( 0 );
  17729. const context = AudioContext.getContext();
  17730. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  17731. onLoad( audioBuffer );
  17732. } ).catch( handleError );
  17733. } catch ( e ) {
  17734. handleError( e );
  17735. }
  17736. }, onProgress, onError );
  17737. function handleError( e ) {
  17738. if ( onError ) {
  17739. onError( e );
  17740. } else {
  17741. console.error( e );
  17742. }
  17743. scope.manager.itemError( url );
  17744. }
  17745. }
  17746. }
  17747. const _eyeRight = /*@__PURE__*/ new Matrix4();
  17748. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  17749. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  17750. class StereoCamera {
  17751. constructor() {
  17752. this.type = 'StereoCamera';
  17753. this.aspect = 1;
  17754. this.eyeSep = 0.064;
  17755. this.cameraL = new PerspectiveCamera();
  17756. this.cameraL.layers.enable( 1 );
  17757. this.cameraL.matrixAutoUpdate = false;
  17758. this.cameraR = new PerspectiveCamera();
  17759. this.cameraR.layers.enable( 2 );
  17760. this.cameraR.matrixAutoUpdate = false;
  17761. this._cache = {
  17762. focus: null,
  17763. fov: null,
  17764. aspect: null,
  17765. near: null,
  17766. far: null,
  17767. zoom: null,
  17768. eyeSep: null
  17769. };
  17770. }
  17771. update( camera ) {
  17772. const cache = this._cache;
  17773. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  17774. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  17775. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  17776. if ( needsUpdate ) {
  17777. cache.focus = camera.focus;
  17778. cache.fov = camera.fov;
  17779. cache.aspect = camera.aspect * this.aspect;
  17780. cache.near = camera.near;
  17781. cache.far = camera.far;
  17782. cache.zoom = camera.zoom;
  17783. cache.eyeSep = this.eyeSep;
  17784. // Off-axis stereoscopic effect based on
  17785. // http://paulbourke.net/stereographics/stereorender/
  17786. _projectionMatrix.copy( camera.projectionMatrix );
  17787. const eyeSepHalf = cache.eyeSep / 2;
  17788. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  17789. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  17790. let xmin, xmax;
  17791. // translate xOffset
  17792. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  17793. _eyeRight.elements[ 12 ] = eyeSepHalf;
  17794. // for left eye
  17795. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  17796. xmax = ymax * cache.aspect + eyeSepOnProjection;
  17797. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  17798. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  17799. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  17800. // for right eye
  17801. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  17802. xmax = ymax * cache.aspect - eyeSepOnProjection;
  17803. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  17804. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  17805. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  17806. }
  17807. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  17808. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  17809. }
  17810. }
  17811. class ArrayCamera extends PerspectiveCamera {
  17812. constructor( array = [] ) {
  17813. super();
  17814. this.isArrayCamera = true;
  17815. this.cameras = array;
  17816. }
  17817. }
  17818. class Clock {
  17819. constructor( autoStart = true ) {
  17820. this.autoStart = autoStart;
  17821. this.startTime = 0;
  17822. this.oldTime = 0;
  17823. this.elapsedTime = 0;
  17824. this.running = false;
  17825. }
  17826. start() {
  17827. this.startTime = now();
  17828. this.oldTime = this.startTime;
  17829. this.elapsedTime = 0;
  17830. this.running = true;
  17831. }
  17832. stop() {
  17833. this.getElapsedTime();
  17834. this.running = false;
  17835. this.autoStart = false;
  17836. }
  17837. getElapsedTime() {
  17838. this.getDelta();
  17839. return this.elapsedTime;
  17840. }
  17841. getDelta() {
  17842. let diff = 0;
  17843. if ( this.autoStart && ! this.running ) {
  17844. this.start();
  17845. return 0;
  17846. }
  17847. if ( this.running ) {
  17848. const newTime = now();
  17849. diff = ( newTime - this.oldTime ) / 1000;
  17850. this.oldTime = newTime;
  17851. this.elapsedTime += diff;
  17852. }
  17853. return diff;
  17854. }
  17855. }
  17856. function now() {
  17857. return performance.now();
  17858. }
  17859. const _position$1 = /*@__PURE__*/ new Vector3();
  17860. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  17861. const _scale$1 = /*@__PURE__*/ new Vector3();
  17862. const _orientation$1 = /*@__PURE__*/ new Vector3();
  17863. class AudioListener extends Object3D {
  17864. constructor() {
  17865. super();
  17866. this.type = 'AudioListener';
  17867. this.context = AudioContext.getContext();
  17868. this.gain = this.context.createGain();
  17869. this.gain.connect( this.context.destination );
  17870. this.filter = null;
  17871. this.timeDelta = 0;
  17872. // private
  17873. this._clock = new Clock();
  17874. }
  17875. getInput() {
  17876. return this.gain;
  17877. }
  17878. removeFilter() {
  17879. if ( this.filter !== null ) {
  17880. this.gain.disconnect( this.filter );
  17881. this.filter.disconnect( this.context.destination );
  17882. this.gain.connect( this.context.destination );
  17883. this.filter = null;
  17884. }
  17885. return this;
  17886. }
  17887. getFilter() {
  17888. return this.filter;
  17889. }
  17890. setFilter( value ) {
  17891. if ( this.filter !== null ) {
  17892. this.gain.disconnect( this.filter );
  17893. this.filter.disconnect( this.context.destination );
  17894. } else {
  17895. this.gain.disconnect( this.context.destination );
  17896. }
  17897. this.filter = value;
  17898. this.gain.connect( this.filter );
  17899. this.filter.connect( this.context.destination );
  17900. return this;
  17901. }
  17902. getMasterVolume() {
  17903. return this.gain.gain.value;
  17904. }
  17905. setMasterVolume( value ) {
  17906. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  17907. return this;
  17908. }
  17909. updateMatrixWorld( force ) {
  17910. super.updateMatrixWorld( force );
  17911. const listener = this.context.listener;
  17912. const up = this.up;
  17913. this.timeDelta = this._clock.getDelta();
  17914. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  17915. _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );
  17916. if ( listener.positionX ) {
  17917. // code path for Chrome (see #14393)
  17918. const endTime = this.context.currentTime + this.timeDelta;
  17919. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  17920. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  17921. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  17922. listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );
  17923. listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );
  17924. listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  17925. listener.upX.linearRampToValueAtTime( up.x, endTime );
  17926. listener.upY.linearRampToValueAtTime( up.y, endTime );
  17927. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  17928. } else {
  17929. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  17930. listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );
  17931. }
  17932. }
  17933. }
  17934. class Audio extends Object3D {
  17935. constructor( listener ) {
  17936. super();
  17937. this.type = 'Audio';
  17938. this.listener = listener;
  17939. this.context = listener.context;
  17940. this.gain = this.context.createGain();
  17941. this.gain.connect( listener.getInput() );
  17942. this.autoplay = false;
  17943. this.buffer = null;
  17944. this.detune = 0;
  17945. this.loop = false;
  17946. this.loopStart = 0;
  17947. this.loopEnd = 0;
  17948. this.offset = 0;
  17949. this.duration = undefined;
  17950. this.playbackRate = 1;
  17951. this.isPlaying = false;
  17952. this.hasPlaybackControl = true;
  17953. this.source = null;
  17954. this.sourceType = 'empty';
  17955. this._startedAt = 0;
  17956. this._progress = 0;
  17957. this._connected = false;
  17958. this.filters = [];
  17959. }
  17960. getOutput() {
  17961. return this.gain;
  17962. }
  17963. setNodeSource( audioNode ) {
  17964. this.hasPlaybackControl = false;
  17965. this.sourceType = 'audioNode';
  17966. this.source = audioNode;
  17967. this.connect();
  17968. return this;
  17969. }
  17970. setMediaElementSource( mediaElement ) {
  17971. this.hasPlaybackControl = false;
  17972. this.sourceType = 'mediaNode';
  17973. this.source = this.context.createMediaElementSource( mediaElement );
  17974. this.connect();
  17975. return this;
  17976. }
  17977. setMediaStreamSource( mediaStream ) {
  17978. this.hasPlaybackControl = false;
  17979. this.sourceType = 'mediaStreamNode';
  17980. this.source = this.context.createMediaStreamSource( mediaStream );
  17981. this.connect();
  17982. return this;
  17983. }
  17984. setBuffer( audioBuffer ) {
  17985. this.buffer = audioBuffer;
  17986. this.sourceType = 'buffer';
  17987. if ( this.autoplay ) this.play();
  17988. return this;
  17989. }
  17990. play( delay = 0 ) {
  17991. if ( this.isPlaying === true ) {
  17992. console.warn( 'THREE.Audio: Audio is already playing.' );
  17993. return;
  17994. }
  17995. if ( this.hasPlaybackControl === false ) {
  17996. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  17997. return;
  17998. }
  17999. this._startedAt = this.context.currentTime + delay;
  18000. const source = this.context.createBufferSource();
  18001. source.buffer = this.buffer;
  18002. source.loop = this.loop;
  18003. source.loopStart = this.loopStart;
  18004. source.loopEnd = this.loopEnd;
  18005. source.onended = this.onEnded.bind( this );
  18006. source.start( this._startedAt, this._progress + this.offset, this.duration );
  18007. this.isPlaying = true;
  18008. this.source = source;
  18009. this.setDetune( this.detune );
  18010. this.setPlaybackRate( this.playbackRate );
  18011. return this.connect();
  18012. }
  18013. pause() {
  18014. if ( this.hasPlaybackControl === false ) {
  18015. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18016. return;
  18017. }
  18018. if ( this.isPlaying === true ) {
  18019. // update current progress
  18020. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  18021. if ( this.loop === true ) {
  18022. // ensure _progress does not exceed duration with looped audios
  18023. this._progress = this._progress % ( this.duration || this.buffer.duration );
  18024. }
  18025. this.source.stop();
  18026. this.source.onended = null;
  18027. this.isPlaying = false;
  18028. }
  18029. return this;
  18030. }
  18031. stop() {
  18032. if ( this.hasPlaybackControl === false ) {
  18033. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18034. return;
  18035. }
  18036. this._progress = 0;
  18037. if ( this.source !== null ) {
  18038. this.source.stop();
  18039. this.source.onended = null;
  18040. }
  18041. this.isPlaying = false;
  18042. return this;
  18043. }
  18044. connect() {
  18045. if ( this.filters.length > 0 ) {
  18046. this.source.connect( this.filters[ 0 ] );
  18047. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  18048. this.filters[ i - 1 ].connect( this.filters[ i ] );
  18049. }
  18050. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  18051. } else {
  18052. this.source.connect( this.getOutput() );
  18053. }
  18054. this._connected = true;
  18055. return this;
  18056. }
  18057. disconnect() {
  18058. if ( this._connected === false ) {
  18059. return;
  18060. }
  18061. if ( this.filters.length > 0 ) {
  18062. this.source.disconnect( this.filters[ 0 ] );
  18063. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  18064. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  18065. }
  18066. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  18067. } else {
  18068. this.source.disconnect( this.getOutput() );
  18069. }
  18070. this._connected = false;
  18071. return this;
  18072. }
  18073. getFilters() {
  18074. return this.filters;
  18075. }
  18076. setFilters( value ) {
  18077. if ( ! value ) value = [];
  18078. if ( this._connected === true ) {
  18079. this.disconnect();
  18080. this.filters = value.slice();
  18081. this.connect();
  18082. } else {
  18083. this.filters = value.slice();
  18084. }
  18085. return this;
  18086. }
  18087. setDetune( value ) {
  18088. this.detune = value;
  18089. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  18090. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  18091. }
  18092. return this;
  18093. }
  18094. getDetune() {
  18095. return this.detune;
  18096. }
  18097. getFilter() {
  18098. return this.getFilters()[ 0 ];
  18099. }
  18100. setFilter( filter ) {
  18101. return this.setFilters( filter ? [ filter ] : [] );
  18102. }
  18103. setPlaybackRate( value ) {
  18104. if ( this.hasPlaybackControl === false ) {
  18105. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18106. return;
  18107. }
  18108. this.playbackRate = value;
  18109. if ( this.isPlaying === true ) {
  18110. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  18111. }
  18112. return this;
  18113. }
  18114. getPlaybackRate() {
  18115. return this.playbackRate;
  18116. }
  18117. onEnded() {
  18118. this.isPlaying = false;
  18119. }
  18120. getLoop() {
  18121. if ( this.hasPlaybackControl === false ) {
  18122. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18123. return false;
  18124. }
  18125. return this.loop;
  18126. }
  18127. setLoop( value ) {
  18128. if ( this.hasPlaybackControl === false ) {
  18129. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18130. return;
  18131. }
  18132. this.loop = value;
  18133. if ( this.isPlaying === true ) {
  18134. this.source.loop = this.loop;
  18135. }
  18136. return this;
  18137. }
  18138. setLoopStart( value ) {
  18139. this.loopStart = value;
  18140. return this;
  18141. }
  18142. setLoopEnd( value ) {
  18143. this.loopEnd = value;
  18144. return this;
  18145. }
  18146. getVolume() {
  18147. return this.gain.gain.value;
  18148. }
  18149. setVolume( value ) {
  18150. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  18151. return this;
  18152. }
  18153. }
  18154. const _position = /*@__PURE__*/ new Vector3();
  18155. const _quaternion = /*@__PURE__*/ new Quaternion();
  18156. const _scale = /*@__PURE__*/ new Vector3();
  18157. const _orientation = /*@__PURE__*/ new Vector3();
  18158. class PositionalAudio extends Audio {
  18159. constructor( listener ) {
  18160. super( listener );
  18161. this.panner = this.context.createPanner();
  18162. this.panner.panningModel = 'HRTF';
  18163. this.panner.connect( this.gain );
  18164. }
  18165. connect() {
  18166. super.connect();
  18167. this.panner.connect( this.gain );
  18168. }
  18169. disconnect() {
  18170. super.disconnect();
  18171. this.panner.disconnect( this.gain );
  18172. }
  18173. getOutput() {
  18174. return this.panner;
  18175. }
  18176. getRefDistance() {
  18177. return this.panner.refDistance;
  18178. }
  18179. setRefDistance( value ) {
  18180. this.panner.refDistance = value;
  18181. return this;
  18182. }
  18183. getRolloffFactor() {
  18184. return this.panner.rolloffFactor;
  18185. }
  18186. setRolloffFactor( value ) {
  18187. this.panner.rolloffFactor = value;
  18188. return this;
  18189. }
  18190. getDistanceModel() {
  18191. return this.panner.distanceModel;
  18192. }
  18193. setDistanceModel( value ) {
  18194. this.panner.distanceModel = value;
  18195. return this;
  18196. }
  18197. getMaxDistance() {
  18198. return this.panner.maxDistance;
  18199. }
  18200. setMaxDistance( value ) {
  18201. this.panner.maxDistance = value;
  18202. return this;
  18203. }
  18204. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  18205. this.panner.coneInnerAngle = coneInnerAngle;
  18206. this.panner.coneOuterAngle = coneOuterAngle;
  18207. this.panner.coneOuterGain = coneOuterGain;
  18208. return this;
  18209. }
  18210. updateMatrixWorld( force ) {
  18211. super.updateMatrixWorld( force );
  18212. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  18213. this.matrixWorld.decompose( _position, _quaternion, _scale );
  18214. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  18215. const panner = this.panner;
  18216. if ( panner.positionX ) {
  18217. // code path for Chrome and Firefox (see #14393)
  18218. const endTime = this.context.currentTime + this.listener.timeDelta;
  18219. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  18220. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  18221. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  18222. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  18223. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  18224. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  18225. } else {
  18226. panner.setPosition( _position.x, _position.y, _position.z );
  18227. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  18228. }
  18229. }
  18230. }
  18231. class AudioAnalyser {
  18232. constructor( audio, fftSize = 2048 ) {
  18233. this.analyser = audio.context.createAnalyser();
  18234. this.analyser.fftSize = fftSize;
  18235. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  18236. audio.getOutput().connect( this.analyser );
  18237. }
  18238. getFrequencyData() {
  18239. this.analyser.getByteFrequencyData( this.data );
  18240. return this.data;
  18241. }
  18242. getAverageFrequency() {
  18243. let value = 0;
  18244. const data = this.getFrequencyData();
  18245. for ( let i = 0; i < data.length; i ++ ) {
  18246. value += data[ i ];
  18247. }
  18248. return value / data.length;
  18249. }
  18250. }
  18251. class PropertyMixer {
  18252. constructor( binding, typeName, valueSize ) {
  18253. this.binding = binding;
  18254. this.valueSize = valueSize;
  18255. let mixFunction,
  18256. mixFunctionAdditive,
  18257. setIdentity;
  18258. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  18259. //
  18260. // interpolators can use .buffer as their .result
  18261. // the data then goes to 'incoming'
  18262. //
  18263. // 'accu0' and 'accu1' are used frame-interleaved for
  18264. // the cumulative result and are compared to detect
  18265. // changes
  18266. //
  18267. // 'orig' stores the original state of the property
  18268. //
  18269. // 'add' is used for additive cumulative results
  18270. //
  18271. // 'work' is optional and is only present for quaternion types. It is used
  18272. // to store intermediate quaternion multiplication results
  18273. switch ( typeName ) {
  18274. case 'quaternion':
  18275. mixFunction = this._slerp;
  18276. mixFunctionAdditive = this._slerpAdditive;
  18277. setIdentity = this._setAdditiveIdentityQuaternion;
  18278. this.buffer = new Float64Array( valueSize * 6 );
  18279. this._workIndex = 5;
  18280. break;
  18281. case 'string':
  18282. case 'bool':
  18283. mixFunction = this._select;
  18284. // Use the regular mix function and for additive on these types,
  18285. // additive is not relevant for non-numeric types
  18286. mixFunctionAdditive = this._select;
  18287. setIdentity = this._setAdditiveIdentityOther;
  18288. this.buffer = new Array( valueSize * 5 );
  18289. break;
  18290. default:
  18291. mixFunction = this._lerp;
  18292. mixFunctionAdditive = this._lerpAdditive;
  18293. setIdentity = this._setAdditiveIdentityNumeric;
  18294. this.buffer = new Float64Array( valueSize * 5 );
  18295. }
  18296. this._mixBufferRegion = mixFunction;
  18297. this._mixBufferRegionAdditive = mixFunctionAdditive;
  18298. this._setIdentity = setIdentity;
  18299. this._origIndex = 3;
  18300. this._addIndex = 4;
  18301. this.cumulativeWeight = 0;
  18302. this.cumulativeWeightAdditive = 0;
  18303. this.useCount = 0;
  18304. this.referenceCount = 0;
  18305. }
  18306. // accumulate data in the 'incoming' region into 'accu<i>'
  18307. accumulate( accuIndex, weight ) {
  18308. // note: happily accumulating nothing when weight = 0, the caller knows
  18309. // the weight and shouldn't have made the call in the first place
  18310. const buffer = this.buffer,
  18311. stride = this.valueSize,
  18312. offset = accuIndex * stride + stride;
  18313. let currentWeight = this.cumulativeWeight;
  18314. if ( currentWeight === 0 ) {
  18315. // accuN := incoming * weight
  18316. for ( let i = 0; i !== stride; ++ i ) {
  18317. buffer[ offset + i ] = buffer[ i ];
  18318. }
  18319. currentWeight = weight;
  18320. } else {
  18321. // accuN := accuN + incoming * weight
  18322. currentWeight += weight;
  18323. const mix = weight / currentWeight;
  18324. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  18325. }
  18326. this.cumulativeWeight = currentWeight;
  18327. }
  18328. // accumulate data in the 'incoming' region into 'add'
  18329. accumulateAdditive( weight ) {
  18330. const buffer = this.buffer,
  18331. stride = this.valueSize,
  18332. offset = stride * this._addIndex;
  18333. if ( this.cumulativeWeightAdditive === 0 ) {
  18334. // add = identity
  18335. this._setIdentity();
  18336. }
  18337. // add := add + incoming * weight
  18338. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  18339. this.cumulativeWeightAdditive += weight;
  18340. }
  18341. // apply the state of 'accu<i>' to the binding when accus differ
  18342. apply( accuIndex ) {
  18343. const stride = this.valueSize,
  18344. buffer = this.buffer,
  18345. offset = accuIndex * stride + stride,
  18346. weight = this.cumulativeWeight,
  18347. weightAdditive = this.cumulativeWeightAdditive,
  18348. binding = this.binding;
  18349. this.cumulativeWeight = 0;
  18350. this.cumulativeWeightAdditive = 0;
  18351. if ( weight < 1 ) {
  18352. // accuN := accuN + original * ( 1 - cumulativeWeight )
  18353. const originalValueOffset = stride * this._origIndex;
  18354. this._mixBufferRegion(
  18355. buffer, offset, originalValueOffset, 1 - weight, stride );
  18356. }
  18357. if ( weightAdditive > 0 ) {
  18358. // accuN := accuN + additive accuN
  18359. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  18360. }
  18361. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  18362. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  18363. // value has changed -> update scene graph
  18364. binding.setValue( buffer, offset );
  18365. break;
  18366. }
  18367. }
  18368. }
  18369. // remember the state of the bound property and copy it to both accus
  18370. saveOriginalState() {
  18371. const binding = this.binding;
  18372. const buffer = this.buffer,
  18373. stride = this.valueSize,
  18374. originalValueOffset = stride * this._origIndex;
  18375. binding.getValue( buffer, originalValueOffset );
  18376. // accu[0..1] := orig -- initially detect changes against the original
  18377. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  18378. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  18379. }
  18380. // Add to identity for additive
  18381. this._setIdentity();
  18382. this.cumulativeWeight = 0;
  18383. this.cumulativeWeightAdditive = 0;
  18384. }
  18385. // apply the state previously taken via 'saveOriginalState' to the binding
  18386. restoreOriginalState() {
  18387. const originalValueOffset = this.valueSize * 3;
  18388. this.binding.setValue( this.buffer, originalValueOffset );
  18389. }
  18390. _setAdditiveIdentityNumeric() {
  18391. const startIndex = this._addIndex * this.valueSize;
  18392. const endIndex = startIndex + this.valueSize;
  18393. for ( let i = startIndex; i < endIndex; i ++ ) {
  18394. this.buffer[ i ] = 0;
  18395. }
  18396. }
  18397. _setAdditiveIdentityQuaternion() {
  18398. this._setAdditiveIdentityNumeric();
  18399. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  18400. }
  18401. _setAdditiveIdentityOther() {
  18402. const startIndex = this._origIndex * this.valueSize;
  18403. const targetIndex = this._addIndex * this.valueSize;
  18404. for ( let i = 0; i < this.valueSize; i ++ ) {
  18405. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  18406. }
  18407. }
  18408. // mix functions
  18409. _select( buffer, dstOffset, srcOffset, t, stride ) {
  18410. if ( t >= 0.5 ) {
  18411. for ( let i = 0; i !== stride; ++ i ) {
  18412. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  18413. }
  18414. }
  18415. }
  18416. _slerp( buffer, dstOffset, srcOffset, t ) {
  18417. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  18418. }
  18419. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  18420. const workOffset = this._workIndex * stride;
  18421. // Store result in intermediate buffer offset
  18422. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  18423. // Slerp to the intermediate result
  18424. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  18425. }
  18426. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  18427. const s = 1 - t;
  18428. for ( let i = 0; i !== stride; ++ i ) {
  18429. const j = dstOffset + i;
  18430. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  18431. }
  18432. }
  18433. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  18434. for ( let i = 0; i !== stride; ++ i ) {
  18435. const j = dstOffset + i;
  18436. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  18437. }
  18438. }
  18439. }
  18440. // Characters [].:/ are reserved for track binding syntax.
  18441. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  18442. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  18443. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  18444. // only latin characters, and the unicode \p{L} is not yet supported. So
  18445. // instead, we exclude reserved characters and match everything else.
  18446. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  18447. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  18448. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  18449. // be matched to parse the rest of the track name.
  18450. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  18451. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  18452. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  18453. // Object on target node, and accessor. May not contain reserved
  18454. // characters. Accessor may contain any character except closing bracket.
  18455. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  18456. // Property and accessor. May not contain reserved characters. Accessor may
  18457. // contain any non-bracket characters.
  18458. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  18459. const _trackRe = new RegExp( ''
  18460. + '^'
  18461. + _directoryRe
  18462. + _nodeRe
  18463. + _objectRe
  18464. + _propertyRe
  18465. + '$'
  18466. );
  18467. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  18468. class Composite {
  18469. constructor( targetGroup, path, optionalParsedPath ) {
  18470. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  18471. this._targetGroup = targetGroup;
  18472. this._bindings = targetGroup.subscribe_( path, parsedPath );
  18473. }
  18474. getValue( array, offset ) {
  18475. this.bind(); // bind all binding
  18476. const firstValidIndex = this._targetGroup.nCachedObjects_,
  18477. binding = this._bindings[ firstValidIndex ];
  18478. // and only call .getValue on the first
  18479. if ( binding !== undefined ) binding.getValue( array, offset );
  18480. }
  18481. setValue( array, offset ) {
  18482. const bindings = this._bindings;
  18483. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18484. bindings[ i ].setValue( array, offset );
  18485. }
  18486. }
  18487. bind() {
  18488. const bindings = this._bindings;
  18489. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18490. bindings[ i ].bind();
  18491. }
  18492. }
  18493. unbind() {
  18494. const bindings = this._bindings;
  18495. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18496. bindings[ i ].unbind();
  18497. }
  18498. }
  18499. }
  18500. // Note: This class uses a State pattern on a per-method basis:
  18501. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  18502. // prototype version of these methods with one that represents
  18503. // the bound state. When the property is not found, the methods
  18504. // become no-ops.
  18505. class PropertyBinding {
  18506. constructor( rootNode, path, parsedPath ) {
  18507. this.path = path;
  18508. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  18509. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  18510. this.rootNode = rootNode;
  18511. // initial state of these methods that calls 'bind'
  18512. this.getValue = this._getValue_unbound;
  18513. this.setValue = this._setValue_unbound;
  18514. }
  18515. static create( root, path, parsedPath ) {
  18516. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  18517. return new PropertyBinding( root, path, parsedPath );
  18518. } else {
  18519. return new PropertyBinding.Composite( root, path, parsedPath );
  18520. }
  18521. }
  18522. /**
  18523. * Replaces spaces with underscores and removes unsupported characters from
  18524. * node names, to ensure compatibility with parseTrackName().
  18525. *
  18526. * @param {string} name Node name to be sanitized.
  18527. * @return {string}
  18528. */
  18529. static sanitizeNodeName( name ) {
  18530. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  18531. }
  18532. static parseTrackName( trackName ) {
  18533. const matches = _trackRe.exec( trackName );
  18534. if ( matches === null ) {
  18535. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  18536. }
  18537. const results = {
  18538. // directoryName: matches[ 1 ], // (tschw) currently unused
  18539. nodeName: matches[ 2 ],
  18540. objectName: matches[ 3 ],
  18541. objectIndex: matches[ 4 ],
  18542. propertyName: matches[ 5 ], // required
  18543. propertyIndex: matches[ 6 ]
  18544. };
  18545. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  18546. if ( lastDot !== undefined && lastDot !== - 1 ) {
  18547. const objectName = results.nodeName.substring( lastDot + 1 );
  18548. // Object names must be checked against an allowlist. Otherwise, there
  18549. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  18550. // 'bar' could be the objectName, or part of a nodeName (which can
  18551. // include '.' characters).
  18552. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  18553. results.nodeName = results.nodeName.substring( 0, lastDot );
  18554. results.objectName = objectName;
  18555. }
  18556. }
  18557. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  18558. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  18559. }
  18560. return results;
  18561. }
  18562. static findNode( root, nodeName ) {
  18563. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  18564. return root;
  18565. }
  18566. // search into skeleton bones.
  18567. if ( root.skeleton ) {
  18568. const bone = root.skeleton.getBoneByName( nodeName );
  18569. if ( bone !== undefined ) {
  18570. return bone;
  18571. }
  18572. }
  18573. // search into node subtree.
  18574. if ( root.children ) {
  18575. const searchNodeSubtree = function ( children ) {
  18576. for ( let i = 0; i < children.length; i ++ ) {
  18577. const childNode = children[ i ];
  18578. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  18579. return childNode;
  18580. }
  18581. const result = searchNodeSubtree( childNode.children );
  18582. if ( result ) return result;
  18583. }
  18584. return null;
  18585. };
  18586. const subTreeNode = searchNodeSubtree( root.children );
  18587. if ( subTreeNode ) {
  18588. return subTreeNode;
  18589. }
  18590. }
  18591. return null;
  18592. }
  18593. // these are used to "bind" a nonexistent property
  18594. _getValue_unavailable() {}
  18595. _setValue_unavailable() {}
  18596. // Getters
  18597. _getValue_direct( buffer, offset ) {
  18598. buffer[ offset ] = this.targetObject[ this.propertyName ];
  18599. }
  18600. _getValue_array( buffer, offset ) {
  18601. const source = this.resolvedProperty;
  18602. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  18603. buffer[ offset ++ ] = source[ i ];
  18604. }
  18605. }
  18606. _getValue_arrayElement( buffer, offset ) {
  18607. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  18608. }
  18609. _getValue_toArray( buffer, offset ) {
  18610. this.resolvedProperty.toArray( buffer, offset );
  18611. }
  18612. // Direct
  18613. _setValue_direct( buffer, offset ) {
  18614. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18615. }
  18616. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  18617. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18618. this.targetObject.needsUpdate = true;
  18619. }
  18620. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18621. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18622. this.targetObject.matrixWorldNeedsUpdate = true;
  18623. }
  18624. // EntireArray
  18625. _setValue_array( buffer, offset ) {
  18626. const dest = this.resolvedProperty;
  18627. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18628. dest[ i ] = buffer[ offset ++ ];
  18629. }
  18630. }
  18631. _setValue_array_setNeedsUpdate( buffer, offset ) {
  18632. const dest = this.resolvedProperty;
  18633. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18634. dest[ i ] = buffer[ offset ++ ];
  18635. }
  18636. this.targetObject.needsUpdate = true;
  18637. }
  18638. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18639. const dest = this.resolvedProperty;
  18640. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18641. dest[ i ] = buffer[ offset ++ ];
  18642. }
  18643. this.targetObject.matrixWorldNeedsUpdate = true;
  18644. }
  18645. // ArrayElement
  18646. _setValue_arrayElement( buffer, offset ) {
  18647. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18648. }
  18649. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  18650. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18651. this.targetObject.needsUpdate = true;
  18652. }
  18653. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18654. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18655. this.targetObject.matrixWorldNeedsUpdate = true;
  18656. }
  18657. // HasToFromArray
  18658. _setValue_fromArray( buffer, offset ) {
  18659. this.resolvedProperty.fromArray( buffer, offset );
  18660. }
  18661. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  18662. this.resolvedProperty.fromArray( buffer, offset );
  18663. this.targetObject.needsUpdate = true;
  18664. }
  18665. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18666. this.resolvedProperty.fromArray( buffer, offset );
  18667. this.targetObject.matrixWorldNeedsUpdate = true;
  18668. }
  18669. _getValue_unbound( targetArray, offset ) {
  18670. this.bind();
  18671. this.getValue( targetArray, offset );
  18672. }
  18673. _setValue_unbound( sourceArray, offset ) {
  18674. this.bind();
  18675. this.setValue( sourceArray, offset );
  18676. }
  18677. // create getter / setter pair for a property in the scene graph
  18678. bind() {
  18679. let targetObject = this.node;
  18680. const parsedPath = this.parsedPath;
  18681. const objectName = parsedPath.objectName;
  18682. const propertyName = parsedPath.propertyName;
  18683. let propertyIndex = parsedPath.propertyIndex;
  18684. if ( ! targetObject ) {
  18685. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  18686. this.node = targetObject;
  18687. }
  18688. // set fail state so we can just 'return' on error
  18689. this.getValue = this._getValue_unavailable;
  18690. this.setValue = this._setValue_unavailable;
  18691. // ensure there is a value node
  18692. if ( ! targetObject ) {
  18693. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  18694. return;
  18695. }
  18696. if ( objectName ) {
  18697. let objectIndex = parsedPath.objectIndex;
  18698. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  18699. switch ( objectName ) {
  18700. case 'materials':
  18701. if ( ! targetObject.material ) {
  18702. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  18703. return;
  18704. }
  18705. if ( ! targetObject.material.materials ) {
  18706. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  18707. return;
  18708. }
  18709. targetObject = targetObject.material.materials;
  18710. break;
  18711. case 'bones':
  18712. if ( ! targetObject.skeleton ) {
  18713. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  18714. return;
  18715. }
  18716. // potential future optimization: skip this if propertyIndex is already an integer
  18717. // and convert the integer string to a true integer.
  18718. targetObject = targetObject.skeleton.bones;
  18719. // support resolving morphTarget names into indices.
  18720. for ( let i = 0; i < targetObject.length; i ++ ) {
  18721. if ( targetObject[ i ].name === objectIndex ) {
  18722. objectIndex = i;
  18723. break;
  18724. }
  18725. }
  18726. break;
  18727. case 'map':
  18728. if ( 'map' in targetObject ) {
  18729. targetObject = targetObject.map;
  18730. break;
  18731. }
  18732. if ( ! targetObject.material ) {
  18733. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  18734. return;
  18735. }
  18736. if ( ! targetObject.material.map ) {
  18737. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  18738. return;
  18739. }
  18740. targetObject = targetObject.material.map;
  18741. break;
  18742. default:
  18743. if ( targetObject[ objectName ] === undefined ) {
  18744. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  18745. return;
  18746. }
  18747. targetObject = targetObject[ objectName ];
  18748. }
  18749. if ( objectIndex !== undefined ) {
  18750. if ( targetObject[ objectIndex ] === undefined ) {
  18751. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  18752. return;
  18753. }
  18754. targetObject = targetObject[ objectIndex ];
  18755. }
  18756. }
  18757. // resolve property
  18758. const nodeProperty = targetObject[ propertyName ];
  18759. if ( nodeProperty === undefined ) {
  18760. const nodeName = parsedPath.nodeName;
  18761. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  18762. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  18763. return;
  18764. }
  18765. // determine versioning scheme
  18766. let versioning = this.Versioning.None;
  18767. this.targetObject = targetObject;
  18768. if ( targetObject.needsUpdate !== undefined ) { // material
  18769. versioning = this.Versioning.NeedsUpdate;
  18770. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  18771. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  18772. }
  18773. // determine how the property gets bound
  18774. let bindingType = this.BindingType.Direct;
  18775. if ( propertyIndex !== undefined ) {
  18776. // access a sub element of the property array (only primitives are supported right now)
  18777. if ( propertyName === 'morphTargetInfluences' ) {
  18778. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  18779. // support resolving morphTarget names into indices.
  18780. if ( ! targetObject.geometry ) {
  18781. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  18782. return;
  18783. }
  18784. if ( ! targetObject.geometry.morphAttributes ) {
  18785. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  18786. return;
  18787. }
  18788. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  18789. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  18790. }
  18791. }
  18792. bindingType = this.BindingType.ArrayElement;
  18793. this.resolvedProperty = nodeProperty;
  18794. this.propertyIndex = propertyIndex;
  18795. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  18796. // must use copy for Object3D.Euler/Quaternion
  18797. bindingType = this.BindingType.HasFromToArray;
  18798. this.resolvedProperty = nodeProperty;
  18799. } else if ( Array.isArray( nodeProperty ) ) {
  18800. bindingType = this.BindingType.EntireArray;
  18801. this.resolvedProperty = nodeProperty;
  18802. } else {
  18803. this.propertyName = propertyName;
  18804. }
  18805. // select getter / setter
  18806. this.getValue = this.GetterByBindingType[ bindingType ];
  18807. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  18808. }
  18809. unbind() {
  18810. this.node = null;
  18811. // back to the prototype version of getValue / setValue
  18812. // note: avoiding to mutate the shape of 'this' via 'delete'
  18813. this.getValue = this._getValue_unbound;
  18814. this.setValue = this._setValue_unbound;
  18815. }
  18816. }
  18817. PropertyBinding.Composite = Composite;
  18818. PropertyBinding.prototype.BindingType = {
  18819. Direct: 0,
  18820. EntireArray: 1,
  18821. ArrayElement: 2,
  18822. HasFromToArray: 3
  18823. };
  18824. PropertyBinding.prototype.Versioning = {
  18825. None: 0,
  18826. NeedsUpdate: 1,
  18827. MatrixWorldNeedsUpdate: 2
  18828. };
  18829. PropertyBinding.prototype.GetterByBindingType = [
  18830. PropertyBinding.prototype._getValue_direct,
  18831. PropertyBinding.prototype._getValue_array,
  18832. PropertyBinding.prototype._getValue_arrayElement,
  18833. PropertyBinding.prototype._getValue_toArray,
  18834. ];
  18835. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  18836. [
  18837. // Direct
  18838. PropertyBinding.prototype._setValue_direct,
  18839. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  18840. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  18841. ], [
  18842. // EntireArray
  18843. PropertyBinding.prototype._setValue_array,
  18844. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  18845. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  18846. ], [
  18847. // ArrayElement
  18848. PropertyBinding.prototype._setValue_arrayElement,
  18849. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  18850. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  18851. ], [
  18852. // HasToFromArray
  18853. PropertyBinding.prototype._setValue_fromArray,
  18854. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  18855. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  18856. ]
  18857. ];
  18858. /**
  18859. *
  18860. * A group of objects that receives a shared animation state.
  18861. *
  18862. * Usage:
  18863. *
  18864. * - Add objects you would otherwise pass as 'root' to the
  18865. * constructor or the .clipAction method of AnimationMixer.
  18866. *
  18867. * - Instead pass this object as 'root'.
  18868. *
  18869. * - You can also add and remove objects later when the mixer
  18870. * is running.
  18871. *
  18872. * Note:
  18873. *
  18874. * Objects of this class appear as one object to the mixer,
  18875. * so cache control of the individual objects must be done
  18876. * on the group.
  18877. *
  18878. * Limitation:
  18879. *
  18880. * - The animated properties must be compatible among the
  18881. * all objects in the group.
  18882. *
  18883. * - A single property can either be controlled through a
  18884. * target group or directly, but not both.
  18885. */
  18886. class AnimationObjectGroup {
  18887. constructor() {
  18888. this.isAnimationObjectGroup = true;
  18889. this.uuid = generateUUID();
  18890. // cached objects followed by the active ones
  18891. this._objects = Array.prototype.slice.call( arguments );
  18892. this.nCachedObjects_ = 0; // threshold
  18893. // note: read by PropertyBinding.Composite
  18894. const indices = {};
  18895. this._indicesByUUID = indices; // for bookkeeping
  18896. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  18897. indices[ arguments[ i ].uuid ] = i;
  18898. }
  18899. this._paths = []; // inside: string
  18900. this._parsedPaths = []; // inside: { we don't care, here }
  18901. this._bindings = []; // inside: Array< PropertyBinding >
  18902. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  18903. const scope = this;
  18904. this.stats = {
  18905. objects: {
  18906. get total() {
  18907. return scope._objects.length;
  18908. },
  18909. get inUse() {
  18910. return this.total - scope.nCachedObjects_;
  18911. }
  18912. },
  18913. get bindingsPerObject() {
  18914. return scope._bindings.length;
  18915. }
  18916. };
  18917. }
  18918. add() {
  18919. const objects = this._objects,
  18920. indicesByUUID = this._indicesByUUID,
  18921. paths = this._paths,
  18922. parsedPaths = this._parsedPaths,
  18923. bindings = this._bindings,
  18924. nBindings = bindings.length;
  18925. let knownObject = undefined,
  18926. nObjects = objects.length,
  18927. nCachedObjects = this.nCachedObjects_;
  18928. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  18929. const object = arguments[ i ],
  18930. uuid = object.uuid;
  18931. let index = indicesByUUID[ uuid ];
  18932. if ( index === undefined ) {
  18933. // unknown object -> add it to the ACTIVE region
  18934. index = nObjects ++;
  18935. indicesByUUID[ uuid ] = index;
  18936. objects.push( object );
  18937. // accounting is done, now do the same for all bindings
  18938. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  18939. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  18940. }
  18941. } else if ( index < nCachedObjects ) {
  18942. knownObject = objects[ index ];
  18943. // move existing object to the ACTIVE region
  18944. const firstActiveIndex = -- nCachedObjects,
  18945. lastCachedObject = objects[ firstActiveIndex ];
  18946. indicesByUUID[ lastCachedObject.uuid ] = index;
  18947. objects[ index ] = lastCachedObject;
  18948. indicesByUUID[ uuid ] = firstActiveIndex;
  18949. objects[ firstActiveIndex ] = object;
  18950. // accounting is done, now do the same for all bindings
  18951. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  18952. const bindingsForPath = bindings[ j ],
  18953. lastCached = bindingsForPath[ firstActiveIndex ];
  18954. let binding = bindingsForPath[ index ];
  18955. bindingsForPath[ index ] = lastCached;
  18956. if ( binding === undefined ) {
  18957. // since we do not bother to create new bindings
  18958. // for objects that are cached, the binding may
  18959. // or may not exist
  18960. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  18961. }
  18962. bindingsForPath[ firstActiveIndex ] = binding;
  18963. }
  18964. } else if ( objects[ index ] !== knownObject ) {
  18965. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  18966. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  18967. } // else the object is already where we want it to be
  18968. } // for arguments
  18969. this.nCachedObjects_ = nCachedObjects;
  18970. }
  18971. remove() {
  18972. const objects = this._objects,
  18973. indicesByUUID = this._indicesByUUID,
  18974. bindings = this._bindings,
  18975. nBindings = bindings.length;
  18976. let nCachedObjects = this.nCachedObjects_;
  18977. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  18978. const object = arguments[ i ],
  18979. uuid = object.uuid,
  18980. index = indicesByUUID[ uuid ];
  18981. if ( index !== undefined && index >= nCachedObjects ) {
  18982. // move existing object into the CACHED region
  18983. const lastCachedIndex = nCachedObjects ++,
  18984. firstActiveObject = objects[ lastCachedIndex ];
  18985. indicesByUUID[ firstActiveObject.uuid ] = index;
  18986. objects[ index ] = firstActiveObject;
  18987. indicesByUUID[ uuid ] = lastCachedIndex;
  18988. objects[ lastCachedIndex ] = object;
  18989. // accounting is done, now do the same for all bindings
  18990. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  18991. const bindingsForPath = bindings[ j ],
  18992. firstActive = bindingsForPath[ lastCachedIndex ],
  18993. binding = bindingsForPath[ index ];
  18994. bindingsForPath[ index ] = firstActive;
  18995. bindingsForPath[ lastCachedIndex ] = binding;
  18996. }
  18997. }
  18998. } // for arguments
  18999. this.nCachedObjects_ = nCachedObjects;
  19000. }
  19001. // remove & forget
  19002. uncache() {
  19003. const objects = this._objects,
  19004. indicesByUUID = this._indicesByUUID,
  19005. bindings = this._bindings,
  19006. nBindings = bindings.length;
  19007. let nCachedObjects = this.nCachedObjects_,
  19008. nObjects = objects.length;
  19009. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  19010. const object = arguments[ i ],
  19011. uuid = object.uuid,
  19012. index = indicesByUUID[ uuid ];
  19013. if ( index !== undefined ) {
  19014. delete indicesByUUID[ uuid ];
  19015. if ( index < nCachedObjects ) {
  19016. // object is cached, shrink the CACHED region
  19017. const firstActiveIndex = -- nCachedObjects,
  19018. lastCachedObject = objects[ firstActiveIndex ],
  19019. lastIndex = -- nObjects,
  19020. lastObject = objects[ lastIndex ];
  19021. // last cached object takes this object's place
  19022. indicesByUUID[ lastCachedObject.uuid ] = index;
  19023. objects[ index ] = lastCachedObject;
  19024. // last object goes to the activated slot and pop
  19025. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  19026. objects[ firstActiveIndex ] = lastObject;
  19027. objects.pop();
  19028. // accounting is done, now do the same for all bindings
  19029. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19030. const bindingsForPath = bindings[ j ],
  19031. lastCached = bindingsForPath[ firstActiveIndex ],
  19032. last = bindingsForPath[ lastIndex ];
  19033. bindingsForPath[ index ] = lastCached;
  19034. bindingsForPath[ firstActiveIndex ] = last;
  19035. bindingsForPath.pop();
  19036. }
  19037. } else {
  19038. // object is active, just swap with the last and pop
  19039. const lastIndex = -- nObjects,
  19040. lastObject = objects[ lastIndex ];
  19041. if ( lastIndex > 0 ) {
  19042. indicesByUUID[ lastObject.uuid ] = index;
  19043. }
  19044. objects[ index ] = lastObject;
  19045. objects.pop();
  19046. // accounting is done, now do the same for all bindings
  19047. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19048. const bindingsForPath = bindings[ j ];
  19049. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  19050. bindingsForPath.pop();
  19051. }
  19052. } // cached or active
  19053. } // if object is known
  19054. } // for arguments
  19055. this.nCachedObjects_ = nCachedObjects;
  19056. }
  19057. // Internal interface used by befriended PropertyBinding.Composite:
  19058. subscribe_( path, parsedPath ) {
  19059. // returns an array of bindings for the given path that is changed
  19060. // according to the contained objects in the group
  19061. const indicesByPath = this._bindingsIndicesByPath;
  19062. let index = indicesByPath[ path ];
  19063. const bindings = this._bindings;
  19064. if ( index !== undefined ) return bindings[ index ];
  19065. const paths = this._paths,
  19066. parsedPaths = this._parsedPaths,
  19067. objects = this._objects,
  19068. nObjects = objects.length,
  19069. nCachedObjects = this.nCachedObjects_,
  19070. bindingsForPath = new Array( nObjects );
  19071. index = bindings.length;
  19072. indicesByPath[ path ] = index;
  19073. paths.push( path );
  19074. parsedPaths.push( parsedPath );
  19075. bindings.push( bindingsForPath );
  19076. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  19077. const object = objects[ i ];
  19078. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  19079. }
  19080. return bindingsForPath;
  19081. }
  19082. unsubscribe_( path ) {
  19083. // tells the group to forget about a property path and no longer
  19084. // update the array previously obtained with 'subscribe_'
  19085. const indicesByPath = this._bindingsIndicesByPath,
  19086. index = indicesByPath[ path ];
  19087. if ( index !== undefined ) {
  19088. const paths = this._paths,
  19089. parsedPaths = this._parsedPaths,
  19090. bindings = this._bindings,
  19091. lastBindingsIndex = bindings.length - 1,
  19092. lastBindings = bindings[ lastBindingsIndex ],
  19093. lastBindingsPath = path[ lastBindingsIndex ];
  19094. indicesByPath[ lastBindingsPath ] = index;
  19095. bindings[ index ] = lastBindings;
  19096. bindings.pop();
  19097. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  19098. parsedPaths.pop();
  19099. paths[ index ] = paths[ lastBindingsIndex ];
  19100. paths.pop();
  19101. }
  19102. }
  19103. }
  19104. class AnimationAction {
  19105. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  19106. this._mixer = mixer;
  19107. this._clip = clip;
  19108. this._localRoot = localRoot;
  19109. this.blendMode = blendMode;
  19110. const tracks = clip.tracks,
  19111. nTracks = tracks.length,
  19112. interpolants = new Array( nTracks );
  19113. const interpolantSettings = {
  19114. endingStart: ZeroCurvatureEnding,
  19115. endingEnd: ZeroCurvatureEnding
  19116. };
  19117. for ( let i = 0; i !== nTracks; ++ i ) {
  19118. const interpolant = tracks[ i ].createInterpolant( null );
  19119. interpolants[ i ] = interpolant;
  19120. interpolant.settings = interpolantSettings;
  19121. }
  19122. this._interpolantSettings = interpolantSettings;
  19123. this._interpolants = interpolants; // bound by the mixer
  19124. // inside: PropertyMixer (managed by the mixer)
  19125. this._propertyBindings = new Array( nTracks );
  19126. this._cacheIndex = null; // for the memory manager
  19127. this._byClipCacheIndex = null; // for the memory manager
  19128. this._timeScaleInterpolant = null;
  19129. this._weightInterpolant = null;
  19130. this.loop = LoopRepeat;
  19131. this._loopCount = - 1;
  19132. // global mixer time when the action is to be started
  19133. // it's set back to 'null' upon start of the action
  19134. this._startTime = null;
  19135. // scaled local time of the action
  19136. // gets clamped or wrapped to 0..clip.duration according to loop
  19137. this.time = 0;
  19138. this.timeScale = 1;
  19139. this._effectiveTimeScale = 1;
  19140. this.weight = 1;
  19141. this._effectiveWeight = 1;
  19142. this.repetitions = Infinity; // no. of repetitions when looping
  19143. this.paused = false; // true -> zero effective time scale
  19144. this.enabled = true; // false -> zero effective weight
  19145. this.clampWhenFinished = false;// keep feeding the last frame?
  19146. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  19147. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  19148. }
  19149. // State & Scheduling
  19150. play() {
  19151. this._mixer._activateAction( this );
  19152. return this;
  19153. }
  19154. stop() {
  19155. this._mixer._deactivateAction( this );
  19156. return this.reset();
  19157. }
  19158. reset() {
  19159. this.paused = false;
  19160. this.enabled = true;
  19161. this.time = 0; // restart clip
  19162. this._loopCount = - 1;// forget previous loops
  19163. this._startTime = null;// forget scheduling
  19164. return this.stopFading().stopWarping();
  19165. }
  19166. isRunning() {
  19167. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  19168. this._startTime === null && this._mixer._isActiveAction( this );
  19169. }
  19170. // return true when play has been called
  19171. isScheduled() {
  19172. return this._mixer._isActiveAction( this );
  19173. }
  19174. startAt( time ) {
  19175. this._startTime = time;
  19176. return this;
  19177. }
  19178. setLoop( mode, repetitions ) {
  19179. this.loop = mode;
  19180. this.repetitions = repetitions;
  19181. return this;
  19182. }
  19183. // Weight
  19184. // set the weight stopping any scheduled fading
  19185. // although .enabled = false yields an effective weight of zero, this
  19186. // method does *not* change .enabled, because it would be confusing
  19187. setEffectiveWeight( weight ) {
  19188. this.weight = weight;
  19189. // note: same logic as when updated at runtime
  19190. this._effectiveWeight = this.enabled ? weight : 0;
  19191. return this.stopFading();
  19192. }
  19193. // return the weight considering fading and .enabled
  19194. getEffectiveWeight() {
  19195. return this._effectiveWeight;
  19196. }
  19197. fadeIn( duration ) {
  19198. return this._scheduleFading( duration, 0, 1 );
  19199. }
  19200. fadeOut( duration ) {
  19201. return this._scheduleFading( duration, 1, 0 );
  19202. }
  19203. crossFadeFrom( fadeOutAction, duration, warp ) {
  19204. fadeOutAction.fadeOut( duration );
  19205. this.fadeIn( duration );
  19206. if ( warp ) {
  19207. const fadeInDuration = this._clip.duration,
  19208. fadeOutDuration = fadeOutAction._clip.duration,
  19209. startEndRatio = fadeOutDuration / fadeInDuration,
  19210. endStartRatio = fadeInDuration / fadeOutDuration;
  19211. fadeOutAction.warp( 1.0, startEndRatio, duration );
  19212. this.warp( endStartRatio, 1.0, duration );
  19213. }
  19214. return this;
  19215. }
  19216. crossFadeTo( fadeInAction, duration, warp ) {
  19217. return fadeInAction.crossFadeFrom( this, duration, warp );
  19218. }
  19219. stopFading() {
  19220. const weightInterpolant = this._weightInterpolant;
  19221. if ( weightInterpolant !== null ) {
  19222. this._weightInterpolant = null;
  19223. this._mixer._takeBackControlInterpolant( weightInterpolant );
  19224. }
  19225. return this;
  19226. }
  19227. // Time Scale Control
  19228. // set the time scale stopping any scheduled warping
  19229. // although .paused = true yields an effective time scale of zero, this
  19230. // method does *not* change .paused, because it would be confusing
  19231. setEffectiveTimeScale( timeScale ) {
  19232. this.timeScale = timeScale;
  19233. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  19234. return this.stopWarping();
  19235. }
  19236. // return the time scale considering warping and .paused
  19237. getEffectiveTimeScale() {
  19238. return this._effectiveTimeScale;
  19239. }
  19240. setDuration( duration ) {
  19241. this.timeScale = this._clip.duration / duration;
  19242. return this.stopWarping();
  19243. }
  19244. syncWith( action ) {
  19245. this.time = action.time;
  19246. this.timeScale = action.timeScale;
  19247. return this.stopWarping();
  19248. }
  19249. halt( duration ) {
  19250. return this.warp( this._effectiveTimeScale, 0, duration );
  19251. }
  19252. warp( startTimeScale, endTimeScale, duration ) {
  19253. const mixer = this._mixer,
  19254. now = mixer.time,
  19255. timeScale = this.timeScale;
  19256. let interpolant = this._timeScaleInterpolant;
  19257. if ( interpolant === null ) {
  19258. interpolant = mixer._lendControlInterpolant();
  19259. this._timeScaleInterpolant = interpolant;
  19260. }
  19261. const times = interpolant.parameterPositions,
  19262. values = interpolant.sampleValues;
  19263. times[ 0 ] = now;
  19264. times[ 1 ] = now + duration;
  19265. values[ 0 ] = startTimeScale / timeScale;
  19266. values[ 1 ] = endTimeScale / timeScale;
  19267. return this;
  19268. }
  19269. stopWarping() {
  19270. const timeScaleInterpolant = this._timeScaleInterpolant;
  19271. if ( timeScaleInterpolant !== null ) {
  19272. this._timeScaleInterpolant = null;
  19273. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  19274. }
  19275. return this;
  19276. }
  19277. // Object Accessors
  19278. getMixer() {
  19279. return this._mixer;
  19280. }
  19281. getClip() {
  19282. return this._clip;
  19283. }
  19284. getRoot() {
  19285. return this._localRoot || this._mixer._root;
  19286. }
  19287. // Interna
  19288. _update( time, deltaTime, timeDirection, accuIndex ) {
  19289. // called by the mixer
  19290. if ( ! this.enabled ) {
  19291. // call ._updateWeight() to update ._effectiveWeight
  19292. this._updateWeight( time );
  19293. return;
  19294. }
  19295. const startTime = this._startTime;
  19296. if ( startTime !== null ) {
  19297. // check for scheduled start of action
  19298. const timeRunning = ( time - startTime ) * timeDirection;
  19299. if ( timeRunning < 0 || timeDirection === 0 ) {
  19300. deltaTime = 0;
  19301. } else {
  19302. this._startTime = null; // unschedule
  19303. deltaTime = timeDirection * timeRunning;
  19304. }
  19305. }
  19306. // apply time scale and advance time
  19307. deltaTime *= this._updateTimeScale( time );
  19308. const clipTime = this._updateTime( deltaTime );
  19309. // note: _updateTime may disable the action resulting in
  19310. // an effective weight of 0
  19311. const weight = this._updateWeight( time );
  19312. if ( weight > 0 ) {
  19313. const interpolants = this._interpolants;
  19314. const propertyMixers = this._propertyBindings;
  19315. switch ( this.blendMode ) {
  19316. case AdditiveAnimationBlendMode:
  19317. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  19318. interpolants[ j ].evaluate( clipTime );
  19319. propertyMixers[ j ].accumulateAdditive( weight );
  19320. }
  19321. break;
  19322. case NormalAnimationBlendMode:
  19323. default:
  19324. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  19325. interpolants[ j ].evaluate( clipTime );
  19326. propertyMixers[ j ].accumulate( accuIndex, weight );
  19327. }
  19328. }
  19329. }
  19330. }
  19331. _updateWeight( time ) {
  19332. let weight = 0;
  19333. if ( this.enabled ) {
  19334. weight = this.weight;
  19335. const interpolant = this._weightInterpolant;
  19336. if ( interpolant !== null ) {
  19337. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  19338. weight *= interpolantValue;
  19339. if ( time > interpolant.parameterPositions[ 1 ] ) {
  19340. this.stopFading();
  19341. if ( interpolantValue === 0 ) {
  19342. // faded out, disable
  19343. this.enabled = false;
  19344. }
  19345. }
  19346. }
  19347. }
  19348. this._effectiveWeight = weight;
  19349. return weight;
  19350. }
  19351. _updateTimeScale( time ) {
  19352. let timeScale = 0;
  19353. if ( ! this.paused ) {
  19354. timeScale = this.timeScale;
  19355. const interpolant = this._timeScaleInterpolant;
  19356. if ( interpolant !== null ) {
  19357. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  19358. timeScale *= interpolantValue;
  19359. if ( time > interpolant.parameterPositions[ 1 ] ) {
  19360. this.stopWarping();
  19361. if ( timeScale === 0 ) {
  19362. // motion has halted, pause
  19363. this.paused = true;
  19364. } else {
  19365. // warp done - apply final time scale
  19366. this.timeScale = timeScale;
  19367. }
  19368. }
  19369. }
  19370. }
  19371. this._effectiveTimeScale = timeScale;
  19372. return timeScale;
  19373. }
  19374. _updateTime( deltaTime ) {
  19375. const duration = this._clip.duration;
  19376. const loop = this.loop;
  19377. let time = this.time + deltaTime;
  19378. let loopCount = this._loopCount;
  19379. const pingPong = ( loop === LoopPingPong );
  19380. if ( deltaTime === 0 ) {
  19381. if ( loopCount === - 1 ) return time;
  19382. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  19383. }
  19384. if ( loop === LoopOnce ) {
  19385. if ( loopCount === - 1 ) {
  19386. // just started
  19387. this._loopCount = 0;
  19388. this._setEndings( true, true, false );
  19389. }
  19390. handle_stop: {
  19391. if ( time >= duration ) {
  19392. time = duration;
  19393. } else if ( time < 0 ) {
  19394. time = 0;
  19395. } else {
  19396. this.time = time;
  19397. break handle_stop;
  19398. }
  19399. if ( this.clampWhenFinished ) this.paused = true;
  19400. else this.enabled = false;
  19401. this.time = time;
  19402. this._mixer.dispatchEvent( {
  19403. type: 'finished', action: this,
  19404. direction: deltaTime < 0 ? - 1 : 1
  19405. } );
  19406. }
  19407. } else { // repetitive Repeat or PingPong
  19408. if ( loopCount === - 1 ) {
  19409. // just started
  19410. if ( deltaTime >= 0 ) {
  19411. loopCount = 0;
  19412. this._setEndings( true, this.repetitions === 0, pingPong );
  19413. } else {
  19414. // when looping in reverse direction, the initial
  19415. // transition through zero counts as a repetition,
  19416. // so leave loopCount at -1
  19417. this._setEndings( this.repetitions === 0, true, pingPong );
  19418. }
  19419. }
  19420. if ( time >= duration || time < 0 ) {
  19421. // wrap around
  19422. const loopDelta = Math.floor( time / duration ); // signed
  19423. time -= duration * loopDelta;
  19424. loopCount += Math.abs( loopDelta );
  19425. const pending = this.repetitions - loopCount;
  19426. if ( pending <= 0 ) {
  19427. // have to stop (switch state, clamp time, fire event)
  19428. if ( this.clampWhenFinished ) this.paused = true;
  19429. else this.enabled = false;
  19430. time = deltaTime > 0 ? duration : 0;
  19431. this.time = time;
  19432. this._mixer.dispatchEvent( {
  19433. type: 'finished', action: this,
  19434. direction: deltaTime > 0 ? 1 : - 1
  19435. } );
  19436. } else {
  19437. // keep running
  19438. if ( pending === 1 ) {
  19439. // entering the last round
  19440. const atStart = deltaTime < 0;
  19441. this._setEndings( atStart, ! atStart, pingPong );
  19442. } else {
  19443. this._setEndings( false, false, pingPong );
  19444. }
  19445. this._loopCount = loopCount;
  19446. this.time = time;
  19447. this._mixer.dispatchEvent( {
  19448. type: 'loop', action: this, loopDelta: loopDelta
  19449. } );
  19450. }
  19451. } else {
  19452. this.time = time;
  19453. }
  19454. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  19455. // invert time for the "pong round"
  19456. return duration - time;
  19457. }
  19458. }
  19459. return time;
  19460. }
  19461. _setEndings( atStart, atEnd, pingPong ) {
  19462. const settings = this._interpolantSettings;
  19463. if ( pingPong ) {
  19464. settings.endingStart = ZeroSlopeEnding;
  19465. settings.endingEnd = ZeroSlopeEnding;
  19466. } else {
  19467. // assuming for LoopOnce atStart == atEnd == true
  19468. if ( atStart ) {
  19469. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  19470. } else {
  19471. settings.endingStart = WrapAroundEnding;
  19472. }
  19473. if ( atEnd ) {
  19474. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  19475. } else {
  19476. settings.endingEnd = WrapAroundEnding;
  19477. }
  19478. }
  19479. }
  19480. _scheduleFading( duration, weightNow, weightThen ) {
  19481. const mixer = this._mixer, now = mixer.time;
  19482. let interpolant = this._weightInterpolant;
  19483. if ( interpolant === null ) {
  19484. interpolant = mixer._lendControlInterpolant();
  19485. this._weightInterpolant = interpolant;
  19486. }
  19487. const times = interpolant.parameterPositions,
  19488. values = interpolant.sampleValues;
  19489. times[ 0 ] = now;
  19490. values[ 0 ] = weightNow;
  19491. times[ 1 ] = now + duration;
  19492. values[ 1 ] = weightThen;
  19493. return this;
  19494. }
  19495. }
  19496. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  19497. class AnimationMixer extends EventDispatcher {
  19498. constructor( root ) {
  19499. super();
  19500. this._root = root;
  19501. this._initMemoryManager();
  19502. this._accuIndex = 0;
  19503. this.time = 0;
  19504. this.timeScale = 1.0;
  19505. }
  19506. _bindAction( action, prototypeAction ) {
  19507. const root = action._localRoot || this._root,
  19508. tracks = action._clip.tracks,
  19509. nTracks = tracks.length,
  19510. bindings = action._propertyBindings,
  19511. interpolants = action._interpolants,
  19512. rootUuid = root.uuid,
  19513. bindingsByRoot = this._bindingsByRootAndName;
  19514. let bindingsByName = bindingsByRoot[ rootUuid ];
  19515. if ( bindingsByName === undefined ) {
  19516. bindingsByName = {};
  19517. bindingsByRoot[ rootUuid ] = bindingsByName;
  19518. }
  19519. for ( let i = 0; i !== nTracks; ++ i ) {
  19520. const track = tracks[ i ],
  19521. trackName = track.name;
  19522. let binding = bindingsByName[ trackName ];
  19523. if ( binding !== undefined ) {
  19524. ++ binding.referenceCount;
  19525. bindings[ i ] = binding;
  19526. } else {
  19527. binding = bindings[ i ];
  19528. if ( binding !== undefined ) {
  19529. // existing binding, make sure the cache knows
  19530. if ( binding._cacheIndex === null ) {
  19531. ++ binding.referenceCount;
  19532. this._addInactiveBinding( binding, rootUuid, trackName );
  19533. }
  19534. continue;
  19535. }
  19536. const path = prototypeAction && prototypeAction.
  19537. _propertyBindings[ i ].binding.parsedPath;
  19538. binding = new PropertyMixer(
  19539. PropertyBinding.create( root, trackName, path ),
  19540. track.ValueTypeName, track.getValueSize() );
  19541. ++ binding.referenceCount;
  19542. this._addInactiveBinding( binding, rootUuid, trackName );
  19543. bindings[ i ] = binding;
  19544. }
  19545. interpolants[ i ].resultBuffer = binding.buffer;
  19546. }
  19547. }
  19548. _activateAction( action ) {
  19549. if ( ! this._isActiveAction( action ) ) {
  19550. if ( action._cacheIndex === null ) {
  19551. // this action has been forgotten by the cache, but the user
  19552. // appears to be still using it -> rebind
  19553. const rootUuid = ( action._localRoot || this._root ).uuid,
  19554. clipUuid = action._clip.uuid,
  19555. actionsForClip = this._actionsByClip[ clipUuid ];
  19556. this._bindAction( action,
  19557. actionsForClip && actionsForClip.knownActions[ 0 ] );
  19558. this._addInactiveAction( action, clipUuid, rootUuid );
  19559. }
  19560. const bindings = action._propertyBindings;
  19561. // increment reference counts / sort out state
  19562. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19563. const binding = bindings[ i ];
  19564. if ( binding.useCount ++ === 0 ) {
  19565. this._lendBinding( binding );
  19566. binding.saveOriginalState();
  19567. }
  19568. }
  19569. this._lendAction( action );
  19570. }
  19571. }
  19572. _deactivateAction( action ) {
  19573. if ( this._isActiveAction( action ) ) {
  19574. const bindings = action._propertyBindings;
  19575. // decrement reference counts / sort out state
  19576. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19577. const binding = bindings[ i ];
  19578. if ( -- binding.useCount === 0 ) {
  19579. binding.restoreOriginalState();
  19580. this._takeBackBinding( binding );
  19581. }
  19582. }
  19583. this._takeBackAction( action );
  19584. }
  19585. }
  19586. // Memory manager
  19587. _initMemoryManager() {
  19588. this._actions = []; // 'nActiveActions' followed by inactive ones
  19589. this._nActiveActions = 0;
  19590. this._actionsByClip = {};
  19591. // inside:
  19592. // {
  19593. // knownActions: Array< AnimationAction > - used as prototypes
  19594. // actionByRoot: AnimationAction - lookup
  19595. // }
  19596. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  19597. this._nActiveBindings = 0;
  19598. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  19599. this._controlInterpolants = []; // same game as above
  19600. this._nActiveControlInterpolants = 0;
  19601. const scope = this;
  19602. this.stats = {
  19603. actions: {
  19604. get total() {
  19605. return scope._actions.length;
  19606. },
  19607. get inUse() {
  19608. return scope._nActiveActions;
  19609. }
  19610. },
  19611. bindings: {
  19612. get total() {
  19613. return scope._bindings.length;
  19614. },
  19615. get inUse() {
  19616. return scope._nActiveBindings;
  19617. }
  19618. },
  19619. controlInterpolants: {
  19620. get total() {
  19621. return scope._controlInterpolants.length;
  19622. },
  19623. get inUse() {
  19624. return scope._nActiveControlInterpolants;
  19625. }
  19626. }
  19627. };
  19628. }
  19629. // Memory management for AnimationAction objects
  19630. _isActiveAction( action ) {
  19631. const index = action._cacheIndex;
  19632. return index !== null && index < this._nActiveActions;
  19633. }
  19634. _addInactiveAction( action, clipUuid, rootUuid ) {
  19635. const actions = this._actions,
  19636. actionsByClip = this._actionsByClip;
  19637. let actionsForClip = actionsByClip[ clipUuid ];
  19638. if ( actionsForClip === undefined ) {
  19639. actionsForClip = {
  19640. knownActions: [ action ],
  19641. actionByRoot: {}
  19642. };
  19643. action._byClipCacheIndex = 0;
  19644. actionsByClip[ clipUuid ] = actionsForClip;
  19645. } else {
  19646. const knownActions = actionsForClip.knownActions;
  19647. action._byClipCacheIndex = knownActions.length;
  19648. knownActions.push( action );
  19649. }
  19650. action._cacheIndex = actions.length;
  19651. actions.push( action );
  19652. actionsForClip.actionByRoot[ rootUuid ] = action;
  19653. }
  19654. _removeInactiveAction( action ) {
  19655. const actions = this._actions,
  19656. lastInactiveAction = actions[ actions.length - 1 ],
  19657. cacheIndex = action._cacheIndex;
  19658. lastInactiveAction._cacheIndex = cacheIndex;
  19659. actions[ cacheIndex ] = lastInactiveAction;
  19660. actions.pop();
  19661. action._cacheIndex = null;
  19662. const clipUuid = action._clip.uuid,
  19663. actionsByClip = this._actionsByClip,
  19664. actionsForClip = actionsByClip[ clipUuid ],
  19665. knownActionsForClip = actionsForClip.knownActions,
  19666. lastKnownAction =
  19667. knownActionsForClip[ knownActionsForClip.length - 1 ],
  19668. byClipCacheIndex = action._byClipCacheIndex;
  19669. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  19670. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  19671. knownActionsForClip.pop();
  19672. action._byClipCacheIndex = null;
  19673. const actionByRoot = actionsForClip.actionByRoot,
  19674. rootUuid = ( action._localRoot || this._root ).uuid;
  19675. delete actionByRoot[ rootUuid ];
  19676. if ( knownActionsForClip.length === 0 ) {
  19677. delete actionsByClip[ clipUuid ];
  19678. }
  19679. this._removeInactiveBindingsForAction( action );
  19680. }
  19681. _removeInactiveBindingsForAction( action ) {
  19682. const bindings = action._propertyBindings;
  19683. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19684. const binding = bindings[ i ];
  19685. if ( -- binding.referenceCount === 0 ) {
  19686. this._removeInactiveBinding( binding );
  19687. }
  19688. }
  19689. }
  19690. _lendAction( action ) {
  19691. // [ active actions | inactive actions ]
  19692. // [ active actions >| inactive actions ]
  19693. // s a
  19694. // <-swap->
  19695. // a s
  19696. const actions = this._actions,
  19697. prevIndex = action._cacheIndex,
  19698. lastActiveIndex = this._nActiveActions ++,
  19699. firstInactiveAction = actions[ lastActiveIndex ];
  19700. action._cacheIndex = lastActiveIndex;
  19701. actions[ lastActiveIndex ] = action;
  19702. firstInactiveAction._cacheIndex = prevIndex;
  19703. actions[ prevIndex ] = firstInactiveAction;
  19704. }
  19705. _takeBackAction( action ) {
  19706. // [ active actions | inactive actions ]
  19707. // [ active actions |< inactive actions ]
  19708. // a s
  19709. // <-swap->
  19710. // s a
  19711. const actions = this._actions,
  19712. prevIndex = action._cacheIndex,
  19713. firstInactiveIndex = -- this._nActiveActions,
  19714. lastActiveAction = actions[ firstInactiveIndex ];
  19715. action._cacheIndex = firstInactiveIndex;
  19716. actions[ firstInactiveIndex ] = action;
  19717. lastActiveAction._cacheIndex = prevIndex;
  19718. actions[ prevIndex ] = lastActiveAction;
  19719. }
  19720. // Memory management for PropertyMixer objects
  19721. _addInactiveBinding( binding, rootUuid, trackName ) {
  19722. const bindingsByRoot = this._bindingsByRootAndName,
  19723. bindings = this._bindings;
  19724. let bindingByName = bindingsByRoot[ rootUuid ];
  19725. if ( bindingByName === undefined ) {
  19726. bindingByName = {};
  19727. bindingsByRoot[ rootUuid ] = bindingByName;
  19728. }
  19729. bindingByName[ trackName ] = binding;
  19730. binding._cacheIndex = bindings.length;
  19731. bindings.push( binding );
  19732. }
  19733. _removeInactiveBinding( binding ) {
  19734. const bindings = this._bindings,
  19735. propBinding = binding.binding,
  19736. rootUuid = propBinding.rootNode.uuid,
  19737. trackName = propBinding.path,
  19738. bindingsByRoot = this._bindingsByRootAndName,
  19739. bindingByName = bindingsByRoot[ rootUuid ],
  19740. lastInactiveBinding = bindings[ bindings.length - 1 ],
  19741. cacheIndex = binding._cacheIndex;
  19742. lastInactiveBinding._cacheIndex = cacheIndex;
  19743. bindings[ cacheIndex ] = lastInactiveBinding;
  19744. bindings.pop();
  19745. delete bindingByName[ trackName ];
  19746. if ( Object.keys( bindingByName ).length === 0 ) {
  19747. delete bindingsByRoot[ rootUuid ];
  19748. }
  19749. }
  19750. _lendBinding( binding ) {
  19751. const bindings = this._bindings,
  19752. prevIndex = binding._cacheIndex,
  19753. lastActiveIndex = this._nActiveBindings ++,
  19754. firstInactiveBinding = bindings[ lastActiveIndex ];
  19755. binding._cacheIndex = lastActiveIndex;
  19756. bindings[ lastActiveIndex ] = binding;
  19757. firstInactiveBinding._cacheIndex = prevIndex;
  19758. bindings[ prevIndex ] = firstInactiveBinding;
  19759. }
  19760. _takeBackBinding( binding ) {
  19761. const bindings = this._bindings,
  19762. prevIndex = binding._cacheIndex,
  19763. firstInactiveIndex = -- this._nActiveBindings,
  19764. lastActiveBinding = bindings[ firstInactiveIndex ];
  19765. binding._cacheIndex = firstInactiveIndex;
  19766. bindings[ firstInactiveIndex ] = binding;
  19767. lastActiveBinding._cacheIndex = prevIndex;
  19768. bindings[ prevIndex ] = lastActiveBinding;
  19769. }
  19770. // Memory management of Interpolants for weight and time scale
  19771. _lendControlInterpolant() {
  19772. const interpolants = this._controlInterpolants,
  19773. lastActiveIndex = this._nActiveControlInterpolants ++;
  19774. let interpolant = interpolants[ lastActiveIndex ];
  19775. if ( interpolant === undefined ) {
  19776. interpolant = new LinearInterpolant(
  19777. new Float32Array( 2 ), new Float32Array( 2 ),
  19778. 1, _controlInterpolantsResultBuffer );
  19779. interpolant.__cacheIndex = lastActiveIndex;
  19780. interpolants[ lastActiveIndex ] = interpolant;
  19781. }
  19782. return interpolant;
  19783. }
  19784. _takeBackControlInterpolant( interpolant ) {
  19785. const interpolants = this._controlInterpolants,
  19786. prevIndex = interpolant.__cacheIndex,
  19787. firstInactiveIndex = -- this._nActiveControlInterpolants,
  19788. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  19789. interpolant.__cacheIndex = firstInactiveIndex;
  19790. interpolants[ firstInactiveIndex ] = interpolant;
  19791. lastActiveInterpolant.__cacheIndex = prevIndex;
  19792. interpolants[ prevIndex ] = lastActiveInterpolant;
  19793. }
  19794. // return an action for a clip optionally using a custom root target
  19795. // object (this method allocates a lot of dynamic memory in case a
  19796. // previously unknown clip/root combination is specified)
  19797. clipAction( clip, optionalRoot, blendMode ) {
  19798. const root = optionalRoot || this._root,
  19799. rootUuid = root.uuid;
  19800. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  19801. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  19802. const actionsForClip = this._actionsByClip[ clipUuid ];
  19803. let prototypeAction = null;
  19804. if ( blendMode === undefined ) {
  19805. if ( clipObject !== null ) {
  19806. blendMode = clipObject.blendMode;
  19807. } else {
  19808. blendMode = NormalAnimationBlendMode;
  19809. }
  19810. }
  19811. if ( actionsForClip !== undefined ) {
  19812. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  19813. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  19814. return existingAction;
  19815. }
  19816. // we know the clip, so we don't have to parse all
  19817. // the bindings again but can just copy
  19818. prototypeAction = actionsForClip.knownActions[ 0 ];
  19819. // also, take the clip from the prototype action
  19820. if ( clipObject === null )
  19821. clipObject = prototypeAction._clip;
  19822. }
  19823. // clip must be known when specified via string
  19824. if ( clipObject === null ) return null;
  19825. // allocate all resources required to run it
  19826. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  19827. this._bindAction( newAction, prototypeAction );
  19828. // and make the action known to the memory manager
  19829. this._addInactiveAction( newAction, clipUuid, rootUuid );
  19830. return newAction;
  19831. }
  19832. // get an existing action
  19833. existingAction( clip, optionalRoot ) {
  19834. const root = optionalRoot || this._root,
  19835. rootUuid = root.uuid,
  19836. clipObject = typeof clip === 'string' ?
  19837. AnimationClip.findByName( root, clip ) : clip,
  19838. clipUuid = clipObject ? clipObject.uuid : clip,
  19839. actionsForClip = this._actionsByClip[ clipUuid ];
  19840. if ( actionsForClip !== undefined ) {
  19841. return actionsForClip.actionByRoot[ rootUuid ] || null;
  19842. }
  19843. return null;
  19844. }
  19845. // deactivates all previously scheduled actions
  19846. stopAllAction() {
  19847. const actions = this._actions,
  19848. nActions = this._nActiveActions;
  19849. for ( let i = nActions - 1; i >= 0; -- i ) {
  19850. actions[ i ].stop();
  19851. }
  19852. return this;
  19853. }
  19854. // advance the time and update apply the animation
  19855. update( deltaTime ) {
  19856. deltaTime *= this.timeScale;
  19857. const actions = this._actions,
  19858. nActions = this._nActiveActions,
  19859. time = this.time += deltaTime,
  19860. timeDirection = Math.sign( deltaTime ),
  19861. accuIndex = this._accuIndex ^= 1;
  19862. // run active actions
  19863. for ( let i = 0; i !== nActions; ++ i ) {
  19864. const action = actions[ i ];
  19865. action._update( time, deltaTime, timeDirection, accuIndex );
  19866. }
  19867. // update scene graph
  19868. const bindings = this._bindings,
  19869. nBindings = this._nActiveBindings;
  19870. for ( let i = 0; i !== nBindings; ++ i ) {
  19871. bindings[ i ].apply( accuIndex );
  19872. }
  19873. return this;
  19874. }
  19875. // Allows you to seek to a specific time in an animation.
  19876. setTime( timeInSeconds ) {
  19877. this.time = 0; // Zero out time attribute for AnimationMixer object;
  19878. for ( let i = 0; i < this._actions.length; i ++ ) {
  19879. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  19880. }
  19881. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  19882. }
  19883. // return this mixer's root target object
  19884. getRoot() {
  19885. return this._root;
  19886. }
  19887. // free all resources specific to a particular clip
  19888. uncacheClip( clip ) {
  19889. const actions = this._actions,
  19890. clipUuid = clip.uuid,
  19891. actionsByClip = this._actionsByClip,
  19892. actionsForClip = actionsByClip[ clipUuid ];
  19893. if ( actionsForClip !== undefined ) {
  19894. // note: just calling _removeInactiveAction would mess up the
  19895. // iteration state and also require updating the state we can
  19896. // just throw away
  19897. const actionsToRemove = actionsForClip.knownActions;
  19898. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  19899. const action = actionsToRemove[ i ];
  19900. this._deactivateAction( action );
  19901. const cacheIndex = action._cacheIndex,
  19902. lastInactiveAction = actions[ actions.length - 1 ];
  19903. action._cacheIndex = null;
  19904. action._byClipCacheIndex = null;
  19905. lastInactiveAction._cacheIndex = cacheIndex;
  19906. actions[ cacheIndex ] = lastInactiveAction;
  19907. actions.pop();
  19908. this._removeInactiveBindingsForAction( action );
  19909. }
  19910. delete actionsByClip[ clipUuid ];
  19911. }
  19912. }
  19913. // free all resources specific to a particular root target object
  19914. uncacheRoot( root ) {
  19915. const rootUuid = root.uuid,
  19916. actionsByClip = this._actionsByClip;
  19917. for ( const clipUuid in actionsByClip ) {
  19918. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  19919. action = actionByRoot[ rootUuid ];
  19920. if ( action !== undefined ) {
  19921. this._deactivateAction( action );
  19922. this._removeInactiveAction( action );
  19923. }
  19924. }
  19925. const bindingsByRoot = this._bindingsByRootAndName,
  19926. bindingByName = bindingsByRoot[ rootUuid ];
  19927. if ( bindingByName !== undefined ) {
  19928. for ( const trackName in bindingByName ) {
  19929. const binding = bindingByName[ trackName ];
  19930. binding.restoreOriginalState();
  19931. this._removeInactiveBinding( binding );
  19932. }
  19933. }
  19934. }
  19935. // remove a targeted clip from the cache
  19936. uncacheAction( clip, optionalRoot ) {
  19937. const action = this.existingAction( clip, optionalRoot );
  19938. if ( action !== null ) {
  19939. this._deactivateAction( action );
  19940. this._removeInactiveAction( action );
  19941. }
  19942. }
  19943. }
  19944. let Uniform$1 = class Uniform {
  19945. constructor( value ) {
  19946. this.value = value;
  19947. }
  19948. clone() {
  19949. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  19950. }
  19951. };
  19952. let _id$8 = 0;
  19953. let UniformsGroup$1 = class UniformsGroup extends EventDispatcher {
  19954. constructor() {
  19955. super();
  19956. this.isUniformsGroup = true;
  19957. Object.defineProperty( this, 'id', { value: _id$8 ++ } );
  19958. this.name = '';
  19959. this.usage = StaticDrawUsage;
  19960. this.uniforms = [];
  19961. }
  19962. add( uniform ) {
  19963. this.uniforms.push( uniform );
  19964. return this;
  19965. }
  19966. remove( uniform ) {
  19967. const index = this.uniforms.indexOf( uniform );
  19968. if ( index !== - 1 ) this.uniforms.splice( index, 1 );
  19969. return this;
  19970. }
  19971. setName( name ) {
  19972. this.name = name;
  19973. return this;
  19974. }
  19975. setUsage( value ) {
  19976. this.usage = value;
  19977. return this;
  19978. }
  19979. dispose() {
  19980. this.dispatchEvent( { type: 'dispose' } );
  19981. return this;
  19982. }
  19983. copy( source ) {
  19984. this.name = source.name;
  19985. this.usage = source.usage;
  19986. const uniformsSource = source.uniforms;
  19987. this.uniforms.length = 0;
  19988. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  19989. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  19990. for ( let j = 0; j < uniforms.length; j ++ ) {
  19991. this.uniforms.push( uniforms[ j ].clone() );
  19992. }
  19993. }
  19994. return this;
  19995. }
  19996. clone() {
  19997. return new this.constructor().copy( this );
  19998. }
  19999. };
  20000. class InstancedInterleavedBuffer extends InterleavedBuffer {
  20001. constructor( array, stride, meshPerAttribute = 1 ) {
  20002. super( array, stride );
  20003. this.isInstancedInterleavedBuffer = true;
  20004. this.meshPerAttribute = meshPerAttribute;
  20005. }
  20006. copy( source ) {
  20007. super.copy( source );
  20008. this.meshPerAttribute = source.meshPerAttribute;
  20009. return this;
  20010. }
  20011. clone( data ) {
  20012. const ib = super.clone( data );
  20013. ib.meshPerAttribute = this.meshPerAttribute;
  20014. return ib;
  20015. }
  20016. toJSON( data ) {
  20017. const json = super.toJSON( data );
  20018. json.isInstancedInterleavedBuffer = true;
  20019. json.meshPerAttribute = this.meshPerAttribute;
  20020. return json;
  20021. }
  20022. }
  20023. class GLBufferAttribute {
  20024. constructor( buffer, type, itemSize, elementSize, count ) {
  20025. this.isGLBufferAttribute = true;
  20026. this.name = '';
  20027. this.buffer = buffer;
  20028. this.type = type;
  20029. this.itemSize = itemSize;
  20030. this.elementSize = elementSize;
  20031. this.count = count;
  20032. this.version = 0;
  20033. }
  20034. set needsUpdate( value ) {
  20035. if ( value === true ) this.version ++;
  20036. }
  20037. setBuffer( buffer ) {
  20038. this.buffer = buffer;
  20039. return this;
  20040. }
  20041. setType( type, elementSize ) {
  20042. this.type = type;
  20043. this.elementSize = elementSize;
  20044. return this;
  20045. }
  20046. setItemSize( itemSize ) {
  20047. this.itemSize = itemSize;
  20048. return this;
  20049. }
  20050. setCount( count ) {
  20051. this.count = count;
  20052. return this;
  20053. }
  20054. }
  20055. const _matrix = /*@__PURE__*/ new Matrix4();
  20056. class Raycaster {
  20057. constructor( origin, direction, near = 0, far = Infinity ) {
  20058. this.ray = new Ray( origin, direction );
  20059. // direction is assumed to be normalized (for accurate distance calculations)
  20060. this.near = near;
  20061. this.far = far;
  20062. this.camera = null;
  20063. this.layers = new Layers();
  20064. this.params = {
  20065. Mesh: {},
  20066. Line: { threshold: 1 },
  20067. LOD: {},
  20068. Points: { threshold: 1 },
  20069. Sprite: {}
  20070. };
  20071. }
  20072. set( origin, direction ) {
  20073. // direction is assumed to be normalized (for accurate distance calculations)
  20074. this.ray.set( origin, direction );
  20075. }
  20076. setFromCamera( coords, camera ) {
  20077. if ( camera.isPerspectiveCamera ) {
  20078. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  20079. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  20080. this.camera = camera;
  20081. } else if ( camera.isOrthographicCamera ) {
  20082. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  20083. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  20084. this.camera = camera;
  20085. } else {
  20086. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  20087. }
  20088. }
  20089. setFromXRController( controller ) {
  20090. _matrix.identity().extractRotation( controller.matrixWorld );
  20091. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  20092. this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );
  20093. return this;
  20094. }
  20095. intersectObject( object, recursive = true, intersects = [] ) {
  20096. intersect( object, this, intersects, recursive );
  20097. intersects.sort( ascSort );
  20098. return intersects;
  20099. }
  20100. intersectObjects( objects, recursive = true, intersects = [] ) {
  20101. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  20102. intersect( objects[ i ], this, intersects, recursive );
  20103. }
  20104. intersects.sort( ascSort );
  20105. return intersects;
  20106. }
  20107. }
  20108. function ascSort( a, b ) {
  20109. return a.distance - b.distance;
  20110. }
  20111. function intersect( object, raycaster, intersects, recursive ) {
  20112. let propagate = true;
  20113. if ( object.layers.test( raycaster.layers ) ) {
  20114. const result = object.raycast( raycaster, intersects );
  20115. if ( result === false ) propagate = false;
  20116. }
  20117. if ( propagate === true && recursive === true ) {
  20118. const children = object.children;
  20119. for ( let i = 0, l = children.length; i < l; i ++ ) {
  20120. intersect( children[ i ], raycaster, intersects, true );
  20121. }
  20122. }
  20123. }
  20124. /**
  20125. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  20126. *
  20127. * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.
  20128. * theta (the azimuthal angle) is measured from the positive z-axis.
  20129. */
  20130. class Spherical {
  20131. constructor( radius = 1, phi = 0, theta = 0 ) {
  20132. this.radius = radius;
  20133. this.phi = phi; // polar angle
  20134. this.theta = theta; // azimuthal angle
  20135. return this;
  20136. }
  20137. set( radius, phi, theta ) {
  20138. this.radius = radius;
  20139. this.phi = phi;
  20140. this.theta = theta;
  20141. return this;
  20142. }
  20143. copy( other ) {
  20144. this.radius = other.radius;
  20145. this.phi = other.phi;
  20146. this.theta = other.theta;
  20147. return this;
  20148. }
  20149. // restrict phi to be between EPS and PI-EPS
  20150. makeSafe() {
  20151. const EPS = 0.000001;
  20152. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  20153. return this;
  20154. }
  20155. setFromVector3( v ) {
  20156. return this.setFromCartesianCoords( v.x, v.y, v.z );
  20157. }
  20158. setFromCartesianCoords( x, y, z ) {
  20159. this.radius = Math.sqrt( x * x + y * y + z * z );
  20160. if ( this.radius === 0 ) {
  20161. this.theta = 0;
  20162. this.phi = 0;
  20163. } else {
  20164. this.theta = Math.atan2( x, z );
  20165. this.phi = Math.acos( clamp$1( y / this.radius, - 1, 1 ) );
  20166. }
  20167. return this;
  20168. }
  20169. clone() {
  20170. return new this.constructor().copy( this );
  20171. }
  20172. }
  20173. /**
  20174. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  20175. */
  20176. class Cylindrical {
  20177. constructor( radius = 1, theta = 0, y = 0 ) {
  20178. this.radius = radius; // distance from the origin to a point in the x-z plane
  20179. this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  20180. this.y = y; // height above the x-z plane
  20181. return this;
  20182. }
  20183. set( radius, theta, y ) {
  20184. this.radius = radius;
  20185. this.theta = theta;
  20186. this.y = y;
  20187. return this;
  20188. }
  20189. copy( other ) {
  20190. this.radius = other.radius;
  20191. this.theta = other.theta;
  20192. this.y = other.y;
  20193. return this;
  20194. }
  20195. setFromVector3( v ) {
  20196. return this.setFromCartesianCoords( v.x, v.y, v.z );
  20197. }
  20198. setFromCartesianCoords( x, y, z ) {
  20199. this.radius = Math.sqrt( x * x + z * z );
  20200. this.theta = Math.atan2( x, z );
  20201. this.y = y;
  20202. return this;
  20203. }
  20204. clone() {
  20205. return new this.constructor().copy( this );
  20206. }
  20207. }
  20208. class Matrix2 {
  20209. constructor( n11, n12, n21, n22 ) {
  20210. Matrix2.prototype.isMatrix2 = true;
  20211. this.elements = [
  20212. 1, 0,
  20213. 0, 1,
  20214. ];
  20215. if ( n11 !== undefined ) {
  20216. this.set( n11, n12, n21, n22 );
  20217. }
  20218. }
  20219. identity() {
  20220. this.set(
  20221. 1, 0,
  20222. 0, 1,
  20223. );
  20224. return this;
  20225. }
  20226. fromArray( array, offset = 0 ) {
  20227. for ( let i = 0; i < 4; i ++ ) {
  20228. this.elements[ i ] = array[ i + offset ];
  20229. }
  20230. return this;
  20231. }
  20232. set( n11, n12, n21, n22 ) {
  20233. const te = this.elements;
  20234. te[ 0 ] = n11; te[ 2 ] = n12;
  20235. te[ 1 ] = n21; te[ 3 ] = n22;
  20236. return this;
  20237. }
  20238. }
  20239. const _vector$4 = /*@__PURE__*/ new Vector2();
  20240. class Box2 {
  20241. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  20242. this.isBox2 = true;
  20243. this.min = min;
  20244. this.max = max;
  20245. }
  20246. set( min, max ) {
  20247. this.min.copy( min );
  20248. this.max.copy( max );
  20249. return this;
  20250. }
  20251. setFromPoints( points ) {
  20252. this.makeEmpty();
  20253. for ( let i = 0, il = points.length; i < il; i ++ ) {
  20254. this.expandByPoint( points[ i ] );
  20255. }
  20256. return this;
  20257. }
  20258. setFromCenterAndSize( center, size ) {
  20259. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  20260. this.min.copy( center ).sub( halfSize );
  20261. this.max.copy( center ).add( halfSize );
  20262. return this;
  20263. }
  20264. clone() {
  20265. return new this.constructor().copy( this );
  20266. }
  20267. copy( box ) {
  20268. this.min.copy( box.min );
  20269. this.max.copy( box.max );
  20270. return this;
  20271. }
  20272. makeEmpty() {
  20273. this.min.x = this.min.y = + Infinity;
  20274. this.max.x = this.max.y = - Infinity;
  20275. return this;
  20276. }
  20277. isEmpty() {
  20278. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  20279. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  20280. }
  20281. getCenter( target ) {
  20282. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  20283. }
  20284. getSize( target ) {
  20285. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  20286. }
  20287. expandByPoint( point ) {
  20288. this.min.min( point );
  20289. this.max.max( point );
  20290. return this;
  20291. }
  20292. expandByVector( vector ) {
  20293. this.min.sub( vector );
  20294. this.max.add( vector );
  20295. return this;
  20296. }
  20297. expandByScalar( scalar ) {
  20298. this.min.addScalar( - scalar );
  20299. this.max.addScalar( scalar );
  20300. return this;
  20301. }
  20302. containsPoint( point ) {
  20303. return point.x >= this.min.x && point.x <= this.max.x &&
  20304. point.y >= this.min.y && point.y <= this.max.y;
  20305. }
  20306. containsBox( box ) {
  20307. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  20308. this.min.y <= box.min.y && box.max.y <= this.max.y;
  20309. }
  20310. getParameter( point, target ) {
  20311. // This can potentially have a divide by zero if the box
  20312. // has a size dimension of 0.
  20313. return target.set(
  20314. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  20315. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  20316. );
  20317. }
  20318. intersectsBox( box ) {
  20319. // using 4 splitting planes to rule out intersections
  20320. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  20321. box.max.y >= this.min.y && box.min.y <= this.max.y;
  20322. }
  20323. clampPoint( point, target ) {
  20324. return target.copy( point ).clamp( this.min, this.max );
  20325. }
  20326. distanceToPoint( point ) {
  20327. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  20328. }
  20329. intersect( box ) {
  20330. this.min.max( box.min );
  20331. this.max.min( box.max );
  20332. if ( this.isEmpty() ) this.makeEmpty();
  20333. return this;
  20334. }
  20335. union( box ) {
  20336. this.min.min( box.min );
  20337. this.max.max( box.max );
  20338. return this;
  20339. }
  20340. translate( offset ) {
  20341. this.min.add( offset );
  20342. this.max.add( offset );
  20343. return this;
  20344. }
  20345. equals( box ) {
  20346. return box.min.equals( this.min ) && box.max.equals( this.max );
  20347. }
  20348. }
  20349. const _startP = /*@__PURE__*/ new Vector3();
  20350. const _startEnd = /*@__PURE__*/ new Vector3();
  20351. class Line3 {
  20352. constructor( start = new Vector3(), end = new Vector3() ) {
  20353. this.start = start;
  20354. this.end = end;
  20355. }
  20356. set( start, end ) {
  20357. this.start.copy( start );
  20358. this.end.copy( end );
  20359. return this;
  20360. }
  20361. copy( line ) {
  20362. this.start.copy( line.start );
  20363. this.end.copy( line.end );
  20364. return this;
  20365. }
  20366. getCenter( target ) {
  20367. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  20368. }
  20369. delta( target ) {
  20370. return target.subVectors( this.end, this.start );
  20371. }
  20372. distanceSq() {
  20373. return this.start.distanceToSquared( this.end );
  20374. }
  20375. distance() {
  20376. return this.start.distanceTo( this.end );
  20377. }
  20378. at( t, target ) {
  20379. return this.delta( target ).multiplyScalar( t ).add( this.start );
  20380. }
  20381. closestPointToPointParameter( point, clampToLine ) {
  20382. _startP.subVectors( point, this.start );
  20383. _startEnd.subVectors( this.end, this.start );
  20384. const startEnd2 = _startEnd.dot( _startEnd );
  20385. const startEnd_startP = _startEnd.dot( _startP );
  20386. let t = startEnd_startP / startEnd2;
  20387. if ( clampToLine ) {
  20388. t = clamp$1( t, 0, 1 );
  20389. }
  20390. return t;
  20391. }
  20392. closestPointToPoint( point, clampToLine, target ) {
  20393. const t = this.closestPointToPointParameter( point, clampToLine );
  20394. return this.delta( target ).multiplyScalar( t ).add( this.start );
  20395. }
  20396. applyMatrix4( matrix ) {
  20397. this.start.applyMatrix4( matrix );
  20398. this.end.applyMatrix4( matrix );
  20399. return this;
  20400. }
  20401. equals( line ) {
  20402. return line.start.equals( this.start ) && line.end.equals( this.end );
  20403. }
  20404. clone() {
  20405. return new this.constructor().copy( this );
  20406. }
  20407. }
  20408. const _vector$3 = /*@__PURE__*/ new Vector3();
  20409. class SpotLightHelper extends Object3D {
  20410. constructor( light, color ) {
  20411. super();
  20412. this.light = light;
  20413. this.matrixAutoUpdate = false;
  20414. this.color = color;
  20415. this.type = 'SpotLightHelper';
  20416. const geometry = new BufferGeometry();
  20417. const positions = [
  20418. 0, 0, 0, 0, 0, 1,
  20419. 0, 0, 0, 1, 0, 1,
  20420. 0, 0, 0, - 1, 0, 1,
  20421. 0, 0, 0, 0, 1, 1,
  20422. 0, 0, 0, 0, - 1, 1
  20423. ];
  20424. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  20425. const p1 = ( i / l ) * Math.PI * 2;
  20426. const p2 = ( j / l ) * Math.PI * 2;
  20427. positions.push(
  20428. Math.cos( p1 ), Math.sin( p1 ), 1,
  20429. Math.cos( p2 ), Math.sin( p2 ), 1
  20430. );
  20431. }
  20432. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  20433. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  20434. this.cone = new LineSegments( geometry, material );
  20435. this.add( this.cone );
  20436. this.update();
  20437. }
  20438. dispose() {
  20439. this.cone.geometry.dispose();
  20440. this.cone.material.dispose();
  20441. }
  20442. update() {
  20443. this.light.updateWorldMatrix( true, false );
  20444. this.light.target.updateWorldMatrix( true, false );
  20445. // update the local matrix based on the parent and light target transforms
  20446. if ( this.parent ) {
  20447. this.parent.updateWorldMatrix( true );
  20448. this.matrix
  20449. .copy( this.parent.matrixWorld )
  20450. .invert()
  20451. .multiply( this.light.matrixWorld );
  20452. } else {
  20453. this.matrix.copy( this.light.matrixWorld );
  20454. }
  20455. this.matrixWorld.copy( this.light.matrixWorld );
  20456. const coneLength = this.light.distance ? this.light.distance : 1000;
  20457. const coneWidth = coneLength * Math.tan( this.light.angle );
  20458. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  20459. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  20460. this.cone.lookAt( _vector$3 );
  20461. if ( this.color !== undefined ) {
  20462. this.cone.material.color.set( this.color );
  20463. } else {
  20464. this.cone.material.color.copy( this.light.color );
  20465. }
  20466. }
  20467. }
  20468. const _vector$2 = /*@__PURE__*/ new Vector3();
  20469. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  20470. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  20471. class SkeletonHelper extends LineSegments {
  20472. constructor( object ) {
  20473. const bones = getBoneList( object );
  20474. const geometry = new BufferGeometry();
  20475. const vertices = [];
  20476. const colors = [];
  20477. const color1 = new Color( 0, 0, 1 );
  20478. const color2 = new Color( 0, 1, 0 );
  20479. for ( let i = 0; i < bones.length; i ++ ) {
  20480. const bone = bones[ i ];
  20481. if ( bone.parent && bone.parent.isBone ) {
  20482. vertices.push( 0, 0, 0 );
  20483. vertices.push( 0, 0, 0 );
  20484. colors.push( color1.r, color1.g, color1.b );
  20485. colors.push( color2.r, color2.g, color2.b );
  20486. }
  20487. }
  20488. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20489. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20490. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  20491. super( geometry, material );
  20492. this.isSkeletonHelper = true;
  20493. this.type = 'SkeletonHelper';
  20494. this.root = object;
  20495. this.bones = bones;
  20496. this.matrix = object.matrixWorld;
  20497. this.matrixAutoUpdate = false;
  20498. }
  20499. updateMatrixWorld( force ) {
  20500. const bones = this.bones;
  20501. const geometry = this.geometry;
  20502. const position = geometry.getAttribute( 'position' );
  20503. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  20504. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  20505. const bone = bones[ i ];
  20506. if ( bone.parent && bone.parent.isBone ) {
  20507. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  20508. _vector$2.setFromMatrixPosition( _boneMatrix );
  20509. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  20510. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  20511. _vector$2.setFromMatrixPosition( _boneMatrix );
  20512. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  20513. j += 2;
  20514. }
  20515. }
  20516. geometry.getAttribute( 'position' ).needsUpdate = true;
  20517. super.updateMatrixWorld( force );
  20518. }
  20519. dispose() {
  20520. this.geometry.dispose();
  20521. this.material.dispose();
  20522. }
  20523. }
  20524. function getBoneList( object ) {
  20525. const boneList = [];
  20526. if ( object.isBone === true ) {
  20527. boneList.push( object );
  20528. }
  20529. for ( let i = 0; i < object.children.length; i ++ ) {
  20530. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  20531. }
  20532. return boneList;
  20533. }
  20534. class PointLightHelper extends Mesh {
  20535. constructor( light, sphereSize, color ) {
  20536. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  20537. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  20538. super( geometry, material );
  20539. this.light = light;
  20540. this.color = color;
  20541. this.type = 'PointLightHelper';
  20542. this.matrix = this.light.matrixWorld;
  20543. this.matrixAutoUpdate = false;
  20544. this.update();
  20545. /*
  20546. // TODO: delete this comment?
  20547. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  20548. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  20549. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  20550. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  20551. const d = light.distance;
  20552. if ( d === 0.0 ) {
  20553. this.lightDistance.visible = false;
  20554. } else {
  20555. this.lightDistance.scale.set( d, d, d );
  20556. }
  20557. this.add( this.lightDistance );
  20558. */
  20559. }
  20560. dispose() {
  20561. this.geometry.dispose();
  20562. this.material.dispose();
  20563. }
  20564. update() {
  20565. this.light.updateWorldMatrix( true, false );
  20566. if ( this.color !== undefined ) {
  20567. this.material.color.set( this.color );
  20568. } else {
  20569. this.material.color.copy( this.light.color );
  20570. }
  20571. /*
  20572. const d = this.light.distance;
  20573. if ( d === 0.0 ) {
  20574. this.lightDistance.visible = false;
  20575. } else {
  20576. this.lightDistance.visible = true;
  20577. this.lightDistance.scale.set( d, d, d );
  20578. }
  20579. */
  20580. }
  20581. }
  20582. const _vector$1 = /*@__PURE__*/ new Vector3();
  20583. const _color1 = /*@__PURE__*/ new Color();
  20584. const _color2 = /*@__PURE__*/ new Color();
  20585. class HemisphereLightHelper extends Object3D {
  20586. constructor( light, size, color ) {
  20587. super();
  20588. this.light = light;
  20589. this.matrix = light.matrixWorld;
  20590. this.matrixAutoUpdate = false;
  20591. this.color = color;
  20592. this.type = 'HemisphereLightHelper';
  20593. const geometry = new OctahedronGeometry( size );
  20594. geometry.rotateY( Math.PI * 0.5 );
  20595. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  20596. if ( this.color === undefined ) this.material.vertexColors = true;
  20597. const position = geometry.getAttribute( 'position' );
  20598. const colors = new Float32Array( position.count * 3 );
  20599. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  20600. this.add( new Mesh( geometry, this.material ) );
  20601. this.update();
  20602. }
  20603. dispose() {
  20604. this.children[ 0 ].geometry.dispose();
  20605. this.children[ 0 ].material.dispose();
  20606. }
  20607. update() {
  20608. const mesh = this.children[ 0 ];
  20609. if ( this.color !== undefined ) {
  20610. this.material.color.set( this.color );
  20611. } else {
  20612. const colors = mesh.geometry.getAttribute( 'color' );
  20613. _color1.copy( this.light.color );
  20614. _color2.copy( this.light.groundColor );
  20615. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  20616. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  20617. colors.setXYZ( i, color.r, color.g, color.b );
  20618. }
  20619. colors.needsUpdate = true;
  20620. }
  20621. this.light.updateWorldMatrix( true, false );
  20622. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  20623. }
  20624. }
  20625. class GridHelper extends LineSegments {
  20626. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  20627. color1 = new Color( color1 );
  20628. color2 = new Color( color2 );
  20629. const center = divisions / 2;
  20630. const step = size / divisions;
  20631. const halfSize = size / 2;
  20632. const vertices = [], colors = [];
  20633. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  20634. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  20635. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  20636. const color = i === center ? color1 : color2;
  20637. color.toArray( colors, j ); j += 3;
  20638. color.toArray( colors, j ); j += 3;
  20639. color.toArray( colors, j ); j += 3;
  20640. color.toArray( colors, j ); j += 3;
  20641. }
  20642. const geometry = new BufferGeometry();
  20643. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20644. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20645. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  20646. super( geometry, material );
  20647. this.type = 'GridHelper';
  20648. }
  20649. dispose() {
  20650. this.geometry.dispose();
  20651. this.material.dispose();
  20652. }
  20653. }
  20654. class PolarGridHelper extends LineSegments {
  20655. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  20656. color1 = new Color( color1 );
  20657. color2 = new Color( color2 );
  20658. const vertices = [];
  20659. const colors = [];
  20660. // create the sectors
  20661. if ( sectors > 1 ) {
  20662. for ( let i = 0; i < sectors; i ++ ) {
  20663. const v = ( i / sectors ) * ( Math.PI * 2 );
  20664. const x = Math.sin( v ) * radius;
  20665. const z = Math.cos( v ) * radius;
  20666. vertices.push( 0, 0, 0 );
  20667. vertices.push( x, 0, z );
  20668. const color = ( i & 1 ) ? color1 : color2;
  20669. colors.push( color.r, color.g, color.b );
  20670. colors.push( color.r, color.g, color.b );
  20671. }
  20672. }
  20673. // create the rings
  20674. for ( let i = 0; i < rings; i ++ ) {
  20675. const color = ( i & 1 ) ? color1 : color2;
  20676. const r = radius - ( radius / rings * i );
  20677. for ( let j = 0; j < divisions; j ++ ) {
  20678. // first vertex
  20679. let v = ( j / divisions ) * ( Math.PI * 2 );
  20680. let x = Math.sin( v ) * r;
  20681. let z = Math.cos( v ) * r;
  20682. vertices.push( x, 0, z );
  20683. colors.push( color.r, color.g, color.b );
  20684. // second vertex
  20685. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  20686. x = Math.sin( v ) * r;
  20687. z = Math.cos( v ) * r;
  20688. vertices.push( x, 0, z );
  20689. colors.push( color.r, color.g, color.b );
  20690. }
  20691. }
  20692. const geometry = new BufferGeometry();
  20693. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20694. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20695. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  20696. super( geometry, material );
  20697. this.type = 'PolarGridHelper';
  20698. }
  20699. dispose() {
  20700. this.geometry.dispose();
  20701. this.material.dispose();
  20702. }
  20703. }
  20704. const _v1 = /*@__PURE__*/ new Vector3();
  20705. const _v2 = /*@__PURE__*/ new Vector3();
  20706. const _v3 = /*@__PURE__*/ new Vector3();
  20707. class DirectionalLightHelper extends Object3D {
  20708. constructor( light, size, color ) {
  20709. super();
  20710. this.light = light;
  20711. this.matrix = light.matrixWorld;
  20712. this.matrixAutoUpdate = false;
  20713. this.color = color;
  20714. this.type = 'DirectionalLightHelper';
  20715. if ( size === undefined ) size = 1;
  20716. let geometry = new BufferGeometry();
  20717. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  20718. - size, size, 0,
  20719. size, size, 0,
  20720. size, - size, 0,
  20721. - size, - size, 0,
  20722. - size, size, 0
  20723. ], 3 ) );
  20724. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  20725. this.lightPlane = new Line( geometry, material );
  20726. this.add( this.lightPlane );
  20727. geometry = new BufferGeometry();
  20728. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  20729. this.targetLine = new Line( geometry, material );
  20730. this.add( this.targetLine );
  20731. this.update();
  20732. }
  20733. dispose() {
  20734. this.lightPlane.geometry.dispose();
  20735. this.lightPlane.material.dispose();
  20736. this.targetLine.geometry.dispose();
  20737. this.targetLine.material.dispose();
  20738. }
  20739. update() {
  20740. this.light.updateWorldMatrix( true, false );
  20741. this.light.target.updateWorldMatrix( true, false );
  20742. _v1.setFromMatrixPosition( this.light.matrixWorld );
  20743. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  20744. _v3.subVectors( _v2, _v1 );
  20745. this.lightPlane.lookAt( _v2 );
  20746. if ( this.color !== undefined ) {
  20747. this.lightPlane.material.color.set( this.color );
  20748. this.targetLine.material.color.set( this.color );
  20749. } else {
  20750. this.lightPlane.material.color.copy( this.light.color );
  20751. this.targetLine.material.color.copy( this.light.color );
  20752. }
  20753. this.targetLine.lookAt( _v2 );
  20754. this.targetLine.scale.z = _v3.length();
  20755. }
  20756. }
  20757. const _vector = /*@__PURE__*/ new Vector3();
  20758. const _camera$1 = /*@__PURE__*/ new Camera();
  20759. /**
  20760. * - shows frustum, line of sight and up of the camera
  20761. * - suitable for fast updates
  20762. * - based on frustum visualization in lightgl.js shadowmap example
  20763. * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
  20764. */
  20765. class CameraHelper extends LineSegments {
  20766. constructor( camera ) {
  20767. const geometry = new BufferGeometry();
  20768. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  20769. const vertices = [];
  20770. const colors = [];
  20771. const pointMap = {};
  20772. // near
  20773. addLine( 'n1', 'n2' );
  20774. addLine( 'n2', 'n4' );
  20775. addLine( 'n4', 'n3' );
  20776. addLine( 'n3', 'n1' );
  20777. // far
  20778. addLine( 'f1', 'f2' );
  20779. addLine( 'f2', 'f4' );
  20780. addLine( 'f4', 'f3' );
  20781. addLine( 'f3', 'f1' );
  20782. // sides
  20783. addLine( 'n1', 'f1' );
  20784. addLine( 'n2', 'f2' );
  20785. addLine( 'n3', 'f3' );
  20786. addLine( 'n4', 'f4' );
  20787. // cone
  20788. addLine( 'p', 'n1' );
  20789. addLine( 'p', 'n2' );
  20790. addLine( 'p', 'n3' );
  20791. addLine( 'p', 'n4' );
  20792. // up
  20793. addLine( 'u1', 'u2' );
  20794. addLine( 'u2', 'u3' );
  20795. addLine( 'u3', 'u1' );
  20796. // target
  20797. addLine( 'c', 't' );
  20798. addLine( 'p', 'c' );
  20799. // cross
  20800. addLine( 'cn1', 'cn2' );
  20801. addLine( 'cn3', 'cn4' );
  20802. addLine( 'cf1', 'cf2' );
  20803. addLine( 'cf3', 'cf4' );
  20804. function addLine( a, b ) {
  20805. addPoint( a );
  20806. addPoint( b );
  20807. }
  20808. function addPoint( id ) {
  20809. vertices.push( 0, 0, 0 );
  20810. colors.push( 0, 0, 0 );
  20811. if ( pointMap[ id ] === undefined ) {
  20812. pointMap[ id ] = [];
  20813. }
  20814. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  20815. }
  20816. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20817. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20818. super( geometry, material );
  20819. this.type = 'CameraHelper';
  20820. this.camera = camera;
  20821. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  20822. this.matrix = camera.matrixWorld;
  20823. this.matrixAutoUpdate = false;
  20824. this.pointMap = pointMap;
  20825. this.update();
  20826. // colors
  20827. const colorFrustum = new Color( 0xffaa00 );
  20828. const colorCone = new Color( 0xff0000 );
  20829. const colorUp = new Color( 0x00aaff );
  20830. const colorTarget = new Color( 0xffffff );
  20831. const colorCross = new Color( 0x333333 );
  20832. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  20833. }
  20834. setColors( frustum, cone, up, target, cross ) {
  20835. const geometry = this.geometry;
  20836. const colorAttribute = geometry.getAttribute( 'color' );
  20837. // near
  20838. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  20839. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  20840. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  20841. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  20842. // far
  20843. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  20844. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  20845. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  20846. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  20847. // sides
  20848. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  20849. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  20850. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  20851. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  20852. // cone
  20853. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  20854. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  20855. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  20856. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  20857. // up
  20858. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  20859. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  20860. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  20861. // target
  20862. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  20863. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  20864. // cross
  20865. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  20866. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  20867. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  20868. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  20869. colorAttribute.needsUpdate = true;
  20870. }
  20871. update() {
  20872. const geometry = this.geometry;
  20873. const pointMap = this.pointMap;
  20874. const w = 1, h = 1;
  20875. // we need just camera projection matrix inverse
  20876. // world matrix must be identity
  20877. _camera$1.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  20878. // center / target
  20879. setPoint( 'c', pointMap, geometry, _camera$1, 0, 0, - 1 );
  20880. setPoint( 't', pointMap, geometry, _camera$1, 0, 0, 1 );
  20881. // near
  20882. setPoint( 'n1', pointMap, geometry, _camera$1, - w, - h, - 1 );
  20883. setPoint( 'n2', pointMap, geometry, _camera$1, w, - h, - 1 );
  20884. setPoint( 'n3', pointMap, geometry, _camera$1, - w, h, - 1 );
  20885. setPoint( 'n4', pointMap, geometry, _camera$1, w, h, - 1 );
  20886. // far
  20887. setPoint( 'f1', pointMap, geometry, _camera$1, - w, - h, 1 );
  20888. setPoint( 'f2', pointMap, geometry, _camera$1, w, - h, 1 );
  20889. setPoint( 'f3', pointMap, geometry, _camera$1, - w, h, 1 );
  20890. setPoint( 'f4', pointMap, geometry, _camera$1, w, h, 1 );
  20891. // up
  20892. setPoint( 'u1', pointMap, geometry, _camera$1, w * 0.7, h * 1.1, - 1 );
  20893. setPoint( 'u2', pointMap, geometry, _camera$1, - w * 0.7, h * 1.1, - 1 );
  20894. setPoint( 'u3', pointMap, geometry, _camera$1, 0, h * 2, - 1 );
  20895. // cross
  20896. setPoint( 'cf1', pointMap, geometry, _camera$1, - w, 0, 1 );
  20897. setPoint( 'cf2', pointMap, geometry, _camera$1, w, 0, 1 );
  20898. setPoint( 'cf3', pointMap, geometry, _camera$1, 0, - h, 1 );
  20899. setPoint( 'cf4', pointMap, geometry, _camera$1, 0, h, 1 );
  20900. setPoint( 'cn1', pointMap, geometry, _camera$1, - w, 0, - 1 );
  20901. setPoint( 'cn2', pointMap, geometry, _camera$1, w, 0, - 1 );
  20902. setPoint( 'cn3', pointMap, geometry, _camera$1, 0, - h, - 1 );
  20903. setPoint( 'cn4', pointMap, geometry, _camera$1, 0, h, - 1 );
  20904. geometry.getAttribute( 'position' ).needsUpdate = true;
  20905. }
  20906. dispose() {
  20907. this.geometry.dispose();
  20908. this.material.dispose();
  20909. }
  20910. }
  20911. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  20912. _vector.set( x, y, z ).unproject( camera );
  20913. const points = pointMap[ point ];
  20914. if ( points !== undefined ) {
  20915. const position = geometry.getAttribute( 'position' );
  20916. for ( let i = 0, l = points.length; i < l; i ++ ) {
  20917. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  20918. }
  20919. }
  20920. }
  20921. const _box = /*@__PURE__*/ new Box3();
  20922. class BoxHelper extends LineSegments {
  20923. constructor( object, color = 0xffff00 ) {
  20924. const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  20925. const positions = new Float32Array( 8 * 3 );
  20926. const geometry = new BufferGeometry();
  20927. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  20928. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  20929. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  20930. this.object = object;
  20931. this.type = 'BoxHelper';
  20932. this.matrixAutoUpdate = false;
  20933. this.update();
  20934. }
  20935. update( object ) {
  20936. if ( object !== undefined ) {
  20937. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  20938. }
  20939. if ( this.object !== undefined ) {
  20940. _box.setFromObject( this.object );
  20941. }
  20942. if ( _box.isEmpty() ) return;
  20943. const min = _box.min;
  20944. const max = _box.max;
  20945. /*
  20946. 5____4
  20947. 1/___0/|
  20948. | 6__|_7
  20949. 2/___3/
  20950. 0: max.x, max.y, max.z
  20951. 1: min.x, max.y, max.z
  20952. 2: min.x, min.y, max.z
  20953. 3: max.x, min.y, max.z
  20954. 4: max.x, max.y, min.z
  20955. 5: min.x, max.y, min.z
  20956. 6: min.x, min.y, min.z
  20957. 7: max.x, min.y, min.z
  20958. */
  20959. const position = this.geometry.attributes.position;
  20960. const array = position.array;
  20961. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  20962. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  20963. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  20964. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  20965. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  20966. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  20967. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  20968. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  20969. position.needsUpdate = true;
  20970. this.geometry.computeBoundingSphere();
  20971. }
  20972. setFromObject( object ) {
  20973. this.object = object;
  20974. this.update();
  20975. return this;
  20976. }
  20977. copy( source, recursive ) {
  20978. super.copy( source, recursive );
  20979. this.object = source.object;
  20980. return this;
  20981. }
  20982. dispose() {
  20983. this.geometry.dispose();
  20984. this.material.dispose();
  20985. }
  20986. }
  20987. class Box3Helper extends LineSegments {
  20988. constructor( box, color = 0xffff00 ) {
  20989. const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  20990. const positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
  20991. const geometry = new BufferGeometry();
  20992. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  20993. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  20994. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  20995. this.box = box;
  20996. this.type = 'Box3Helper';
  20997. this.geometry.computeBoundingSphere();
  20998. }
  20999. updateMatrixWorld( force ) {
  21000. const box = this.box;
  21001. if ( box.isEmpty() ) return;
  21002. box.getCenter( this.position );
  21003. box.getSize( this.scale );
  21004. this.scale.multiplyScalar( 0.5 );
  21005. super.updateMatrixWorld( force );
  21006. }
  21007. dispose() {
  21008. this.geometry.dispose();
  21009. this.material.dispose();
  21010. }
  21011. }
  21012. class PlaneHelper extends Line {
  21013. constructor( plane, size = 1, hex = 0xffff00 ) {
  21014. const color = hex;
  21015. const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  21016. const geometry = new BufferGeometry();
  21017. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  21018. geometry.computeBoundingSphere();
  21019. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21020. this.type = 'PlaneHelper';
  21021. this.plane = plane;
  21022. this.size = size;
  21023. const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  21024. const geometry2 = new BufferGeometry();
  21025. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  21026. geometry2.computeBoundingSphere();
  21027. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  21028. }
  21029. updateMatrixWorld( force ) {
  21030. this.position.set( 0, 0, 0 );
  21031. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  21032. this.lookAt( this.plane.normal );
  21033. this.translateZ( - this.plane.constant );
  21034. super.updateMatrixWorld( force );
  21035. }
  21036. dispose() {
  21037. this.geometry.dispose();
  21038. this.material.dispose();
  21039. this.children[ 0 ].geometry.dispose();
  21040. this.children[ 0 ].material.dispose();
  21041. }
  21042. }
  21043. const _axis = /*@__PURE__*/ new Vector3();
  21044. let _lineGeometry, _coneGeometry;
  21045. class ArrowHelper extends Object3D {
  21046. // dir is assumed to be normalized
  21047. constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  21048. super();
  21049. this.type = 'ArrowHelper';
  21050. if ( _lineGeometry === undefined ) {
  21051. _lineGeometry = new BufferGeometry();
  21052. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  21053. _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );
  21054. _coneGeometry.translate( 0, - 0.5, 0 );
  21055. }
  21056. this.position.copy( origin );
  21057. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21058. this.line.matrixAutoUpdate = false;
  21059. this.add( this.line );
  21060. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  21061. this.cone.matrixAutoUpdate = false;
  21062. this.add( this.cone );
  21063. this.setDirection( dir );
  21064. this.setLength( length, headLength, headWidth );
  21065. }
  21066. setDirection( dir ) {
  21067. // dir is assumed to be normalized
  21068. if ( dir.y > 0.99999 ) {
  21069. this.quaternion.set( 0, 0, 0, 1 );
  21070. } else if ( dir.y < - 0.99999 ) {
  21071. this.quaternion.set( 1, 0, 0, 0 );
  21072. } else {
  21073. _axis.set( dir.z, 0, - dir.x ).normalize();
  21074. const radians = Math.acos( dir.y );
  21075. this.quaternion.setFromAxisAngle( _axis, radians );
  21076. }
  21077. }
  21078. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  21079. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  21080. this.line.updateMatrix();
  21081. this.cone.scale.set( headWidth, headLength, headWidth );
  21082. this.cone.position.y = length;
  21083. this.cone.updateMatrix();
  21084. }
  21085. setColor( color ) {
  21086. this.line.material.color.set( color );
  21087. this.cone.material.color.set( color );
  21088. }
  21089. copy( source ) {
  21090. super.copy( source, false );
  21091. this.line.copy( source.line );
  21092. this.cone.copy( source.cone );
  21093. return this;
  21094. }
  21095. dispose() {
  21096. this.line.geometry.dispose();
  21097. this.line.material.dispose();
  21098. this.cone.geometry.dispose();
  21099. this.cone.material.dispose();
  21100. }
  21101. }
  21102. class AxesHelper extends LineSegments {
  21103. constructor( size = 1 ) {
  21104. const vertices = [
  21105. 0, 0, 0, size, 0, 0,
  21106. 0, 0, 0, 0, size, 0,
  21107. 0, 0, 0, 0, 0, size
  21108. ];
  21109. const colors = [
  21110. 1, 0, 0, 1, 0.6, 0,
  21111. 0, 1, 0, 0.6, 1, 0,
  21112. 0, 0, 1, 0, 0.6, 1
  21113. ];
  21114. const geometry = new BufferGeometry();
  21115. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21116. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  21117. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  21118. super( geometry, material );
  21119. this.type = 'AxesHelper';
  21120. }
  21121. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  21122. const color = new Color();
  21123. const array = this.geometry.attributes.color.array;
  21124. color.set( xAxisColor );
  21125. color.toArray( array, 0 );
  21126. color.toArray( array, 3 );
  21127. color.set( yAxisColor );
  21128. color.toArray( array, 6 );
  21129. color.toArray( array, 9 );
  21130. color.set( zAxisColor );
  21131. color.toArray( array, 12 );
  21132. color.toArray( array, 15 );
  21133. this.geometry.attributes.color.needsUpdate = true;
  21134. return this;
  21135. }
  21136. dispose() {
  21137. this.geometry.dispose();
  21138. this.material.dispose();
  21139. }
  21140. }
  21141. class ShapePath {
  21142. constructor() {
  21143. this.type = 'ShapePath';
  21144. this.color = new Color();
  21145. this.subPaths = [];
  21146. this.currentPath = null;
  21147. }
  21148. moveTo( x, y ) {
  21149. this.currentPath = new Path();
  21150. this.subPaths.push( this.currentPath );
  21151. this.currentPath.moveTo( x, y );
  21152. return this;
  21153. }
  21154. lineTo( x, y ) {
  21155. this.currentPath.lineTo( x, y );
  21156. return this;
  21157. }
  21158. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  21159. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  21160. return this;
  21161. }
  21162. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  21163. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  21164. return this;
  21165. }
  21166. splineThru( pts ) {
  21167. this.currentPath.splineThru( pts );
  21168. return this;
  21169. }
  21170. toShapes( isCCW ) {
  21171. function toShapesNoHoles( inSubpaths ) {
  21172. const shapes = [];
  21173. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  21174. const tmpPath = inSubpaths[ i ];
  21175. const tmpShape = new Shape();
  21176. tmpShape.curves = tmpPath.curves;
  21177. shapes.push( tmpShape );
  21178. }
  21179. return shapes;
  21180. }
  21181. function isPointInsidePolygon( inPt, inPolygon ) {
  21182. const polyLen = inPolygon.length;
  21183. // inPt on polygon contour => immediate success or
  21184. // toggling of inside/outside at every single! intersection point of an edge
  21185. // with the horizontal line through inPt, left of inPt
  21186. // not counting lowerY endpoints of edges and whole edges on that line
  21187. let inside = false;
  21188. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  21189. let edgeLowPt = inPolygon[ p ];
  21190. let edgeHighPt = inPolygon[ q ];
  21191. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  21192. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  21193. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  21194. // not parallel
  21195. if ( edgeDy < 0 ) {
  21196. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  21197. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  21198. }
  21199. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  21200. if ( inPt.y === edgeLowPt.y ) {
  21201. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  21202. // continue; // no intersection or edgeLowPt => doesn't count !!!
  21203. } else {
  21204. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  21205. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  21206. if ( perpEdge < 0 ) continue;
  21207. inside = ! inside; // true intersection left of inPt
  21208. }
  21209. } else {
  21210. // parallel or collinear
  21211. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  21212. // edge lies on the same horizontal line as inPt
  21213. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  21214. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  21215. // continue;
  21216. }
  21217. }
  21218. return inside;
  21219. }
  21220. const isClockWise = ShapeUtils.isClockWise;
  21221. const subPaths = this.subPaths;
  21222. if ( subPaths.length === 0 ) return [];
  21223. let solid, tmpPath, tmpShape;
  21224. const shapes = [];
  21225. if ( subPaths.length === 1 ) {
  21226. tmpPath = subPaths[ 0 ];
  21227. tmpShape = new Shape();
  21228. tmpShape.curves = tmpPath.curves;
  21229. shapes.push( tmpShape );
  21230. return shapes;
  21231. }
  21232. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  21233. holesFirst = isCCW ? ! holesFirst : holesFirst;
  21234. // console.log("Holes first", holesFirst);
  21235. const betterShapeHoles = [];
  21236. const newShapes = [];
  21237. let newShapeHoles = [];
  21238. let mainIdx = 0;
  21239. let tmpPoints;
  21240. newShapes[ mainIdx ] = undefined;
  21241. newShapeHoles[ mainIdx ] = [];
  21242. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  21243. tmpPath = subPaths[ i ];
  21244. tmpPoints = tmpPath.getPoints();
  21245. solid = isClockWise( tmpPoints );
  21246. solid = isCCW ? ! solid : solid;
  21247. if ( solid ) {
  21248. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  21249. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  21250. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  21251. if ( holesFirst ) mainIdx ++;
  21252. newShapeHoles[ mainIdx ] = [];
  21253. //console.log('cw', i);
  21254. } else {
  21255. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  21256. //console.log('ccw', i);
  21257. }
  21258. }
  21259. // only Holes? -> probably all Shapes with wrong orientation
  21260. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  21261. if ( newShapes.length > 1 ) {
  21262. let ambiguous = false;
  21263. let toChange = 0;
  21264. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  21265. betterShapeHoles[ sIdx ] = [];
  21266. }
  21267. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  21268. const sho = newShapeHoles[ sIdx ];
  21269. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  21270. const ho = sho[ hIdx ];
  21271. let hole_unassigned = true;
  21272. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  21273. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  21274. if ( sIdx !== s2Idx ) toChange ++;
  21275. if ( hole_unassigned ) {
  21276. hole_unassigned = false;
  21277. betterShapeHoles[ s2Idx ].push( ho );
  21278. } else {
  21279. ambiguous = true;
  21280. }
  21281. }
  21282. }
  21283. if ( hole_unassigned ) {
  21284. betterShapeHoles[ sIdx ].push( ho );
  21285. }
  21286. }
  21287. }
  21288. if ( toChange > 0 && ambiguous === false ) {
  21289. newShapeHoles = betterShapeHoles;
  21290. }
  21291. }
  21292. let tmpHoles;
  21293. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  21294. tmpShape = newShapes[ i ].s;
  21295. shapes.push( tmpShape );
  21296. tmpHoles = newShapeHoles[ i ];
  21297. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  21298. tmpShape.holes.push( tmpHoles[ j ].h );
  21299. }
  21300. }
  21301. //console.log("shape", shapes);
  21302. return shapes;
  21303. }
  21304. }
  21305. class Controls extends EventDispatcher {
  21306. constructor( object, domElement ) {
  21307. super();
  21308. this.object = object;
  21309. this.domElement = domElement;
  21310. this.enabled = true;
  21311. this.state = - 1;
  21312. this.keys = {};
  21313. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  21314. this.touches = { ONE: null, TWO: null };
  21315. }
  21316. connect() {}
  21317. disconnect() {}
  21318. dispose() {}
  21319. update( /* delta */ ) {}
  21320. }
  21321. class WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162
  21322. constructor( width = 1, height = 1, count = 1, options = {} ) {
  21323. console.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT.' );
  21324. super( width, height, { ...options, count } );
  21325. this.isWebGLMultipleRenderTargets = true;
  21326. }
  21327. get texture() {
  21328. return this.textures;
  21329. }
  21330. }
  21331. function getCacheKey$1( object, force = false ) {
  21332. let cacheKey = '{';
  21333. if ( object.isNode === true ) {
  21334. cacheKey += object.id;
  21335. object = object.getSelf();
  21336. }
  21337. for ( const { property, childNode } of getNodeChildren( object ) ) {
  21338. cacheKey += ',' + property.slice( 0, - 4 ) + ':' + childNode.getCacheKey( force );
  21339. }
  21340. cacheKey += '}';
  21341. return cacheKey;
  21342. }
  21343. function* getNodeChildren( node, toJSON = false ) {
  21344. for ( const property in node ) {
  21345. // Ignore private properties.
  21346. if ( property.startsWith( '_' ) === true ) continue;
  21347. const object = node[ property ];
  21348. if ( Array.isArray( object ) === true ) {
  21349. for ( let i = 0; i < object.length; i ++ ) {
  21350. const child = object[ i ];
  21351. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  21352. yield { property, index: i, childNode: child };
  21353. }
  21354. }
  21355. } else if ( object && object.isNode === true ) {
  21356. yield { property, childNode: object };
  21357. } else if ( typeof object === 'object' ) {
  21358. for ( const subProperty in object ) {
  21359. const child = object[ subProperty ];
  21360. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  21361. yield { property, index: subProperty, childNode: child };
  21362. }
  21363. }
  21364. }
  21365. }
  21366. }
  21367. function getValueType( value ) {
  21368. if ( value === undefined || value === null ) return null;
  21369. const typeOf = typeof value;
  21370. if ( value.isNode === true ) {
  21371. return 'node';
  21372. } else if ( typeOf === 'number' ) {
  21373. return 'float';
  21374. } else if ( typeOf === 'boolean' ) {
  21375. return 'bool';
  21376. } else if ( typeOf === 'string' ) {
  21377. return 'string';
  21378. } else if ( typeOf === 'function' ) {
  21379. return 'shader';
  21380. } else if ( value.isVector2 === true ) {
  21381. return 'vec2';
  21382. } else if ( value.isVector3 === true ) {
  21383. return 'vec3';
  21384. } else if ( value.isVector4 === true ) {
  21385. return 'vec4';
  21386. } else if ( value.isMatrix3 === true ) {
  21387. return 'mat3';
  21388. } else if ( value.isMatrix4 === true ) {
  21389. return 'mat4';
  21390. } else if ( value.isColor === true ) {
  21391. return 'color';
  21392. } else if ( value instanceof ArrayBuffer ) {
  21393. return 'ArrayBuffer';
  21394. }
  21395. return null;
  21396. }
  21397. function getValueFromType( type, ...params ) {
  21398. const last4 = type ? type.slice( - 4 ) : undefined;
  21399. if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format()
  21400. if ( last4 === 'vec2' ) params = [ params[ 0 ], params[ 0 ] ];
  21401. else if ( last4 === 'vec3' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ] ];
  21402. else if ( last4 === 'vec4' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ], params[ 0 ] ];
  21403. }
  21404. if ( type === 'color' ) {
  21405. return new Color( ...params );
  21406. } else if ( last4 === 'vec2' ) {
  21407. return new Vector2( ...params );
  21408. } else if ( last4 === 'vec3' ) {
  21409. return new Vector3( ...params );
  21410. } else if ( last4 === 'vec4' ) {
  21411. return new Vector4( ...params );
  21412. } else if ( last4 === 'mat3' ) {
  21413. return new Matrix3( ...params );
  21414. } else if ( last4 === 'mat4' ) {
  21415. return new Matrix4( ...params );
  21416. } else if ( type === 'bool' ) {
  21417. return params[ 0 ] || false;
  21418. } else if ( ( type === 'float' ) || ( type === 'int' ) || ( type === 'uint' ) ) {
  21419. return params[ 0 ] || 0;
  21420. } else if ( type === 'string' ) {
  21421. return params[ 0 ] || '';
  21422. } else if ( type === 'ArrayBuffer' ) {
  21423. return base64ToArrayBuffer( params[ 0 ] );
  21424. }
  21425. return null;
  21426. }
  21427. function arrayBufferToBase64( arrayBuffer ) {
  21428. let chars = '';
  21429. const array = new Uint8Array( arrayBuffer );
  21430. for ( let i = 0; i < array.length; i ++ ) {
  21431. chars += String.fromCharCode( array[ i ] );
  21432. }
  21433. return btoa( chars );
  21434. }
  21435. function base64ToArrayBuffer( base64 ) {
  21436. return Uint8Array.from( atob( base64 ), c => c.charCodeAt( 0 ) ).buffer;
  21437. }
  21438. var NodeUtils = /*#__PURE__*/Object.freeze({
  21439. __proto__: null,
  21440. arrayBufferToBase64: arrayBufferToBase64,
  21441. base64ToArrayBuffer: base64ToArrayBuffer,
  21442. getCacheKey: getCacheKey$1,
  21443. getNodeChildren: getNodeChildren,
  21444. getValueFromType: getValueFromType,
  21445. getValueType: getValueType
  21446. });
  21447. const NodeShaderStage = {
  21448. VERTEX: 'vertex',
  21449. FRAGMENT: 'fragment'
  21450. };
  21451. const NodeUpdateType = {
  21452. NONE: 'none',
  21453. FRAME: 'frame',
  21454. RENDER: 'render',
  21455. OBJECT: 'object'
  21456. };
  21457. const NodeType = {
  21458. BOOLEAN: 'bool',
  21459. INTEGER: 'int',
  21460. FLOAT: 'float',
  21461. VECTOR2: 'vec2',
  21462. VECTOR3: 'vec3',
  21463. VECTOR4: 'vec4',
  21464. MATRIX2: 'mat2',
  21465. MATRIX3: 'mat3',
  21466. MATRIX4: 'mat4'
  21467. };
  21468. const defaultShaderStages = [ 'fragment', 'vertex' ];
  21469. const defaultBuildStages = [ 'setup', 'analyze', 'generate' ];
  21470. const shaderStages = [ ...defaultShaderStages, 'compute' ];
  21471. const vectorComponents = [ 'x', 'y', 'z', 'w' ];
  21472. let _nodeId = 0;
  21473. class Node extends EventDispatcher {
  21474. static get type() {
  21475. return 'Node';
  21476. }
  21477. constructor( nodeType = null ) {
  21478. super();
  21479. this.nodeType = nodeType;
  21480. this.updateType = NodeUpdateType.NONE;
  21481. this.updateBeforeType = NodeUpdateType.NONE;
  21482. this.updateAfterType = NodeUpdateType.NONE;
  21483. this.uuid = MathUtils.generateUUID();
  21484. this.version = 0;
  21485. this._cacheKey = null;
  21486. this._cacheKeyVersion = 0;
  21487. this.global = false;
  21488. this.isNode = true;
  21489. Object.defineProperty( this, 'id', { value: _nodeId ++ } );
  21490. }
  21491. set needsUpdate( value ) {
  21492. if ( value === true ) {
  21493. this.version ++;
  21494. }
  21495. }
  21496. get type() {
  21497. return this.constructor.type;
  21498. }
  21499. onUpdate( callback, updateType ) {
  21500. this.updateType = updateType;
  21501. this.update = callback.bind( this.getSelf() );
  21502. return this;
  21503. }
  21504. onFrameUpdate( callback ) {
  21505. return this.onUpdate( callback, NodeUpdateType.FRAME );
  21506. }
  21507. onRenderUpdate( callback ) {
  21508. return this.onUpdate( callback, NodeUpdateType.RENDER );
  21509. }
  21510. onObjectUpdate( callback ) {
  21511. return this.onUpdate( callback, NodeUpdateType.OBJECT );
  21512. }
  21513. onReference( callback ) {
  21514. this.updateReference = callback.bind( this.getSelf() );
  21515. return this;
  21516. }
  21517. getSelf() {
  21518. // Returns non-node object.
  21519. return this.self || this;
  21520. }
  21521. updateReference( /*state*/ ) {
  21522. return this;
  21523. }
  21524. isGlobal( /*builder*/ ) {
  21525. return this.global;
  21526. }
  21527. * getChildren() {
  21528. for ( const { childNode } of getNodeChildren( this ) ) {
  21529. yield childNode;
  21530. }
  21531. }
  21532. dispose() {
  21533. this.dispatchEvent( { type: 'dispose' } );
  21534. }
  21535. traverse( callback ) {
  21536. callback( this );
  21537. for ( const childNode of this.getChildren() ) {
  21538. childNode.traverse( callback );
  21539. }
  21540. }
  21541. getCacheKey( force = false ) {
  21542. force = force || this.version !== this._cacheKeyVersion;
  21543. if ( force === true || this._cacheKey === null ) {
  21544. this._cacheKey = getCacheKey$1( this, force );
  21545. this._cacheKeyVersion = this.version;
  21546. }
  21547. return this._cacheKey;
  21548. }
  21549. getScope() {
  21550. return this;
  21551. }
  21552. getHash( /*builder*/ ) {
  21553. return this.uuid;
  21554. }
  21555. getUpdateType() {
  21556. return this.updateType;
  21557. }
  21558. getUpdateBeforeType() {
  21559. return this.updateBeforeType;
  21560. }
  21561. getUpdateAfterType() {
  21562. return this.updateAfterType;
  21563. }
  21564. getElementType( builder ) {
  21565. const type = this.getNodeType( builder );
  21566. const elementType = builder.getElementType( type );
  21567. return elementType;
  21568. }
  21569. getNodeType( builder ) {
  21570. const nodeProperties = builder.getNodeProperties( this );
  21571. if ( nodeProperties.outputNode ) {
  21572. return nodeProperties.outputNode.getNodeType( builder );
  21573. }
  21574. return this.nodeType;
  21575. }
  21576. getShared( builder ) {
  21577. const hash = this.getHash( builder );
  21578. const nodeFromHash = builder.getNodeFromHash( hash );
  21579. return nodeFromHash || this;
  21580. }
  21581. setup( builder ) {
  21582. const nodeProperties = builder.getNodeProperties( this );
  21583. let index = 0;
  21584. for ( const childNode of this.getChildren() ) {
  21585. nodeProperties[ 'node' + index ++ ] = childNode;
  21586. }
  21587. // return a outputNode if exists
  21588. return null;
  21589. }
  21590. analyze( builder ) {
  21591. const usageCount = builder.increaseUsage( this );
  21592. if ( usageCount === 1 ) {
  21593. // node flow children
  21594. const nodeProperties = builder.getNodeProperties( this );
  21595. for ( const childNode of Object.values( nodeProperties ) ) {
  21596. if ( childNode && childNode.isNode === true ) {
  21597. childNode.build( builder );
  21598. }
  21599. }
  21600. }
  21601. }
  21602. generate( builder, output ) {
  21603. const { outputNode } = builder.getNodeProperties( this );
  21604. if ( outputNode && outputNode.isNode === true ) {
  21605. return outputNode.build( builder, output );
  21606. }
  21607. }
  21608. updateBefore( /*frame*/ ) {
  21609. console.warn( 'Abstract function.' );
  21610. }
  21611. updateAfter( /*frame*/ ) {
  21612. console.warn( 'Abstract function.' );
  21613. }
  21614. update( /*frame*/ ) {
  21615. console.warn( 'Abstract function.' );
  21616. }
  21617. build( builder, output = null ) {
  21618. const refNode = this.getShared( builder );
  21619. if ( this !== refNode ) {
  21620. return refNode.build( builder, output );
  21621. }
  21622. builder.addNode( this );
  21623. builder.addChain( this );
  21624. /* Build stages expected results:
  21625. - "setup" -> Node
  21626. - "analyze" -> null
  21627. - "generate" -> String
  21628. */
  21629. let result = null;
  21630. const buildStage = builder.getBuildStage();
  21631. if ( buildStage === 'setup' ) {
  21632. this.updateReference( builder );
  21633. const properties = builder.getNodeProperties( this );
  21634. if ( properties.initialized !== true ) {
  21635. const stackNodesBeforeSetup = builder.stack.nodes.length;
  21636. properties.initialized = true;
  21637. properties.outputNode = this.setup( builder );
  21638. if ( properties.outputNode !== null && builder.stack.nodes.length !== stackNodesBeforeSetup ) ;
  21639. for ( const childNode of Object.values( properties ) ) {
  21640. if ( childNode && childNode.isNode === true ) {
  21641. childNode.build( builder );
  21642. }
  21643. }
  21644. }
  21645. } else if ( buildStage === 'analyze' ) {
  21646. this.analyze( builder );
  21647. } else if ( buildStage === 'generate' ) {
  21648. const isGenerateOnce = this.generate.length === 1;
  21649. if ( isGenerateOnce ) {
  21650. const type = this.getNodeType( builder );
  21651. const nodeData = builder.getDataFromNode( this );
  21652. result = nodeData.snippet;
  21653. if ( result === undefined ) {
  21654. result = this.generate( builder ) || '';
  21655. nodeData.snippet = result;
  21656. }
  21657. result = builder.format( result, type, output );
  21658. } else {
  21659. result = this.generate( builder, output ) || '';
  21660. }
  21661. }
  21662. builder.removeChain( this );
  21663. return result;
  21664. }
  21665. getSerializeChildren() {
  21666. return getNodeChildren( this );
  21667. }
  21668. serialize( json ) {
  21669. const nodeChildren = this.getSerializeChildren();
  21670. const inputNodes = {};
  21671. for ( const { property, index, childNode } of nodeChildren ) {
  21672. if ( index !== undefined ) {
  21673. if ( inputNodes[ property ] === undefined ) {
  21674. inputNodes[ property ] = Number.isInteger( index ) ? [] : {};
  21675. }
  21676. inputNodes[ property ][ index ] = childNode.toJSON( json.meta ).uuid;
  21677. } else {
  21678. inputNodes[ property ] = childNode.toJSON( json.meta ).uuid;
  21679. }
  21680. }
  21681. if ( Object.keys( inputNodes ).length > 0 ) {
  21682. json.inputNodes = inputNodes;
  21683. }
  21684. }
  21685. deserialize( json ) {
  21686. if ( json.inputNodes !== undefined ) {
  21687. const nodes = json.meta.nodes;
  21688. for ( const property in json.inputNodes ) {
  21689. if ( Array.isArray( json.inputNodes[ property ] ) ) {
  21690. const inputArray = [];
  21691. for ( const uuid of json.inputNodes[ property ] ) {
  21692. inputArray.push( nodes[ uuid ] );
  21693. }
  21694. this[ property ] = inputArray;
  21695. } else if ( typeof json.inputNodes[ property ] === 'object' ) {
  21696. const inputObject = {};
  21697. for ( const subProperty in json.inputNodes[ property ] ) {
  21698. const uuid = json.inputNodes[ property ][ subProperty ];
  21699. inputObject[ subProperty ] = nodes[ uuid ];
  21700. }
  21701. this[ property ] = inputObject;
  21702. } else {
  21703. const uuid = json.inputNodes[ property ];
  21704. this[ property ] = nodes[ uuid ];
  21705. }
  21706. }
  21707. }
  21708. }
  21709. toJSON( meta ) {
  21710. const { uuid, type } = this;
  21711. const isRoot = ( meta === undefined || typeof meta === 'string' );
  21712. if ( isRoot ) {
  21713. meta = {
  21714. textures: {},
  21715. images: {},
  21716. nodes: {}
  21717. };
  21718. }
  21719. // serialize
  21720. let data = meta.nodes[ uuid ];
  21721. if ( data === undefined ) {
  21722. data = {
  21723. uuid,
  21724. type,
  21725. meta,
  21726. metadata: {
  21727. version: 4.6,
  21728. type: 'Node',
  21729. generator: 'Node.toJSON'
  21730. }
  21731. };
  21732. if ( isRoot !== true ) meta.nodes[ data.uuid ] = data;
  21733. this.serialize( data );
  21734. delete data.meta;
  21735. }
  21736. // TODO: Copied from Object3D.toJSON
  21737. function extractFromCache( cache ) {
  21738. const values = [];
  21739. for ( const key in cache ) {
  21740. const data = cache[ key ];
  21741. delete data.metadata;
  21742. values.push( data );
  21743. }
  21744. return values;
  21745. }
  21746. if ( isRoot ) {
  21747. const textures = extractFromCache( meta.textures );
  21748. const images = extractFromCache( meta.images );
  21749. const nodes = extractFromCache( meta.nodes );
  21750. if ( textures.length > 0 ) data.textures = textures;
  21751. if ( images.length > 0 ) data.images = images;
  21752. if ( nodes.length > 0 ) data.nodes = nodes;
  21753. }
  21754. return data;
  21755. }
  21756. }
  21757. class ArrayElementNode extends Node {
  21758. static get type() {
  21759. return 'ArrayElementNode';
  21760. } // @TODO: If extending from TempNode it breaks webgpu_compute
  21761. constructor( node, indexNode ) {
  21762. super();
  21763. this.node = node;
  21764. this.indexNode = indexNode;
  21765. this.isArrayElementNode = true;
  21766. }
  21767. getNodeType( builder ) {
  21768. return this.node.getElementType( builder );
  21769. }
  21770. generate( builder ) {
  21771. const nodeSnippet = this.node.build( builder );
  21772. const indexSnippet = this.indexNode.build( builder, 'uint' );
  21773. return `${nodeSnippet}[ ${indexSnippet} ]`;
  21774. }
  21775. }
  21776. class ConvertNode extends Node {
  21777. static get type() {
  21778. return 'ConvertNode';
  21779. }
  21780. constructor( node, convertTo ) {
  21781. super();
  21782. this.node = node;
  21783. this.convertTo = convertTo;
  21784. }
  21785. getNodeType( builder ) {
  21786. const requestType = this.node.getNodeType( builder );
  21787. let convertTo = null;
  21788. for ( const overloadingType of this.convertTo.split( '|' ) ) {
  21789. if ( convertTo === null || builder.getTypeLength( requestType ) === builder.getTypeLength( overloadingType ) ) {
  21790. convertTo = overloadingType;
  21791. }
  21792. }
  21793. return convertTo;
  21794. }
  21795. serialize( data ) {
  21796. super.serialize( data );
  21797. data.convertTo = this.convertTo;
  21798. }
  21799. deserialize( data ) {
  21800. super.deserialize( data );
  21801. this.convertTo = data.convertTo;
  21802. }
  21803. generate( builder, output ) {
  21804. const node = this.node;
  21805. const type = this.getNodeType( builder );
  21806. const snippet = node.build( builder, type );
  21807. return builder.format( snippet, type, output );
  21808. }
  21809. }
  21810. class TempNode extends Node {
  21811. static get type() {
  21812. return 'TempNode';
  21813. }
  21814. constructor( type ) {
  21815. super( type );
  21816. this.isTempNode = true;
  21817. }
  21818. hasDependencies( builder ) {
  21819. return builder.getDataFromNode( this ).usageCount > 1;
  21820. }
  21821. build( builder, output ) {
  21822. const buildStage = builder.getBuildStage();
  21823. if ( buildStage === 'generate' ) {
  21824. const type = builder.getVectorType( this.getNodeType( builder, output ) );
  21825. const nodeData = builder.getDataFromNode( this );
  21826. if ( nodeData.propertyName !== undefined ) {
  21827. return builder.format( nodeData.propertyName, type, output );
  21828. } else if ( type !== 'void' && output !== 'void' && this.hasDependencies( builder ) ) {
  21829. const snippet = super.build( builder, type );
  21830. const nodeVar = builder.getVarFromNode( this, null, type );
  21831. const propertyName = builder.getPropertyName( nodeVar );
  21832. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  21833. nodeData.snippet = snippet;
  21834. nodeData.propertyName = propertyName;
  21835. return builder.format( nodeData.propertyName, type, output );
  21836. }
  21837. }
  21838. return super.build( builder, output );
  21839. }
  21840. }
  21841. class JoinNode extends TempNode {
  21842. static get type() {
  21843. return 'JoinNode';
  21844. }
  21845. constructor( nodes = [], nodeType = null ) {
  21846. super( nodeType );
  21847. this.nodes = nodes;
  21848. }
  21849. getNodeType( builder ) {
  21850. if ( this.nodeType !== null ) {
  21851. return builder.getVectorType( this.nodeType );
  21852. }
  21853. return builder.getTypeFromLength( this.nodes.reduce( ( count, cur ) => count + builder.getTypeLength( cur.getNodeType( builder ) ), 0 ) );
  21854. }
  21855. generate( builder, output ) {
  21856. const type = this.getNodeType( builder );
  21857. const nodes = this.nodes;
  21858. const primitiveType = builder.getComponentType( type );
  21859. const snippetValues = [];
  21860. for ( const input of nodes ) {
  21861. let inputSnippet = input.build( builder );
  21862. const inputPrimitiveType = builder.getComponentType( input.getNodeType( builder ) );
  21863. if ( inputPrimitiveType !== primitiveType ) {
  21864. inputSnippet = builder.format( inputSnippet, inputPrimitiveType, primitiveType );
  21865. }
  21866. snippetValues.push( inputSnippet );
  21867. }
  21868. const snippet = `${ builder.getType( type ) }( ${ snippetValues.join( ', ' ) } )`;
  21869. return builder.format( snippet, type, output );
  21870. }
  21871. }
  21872. const stringVectorComponents = vectorComponents.join( '' );
  21873. class SplitNode extends Node {
  21874. static get type() {
  21875. return 'SplitNode';
  21876. }
  21877. constructor( node, components = 'x' ) {
  21878. super();
  21879. this.node = node;
  21880. this.components = components;
  21881. this.isSplitNode = true;
  21882. }
  21883. getVectorLength() {
  21884. let vectorLength = this.components.length;
  21885. for ( const c of this.components ) {
  21886. vectorLength = Math.max( vectorComponents.indexOf( c ) + 1, vectorLength );
  21887. }
  21888. return vectorLength;
  21889. }
  21890. getComponentType( builder ) {
  21891. return builder.getComponentType( this.node.getNodeType( builder ) );
  21892. }
  21893. getNodeType( builder ) {
  21894. return builder.getTypeFromLength( this.components.length, this.getComponentType( builder ) );
  21895. }
  21896. generate( builder, output ) {
  21897. const node = this.node;
  21898. const nodeTypeLength = builder.getTypeLength( node.getNodeType( builder ) );
  21899. let snippet = null;
  21900. if ( nodeTypeLength > 1 ) {
  21901. let type = null;
  21902. const componentsLength = this.getVectorLength();
  21903. if ( componentsLength >= nodeTypeLength ) {
  21904. // needed expand the input node
  21905. type = builder.getTypeFromLength( this.getVectorLength(), this.getComponentType( builder ) );
  21906. }
  21907. const nodeSnippet = node.build( builder, type );
  21908. if ( this.components.length === nodeTypeLength && this.components === stringVectorComponents.slice( 0, this.components.length ) ) {
  21909. // unnecessary swizzle
  21910. snippet = builder.format( nodeSnippet, type, output );
  21911. } else {
  21912. snippet = builder.format( `${nodeSnippet}.${this.components}`, this.getNodeType( builder ), output );
  21913. }
  21914. } else {
  21915. // ignore .components if .node returns float/integer
  21916. snippet = node.build( builder, output );
  21917. }
  21918. return snippet;
  21919. }
  21920. serialize( data ) {
  21921. super.serialize( data );
  21922. data.components = this.components;
  21923. }
  21924. deserialize( data ) {
  21925. super.deserialize( data );
  21926. this.components = data.components;
  21927. }
  21928. }
  21929. class SetNode extends TempNode {
  21930. static get type() {
  21931. return 'SetNode';
  21932. }
  21933. constructor( sourceNode, components, targetNode ) {
  21934. super();
  21935. this.sourceNode = sourceNode;
  21936. this.components = components;
  21937. this.targetNode = targetNode;
  21938. }
  21939. getNodeType( builder ) {
  21940. return this.sourceNode.getNodeType( builder );
  21941. }
  21942. generate( builder ) {
  21943. const { sourceNode, components, targetNode } = this;
  21944. const sourceType = this.getNodeType( builder );
  21945. const targetType = builder.getTypeFromLength( components.length );
  21946. const targetSnippet = targetNode.build( builder, targetType );
  21947. const sourceSnippet = sourceNode.build( builder, sourceType );
  21948. const length = builder.getTypeLength( sourceType );
  21949. const snippetValues = [];
  21950. for ( let i = 0; i < length; i ++ ) {
  21951. const component = vectorComponents[ i ];
  21952. if ( component === components[ 0 ] ) {
  21953. snippetValues.push( targetSnippet );
  21954. i += components.length - 1;
  21955. } else {
  21956. snippetValues.push( sourceSnippet + '.' + component );
  21957. }
  21958. }
  21959. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  21960. }
  21961. }
  21962. class FlipNode extends TempNode {
  21963. static get type() {
  21964. return 'FlipNode';
  21965. }
  21966. constructor( sourceNode, components ) {
  21967. super();
  21968. this.sourceNode = sourceNode;
  21969. this.components = components;
  21970. }
  21971. getNodeType( builder ) {
  21972. return this.sourceNode.getNodeType( builder );
  21973. }
  21974. generate( builder ) {
  21975. const { components, sourceNode } = this;
  21976. const sourceType = this.getNodeType( builder );
  21977. const sourceSnippet = sourceNode.build( builder );
  21978. const sourceCache = builder.getVarFromNode( this );
  21979. const sourceProperty = builder.getPropertyName( sourceCache );
  21980. builder.addLineFlowCode( sourceProperty + ' = ' + sourceSnippet );
  21981. const length = builder.getTypeLength( sourceType );
  21982. const snippetValues = [];
  21983. let componentIndex = 0;
  21984. for ( let i = 0; i < length; i ++ ) {
  21985. const component = vectorComponents[ i ];
  21986. if ( component === components[ componentIndex ] ) {
  21987. snippetValues.push( '1.0 - ' + ( sourceProperty + '.' + component ) );
  21988. componentIndex ++;
  21989. } else {
  21990. snippetValues.push( sourceProperty + '.' + component );
  21991. }
  21992. }
  21993. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  21994. }
  21995. }
  21996. class InputNode extends Node {
  21997. static get type() {
  21998. return 'InputNode';
  21999. }
  22000. constructor( value, nodeType = null ) {
  22001. super( nodeType );
  22002. this.isInputNode = true;
  22003. this.value = value;
  22004. this.precision = null;
  22005. }
  22006. getNodeType( /*builder*/ ) {
  22007. if ( this.nodeType === null ) {
  22008. return getValueType( this.value );
  22009. }
  22010. return this.nodeType;
  22011. }
  22012. getInputType( builder ) {
  22013. return this.getNodeType( builder );
  22014. }
  22015. setPrecision( precision ) {
  22016. this.precision = precision;
  22017. return this;
  22018. }
  22019. serialize( data ) {
  22020. super.serialize( data );
  22021. data.value = this.value;
  22022. if ( this.value && this.value.toArray ) data.value = this.value.toArray();
  22023. data.valueType = getValueType( this.value );
  22024. data.nodeType = this.nodeType;
  22025. if ( data.valueType === 'ArrayBuffer' ) data.value = arrayBufferToBase64( data.value );
  22026. data.precision = this.precision;
  22027. }
  22028. deserialize( data ) {
  22029. super.deserialize( data );
  22030. this.nodeType = data.nodeType;
  22031. this.value = Array.isArray( data.value ) ? getValueFromType( data.valueType, ...data.value ) : data.value;
  22032. this.precision = data.precision || null;
  22033. if ( this.value && this.value.fromArray ) this.value = this.value.fromArray( data.value );
  22034. }
  22035. generate( /*builder, output*/ ) {
  22036. console.warn( 'Abstract function.' );
  22037. }
  22038. }
  22039. class ConstNode extends InputNode {
  22040. static get type() {
  22041. return 'ConstNode';
  22042. }
  22043. constructor( value, nodeType = null ) {
  22044. super( value, nodeType );
  22045. this.isConstNode = true;
  22046. }
  22047. generateConst( builder ) {
  22048. return builder.generateConst( this.getNodeType( builder ), this.value );
  22049. }
  22050. generate( builder, output ) {
  22051. const type = this.getNodeType( builder );
  22052. return builder.format( this.generateConst( builder ), type, output );
  22053. }
  22054. }
  22055. //
  22056. let currentStack = null;
  22057. const NodeElements = new Map();
  22058. function addMethodChaining( name, nodeElement ) {
  22059. if ( NodeElements.has( name ) ) {
  22060. console.warn( `Redefinition of method chaining ${ name }` );
  22061. return;
  22062. }
  22063. if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` );
  22064. NodeElements.set( name, nodeElement );
  22065. }
  22066. const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' );
  22067. const parseSwizzleAndSort = ( props ) => parseSwizzle( props ).split( '' ).sort().join( '' );
  22068. const shaderNodeHandler = {
  22069. setup( NodeClosure, params ) {
  22070. const inputs = params.shift();
  22071. return NodeClosure( nodeObjects( inputs ), ...params );
  22072. },
  22073. get( node, prop, nodeObj ) {
  22074. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  22075. if ( node.isStackNode !== true && prop === 'assign' ) {
  22076. return ( ...params ) => {
  22077. currentStack.assign( nodeObj, ...params );
  22078. return nodeObj;
  22079. };
  22080. } else if ( NodeElements.has( prop ) ) {
  22081. const nodeElement = NodeElements.get( prop );
  22082. return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params );
  22083. } else if ( prop === 'self' ) {
  22084. return node;
  22085. } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
  22086. const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
  22087. return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
  22088. } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
  22089. // accessing properties ( swizzle )
  22090. prop = parseSwizzle( prop );
  22091. return nodeObject( new SplitNode( nodeObj, prop ) );
  22092. } else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  22093. // set properties ( swizzle ) and sort to xyzw sequence
  22094. prop = parseSwizzleAndSort( prop.slice( 3 ).toLowerCase() );
  22095. return ( value ) => nodeObject( new SetNode( node, prop, value ) );
  22096. } else if ( /^flip[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  22097. // set properties ( swizzle ) and sort to xyzw sequence
  22098. prop = parseSwizzleAndSort( prop.slice( 4 ).toLowerCase() );
  22099. return () => nodeObject( new FlipNode( nodeObject( node ), prop ) );
  22100. } else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) {
  22101. // accessing property
  22102. if ( prop === 'width' ) prop = 'x';
  22103. else if ( prop === 'height' ) prop = 'y';
  22104. else if ( prop === 'depth' ) prop = 'z';
  22105. return nodeObject( new SplitNode( node, prop ) );
  22106. } else if ( /^\d+$/.test( prop ) === true ) {
  22107. // accessing array
  22108. return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) );
  22109. }
  22110. }
  22111. return Reflect.get( node, prop, nodeObj );
  22112. },
  22113. set( node, prop, value, nodeObj ) {
  22114. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  22115. // setting properties
  22116. if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) {
  22117. nodeObj[ prop ].assign( value );
  22118. return true;
  22119. }
  22120. }
  22121. return Reflect.set( node, prop, value, nodeObj );
  22122. }
  22123. };
  22124. const nodeObjectsCacheMap = new WeakMap();
  22125. const nodeBuilderFunctionsCacheMap = new WeakMap();
  22126. const ShaderNodeObject = function ( obj, altType = null ) {
  22127. const type = getValueType( obj );
  22128. if ( type === 'node' ) {
  22129. let nodeObject = nodeObjectsCacheMap.get( obj );
  22130. if ( nodeObject === undefined ) {
  22131. nodeObject = new Proxy( obj, shaderNodeHandler );
  22132. nodeObjectsCacheMap.set( obj, nodeObject );
  22133. nodeObjectsCacheMap.set( nodeObject, nodeObject );
  22134. }
  22135. return nodeObject;
  22136. } else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {
  22137. return nodeObject( getConstNode( obj, altType ) );
  22138. } else if ( type === 'shader' ) {
  22139. return Fn( obj );
  22140. }
  22141. return obj;
  22142. };
  22143. const ShaderNodeObjects = function ( objects, altType = null ) {
  22144. for ( const name in objects ) {
  22145. objects[ name ] = nodeObject( objects[ name ], altType );
  22146. }
  22147. return objects;
  22148. };
  22149. const ShaderNodeArray = function ( array, altType = null ) {
  22150. const len = array.length;
  22151. for ( let i = 0; i < len; i ++ ) {
  22152. array[ i ] = nodeObject( array[ i ], altType );
  22153. }
  22154. return array;
  22155. };
  22156. const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
  22157. const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
  22158. if ( scope === null ) {
  22159. return ( ...params ) => {
  22160. return assignNode( new NodeClass( ...nodeArray( params ) ) );
  22161. };
  22162. } else if ( factor !== null ) {
  22163. factor = nodeObject( factor );
  22164. return ( ...params ) => {
  22165. return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) );
  22166. };
  22167. } else {
  22168. return ( ...params ) => {
  22169. return assignNode( new NodeClass( scope, ...nodeArray( params ) ) );
  22170. };
  22171. }
  22172. };
  22173. const ShaderNodeImmutable = function ( NodeClass, ...params ) {
  22174. return nodeObject( new NodeClass( ...nodeArray( params ) ) );
  22175. };
  22176. class ShaderCallNodeInternal extends Node {
  22177. constructor( shaderNode, inputNodes ) {
  22178. super();
  22179. this.shaderNode = shaderNode;
  22180. this.inputNodes = inputNodes;
  22181. }
  22182. getNodeType( builder ) {
  22183. return this.shaderNode.nodeType || this.getOutputNode( builder ).getNodeType( builder );
  22184. }
  22185. call( builder ) {
  22186. const { shaderNode, inputNodes } = this;
  22187. const properties = builder.getNodeProperties( shaderNode );
  22188. if ( properties.onceOutput ) return properties.onceOutput;
  22189. //
  22190. let result = null;
  22191. if ( shaderNode.layout ) {
  22192. let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor );
  22193. if ( functionNodesCacheMap === undefined ) {
  22194. functionNodesCacheMap = new WeakMap();
  22195. nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap );
  22196. }
  22197. let functionNode = functionNodesCacheMap.get( shaderNode );
  22198. if ( functionNode === undefined ) {
  22199. functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) );
  22200. functionNodesCacheMap.set( shaderNode, functionNode );
  22201. }
  22202. if ( builder.currentFunctionNode !== null ) {
  22203. builder.currentFunctionNode.includes.push( functionNode );
  22204. }
  22205. result = nodeObject( functionNode.call( inputNodes ) );
  22206. } else {
  22207. const jsFunc = shaderNode.jsFunc;
  22208. const outputNode = inputNodes !== null ? jsFunc( inputNodes, builder ) : jsFunc( builder );
  22209. result = nodeObject( outputNode );
  22210. }
  22211. if ( shaderNode.once ) {
  22212. properties.onceOutput = result;
  22213. }
  22214. return result;
  22215. }
  22216. getOutputNode( builder ) {
  22217. const properties = builder.getNodeProperties( this );
  22218. if ( properties.outputNode === null ) {
  22219. properties.outputNode = this.setupOutput( builder );
  22220. }
  22221. return properties.outputNode;
  22222. }
  22223. setup( builder ) {
  22224. return this.getOutputNode( builder );
  22225. }
  22226. setupOutput( builder ) {
  22227. builder.addStack();
  22228. builder.stack.outputNode = this.call( builder );
  22229. return builder.removeStack();
  22230. }
  22231. generate( builder, output ) {
  22232. const outputNode = this.getOutputNode( builder );
  22233. return outputNode.build( builder, output );
  22234. }
  22235. }
  22236. class ShaderNodeInternal extends Node {
  22237. constructor( jsFunc, nodeType ) {
  22238. super( nodeType );
  22239. this.jsFunc = jsFunc;
  22240. this.layout = null;
  22241. this.global = true;
  22242. this.once = false;
  22243. }
  22244. setLayout( layout ) {
  22245. this.layout = layout;
  22246. return this;
  22247. }
  22248. call( inputs = null ) {
  22249. nodeObjects( inputs );
  22250. return nodeObject( new ShaderCallNodeInternal( this, inputs ) );
  22251. }
  22252. setup() {
  22253. return this.call();
  22254. }
  22255. }
  22256. const bools = [ false, true ];
  22257. const uints = [ 0, 1, 2, 3 ];
  22258. const ints = [ - 1, - 2 ];
  22259. const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];
  22260. const boolsCacheMap = new Map();
  22261. for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
  22262. const uintsCacheMap = new Map();
  22263. for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
  22264. const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
  22265. for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
  22266. const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
  22267. for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
  22268. for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
  22269. const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
  22270. const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
  22271. const getConstNode = ( value, type ) => {
  22272. if ( constNodesCacheMap.has( value ) ) {
  22273. return constNodesCacheMap.get( value );
  22274. } else if ( value.isNode === true ) {
  22275. return value;
  22276. } else {
  22277. return new ConstNode( value, type );
  22278. }
  22279. };
  22280. const safeGetNodeType = ( node ) => {
  22281. try {
  22282. return node.getNodeType();
  22283. } catch ( _ ) {
  22284. return undefined;
  22285. }
  22286. };
  22287. const ConvertType = function ( type, cacheMap = null ) {
  22288. return ( ...params ) => {
  22289. if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) {
  22290. params = [ getValueFromType( type, ...params ) ];
  22291. }
  22292. if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
  22293. return nodeObject( cacheMap.get( params[ 0 ] ) );
  22294. }
  22295. if ( params.length === 1 ) {
  22296. const node = getConstNode( params[ 0 ], type );
  22297. if ( safeGetNodeType( node ) === type ) return nodeObject( node );
  22298. return nodeObject( new ConvertNode( node, type ) );
  22299. }
  22300. const nodes = params.map( param => getConstNode( param ) );
  22301. return nodeObject( new JoinNode( nodes, type ) );
  22302. };
  22303. };
  22304. // exports
  22305. const defined = ( v ) => typeof v === 'object' && v !== null ? v.value : v; // TODO: remove boolean conversion and defined function
  22306. // utils
  22307. const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
  22308. // shader node base
  22309. function ShaderNode( jsFunc, nodeType ) {
  22310. return new Proxy( new ShaderNodeInternal( jsFunc, nodeType ), shaderNodeHandler );
  22311. }
  22312. const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
  22313. const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
  22314. const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
  22315. const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
  22316. const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
  22317. const Fn = ( jsFunc, nodeType ) => {
  22318. const shaderNode = new ShaderNode( jsFunc, nodeType );
  22319. const fn = ( ...params ) => {
  22320. let inputs;
  22321. nodeObjects( params );
  22322. if ( params[ 0 ] && params[ 0 ].isNode ) {
  22323. inputs = [ ...params ];
  22324. } else {
  22325. inputs = params[ 0 ];
  22326. }
  22327. return shaderNode.call( inputs );
  22328. };
  22329. fn.shaderNode = shaderNode;
  22330. fn.setLayout = ( layout ) => {
  22331. shaderNode.setLayout( layout );
  22332. return fn;
  22333. };
  22334. fn.once = () => {
  22335. shaderNode.once = true;
  22336. return fn;
  22337. };
  22338. return fn;
  22339. };
  22340. const tslFn = ( ...params ) => { // @deprecated, r168
  22341. console.warn( 'TSL.ShaderNode: tslFn() has been renamed to Fn().' );
  22342. return Fn( ...params );
  22343. };
  22344. //
  22345. addMethodChaining( 'toGlobal', ( node ) => {
  22346. node.global = true;
  22347. return node;
  22348. } );
  22349. //
  22350. const setCurrentStack = ( stack ) => {
  22351. currentStack = stack;
  22352. };
  22353. const getCurrentStack = () => currentStack;
  22354. const If = ( ...params ) => currentStack.If( ...params );
  22355. function append( node ) {
  22356. if ( currentStack ) currentStack.add( node );
  22357. return node;
  22358. }
  22359. addMethodChaining( 'append', append );
  22360. // types
  22361. const color = new ConvertType( 'color' );
  22362. const float = new ConvertType( 'float', cacheMaps.float );
  22363. const int = new ConvertType( 'int', cacheMaps.ints );
  22364. const uint = new ConvertType( 'uint', cacheMaps.uint );
  22365. const bool = new ConvertType( 'bool', cacheMaps.bool );
  22366. const vec2 = new ConvertType( 'vec2' );
  22367. const ivec2 = new ConvertType( 'ivec2' );
  22368. const uvec2 = new ConvertType( 'uvec2' );
  22369. const bvec2 = new ConvertType( 'bvec2' );
  22370. const vec3 = new ConvertType( 'vec3' );
  22371. const ivec3 = new ConvertType( 'ivec3' );
  22372. const uvec3 = new ConvertType( 'uvec3' );
  22373. const bvec3 = new ConvertType( 'bvec3' );
  22374. const vec4 = new ConvertType( 'vec4' );
  22375. const ivec4 = new ConvertType( 'ivec4' );
  22376. const uvec4 = new ConvertType( 'uvec4' );
  22377. const bvec4 = new ConvertType( 'bvec4' );
  22378. const mat2 = new ConvertType( 'mat2' );
  22379. const mat3 = new ConvertType( 'mat3' );
  22380. const mat4 = new ConvertType( 'mat4' );
  22381. const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
  22382. const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
  22383. addMethodChaining( 'toColor', color );
  22384. addMethodChaining( 'toFloat', float );
  22385. addMethodChaining( 'toInt', int );
  22386. addMethodChaining( 'toUint', uint );
  22387. addMethodChaining( 'toBool', bool );
  22388. addMethodChaining( 'toVec2', vec2 );
  22389. addMethodChaining( 'toIVec2', ivec2 );
  22390. addMethodChaining( 'toUVec2', uvec2 );
  22391. addMethodChaining( 'toBVec2', bvec2 );
  22392. addMethodChaining( 'toVec3', vec3 );
  22393. addMethodChaining( 'toIVec3', ivec3 );
  22394. addMethodChaining( 'toUVec3', uvec3 );
  22395. addMethodChaining( 'toBVec3', bvec3 );
  22396. addMethodChaining( 'toVec4', vec4 );
  22397. addMethodChaining( 'toIVec4', ivec4 );
  22398. addMethodChaining( 'toUVec4', uvec4 );
  22399. addMethodChaining( 'toBVec4', bvec4 );
  22400. addMethodChaining( 'toMat2', mat2 );
  22401. addMethodChaining( 'toMat3', mat3 );
  22402. addMethodChaining( 'toMat4', mat4 );
  22403. // basic nodes
  22404. const element = /*@__PURE__*/ nodeProxy( ArrayElementNode );
  22405. const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
  22406. const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
  22407. addMethodChaining( 'element', element );
  22408. addMethodChaining( 'convert', convert );
  22409. class UniformGroupNode extends Node {
  22410. static get type() {
  22411. return 'UniformGroupNode';
  22412. }
  22413. constructor( name, shared = false, order = 1 ) {
  22414. super( 'string' );
  22415. this.name = name;
  22416. this.version = 0;
  22417. this.shared = shared;
  22418. this.order = order;
  22419. this.isUniformGroup = true;
  22420. }
  22421. set needsUpdate( value ) {
  22422. if ( value === true ) this.version ++;
  22423. }
  22424. serialize( data ) {
  22425. super.serialize( data );
  22426. data.name = this.name;
  22427. data.version = this.version;
  22428. data.shared = this.shared;
  22429. }
  22430. deserialize( data ) {
  22431. super.deserialize( data );
  22432. this.name = data.name;
  22433. this.version = data.version;
  22434. this.shared = data.shared;
  22435. }
  22436. }
  22437. const uniformGroup = ( name ) => new UniformGroupNode( name );
  22438. const sharedUniformGroup = ( name, order = 0 ) => new UniformGroupNode( name, true, order );
  22439. const frameGroup = /*@__PURE__*/ sharedUniformGroup( 'frame' );
  22440. const renderGroup = /*@__PURE__*/ sharedUniformGroup( 'render' );
  22441. const objectGroup = /*@__PURE__*/ uniformGroup( 'object' );
  22442. class UniformNode extends InputNode {
  22443. static get type() {
  22444. return 'UniformNode';
  22445. }
  22446. constructor( value, nodeType = null ) {
  22447. super( value, nodeType );
  22448. this.isUniformNode = true;
  22449. this.name = '';
  22450. this.groupNode = objectGroup;
  22451. }
  22452. label( name ) {
  22453. this.name = name;
  22454. return this;
  22455. }
  22456. setGroup( group ) {
  22457. this.groupNode = group;
  22458. return this;
  22459. }
  22460. getGroup() {
  22461. return this.groupNode;
  22462. }
  22463. getUniformHash( builder ) {
  22464. return this.getHash( builder );
  22465. }
  22466. onUpdate( callback, updateType ) {
  22467. const self = this.getSelf();
  22468. callback = callback.bind( self );
  22469. return super.onUpdate( ( frame ) => {
  22470. const value = callback( frame, self );
  22471. if ( value !== undefined ) {
  22472. this.value = value;
  22473. }
  22474. }, updateType );
  22475. }
  22476. generate( builder, output ) {
  22477. const type = this.getNodeType( builder );
  22478. const hash = this.getUniformHash( builder );
  22479. let sharedNode = builder.getNodeFromHash( hash );
  22480. if ( sharedNode === undefined ) {
  22481. builder.setHashNode( this, hash );
  22482. sharedNode = this;
  22483. }
  22484. const sharedNodeType = sharedNode.getInputType( builder );
  22485. const nodeUniform = builder.getUniformFromNode( sharedNode, sharedNodeType, builder.shaderStage, this.name || builder.context.label );
  22486. const propertyName = builder.getPropertyName( nodeUniform );
  22487. if ( builder.context.label !== undefined ) delete builder.context.label;
  22488. return builder.format( propertyName, type, output );
  22489. }
  22490. }
  22491. const uniform = ( arg1, arg2 ) => {
  22492. const nodeType = getConstNodeType( arg2 || arg1 );
  22493. // @TODO: get ConstNode from .traverse() in the future
  22494. const value = ( arg1 && arg1.isNode === true ) ? ( arg1.node && arg1.node.value ) || arg1.value : arg1;
  22495. return nodeObject( new UniformNode( value, nodeType ) );
  22496. };
  22497. class PropertyNode extends Node {
  22498. static get type() {
  22499. return 'PropertyNode';
  22500. }
  22501. constructor( nodeType, name = null, varying = false ) {
  22502. super( nodeType );
  22503. this.name = name;
  22504. this.varying = varying;
  22505. this.isPropertyNode = true;
  22506. }
  22507. getHash( builder ) {
  22508. return this.name || super.getHash( builder );
  22509. }
  22510. isGlobal( /*builder*/ ) {
  22511. return true;
  22512. }
  22513. generate( builder ) {
  22514. let nodeVar;
  22515. if ( this.varying === true ) {
  22516. nodeVar = builder.getVaryingFromNode( this, this.name );
  22517. nodeVar.needsInterpolation = true;
  22518. } else {
  22519. nodeVar = builder.getVarFromNode( this, this.name );
  22520. }
  22521. return builder.getPropertyName( nodeVar );
  22522. }
  22523. }
  22524. const property = ( type, name ) => nodeObject( new PropertyNode( type, name ) );
  22525. const varyingProperty = ( type, name ) => nodeObject( new PropertyNode( type, name, true ) );
  22526. const diffuseColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'DiffuseColor' );
  22527. const emissive = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'EmissiveColor' );
  22528. const roughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Roughness' );
  22529. const metalness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Metalness' );
  22530. const clearcoat = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Clearcoat' );
  22531. const clearcoatRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'ClearcoatRoughness' );
  22532. const sheen = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'Sheen' );
  22533. const sheenRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SheenRoughness' );
  22534. const iridescence = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Iridescence' );
  22535. const iridescenceIOR = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceIOR' );
  22536. const iridescenceThickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceThickness' );
  22537. const alphaT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AlphaT' );
  22538. const anisotropy = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Anisotropy' );
  22539. const anisotropyT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyT' );
  22540. const anisotropyB = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyB' );
  22541. const specularColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'SpecularColor' );
  22542. const specularF90 = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SpecularF90' );
  22543. const shininess = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Shininess' );
  22544. const output = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'Output' );
  22545. const dashSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'dashSize' );
  22546. const gapSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'gapSize' );
  22547. const pointWidth = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'pointWidth' );
  22548. const ior = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IOR' );
  22549. const transmission = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Transmission' );
  22550. const thickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Thickness' );
  22551. const attenuationDistance = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AttenuationDistance' );
  22552. const attenuationColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'AttenuationColor' );
  22553. const dispersion = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Dispersion' );
  22554. class AssignNode extends TempNode {
  22555. static get type() {
  22556. return 'AssignNode';
  22557. }
  22558. constructor( targetNode, sourceNode ) {
  22559. super();
  22560. this.targetNode = targetNode;
  22561. this.sourceNode = sourceNode;
  22562. }
  22563. hasDependencies() {
  22564. return false;
  22565. }
  22566. getNodeType( builder, output ) {
  22567. return output !== 'void' ? this.targetNode.getNodeType( builder ) : 'void';
  22568. }
  22569. needsSplitAssign( builder ) {
  22570. const { targetNode } = this;
  22571. if ( builder.isAvailable( 'swizzleAssign' ) === false && targetNode.isSplitNode && targetNode.components.length > 1 ) {
  22572. const targetLength = builder.getTypeLength( targetNode.node.getNodeType( builder ) );
  22573. const assignDiferentVector = vectorComponents.join( '' ).slice( 0, targetLength ) !== targetNode.components;
  22574. return assignDiferentVector;
  22575. }
  22576. return false;
  22577. }
  22578. generate( builder, output ) {
  22579. const { targetNode, sourceNode } = this;
  22580. const needsSplitAssign = this.needsSplitAssign( builder );
  22581. const targetType = targetNode.getNodeType( builder );
  22582. const target = targetNode.context( { assign: true } ).build( builder );
  22583. const source = sourceNode.build( builder, targetType );
  22584. const sourceType = sourceNode.getNodeType( builder );
  22585. const nodeData = builder.getDataFromNode( this );
  22586. //
  22587. let snippet;
  22588. if ( nodeData.initialized === true ) {
  22589. if ( output !== 'void' ) {
  22590. snippet = target;
  22591. }
  22592. } else if ( needsSplitAssign ) {
  22593. const sourceVar = builder.getVarFromNode( this, null, targetType );
  22594. const sourceProperty = builder.getPropertyName( sourceVar );
  22595. builder.addLineFlowCode( `${ sourceProperty } = ${ source }` );
  22596. const targetRoot = targetNode.node.context( { assign: true } ).build( builder );
  22597. for ( let i = 0; i < targetNode.components.length; i ++ ) {
  22598. const component = targetNode.components[ i ];
  22599. builder.addLineFlowCode( `${ targetRoot }.${ component } = ${ sourceProperty }[ ${ i } ]` );
  22600. }
  22601. if ( output !== 'void' ) {
  22602. snippet = target;
  22603. }
  22604. } else {
  22605. snippet = `${ target } = ${ source }`;
  22606. if ( output === 'void' || sourceType === 'void' ) {
  22607. builder.addLineFlowCode( snippet );
  22608. if ( output !== 'void' ) {
  22609. snippet = target;
  22610. }
  22611. }
  22612. }
  22613. nodeData.initialized = true;
  22614. return builder.format( snippet, targetType, output );
  22615. }
  22616. }
  22617. const assign = /*@__PURE__*/ nodeProxy( AssignNode );
  22618. addMethodChaining( 'assign', assign );
  22619. class FunctionCallNode extends TempNode {
  22620. static get type() {
  22621. return 'FunctionCallNode';
  22622. }
  22623. constructor( functionNode = null, parameters = {} ) {
  22624. super();
  22625. this.functionNode = functionNode;
  22626. this.parameters = parameters;
  22627. }
  22628. setParameters( parameters ) {
  22629. this.parameters = parameters;
  22630. return this;
  22631. }
  22632. getParameters() {
  22633. return this.parameters;
  22634. }
  22635. getNodeType( builder ) {
  22636. return this.functionNode.getNodeType( builder );
  22637. }
  22638. generate( builder ) {
  22639. const params = [];
  22640. const functionNode = this.functionNode;
  22641. const inputs = functionNode.getInputs( builder );
  22642. const parameters = this.parameters;
  22643. if ( Array.isArray( parameters ) ) {
  22644. for ( let i = 0; i < parameters.length; i ++ ) {
  22645. const inputNode = inputs[ i ];
  22646. const node = parameters[ i ];
  22647. params.push( node.build( builder, inputNode.type ) );
  22648. }
  22649. } else {
  22650. for ( const inputNode of inputs ) {
  22651. const node = parameters[ inputNode.name ];
  22652. if ( node !== undefined ) {
  22653. params.push( node.build( builder, inputNode.type ) );
  22654. } else {
  22655. throw new Error( `FunctionCallNode: Input '${inputNode.name}' not found in FunctionNode.` );
  22656. }
  22657. }
  22658. }
  22659. const functionName = functionNode.build( builder, 'property' );
  22660. return `${functionName}( ${params.join( ', ' )} )`;
  22661. }
  22662. }
  22663. const call = ( func, ...params ) => {
  22664. params = params.length > 1 || ( params[ 0 ] && params[ 0 ].isNode === true ) ? nodeArray( params ) : nodeObjects( params[ 0 ] );
  22665. return nodeObject( new FunctionCallNode( nodeObject( func ), params ) );
  22666. };
  22667. addMethodChaining( 'call', call );
  22668. class OperatorNode extends TempNode {
  22669. static get type() {
  22670. return 'OperatorNode';
  22671. }
  22672. constructor( op, aNode, bNode, ...params ) {
  22673. super();
  22674. if ( params.length > 0 ) {
  22675. let finalOp = new OperatorNode( op, aNode, bNode );
  22676. for ( let i = 0; i < params.length - 1; i ++ ) {
  22677. finalOp = new OperatorNode( op, finalOp, params[ i ] );
  22678. }
  22679. aNode = finalOp;
  22680. bNode = params[ params.length - 1 ];
  22681. }
  22682. this.op = op;
  22683. this.aNode = aNode;
  22684. this.bNode = bNode;
  22685. }
  22686. getNodeType( builder, output ) {
  22687. const op = this.op;
  22688. const aNode = this.aNode;
  22689. const bNode = this.bNode;
  22690. const typeA = aNode.getNodeType( builder );
  22691. const typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  22692. if ( typeA === 'void' || typeB === 'void' ) {
  22693. return 'void';
  22694. } else if ( op === '%' ) {
  22695. return typeA;
  22696. } else if ( op === '~' || op === '&' || op === '|' || op === '^' || op === '>>' || op === '<<' ) {
  22697. return builder.getIntegerType( typeA );
  22698. } else if ( op === '!' || op === '==' || op === '&&' || op === '||' || op === '^^' ) {
  22699. return 'bool';
  22700. } else if ( op === '<' || op === '>' || op === '<=' || op === '>=' ) {
  22701. const typeLength = output ? builder.getTypeLength( output ) : Math.max( builder.getTypeLength( typeA ), builder.getTypeLength( typeB ) );
  22702. return typeLength > 1 ? `bvec${ typeLength }` : 'bool';
  22703. } else {
  22704. if ( typeA === 'float' && builder.isMatrix( typeB ) ) {
  22705. return typeB;
  22706. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  22707. // matrix x vector
  22708. return builder.getVectorFromMatrix( typeA );
  22709. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  22710. // vector x matrix
  22711. return builder.getVectorFromMatrix( typeB );
  22712. } else if ( builder.getTypeLength( typeB ) > builder.getTypeLength( typeA ) ) {
  22713. // anytype x anytype: use the greater length vector
  22714. return typeB;
  22715. }
  22716. return typeA;
  22717. }
  22718. }
  22719. generate( builder, output ) {
  22720. const op = this.op;
  22721. const aNode = this.aNode;
  22722. const bNode = this.bNode;
  22723. const type = this.getNodeType( builder, output );
  22724. let typeA = null;
  22725. let typeB = null;
  22726. if ( type !== 'void' ) {
  22727. typeA = aNode.getNodeType( builder );
  22728. typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  22729. if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' ) {
  22730. if ( builder.isVector( typeA ) ) {
  22731. typeB = typeA;
  22732. } else if ( typeA !== typeB ) {
  22733. typeA = typeB = 'float';
  22734. }
  22735. } else if ( op === '>>' || op === '<<' ) {
  22736. typeA = type;
  22737. typeB = builder.changeComponentType( typeB, 'uint' );
  22738. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  22739. // matrix x vector
  22740. typeB = builder.getVectorFromMatrix( typeA );
  22741. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  22742. // vector x matrix
  22743. typeA = builder.getVectorFromMatrix( typeB );
  22744. } else {
  22745. // anytype x anytype
  22746. typeA = typeB = type;
  22747. }
  22748. } else {
  22749. typeA = typeB = type;
  22750. }
  22751. const a = aNode.build( builder, typeA );
  22752. const b = typeof bNode !== 'undefined' ? bNode.build( builder, typeB ) : null;
  22753. const outputLength = builder.getTypeLength( output );
  22754. const fnOpSnippet = builder.getFunctionOperator( op );
  22755. if ( output !== 'void' ) {
  22756. if ( op === '<' && outputLength > 1 ) {
  22757. if ( builder.useComparisonMethod ) {
  22758. return builder.format( `${ builder.getMethod( 'lessThan', output ) }( ${ a }, ${ b } )`, type, output );
  22759. } else {
  22760. return builder.format( `( ${ a } < ${ b } )`, type, output );
  22761. }
  22762. } else if ( op === '<=' && outputLength > 1 ) {
  22763. if ( builder.useComparisonMethod ) {
  22764. return builder.format( `${ builder.getMethod( 'lessThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  22765. } else {
  22766. return builder.format( `( ${ a } <= ${ b } )`, type, output );
  22767. }
  22768. } else if ( op === '>' && outputLength > 1 ) {
  22769. if ( builder.useComparisonMethod ) {
  22770. return builder.format( `${ builder.getMethod( 'greaterThan', output ) }( ${ a }, ${ b } )`, type, output );
  22771. } else {
  22772. return builder.format( `( ${ a } > ${ b } )`, type, output );
  22773. }
  22774. } else if ( op === '>=' && outputLength > 1 ) {
  22775. if ( builder.useComparisonMethod ) {
  22776. return builder.format( `${ builder.getMethod( 'greaterThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  22777. } else {
  22778. return builder.format( `( ${ a } >= ${ b } )`, type, output );
  22779. }
  22780. } else if ( op === '!' || op === '~' ) {
  22781. return builder.format( `(${op}${a})`, typeA, output );
  22782. } else if ( fnOpSnippet ) {
  22783. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  22784. } else {
  22785. return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );
  22786. }
  22787. } else if ( typeA !== 'void' ) {
  22788. if ( fnOpSnippet ) {
  22789. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  22790. } else {
  22791. return builder.format( `${ a } ${ op } ${ b }`, type, output );
  22792. }
  22793. }
  22794. }
  22795. serialize( data ) {
  22796. super.serialize( data );
  22797. data.op = this.op;
  22798. }
  22799. deserialize( data ) {
  22800. super.deserialize( data );
  22801. this.op = data.op;
  22802. }
  22803. }
  22804. const add = /*@__PURE__*/ nodeProxy( OperatorNode, '+' );
  22805. const sub = /*@__PURE__*/ nodeProxy( OperatorNode, '-' );
  22806. const mul = /*@__PURE__*/ nodeProxy( OperatorNode, '*' );
  22807. const div = /*@__PURE__*/ nodeProxy( OperatorNode, '/' );
  22808. const modInt = /*@__PURE__*/ nodeProxy( OperatorNode, '%' );
  22809. const equal = /*@__PURE__*/ nodeProxy( OperatorNode, '==' );
  22810. const notEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '!=' );
  22811. const lessThan = /*@__PURE__*/ nodeProxy( OperatorNode, '<' );
  22812. const greaterThan = /*@__PURE__*/ nodeProxy( OperatorNode, '>' );
  22813. const lessThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '<=' );
  22814. const greaterThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '>=' );
  22815. const and = /*@__PURE__*/ nodeProxy( OperatorNode, '&&' );
  22816. const or = /*@__PURE__*/ nodeProxy( OperatorNode, '||' );
  22817. const not = /*@__PURE__*/ nodeProxy( OperatorNode, '!' );
  22818. const xor = /*@__PURE__*/ nodeProxy( OperatorNode, '^^' );
  22819. const bitAnd = /*@__PURE__*/ nodeProxy( OperatorNode, '&' );
  22820. const bitNot = /*@__PURE__*/ nodeProxy( OperatorNode, '~' );
  22821. const bitOr = /*@__PURE__*/ nodeProxy( OperatorNode, '|' );
  22822. const bitXor = /*@__PURE__*/ nodeProxy( OperatorNode, '^' );
  22823. const shiftLeft = /*@__PURE__*/ nodeProxy( OperatorNode, '<<' );
  22824. const shiftRight = /*@__PURE__*/ nodeProxy( OperatorNode, '>>' );
  22825. addMethodChaining( 'add', add );
  22826. addMethodChaining( 'sub', sub );
  22827. addMethodChaining( 'mul', mul );
  22828. addMethodChaining( 'div', div );
  22829. addMethodChaining( 'modInt', modInt );
  22830. addMethodChaining( 'equal', equal );
  22831. addMethodChaining( 'notEqual', notEqual );
  22832. addMethodChaining( 'lessThan', lessThan );
  22833. addMethodChaining( 'greaterThan', greaterThan );
  22834. addMethodChaining( 'lessThanEqual', lessThanEqual );
  22835. addMethodChaining( 'greaterThanEqual', greaterThanEqual );
  22836. addMethodChaining( 'and', and );
  22837. addMethodChaining( 'or', or );
  22838. addMethodChaining( 'not', not );
  22839. addMethodChaining( 'xor', xor );
  22840. addMethodChaining( 'bitAnd', bitAnd );
  22841. addMethodChaining( 'bitNot', bitNot );
  22842. addMethodChaining( 'bitOr', bitOr );
  22843. addMethodChaining( 'bitXor', bitXor );
  22844. addMethodChaining( 'shiftLeft', shiftLeft );
  22845. addMethodChaining( 'shiftRight', shiftRight );
  22846. const remainder = ( ...params ) => { // @deprecated, r168
  22847. console.warn( 'TSL.OperatorNode: .remainder() has been renamed to .modInt().' );
  22848. return modInt( ...params );
  22849. };
  22850. addMethodChaining( 'remainder', remainder );
  22851. class MathNode extends TempNode {
  22852. static get type() {
  22853. return 'MathNode';
  22854. }
  22855. constructor( method, aNode, bNode = null, cNode = null ) {
  22856. super();
  22857. this.method = method;
  22858. this.aNode = aNode;
  22859. this.bNode = bNode;
  22860. this.cNode = cNode;
  22861. }
  22862. getInputType( builder ) {
  22863. const aType = this.aNode.getNodeType( builder );
  22864. const bType = this.bNode ? this.bNode.getNodeType( builder ) : null;
  22865. const cType = this.cNode ? this.cNode.getNodeType( builder ) : null;
  22866. const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType );
  22867. const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType );
  22868. const cLen = builder.isMatrix( cType ) ? 0 : builder.getTypeLength( cType );
  22869. if ( aLen > bLen && aLen > cLen ) {
  22870. return aType;
  22871. } else if ( bLen > cLen ) {
  22872. return bType;
  22873. } else if ( cLen > aLen ) {
  22874. return cType;
  22875. }
  22876. return aType;
  22877. }
  22878. getNodeType( builder ) {
  22879. const method = this.method;
  22880. if ( method === MathNode.LENGTH || method === MathNode.DISTANCE || method === MathNode.DOT ) {
  22881. return 'float';
  22882. } else if ( method === MathNode.CROSS ) {
  22883. return 'vec3';
  22884. } else if ( method === MathNode.ALL ) {
  22885. return 'bool';
  22886. } else if ( method === MathNode.EQUALS ) {
  22887. return builder.changeComponentType( this.aNode.getNodeType( builder ), 'bool' );
  22888. } else if ( method === MathNode.MOD ) {
  22889. return this.aNode.getNodeType( builder );
  22890. } else {
  22891. return this.getInputType( builder );
  22892. }
  22893. }
  22894. generate( builder, output ) {
  22895. const method = this.method;
  22896. const type = this.getNodeType( builder );
  22897. const inputType = this.getInputType( builder );
  22898. const a = this.aNode;
  22899. const b = this.bNode;
  22900. const c = this.cNode;
  22901. const isWebGL = builder.renderer.isWebGLRenderer === true;
  22902. if ( method === MathNode.TRANSFORM_DIRECTION ) {
  22903. // dir can be either a direction vector or a normal vector
  22904. // upper-left 3x3 of matrix is assumed to be orthogonal
  22905. let tA = a;
  22906. let tB = b;
  22907. if ( builder.isMatrix( tA.getNodeType( builder ) ) ) {
  22908. tB = vec4( vec3( tB ), 0.0 );
  22909. } else {
  22910. tA = vec4( vec3( tA ), 0.0 );
  22911. }
  22912. const mulNode = mul( tA, tB ).xyz;
  22913. return normalize( mulNode ).build( builder, output );
  22914. } else if ( method === MathNode.NEGATE ) {
  22915. return builder.format( '( - ' + a.build( builder, inputType ) + ' )', type, output );
  22916. } else if ( method === MathNode.ONE_MINUS ) {
  22917. return sub( 1.0, a ).build( builder, output );
  22918. } else if ( method === MathNode.RECIPROCAL ) {
  22919. return div( 1.0, a ).build( builder, output );
  22920. } else if ( method === MathNode.DIFFERENCE ) {
  22921. return abs( sub( a, b ) ).build( builder, output );
  22922. } else {
  22923. const params = [];
  22924. if ( method === MathNode.CROSS || method === MathNode.MOD ) {
  22925. params.push(
  22926. a.build( builder, type ),
  22927. b.build( builder, type )
  22928. );
  22929. } else if ( isWebGL && method === MathNode.STEP ) {
  22930. params.push(
  22931. a.build( builder, builder.getTypeLength( a.getNodeType( builder ) ) === 1 ? 'float' : inputType ),
  22932. b.build( builder, inputType )
  22933. );
  22934. } else if ( ( isWebGL && ( method === MathNode.MIN || method === MathNode.MAX ) ) || method === MathNode.MOD ) {
  22935. params.push(
  22936. a.build( builder, inputType ),
  22937. b.build( builder, builder.getTypeLength( b.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  22938. );
  22939. } else if ( method === MathNode.REFRACT ) {
  22940. params.push(
  22941. a.build( builder, inputType ),
  22942. b.build( builder, inputType ),
  22943. c.build( builder, 'float' )
  22944. );
  22945. } else if ( method === MathNode.MIX ) {
  22946. params.push(
  22947. a.build( builder, inputType ),
  22948. b.build( builder, inputType ),
  22949. c.build( builder, builder.getTypeLength( c.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  22950. );
  22951. } else {
  22952. params.push( a.build( builder, inputType ) );
  22953. if ( b !== null ) params.push( b.build( builder, inputType ) );
  22954. if ( c !== null ) params.push( c.build( builder, inputType ) );
  22955. }
  22956. return builder.format( `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`, type, output );
  22957. }
  22958. }
  22959. serialize( data ) {
  22960. super.serialize( data );
  22961. data.method = this.method;
  22962. }
  22963. deserialize( data ) {
  22964. super.deserialize( data );
  22965. this.method = data.method;
  22966. }
  22967. }
  22968. // 1 input
  22969. MathNode.ALL = 'all';
  22970. MathNode.ANY = 'any';
  22971. MathNode.EQUALS = 'equals';
  22972. MathNode.RADIANS = 'radians';
  22973. MathNode.DEGREES = 'degrees';
  22974. MathNode.EXP = 'exp';
  22975. MathNode.EXP2 = 'exp2';
  22976. MathNode.LOG = 'log';
  22977. MathNode.LOG2 = 'log2';
  22978. MathNode.SQRT = 'sqrt';
  22979. MathNode.INVERSE_SQRT = 'inversesqrt';
  22980. MathNode.FLOOR = 'floor';
  22981. MathNode.CEIL = 'ceil';
  22982. MathNode.NORMALIZE = 'normalize';
  22983. MathNode.FRACT = 'fract';
  22984. MathNode.SIN = 'sin';
  22985. MathNode.COS = 'cos';
  22986. MathNode.TAN = 'tan';
  22987. MathNode.ASIN = 'asin';
  22988. MathNode.ACOS = 'acos';
  22989. MathNode.ATAN = 'atan';
  22990. MathNode.ABS = 'abs';
  22991. MathNode.SIGN = 'sign';
  22992. MathNode.LENGTH = 'length';
  22993. MathNode.NEGATE = 'negate';
  22994. MathNode.ONE_MINUS = 'oneMinus';
  22995. MathNode.DFDX = 'dFdx';
  22996. MathNode.DFDY = 'dFdy';
  22997. MathNode.ROUND = 'round';
  22998. MathNode.RECIPROCAL = 'reciprocal';
  22999. MathNode.TRUNC = 'trunc';
  23000. MathNode.FWIDTH = 'fwidth';
  23001. MathNode.BITCAST = 'bitcast';
  23002. MathNode.TRANSPOSE = 'transpose';
  23003. // 2 inputs
  23004. MathNode.ATAN2 = 'atan2';
  23005. MathNode.MIN = 'min';
  23006. MathNode.MAX = 'max';
  23007. MathNode.MOD = 'mod';
  23008. MathNode.STEP = 'step';
  23009. MathNode.REFLECT = 'reflect';
  23010. MathNode.DISTANCE = 'distance';
  23011. MathNode.DIFFERENCE = 'difference';
  23012. MathNode.DOT = 'dot';
  23013. MathNode.CROSS = 'cross';
  23014. MathNode.POW = 'pow';
  23015. MathNode.TRANSFORM_DIRECTION = 'transformDirection';
  23016. // 3 inputs
  23017. MathNode.MIX = 'mix';
  23018. MathNode.CLAMP = 'clamp';
  23019. MathNode.REFRACT = 'refract';
  23020. MathNode.SMOOTHSTEP = 'smoothstep';
  23021. MathNode.FACEFORWARD = 'faceforward';
  23022. const EPSILON = /*@__PURE__*/ float( 1e-6 );
  23023. const INFINITY = /*@__PURE__*/ float( 1e6 );
  23024. const PI = /*@__PURE__*/ float( Math.PI );
  23025. const PI2 = /*@__PURE__*/ float( Math.PI * 2 );
  23026. const all = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ALL );
  23027. const any = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ANY );
  23028. const equals = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EQUALS );
  23029. const radians = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RADIANS );
  23030. const degrees = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DEGREES );
  23031. const exp = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP );
  23032. const exp2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP2 );
  23033. const log = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG );
  23034. const log2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG2 );
  23035. const sqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SQRT );
  23036. const inverseSqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.INVERSE_SQRT );
  23037. const floor = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FLOOR );
  23038. const ceil = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CEIL );
  23039. const normalize = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NORMALIZE );
  23040. const fract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FRACT );
  23041. const sin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIN );
  23042. const cos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.COS );
  23043. const tan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TAN );
  23044. const asin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ASIN );
  23045. const acos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ACOS );
  23046. const atan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ATAN );
  23047. const abs = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ABS );
  23048. const sign = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIGN );
  23049. const length = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LENGTH );
  23050. const negate = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NEGATE );
  23051. const oneMinus = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ONE_MINUS );
  23052. const dFdx = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDX );
  23053. const dFdy = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDY );
  23054. const round = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ROUND );
  23055. const reciprocal = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RECIPROCAL );
  23056. const trunc = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRUNC );
  23057. const fwidth = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FWIDTH );
  23058. const bitcast = /*@__PURE__*/ nodeProxy( MathNode, MathNode.BITCAST );
  23059. const transpose = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSPOSE );
  23060. const atan2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ATAN2 );
  23061. const min$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIN );
  23062. const max$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MAX );
  23063. const mod = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MOD );
  23064. const step = /*@__PURE__*/ nodeProxy( MathNode, MathNode.STEP );
  23065. const reflect = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFLECT );
  23066. const distance = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DISTANCE );
  23067. const difference = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DIFFERENCE );
  23068. const dot = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DOT );
  23069. const cross = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CROSS );
  23070. const pow = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW );
  23071. const pow2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 2 );
  23072. const pow3 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 3 );
  23073. const pow4 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 4 );
  23074. const transformDirection = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSFORM_DIRECTION );
  23075. const cbrt = ( a ) => mul( sign( a ), pow( abs( a ), 1.0 / 3.0 ) );
  23076. const lengthSq = ( a ) => dot( a, a );
  23077. const mix = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIX );
  23078. const clamp = ( value, low = 0, high = 1 ) => nodeObject( new MathNode( MathNode.CLAMP, nodeObject( value ), nodeObject( low ), nodeObject( high ) ) );
  23079. const saturate = ( value ) => clamp( value );
  23080. const refract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFRACT );
  23081. const smoothstep = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SMOOTHSTEP );
  23082. const faceForward = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FACEFORWARD );
  23083. const rand = /*@__PURE__*/ Fn( ( [ uv ] ) => {
  23084. const a = 12.9898, b = 78.233, c = 43758.5453;
  23085. const dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI );
  23086. return fract( sin( sn ).mul( c ) );
  23087. } );
  23088. const mixElement = ( t, e1, e2 ) => mix( e1, e2, t );
  23089. const smoothstepElement = ( x, low, high ) => smoothstep( low, high, x );
  23090. addMethodChaining( 'all', all );
  23091. addMethodChaining( 'any', any );
  23092. addMethodChaining( 'equals', equals );
  23093. addMethodChaining( 'radians', radians );
  23094. addMethodChaining( 'degrees', degrees );
  23095. addMethodChaining( 'exp', exp );
  23096. addMethodChaining( 'exp2', exp2 );
  23097. addMethodChaining( 'log', log );
  23098. addMethodChaining( 'log2', log2 );
  23099. addMethodChaining( 'sqrt', sqrt );
  23100. addMethodChaining( 'inverseSqrt', inverseSqrt );
  23101. addMethodChaining( 'floor', floor );
  23102. addMethodChaining( 'ceil', ceil );
  23103. addMethodChaining( 'normalize', normalize );
  23104. addMethodChaining( 'fract', fract );
  23105. addMethodChaining( 'sin', sin );
  23106. addMethodChaining( 'cos', cos );
  23107. addMethodChaining( 'tan', tan );
  23108. addMethodChaining( 'asin', asin );
  23109. addMethodChaining( 'acos', acos );
  23110. addMethodChaining( 'atan', atan );
  23111. addMethodChaining( 'abs', abs );
  23112. addMethodChaining( 'sign', sign );
  23113. addMethodChaining( 'length', length );
  23114. addMethodChaining( 'lengthSq', lengthSq );
  23115. addMethodChaining( 'negate', negate );
  23116. addMethodChaining( 'oneMinus', oneMinus );
  23117. addMethodChaining( 'dFdx', dFdx );
  23118. addMethodChaining( 'dFdy', dFdy );
  23119. addMethodChaining( 'round', round );
  23120. addMethodChaining( 'reciprocal', reciprocal );
  23121. addMethodChaining( 'trunc', trunc );
  23122. addMethodChaining( 'fwidth', fwidth );
  23123. addMethodChaining( 'atan2', atan2 );
  23124. addMethodChaining( 'min', min$1 );
  23125. addMethodChaining( 'max', max$1 );
  23126. addMethodChaining( 'mod', mod );
  23127. addMethodChaining( 'step', step );
  23128. addMethodChaining( 'reflect', reflect );
  23129. addMethodChaining( 'distance', distance );
  23130. addMethodChaining( 'dot', dot );
  23131. addMethodChaining( 'cross', cross );
  23132. addMethodChaining( 'pow', pow );
  23133. addMethodChaining( 'pow2', pow2 );
  23134. addMethodChaining( 'pow3', pow3 );
  23135. addMethodChaining( 'pow4', pow4 );
  23136. addMethodChaining( 'transformDirection', transformDirection );
  23137. addMethodChaining( 'mix', mixElement );
  23138. addMethodChaining( 'clamp', clamp );
  23139. addMethodChaining( 'refract', refract );
  23140. addMethodChaining( 'smoothstep', smoothstepElement );
  23141. addMethodChaining( 'faceForward', faceForward );
  23142. addMethodChaining( 'difference', difference );
  23143. addMethodChaining( 'saturate', saturate );
  23144. addMethodChaining( 'cbrt', cbrt );
  23145. addMethodChaining( 'transpose', transpose );
  23146. addMethodChaining( 'rand', rand );
  23147. class ConditionalNode extends Node {
  23148. static get type() {
  23149. return 'ConditionalNode';
  23150. }
  23151. constructor( condNode, ifNode, elseNode = null ) {
  23152. super();
  23153. this.condNode = condNode;
  23154. this.ifNode = ifNode;
  23155. this.elseNode = elseNode;
  23156. }
  23157. getNodeType( builder ) {
  23158. const ifType = this.ifNode.getNodeType( builder );
  23159. if ( this.elseNode !== null ) {
  23160. const elseType = this.elseNode.getNodeType( builder );
  23161. if ( builder.getTypeLength( elseType ) > builder.getTypeLength( ifType ) ) {
  23162. return elseType;
  23163. }
  23164. }
  23165. return ifType;
  23166. }
  23167. setup( builder ) {
  23168. const properties = builder.getNodeProperties( this );
  23169. properties.condNode = this.condNode.cache();
  23170. properties.ifNode = this.ifNode.cache();
  23171. properties.elseNode = this.elseNode ? this.elseNode.cache() : null;
  23172. }
  23173. generate( builder, output ) {
  23174. const type = this.getNodeType( builder );
  23175. const nodeData = builder.getDataFromNode( this );
  23176. if ( nodeData.nodeProperty !== undefined ) {
  23177. return nodeData.nodeProperty;
  23178. }
  23179. const { condNode, ifNode, elseNode } = builder.getNodeProperties( this );
  23180. const needsOutput = output !== 'void';
  23181. const nodeProperty = needsOutput ? property( type ).build( builder ) : '';
  23182. nodeData.nodeProperty = nodeProperty;
  23183. const nodeSnippet = condNode.build( builder, 'bool' );
  23184. builder.addFlowCode( `\n${ builder.tab }if ( ${ nodeSnippet } ) {\n\n` ).addFlowTab();
  23185. let ifSnippet = ifNode.build( builder, type );
  23186. if ( ifSnippet ) {
  23187. if ( needsOutput ) {
  23188. ifSnippet = nodeProperty + ' = ' + ifSnippet + ';';
  23189. } else {
  23190. ifSnippet = 'return ' + ifSnippet + ';';
  23191. }
  23192. }
  23193. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + ifSnippet + '\n\n' + builder.tab + '}' );
  23194. if ( elseNode !== null ) {
  23195. builder.addFlowCode( ' else {\n\n' ).addFlowTab();
  23196. let elseSnippet = elseNode.build( builder, type );
  23197. if ( elseSnippet ) {
  23198. if ( needsOutput ) {
  23199. elseSnippet = nodeProperty + ' = ' + elseSnippet + ';';
  23200. } else {
  23201. elseSnippet = 'return ' + elseSnippet + ';';
  23202. }
  23203. }
  23204. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + elseSnippet + '\n\n' + builder.tab + '}\n\n' );
  23205. } else {
  23206. builder.addFlowCode( '\n\n' );
  23207. }
  23208. return builder.format( nodeProperty, type, output );
  23209. }
  23210. }
  23211. const select = /*@__PURE__*/ nodeProxy( ConditionalNode );
  23212. addMethodChaining( 'select', select );
  23213. //
  23214. const cond = ( ...params ) => { // @deprecated, r168
  23215. console.warn( 'TSL.ConditionalNode: cond() has been renamed to select().' );
  23216. return select( ...params );
  23217. };
  23218. addMethodChaining( 'cond', cond );
  23219. class ContextNode extends Node {
  23220. static get type() {
  23221. return 'ContextNode';
  23222. }
  23223. constructor( node, value = {} ) {
  23224. super();
  23225. this.isContextNode = true;
  23226. this.node = node;
  23227. this.value = value;
  23228. }
  23229. getScope() {
  23230. return this.node.getScope();
  23231. }
  23232. getNodeType( builder ) {
  23233. return this.node.getNodeType( builder );
  23234. }
  23235. analyze( builder ) {
  23236. this.node.build( builder );
  23237. }
  23238. setup( builder ) {
  23239. const previousContext = builder.getContext();
  23240. builder.setContext( { ...builder.context, ...this.value } );
  23241. const node = this.node.build( builder );
  23242. builder.setContext( previousContext );
  23243. return node;
  23244. }
  23245. generate( builder, output ) {
  23246. const previousContext = builder.getContext();
  23247. builder.setContext( { ...builder.context, ...this.value } );
  23248. const snippet = this.node.build( builder, output );
  23249. builder.setContext( previousContext );
  23250. return snippet;
  23251. }
  23252. }
  23253. const context = /*@__PURE__*/ nodeProxy( ContextNode );
  23254. const label = ( node, name ) => context( node, { label: name } );
  23255. addMethodChaining( 'context', context );
  23256. addMethodChaining( 'label', label );
  23257. class VarNode extends Node {
  23258. static get type() {
  23259. return 'VarNode';
  23260. }
  23261. constructor( node, name = null ) {
  23262. super();
  23263. this.node = node;
  23264. this.name = name;
  23265. this.global = true;
  23266. this.isVarNode = true;
  23267. }
  23268. getHash( builder ) {
  23269. return this.name || super.getHash( builder );
  23270. }
  23271. getNodeType( builder ) {
  23272. return this.node.getNodeType( builder );
  23273. }
  23274. generate( builder ) {
  23275. const { node, name } = this;
  23276. const nodeVar = builder.getVarFromNode( this, name, builder.getVectorType( this.getNodeType( builder ) ) );
  23277. const propertyName = builder.getPropertyName( nodeVar );
  23278. const snippet = node.build( builder, nodeVar.type );
  23279. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  23280. return propertyName;
  23281. }
  23282. }
  23283. const temp = /*@__PURE__*/ nodeProxy( VarNode );
  23284. addMethodChaining( 'temp', temp ); // @TODO: Will be removed in the future
  23285. addMethodChaining( 'toVar', ( ...params ) => temp( ...params ).append() );
  23286. class VaryingNode extends Node {
  23287. static get type() {
  23288. return 'VaryingNode';
  23289. }
  23290. constructor( node, name = null ) {
  23291. super();
  23292. this.node = node;
  23293. this.name = name;
  23294. this.isVaryingNode = true;
  23295. }
  23296. isGlobal() {
  23297. return true;
  23298. }
  23299. getHash( builder ) {
  23300. return this.name || super.getHash( builder );
  23301. }
  23302. getNodeType( builder ) {
  23303. // VaryingNode is auto type
  23304. return this.node.getNodeType( builder );
  23305. }
  23306. setupVarying( builder ) {
  23307. const properties = builder.getNodeProperties( this );
  23308. let varying = properties.varying;
  23309. if ( varying === undefined ) {
  23310. const name = this.name;
  23311. const type = this.getNodeType( builder );
  23312. properties.varying = varying = builder.getVaryingFromNode( this, name, type );
  23313. properties.node = this.node;
  23314. }
  23315. // this property can be used to check if the varying can be optimized for a variable
  23316. varying.needsInterpolation || ( varying.needsInterpolation = ( builder.shaderStage === 'fragment' ) );
  23317. return varying;
  23318. }
  23319. setup( builder ) {
  23320. this.setupVarying( builder );
  23321. }
  23322. analyze( builder ) {
  23323. this.setupVarying( builder );
  23324. return this.node.analyze( builder );
  23325. }
  23326. generate( builder ) {
  23327. const properties = builder.getNodeProperties( this );
  23328. const varying = this.setupVarying( builder );
  23329. if ( properties.propertyName === undefined ) {
  23330. const type = this.getNodeType( builder );
  23331. const propertyName = builder.getPropertyName( varying, NodeShaderStage.VERTEX );
  23332. // force node run in vertex stage
  23333. builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node, type, propertyName );
  23334. properties.propertyName = propertyName;
  23335. }
  23336. return builder.getPropertyName( varying );
  23337. }
  23338. }
  23339. const varying = /*@__PURE__*/ nodeProxy( VaryingNode );
  23340. addMethodChaining( 'varying', varying );
  23341. const getColorSpaceName = ( colorSpace ) => {
  23342. let method = null;
  23343. if ( colorSpace === LinearSRGBColorSpace ) {
  23344. method = 'Linear';
  23345. } else if ( colorSpace === SRGBColorSpace ) {
  23346. method = 'sRGB';
  23347. }
  23348. return method;
  23349. };
  23350. const getColorSpaceMethod = ( source, target ) => {
  23351. return getColorSpaceName( source ) + 'To' + getColorSpaceName( target );
  23352. };
  23353. class ColorSpaceNode extends TempNode {
  23354. static get type() {
  23355. return 'ColorSpaceNode';
  23356. }
  23357. constructor( colorNode, target = null, source = null ) {
  23358. super( 'vec4' );
  23359. this.colorNode = colorNode;
  23360. this.target = target;
  23361. this.source = source;
  23362. }
  23363. setup( builder ) {
  23364. const { renderer, context } = builder;
  23365. const source = this.source || context.outputColorSpace || renderer.outputColorSpace;
  23366. const target = this.target || context.outputColorSpace || renderer.outputColorSpace;
  23367. const colorNode = this.colorNode;
  23368. if ( source === target ) return colorNode;
  23369. const colorSpace = getColorSpaceMethod( source, target );
  23370. let outputNode = null;
  23371. const colorSpaceFn = renderer.nodes.library.getColorSpaceFunction( colorSpace );
  23372. if ( colorSpaceFn !== null ) {
  23373. outputNode = vec4( colorSpaceFn( colorNode.rgb ), colorNode.a );
  23374. } else {
  23375. console.error( 'ColorSpaceNode: Unsupported Color Space configuration.', colorSpace );
  23376. outputNode = colorNode;
  23377. }
  23378. return outputNode;
  23379. }
  23380. }
  23381. const toOutputColorSpace = ( node, colorSpace = null ) => nodeObject( new ColorSpaceNode( nodeObject( node ), colorSpace, LinearSRGBColorSpace ) );
  23382. const toWorkingColorSpace = ( node, colorSpace = null ) => nodeObject( new ColorSpaceNode( nodeObject( node ), LinearSRGBColorSpace, colorSpace ) );
  23383. addMethodChaining( 'toOutputColorSpace', toOutputColorSpace );
  23384. addMethodChaining( 'toWorkingColorSpace', toWorkingColorSpace );
  23385. let ReferenceElementNode$1 = class ReferenceElementNode extends ArrayElementNode {
  23386. static get type() {
  23387. return 'ReferenceElementNode';
  23388. }
  23389. constructor( referenceNode, indexNode ) {
  23390. super( referenceNode, indexNode );
  23391. this.referenceNode = referenceNode;
  23392. this.isReferenceElementNode = true;
  23393. }
  23394. getNodeType() {
  23395. return this.referenceNode.uniformType;
  23396. }
  23397. generate( builder ) {
  23398. const snippet = super.generate( builder );
  23399. const arrayType = this.referenceNode.getNodeType();
  23400. const elementType = this.getNodeType();
  23401. return builder.format( snippet, arrayType, elementType );
  23402. }
  23403. };
  23404. class ReferenceBaseNode extends Node {
  23405. static get type() {
  23406. return 'ReferenceBaseNode';
  23407. }
  23408. constructor( property, uniformType, object = null, count = null ) {
  23409. super();
  23410. this.property = property;
  23411. this.uniformType = uniformType;
  23412. this.object = object;
  23413. this.count = count;
  23414. this.properties = property.split( '.' );
  23415. this.reference = object;
  23416. this.node = null;
  23417. this.updateType = NodeUpdateType.OBJECT;
  23418. }
  23419. element( indexNode ) {
  23420. return nodeObject( new ReferenceElementNode$1( this, nodeObject( indexNode ) ) );
  23421. }
  23422. setNodeType( uniformType ) {
  23423. this.node = uniform( null, uniformType ).getSelf();
  23424. }
  23425. getNodeType( builder ) {
  23426. if ( this.node === null ) {
  23427. this.updateValue();
  23428. }
  23429. return this.node.getNodeType( builder );
  23430. }
  23431. getValueFromReference( object = this.reference ) {
  23432. const { properties } = this;
  23433. let value = object[ properties[ 0 ] ];
  23434. for ( let i = 1; i < properties.length; i ++ ) {
  23435. value = value[ properties[ i ] ];
  23436. }
  23437. return value;
  23438. }
  23439. updateReference( state ) {
  23440. this.reference = this.object !== null ? this.object : state.object;
  23441. return this.reference;
  23442. }
  23443. setup() {
  23444. this.updateValue();
  23445. return this.node;
  23446. }
  23447. update( /*frame*/ ) {
  23448. this.updateValue();
  23449. }
  23450. updateValue() {
  23451. if ( this.node === null ) this.setNodeType( this.uniformType );
  23452. const value = this.getValueFromReference();
  23453. if ( Array.isArray( value ) ) {
  23454. this.node.array = value;
  23455. } else {
  23456. this.node.value = value;
  23457. }
  23458. }
  23459. }
  23460. class RendererReferenceNode extends ReferenceBaseNode {
  23461. static get type() {
  23462. return 'RendererReferenceNode';
  23463. }
  23464. constructor( property, inputType, renderer = null ) {
  23465. super( property, inputType, renderer );
  23466. this.renderer = renderer;
  23467. }
  23468. updateReference( state ) {
  23469. this.reference = this.renderer !== null ? this.renderer : state.renderer;
  23470. return this.reference;
  23471. }
  23472. }
  23473. const rendererReference = ( name, type, renderer ) => nodeObject( new RendererReferenceNode( name, type, renderer ) );
  23474. class ToneMappingNode extends TempNode {
  23475. static get type() {
  23476. return 'ToneMappingNode';
  23477. }
  23478. constructor( toneMapping, exposureNode = toneMappingExposure, colorNode = null ) {
  23479. super( 'vec3' );
  23480. this.toneMapping = toneMapping;
  23481. this.exposureNode = exposureNode;
  23482. this.colorNode = colorNode;
  23483. }
  23484. getCacheKey() {
  23485. let cacheKey = super.getCacheKey();
  23486. cacheKey = '{toneMapping:' + this.toneMapping + ',nodes:' + cacheKey + '}';
  23487. return cacheKey;
  23488. }
  23489. setup( builder ) {
  23490. const colorNode = this.colorNode || builder.context.color;
  23491. const toneMapping = this.toneMapping;
  23492. if ( toneMapping === NoToneMapping ) return colorNode;
  23493. let outputNode = null;
  23494. const toneMappingFn = builder.renderer.nodes.library.getToneMappingFunction( toneMapping );
  23495. if ( toneMappingFn !== null ) {
  23496. outputNode = vec4( toneMappingFn( colorNode.rgb, this.exposureNode ), colorNode.a );
  23497. } else {
  23498. console.error( 'ToneMappingNode: Unsupported Tone Mapping configuration.', toneMapping );
  23499. outputNode = colorNode;
  23500. }
  23501. return outputNode;
  23502. }
  23503. }
  23504. const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) );
  23505. const toneMappingExposure = /*@__PURE__*/ rendererReference( 'toneMappingExposure', 'float' );
  23506. addMethodChaining( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) );
  23507. class BufferAttributeNode extends InputNode {
  23508. static get type() {
  23509. return 'BufferAttributeNode';
  23510. }
  23511. constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) {
  23512. super( value, bufferType );
  23513. this.isBufferNode = true;
  23514. this.bufferType = bufferType;
  23515. this.bufferStride = bufferStride;
  23516. this.bufferOffset = bufferOffset;
  23517. this.usage = StaticDrawUsage;
  23518. this.instanced = false;
  23519. this.attribute = null;
  23520. this.global = true;
  23521. if ( value && value.isBufferAttribute === true ) {
  23522. this.attribute = value;
  23523. this.usage = value.usage;
  23524. this.instanced = value.isInstancedBufferAttribute;
  23525. }
  23526. }
  23527. getHash( builder ) {
  23528. if ( this.bufferStride === 0 && this.bufferOffset === 0 ) {
  23529. let bufferData = builder.globalCache.getData( this.value );
  23530. if ( bufferData === undefined ) {
  23531. bufferData = {
  23532. node: this
  23533. };
  23534. builder.globalCache.setData( this.value, bufferData );
  23535. }
  23536. return bufferData.node.uuid;
  23537. }
  23538. return this.uuid;
  23539. }
  23540. getNodeType( builder ) {
  23541. if ( this.bufferType === null ) {
  23542. this.bufferType = builder.getTypeFromAttribute( this.attribute );
  23543. }
  23544. return this.bufferType;
  23545. }
  23546. setup( builder ) {
  23547. if ( this.attribute !== null ) return;
  23548. const type = this.getNodeType( builder );
  23549. const array = this.value;
  23550. const itemSize = builder.getTypeLength( type );
  23551. const stride = this.bufferStride || itemSize;
  23552. const offset = this.bufferOffset;
  23553. const buffer = array.isInterleavedBuffer === true ? array : new InterleavedBuffer( array, stride );
  23554. const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset );
  23555. buffer.setUsage( this.usage );
  23556. this.attribute = bufferAttribute;
  23557. this.attribute.isInstancedBufferAttribute = this.instanced; // @TODO: Add a possible: InstancedInterleavedBufferAttribute
  23558. }
  23559. generate( builder ) {
  23560. const nodeType = this.getNodeType( builder );
  23561. const nodeAttribute = builder.getBufferAttributeFromNode( this, nodeType );
  23562. const propertyName = builder.getPropertyName( nodeAttribute );
  23563. let output = null;
  23564. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  23565. this.name = propertyName;
  23566. output = propertyName;
  23567. } else {
  23568. const nodeVarying = varying( this );
  23569. output = nodeVarying.build( builder, nodeType );
  23570. }
  23571. return output;
  23572. }
  23573. getInputType( /*builder*/ ) {
  23574. return 'bufferAttribute';
  23575. }
  23576. setUsage( value ) {
  23577. this.usage = value;
  23578. if ( this.attribute && this.attribute.isBufferAttribute === true ) {
  23579. this.attribute.usage = value;
  23580. }
  23581. return this;
  23582. }
  23583. setInstanced( value ) {
  23584. this.instanced = value;
  23585. return this;
  23586. }
  23587. }
  23588. const bufferAttribute = ( array, type, stride, offset ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) );
  23589. const dynamicBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setUsage( DynamicDrawUsage );
  23590. const instancedBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setInstanced( true );
  23591. const instancedDynamicBufferAttribute = ( array, type, stride, offset ) => dynamicBufferAttribute( array, type, stride, offset ).setInstanced( true );
  23592. addMethodChaining( 'toAttribute', ( bufferNode ) => bufferAttribute( bufferNode.value ) );
  23593. class ComputeNode extends Node {
  23594. static get type() {
  23595. return 'ComputeNode';
  23596. }
  23597. constructor( computeNode, count, workgroupSize = [ 64 ] ) {
  23598. super( 'void' );
  23599. this.isComputeNode = true;
  23600. this.computeNode = computeNode;
  23601. this.count = count;
  23602. this.workgroupSize = workgroupSize;
  23603. this.dispatchCount = 0;
  23604. this.version = 1;
  23605. this.updateBeforeType = NodeUpdateType.OBJECT;
  23606. this.updateDispatchCount();
  23607. }
  23608. dispose() {
  23609. this.dispatchEvent( { type: 'dispose' } );
  23610. }
  23611. set needsUpdate( value ) {
  23612. if ( value === true ) this.version ++;
  23613. }
  23614. updateDispatchCount() {
  23615. const { count, workgroupSize } = this;
  23616. let size = workgroupSize[ 0 ];
  23617. for ( let i = 1; i < workgroupSize.length; i ++ )
  23618. size *= workgroupSize[ i ];
  23619. this.dispatchCount = Math.ceil( count / size );
  23620. }
  23621. onInit() { }
  23622. updateBefore( { renderer } ) {
  23623. renderer.compute( this );
  23624. }
  23625. generate( builder ) {
  23626. const { shaderStage } = builder;
  23627. if ( shaderStage === 'compute' ) {
  23628. const snippet = this.computeNode.build( builder, 'void' );
  23629. if ( snippet !== '' ) {
  23630. builder.addLineFlowCode( snippet );
  23631. }
  23632. }
  23633. }
  23634. }
  23635. const compute = ( node, count, workgroupSize ) => nodeObject( new ComputeNode( nodeObject( node ), count, workgroupSize ) );
  23636. addMethodChaining( 'compute', compute );
  23637. class CacheNode extends Node {
  23638. static get type() {
  23639. return 'CacheNode';
  23640. }
  23641. constructor( node, parent = true ) {
  23642. super();
  23643. this.node = node;
  23644. this.parent = parent;
  23645. this.isCacheNode = true;
  23646. }
  23647. getNodeType( builder ) {
  23648. return this.node.getNodeType( builder );
  23649. }
  23650. build( builder, ...params ) {
  23651. const previousCache = builder.getCache();
  23652. const cache = builder.getCacheFromNode( this, parent );
  23653. builder.setCache( cache );
  23654. const data = this.node.build( builder, ...params );
  23655. builder.setCache( previousCache );
  23656. return data;
  23657. }
  23658. }
  23659. const cache = ( node, ...params ) => nodeObject( new CacheNode( nodeObject( node ), ...params ) );
  23660. addMethodChaining( 'cache', cache );
  23661. class BypassNode extends Node {
  23662. static get type() {
  23663. return 'BypassNode';
  23664. }
  23665. constructor( returnNode, callNode ) {
  23666. super();
  23667. this.isBypassNode = true;
  23668. this.outputNode = returnNode;
  23669. this.callNode = callNode;
  23670. }
  23671. getNodeType( builder ) {
  23672. return this.outputNode.getNodeType( builder );
  23673. }
  23674. generate( builder ) {
  23675. const snippet = this.callNode.build( builder, 'void' );
  23676. if ( snippet !== '' ) {
  23677. builder.addLineFlowCode( snippet );
  23678. }
  23679. return this.outputNode.build( builder );
  23680. }
  23681. }
  23682. const bypass = /*@__PURE__*/ nodeProxy( BypassNode );
  23683. addMethodChaining( 'bypass', bypass );
  23684. class RemapNode extends Node {
  23685. static get type() {
  23686. return 'RemapNode';
  23687. }
  23688. constructor( node, inLowNode, inHighNode, outLowNode = float( 0 ), outHighNode = float( 1 ) ) {
  23689. super();
  23690. this.node = node;
  23691. this.inLowNode = inLowNode;
  23692. this.inHighNode = inHighNode;
  23693. this.outLowNode = outLowNode;
  23694. this.outHighNode = outHighNode;
  23695. this.doClamp = true;
  23696. }
  23697. setup() {
  23698. const { node, inLowNode, inHighNode, outLowNode, outHighNode, doClamp } = this;
  23699. let t = node.sub( inLowNode ).div( inHighNode.sub( inLowNode ) );
  23700. if ( doClamp === true ) t = t.clamp();
  23701. return t.mul( outHighNode.sub( outLowNode ) ).add( outLowNode );
  23702. }
  23703. }
  23704. const remap = /*@__PURE__*/ nodeProxy( RemapNode, null, null, { doClamp: false } );
  23705. const remapClamp = /*@__PURE__*/ nodeProxy( RemapNode );
  23706. addMethodChaining( 'remap', remap );
  23707. addMethodChaining( 'remapClamp', remapClamp );
  23708. class ExpressionNode extends Node {
  23709. static get type() {
  23710. return 'ExpressionNode';
  23711. }
  23712. constructor( snippet = '', nodeType = 'void' ) {
  23713. super( nodeType );
  23714. this.snippet = snippet;
  23715. }
  23716. generate( builder, output ) {
  23717. const type = this.getNodeType( builder );
  23718. const snippet = this.snippet;
  23719. if ( type === 'void' ) {
  23720. builder.addLineFlowCode( snippet );
  23721. } else {
  23722. return builder.format( `( ${ snippet } )`, type, output );
  23723. }
  23724. }
  23725. }
  23726. const expression = /*@__PURE__*/ nodeProxy( ExpressionNode );
  23727. const Discard = ( conditional ) => ( conditional ? select( conditional, expression( 'discard' ) ) : expression( 'discard' ) ).append();
  23728. const Return = () => expression( 'return' ).append();
  23729. addMethodChaining( 'discard', Discard );
  23730. class RenderOutputNode extends TempNode {
  23731. static get type() {
  23732. return 'RenderOutputNode';
  23733. }
  23734. constructor( colorNode, toneMapping, outputColorSpace ) {
  23735. super( 'vec4' );
  23736. this.colorNode = colorNode;
  23737. this.toneMapping = toneMapping;
  23738. this.outputColorSpace = outputColorSpace;
  23739. this.isRenderOutput = true;
  23740. }
  23741. setup( { context } ) {
  23742. let outputNode = this.colorNode || context.color;
  23743. // tone mapping
  23744. const toneMapping = ( this.toneMapping !== null ? this.toneMapping : context.toneMapping ) || NoToneMapping;
  23745. const outputColorSpace = ( this.outputColorSpace !== null ? this.outputColorSpace : context.outputColorSpace ) || LinearSRGBColorSpace;
  23746. if ( toneMapping !== NoToneMapping ) {
  23747. outputNode = outputNode.toneMapping( toneMapping );
  23748. }
  23749. // output color space
  23750. if ( outputColorSpace === SRGBColorSpace ) {
  23751. outputNode = outputNode.toOutputColorSpace( outputColorSpace );
  23752. }
  23753. return outputNode;
  23754. }
  23755. }
  23756. const renderOutput = ( color, toneMapping = null, outputColorSpace = null ) => nodeObject( new RenderOutputNode( nodeObject( color ), toneMapping, outputColorSpace ) );
  23757. addMethodChaining( 'renderOutput', renderOutput );
  23758. // Non-PURE exports list, side-effects are required here.
  23759. // TSL Base Syntax
  23760. function addNodeElement( name/*, nodeElement*/ ) {
  23761. console.warn( 'THREE.TSLBase: AddNodeElement has been removed in favor of tree-shaking. Trying add', name );
  23762. }
  23763. class AttributeNode extends Node {
  23764. static get type() {
  23765. return 'AttributeNode';
  23766. }
  23767. constructor( attributeName, nodeType = null ) {
  23768. super( nodeType );
  23769. this.global = true;
  23770. this._attributeName = attributeName;
  23771. }
  23772. getHash( builder ) {
  23773. return this.getAttributeName( builder );
  23774. }
  23775. getNodeType( builder ) {
  23776. let nodeType = this.nodeType;
  23777. if ( nodeType === null ) {
  23778. const attributeName = this.getAttributeName( builder );
  23779. if ( builder.hasGeometryAttribute( attributeName ) ) {
  23780. const attribute = builder.geometry.getAttribute( attributeName );
  23781. nodeType = builder.getTypeFromAttribute( attribute );
  23782. } else {
  23783. nodeType = 'float';
  23784. }
  23785. }
  23786. return nodeType;
  23787. }
  23788. setAttributeName( attributeName ) {
  23789. this._attributeName = attributeName;
  23790. return this;
  23791. }
  23792. getAttributeName( /*builder*/ ) {
  23793. return this._attributeName;
  23794. }
  23795. generate( builder ) {
  23796. const attributeName = this.getAttributeName( builder );
  23797. const nodeType = this.getNodeType( builder );
  23798. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  23799. if ( geometryAttribute === true ) {
  23800. const attribute = builder.geometry.getAttribute( attributeName );
  23801. const attributeType = builder.getTypeFromAttribute( attribute );
  23802. const nodeAttribute = builder.getAttribute( attributeName, attributeType );
  23803. if ( builder.shaderStage === 'vertex' ) {
  23804. return builder.format( nodeAttribute.name, attributeType, nodeType );
  23805. } else {
  23806. const nodeVarying = varying( this );
  23807. return nodeVarying.build( builder, nodeType );
  23808. }
  23809. } else {
  23810. console.warn( `AttributeNode: Vertex attribute "${ attributeName }" not found on geometry.` );
  23811. return builder.generateConst( nodeType );
  23812. }
  23813. }
  23814. serialize( data ) {
  23815. super.serialize( data );
  23816. data.global = this.global;
  23817. data._attributeName = this._attributeName;
  23818. }
  23819. deserialize( data ) {
  23820. super.deserialize( data );
  23821. this.global = data.global;
  23822. this._attributeName = data._attributeName;
  23823. }
  23824. }
  23825. const attribute = ( name, nodeType ) => nodeObject( new AttributeNode( name, nodeType ) );
  23826. const uv = ( index ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' );
  23827. class TextureSizeNode extends Node {
  23828. static get type() {
  23829. return 'TextureSizeNode';
  23830. }
  23831. constructor( textureNode, levelNode = null ) {
  23832. super( 'uvec2' );
  23833. this.isTextureSizeNode = true;
  23834. this.textureNode = textureNode;
  23835. this.levelNode = levelNode;
  23836. }
  23837. generate( builder, output ) {
  23838. const textureProperty = this.textureNode.build( builder, 'property' );
  23839. const levelNode = this.levelNode.build( builder, 'int' );
  23840. return builder.format( `${ builder.getMethod( 'textureDimensions' ) }( ${ textureProperty }, ${ levelNode } )`, this.getNodeType( builder ), output );
  23841. }
  23842. }
  23843. const textureSize = /*@__PURE__*/ nodeProxy( TextureSizeNode );
  23844. class MaxMipLevelNode extends UniformNode {
  23845. static get type() {
  23846. return 'MaxMipLevelNode';
  23847. }
  23848. constructor( textureNode ) {
  23849. super( 0 );
  23850. this._textureNode = textureNode;
  23851. this.updateType = NodeUpdateType.FRAME;
  23852. }
  23853. get textureNode() {
  23854. return this._textureNode;
  23855. }
  23856. get texture() {
  23857. return this._textureNode.value;
  23858. }
  23859. update() {
  23860. const texture = this.texture;
  23861. const images = texture.images;
  23862. const image = ( images && images.length > 0 ) ? ( ( images[ 0 ] && images[ 0 ].image ) || images[ 0 ] ) : texture.image;
  23863. if ( image && image.width !== undefined ) {
  23864. const { width, height } = image;
  23865. this.value = Math.log2( Math.max( width, height ) );
  23866. }
  23867. }
  23868. }
  23869. const maxMipLevel = /*@__PURE__*/ nodeProxy( MaxMipLevelNode );
  23870. class TextureNode extends UniformNode {
  23871. static get type() {
  23872. return 'TextureNode';
  23873. }
  23874. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  23875. super( value );
  23876. this.isTextureNode = true;
  23877. this.uvNode = uvNode;
  23878. this.levelNode = levelNode;
  23879. this.biasNode = biasNode;
  23880. this.compareNode = null;
  23881. this.depthNode = null;
  23882. this.gradNode = null;
  23883. this.sampler = true;
  23884. this.updateMatrix = false;
  23885. this.updateType = NodeUpdateType.NONE;
  23886. this.referenceNode = null;
  23887. this._value = value;
  23888. this._matrixUniform = null;
  23889. this.setUpdateMatrix( uvNode === null );
  23890. }
  23891. set value( value ) {
  23892. if ( this.referenceNode ) {
  23893. this.referenceNode.value = value;
  23894. } else {
  23895. this._value = value;
  23896. }
  23897. }
  23898. get value() {
  23899. return this.referenceNode ? this.referenceNode.value : this._value;
  23900. }
  23901. getUniformHash( /*builder*/ ) {
  23902. return this.value.uuid;
  23903. }
  23904. getNodeType( /*builder*/ ) {
  23905. if ( this.value.isDepthTexture === true ) return 'float';
  23906. if ( this.value.type === UnsignedIntType ) {
  23907. return 'uvec4';
  23908. } else if ( this.value.type === IntType ) {
  23909. return 'ivec4';
  23910. }
  23911. return 'vec4';
  23912. }
  23913. getInputType( /*builder*/ ) {
  23914. return 'texture';
  23915. }
  23916. getDefaultUV() {
  23917. return uv( this.value.channel );
  23918. }
  23919. updateReference( /*state*/ ) {
  23920. return this.value;
  23921. }
  23922. getTransformedUV( uvNode ) {
  23923. if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix );
  23924. return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy;
  23925. }
  23926. setUpdateMatrix( value ) {
  23927. this.updateMatrix = value;
  23928. this.updateType = value ? NodeUpdateType.FRAME : NodeUpdateType.NONE;
  23929. return this;
  23930. }
  23931. setupUV( builder, uvNode ) {
  23932. const texture = this.value;
  23933. if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) {
  23934. uvNode = uvNode.setY( uvNode.y.oneMinus() );
  23935. }
  23936. return uvNode;
  23937. }
  23938. setup( builder ) {
  23939. const properties = builder.getNodeProperties( this );
  23940. properties.referenceNode = this.referenceNode;
  23941. //
  23942. let uvNode = this.uvNode;
  23943. if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {
  23944. uvNode = builder.context.getUV( this );
  23945. }
  23946. if ( ! uvNode ) uvNode = this.getDefaultUV();
  23947. if ( this.updateMatrix === true ) {
  23948. uvNode = this.getTransformedUV( uvNode );
  23949. }
  23950. uvNode = this.setupUV( builder, uvNode );
  23951. //
  23952. let levelNode = this.levelNode;
  23953. if ( levelNode === null && builder.context.getTextureLevel ) {
  23954. levelNode = builder.context.getTextureLevel( this );
  23955. }
  23956. //
  23957. properties.uvNode = uvNode;
  23958. properties.levelNode = levelNode;
  23959. properties.biasNode = this.biasNode;
  23960. properties.compareNode = this.compareNode;
  23961. properties.gradNode = this.gradNode;
  23962. properties.depthNode = this.depthNode;
  23963. }
  23964. generateUV( builder, uvNode ) {
  23965. return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );
  23966. }
  23967. generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) {
  23968. const texture = this.value;
  23969. let snippet;
  23970. if ( levelSnippet ) {
  23971. snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet );
  23972. } else if ( biasSnippet ) {
  23973. snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet );
  23974. } else if ( gradSnippet ) {
  23975. snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet );
  23976. } else if ( compareSnippet ) {
  23977. snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet );
  23978. } else if ( this.sampler === false ) {
  23979. snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet );
  23980. } else {
  23981. snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet );
  23982. }
  23983. return snippet;
  23984. }
  23985. generate( builder, output ) {
  23986. const properties = builder.getNodeProperties( this );
  23987. const texture = this.value;
  23988. if ( ! texture || texture.isTexture !== true ) {
  23989. throw new Error( 'TextureNode: Need a three.js texture.' );
  23990. }
  23991. const textureProperty = super.generate( builder, 'property' );
  23992. if ( output === 'sampler' ) {
  23993. return textureProperty + '_sampler';
  23994. } else if ( builder.isReference( output ) ) {
  23995. return textureProperty;
  23996. } else {
  23997. const nodeData = builder.getDataFromNode( this );
  23998. let propertyName = nodeData.propertyName;
  23999. if ( propertyName === undefined ) {
  24000. const { uvNode, levelNode, biasNode, compareNode, depthNode, gradNode } = properties;
  24001. const uvSnippet = this.generateUV( builder, uvNode );
  24002. const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
  24003. const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null;
  24004. const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
  24005. const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
  24006. const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
  24007. const nodeVar = builder.getVarFromNode( this );
  24008. propertyName = builder.getPropertyName( nodeVar );
  24009. const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet );
  24010. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  24011. nodeData.snippet = snippet;
  24012. nodeData.propertyName = propertyName;
  24013. }
  24014. let snippet = propertyName;
  24015. const nodeType = this.getNodeType( builder );
  24016. if ( builder.needsToWorkingColorSpace( texture ) ) {
  24017. snippet = toWorkingColorSpace( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );
  24018. }
  24019. return builder.format( snippet, nodeType, output );
  24020. }
  24021. }
  24022. setSampler( value ) {
  24023. this.sampler = value;
  24024. return this;
  24025. }
  24026. getSampler() {
  24027. return this.sampler;
  24028. }
  24029. // @TODO: Move to TSL
  24030. uv( uvNode ) {
  24031. const textureNode = this.clone();
  24032. textureNode.uvNode = nodeObject( uvNode );
  24033. textureNode.referenceNode = this.getSelf();
  24034. return nodeObject( textureNode );
  24035. }
  24036. blur( amountNode ) {
  24037. const textureNode = this.clone();
  24038. textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
  24039. textureNode.referenceNode = this.getSelf();
  24040. return nodeObject( textureNode );
  24041. }
  24042. level( levelNode ) {
  24043. const textureNode = this.clone();
  24044. textureNode.levelNode = nodeObject( levelNode );
  24045. textureNode.referenceNode = this.getSelf();
  24046. return nodeObject( textureNode );
  24047. }
  24048. size( levelNode ) {
  24049. return textureSize( this, levelNode );
  24050. }
  24051. bias( biasNode ) {
  24052. const textureNode = this.clone();
  24053. textureNode.biasNode = nodeObject( biasNode );
  24054. textureNode.referenceNode = this.getSelf();
  24055. return nodeObject( textureNode );
  24056. }
  24057. compare( compareNode ) {
  24058. const textureNode = this.clone();
  24059. textureNode.compareNode = nodeObject( compareNode );
  24060. textureNode.referenceNode = this.getSelf();
  24061. return nodeObject( textureNode );
  24062. }
  24063. grad( gradNodeX, gradNodeY ) {
  24064. const textureNode = this.clone();
  24065. textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
  24066. textureNode.referenceNode = this.getSelf();
  24067. return nodeObject( textureNode );
  24068. }
  24069. depth( depthNode ) {
  24070. const textureNode = this.clone();
  24071. textureNode.depthNode = nodeObject( depthNode );
  24072. textureNode.referenceNode = this.getSelf();
  24073. return nodeObject( textureNode );
  24074. }
  24075. // --
  24076. serialize( data ) {
  24077. super.serialize( data );
  24078. data.value = this.value.toJSON( data.meta ).uuid;
  24079. data.sampler = this.sampler;
  24080. data.updateMatrix = this.updateMatrix;
  24081. data.updateType = this.updateType;
  24082. }
  24083. deserialize( data ) {
  24084. super.deserialize( data );
  24085. this.value = data.meta.textures[ data.value ];
  24086. this.sampler = data.sampler;
  24087. this.updateMatrix = data.updateMatrix;
  24088. this.updateType = data.updateType;
  24089. }
  24090. update() {
  24091. const texture = this.value;
  24092. const matrixUniform = this._matrixUniform;
  24093. if ( matrixUniform !== null ) matrixUniform.value = texture.matrix;
  24094. if ( texture.matrixAutoUpdate === true ) {
  24095. texture.updateMatrix();
  24096. }
  24097. }
  24098. clone() {
  24099. const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode );
  24100. newNode.sampler = this.sampler;
  24101. return newNode;
  24102. }
  24103. }
  24104. const texture = /*@__PURE__*/ nodeProxy( TextureNode );
  24105. const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );
  24106. //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
  24107. const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' );
  24108. const cameraGroup = /*@__PURE__*/ sharedUniformGroup( 'camera' ).onRenderUpdate( () => {
  24109. cameraGroup.needsUpdate = true;
  24110. } );
  24111. const cameraNear = /*@__PURE__*/ uniform( 'float' ).label( 'cameraNear' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.near );
  24112. const cameraFar = /*@__PURE__*/ uniform( 'float' ).label( 'cameraFar' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.far );
  24113. const cameraLogDepth = /*@__PURE__*/ uniform( 'float' ).label( 'cameraLogDepth' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  24114. const cameraProjectionMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );
  24115. const cameraProjectionMatrixInverse = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrixInverse' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );
  24116. const cameraViewMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraViewMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );
  24117. const cameraWorldMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraWorldMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld );
  24118. const cameraNormalMatrix = /*@__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
  24119. const cameraPosition = /*@__PURE__*/ uniform( new Vector3() ).label( 'cameraPosition' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );
  24120. class Object3DNode extends Node {
  24121. static get type() {
  24122. return 'Object3DNode';
  24123. }
  24124. constructor( scope, object3d = null ) {
  24125. super();
  24126. this.scope = scope;
  24127. this.object3d = object3d;
  24128. this.updateType = NodeUpdateType.OBJECT;
  24129. this._uniformNode = new UniformNode( null );
  24130. }
  24131. getNodeType() {
  24132. const scope = this.scope;
  24133. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24134. return 'mat4';
  24135. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  24136. return 'vec3';
  24137. }
  24138. }
  24139. update( frame ) {
  24140. const object = this.object3d;
  24141. const uniformNode = this._uniformNode;
  24142. const scope = this.scope;
  24143. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24144. uniformNode.value = object.matrixWorld;
  24145. } else if ( scope === Object3DNode.POSITION ) {
  24146. uniformNode.value = uniformNode.value || new Vector3();
  24147. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  24148. } else if ( scope === Object3DNode.SCALE ) {
  24149. uniformNode.value = uniformNode.value || new Vector3();
  24150. uniformNode.value.setFromMatrixScale( object.matrixWorld );
  24151. } else if ( scope === Object3DNode.DIRECTION ) {
  24152. uniformNode.value = uniformNode.value || new Vector3();
  24153. object.getWorldDirection( uniformNode.value );
  24154. } else if ( scope === Object3DNode.VIEW_POSITION ) {
  24155. const camera = frame.camera;
  24156. uniformNode.value = uniformNode.value || new Vector3();
  24157. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  24158. uniformNode.value.applyMatrix4( camera.matrixWorldInverse );
  24159. }
  24160. }
  24161. generate( builder ) {
  24162. const scope = this.scope;
  24163. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24164. this._uniformNode.nodeType = 'mat4';
  24165. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  24166. this._uniformNode.nodeType = 'vec3';
  24167. }
  24168. return this._uniformNode.build( builder );
  24169. }
  24170. serialize( data ) {
  24171. super.serialize( data );
  24172. data.scope = this.scope;
  24173. }
  24174. deserialize( data ) {
  24175. super.deserialize( data );
  24176. this.scope = data.scope;
  24177. }
  24178. }
  24179. Object3DNode.WORLD_MATRIX = 'worldMatrix';
  24180. Object3DNode.POSITION = 'position';
  24181. Object3DNode.SCALE = 'scale';
  24182. Object3DNode.VIEW_POSITION = 'viewPosition';
  24183. Object3DNode.DIRECTION = 'direction';
  24184. const objectDirection = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.DIRECTION );
  24185. const objectWorldMatrix = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.WORLD_MATRIX );
  24186. const objectPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.POSITION );
  24187. const objectScale = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.SCALE );
  24188. const objectViewPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.VIEW_POSITION );
  24189. class ModelNode extends Object3DNode {
  24190. static get type() {
  24191. return 'ModelNode';
  24192. }
  24193. constructor( scope ) {
  24194. super( scope );
  24195. }
  24196. update( frame ) {
  24197. this.object3d = frame.object;
  24198. super.update( frame );
  24199. }
  24200. }
  24201. const modelDirection = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.DIRECTION );
  24202. const modelWorldMatrix = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX );
  24203. const modelPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.POSITION );
  24204. const modelScale = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.SCALE );
  24205. const modelViewPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.VIEW_POSITION );
  24206. const modelNormalMatrix = /*@__PURE__*/ uniform( new Matrix3() ).onObjectUpdate( ( { object }, self ) => self.value.getNormalMatrix( object.matrixWorld ) );
  24207. const modelWorldMatrixInverse = /*@__PURE__*/ uniform( new Matrix4() ).onObjectUpdate( ( { object }, self ) => self.value.copy( object.matrixWorld ).invert() );
  24208. const modelViewMatrix = /*@__PURE__*/ cameraViewMatrix.mul( modelWorldMatrix ).toVar( 'modelViewMatrix' );
  24209. const highPrecisionModelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  24210. builder.context.isHighPrecisionModelViewMatrix = true;
  24211. return uniform( 'mat4' ).onObjectUpdate( ( { object, camera } ) => {
  24212. return object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  24213. } );
  24214. } ).once() )().toVar( 'highPrecisionModelViewMatrix' );
  24215. const highPrecisionModelNormalViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  24216. const isHighPrecisionModelViewMatrix = builder.context.isHighPrecisionModelViewMatrix;
  24217. return uniform( 'mat3' ).onObjectUpdate( ( { object, camera } ) => {
  24218. if ( isHighPrecisionModelViewMatrix !== true ) {
  24219. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  24220. }
  24221. return object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  24222. } );
  24223. } ).once() )().toVar( 'highPrecisionModelNormalMatrix' );
  24224. const positionGeometry = /*@__PURE__*/ attribute( 'position', 'vec3' );
  24225. const positionLocal = /*@__PURE__*/ positionGeometry.varying( 'positionLocal' );
  24226. const positionPrevious = /*@__PURE__*/ positionGeometry.varying( 'positionPrevious' );
  24227. const positionWorld = /*@__PURE__*/ modelWorldMatrix.mul( positionLocal ).xyz.varying( 'v_positionWorld' );
  24228. const positionWorldDirection = /*@__PURE__*/ positionLocal.transformDirection( modelWorldMatrix ).varying( 'v_positionWorldDirection' ).normalize().toVar( 'positionWorldDirection' );
  24229. const positionView = /*@__PURE__*/ modelViewMatrix.mul( positionLocal ).xyz.varying( 'v_positionView' );
  24230. const positionViewDirection = /*@__PURE__*/ positionView.negate().varying( 'v_positionViewDirection' ).normalize().toVar( 'positionViewDirection' );
  24231. class FrontFacingNode extends Node {
  24232. static get type() {
  24233. return 'FrontFacingNode';
  24234. }
  24235. constructor() {
  24236. super( 'bool' );
  24237. this.isFrontFacingNode = true;
  24238. }
  24239. generate( builder ) {
  24240. const { renderer, material } = builder;
  24241. if ( renderer.coordinateSystem === WebGLCoordinateSystem ) {
  24242. if ( material.side === BackSide ) {
  24243. return 'false';
  24244. }
  24245. }
  24246. return builder.getFrontFacing();
  24247. }
  24248. }
  24249. const frontFacing = /*@__PURE__*/ nodeImmutable( FrontFacingNode );
  24250. const faceDirection = /*@__PURE__*/ float( frontFacing ).mul( 2.0 ).sub( 1.0 );
  24251. const normalGeometry = /*@__PURE__*/ attribute( 'normal', 'vec3' );
  24252. const normalLocal = /*@__PURE__*/ ( Fn( ( builder ) => {
  24253. if ( builder.geometry.hasAttribute( 'normal' ) === false ) {
  24254. console.warn( 'TSL.NormalNode: Vertex attribute "normal" not found on geometry.' );
  24255. return vec3( 0, 1, 0 );
  24256. }
  24257. return normalGeometry;
  24258. }, 'vec3' ).once() )().toVar( 'normalLocal' );
  24259. const normalFlat = /*@__PURE__*/ positionView.dFdx().cross( positionView.dFdy() ).normalize().toVar( 'normalFlat' );
  24260. const normalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24261. let node;
  24262. if ( builder.material.flatShading === true ) {
  24263. node = normalFlat;
  24264. } else {
  24265. node = varying( transformNormalToView( normalLocal ), 'v_normalView' ).normalize();
  24266. }
  24267. return node;
  24268. }, 'vec3' ).once() )().toVar( 'normalView' );
  24269. const normalWorld = /*@__PURE__*/ varying( normalView.transformDirection( cameraViewMatrix ), 'v_normalWorld' ).normalize().toVar( 'normalWorld' );
  24270. const transformedNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24271. return builder.context.setupNormal();
  24272. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedNormalView' );
  24273. const transformedNormalWorld = /*@__PURE__*/ transformedNormalView.transformDirection( cameraViewMatrix ).toVar( 'transformedNormalWorld' );
  24274. const transformedClearcoatNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24275. return builder.context.setupClearcoatNormal();
  24276. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedClearcoatNormalView' );
  24277. const transformNormal = /*@__PURE__*/ Fn( ( [ normal, matrix = modelWorldMatrix ] ) => {
  24278. const m = mat3( matrix );
  24279. const transformedNormal = normal.div( vec3( m[ 0 ].dot( m[ 0 ] ), m[ 1 ].dot( m[ 1 ] ), m[ 2 ].dot( m[ 2 ] ) ) );
  24280. return m.mul( transformedNormal ).xyz;
  24281. } );
  24282. const transformNormalToView = /*@__PURE__*/ Fn( ( [ normal ], builder ) => {
  24283. const modelNormalViewMatrix = builder.renderer.nodes.modelNormalViewMatrix;
  24284. if ( modelNormalViewMatrix !== null ) {
  24285. return modelNormalViewMatrix.transformDirection( normal );
  24286. }
  24287. //
  24288. const transformedNormal = modelNormalMatrix.mul( normal );
  24289. return cameraViewMatrix.transformDirection( transformedNormal );
  24290. } );
  24291. const materialRefractionRatio = /*@__PURE__*/ uniform( 0 ).onReference( ( { material } ) => material ).onRenderUpdate( ( { material } ) => material.refractionRatio );
  24292. const reflectView = /*@__PURE__*/ positionViewDirection.negate().reflect( transformedNormalView );
  24293. const refractView = /*@__PURE__*/ positionViewDirection.negate().refract( transformedNormalView, materialRefractionRatio );
  24294. const reflectVector = /*@__PURE__*/ reflectView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  24295. const refractVector = /*@__PURE__*/ refractView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  24296. class CubeTextureNode extends TextureNode {
  24297. static get type() {
  24298. return 'CubeTextureNode';
  24299. }
  24300. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  24301. super( value, uvNode, levelNode, biasNode );
  24302. this.isCubeTextureNode = true;
  24303. }
  24304. getInputType( /*builder*/ ) {
  24305. return 'cubeTexture';
  24306. }
  24307. getDefaultUV() {
  24308. const texture = this.value;
  24309. if ( texture.mapping === CubeReflectionMapping ) {
  24310. return reflectVector;
  24311. } else if ( texture.mapping === CubeRefractionMapping ) {
  24312. return refractVector;
  24313. } else {
  24314. console.error( 'THREE.CubeTextureNode: Mapping "%s" not supported.', texture.mapping );
  24315. return vec3( 0, 0, 0 );
  24316. }
  24317. }
  24318. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode
  24319. setupUV( builder, uvNode ) {
  24320. const texture = this.value;
  24321. if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem || ! texture.isRenderTargetTexture ) {
  24322. return vec3( uvNode.x.negate(), uvNode.yz );
  24323. } else {
  24324. return uvNode;
  24325. }
  24326. }
  24327. generateUV( builder, cubeUV ) {
  24328. return cubeUV.build( builder, 'vec3' );
  24329. }
  24330. }
  24331. const cubeTexture = /*@__PURE__*/ nodeProxy( CubeTextureNode );
  24332. class BufferNode extends UniformNode {
  24333. static get type() {
  24334. return 'BufferNode';
  24335. }
  24336. constructor( value, bufferType, bufferCount = 0 ) {
  24337. super( value, bufferType );
  24338. this.isBufferNode = true;
  24339. this.bufferType = bufferType;
  24340. this.bufferCount = bufferCount;
  24341. }
  24342. getElementType( builder ) {
  24343. return this.getNodeType( builder );
  24344. }
  24345. getInputType( /*builder*/ ) {
  24346. return 'buffer';
  24347. }
  24348. }
  24349. const buffer = ( value, type, count ) => nodeObject( new BufferNode( value, type, count ) );
  24350. class UniformArrayElementNode extends ArrayElementNode {
  24351. static get type() {
  24352. return 'UniformArrayElementNode';
  24353. }
  24354. constructor( arrayBuffer, indexNode ) {
  24355. super( arrayBuffer, indexNode );
  24356. this.isArrayBufferElementNode = true;
  24357. }
  24358. getNodeType( builder ) {
  24359. return this.node.getElementType( builder );
  24360. }
  24361. generate( builder ) {
  24362. const snippet = super.generate( builder );
  24363. const type = this.getNodeType();
  24364. return builder.format( snippet, 'vec4', type );
  24365. }
  24366. }
  24367. class UniformArrayNode extends BufferNode {
  24368. static get type() {
  24369. return 'UniformArrayNode';
  24370. }
  24371. constructor( value, elementType = null ) {
  24372. super( null, 'vec4' );
  24373. this.array = value;
  24374. this.elementType = elementType;
  24375. this._elementType = null;
  24376. this._elementLength = 0;
  24377. this.updateType = NodeUpdateType.RENDER;
  24378. this.isArrayBufferNode = true;
  24379. }
  24380. getElementType() {
  24381. return this.elementType || this._elementType;
  24382. }
  24383. getElementLength() {
  24384. return this._elementLength;
  24385. }
  24386. update( /*frame*/ ) {
  24387. const { array, value } = this;
  24388. const elementLength = this.getElementLength();
  24389. const elementType = this.getElementType();
  24390. if ( elementLength === 1 ) {
  24391. for ( let i = 0; i < array.length; i ++ ) {
  24392. const index = i * 4;
  24393. value[ index ] = array[ i ];
  24394. }
  24395. } else if ( elementType === 'color' ) {
  24396. for ( let i = 0; i < array.length; i ++ ) {
  24397. const index = i * 4;
  24398. const vector = array[ i ];
  24399. value[ index ] = vector.r;
  24400. value[ index + 1 ] = vector.g;
  24401. value[ index + 2 ] = vector.b || 0;
  24402. //value[ index + 3 ] = vector.a || 0;
  24403. }
  24404. } else {
  24405. for ( let i = 0; i < array.length; i ++ ) {
  24406. const index = i * 4;
  24407. const vector = array[ i ];
  24408. value[ index ] = vector.x;
  24409. value[ index + 1 ] = vector.y;
  24410. value[ index + 2 ] = vector.z || 0;
  24411. value[ index + 3 ] = vector.w || 0;
  24412. }
  24413. }
  24414. }
  24415. setup( builder ) {
  24416. const length = this.array.length;
  24417. this._elementType = this.elementType === null ? getValueType( this.array[ 0 ] ) : this.elementType;
  24418. this._elementLength = builder.getTypeLength( this._elementType );
  24419. let arrayType = Float32Array;
  24420. if ( this._elementType.charAt( 0 ) === 'i' ) arrayType = Int32Array;
  24421. else if ( this._elementType.charAt( 0 ) === 'u' ) arrayType = Uint32Array;
  24422. this.value = new arrayType( length * 4 );
  24423. this.bufferCount = length;
  24424. this.bufferType = builder.changeComponentType( 'vec4', builder.getComponentType( this._elementType ) );
  24425. return super.setup( builder );
  24426. }
  24427. element( indexNode ) {
  24428. return nodeObject( new UniformArrayElementNode( this, nodeObject( indexNode ) ) );
  24429. }
  24430. }
  24431. const uniformArray = ( values, nodeType ) => nodeObject( new UniformArrayNode( values, nodeType ) );
  24432. //
  24433. const uniforms = ( values, nodeType ) => { // @deprecated, r168
  24434. console.warn( 'TSL.UniformArrayNode: uniforms() has been renamed to uniformArray().' );
  24435. return nodeObject( new UniformArrayNode( values, nodeType ) );
  24436. };
  24437. class ReferenceElementNode extends ArrayElementNode {
  24438. static get type() {
  24439. return 'ReferenceElementNode';
  24440. }
  24441. constructor( referenceNode, indexNode ) {
  24442. super( referenceNode, indexNode );
  24443. this.referenceNode = referenceNode;
  24444. this.isReferenceElementNode = true;
  24445. }
  24446. getNodeType() {
  24447. return this.referenceNode.uniformType;
  24448. }
  24449. generate( builder ) {
  24450. const snippet = super.generate( builder );
  24451. const arrayType = this.referenceNode.getNodeType();
  24452. const elementType = this.getNodeType();
  24453. return builder.format( snippet, arrayType, elementType );
  24454. }
  24455. }
  24456. // TODO: Extends this from ReferenceBaseNode
  24457. class ReferenceNode extends Node {
  24458. static get type() {
  24459. return 'ReferenceNode';
  24460. }
  24461. constructor( property, uniformType, object = null, count = null ) {
  24462. super();
  24463. this.property = property;
  24464. this.uniformType = uniformType;
  24465. this.object = object;
  24466. this.count = count;
  24467. this.properties = property.split( '.' );
  24468. this.reference = object;
  24469. this.node = null;
  24470. this.updateType = NodeUpdateType.OBJECT;
  24471. }
  24472. element( indexNode ) {
  24473. return nodeObject( new ReferenceElementNode( this, nodeObject( indexNode ) ) );
  24474. }
  24475. setNodeType( uniformType ) {
  24476. let node = null;
  24477. if ( this.count !== null ) {
  24478. node = buffer( null, uniformType, this.count );
  24479. } else if ( Array.isArray( this.getValueFromReference() ) ) {
  24480. node = uniformArray( null, uniformType );
  24481. } else if ( uniformType === 'texture' ) {
  24482. node = texture( null );
  24483. } else if ( uniformType === 'cubeTexture' ) {
  24484. node = cubeTexture( null );
  24485. } else {
  24486. node = uniform( null, uniformType );
  24487. }
  24488. this.node = node.getSelf();
  24489. }
  24490. getNodeType( builder ) {
  24491. if ( this.node === null ) {
  24492. this.updateValue();
  24493. }
  24494. return this.node.getNodeType( builder );
  24495. }
  24496. getValueFromReference( object = this.reference ) {
  24497. const { properties } = this;
  24498. let value = object[ properties[ 0 ] ];
  24499. for ( let i = 1; i < properties.length; i ++ ) {
  24500. value = value[ properties[ i ] ];
  24501. }
  24502. return value;
  24503. }
  24504. updateReference( state ) {
  24505. this.reference = this.object !== null ? this.object : state.object;
  24506. return this.reference;
  24507. }
  24508. setup() {
  24509. this.updateValue();
  24510. return this.node;
  24511. }
  24512. update( /*frame*/ ) {
  24513. this.updateValue();
  24514. }
  24515. updateValue() {
  24516. if ( this.node === null ) this.setNodeType( this.uniformType );
  24517. const value = this.getValueFromReference();
  24518. if ( Array.isArray( value ) ) {
  24519. this.node.array = value;
  24520. } else {
  24521. this.node.value = value;
  24522. }
  24523. }
  24524. }
  24525. const reference = ( name, type, object ) => nodeObject( new ReferenceNode( name, type, object ) );
  24526. const referenceBuffer = ( name, type, count, object ) => nodeObject( new ReferenceNode( name, type, object, count ) );
  24527. class MaterialReferenceNode extends ReferenceNode {
  24528. static get type() {
  24529. return 'MaterialReferenceNode';
  24530. }
  24531. constructor( property, inputType, material = null ) {
  24532. super( property, inputType, material );
  24533. this.material = material;
  24534. //this.updateType = NodeUpdateType.RENDER;
  24535. this.isMaterialReferenceNode = true;
  24536. }
  24537. /*setNodeType( node ) {
  24538. super.setNodeType( node );
  24539. this.node.groupNode = renderGroup;
  24540. }*/
  24541. updateReference( state ) {
  24542. this.reference = this.material !== null ? this.material : state.material;
  24543. return this.reference;
  24544. }
  24545. }
  24546. const materialReference = ( name, type, material ) => nodeObject( new MaterialReferenceNode( name, type, material ) );
  24547. const tangentGeometry = /*@__PURE__*/ Fn( ( builder ) => {
  24548. if ( builder.geometry.hasAttribute( 'tangent' ) === false ) {
  24549. builder.geometry.computeTangents();
  24550. }
  24551. return attribute( 'tangent', 'vec4' );
  24552. } )();
  24553. const tangentLocal = /*@__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' );
  24554. const tangentView = /*@__PURE__*/ modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz.varying( 'v_tangentView' ).normalize().toVar( 'tangentView' );
  24555. const tangentWorld = /*@__PURE__*/ tangentView.transformDirection( cameraViewMatrix ).varying( 'v_tangentWorld' ).normalize().toVar( 'tangentWorld' );
  24556. const transformedTangentView = /*@__PURE__*/ tangentView.toVar( 'transformedTangentView' );
  24557. const transformedTangentWorld = /*@__PURE__*/ transformedTangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedTangentWorld' );
  24558. const getBitangent = ( crossNormalTangent ) => crossNormalTangent.mul( tangentGeometry.w ).xyz;
  24559. const bitangentGeometry = /*@__PURE__*/ varying( getBitangent( normalGeometry.cross( tangentGeometry ) ), 'v_bitangentGeometry' ).normalize().toVar( 'bitangentGeometry' );
  24560. const bitangentLocal = /*@__PURE__*/ varying( getBitangent( normalLocal.cross( tangentLocal ) ), 'v_bitangentLocal' ).normalize().toVar( 'bitangentLocal' );
  24561. const bitangentView = /*@__PURE__*/ varying( getBitangent( normalView.cross( tangentView ) ), 'v_bitangentView' ).normalize().toVar( 'bitangentView' );
  24562. const bitangentWorld = /*@__PURE__*/ varying( getBitangent( normalWorld.cross( tangentWorld ) ), 'v_bitangentWorld' ).normalize().toVar( 'bitangentWorld' );
  24563. const transformedBitangentView = /*@__PURE__*/ getBitangent( transformedNormalView.cross( transformedTangentView ) ).normalize().toVar( 'transformedBitangentView' );
  24564. const transformedBitangentWorld = /*@__PURE__*/ transformedBitangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedBitangentWorld' );
  24565. const TBNViewMatrix = /*@__PURE__*/ mat3( tangentView, bitangentView, normalView );
  24566. const parallaxDirection = /*@__PURE__*/ positionViewDirection.mul( TBNViewMatrix )/*.normalize()*/;
  24567. const parallaxUV = ( uv, scale ) => uv.sub( parallaxDirection.mul( scale ) );
  24568. const transformedBentNormalView = /*@__PURE__*/ ( () => {
  24569. // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy
  24570. let bentNormal = anisotropyB.cross( positionViewDirection );
  24571. bentNormal = bentNormal.cross( anisotropyB ).normalize();
  24572. bentNormal = mix( bentNormal, transformedNormalView, anisotropy.mul( roughness.oneMinus() ).oneMinus().pow2().pow2() ).normalize();
  24573. return bentNormal;
  24574. } )();
  24575. // Normal Mapping Without Precomputed Tangents
  24576. // http://www.thetenthplanet.de/archives/1180
  24577. const perturbNormal2Arb = /*@__PURE__*/ Fn( ( inputs ) => {
  24578. const { eye_pos, surf_norm, mapN, uv } = inputs;
  24579. const q0 = eye_pos.dFdx();
  24580. const q1 = eye_pos.dFdy();
  24581. const st0 = uv.dFdx();
  24582. const st1 = uv.dFdy();
  24583. const N = surf_norm; // normalized
  24584. const q1perp = q1.cross( N );
  24585. const q0perp = N.cross( q0 );
  24586. const T = q1perp.mul( st0.x ).add( q0perp.mul( st1.x ) );
  24587. const B = q1perp.mul( st0.y ).add( q0perp.mul( st1.y ) );
  24588. const det = T.dot( T ).max( B.dot( B ) );
  24589. const scale = faceDirection.mul( det.inverseSqrt() );
  24590. return add( T.mul( mapN.x, scale ), B.mul( mapN.y, scale ), N.mul( mapN.z ) ).normalize();
  24591. } );
  24592. class NormalMapNode extends TempNode {
  24593. static get type() {
  24594. return 'NormalMapNode';
  24595. }
  24596. constructor( node, scaleNode = null ) {
  24597. super( 'vec3' );
  24598. this.node = node;
  24599. this.scaleNode = scaleNode;
  24600. this.normalMapType = TangentSpaceNormalMap;
  24601. }
  24602. setup( builder ) {
  24603. const { normalMapType, scaleNode } = this;
  24604. let normalMap = this.node.mul( 2.0 ).sub( 1.0 );
  24605. if ( scaleNode !== null ) {
  24606. normalMap = vec3( normalMap.xy.mul( scaleNode ), normalMap.z );
  24607. }
  24608. let outputNode = null;
  24609. if ( normalMapType === ObjectSpaceNormalMap ) {
  24610. outputNode = transformNormalToView( normalMap );
  24611. } else if ( normalMapType === TangentSpaceNormalMap ) {
  24612. const tangent = builder.hasGeometryAttribute( 'tangent' );
  24613. if ( tangent === true ) {
  24614. outputNode = TBNViewMatrix.mul( normalMap ).normalize();
  24615. } else {
  24616. outputNode = perturbNormal2Arb( {
  24617. eye_pos: positionView,
  24618. surf_norm: normalView,
  24619. mapN: normalMap,
  24620. uv: uv()
  24621. } );
  24622. }
  24623. }
  24624. return outputNode;
  24625. }
  24626. }
  24627. const normalMap = /*@__PURE__*/ nodeProxy( NormalMapNode );
  24628. // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
  24629. // https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
  24630. const dHdxy_fwd = Fn( ( { textureNode, bumpScale } ) => {
  24631. // It's used to preserve the same TextureNode instance
  24632. const sampleTexture = ( callback ) => textureNode.cache().context( { getUV: ( texNode ) => callback( texNode.uvNode || uv() ), forceUVContext: true } );
  24633. const Hll = float( sampleTexture( ( uvNode ) => uvNode ) );
  24634. return vec2(
  24635. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdx() ) ) ).sub( Hll ),
  24636. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdy() ) ) ).sub( Hll )
  24637. ).mul( bumpScale );
  24638. } );
  24639. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  24640. const perturbNormalArb = Fn( ( inputs ) => {
  24641. const { surf_pos, surf_norm, dHdxy } = inputs;
  24642. // normalize is done to ensure that the bump map looks the same regardless of the texture's scale
  24643. const vSigmaX = surf_pos.dFdx().normalize();
  24644. const vSigmaY = surf_pos.dFdy().normalize();
  24645. const vN = surf_norm; // normalized
  24646. const R1 = vSigmaY.cross( vN );
  24647. const R2 = vN.cross( vSigmaX );
  24648. const fDet = vSigmaX.dot( R1 ).mul( faceDirection );
  24649. const vGrad = fDet.sign().mul( dHdxy.x.mul( R1 ).add( dHdxy.y.mul( R2 ) ) );
  24650. return fDet.abs().mul( surf_norm ).sub( vGrad ).normalize();
  24651. } );
  24652. class BumpMapNode extends TempNode {
  24653. static get type() {
  24654. return 'BumpMapNode';
  24655. }
  24656. constructor( textureNode, scaleNode = null ) {
  24657. super( 'vec3' );
  24658. this.textureNode = textureNode;
  24659. this.scaleNode = scaleNode;
  24660. }
  24661. setup() {
  24662. const bumpScale = this.scaleNode !== null ? this.scaleNode : 1;
  24663. const dHdxy = dHdxy_fwd( { textureNode: this.textureNode, bumpScale } );
  24664. return perturbNormalArb( {
  24665. surf_pos: positionView,
  24666. surf_norm: normalView,
  24667. dHdxy
  24668. } );
  24669. }
  24670. }
  24671. const bumpMap = /*@__PURE__*/ nodeProxy( BumpMapNode );
  24672. const _propertyCache = new Map();
  24673. class MaterialNode extends Node {
  24674. static get type() {
  24675. return 'MaterialNode';
  24676. }
  24677. constructor( scope ) {
  24678. super();
  24679. this.scope = scope;
  24680. }
  24681. getCache( property, type ) {
  24682. let node = _propertyCache.get( property );
  24683. if ( node === undefined ) {
  24684. node = materialReference( property, type );
  24685. _propertyCache.set( property, node );
  24686. }
  24687. return node;
  24688. }
  24689. getFloat( property ) {
  24690. return this.getCache( property, 'float' );
  24691. }
  24692. getColor( property ) {
  24693. return this.getCache( property, 'color' );
  24694. }
  24695. getTexture( property ) {
  24696. return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' );
  24697. }
  24698. setup( builder ) {
  24699. const material = builder.context.material;
  24700. const scope = this.scope;
  24701. let node = null;
  24702. if ( scope === MaterialNode.COLOR ) {
  24703. const colorNode = material.color !== undefined ? this.getColor( scope ) : vec3();
  24704. if ( material.map && material.map.isTexture === true ) {
  24705. node = colorNode.mul( this.getTexture( 'map' ) );
  24706. } else {
  24707. node = colorNode;
  24708. }
  24709. } else if ( scope === MaterialNode.OPACITY ) {
  24710. const opacityNode = this.getFloat( scope );
  24711. if ( material.alphaMap && material.alphaMap.isTexture === true ) {
  24712. node = opacityNode.mul( this.getTexture( 'alpha' ) );
  24713. } else {
  24714. node = opacityNode;
  24715. }
  24716. } else if ( scope === MaterialNode.SPECULAR_STRENGTH ) {
  24717. if ( material.specularMap && material.specularMap.isTexture === true ) {
  24718. node = this.getTexture( 'specular' ).r;
  24719. } else {
  24720. node = float( 1 );
  24721. }
  24722. } else if ( scope === MaterialNode.SPECULAR_INTENSITY ) {
  24723. const specularIntensity = this.getFloat( scope );
  24724. if ( material.specularMap ) {
  24725. node = specularIntensity.mul( this.getTexture( scope ).a );
  24726. } else {
  24727. node = specularIntensity;
  24728. }
  24729. } else if ( scope === MaterialNode.SPECULAR_COLOR ) {
  24730. const specularColorNode = this.getColor( scope );
  24731. if ( material.specularColorMap && material.specularColorMap.isTexture === true ) {
  24732. node = specularColorNode.mul( this.getTexture( scope ).rgb );
  24733. } else {
  24734. node = specularColorNode;
  24735. }
  24736. } else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches
  24737. const roughnessNode = this.getFloat( scope );
  24738. if ( material.roughnessMap && material.roughnessMap.isTexture === true ) {
  24739. node = roughnessNode.mul( this.getTexture( scope ).g );
  24740. } else {
  24741. node = roughnessNode;
  24742. }
  24743. } else if ( scope === MaterialNode.METALNESS ) {
  24744. const metalnessNode = this.getFloat( scope );
  24745. if ( material.metalnessMap && material.metalnessMap.isTexture === true ) {
  24746. node = metalnessNode.mul( this.getTexture( scope ).b );
  24747. } else {
  24748. node = metalnessNode;
  24749. }
  24750. } else if ( scope === MaterialNode.EMISSIVE ) {
  24751. const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' );
  24752. const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode );
  24753. if ( material.emissiveMap && material.emissiveMap.isTexture === true ) {
  24754. node = emissiveNode.mul( this.getTexture( scope ) );
  24755. } else {
  24756. node = emissiveNode;
  24757. }
  24758. } else if ( scope === MaterialNode.NORMAL ) {
  24759. if ( material.normalMap ) {
  24760. node = normalMap( this.getTexture( 'normal' ), this.getCache( 'normalScale', 'vec2' ) );
  24761. node.normalMapType = material.normalMapType;
  24762. } else if ( material.bumpMap ) {
  24763. node = bumpMap( this.getTexture( 'bump' ).r, this.getFloat( 'bumpScale' ) );
  24764. } else {
  24765. node = normalView;
  24766. }
  24767. } else if ( scope === MaterialNode.CLEARCOAT ) {
  24768. const clearcoatNode = this.getFloat( scope );
  24769. if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) {
  24770. node = clearcoatNode.mul( this.getTexture( scope ).r );
  24771. } else {
  24772. node = clearcoatNode;
  24773. }
  24774. } else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) {
  24775. const clearcoatRoughnessNode = this.getFloat( scope );
  24776. if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) {
  24777. node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r );
  24778. } else {
  24779. node = clearcoatRoughnessNode;
  24780. }
  24781. } else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) {
  24782. if ( material.clearcoatNormalMap ) {
  24783. node = normalMap( this.getTexture( scope ), this.getCache( scope + 'Scale', 'vec2' ) );
  24784. } else {
  24785. node = normalView;
  24786. }
  24787. } else if ( scope === MaterialNode.SHEEN ) {
  24788. const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU
  24789. if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) {
  24790. node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb );
  24791. } else {
  24792. node = sheenNode;
  24793. }
  24794. } else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) {
  24795. const sheenRoughnessNode = this.getFloat( scope );
  24796. if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) {
  24797. node = sheenRoughnessNode.mul( this.getTexture( scope ).a );
  24798. } else {
  24799. node = sheenRoughnessNode;
  24800. }
  24801. node = node.clamp( 0.07, 1.0 );
  24802. } else if ( scope === MaterialNode.ANISOTROPY ) {
  24803. if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) {
  24804. const anisotropyPolar = this.getTexture( scope );
  24805. const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x );
  24806. node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) );
  24807. } else {
  24808. node = materialAnisotropyVector;
  24809. }
  24810. } else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) {
  24811. const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange );
  24812. if ( material.iridescenceThicknessMap ) {
  24813. const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange );
  24814. node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum );
  24815. } else {
  24816. node = iridescenceThicknessMaximum;
  24817. }
  24818. } else if ( scope === MaterialNode.TRANSMISSION ) {
  24819. const transmissionNode = this.getFloat( scope );
  24820. if ( material.transmissionMap ) {
  24821. node = transmissionNode.mul( this.getTexture( scope ).r );
  24822. } else {
  24823. node = transmissionNode;
  24824. }
  24825. } else if ( scope === MaterialNode.THICKNESS ) {
  24826. const thicknessNode = this.getFloat( scope );
  24827. if ( material.thicknessMap ) {
  24828. node = thicknessNode.mul( this.getTexture( scope ).g );
  24829. } else {
  24830. node = thicknessNode;
  24831. }
  24832. } else if ( scope === MaterialNode.IOR ) {
  24833. node = this.getFloat( scope );
  24834. } else if ( scope === MaterialNode.LIGHT_MAP ) {
  24835. node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) );
  24836. } else if ( scope === MaterialNode.AO_MAP ) {
  24837. node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 );
  24838. } else {
  24839. const outputType = this.getNodeType( builder );
  24840. node = this.getCache( scope, outputType );
  24841. }
  24842. return node;
  24843. }
  24844. }
  24845. MaterialNode.ALPHA_TEST = 'alphaTest';
  24846. MaterialNode.COLOR = 'color';
  24847. MaterialNode.OPACITY = 'opacity';
  24848. MaterialNode.SHININESS = 'shininess';
  24849. MaterialNode.SPECULAR = 'specular';
  24850. MaterialNode.SPECULAR_STRENGTH = 'specularStrength';
  24851. MaterialNode.SPECULAR_INTENSITY = 'specularIntensity';
  24852. MaterialNode.SPECULAR_COLOR = 'specularColor';
  24853. MaterialNode.REFLECTIVITY = 'reflectivity';
  24854. MaterialNode.ROUGHNESS = 'roughness';
  24855. MaterialNode.METALNESS = 'metalness';
  24856. MaterialNode.NORMAL = 'normal';
  24857. MaterialNode.CLEARCOAT = 'clearcoat';
  24858. MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness';
  24859. MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal';
  24860. MaterialNode.EMISSIVE = 'emissive';
  24861. MaterialNode.ROTATION = 'rotation';
  24862. MaterialNode.SHEEN = 'sheen';
  24863. MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness';
  24864. MaterialNode.ANISOTROPY = 'anisotropy';
  24865. MaterialNode.IRIDESCENCE = 'iridescence';
  24866. MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR';
  24867. MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness';
  24868. MaterialNode.IOR = 'ior';
  24869. MaterialNode.TRANSMISSION = 'transmission';
  24870. MaterialNode.THICKNESS = 'thickness';
  24871. MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance';
  24872. MaterialNode.ATTENUATION_COLOR = 'attenuationColor';
  24873. MaterialNode.LINE_SCALE = 'scale';
  24874. MaterialNode.LINE_DASH_SIZE = 'dashSize';
  24875. MaterialNode.LINE_GAP_SIZE = 'gapSize';
  24876. MaterialNode.LINE_WIDTH = 'linewidth';
  24877. MaterialNode.LINE_DASH_OFFSET = 'dashOffset';
  24878. MaterialNode.POINT_WIDTH = 'pointWidth';
  24879. MaterialNode.DISPERSION = 'dispersion';
  24880. MaterialNode.LIGHT_MAP = 'light';
  24881. MaterialNode.AO_MAP = 'ao';
  24882. const materialAlphaTest = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST );
  24883. const materialColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.COLOR );
  24884. const materialShininess = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHININESS );
  24885. const materialEmissive = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.EMISSIVE );
  24886. const materialOpacity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.OPACITY );
  24887. const materialSpecular = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR );
  24888. const materialSpecularIntensity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY );
  24889. const materialSpecularColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR );
  24890. const materialSpecularStrength = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH );
  24891. const materialReflectivity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY );
  24892. const materialRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS );
  24893. const materialMetalness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.METALNESS );
  24894. const materialNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.NORMAL ).context( { getUV: null } );
  24895. const materialClearcoat = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT );
  24896. const materialClearcoatRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS );
  24897. const materialClearcoatNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL ).context( { getUV: null } );
  24898. const materialRotation = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROTATION );
  24899. const materialSheen = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN );
  24900. const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );
  24901. const materialAnisotropy = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY );
  24902. const materialIridescence = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE );
  24903. const materialIridescenceIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR );
  24904. const materialIridescenceThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS );
  24905. const materialTransmission = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION );
  24906. const materialThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.THICKNESS );
  24907. const materialIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IOR );
  24908. const materialAttenuationDistance = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE );
  24909. const materialAttenuationColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR );
  24910. const materialLineScale = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE );
  24911. const materialLineDashSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE );
  24912. const materialLineGapSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE );
  24913. const materialLineWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH );
  24914. const materialLineDashOffset = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET );
  24915. const materialPointWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.POINT_WIDTH );
  24916. const materialDispersion = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.DISPERSION );
  24917. const materialLightMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP );
  24918. const materialAOMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO_MAP );
  24919. const materialAnisotropyVector = /*@__PURE__*/ uniform( new Vector2() ).onReference( function ( frame ) {
  24920. return frame.material;
  24921. } ).onRenderUpdate( function ( { material } ) {
  24922. this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );
  24923. } );
  24924. class ModelViewProjectionNode extends TempNode {
  24925. static get type() {
  24926. return 'ModelViewProjectionNode';
  24927. }
  24928. constructor( positionNode = null ) {
  24929. super( 'vec4' );
  24930. this.positionNode = positionNode;
  24931. }
  24932. setup( builder ) {
  24933. if ( builder.shaderStage === 'fragment' ) {
  24934. return varying( builder.context.mvp );
  24935. }
  24936. const position = this.positionNode || positionLocal;
  24937. const viewMatrix = builder.renderer.nodes.modelViewMatrix || modelViewMatrix;
  24938. return cameraProjectionMatrix.mul( viewMatrix ).mul( position );
  24939. }
  24940. }
  24941. const modelViewProjection = /*@__PURE__*/ nodeProxy( ModelViewProjectionNode );
  24942. class IndexNode extends Node {
  24943. static get type() {
  24944. return 'IndexNode';
  24945. }
  24946. constructor( scope ) {
  24947. super( 'uint' );
  24948. this.scope = scope;
  24949. this.isInstanceIndexNode = true;
  24950. }
  24951. generate( builder ) {
  24952. const nodeType = this.getNodeType( builder );
  24953. const scope = this.scope;
  24954. let propertyName;
  24955. if ( scope === IndexNode.VERTEX ) {
  24956. propertyName = builder.getVertexIndex();
  24957. } else if ( scope === IndexNode.INSTANCE ) {
  24958. propertyName = builder.getInstanceIndex();
  24959. } else if ( scope === IndexNode.DRAW ) {
  24960. propertyName = builder.getDrawIndex();
  24961. } else if ( scope === IndexNode.INVOCATION_LOCAL ) {
  24962. propertyName = builder.getInvocationLocalIndex();
  24963. } else {
  24964. throw new Error( 'THREE.IndexNode: Unknown scope: ' + scope );
  24965. }
  24966. let output;
  24967. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  24968. output = propertyName;
  24969. } else {
  24970. const nodeVarying = varying( this );
  24971. output = nodeVarying.build( builder, nodeType );
  24972. }
  24973. return output;
  24974. }
  24975. }
  24976. IndexNode.VERTEX = 'vertex';
  24977. IndexNode.INSTANCE = 'instance';
  24978. IndexNode.INVOCATION_LOCAL = 'invocationLocal';
  24979. IndexNode.DRAW = 'draw';
  24980. const vertexIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.VERTEX );
  24981. const instanceIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INSTANCE );
  24982. const invocationLocalIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_LOCAL );
  24983. const drawIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.DRAW );
  24984. class InstanceNode extends Node {
  24985. static get type() {
  24986. return 'InstanceNode';
  24987. }
  24988. constructor( instanceMesh ) {
  24989. super( 'void' );
  24990. this.instanceMesh = instanceMesh;
  24991. this.instanceMatrixNode = null;
  24992. this.instanceColorNode = null;
  24993. this.updateType = NodeUpdateType.FRAME;
  24994. this.buffer = null;
  24995. this.bufferColor = null;
  24996. }
  24997. setup( builder ) {
  24998. let instanceMatrixNode = this.instanceMatrixNode;
  24999. let instanceColorNode = this.instanceColorNode;
  25000. const instanceMesh = this.instanceMesh;
  25001. if ( instanceMatrixNode === null ) {
  25002. const instanceAttribute = instanceMesh.instanceMatrix;
  25003. // Both WebGPU and WebGL backends have UBO max limited to 64kb. Matrix count number bigger than 1000 ( 16 * 4 * 1000 = 64kb ) will fallback to attribute.
  25004. if ( instanceMesh.count <= 1000 ) {
  25005. instanceMatrixNode = buffer( instanceAttribute.array, 'mat4', instanceMesh.count ).element( instanceIndex );
  25006. } else {
  25007. const buffer = new InstancedInterleavedBuffer( instanceAttribute.array, 16, 1 );
  25008. this.buffer = buffer;
  25009. const bufferFn = instanceAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  25010. const instanceBuffers = [
  25011. // F.Signature -> bufferAttribute( array, type, stride, offset )
  25012. bufferFn( buffer, 'vec4', 16, 0 ),
  25013. bufferFn( buffer, 'vec4', 16, 4 ),
  25014. bufferFn( buffer, 'vec4', 16, 8 ),
  25015. bufferFn( buffer, 'vec4', 16, 12 )
  25016. ];
  25017. instanceMatrixNode = mat4( ...instanceBuffers );
  25018. }
  25019. this.instanceMatrixNode = instanceMatrixNode;
  25020. }
  25021. const instanceColorAttribute = instanceMesh.instanceColor;
  25022. if ( instanceColorAttribute && instanceColorNode === null ) {
  25023. const buffer = new InstancedBufferAttribute( instanceColorAttribute.array, 3 );
  25024. const bufferFn = instanceColorAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  25025. this.bufferColor = buffer;
  25026. instanceColorNode = vec3( bufferFn( buffer, 'vec3', 3, 0 ) );
  25027. this.instanceColorNode = instanceColorNode;
  25028. }
  25029. // POSITION
  25030. const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz;
  25031. positionLocal.assign( instancePosition );
  25032. // NORMAL
  25033. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  25034. const instanceNormal = transformNormal( normalLocal, instanceMatrixNode );
  25035. // ASSIGNS
  25036. normalLocal.assign( instanceNormal );
  25037. }
  25038. // COLOR
  25039. if ( this.instanceColorNode !== null ) {
  25040. varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode );
  25041. }
  25042. }
  25043. update( /*frame*/ ) {
  25044. if ( this.instanceMesh.instanceMatrix.usage !== DynamicDrawUsage && this.buffer != null && this.instanceMesh.instanceMatrix.version !== this.buffer.version ) {
  25045. this.buffer.version = this.instanceMesh.instanceMatrix.version;
  25046. }
  25047. if ( this.instanceMesh.instanceColor && this.instanceMesh.instanceColor.usage !== DynamicDrawUsage && this.bufferColor != null && this.instanceMesh.instanceColor.version !== this.bufferColor.version ) {
  25048. this.bufferColor.version = this.instanceMesh.instanceColor.version;
  25049. }
  25050. }
  25051. }
  25052. const instance = /*@__PURE__*/ nodeProxy( InstanceNode );
  25053. class BatchNode extends Node {
  25054. static get type() {
  25055. return 'BatchNode';
  25056. }
  25057. constructor( batchMesh ) {
  25058. super( 'void' );
  25059. this.batchMesh = batchMesh;
  25060. this.batchingIdNode = null;
  25061. }
  25062. setup( builder ) {
  25063. // POSITION
  25064. if ( this.batchingIdNode === null ) {
  25065. if ( builder.getDrawIndex() === null ) {
  25066. this.batchingIdNode = instanceIndex;
  25067. } else {
  25068. this.batchingIdNode = drawIndex;
  25069. }
  25070. }
  25071. const getIndirectIndex = Fn( ( [ id ] ) => {
  25072. const size = textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 );
  25073. const x = int( id ).modInt( int( size ) );
  25074. const y = int( id ).div( int( size ) );
  25075. return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x;
  25076. } ).setLayout( {
  25077. name: 'getIndirectIndex',
  25078. type: 'uint',
  25079. inputs: [
  25080. { name: 'id', type: 'int' }
  25081. ]
  25082. } );
  25083. const indirectId = getIndirectIndex( int( this.batchingIdNode ) );
  25084. const matricesTexture = this.batchMesh._matricesTexture;
  25085. const size = textureSize( textureLoad( matricesTexture ), 0 );
  25086. const j = float( indirectId ).mul( 4 ).toInt().toVar();
  25087. const x = j.modInt( size );
  25088. const y = j.div( int( size ) );
  25089. const batchingMatrix = mat4(
  25090. textureLoad( matricesTexture, ivec2( x, y ) ),
  25091. textureLoad( matricesTexture, ivec2( x.add( 1 ), y ) ),
  25092. textureLoad( matricesTexture, ivec2( x.add( 2 ), y ) ),
  25093. textureLoad( matricesTexture, ivec2( x.add( 3 ), y ) )
  25094. );
  25095. const colorsTexture = this.batchMesh._colorsTexture;
  25096. if ( colorsTexture !== null ) {
  25097. const getBatchingColor = Fn( ( [ id ] ) => {
  25098. const size = textureSize( textureLoad( colorsTexture ), 0 ).x;
  25099. const j = id;
  25100. const x = j.modInt( size );
  25101. const y = j.div( size );
  25102. return textureLoad( colorsTexture, ivec2( x, y ) ).rgb;
  25103. } ).setLayout( {
  25104. name: 'getBatchingColor',
  25105. type: 'vec3',
  25106. inputs: [
  25107. { name: 'id', type: 'int' }
  25108. ]
  25109. } );
  25110. const color = getBatchingColor( indirectId );
  25111. varyingProperty( 'vec3', 'vBatchColor' ).assign( color );
  25112. }
  25113. const bm = mat3( batchingMatrix );
  25114. positionLocal.assign( batchingMatrix.mul( positionLocal ) );
  25115. const transformedNormal = normalLocal.div( vec3( bm[ 0 ].dot( bm[ 0 ] ), bm[ 1 ].dot( bm[ 1 ] ), bm[ 2 ].dot( bm[ 2 ] ) ) );
  25116. const batchingNormal = bm.mul( transformedNormal ).xyz;
  25117. normalLocal.assign( batchingNormal );
  25118. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  25119. tangentLocal.mulAssign( bm );
  25120. }
  25121. }
  25122. }
  25123. const batch = /*@__PURE__*/ nodeProxy( BatchNode );
  25124. const _frameId = new WeakMap();
  25125. class SkinningNode extends Node {
  25126. static get type() {
  25127. return 'SkinningNode';
  25128. }
  25129. constructor( skinnedMesh, useReference = false ) {
  25130. super( 'void' );
  25131. this.skinnedMesh = skinnedMesh;
  25132. this.useReference = useReference;
  25133. this.updateType = NodeUpdateType.OBJECT;
  25134. //
  25135. this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );
  25136. this.skinWeightNode = attribute( 'skinWeight', 'vec4' );
  25137. let bindMatrixNode, bindMatrixInverseNode, boneMatricesNode;
  25138. if ( useReference ) {
  25139. bindMatrixNode = reference( 'bindMatrix', 'mat4' );
  25140. bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );
  25141. boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  25142. } else {
  25143. bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' );
  25144. bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' );
  25145. boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
  25146. }
  25147. this.bindMatrixNode = bindMatrixNode;
  25148. this.bindMatrixInverseNode = bindMatrixInverseNode;
  25149. this.boneMatricesNode = boneMatricesNode;
  25150. this.previousBoneMatricesNode = null;
  25151. }
  25152. getSkinnedPosition( boneMatrices = this.boneMatricesNode, position = positionLocal ) {
  25153. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  25154. const boneMatX = boneMatrices.element( skinIndexNode.x );
  25155. const boneMatY = boneMatrices.element( skinIndexNode.y );
  25156. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  25157. const boneMatW = boneMatrices.element( skinIndexNode.w );
  25158. // POSITION
  25159. const skinVertex = bindMatrixNode.mul( position );
  25160. const skinned = add(
  25161. boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
  25162. boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
  25163. boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
  25164. boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
  25165. );
  25166. return bindMatrixInverseNode.mul( skinned ).xyz;
  25167. }
  25168. getSkinnedNormal( boneMatrices = this.boneMatricesNode, normal = normalLocal ) {
  25169. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  25170. const boneMatX = boneMatrices.element( skinIndexNode.x );
  25171. const boneMatY = boneMatrices.element( skinIndexNode.y );
  25172. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  25173. const boneMatW = boneMatrices.element( skinIndexNode.w );
  25174. // NORMAL
  25175. let skinMatrix = add(
  25176. skinWeightNode.x.mul( boneMatX ),
  25177. skinWeightNode.y.mul( boneMatY ),
  25178. skinWeightNode.z.mul( boneMatZ ),
  25179. skinWeightNode.w.mul( boneMatW )
  25180. );
  25181. skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );
  25182. return skinMatrix.transformDirection( normal ).xyz;
  25183. }
  25184. getPreviousSkinnedPosition( builder ) {
  25185. const skinnedMesh = builder.object;
  25186. if ( this.previousBoneMatricesNode === null ) {
  25187. skinnedMesh.skeleton.previousBoneMatrices = new Float32Array( skinnedMesh.skeleton.boneMatrices );
  25188. this.previousBoneMatricesNode = referenceBuffer( 'skeleton.previousBoneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  25189. }
  25190. return this.getSkinnedPosition( this.previousBoneMatricesNode, positionPrevious );
  25191. }
  25192. needsPreviousBoneMatrices( builder ) {
  25193. const mrt = builder.renderer.getMRT();
  25194. return mrt && mrt.has( 'velocity' );
  25195. }
  25196. setup( builder ) {
  25197. if ( this.needsPreviousBoneMatrices( builder ) ) {
  25198. positionPrevious.assign( this.getPreviousSkinnedPosition( builder ) );
  25199. }
  25200. const skinPosition = this.getSkinnedPosition();
  25201. positionLocal.assign( skinPosition );
  25202. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  25203. const skinNormal = this.getSkinnedNormal();
  25204. normalLocal.assign( skinNormal );
  25205. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  25206. tangentLocal.assign( skinNormal );
  25207. }
  25208. }
  25209. }
  25210. generate( builder, output ) {
  25211. if ( output !== 'void' ) {
  25212. return positionLocal.build( builder, output );
  25213. }
  25214. }
  25215. update( frame ) {
  25216. const object = this.useReference ? frame.object : this.skinnedMesh;
  25217. const skeleton = object.skeleton;
  25218. if ( _frameId.get( skeleton ) === frame.frameId ) return;
  25219. _frameId.set( skeleton, frame.frameId );
  25220. if ( this.previousBoneMatricesNode !== null ) skeleton.previousBoneMatrices.set( skeleton.boneMatrices );
  25221. skeleton.update();
  25222. }
  25223. }
  25224. const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) );
  25225. const skinningReference = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh, true ) );
  25226. class LoopNode extends Node {
  25227. static get type() {
  25228. return 'LoopNode';
  25229. }
  25230. constructor( params = [] ) {
  25231. super();
  25232. this.params = params;
  25233. }
  25234. getVarName( index ) {
  25235. return String.fromCharCode( 'i'.charCodeAt() + index );
  25236. }
  25237. getProperties( builder ) {
  25238. const properties = builder.getNodeProperties( this );
  25239. if ( properties.stackNode !== undefined ) return properties;
  25240. //
  25241. const inputs = {};
  25242. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  25243. const param = this.params[ i ];
  25244. const name = ( param.isNode !== true && param.name ) || this.getVarName( i );
  25245. const type = ( param.isNode !== true && param.type ) || 'int';
  25246. inputs[ name ] = expression( name, type );
  25247. }
  25248. const stack = builder.addStack(); // TODO: cache() it
  25249. properties.returnsNode = this.params[ this.params.length - 1 ]( inputs, stack, builder );
  25250. properties.stackNode = stack;
  25251. builder.removeStack();
  25252. return properties;
  25253. }
  25254. getNodeType( builder ) {
  25255. const { returnsNode } = this.getProperties( builder );
  25256. return returnsNode ? returnsNode.getNodeType( builder ) : 'void';
  25257. }
  25258. setup( builder ) {
  25259. // setup properties
  25260. this.getProperties( builder );
  25261. }
  25262. generate( builder ) {
  25263. const properties = this.getProperties( builder );
  25264. const params = this.params;
  25265. const stackNode = properties.stackNode;
  25266. for ( let i = 0, l = params.length - 1; i < l; i ++ ) {
  25267. const param = params[ i ];
  25268. let start = null, end = null, name = null, type = null, condition = null, update = null;
  25269. if ( param.isNode ) {
  25270. type = 'int';
  25271. name = this.getVarName( i );
  25272. start = '0';
  25273. end = param.build( builder, type );
  25274. condition = '<';
  25275. } else {
  25276. type = param.type || 'int';
  25277. name = param.name || this.getVarName( i );
  25278. start = param.start;
  25279. end = param.end;
  25280. condition = param.condition;
  25281. update = param.update;
  25282. if ( typeof start === 'number' ) start = start.toString();
  25283. else if ( start && start.isNode ) start = start.build( builder, type );
  25284. if ( typeof end === 'number' ) end = end.toString();
  25285. else if ( end && end.isNode ) end = end.build( builder, type );
  25286. if ( start !== undefined && end === undefined ) {
  25287. start = start + ' - 1';
  25288. end = '0';
  25289. condition = '>=';
  25290. } else if ( end !== undefined && start === undefined ) {
  25291. start = '0';
  25292. condition = '<';
  25293. }
  25294. if ( condition === undefined ) {
  25295. if ( Number( start ) > Number( end ) ) {
  25296. condition = '>=';
  25297. } else {
  25298. condition = '<';
  25299. }
  25300. }
  25301. }
  25302. const internalParam = { start, end, condition };
  25303. //
  25304. const startSnippet = internalParam.start;
  25305. const endSnippet = internalParam.end;
  25306. let declarationSnippet = '';
  25307. let conditionalSnippet = '';
  25308. let updateSnippet = '';
  25309. if ( ! update ) {
  25310. if ( type === 'int' || type === 'uint' ) {
  25311. if ( condition.includes( '<' ) ) update = '++';
  25312. else update = '--';
  25313. } else {
  25314. if ( condition.includes( '<' ) ) update = '+= 1.';
  25315. else update = '-= 1.';
  25316. }
  25317. }
  25318. declarationSnippet += builder.getVar( type, name ) + ' = ' + startSnippet;
  25319. conditionalSnippet += name + ' ' + condition + ' ' + endSnippet;
  25320. updateSnippet += name + ' ' + update;
  25321. const forSnippet = `for ( ${ declarationSnippet }; ${ conditionalSnippet }; ${ updateSnippet } )`;
  25322. builder.addFlowCode( ( i === 0 ? '\n' : '' ) + builder.tab + forSnippet + ' {\n\n' ).addFlowTab();
  25323. }
  25324. const stackSnippet = stackNode.build( builder, 'void' );
  25325. const returnsSnippet = properties.returnsNode ? properties.returnsNode.build( builder ) : '';
  25326. builder.removeFlowTab().addFlowCode( '\n' + builder.tab + stackSnippet );
  25327. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  25328. builder.addFlowCode( ( i === 0 ? '' : builder.tab ) + '}\n\n' ).removeFlowTab();
  25329. }
  25330. builder.addFlowTab();
  25331. return returnsSnippet;
  25332. }
  25333. }
  25334. const Loop = ( ...params ) => nodeObject( new LoopNode( nodeArray( params, 'int' ) ) ).append();
  25335. const Continue = () => expression( 'continue' ).append();
  25336. const Break = () => expression( 'break' ).append();
  25337. //
  25338. const loop = ( ...params ) => { // @deprecated, r168
  25339. console.warn( 'TSL.LoopNode: loop() has been renamed to Loop().' );
  25340. return Loop( ...params );
  25341. };
  25342. const _morphTextures = /*@__PURE__*/ new WeakMap();
  25343. const _morphVec4 = /*@__PURE__*/ new Vector4();
  25344. const getMorph = /*@__PURE__*/ Fn( ( { bufferMap, influence, stride, width, depth, offset } ) => {
  25345. const texelIndex = int( vertexIndex ).mul( stride ).add( offset );
  25346. const y = texelIndex.div( width );
  25347. const x = texelIndex.sub( y.mul( width ) );
  25348. const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );
  25349. return bufferAttrib.mul( influence );
  25350. } );
  25351. function getEntry( geometry ) {
  25352. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  25353. const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  25354. const hasMorphColors = geometry.morphAttributes.color !== undefined;
  25355. // instead of using attributes, the WebGL 2 code path encodes morph targets
  25356. // into an array of data textures. Each layer represents a single morph target.
  25357. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  25358. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  25359. let entry = _morphTextures.get( geometry );
  25360. if ( entry === undefined || entry.count !== morphTargetsCount ) {
  25361. if ( entry !== undefined ) entry.texture.dispose();
  25362. const morphTargets = geometry.morphAttributes.position || [];
  25363. const morphNormals = geometry.morphAttributes.normal || [];
  25364. const morphColors = geometry.morphAttributes.color || [];
  25365. let vertexDataCount = 0;
  25366. if ( hasMorphPosition === true ) vertexDataCount = 1;
  25367. if ( hasMorphNormals === true ) vertexDataCount = 2;
  25368. if ( hasMorphColors === true ) vertexDataCount = 3;
  25369. let width = geometry.attributes.position.count * vertexDataCount;
  25370. let height = 1;
  25371. const maxTextureSize = 4096; // @TODO: Use 'capabilities.maxTextureSize'
  25372. if ( width > maxTextureSize ) {
  25373. height = Math.ceil( width / maxTextureSize );
  25374. width = maxTextureSize;
  25375. }
  25376. const buffer = new Float32Array( width * height * 4 * morphTargetsCount );
  25377. const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
  25378. bufferTexture.type = FloatType;
  25379. bufferTexture.needsUpdate = true;
  25380. // fill buffer
  25381. const vertexDataStride = vertexDataCount * 4;
  25382. for ( let i = 0; i < morphTargetsCount; i ++ ) {
  25383. const morphTarget = morphTargets[ i ];
  25384. const morphNormal = morphNormals[ i ];
  25385. const morphColor = morphColors[ i ];
  25386. const offset = width * height * 4 * i;
  25387. for ( let j = 0; j < morphTarget.count; j ++ ) {
  25388. const stride = j * vertexDataStride;
  25389. if ( hasMorphPosition === true ) {
  25390. _morphVec4.fromBufferAttribute( morphTarget, j );
  25391. buffer[ offset + stride + 0 ] = _morphVec4.x;
  25392. buffer[ offset + stride + 1 ] = _morphVec4.y;
  25393. buffer[ offset + stride + 2 ] = _morphVec4.z;
  25394. buffer[ offset + stride + 3 ] = 0;
  25395. }
  25396. if ( hasMorphNormals === true ) {
  25397. _morphVec4.fromBufferAttribute( morphNormal, j );
  25398. buffer[ offset + stride + 4 ] = _morphVec4.x;
  25399. buffer[ offset + stride + 5 ] = _morphVec4.y;
  25400. buffer[ offset + stride + 6 ] = _morphVec4.z;
  25401. buffer[ offset + stride + 7 ] = 0;
  25402. }
  25403. if ( hasMorphColors === true ) {
  25404. _morphVec4.fromBufferAttribute( morphColor, j );
  25405. buffer[ offset + stride + 8 ] = _morphVec4.x;
  25406. buffer[ offset + stride + 9 ] = _morphVec4.y;
  25407. buffer[ offset + stride + 10 ] = _morphVec4.z;
  25408. buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? _morphVec4.w : 1;
  25409. }
  25410. }
  25411. }
  25412. entry = {
  25413. count: morphTargetsCount,
  25414. texture: bufferTexture,
  25415. stride: vertexDataCount,
  25416. size: new Vector2( width, height )
  25417. };
  25418. _morphTextures.set( geometry, entry );
  25419. function disposeTexture() {
  25420. bufferTexture.dispose();
  25421. _morphTextures.delete( geometry );
  25422. geometry.removeEventListener( 'dispose', disposeTexture );
  25423. }
  25424. geometry.addEventListener( 'dispose', disposeTexture );
  25425. }
  25426. return entry;
  25427. }
  25428. class MorphNode extends Node {
  25429. static get type() {
  25430. return 'MorphNode';
  25431. }
  25432. constructor( mesh ) {
  25433. super( 'void' );
  25434. this.mesh = mesh;
  25435. this.morphBaseInfluence = uniform( 1 );
  25436. this.updateType = NodeUpdateType.OBJECT;
  25437. }
  25438. setup( builder ) {
  25439. const { geometry } = builder;
  25440. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  25441. const hasMorphNormals = geometry.hasAttribute( 'normal' ) && geometry.morphAttributes.normal !== undefined;
  25442. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  25443. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  25444. // nodes
  25445. const { texture: bufferMap, stride, size } = getEntry( geometry );
  25446. if ( hasMorphPosition === true ) positionLocal.mulAssign( this.morphBaseInfluence );
  25447. if ( hasMorphNormals === true ) normalLocal.mulAssign( this.morphBaseInfluence );
  25448. const width = int( size.width );
  25449. Loop( morphTargetsCount, ( { i } ) => {
  25450. const influence = float( 0 ).toVar();
  25451. if ( this.mesh.count > 1 && ( this.mesh.morphTexture !== null && this.mesh.morphTexture !== undefined ) ) {
  25452. influence.assign( textureLoad( this.mesh.morphTexture, ivec2( int( i ).add( 1 ), int( instanceIndex ) ) ).r );
  25453. } else {
  25454. influence.assign( reference( 'morphTargetInfluences', 'float' ).element( i ).toVar() );
  25455. }
  25456. if ( hasMorphPosition === true ) {
  25457. positionLocal.addAssign( getMorph( {
  25458. bufferMap,
  25459. influence,
  25460. stride,
  25461. width,
  25462. depth: i,
  25463. offset: int( 0 )
  25464. } ) );
  25465. }
  25466. if ( hasMorphNormals === true ) {
  25467. normalLocal.addAssign( getMorph( {
  25468. bufferMap,
  25469. influence,
  25470. stride,
  25471. width,
  25472. depth: i,
  25473. offset: int( 1 )
  25474. } ) );
  25475. }
  25476. } );
  25477. }
  25478. update() {
  25479. const morphBaseInfluence = this.morphBaseInfluence;
  25480. if ( this.mesh.geometry.morphTargetsRelative ) {
  25481. morphBaseInfluence.value = 1;
  25482. } else {
  25483. morphBaseInfluence.value = 1 - this.mesh.morphTargetInfluences.reduce( ( a, b ) => a + b, 0 );
  25484. }
  25485. }
  25486. }
  25487. const morphReference = /*@__PURE__*/ nodeProxy( MorphNode );
  25488. const sortLights = ( lights ) => {
  25489. return lights.sort( ( a, b ) => a.id - b.id );
  25490. };
  25491. const getLightNodeById = ( id, lightNodes ) => {
  25492. for ( const lightNode of lightNodes ) {
  25493. if ( lightNode.isAnalyticLightNode && lightNode.light.id === id ) {
  25494. return lightNode;
  25495. }
  25496. }
  25497. return null;
  25498. };
  25499. class LightsNode extends Node {
  25500. static get type() {
  25501. return 'LightsNode';
  25502. }
  25503. constructor( lights = [] ) {
  25504. super( 'vec3' );
  25505. this.totalDiffuseNode = vec3().toVar( 'totalDiffuse' );
  25506. this.totalSpecularNode = vec3().toVar( 'totalSpecular' );
  25507. this.outgoingLightNode = vec3().toVar( 'outgoingLight' );
  25508. this._lights = lights;
  25509. this._lightNodes = null;
  25510. this._lightNodesHash = null;
  25511. this.global = true;
  25512. }
  25513. getHash( builder ) {
  25514. if ( this._lightNodesHash === null ) {
  25515. if ( this._lightNodes === null ) this.setupLightsNode( builder );
  25516. const hash = [];
  25517. for ( const lightNode of this._lightNodes ) {
  25518. hash.push( lightNode.getHash() );
  25519. }
  25520. this._lightNodesHash = 'lights-' + hash.join( ',' );
  25521. }
  25522. return this._lightNodesHash;
  25523. }
  25524. analyze( builder ) {
  25525. const properties = builder.getDataFromNode( this );
  25526. for ( const node of properties.nodes ) {
  25527. node.build( builder );
  25528. }
  25529. }
  25530. setupLightsNode( builder ) {
  25531. const lightNodes = [];
  25532. const previousLightNodes = this._lightNodes;
  25533. const lights = sortLights( this._lights );
  25534. const nodeLibrary = builder.renderer.nodes.library;
  25535. for ( const light of lights ) {
  25536. if ( light.isNode ) {
  25537. lightNodes.push( nodeObject( light ) );
  25538. } else {
  25539. let lightNode = null;
  25540. if ( previousLightNodes !== null ) {
  25541. lightNode = getLightNodeById( light.id, previousLightNodes ); // resuse existing light node
  25542. }
  25543. if ( lightNode === null ) {
  25544. const lightNodeClass = nodeLibrary.getLightNodeClass( light.constructor );
  25545. if ( lightNodeClass === null ) {
  25546. console.warn( `LightsNode.setupNodeLights: Light node not found for ${ light.constructor.name }` );
  25547. continue;
  25548. }
  25549. lightNodes.push( nodeObject( new lightNodeClass( light ) ) );
  25550. }
  25551. }
  25552. }
  25553. this._lightNodes = lightNodes;
  25554. }
  25555. setup( builder ) {
  25556. if ( this._lightNodes === null ) this.setupLightsNode( builder );
  25557. const context = builder.context;
  25558. const lightingModel = context.lightingModel;
  25559. let outgoingLightNode = this.outgoingLightNode;
  25560. if ( lightingModel ) {
  25561. const { _lightNodes, totalDiffuseNode, totalSpecularNode } = this;
  25562. context.outgoingLight = outgoingLightNode;
  25563. const stack = builder.addStack();
  25564. //
  25565. const properties = builder.getDataFromNode( this );
  25566. properties.nodes = stack.nodes;
  25567. //
  25568. lightingModel.start( context, stack, builder );
  25569. // lights
  25570. for ( const lightNode of _lightNodes ) {
  25571. lightNode.build( builder );
  25572. }
  25573. //
  25574. lightingModel.indirect( context, stack, builder );
  25575. //
  25576. const { backdrop, backdropAlpha } = context;
  25577. const { directDiffuse, directSpecular, indirectDiffuse, indirectSpecular } = context.reflectedLight;
  25578. let totalDiffuse = directDiffuse.add( indirectDiffuse );
  25579. if ( backdrop !== null ) {
  25580. if ( backdropAlpha !== null ) {
  25581. totalDiffuse = vec3( backdropAlpha.mix( totalDiffuse, backdrop ) );
  25582. } else {
  25583. totalDiffuse = vec3( backdrop );
  25584. }
  25585. context.material.transparent = true;
  25586. }
  25587. totalDiffuseNode.assign( totalDiffuse );
  25588. totalSpecularNode.assign( directSpecular.add( indirectSpecular ) );
  25589. outgoingLightNode.assign( totalDiffuseNode.add( totalSpecularNode ) );
  25590. //
  25591. lightingModel.finish( context, stack, builder );
  25592. //
  25593. outgoingLightNode = outgoingLightNode.bypass( builder.removeStack() );
  25594. }
  25595. return outgoingLightNode;
  25596. }
  25597. setLights( lights ) {
  25598. this._lights = lights;
  25599. this._lightNodes = null;
  25600. this._lightNodesHash = null;
  25601. return this;
  25602. }
  25603. getLights() {
  25604. return this._lights;
  25605. }
  25606. }
  25607. const lights = /*@__PURE__*/ nodeProxy( LightsNode );
  25608. class LightingNode extends Node {
  25609. static get type() {
  25610. return 'LightingNode';
  25611. }
  25612. constructor() {
  25613. super( 'vec3' );
  25614. this.isLightingNode = true;
  25615. }
  25616. generate( /*builder*/ ) {
  25617. console.warn( 'Abstract function.' );
  25618. }
  25619. }
  25620. class AONode extends LightingNode {
  25621. static get type() {
  25622. return 'AONode';
  25623. }
  25624. constructor( aoNode = null ) {
  25625. super();
  25626. this.aoNode = aoNode;
  25627. }
  25628. setup( builder ) {
  25629. builder.context.ambientOcclusion.mulAssign( this.aoNode );
  25630. }
  25631. }
  25632. class LightingContextNode extends ContextNode {
  25633. static get type() {
  25634. return 'LightingContextNode';
  25635. }
  25636. constructor( node, lightingModel = null, backdropNode = null, backdropAlphaNode = null ) {
  25637. super( node );
  25638. this.lightingModel = lightingModel;
  25639. this.backdropNode = backdropNode;
  25640. this.backdropAlphaNode = backdropAlphaNode;
  25641. this._value = null;
  25642. }
  25643. getContext() {
  25644. const { backdropNode, backdropAlphaNode } = this;
  25645. const directDiffuse = vec3().toVar( 'directDiffuse' ),
  25646. directSpecular = vec3().toVar( 'directSpecular' ),
  25647. indirectDiffuse = vec3().toVar( 'indirectDiffuse' ),
  25648. indirectSpecular = vec3().toVar( 'indirectSpecular' );
  25649. const reflectedLight = {
  25650. directDiffuse,
  25651. directSpecular,
  25652. indirectDiffuse,
  25653. indirectSpecular
  25654. };
  25655. const context = {
  25656. radiance: vec3().toVar( 'radiance' ),
  25657. irradiance: vec3().toVar( 'irradiance' ),
  25658. iblIrradiance: vec3().toVar( 'iblIrradiance' ),
  25659. ambientOcclusion: float( 1 ).toVar( 'ambientOcclusion' ),
  25660. reflectedLight,
  25661. backdrop: backdropNode,
  25662. backdropAlpha: backdropAlphaNode
  25663. };
  25664. return context;
  25665. }
  25666. setup( builder ) {
  25667. this.value = this._value || ( this._value = this.getContext() );
  25668. this.value.lightingModel = this.lightingModel || builder.context.lightingModel;
  25669. return super.setup( builder );
  25670. }
  25671. }
  25672. const lightingContext = /*@__PURE__*/ nodeProxy( LightingContextNode );
  25673. class IrradianceNode extends LightingNode {
  25674. static get type() {
  25675. return 'IrradianceNode';
  25676. }
  25677. constructor( node ) {
  25678. super();
  25679. this.node = node;
  25680. }
  25681. setup( builder ) {
  25682. builder.context.irradiance.addAssign( this.node );
  25683. }
  25684. }
  25685. let screenSizeVec, viewportVec;
  25686. class ScreenNode extends Node {
  25687. static get type() {
  25688. return 'ScreenNode';
  25689. }
  25690. constructor( scope ) {
  25691. super();
  25692. this.scope = scope;
  25693. this.isViewportNode = true;
  25694. }
  25695. getNodeType() {
  25696. if ( this.scope === ScreenNode.VIEWPORT ) return 'vec4';
  25697. else return 'vec2';
  25698. }
  25699. getUpdateType() {
  25700. let updateType = NodeUpdateType.NONE;
  25701. if ( this.scope === ScreenNode.SIZE || this.scope === ScreenNode.VIEWPORT ) {
  25702. updateType = NodeUpdateType.RENDER;
  25703. }
  25704. this.updateType = updateType;
  25705. return updateType;
  25706. }
  25707. update( { renderer } ) {
  25708. const renderTarget = renderer.getRenderTarget();
  25709. if ( this.scope === ScreenNode.VIEWPORT ) {
  25710. if ( renderTarget !== null ) {
  25711. viewportVec.copy( renderTarget.viewport );
  25712. } else {
  25713. renderer.getViewport( viewportVec );
  25714. viewportVec.multiplyScalar( renderer.getPixelRatio() );
  25715. }
  25716. } else {
  25717. if ( renderTarget !== null ) {
  25718. screenSizeVec.width = renderTarget.width;
  25719. screenSizeVec.height = renderTarget.height;
  25720. } else {
  25721. renderer.getDrawingBufferSize( screenSizeVec );
  25722. }
  25723. }
  25724. }
  25725. setup( /*builder*/ ) {
  25726. const scope = this.scope;
  25727. let output = null;
  25728. if ( scope === ScreenNode.SIZE ) {
  25729. output = uniform( screenSizeVec || ( screenSizeVec = new Vector2() ) );
  25730. } else if ( scope === ScreenNode.VIEWPORT ) {
  25731. output = uniform( viewportVec || ( viewportVec = new Vector4() ) );
  25732. } else {
  25733. output = vec2( screenCoordinate.div( screenSize ) );
  25734. }
  25735. return output;
  25736. }
  25737. generate( builder ) {
  25738. if ( this.scope === ScreenNode.COORDINATE ) {
  25739. let coord = builder.getFragCoord();
  25740. if ( builder.isFlipY() ) {
  25741. // follow webgpu standards
  25742. const size = builder.getNodeProperties( screenSize ).outputNode.build( builder );
  25743. coord = `${ builder.getType( 'vec2' ) }( ${ coord }.x, ${ size }.y - ${ coord }.y )`;
  25744. }
  25745. return coord;
  25746. }
  25747. return super.generate( builder );
  25748. }
  25749. }
  25750. ScreenNode.COORDINATE = 'coordinate';
  25751. ScreenNode.VIEWPORT = 'viewport';
  25752. ScreenNode.SIZE = 'size';
  25753. ScreenNode.UV = 'uv';
  25754. // Screen
  25755. const screenUV = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.UV );
  25756. const screenSize = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.SIZE );
  25757. const screenCoordinate = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.COORDINATE );
  25758. // Viewport
  25759. const viewport = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.VIEWPORT );
  25760. const viewportSize = viewport.zw;
  25761. const viewportCoordinate = /*@__PURE__*/ screenCoordinate.sub( viewport.xy );
  25762. const viewportUV = /*@__PURE__*/ viewportCoordinate.div( viewportSize );
  25763. // Deprecated
  25764. const viewportResolution = /*@__PURE__*/ ( Fn( () => { // @deprecated, r169
  25765. console.warn( 'TSL.ViewportNode: "viewportResolution" is deprecated. Use "screenSize" instead.' );
  25766. return screenSize;
  25767. }, 'vec2' ).once() )();
  25768. const viewportTopLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  25769. console.warn( 'TSL.ViewportNode: "viewportTopLeft" is deprecated. Use "screenUV" instead.' );
  25770. return screenUV;
  25771. }, 'vec2' ).once() )();
  25772. const viewportBottomLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  25773. console.warn( 'TSL.ViewportNode: "viewportBottomLeft" is deprecated. Use "screenUV.flipY()" instead.' );
  25774. return screenUV.flipY();
  25775. }, 'vec2' ).once() )();
  25776. const _size$a = /*@__PURE__*/ new Vector2();
  25777. class ViewportTextureNode extends TextureNode {
  25778. static get type() {
  25779. return 'ViewportTextureNode';
  25780. }
  25781. constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) {
  25782. if ( framebufferTexture === null ) {
  25783. framebufferTexture = new FramebufferTexture();
  25784. framebufferTexture.minFilter = LinearMipmapLinearFilter;
  25785. }
  25786. super( framebufferTexture, uvNode, levelNode );
  25787. this.generateMipmaps = false;
  25788. this.isOutputTextureNode = true;
  25789. this.updateBeforeType = NodeUpdateType.FRAME;
  25790. }
  25791. updateBefore( frame ) {
  25792. const renderer = frame.renderer;
  25793. renderer.getDrawingBufferSize( _size$a );
  25794. //
  25795. const framebufferTexture = this.value;
  25796. if ( framebufferTexture.image.width !== _size$a.width || framebufferTexture.image.height !== _size$a.height ) {
  25797. framebufferTexture.image.width = _size$a.width;
  25798. framebufferTexture.image.height = _size$a.height;
  25799. framebufferTexture.needsUpdate = true;
  25800. }
  25801. //
  25802. const currentGenerateMipmaps = framebufferTexture.generateMipmaps;
  25803. framebufferTexture.generateMipmaps = this.generateMipmaps;
  25804. renderer.copyFramebufferToTexture( framebufferTexture );
  25805. framebufferTexture.generateMipmaps = currentGenerateMipmaps;
  25806. }
  25807. clone() {
  25808. const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value );
  25809. viewportTextureNode.generateMipmaps = this.generateMipmaps;
  25810. return viewportTextureNode;
  25811. }
  25812. }
  25813. const viewportTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode );
  25814. const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } );
  25815. let sharedDepthbuffer = null;
  25816. class ViewportDepthTextureNode extends ViewportTextureNode {
  25817. static get type() {
  25818. return 'ViewportDepthTextureNode';
  25819. }
  25820. constructor( uvNode = screenUV, levelNode = null ) {
  25821. if ( sharedDepthbuffer === null ) {
  25822. sharedDepthbuffer = new DepthTexture();
  25823. }
  25824. super( uvNode, levelNode, sharedDepthbuffer );
  25825. }
  25826. }
  25827. const viewportDepthTexture = /*@__PURE__*/ nodeProxy( ViewportDepthTextureNode );
  25828. class ViewportDepthNode extends Node {
  25829. static get type() {
  25830. return 'ViewportDepthNode';
  25831. }
  25832. constructor( scope, valueNode = null ) {
  25833. super( 'float' );
  25834. this.scope = scope;
  25835. this.valueNode = valueNode;
  25836. this.isViewportDepthNode = true;
  25837. }
  25838. generate( builder ) {
  25839. const { scope } = this;
  25840. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  25841. return builder.getFragDepth();
  25842. }
  25843. return super.generate( builder );
  25844. }
  25845. setup( { camera } ) {
  25846. const { scope } = this;
  25847. const value = this.valueNode;
  25848. let node = null;
  25849. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  25850. if ( value !== null ) {
  25851. node = depthBase().assign( value );
  25852. }
  25853. } else if ( scope === ViewportDepthNode.DEPTH ) {
  25854. if ( camera.isPerspectiveCamera ) {
  25855. node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar );
  25856. } else {
  25857. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  25858. }
  25859. } else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) {
  25860. if ( value !== null ) {
  25861. if ( camera.isPerspectiveCamera ) {
  25862. const viewZ = perspectiveDepthToViewZ( value, cameraNear, cameraFar );
  25863. node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  25864. } else {
  25865. node = value;
  25866. }
  25867. } else {
  25868. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  25869. }
  25870. }
  25871. return node;
  25872. }
  25873. }
  25874. ViewportDepthNode.DEPTH_BASE = 'depthBase';
  25875. ViewportDepthNode.DEPTH = 'depth';
  25876. ViewportDepthNode.LINEAR_DEPTH = 'linearDepth';
  25877. // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera
  25878. // -near maps to 0; -far maps to 1
  25879. const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) );
  25880. // maps orthographic depth in [ 0, 1 ] to viewZ
  25881. const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near );
  25882. // NOTE: https://twitter.com/gonnavis/status/1377183786949959682
  25883. // -near maps to 0; -far maps to 1
  25884. const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) );
  25885. // maps perspective depth in [ 0, 1 ] to viewZ
  25886. const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) );
  25887. const depthBase = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_BASE );
  25888. const depth = /*@__PURE__*/ nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH );
  25889. const linearDepth = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH );
  25890. const viewportLinearDepth = /*@__PURE__*/ linearDepth( viewportDepthTexture() );
  25891. depth.assign = ( value ) => depthBase( value );
  25892. class ClippingNode extends Node {
  25893. static get type() {
  25894. return 'ClippingNode';
  25895. }
  25896. constructor( scope = ClippingNode.DEFAULT ) {
  25897. super();
  25898. this.scope = scope;
  25899. }
  25900. setup( builder ) {
  25901. super.setup( builder );
  25902. const clippingContext = builder.clippingContext;
  25903. const { localClipIntersection, localClippingCount, globalClippingCount } = clippingContext;
  25904. const numClippingPlanes = globalClippingCount + localClippingCount;
  25905. const numUnionClippingPlanes = localClipIntersection ? numClippingPlanes - localClippingCount : numClippingPlanes;
  25906. if ( this.scope === ClippingNode.ALPHA_TO_COVERAGE ) {
  25907. return this.setupAlphaToCoverage( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes );
  25908. } else {
  25909. return this.setupDefault( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes );
  25910. }
  25911. }
  25912. setupAlphaToCoverage( planes, numClippingPlanes, numUnionClippingPlanes ) {
  25913. return Fn( () => {
  25914. const clippingPlanes = uniformArray( planes );
  25915. const distanceToPlane = property( 'float', 'distanceToPlane' );
  25916. const distanceGradient = property( 'float', 'distanceToGradient' );
  25917. const clipOpacity = property( 'float', 'clipOpacity' );
  25918. clipOpacity.assign( 1 );
  25919. let plane;
  25920. Loop( numUnionClippingPlanes, ( { i } ) => {
  25921. plane = clippingPlanes.element( i );
  25922. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  25923. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  25924. clipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ) );
  25925. clipOpacity.equal( 0.0 ).discard();
  25926. } );
  25927. if ( numUnionClippingPlanes < numClippingPlanes ) {
  25928. const unionClipOpacity = property( 'float', 'unionclipOpacity' );
  25929. unionClipOpacity.assign( 1 );
  25930. Loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => {
  25931. plane = clippingPlanes.element( i );
  25932. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  25933. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  25934. unionClipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ).oneMinus() );
  25935. } );
  25936. clipOpacity.mulAssign( unionClipOpacity.oneMinus() );
  25937. }
  25938. diffuseColor.a.mulAssign( clipOpacity );
  25939. diffuseColor.a.equal( 0.0 ).discard();
  25940. } )();
  25941. }
  25942. setupDefault( planes, numClippingPlanes, numUnionClippingPlanes ) {
  25943. return Fn( () => {
  25944. const clippingPlanes = uniformArray( planes );
  25945. let plane;
  25946. Loop( numUnionClippingPlanes, ( { i } ) => {
  25947. plane = clippingPlanes.element( i );
  25948. positionView.dot( plane.xyz ).greaterThan( plane.w ).discard();
  25949. } );
  25950. if ( numUnionClippingPlanes < numClippingPlanes ) {
  25951. const clipped = property( 'bool', 'clipped' );
  25952. clipped.assign( true );
  25953. Loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => {
  25954. plane = clippingPlanes.element( i );
  25955. clipped.assign( positionView.dot( plane.xyz ).greaterThan( plane.w ).and( clipped ) );
  25956. } );
  25957. clipped.discard();
  25958. }
  25959. } )();
  25960. }
  25961. }
  25962. ClippingNode.ALPHA_TO_COVERAGE = 'alphaToCoverage';
  25963. ClippingNode.DEFAULT = 'default';
  25964. const clipping = () => nodeObject( new ClippingNode() );
  25965. const clippingAlpha = () => nodeObject( new ClippingNode( ClippingNode.ALPHA_TO_COVERAGE ) );
  25966. class NodeMaterial extends Material {
  25967. static get type() {
  25968. return 'NodeMaterial';
  25969. }
  25970. constructor() {
  25971. super();
  25972. this.isNodeMaterial = true;
  25973. this.type = this.constructor.type;
  25974. this.forceSinglePass = false;
  25975. this.fog = true;
  25976. this.lights = false;
  25977. this.lightsNode = null;
  25978. this.envNode = null;
  25979. this.aoNode = null;
  25980. this.colorNode = null;
  25981. this.normalNode = null;
  25982. this.opacityNode = null;
  25983. this.backdropNode = null;
  25984. this.backdropAlphaNode = null;
  25985. this.alphaTestNode = null;
  25986. this.positionNode = null;
  25987. this.depthNode = null;
  25988. this.shadowNode = null;
  25989. this.shadowPositionNode = null;
  25990. this.outputNode = null;
  25991. this.mrtNode = null;
  25992. this.fragmentNode = null;
  25993. this.vertexNode = null;
  25994. }
  25995. customProgramCacheKey() {
  25996. return this.type + getCacheKey$1( this );
  25997. }
  25998. build( builder ) {
  25999. this.setup( builder );
  26000. }
  26001. setup( builder ) {
  26002. builder.context.setupNormal = () => this.setupNormal( builder );
  26003. // < VERTEX STAGE >
  26004. builder.addStack();
  26005. builder.stack.outputNode = this.vertexNode || this.setupPosition( builder );
  26006. builder.addFlow( 'vertex', builder.removeStack() );
  26007. // < FRAGMENT STAGE >
  26008. builder.addStack();
  26009. let resultNode;
  26010. const clippingNode = this.setupClipping( builder );
  26011. if ( this.depthWrite === true ) this.setupDepth( builder );
  26012. if ( this.fragmentNode === null ) {
  26013. this.setupDiffuseColor( builder );
  26014. this.setupVariants( builder );
  26015. const outgoingLightNode = this.setupLighting( builder );
  26016. if ( clippingNode !== null ) builder.stack.add( clippingNode );
  26017. // force unsigned floats - useful for RenderTargets
  26018. const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 );
  26019. resultNode = this.setupOutput( builder, basicOutput );
  26020. // OUTPUT NODE
  26021. output.assign( resultNode );
  26022. //
  26023. if ( this.outputNode !== null ) resultNode = this.outputNode;
  26024. // MRT
  26025. const renderTarget = builder.renderer.getRenderTarget();
  26026. if ( renderTarget !== null ) {
  26027. const mrt = builder.renderer.getMRT();
  26028. const materialMRT = this.mrtNode;
  26029. if ( mrt !== null ) {
  26030. resultNode = mrt;
  26031. if ( materialMRT !== null ) {
  26032. resultNode = mrt.merge( materialMRT );
  26033. }
  26034. } else if ( materialMRT !== null ) {
  26035. resultNode = materialMRT;
  26036. }
  26037. }
  26038. } else {
  26039. let fragmentNode = this.fragmentNode;
  26040. if ( fragmentNode.isOutputStructNode !== true ) {
  26041. fragmentNode = vec4( fragmentNode );
  26042. }
  26043. resultNode = this.setupOutput( builder, fragmentNode );
  26044. }
  26045. builder.stack.outputNode = resultNode;
  26046. builder.addFlow( 'fragment', builder.removeStack() );
  26047. }
  26048. setupClipping( builder ) {
  26049. if ( builder.clippingContext === null ) return null;
  26050. const { globalClippingCount, localClippingCount } = builder.clippingContext;
  26051. let result = null;
  26052. if ( globalClippingCount || localClippingCount ) {
  26053. if ( this.alphaToCoverage ) {
  26054. // to be added to flow when the color/alpha value has been determined
  26055. result = clippingAlpha();
  26056. } else {
  26057. builder.stack.add( clipping() );
  26058. }
  26059. }
  26060. return result;
  26061. }
  26062. setupDepth( builder ) {
  26063. const { renderer } = builder;
  26064. // Depth
  26065. let depthNode = this.depthNode;
  26066. if ( depthNode === null ) {
  26067. const mrt = renderer.getMRT();
  26068. if ( mrt && mrt.has( 'depth' ) ) {
  26069. depthNode = mrt.get( 'depth' );
  26070. } else if ( renderer.logarithmicDepthBuffer === true ) {
  26071. const fragDepth = modelViewProjection().w.add( 1 );
  26072. depthNode = fragDepth.log2().mul( cameraLogDepth ).mul( 0.5 );
  26073. }
  26074. }
  26075. if ( depthNode !== null ) {
  26076. depth.assign( depthNode ).append();
  26077. }
  26078. }
  26079. setupPosition( builder ) {
  26080. const { object } = builder;
  26081. const geometry = object.geometry;
  26082. builder.addStack();
  26083. // Vertex
  26084. if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) {
  26085. morphReference( object ).append();
  26086. }
  26087. if ( object.isSkinnedMesh === true ) {
  26088. skinningReference( object ).append();
  26089. }
  26090. if ( this.displacementMap ) {
  26091. const displacementMap = materialReference( 'displacementMap', 'texture' );
  26092. const displacementScale = materialReference( 'displacementScale', 'float' );
  26093. const displacementBias = materialReference( 'displacementBias', 'float' );
  26094. positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );
  26095. }
  26096. if ( object.isBatchedMesh ) {
  26097. batch( object ).append();
  26098. }
  26099. if ( ( object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) {
  26100. instance( object ).append();
  26101. }
  26102. if ( this.positionNode !== null ) {
  26103. positionLocal.assign( this.positionNode );
  26104. }
  26105. const mvp = modelViewProjection();
  26106. builder.context.vertex = builder.removeStack();
  26107. builder.context.mvp = mvp;
  26108. return mvp;
  26109. }
  26110. setupDiffuseColor( { object, geometry } ) {
  26111. let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor;
  26112. // VERTEX COLORS
  26113. if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) {
  26114. colorNode = vec4( colorNode.xyz.mul( attribute( 'color', 'vec3' ) ), colorNode.a );
  26115. }
  26116. // Instanced colors
  26117. if ( object.instanceColor ) {
  26118. const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' );
  26119. colorNode = instanceColor.mul( colorNode );
  26120. }
  26121. if ( object.isBatchedMesh && object._colorsTexture ) {
  26122. const batchColor = varyingProperty( 'vec3', 'vBatchColor' );
  26123. colorNode = batchColor.mul( colorNode );
  26124. }
  26125. // COLOR
  26126. diffuseColor.assign( colorNode );
  26127. // OPACITY
  26128. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  26129. diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) );
  26130. // ALPHA TEST
  26131. if ( this.alphaTestNode !== null || this.alphaTest > 0 ) {
  26132. const alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest;
  26133. diffuseColor.a.lessThanEqual( alphaTestNode ).discard();
  26134. }
  26135. if ( this.transparent === false && this.blending === NormalBlending && this.alphaToCoverage === false ) {
  26136. diffuseColor.a.assign( 1.0 );
  26137. }
  26138. }
  26139. setupVariants( /*builder*/ ) {
  26140. // Interface function.
  26141. }
  26142. setupOutgoingLight() {
  26143. return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb;
  26144. }
  26145. setupNormal() {
  26146. return this.normalNode ? vec3( this.normalNode ) : materialNormal;
  26147. }
  26148. setupEnvironment( /*builder*/ ) {
  26149. let node = null;
  26150. if ( this.envNode ) {
  26151. node = this.envNode;
  26152. } else if ( this.envMap ) {
  26153. node = this.envMap.isCubeTexture ? materialReference( 'envMap', 'cubeTexture' ) : materialReference( 'envMap', 'texture' );
  26154. }
  26155. return node;
  26156. }
  26157. setupLightMap( builder ) {
  26158. let node = null;
  26159. if ( builder.material.lightMap ) {
  26160. node = new IrradianceNode( materialLightMap );
  26161. }
  26162. return node;
  26163. }
  26164. setupLights( builder ) {
  26165. const materialLightsNode = [];
  26166. //
  26167. const envNode = this.setupEnvironment( builder );
  26168. if ( envNode && envNode.isLightingNode ) {
  26169. materialLightsNode.push( envNode );
  26170. }
  26171. const lightMapNode = this.setupLightMap( builder );
  26172. if ( lightMapNode && lightMapNode.isLightingNode ) {
  26173. materialLightsNode.push( lightMapNode );
  26174. }
  26175. if ( this.aoNode !== null || builder.material.aoMap ) {
  26176. const aoNode = this.aoNode !== null ? this.aoNode : materialAOMap;
  26177. materialLightsNode.push( new AONode( aoNode ) );
  26178. }
  26179. let lightsN = this.lightsNode || builder.lightsNode;
  26180. if ( materialLightsNode.length > 0 ) {
  26181. lightsN = lights( [ ...lightsN.getLights(), ...materialLightsNode ] );
  26182. }
  26183. return lightsN;
  26184. }
  26185. setupLightingModel( /*builder*/ ) {
  26186. // Interface function.
  26187. }
  26188. setupLighting( builder ) {
  26189. const { material } = builder;
  26190. const { backdropNode, backdropAlphaNode, emissiveNode } = this;
  26191. // OUTGOING LIGHT
  26192. const lights = this.lights === true || this.lightsNode !== null;
  26193. const lightsNode = lights ? this.setupLights( builder ) : null;
  26194. let outgoingLightNode = this.setupOutgoingLight( builder );
  26195. if ( lightsNode && lightsNode.getScope().getLights().length > 0 ) {
  26196. const lightingModel = this.setupLightingModel( builder );
  26197. outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode );
  26198. } else if ( backdropNode !== null ) {
  26199. outgoingLightNode = vec3( backdropAlphaNode !== null ? mix( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode );
  26200. }
  26201. // EMISSIVE
  26202. if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {
  26203. emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );
  26204. outgoingLightNode = outgoingLightNode.add( emissive );
  26205. }
  26206. return outgoingLightNode;
  26207. }
  26208. setupOutput( builder, outputNode ) {
  26209. // FOG
  26210. if ( this.fog === true ) {
  26211. const fogNode = builder.fogNode;
  26212. if ( fogNode ) outputNode = vec4( fogNode.mix( outputNode.rgb, fogNode.colorNode ), outputNode.a );
  26213. }
  26214. return outputNode;
  26215. }
  26216. setDefaultValues( material ) {
  26217. // This approach is to reuse the native refreshUniforms*
  26218. // and turn available the use of features like transmission and environment in core
  26219. for ( const property in material ) {
  26220. const value = material[ property ];
  26221. if ( this[ property ] === undefined ) {
  26222. this[ property ] = value;
  26223. if ( value && value.clone ) this[ property ] = value.clone();
  26224. }
  26225. }
  26226. const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype );
  26227. for ( const key in descriptors ) {
  26228. if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined &&
  26229. descriptors[ key ].get !== undefined ) {
  26230. Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] );
  26231. }
  26232. }
  26233. }
  26234. toJSON( meta ) {
  26235. const isRoot = ( meta === undefined || typeof meta === 'string' );
  26236. if ( isRoot ) {
  26237. meta = {
  26238. textures: {},
  26239. images: {},
  26240. nodes: {}
  26241. };
  26242. }
  26243. const data = Material.prototype.toJSON.call( this, meta );
  26244. const nodeChildren = getNodeChildren( this );
  26245. data.inputNodes = {};
  26246. for ( const { property, childNode } of nodeChildren ) {
  26247. data.inputNodes[ property ] = childNode.toJSON( meta ).uuid;
  26248. }
  26249. // TODO: Copied from Object3D.toJSON
  26250. function extractFromCache( cache ) {
  26251. const values = [];
  26252. for ( const key in cache ) {
  26253. const data = cache[ key ];
  26254. delete data.metadata;
  26255. values.push( data );
  26256. }
  26257. return values;
  26258. }
  26259. if ( isRoot ) {
  26260. const textures = extractFromCache( meta.textures );
  26261. const images = extractFromCache( meta.images );
  26262. const nodes = extractFromCache( meta.nodes );
  26263. if ( textures.length > 0 ) data.textures = textures;
  26264. if ( images.length > 0 ) data.images = images;
  26265. if ( nodes.length > 0 ) data.nodes = nodes;
  26266. }
  26267. return data;
  26268. }
  26269. copy( source ) {
  26270. this.lightsNode = source.lightsNode;
  26271. this.envNode = source.envNode;
  26272. this.colorNode = source.colorNode;
  26273. this.normalNode = source.normalNode;
  26274. this.opacityNode = source.opacityNode;
  26275. this.backdropNode = source.backdropNode;
  26276. this.backdropAlphaNode = source.backdropAlphaNode;
  26277. this.alphaTestNode = source.alphaTestNode;
  26278. this.positionNode = source.positionNode;
  26279. this.depthNode = source.depthNode;
  26280. this.shadowNode = source.shadowNode;
  26281. this.shadowPositionNode = source.shadowPositionNode;
  26282. this.outputNode = source.outputNode;
  26283. this.mrtNode = source.mrtNode;
  26284. this.fragmentNode = source.fragmentNode;
  26285. this.vertexNode = source.vertexNode;
  26286. return super.copy( source );
  26287. }
  26288. }
  26289. const _defaultValues$e = /*@__PURE__*/ new PointsMaterial();
  26290. class InstancedPointsNodeMaterial extends NodeMaterial {
  26291. static get type() {
  26292. return 'InstancedPointsNodeMaterial';
  26293. }
  26294. constructor( params = {} ) {
  26295. super();
  26296. this.lights = false;
  26297. this.useAlphaToCoverage = true;
  26298. this.useColor = params.vertexColors;
  26299. this.pointWidth = 1;
  26300. this.pointColorNode = null;
  26301. this.pointWidthNode = null;
  26302. this.setDefaultValues( _defaultValues$e );
  26303. this.setupShaders();
  26304. this.setValues( params );
  26305. }
  26306. setup( builder ) {
  26307. this.setupShaders();
  26308. super.setup( builder );
  26309. }
  26310. setupShaders() {
  26311. const useAlphaToCoverage = this.alphaToCoverage;
  26312. const useColor = this.useColor;
  26313. this.vertexNode = Fn( () => {
  26314. const instancePosition = attribute( 'instancePosition' ).xyz;
  26315. // camera space
  26316. const mvPos = vec4( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
  26317. const aspect = viewport.z.div( viewport.w );
  26318. // clip space
  26319. const clipPos = cameraProjectionMatrix.mul( mvPos );
  26320. // offset in ndc space
  26321. const offset = positionGeometry.xy.toVar();
  26322. offset.mulAssign( this.pointWidthNode ? this.pointWidthNode : materialPointWidth );
  26323. offset.assign( offset.div( viewport.z ) );
  26324. offset.y.assign( offset.y.mul( aspect ) );
  26325. // back to clip space
  26326. offset.assign( offset.mul( clipPos.w ) );
  26327. //clipPos.xy += offset;
  26328. clipPos.addAssign( vec4( offset, 0, 0 ) );
  26329. return clipPos;
  26330. } )();
  26331. this.fragmentNode = Fn( () => {
  26332. const alpha = float( 1 ).toVar();
  26333. const len2 = lengthSq( uv() );
  26334. if ( useAlphaToCoverage ) {
  26335. const dlen = float( len2.fwidth() ).toVar();
  26336. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  26337. } else {
  26338. len2.greaterThan( 1.0 ).discard();
  26339. }
  26340. let pointColorNode;
  26341. if ( this.pointColorNode ) {
  26342. pointColorNode = this.pointColorNode;
  26343. } else {
  26344. if ( useColor ) {
  26345. const instanceColor = attribute( 'instanceColor' );
  26346. pointColorNode = instanceColor.mul( materialColor );
  26347. } else {
  26348. pointColorNode = materialColor;
  26349. }
  26350. }
  26351. alpha.mulAssign( materialOpacity );
  26352. return vec4( pointColorNode, alpha );
  26353. } )();
  26354. }
  26355. get alphaToCoverage() {
  26356. return this.useAlphaToCoverage;
  26357. }
  26358. set alphaToCoverage( value ) {
  26359. if ( this.useAlphaToCoverage !== value ) {
  26360. this.useAlphaToCoverage = value;
  26361. this.needsUpdate = true;
  26362. }
  26363. }
  26364. }
  26365. const _defaultValues$d = /*@__PURE__*/ new LineBasicMaterial();
  26366. class LineBasicNodeMaterial extends NodeMaterial {
  26367. static get type() {
  26368. return 'LineBasicNodeMaterial';
  26369. }
  26370. constructor( parameters ) {
  26371. super();
  26372. this.isLineBasicNodeMaterial = true;
  26373. this.lights = false;
  26374. this.setDefaultValues( _defaultValues$d );
  26375. this.setValues( parameters );
  26376. }
  26377. }
  26378. const _defaultValues$c = /*@__PURE__*/ new LineDashedMaterial();
  26379. class LineDashedNodeMaterial extends NodeMaterial {
  26380. static get type() {
  26381. return 'LineDashedNodeMaterial';
  26382. }
  26383. constructor( parameters ) {
  26384. super();
  26385. this.isLineDashedNodeMaterial = true;
  26386. this.lights = false;
  26387. this.setDefaultValues( _defaultValues$c );
  26388. this.offsetNode = null;
  26389. this.dashScaleNode = null;
  26390. this.dashSizeNode = null;
  26391. this.gapSizeNode = null;
  26392. this.setValues( parameters );
  26393. }
  26394. setupVariants() {
  26395. const offsetNode = this.offsetNode;
  26396. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  26397. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  26398. const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
  26399. dashSize.assign( dashSizeNode );
  26400. gapSize.assign( gapSizeNode );
  26401. const vLineDistance = varying( attribute( 'lineDistance' ).mul( dashScaleNode ) );
  26402. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  26403. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard();
  26404. }
  26405. }
  26406. const _defaultValues$b = /*@__PURE__*/ new LineDashedMaterial();
  26407. class Line2NodeMaterial extends NodeMaterial {
  26408. static get type() {
  26409. return 'Line2NodeMaterial';
  26410. }
  26411. constructor( params = {} ) {
  26412. super();
  26413. this.lights = false;
  26414. this.setDefaultValues( _defaultValues$b );
  26415. this.useAlphaToCoverage = true;
  26416. this.useColor = params.vertexColors;
  26417. this.useDash = params.dashed;
  26418. this.useWorldUnits = false;
  26419. this.dashOffset = 0;
  26420. this.lineWidth = 1;
  26421. this.lineColorNode = null;
  26422. this.offsetNode = null;
  26423. this.dashScaleNode = null;
  26424. this.dashSizeNode = null;
  26425. this.gapSizeNode = null;
  26426. this.setValues( params );
  26427. }
  26428. setup( builder ) {
  26429. this.setupShaders();
  26430. super.setup( builder );
  26431. }
  26432. setupShaders() {
  26433. const useAlphaToCoverage = this.alphaToCoverage;
  26434. const useColor = this.useColor;
  26435. const useDash = this.dashed;
  26436. const useWorldUnits = this.worldUnits;
  26437. const trimSegment = Fn( ( { start, end } ) => {
  26438. const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
  26439. const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
  26440. const nearEstimate = b.mul( - 0.5 ).div( a );
  26441. const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
  26442. return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
  26443. } ).setLayout( {
  26444. name: 'trimSegment',
  26445. type: 'vec4',
  26446. inputs: [
  26447. { name: 'start', type: 'vec4' },
  26448. { name: 'end', type: 'vec4' }
  26449. ]
  26450. } );
  26451. this.vertexNode = Fn( () => {
  26452. const instanceStart = attribute( 'instanceStart' );
  26453. const instanceEnd = attribute( 'instanceEnd' );
  26454. // camera space
  26455. const start = vec4( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ).toVar( 'start' );
  26456. const end = vec4( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) ).toVar( 'end' );
  26457. if ( useWorldUnits ) {
  26458. varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
  26459. varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
  26460. }
  26461. const aspect = viewport.z.div( viewport.w );
  26462. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  26463. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  26464. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  26465. // perhaps there is a more elegant solution -- WestLangley
  26466. const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
  26467. If( perspective, () => {
  26468. If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
  26469. end.assign( trimSegment( { start: start, end: end } ) );
  26470. } ).ElseIf( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
  26471. start.assign( trimSegment( { start: end, end: start } ) );
  26472. } );
  26473. } );
  26474. // clip space
  26475. const clipStart = cameraProjectionMatrix.mul( start );
  26476. const clipEnd = cameraProjectionMatrix.mul( end );
  26477. // ndc space
  26478. const ndcStart = clipStart.xyz.div( clipStart.w );
  26479. const ndcEnd = clipEnd.xyz.div( clipEnd.w );
  26480. // direction
  26481. const dir = ndcEnd.xy.sub( ndcStart.xy ).toVar();
  26482. // account for clip-space aspect ratio
  26483. dir.x.assign( dir.x.mul( aspect ) );
  26484. dir.assign( dir.normalize() );
  26485. const clip = vec4().toVar();
  26486. if ( useWorldUnits ) {
  26487. // get the offset direction as perpendicular to the view vector
  26488. const worldDir = end.xyz.sub( start.xyz ).normalize();
  26489. const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
  26490. const worldUp = worldDir.cross( tmpFwd ).normalize();
  26491. const worldFwd = worldDir.cross( worldUp );
  26492. const worldPos = varyingProperty( 'vec4', 'worldPos' );
  26493. worldPos.assign( positionGeometry.y.lessThan( 0.5 ).select( start, end ) );
  26494. // height offset
  26495. const hw = materialLineWidth.mul( 0.5 );
  26496. worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).select( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
  26497. // don't extend the line if we're rendering dashes because we
  26498. // won't be rendering the endcaps
  26499. if ( ! useDash ) {
  26500. // cap extension
  26501. worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).select( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
  26502. // add width to the box
  26503. worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
  26504. // endcaps
  26505. If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
  26506. worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
  26507. } );
  26508. }
  26509. // project the worldpos
  26510. clip.assign( cameraProjectionMatrix.mul( worldPos ) );
  26511. // shift the depth of the projected points so the line
  26512. // segments overlap neatly
  26513. const clipPose = vec3().toVar();
  26514. clipPose.assign( positionGeometry.y.lessThan( 0.5 ).select( ndcStart, ndcEnd ) );
  26515. clip.z.assign( clipPose.z.mul( clip.w ) );
  26516. } else {
  26517. const offset = vec2( dir.y, dir.x.negate() ).toVar( 'offset' );
  26518. // undo aspect ratio adjustment
  26519. dir.x.assign( dir.x.div( aspect ) );
  26520. offset.x.assign( offset.x.div( aspect ) );
  26521. // sign flip
  26522. offset.assign( positionGeometry.x.lessThan( 0.0 ).select( offset.negate(), offset ) );
  26523. // endcaps
  26524. If( positionGeometry.y.lessThan( 0.0 ), () => {
  26525. offset.assign( offset.sub( dir ) );
  26526. } ).ElseIf( positionGeometry.y.greaterThan( 1.0 ), () => {
  26527. offset.assign( offset.add( dir ) );
  26528. } );
  26529. // adjust for linewidth
  26530. offset.assign( offset.mul( materialLineWidth ) );
  26531. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  26532. offset.assign( offset.div( viewport.w ) );
  26533. // select end
  26534. clip.assign( positionGeometry.y.lessThan( 0.5 ).select( clipStart, clipEnd ) );
  26535. // back to clip space
  26536. offset.assign( offset.mul( clip.w ) );
  26537. clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
  26538. }
  26539. return clip;
  26540. } )();
  26541. const closestLineToLine = Fn( ( { p1, p2, p3, p4 } ) => {
  26542. const p13 = p1.sub( p3 );
  26543. const p43 = p4.sub( p3 );
  26544. const p21 = p2.sub( p1 );
  26545. const d1343 = p13.dot( p43 );
  26546. const d4321 = p43.dot( p21 );
  26547. const d1321 = p13.dot( p21 );
  26548. const d4343 = p43.dot( p43 );
  26549. const d2121 = p21.dot( p21 );
  26550. const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
  26551. const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
  26552. const mua = numer.div( denom ).clamp();
  26553. const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
  26554. return vec2( mua, mub );
  26555. } );
  26556. this.fragmentNode = Fn( () => {
  26557. const vUv = uv();
  26558. if ( useDash ) {
  26559. const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset;
  26560. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  26561. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  26562. const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
  26563. dashSize.assign( dashSizeNode );
  26564. gapSize.assign( gapSizeNode );
  26565. const instanceDistanceStart = attribute( 'instanceDistanceStart' );
  26566. const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
  26567. const lineDistance = positionGeometry.y.lessThan( 0.5 ).select( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) );
  26568. const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) );
  26569. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  26570. vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
  26571. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
  26572. }
  26573. const alpha = float( 1 ).toVar( 'alpha' );
  26574. if ( useWorldUnits ) {
  26575. const worldStart = varyingProperty( 'vec3', 'worldStart' );
  26576. const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
  26577. // Find the closest points on the view ray and the line segment
  26578. const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
  26579. const lineDir = worldEnd.sub( worldStart );
  26580. const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
  26581. const p1 = worldStart.add( lineDir.mul( params.x ) );
  26582. const p2 = rayEnd.mul( params.y );
  26583. const delta = p1.sub( p2 );
  26584. const len = delta.length();
  26585. const norm = len.div( materialLineWidth );
  26586. if ( ! useDash ) {
  26587. if ( useAlphaToCoverage ) {
  26588. const dnorm = norm.fwidth();
  26589. alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
  26590. } else {
  26591. norm.greaterThan( 0.5 ).discard();
  26592. }
  26593. }
  26594. } else {
  26595. // round endcaps
  26596. if ( useAlphaToCoverage ) {
  26597. const a = vUv.x;
  26598. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  26599. const len2 = a.mul( a ).add( b.mul( b ) );
  26600. const dlen = float( len2.fwidth() ).toVar( 'dlen' );
  26601. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  26602. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  26603. } );
  26604. } else {
  26605. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  26606. const a = vUv.x;
  26607. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  26608. const len2 = a.mul( a ).add( b.mul( b ) );
  26609. len2.greaterThan( 1.0 ).discard();
  26610. } );
  26611. }
  26612. }
  26613. let lineColorNode;
  26614. if ( this.lineColorNode ) {
  26615. lineColorNode = this.lineColorNode;
  26616. } else {
  26617. if ( useColor ) {
  26618. const instanceColorStart = attribute( 'instanceColorStart' );
  26619. const instanceColorEnd = attribute( 'instanceColorEnd' );
  26620. const instanceColor = positionGeometry.y.lessThan( 0.5 ).select( instanceColorStart, instanceColorEnd );
  26621. lineColorNode = instanceColor.mul( materialColor );
  26622. } else {
  26623. lineColorNode = materialColor;
  26624. }
  26625. }
  26626. return vec4( lineColorNode, alpha );
  26627. } )();
  26628. }
  26629. get worldUnits() {
  26630. return this.useWorldUnits;
  26631. }
  26632. set worldUnits( value ) {
  26633. if ( this.useWorldUnits !== value ) {
  26634. this.useWorldUnits = value;
  26635. this.needsUpdate = true;
  26636. }
  26637. }
  26638. get dashed() {
  26639. return this.useDash;
  26640. }
  26641. set dashed( value ) {
  26642. if ( this.useDash !== value ) {
  26643. this.useDash = value;
  26644. this.needsUpdate = true;
  26645. }
  26646. }
  26647. get alphaToCoverage() {
  26648. return this.useAlphaToCoverage;
  26649. }
  26650. set alphaToCoverage( value ) {
  26651. if ( this.useAlphaToCoverage !== value ) {
  26652. this.useAlphaToCoverage = value;
  26653. this.needsUpdate = true;
  26654. }
  26655. }
  26656. }
  26657. const directionToColor = ( node ) => nodeObject( node ).mul( 0.5 ).add( 0.5 );
  26658. const colorToDirection = ( node ) => nodeObject( node ).mul( 2.0 ).sub( 1 );
  26659. const _defaultValues$a = /*@__PURE__*/ new MeshNormalMaterial();
  26660. class MeshNormalNodeMaterial extends NodeMaterial {
  26661. static get type() {
  26662. return 'MeshNormalNodeMaterial';
  26663. }
  26664. constructor( parameters ) {
  26665. super();
  26666. this.lights = false;
  26667. this.isMeshNormalNodeMaterial = true;
  26668. this.setDefaultValues( _defaultValues$a );
  26669. this.setValues( parameters );
  26670. }
  26671. setupDiffuseColor() {
  26672. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  26673. diffuseColor.assign( vec4( directionToColor( transformedNormalView ), opacityNode ) );
  26674. }
  26675. }
  26676. class EquirectUVNode extends TempNode {
  26677. static get type() {
  26678. return 'EquirectUVNode';
  26679. }
  26680. constructor( dirNode = positionWorldDirection ) {
  26681. super( 'vec2' );
  26682. this.dirNode = dirNode;
  26683. }
  26684. setup() {
  26685. const dir = this.dirNode;
  26686. const u = dir.z.atan2( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
  26687. const v = dir.y.clamp( - 1.0, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
  26688. return vec2( u, v );
  26689. }
  26690. }
  26691. const equirectUV = /*@__PURE__*/ nodeProxy( EquirectUVNode );
  26692. // @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget
  26693. class CubeRenderTarget extends WebGLCubeRenderTarget {
  26694. constructor( size = 1, options = {} ) {
  26695. super( size, options );
  26696. this.isCubeRenderTarget = true;
  26697. }
  26698. fromEquirectangularTexture( renderer, texture$1 ) {
  26699. const currentMinFilter = texture$1.minFilter;
  26700. const currentGenerateMipmaps = texture$1.generateMipmaps;
  26701. texture$1.generateMipmaps = true;
  26702. this.texture.type = texture$1.type;
  26703. this.texture.colorSpace = texture$1.colorSpace;
  26704. this.texture.generateMipmaps = texture$1.generateMipmaps;
  26705. this.texture.minFilter = texture$1.minFilter;
  26706. this.texture.magFilter = texture$1.magFilter;
  26707. const geometry = new BoxGeometry( 5, 5, 5 );
  26708. const uvNode = equirectUV( positionWorldDirection );
  26709. const material = new NodeMaterial();
  26710. material.colorNode = texture( texture$1, uvNode, 0 );
  26711. material.side = BackSide;
  26712. material.blending = NoBlending;
  26713. const mesh = new Mesh( geometry, material );
  26714. const scene = new Scene();
  26715. scene.add( mesh );
  26716. // Avoid blurred poles
  26717. if ( texture$1.minFilter === LinearMipmapLinearFilter ) texture$1.minFilter = LinearFilter;
  26718. const camera = new CubeCamera( 1, 10, this );
  26719. const currentMRT = renderer.getMRT();
  26720. renderer.setMRT( null );
  26721. camera.update( renderer, scene );
  26722. renderer.setMRT( currentMRT );
  26723. texture$1.minFilter = currentMinFilter;
  26724. texture$1.currentGenerateMipmaps = currentGenerateMipmaps;
  26725. mesh.geometry.dispose();
  26726. mesh.material.dispose();
  26727. return this;
  26728. }
  26729. }
  26730. const _cache$1 = new WeakMap();
  26731. class CubeMapNode extends TempNode {
  26732. static get type() {
  26733. return 'CubeMapNode';
  26734. }
  26735. constructor( envNode ) {
  26736. super( 'vec3' );
  26737. this.envNode = envNode;
  26738. this._cubeTexture = null;
  26739. this._cubeTextureNode = cubeTexture();
  26740. const defaultTexture = new CubeTexture();
  26741. defaultTexture.isRenderTargetTexture = true;
  26742. this._defaultTexture = defaultTexture;
  26743. this.updateBeforeType = NodeUpdateType.RENDER;
  26744. }
  26745. updateBefore( frame ) {
  26746. const { renderer, material } = frame;
  26747. const envNode = this.envNode;
  26748. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  26749. const texture = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  26750. if ( texture && texture.isTexture ) {
  26751. const mapping = texture.mapping;
  26752. if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
  26753. // check for converted cubemap map
  26754. if ( _cache$1.has( texture ) ) {
  26755. const cubeMap = _cache$1.get( texture );
  26756. mapTextureMapping( cubeMap, texture.mapping );
  26757. this._cubeTexture = cubeMap;
  26758. } else {
  26759. // create cube map from equirectangular map
  26760. const image = texture.image;
  26761. if ( isEquirectangularMapReady$1( image ) ) {
  26762. const renderTarget = new CubeRenderTarget( image.height );
  26763. renderTarget.fromEquirectangularTexture( renderer, texture );
  26764. mapTextureMapping( renderTarget.texture, texture.mapping );
  26765. this._cubeTexture = renderTarget.texture;
  26766. _cache$1.set( texture, renderTarget.texture );
  26767. texture.addEventListener( 'dispose', onTextureDispose );
  26768. } else {
  26769. // default cube texture as fallback when equirectangular texture is not yet loaded
  26770. this._cubeTexture = this._defaultTexture;
  26771. }
  26772. }
  26773. //
  26774. this._cubeTextureNode.value = this._cubeTexture;
  26775. } else {
  26776. // envNode already refers to a cube map
  26777. this._cubeTextureNode = this.envNode;
  26778. }
  26779. }
  26780. }
  26781. }
  26782. setup( builder ) {
  26783. this.updateBefore( builder );
  26784. return this._cubeTextureNode;
  26785. }
  26786. }
  26787. function isEquirectangularMapReady$1( image ) {
  26788. if ( image === null || image === undefined ) return false;
  26789. return image.height > 0;
  26790. }
  26791. function onTextureDispose( event ) {
  26792. const texture = event.target;
  26793. texture.removeEventListener( 'dispose', onTextureDispose );
  26794. const renderTarget = _cache$1.get( texture );
  26795. if ( renderTarget !== undefined ) {
  26796. _cache$1.delete( texture );
  26797. renderTarget.dispose();
  26798. }
  26799. }
  26800. function mapTextureMapping( texture, mapping ) {
  26801. if ( mapping === EquirectangularReflectionMapping ) {
  26802. texture.mapping = CubeReflectionMapping;
  26803. } else if ( mapping === EquirectangularRefractionMapping ) {
  26804. texture.mapping = CubeRefractionMapping;
  26805. }
  26806. }
  26807. const cubeMapNode = /*@__PURE__*/ nodeProxy( CubeMapNode );
  26808. class BasicEnvironmentNode extends LightingNode {
  26809. static get type() {
  26810. return 'BasicEnvironmentNode';
  26811. }
  26812. constructor( envNode = null ) {
  26813. super();
  26814. this.envNode = envNode;
  26815. }
  26816. setup( builder ) {
  26817. // environment property is used in the finish() method of BasicLightingModel
  26818. builder.context.environment = cubeMapNode( this.envNode );
  26819. }
  26820. }
  26821. class BasicLightMapNode extends LightingNode {
  26822. static get type() {
  26823. return 'BasicLightMapNode';
  26824. }
  26825. constructor( lightMapNode = null ) {
  26826. super();
  26827. this.lightMapNode = lightMapNode;
  26828. }
  26829. setup( builder ) {
  26830. // irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel
  26831. const RECIPROCAL_PI = float( 1 / Math.PI );
  26832. builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI );
  26833. }
  26834. }
  26835. class LightingModel {
  26836. start( /*input, stack, builder*/ ) { }
  26837. finish( /*input, stack, builder*/ ) { }
  26838. direct( /*input, stack, builder*/ ) { }
  26839. directRectArea( /*input, stack, builder*/ ) {}
  26840. indirect( /*input, stack, builder*/ ) { }
  26841. ambientOcclusion( /*input, stack, builder*/ ) { }
  26842. }
  26843. class BasicLightingModel extends LightingModel {
  26844. constructor() {
  26845. super();
  26846. }
  26847. indirect( context, stack, builder ) {
  26848. const ambientOcclusion = context.ambientOcclusion;
  26849. const reflectedLight = context.reflectedLight;
  26850. const irradianceLightMap = builder.context.irradianceLightMap;
  26851. reflectedLight.indirectDiffuse.assign( vec4( 0.0 ) );
  26852. // accumulation (baked indirect lighting only)
  26853. if ( irradianceLightMap ) {
  26854. reflectedLight.indirectDiffuse.addAssign( irradianceLightMap );
  26855. } else {
  26856. reflectedLight.indirectDiffuse.addAssign( vec4( 1.0, 1.0, 1.0, 0.0 ) );
  26857. }
  26858. // modulation
  26859. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  26860. reflectedLight.indirectDiffuse.mulAssign( diffuseColor.rgb );
  26861. }
  26862. finish( context, stack, builder ) {
  26863. const material = builder.material;
  26864. const outgoingLight = context.outgoingLight;
  26865. const envNode = builder.context.environment;
  26866. if ( envNode ) {
  26867. switch ( material.combine ) {
  26868. case MultiplyOperation:
  26869. outgoingLight.rgb.assign( mix( outgoingLight.rgb, outgoingLight.rgb.mul( envNode.rgb ), materialSpecularStrength.mul( materialReflectivity ) ) );
  26870. break;
  26871. case MixOperation:
  26872. outgoingLight.rgb.assign( mix( outgoingLight.rgb, envNode.rgb, materialSpecularStrength.mul( materialReflectivity ) ) );
  26873. break;
  26874. case AddOperation:
  26875. outgoingLight.rgb.addAssign( envNode.rgb.mul( materialSpecularStrength.mul( materialReflectivity ) ) );
  26876. break;
  26877. default:
  26878. console.warn( 'THREE.BasicLightingModel: Unsupported .combine value:', material.combine );
  26879. break;
  26880. }
  26881. }
  26882. }
  26883. }
  26884. const _defaultValues$9 = /*@__PURE__*/ new MeshBasicMaterial();
  26885. class MeshBasicNodeMaterial extends NodeMaterial {
  26886. static get type() {
  26887. return 'MeshBasicNodeMaterial';
  26888. }
  26889. constructor( parameters ) {
  26890. super();
  26891. this.isMeshBasicNodeMaterial = true;
  26892. this.lights = true;
  26893. this.setDefaultValues( _defaultValues$9 );
  26894. this.setValues( parameters );
  26895. }
  26896. setupNormal() {
  26897. return normalView; // see #28839
  26898. }
  26899. setupEnvironment( builder ) {
  26900. const envNode = super.setupEnvironment( builder );
  26901. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  26902. }
  26903. setupLightMap( builder ) {
  26904. let node = null;
  26905. if ( builder.material.lightMap ) {
  26906. node = new BasicLightMapNode( materialLightMap );
  26907. }
  26908. return node;
  26909. }
  26910. setupOutgoingLight() {
  26911. return diffuseColor.rgb;
  26912. }
  26913. setupLightingModel() {
  26914. return new BasicLightingModel();
  26915. }
  26916. }
  26917. const F_Schlick = /*@__PURE__*/ Fn( ( { f0, f90, dotVH } ) => {
  26918. // Original approximation by Christophe Schlick '94
  26919. // float fresnel = pow( 1.0 - dotVH, 5.0 );
  26920. // Optimized variant (presented by Epic at SIGGRAPH '13)
  26921. // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
  26922. const fresnel = dotVH.mul( - 5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();
  26923. return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) );
  26924. } ); // validated
  26925. const BRDF_Lambert = /*@__PURE__*/ Fn( ( inputs ) => {
  26926. return inputs.diffuseColor.mul( 1 / Math.PI ); // punctual light
  26927. } ); // validated
  26928. const G_BlinnPhong_Implicit = () => float( 0.25 );
  26929. const D_BlinnPhong = /*@__PURE__*/ Fn( ( { dotNH } ) => {
  26930. return shininess.mul( float( 0.5 ) ).add( 1.0 ).mul( float( 1 / Math.PI ) ).mul( dotNH.pow( shininess ) );
  26931. } );
  26932. const BRDF_BlinnPhong = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
  26933. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  26934. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  26935. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  26936. const F = F_Schlick( { f0: specularColor, f90: 1.0, dotVH } );
  26937. const G = G_BlinnPhong_Implicit();
  26938. const D = D_BlinnPhong( { dotNH } );
  26939. return F.mul( G ).mul( D );
  26940. } );
  26941. class PhongLightingModel extends BasicLightingModel {
  26942. constructor( specular = true ) {
  26943. super();
  26944. this.specular = specular;
  26945. }
  26946. direct( { lightDirection, lightColor, reflectedLight } ) {
  26947. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  26948. const irradiance = dotNL.mul( lightColor );
  26949. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  26950. if ( this.specular === true ) {
  26951. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_BlinnPhong( { lightDirection } ) ).mul( materialSpecularStrength ) );
  26952. }
  26953. }
  26954. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  26955. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  26956. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  26957. }
  26958. }
  26959. const _defaultValues$8 = /*@__PURE__*/ new MeshLambertMaterial();
  26960. class MeshLambertNodeMaterial extends NodeMaterial {
  26961. static get type() {
  26962. return 'MeshLambertNodeMaterial';
  26963. }
  26964. constructor( parameters ) {
  26965. super();
  26966. this.isMeshLambertNodeMaterial = true;
  26967. this.lights = true;
  26968. this.setDefaultValues( _defaultValues$8 );
  26969. this.setValues( parameters );
  26970. }
  26971. setupEnvironment( builder ) {
  26972. const envNode = super.setupEnvironment( builder );
  26973. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  26974. }
  26975. setupLightingModel( /*builder*/ ) {
  26976. return new PhongLightingModel( false ); // ( specular ) -> force lambert
  26977. }
  26978. }
  26979. const _defaultValues$7 = /*@__PURE__*/ new MeshPhongMaterial();
  26980. class MeshPhongNodeMaterial extends NodeMaterial {
  26981. static get type() {
  26982. return 'MeshPhongNodeMaterial';
  26983. }
  26984. constructor( parameters ) {
  26985. super();
  26986. this.isMeshPhongNodeMaterial = true;
  26987. this.lights = true;
  26988. this.shininessNode = null;
  26989. this.specularNode = null;
  26990. this.setDefaultValues( _defaultValues$7 );
  26991. this.setValues( parameters );
  26992. }
  26993. setupEnvironment( builder ) {
  26994. const envNode = super.setupEnvironment( builder );
  26995. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  26996. }
  26997. setupLightingModel( /*builder*/ ) {
  26998. return new PhongLightingModel();
  26999. }
  27000. setupVariants() {
  27001. // SHININESS
  27002. const shininessNode = ( this.shininessNode ? float( this.shininessNode ) : materialShininess ).max( 1e-4 ); // to prevent pow( 0.0, 0.0 )
  27003. shininess.assign( shininessNode );
  27004. // SPECULAR COLOR
  27005. const specularNode = this.specularNode || materialSpecular;
  27006. specularColor.assign( specularNode );
  27007. }
  27008. copy( source ) {
  27009. this.shininessNode = source.shininessNode;
  27010. this.specularNode = source.specularNode;
  27011. return super.copy( source );
  27012. }
  27013. }
  27014. const getGeometryRoughness = /*@__PURE__*/ Fn( () => {
  27015. const dxy = normalView.dFdx().abs().max( normalView.dFdy().abs() );
  27016. const geometryRoughness = dxy.x.max( dxy.y ).max( dxy.z );
  27017. return geometryRoughness;
  27018. } );
  27019. const getRoughness = /*@__PURE__*/ Fn( ( inputs ) => {
  27020. const { roughness } = inputs;
  27021. const geometryRoughness = getGeometryRoughness();
  27022. let roughnessFactor = roughness.max( 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.
  27023. roughnessFactor = roughnessFactor.add( geometryRoughness );
  27024. roughnessFactor = roughnessFactor.min( 1.0 );
  27025. return roughnessFactor;
  27026. } );
  27027. // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
  27028. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  27029. const V_GGX_SmithCorrelated = /*@__PURE__*/ Fn( ( { alpha, dotNL, dotNV } ) => {
  27030. const a2 = alpha.pow2();
  27031. const gv = dotNL.mul( a2.add( a2.oneMinus().mul( dotNV.pow2() ) ).sqrt() );
  27032. const gl = dotNV.mul( a2.add( a2.oneMinus().mul( dotNL.pow2() ) ).sqrt() );
  27033. return div( 0.5, gv.add( gl ).max( EPSILON ) );
  27034. } ).setLayout( {
  27035. name: 'V_GGX_SmithCorrelated',
  27036. type: 'float',
  27037. inputs: [
  27038. { name: 'alpha', type: 'float' },
  27039. { name: 'dotNL', type: 'float' },
  27040. { name: 'dotNV', type: 'float' }
  27041. ]
  27042. } ); // validated
  27043. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  27044. const V_GGX_SmithCorrelated_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ) => {
  27045. const gv = dotNL.mul( vec3( alphaT.mul( dotTV ), alphaB.mul( dotBV ), dotNV ).length() );
  27046. const gl = dotNV.mul( vec3( alphaT.mul( dotTL ), alphaB.mul( dotBL ), dotNL ).length() );
  27047. const v = div( 0.5, gv.add( gl ) );
  27048. return v.saturate();
  27049. } ).setLayout( {
  27050. name: 'V_GGX_SmithCorrelated_Anisotropic',
  27051. type: 'float',
  27052. inputs: [
  27053. { name: 'alphaT', type: 'float', qualifier: 'in' },
  27054. { name: 'alphaB', type: 'float', qualifier: 'in' },
  27055. { name: 'dotTV', type: 'float', qualifier: 'in' },
  27056. { name: 'dotBV', type: 'float', qualifier: 'in' },
  27057. { name: 'dotTL', type: 'float', qualifier: 'in' },
  27058. { name: 'dotBL', type: 'float', qualifier: 'in' },
  27059. { name: 'dotNV', type: 'float', qualifier: 'in' },
  27060. { name: 'dotNL', type: 'float', qualifier: 'in' }
  27061. ]
  27062. } );
  27063. // Microfacet Models for Refraction through Rough Surfaces - equation (33)
  27064. // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
  27065. // alpha is "roughness squared" in Disney’s reparameterization
  27066. const D_GGX = /*@__PURE__*/ Fn( ( { alpha, dotNH } ) => {
  27067. const a2 = alpha.pow2();
  27068. const denom = dotNH.pow2().mul( a2.oneMinus() ).oneMinus(); // avoid alpha = 0 with dotNH = 1
  27069. return a2.div( denom.pow2() ).mul( 1 / Math.PI );
  27070. } ).setLayout( {
  27071. name: 'D_GGX',
  27072. type: 'float',
  27073. inputs: [
  27074. { name: 'alpha', type: 'float' },
  27075. { name: 'dotNH', type: 'float' }
  27076. ]
  27077. } ); // validated
  27078. const RECIPROCAL_PI = /*@__PURE__*/ float( 1 / Math.PI );
  27079. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  27080. const D_GGX_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotNH, dotTH, dotBH } ) => {
  27081. const a2 = alphaT.mul( alphaB );
  27082. const v = vec3( alphaB.mul( dotTH ), alphaT.mul( dotBH ), a2.mul( dotNH ) );
  27083. const v2 = v.dot( v );
  27084. const w2 = a2.div( v2 );
  27085. return RECIPROCAL_PI.mul( a2.mul( w2.pow2() ) );
  27086. } ).setLayout( {
  27087. name: 'D_GGX_Anisotropic',
  27088. type: 'float',
  27089. inputs: [
  27090. { name: 'alphaT', type: 'float', qualifier: 'in' },
  27091. { name: 'alphaB', type: 'float', qualifier: 'in' },
  27092. { name: 'dotNH', type: 'float', qualifier: 'in' },
  27093. { name: 'dotTH', type: 'float', qualifier: 'in' },
  27094. { name: 'dotBH', type: 'float', qualifier: 'in' }
  27095. ]
  27096. } );
  27097. // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
  27098. const BRDF_GGX = /*@__PURE__*/ Fn( ( inputs ) => {
  27099. const { lightDirection, f0, f90, roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } = inputs;
  27100. const normalView = inputs.normalView || transformedNormalView;
  27101. const alpha = roughness.pow2(); // UE4's roughness
  27102. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  27103. const dotNL = normalView.dot( lightDirection ).clamp();
  27104. const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  27105. const dotNH = normalView.dot( halfDir ).clamp();
  27106. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  27107. let F = F_Schlick( { f0, f90, dotVH } );
  27108. let V, D;
  27109. if ( defined( USE_IRIDESCENCE ) ) {
  27110. F = iridescence.mix( F, f );
  27111. }
  27112. if ( defined( USE_ANISOTROPY ) ) {
  27113. const dotTL = anisotropyT.dot( lightDirection );
  27114. const dotTV = anisotropyT.dot( positionViewDirection );
  27115. const dotTH = anisotropyT.dot( halfDir );
  27116. const dotBL = anisotropyB.dot( lightDirection );
  27117. const dotBV = anisotropyB.dot( positionViewDirection );
  27118. const dotBH = anisotropyB.dot( halfDir );
  27119. V = V_GGX_SmithCorrelated_Anisotropic( { alphaT, alphaB: alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } );
  27120. D = D_GGX_Anisotropic( { alphaT, alphaB: alpha, dotNH, dotTH, dotBH } );
  27121. } else {
  27122. V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
  27123. D = D_GGX( { alpha, dotNH } );
  27124. }
  27125. return F.mul( V ).mul( D );
  27126. } ); // validated
  27127. // Analytical approximation of the DFG LUT, one half of the
  27128. // split-sum approximation used in indirect specular lighting.
  27129. // via 'environmentBRDF' from "Physically Based Shading on Mobile"
  27130. // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
  27131. const DFGApprox = /*@__PURE__*/ Fn( ( { roughness, dotNV } ) => {
  27132. const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
  27133. const c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
  27134. const r = roughness.mul( c0 ).add( c1 );
  27135. const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y );
  27136. const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw );
  27137. return fab;
  27138. } ).setLayout( {
  27139. name: 'DFGApprox',
  27140. type: 'vec2',
  27141. inputs: [
  27142. { name: 'roughness', type: 'float' },
  27143. { name: 'dotNV', type: 'vec3' }
  27144. ]
  27145. } );
  27146. const EnvironmentBRDF = /*@__PURE__*/ Fn( ( inputs ) => {
  27147. const { dotNV, specularColor, specularF90, roughness } = inputs;
  27148. const fab = DFGApprox( { dotNV, roughness } );
  27149. return specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) );
  27150. } );
  27151. const Schlick_to_F0 = /*@__PURE__*/ Fn( ( { f, f90, dotVH } ) => {
  27152. const x = dotVH.oneMinus().saturate();
  27153. const x2 = x.mul( x );
  27154. const x5 = x.mul( x2, x2 ).clamp( 0, .9999 );
  27155. return f.sub( vec3( f90 ).mul( x5 ) ).div( x5.oneMinus() );
  27156. } ).setLayout( {
  27157. name: 'Schlick_to_F0',
  27158. type: 'vec3',
  27159. inputs: [
  27160. { name: 'f', type: 'vec3' },
  27161. { name: 'f90', type: 'float' },
  27162. { name: 'dotVH', type: 'float' }
  27163. ]
  27164. } );
  27165. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  27166. const D_Charlie = /*@__PURE__*/ Fn( ( { roughness, dotNH } ) => {
  27167. const alpha = roughness.pow2();
  27168. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
  27169. const invAlpha = float( 1.0 ).div( alpha );
  27170. const cos2h = dotNH.pow2();
  27171. const sin2h = cos2h.oneMinus().max( 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
  27172. return float( 2.0 ).add( invAlpha ).mul( sin2h.pow( invAlpha.mul( 0.5 ) ) ).div( 2.0 * Math.PI );
  27173. } ).setLayout( {
  27174. name: 'D_Charlie',
  27175. type: 'float',
  27176. inputs: [
  27177. { name: 'roughness', type: 'float' },
  27178. { name: 'dotNH', type: 'float' }
  27179. ]
  27180. } );
  27181. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  27182. const V_Neubelt = /*@__PURE__*/ Fn( ( { dotNV, dotNL } ) => {
  27183. // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
  27184. return float( 1.0 ).div( float( 4.0 ).mul( dotNL.add( dotNV ).sub( dotNL.mul( dotNV ) ) ) );
  27185. } ).setLayout( {
  27186. name: 'V_Neubelt',
  27187. type: 'float',
  27188. inputs: [
  27189. { name: 'dotNV', type: 'float' },
  27190. { name: 'dotNL', type: 'float' }
  27191. ]
  27192. } );
  27193. const BRDF_Sheen = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
  27194. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  27195. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  27196. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp();
  27197. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  27198. const D = D_Charlie( { roughness: sheenRoughness, dotNH } );
  27199. const V = V_Neubelt( { dotNV, dotNL } );
  27200. return sheen.mul( D ).mul( V );
  27201. } );
  27202. // Rect Area Light
  27203. // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
  27204. // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
  27205. // code: https://github.com/selfshadow/ltc_code/
  27206. const LTC_Uv = /*@__PURE__*/ Fn( ( { N, V, roughness } ) => {
  27207. const LUT_SIZE = 64.0;
  27208. const LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
  27209. const LUT_BIAS = 0.5 / LUT_SIZE;
  27210. const dotNV = N.dot( V ).saturate();
  27211. // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
  27212. const uv = vec2( roughness, dotNV.oneMinus().sqrt() );
  27213. uv.assign( uv.mul( LUT_SCALE ).add( LUT_BIAS ) );
  27214. return uv;
  27215. } ).setLayout( {
  27216. name: 'LTC_Uv',
  27217. type: 'vec2',
  27218. inputs: [
  27219. { name: 'N', type: 'vec3' },
  27220. { name: 'V', type: 'vec3' },
  27221. { name: 'roughness', type: 'float' }
  27222. ]
  27223. } );
  27224. const LTC_ClippedSphereFormFactor = /*@__PURE__*/ Fn( ( { f } ) => {
  27225. // Real-Time Area Lighting: a Journey from Research to Production (p.102)
  27226. // An approximation of the form factor of a horizon-clipped rectangle.
  27227. const l = f.length();
  27228. return max$1( l.mul( l ).add( f.z ).div( l.add( 1.0 ) ), 0 );
  27229. } ).setLayout( {
  27230. name: 'LTC_ClippedSphereFormFactor',
  27231. type: 'float',
  27232. inputs: [
  27233. { name: 'f', type: 'vec3' }
  27234. ]
  27235. } );
  27236. const LTC_EdgeVectorFormFactor = /*@__PURE__*/ Fn( ( { v1, v2 } ) => {
  27237. const x = v1.dot( v2 );
  27238. const y = x.abs().toVar();
  27239. // rational polynomial approximation to theta / sin( theta ) / 2PI
  27240. const a = y.mul( 0.0145206 ).add( 0.4965155 ).mul( y ).add( 0.8543985 ).toVar();
  27241. const b = y.add( 4.1616724 ).mul( y ).add( 3.4175940 ).toVar();
  27242. const v = a.div( b );
  27243. const theta_sintheta = x.greaterThan( 0.0 ).select( v, max$1( x.mul( x ).oneMinus(), 1e-7 ).inverseSqrt().mul( 0.5 ).sub( v ) );
  27244. return v1.cross( v2 ).mul( theta_sintheta );
  27245. } ).setLayout( {
  27246. name: 'LTC_EdgeVectorFormFactor',
  27247. type: 'vec3',
  27248. inputs: [
  27249. { name: 'v1', type: 'vec3' },
  27250. { name: 'v2', type: 'vec3' }
  27251. ]
  27252. } );
  27253. const LTC_Evaluate = /*@__PURE__*/ Fn( ( { N, V, P, mInv, p0, p1, p2, p3 } ) => {
  27254. // bail if point is on back side of plane of light
  27255. // assumes ccw winding order of light vertices
  27256. const v1 = p1.sub( p0 ).toVar();
  27257. const v2 = p3.sub( p0 ).toVar();
  27258. const lightNormal = v1.cross( v2 );
  27259. const result = vec3().toVar();
  27260. If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => {
  27261. // construct orthonormal basis around N
  27262. const T1 = V.sub( N.mul( V.dot( N ) ) ).normalize();
  27263. const T2 = N.cross( T1 ).negate(); // negated from paper; possibly due to a different handedness of world coordinate system
  27264. // compute transform
  27265. const mat = mInv.mul( mat3( T1, T2, N ).transpose() ).toVar();
  27266. // transform rect
  27267. // & project rect onto sphere
  27268. const coords0 = mat.mul( p0.sub( P ) ).normalize().toVar();
  27269. const coords1 = mat.mul( p1.sub( P ) ).normalize().toVar();
  27270. const coords2 = mat.mul( p2.sub( P ) ).normalize().toVar();
  27271. const coords3 = mat.mul( p3.sub( P ) ).normalize().toVar();
  27272. // calculate vector form factor
  27273. const vectorFormFactor = vec3( 0 ).toVar();
  27274. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) );
  27275. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) );
  27276. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) );
  27277. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) );
  27278. // adjust for horizon clipping
  27279. result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor } ) ) );
  27280. } );
  27281. return result;
  27282. } ).setLayout( {
  27283. name: 'LTC_Evaluate',
  27284. type: 'vec3',
  27285. inputs: [
  27286. { name: 'N', type: 'vec3' },
  27287. { name: 'V', type: 'vec3' },
  27288. { name: 'P', type: 'vec3' },
  27289. { name: 'mInv', type: 'mat3' },
  27290. { name: 'p0', type: 'vec3' },
  27291. { name: 'p1', type: 'vec3' },
  27292. { name: 'p2', type: 'vec3' },
  27293. { name: 'p3', type: 'vec3' }
  27294. ]
  27295. } );
  27296. // Mipped Bicubic Texture Filtering by N8
  27297. // https://www.shadertoy.com/view/Dl2SDW
  27298. const bC = 1.0 / 6.0;
  27299. const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) );
  27300. const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) );
  27301. const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( - 3.0, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );
  27302. const w3 = ( a ) => mul( bC, pow( a, 3 ) );
  27303. const g0 = ( a ) => w0( a ).add( w1( a ) );
  27304. const g1 = ( a ) => w2( a ).add( w3( a ) );
  27305. // h0 and h1 are the two offset functions
  27306. const h0 = ( a ) => add( - 1.0, w1( a ).div( w0( a ).add( w1( a ) ) ) );
  27307. const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) );
  27308. const bicubic = ( textureNode, texelSize, lod ) => {
  27309. const uv = textureNode.uvNode;
  27310. const uvScaled = mul( uv, texelSize.zw ).add( 0.5 );
  27311. const iuv = floor( uvScaled );
  27312. const fuv = fract( uvScaled );
  27313. const g0x = g0( fuv.x );
  27314. const g1x = g1( fuv.x );
  27315. const h0x = h0( fuv.x );
  27316. const h1x = h1( fuv.x );
  27317. const h0y = h0( fuv.y );
  27318. const h1y = h1( fuv.y );
  27319. const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  27320. const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  27321. const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  27322. const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  27323. const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.uv( p0 ).level( lod ) ), g1x.mul( textureNode.uv( p1 ).level( lod ) ) ) );
  27324. const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.uv( p2 ).level( lod ) ), g1x.mul( textureNode.uv( p3 ).level( lod ) ) ) );
  27325. return a.add( b );
  27326. };
  27327. const textureBicubic = /*@__PURE__*/ Fn( ( [ textureNode, lodNode = float( 3 ) ] ) => {
  27328. const fLodSize = vec2( textureNode.size( int( lodNode ) ) );
  27329. const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) );
  27330. const fLodSizeInv = div( 1.0, fLodSize );
  27331. const cLodSizeInv = div( 1.0, cLodSize );
  27332. const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) );
  27333. const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) );
  27334. return fract( lodNode ).mix( fSample, cSample );
  27335. } );
  27336. //
  27337. // Transmission
  27338. //
  27339. const getVolumeTransmissionRay = /*@__PURE__*/ Fn( ( [ n, v, thickness, ior, modelMatrix ] ) => {
  27340. // Direction of refracted light.
  27341. const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) );
  27342. // Compute rotation-independant scaling of the model matrix.
  27343. const modelScale = vec3(
  27344. length( modelMatrix[ 0 ].xyz ),
  27345. length( modelMatrix[ 1 ].xyz ),
  27346. length( modelMatrix[ 2 ].xyz )
  27347. );
  27348. // The thickness is specified in local space.
  27349. return normalize( refractionVector ).mul( thickness.mul( modelScale ) );
  27350. } ).setLayout( {
  27351. name: 'getVolumeTransmissionRay',
  27352. type: 'vec3',
  27353. inputs: [
  27354. { name: 'n', type: 'vec3' },
  27355. { name: 'v', type: 'vec3' },
  27356. { name: 'thickness', type: 'float' },
  27357. { name: 'ior', type: 'float' },
  27358. { name: 'modelMatrix', type: 'mat4' }
  27359. ]
  27360. } );
  27361. const applyIorToRoughness = /*@__PURE__*/ Fn( ( [ roughness, ior ] ) => {
  27362. // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
  27363. // an IOR of 1.5 results in the default amount of microfacet refraction.
  27364. return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) );
  27365. } ).setLayout( {
  27366. name: 'applyIorToRoughness',
  27367. type: 'float',
  27368. inputs: [
  27369. { name: 'roughness', type: 'float' },
  27370. { name: 'ior', type: 'float' }
  27371. ]
  27372. } );
  27373. const singleViewportMipTexture = /*@__PURE__*/ viewportMipTexture();
  27374. const getTransmissionSample = /*@__PURE__*/ Fn( ( [ fragCoord, roughness, ior ] ) => {
  27375. const transmissionSample = singleViewportMipTexture.uv( fragCoord );
  27376. //const transmissionSample = viewportMipTexture( fragCoord );
  27377. const lod = log2( float( screenSize.x ) ).mul( applyIorToRoughness( roughness, ior ) );
  27378. return textureBicubic( transmissionSample, lod );
  27379. } );
  27380. const volumeAttenuation = /*@__PURE__*/ Fn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => {
  27381. If( attenuationDistance.notEqual( 0 ), () => {
  27382. // Compute light attenuation using Beer's law.
  27383. const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance );
  27384. const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) );
  27385. return transmittance;
  27386. } );
  27387. // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
  27388. return vec3( 1.0 );
  27389. } ).setLayout( {
  27390. name: 'volumeAttenuation',
  27391. type: 'vec3',
  27392. inputs: [
  27393. { name: 'transmissionDistance', type: 'float' },
  27394. { name: 'attenuationColor', type: 'vec3' },
  27395. { name: 'attenuationDistance', type: 'float' }
  27396. ]
  27397. } );
  27398. const getIBLVolumeRefraction = /*@__PURE__*/ Fn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => {
  27399. let transmittedLight, transmittance;
  27400. if ( dispersion ) {
  27401. transmittedLight = vec4().toVar();
  27402. transmittance = vec3().toVar();
  27403. const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) );
  27404. const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) );
  27405. Loop( { start: 0, end: 3 }, ( { i } ) => {
  27406. const ior = iors.element( i );
  27407. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  27408. const refractedRayExit = position.add( transmissionRay );
  27409. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  27410. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  27411. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  27412. refractionCoords.addAssign( 1.0 );
  27413. refractionCoords.divAssign( 2.0 );
  27414. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  27415. // Sample framebuffer to get pixel the refracted ray hits.
  27416. const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior );
  27417. transmittedLight.element( i ).assign( transmissionSample.element( i ) );
  27418. transmittedLight.a.addAssign( transmissionSample.a );
  27419. transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) );
  27420. } );
  27421. transmittedLight.a.divAssign( 3.0 );
  27422. } else {
  27423. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  27424. const refractedRayExit = position.add( transmissionRay );
  27425. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  27426. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  27427. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  27428. refractionCoords.addAssign( 1.0 );
  27429. refractionCoords.divAssign( 2.0 );
  27430. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  27431. // Sample framebuffer to get pixel the refracted ray hits.
  27432. transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
  27433. transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) );
  27434. }
  27435. const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb );
  27436. const dotNV = n.dot( v ).clamp();
  27437. // Get the specular component.
  27438. const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness
  27439. dotNV,
  27440. specularColor,
  27441. specularF90,
  27442. roughness
  27443. } ) );
  27444. // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
  27445. // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
  27446. const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 );
  27447. return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() );
  27448. } );
  27449. //
  27450. // Iridescence
  27451. //
  27452. // XYZ to linear-sRGB color space
  27453. const XYZ_TO_REC709 = /*@__PURE__*/ mat3(
  27454. 3.2404542, - 0.9692660, 0.0556434,
  27455. - 1.5371385, 1.8760108, - 0.2040259,
  27456. - 0.4985314, 0.0415560, 1.0572252
  27457. );
  27458. // Assume air interface for top
  27459. // Note: We don't handle the case fresnel0 == 1
  27460. const Fresnel0ToIor = ( fresnel0 ) => {
  27461. const sqrtF0 = fresnel0.sqrt();
  27462. return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) );
  27463. };
  27464. // ior is a value between 1.0 and 3.0. 1.0 is air interface
  27465. const IorToFresnel0 = ( transmittedIor, incidentIor ) => {
  27466. return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2();
  27467. };
  27468. // Fresnel equations for dielectric/dielectric interfaces.
  27469. // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
  27470. // Evaluation XYZ sensitivity curves in Fourier space
  27471. const evalSensitivity = ( OPD, shift ) => {
  27472. const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 );
  27473. const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
  27474. const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
  27475. const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
  27476. const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( - 4.5282e+09 ).exp() );
  27477. let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() );
  27478. xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );
  27479. const rgb = XYZ_TO_REC709.mul( xyz );
  27480. return rgb;
  27481. };
  27482. const evalIridescence = /*@__PURE__*/ Fn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => {
  27483. // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
  27484. const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
  27485. // Evaluate the cosTheta on the base layer (Snell law)
  27486. const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( float( 1 ).sub( cosTheta1.pow2() ) );
  27487. // Handle TIR:
  27488. const cosTheta2Sq = float( 1 ).sub( sinTheta2Sq );
  27489. /*if ( cosTheta2Sq < 0.0 ) {
  27490. return vec3( 1.0 );
  27491. }*/
  27492. const cosTheta2 = cosTheta2Sq.sqrt();
  27493. // First interface
  27494. const R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
  27495. const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } );
  27496. //const R21 = R12;
  27497. const T121 = R12.oneMinus();
  27498. const phi12 = iridescenceIOR.lessThan( outsideIOR ).select( Math.PI, 0.0 );
  27499. const phi21 = float( Math.PI ).sub( phi12 );
  27500. // Second interface
  27501. const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0
  27502. const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() );
  27503. const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } );
  27504. const phi23 = vec3(
  27505. baseIOR.x.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  27506. baseIOR.y.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  27507. baseIOR.z.lessThan( iridescenceIOR ).select( Math.PI, 0.0 )
  27508. );
  27509. // Phase shift
  27510. const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 );
  27511. const phi = vec3( phi21 ).add( phi23 );
  27512. // Compound terms
  27513. const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 );
  27514. const r123 = R123.sqrt();
  27515. const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) );
  27516. // Reflectance term for m = 0 (DC term amplitude)
  27517. const C0 = R12.add( Rs );
  27518. let I = C0;
  27519. // Reflectance term for m > 0 (pairs of diracs)
  27520. let Cm = Rs.sub( T121 );
  27521. for ( let m = 1; m <= 2; ++ m ) {
  27522. Cm = Cm.mul( r123 );
  27523. const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 );
  27524. I = I.add( Cm.mul( Sm ) );
  27525. }
  27526. // Since out of gamut colors might be produced, negative color values are clamped to 0.
  27527. return I.max( vec3( 0.0 ) );
  27528. } ).setLayout( {
  27529. name: 'evalIridescence',
  27530. type: 'vec3',
  27531. inputs: [
  27532. { name: 'outsideIOR', type: 'float' },
  27533. { name: 'eta2', type: 'float' },
  27534. { name: 'cosTheta1', type: 'float' },
  27535. { name: 'thinFilmThickness', type: 'float' },
  27536. { name: 'baseF0', type: 'vec3' }
  27537. ]
  27538. } );
  27539. //
  27540. // Sheen
  27541. //
  27542. // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from
  27543. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
  27544. // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
  27545. const IBLSheenBRDF = /*@__PURE__*/ Fn( ( { normal, viewDir, roughness } ) => {
  27546. const dotNV = normal.dot( viewDir ).saturate();
  27547. const r2 = roughness.pow2();
  27548. const a = select(
  27549. roughness.lessThan( 0.25 ),
  27550. float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
  27551. float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
  27552. );
  27553. const b = select(
  27554. roughness.lessThan( 0.25 ),
  27555. float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ),
  27556. float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 )
  27557. );
  27558. const DG = select( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() );
  27559. return DG.mul( 1.0 / Math.PI ).saturate();
  27560. } );
  27561. const clearcoatF0 = vec3( 0.04 );
  27562. const clearcoatF90 = float( 1 );
  27563. //
  27564. class PhysicalLightingModel extends LightingModel {
  27565. constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) {
  27566. super();
  27567. this.clearcoat = clearcoat;
  27568. this.sheen = sheen;
  27569. this.iridescence = iridescence;
  27570. this.anisotropy = anisotropy;
  27571. this.transmission = transmission;
  27572. this.dispersion = dispersion;
  27573. this.clearcoatRadiance = null;
  27574. this.clearcoatSpecularDirect = null;
  27575. this.clearcoatSpecularIndirect = null;
  27576. this.sheenSpecularDirect = null;
  27577. this.sheenSpecularIndirect = null;
  27578. this.iridescenceFresnel = null;
  27579. this.iridescenceF0 = null;
  27580. }
  27581. start( context ) {
  27582. if ( this.clearcoat === true ) {
  27583. this.clearcoatRadiance = vec3().toVar( 'clearcoatRadiance' );
  27584. this.clearcoatSpecularDirect = vec3().toVar( 'clearcoatSpecularDirect' );
  27585. this.clearcoatSpecularIndirect = vec3().toVar( 'clearcoatSpecularIndirect' );
  27586. }
  27587. if ( this.sheen === true ) {
  27588. this.sheenSpecularDirect = vec3().toVar( 'sheenSpecularDirect' );
  27589. this.sheenSpecularIndirect = vec3().toVar( 'sheenSpecularIndirect' );
  27590. }
  27591. if ( this.iridescence === true ) {
  27592. const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp();
  27593. this.iridescenceFresnel = evalIridescence( {
  27594. outsideIOR: float( 1.0 ),
  27595. eta2: iridescenceIOR,
  27596. cosTheta1: dotNVi,
  27597. thinFilmThickness: iridescenceThickness,
  27598. baseF0: specularColor
  27599. } );
  27600. this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } );
  27601. }
  27602. if ( this.transmission === true ) {
  27603. const position = positionWorld;
  27604. const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX
  27605. const n = transformedNormalWorld;
  27606. context.backdrop = getIBLVolumeRefraction(
  27607. n,
  27608. v,
  27609. roughness,
  27610. diffuseColor,
  27611. specularColor,
  27612. specularF90, // specularF90
  27613. position, // positionWorld
  27614. modelWorldMatrix, // modelMatrix
  27615. cameraViewMatrix, // viewMatrix
  27616. cameraProjectionMatrix, // projMatrix
  27617. ior,
  27618. thickness,
  27619. attenuationColor,
  27620. attenuationDistance,
  27621. this.dispersion ? dispersion : null
  27622. );
  27623. context.backdropAlpha = transmission;
  27624. diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) );
  27625. }
  27626. }
  27627. // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
  27628. // Approximates multiscattering in order to preserve energy.
  27629. // http://www.jcgt.org/published/0008/01/03/
  27630. computeMultiscattering( singleScatter, multiScatter, specularF90 ) {
  27631. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  27632. const fab = DFGApprox( { roughness, dotNV } );
  27633. const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor;
  27634. const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) );
  27635. const Ess = fab.x.add( fab.y );
  27636. const Ems = Ess.oneMinus();
  27637. const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21
  27638. const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );
  27639. singleScatter.addAssign( FssEss );
  27640. multiScatter.addAssign( Fms.mul( Ems ) );
  27641. }
  27642. direct( { lightDirection, lightColor, reflectedLight } ) {
  27643. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  27644. const irradiance = dotNL.mul( lightColor );
  27645. if ( this.sheen === true ) {
  27646. this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );
  27647. }
  27648. if ( this.clearcoat === true ) {
  27649. const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
  27650. const ccIrradiance = dotNLcc.mul( lightColor );
  27651. this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) );
  27652. }
  27653. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  27654. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness, iridescence: this.iridescence, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) );
  27655. }
  27656. directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 } ) {
  27657. const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
  27658. const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
  27659. const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
  27660. const p3 = lightPosition.add( halfWidth ).add( halfHeight );
  27661. const N = transformedNormalView;
  27662. const V = positionViewDirection;
  27663. const P = positionView.toVar();
  27664. const uv = LTC_Uv( { N, V, roughness } );
  27665. const t1 = ltc_1.uv( uv ).toVar();
  27666. const t2 = ltc_2.uv( uv ).toVar();
  27667. const mInv = mat3(
  27668. vec3( t1.x, 0, t1.y ),
  27669. vec3( 0, 1, 0 ),
  27670. vec3( t1.z, 0, t1.w )
  27671. ).toVar();
  27672. // LTC Fresnel Approximation by Stephen Hill
  27673. // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
  27674. const fresnel = specularColor.mul( t2.x ).add( specularColor.oneMinus().mul( t2.y ) ).toVar();
  27675. reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) );
  27676. reflectedLight.directDiffuse.addAssign( lightColor.mul( diffuseColor ).mul( LTC_Evaluate( { N, V, P, mInv: mat3( 1, 0, 0, 0, 1, 0, 0, 0, 1 ), p0, p1, p2, p3 } ) ) );
  27677. }
  27678. indirect( context, stack, builder ) {
  27679. this.indirectDiffuse( context, stack, builder );
  27680. this.indirectSpecular( context, stack, builder );
  27681. this.ambientOcclusion( context, stack, builder );
  27682. }
  27683. indirectDiffuse( { irradiance, reflectedLight } ) {
  27684. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  27685. }
  27686. indirectSpecular( { radiance, iblIrradiance, reflectedLight } ) {
  27687. if ( this.sheen === true ) {
  27688. this.sheenSpecularIndirect.addAssign( iblIrradiance.mul(
  27689. sheen,
  27690. IBLSheenBRDF( {
  27691. normal: transformedNormalView,
  27692. viewDir: positionViewDirection,
  27693. roughness: sheenRoughness
  27694. } )
  27695. ) );
  27696. }
  27697. if ( this.clearcoat === true ) {
  27698. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  27699. const clearcoatEnv = EnvironmentBRDF( {
  27700. dotNV: dotNVcc,
  27701. specularColor: clearcoatF0,
  27702. specularF90: clearcoatF90,
  27703. roughness: clearcoatRoughness
  27704. } );
  27705. this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) );
  27706. }
  27707. // Both indirect specular and indirect diffuse light accumulate here
  27708. const singleScattering = vec3().toVar( 'singleScattering' );
  27709. const multiScattering = vec3().toVar( 'multiScattering' );
  27710. const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );
  27711. this.computeMultiscattering( singleScattering, multiScattering, specularF90 );
  27712. const totalScattering = singleScattering.add( multiScattering );
  27713. const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() );
  27714. reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) );
  27715. reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) );
  27716. reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) );
  27717. }
  27718. ambientOcclusion( { ambientOcclusion, reflectedLight } ) {
  27719. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  27720. const aoNV = dotNV.add( ambientOcclusion );
  27721. const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2();
  27722. const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
  27723. if ( this.clearcoat === true ) {
  27724. this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion );
  27725. }
  27726. if ( this.sheen === true ) {
  27727. this.sheenSpecularIndirect.mulAssign( ambientOcclusion );
  27728. }
  27729. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  27730. reflectedLight.indirectSpecular.mulAssign( aoNode );
  27731. }
  27732. finish( context ) {
  27733. const { outgoingLight } = context;
  27734. if ( this.clearcoat === true ) {
  27735. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  27736. const Fcc = F_Schlick( {
  27737. dotVH: dotNVcc,
  27738. f0: clearcoatF0,
  27739. f90: clearcoatF90
  27740. } );
  27741. const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) );
  27742. outgoingLight.assign( clearcoatLight );
  27743. }
  27744. if ( this.sheen === true ) {
  27745. const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus();
  27746. const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect );
  27747. outgoingLight.assign( sheenLight );
  27748. }
  27749. }
  27750. }
  27751. // These defines must match with PMREMGenerator
  27752. const cubeUV_r0 = /*@__PURE__*/ float( 1.0 );
  27753. const cubeUV_m0 = /*@__PURE__*/ float( - 2.0 );
  27754. const cubeUV_r1 = /*@__PURE__*/ float( 0.8 );
  27755. const cubeUV_m1 = /*@__PURE__*/ float( - 1.0 );
  27756. const cubeUV_r4 = /*@__PURE__*/ float( 0.4 );
  27757. const cubeUV_m4 = /*@__PURE__*/ float( 2.0 );
  27758. const cubeUV_r5 = /*@__PURE__*/ float( 0.305 );
  27759. const cubeUV_m5 = /*@__PURE__*/ float( 3.0 );
  27760. const cubeUV_r6 = /*@__PURE__*/ float( 0.21 );
  27761. const cubeUV_m6 = /*@__PURE__*/ float( 4.0 );
  27762. const cubeUV_minMipLevel = /*@__PURE__*/ float( 4.0 );
  27763. const cubeUV_minTileSize = /*@__PURE__*/ float( 16.0 );
  27764. // These shader functions convert between the UV coordinates of a single face of
  27765. // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
  27766. // sampling a textureCube (not generally normalized ).
  27767. const getFace = /*@__PURE__*/ Fn( ( [ direction ] ) => {
  27768. const absDirection = vec3( abs( direction ) ).toVar();
  27769. const face = float( - 1.0 ).toVar();
  27770. If( absDirection.x.greaterThan( absDirection.z ), () => {
  27771. If( absDirection.x.greaterThan( absDirection.y ), () => {
  27772. face.assign( select( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
  27773. } ).Else( () => {
  27774. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  27775. } );
  27776. } ).Else( () => {
  27777. If( absDirection.z.greaterThan( absDirection.y ), () => {
  27778. face.assign( select( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
  27779. } ).Else( () => {
  27780. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  27781. } );
  27782. } );
  27783. return face;
  27784. } ).setLayout( {
  27785. name: 'getFace',
  27786. type: 'float',
  27787. inputs: [
  27788. { name: 'direction', type: 'vec3' }
  27789. ]
  27790. } );
  27791. // RH coordinate system; PMREM face-indexing convention
  27792. const getUV = /*@__PURE__*/ Fn( ( [ direction, face ] ) => {
  27793. const uv = vec2().toVar();
  27794. If( face.equal( 0.0 ), () => {
  27795. uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
  27796. } ).ElseIf( face.equal( 1.0 ), () => {
  27797. uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
  27798. } ).ElseIf( face.equal( 2.0 ), () => {
  27799. uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
  27800. } ).ElseIf( face.equal( 3.0 ), () => {
  27801. uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
  27802. } ).ElseIf( face.equal( 4.0 ), () => {
  27803. uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
  27804. } ).Else( () => {
  27805. uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
  27806. } );
  27807. return mul( 0.5, uv.add( 1.0 ) );
  27808. } ).setLayout( {
  27809. name: 'getUV',
  27810. type: 'vec2',
  27811. inputs: [
  27812. { name: 'direction', type: 'vec3' },
  27813. { name: 'face', type: 'float' }
  27814. ]
  27815. } );
  27816. const roughnessToMip = /*@__PURE__*/ Fn( ( [ roughness ] ) => {
  27817. const mip = float( 0.0 ).toVar();
  27818. If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
  27819. mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
  27820. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r4 ), () => {
  27821. mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
  27822. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r5 ), () => {
  27823. mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
  27824. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r6 ), () => {
  27825. mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
  27826. } ).Else( () => {
  27827. mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
  27828. } );
  27829. return mip;
  27830. } ).setLayout( {
  27831. name: 'roughnessToMip',
  27832. type: 'float',
  27833. inputs: [
  27834. { name: 'roughness', type: 'float' }
  27835. ]
  27836. } );
  27837. // RH coordinate system; PMREM face-indexing convention
  27838. const getDirection = /*@__PURE__*/ Fn( ( [ uv_immutable, face ] ) => {
  27839. const uv = uv_immutable.toVar();
  27840. uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
  27841. const direction = vec3( uv, 1.0 ).toVar();
  27842. If( face.equal( 0.0 ), () => {
  27843. direction.assign( direction.zyx ); // ( 1, v, u ) pos x
  27844. } ).ElseIf( face.equal( 1.0 ), () => {
  27845. direction.assign( direction.xzy );
  27846. direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
  27847. } ).ElseIf( face.equal( 2.0 ), () => {
  27848. direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
  27849. } ).ElseIf( face.equal( 3.0 ), () => {
  27850. direction.assign( direction.zyx );
  27851. direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
  27852. } ).ElseIf( face.equal( 4.0 ), () => {
  27853. direction.assign( direction.xzy );
  27854. direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
  27855. } ).ElseIf( face.equal( 5.0 ), () => {
  27856. direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
  27857. } );
  27858. return direction;
  27859. } ).setLayout( {
  27860. name: 'getDirection',
  27861. type: 'vec3',
  27862. inputs: [
  27863. { name: 'uv', type: 'vec2' },
  27864. { name: 'face', type: 'float' }
  27865. ]
  27866. } );
  27867. //
  27868. const textureCubeUV = /*@__PURE__*/ Fn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  27869. const roughness = float( roughness_immutable );
  27870. const sampleDir = vec3( sampleDir_immutable );
  27871. const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
  27872. const mipF = fract( mip );
  27873. const mipInt = floor( mip );
  27874. const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  27875. If( mipF.notEqual( 0.0 ), () => {
  27876. const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  27877. color0.assign( mix( color0, color1, mipF ) );
  27878. } );
  27879. return color0;
  27880. } );
  27881. const bilinearCubeUV = /*@__PURE__*/ Fn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  27882. const mipInt = float( mipInt_immutable ).toVar();
  27883. const direction = vec3( direction_immutable );
  27884. const face = float( getFace( direction ) ).toVar();
  27885. const filterInt = float( max$1( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
  27886. mipInt.assign( max$1( mipInt, cubeUV_minMipLevel ) );
  27887. const faceSize = float( exp2( mipInt ) ).toVar();
  27888. const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
  27889. If( face.greaterThan( 2.0 ), () => {
  27890. uv.y.addAssign( faceSize );
  27891. face.subAssign( 3.0 );
  27892. } );
  27893. uv.x.addAssign( face.mul( faceSize ) );
  27894. uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
  27895. uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
  27896. uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
  27897. uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
  27898. return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
  27899. } );
  27900. const getSample = /*@__PURE__*/ Fn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  27901. const cosTheta = cos( theta );
  27902. // Rodrigues' axis-angle rotation
  27903. const sampleDirection = outputDirection.mul( cosTheta )
  27904. .add( axis.cross( outputDirection ).mul( sin( theta ) ) )
  27905. .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
  27906. return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
  27907. } );
  27908. const blur = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  27909. const axis = vec3( select( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
  27910. If( all( axis.equals( vec3( 0.0 ) ) ), () => {
  27911. axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
  27912. } );
  27913. axis.assign( normalize( axis ) );
  27914. const gl_FragColor = vec3().toVar();
  27915. gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  27916. Loop( { start: int( 1 ), end: n }, ( { i } ) => {
  27917. If( i.greaterThanEqual( samples ), () => {
  27918. Break();
  27919. } );
  27920. const theta = float( dTheta.mul( float( i ) ) ).toVar();
  27921. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  27922. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  27923. } );
  27924. return vec4( gl_FragColor, 1 );
  27925. } );
  27926. let _generator = null;
  27927. const _cache = new WeakMap();
  27928. function _generateCubeUVSize( imageHeight ) {
  27929. const maxMip = Math.log2( imageHeight ) - 2;
  27930. const texelHeight = 1.0 / imageHeight;
  27931. const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
  27932. return { texelWidth, texelHeight, maxMip };
  27933. }
  27934. function _getPMREMFromTexture( texture ) {
  27935. let cacheTexture = _cache.get( texture );
  27936. const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : - 1;
  27937. if ( pmremVersion !== texture.pmremVersion ) {
  27938. const image = texture.image;
  27939. if ( texture.isCubeTexture ) {
  27940. if ( isCubeMapReady( image ) ) {
  27941. cacheTexture = _generator.fromCubemap( texture, cacheTexture );
  27942. } else {
  27943. return null;
  27944. }
  27945. } else {
  27946. if ( isEquirectangularMapReady( image ) ) {
  27947. cacheTexture = _generator.fromEquirectangular( texture, cacheTexture );
  27948. } else {
  27949. return null;
  27950. }
  27951. }
  27952. cacheTexture.pmremVersion = texture.pmremVersion;
  27953. _cache.set( texture, cacheTexture );
  27954. }
  27955. return cacheTexture.texture;
  27956. }
  27957. class PMREMNode extends TempNode {
  27958. static get type() {
  27959. return 'PMREMNode';
  27960. }
  27961. constructor( value, uvNode = null, levelNode = null ) {
  27962. super( 'vec3' );
  27963. this._value = value;
  27964. this._pmrem = null;
  27965. this.uvNode = uvNode;
  27966. this.levelNode = levelNode;
  27967. this._generator = null;
  27968. const defaultTexture = new Texture();
  27969. defaultTexture.isRenderTargetTexture = true;
  27970. this._texture = texture( defaultTexture );
  27971. this._width = uniform( 0 );
  27972. this._height = uniform( 0 );
  27973. this._maxMip = uniform( 0 );
  27974. this.updateBeforeType = NodeUpdateType.RENDER;
  27975. }
  27976. set value( value ) {
  27977. this._value = value;
  27978. this._pmrem = null;
  27979. }
  27980. get value() {
  27981. return this._value;
  27982. }
  27983. updateFromTexture( texture ) {
  27984. const cubeUVSize = _generateCubeUVSize( texture.image.height );
  27985. this._texture.value = texture;
  27986. this._width.value = cubeUVSize.texelWidth;
  27987. this._height.value = cubeUVSize.texelHeight;
  27988. this._maxMip.value = cubeUVSize.maxMip;
  27989. }
  27990. updateBefore() {
  27991. let pmrem = this._pmrem;
  27992. const pmremVersion = pmrem ? pmrem.pmremVersion : - 1;
  27993. const texture = this._value;
  27994. if ( pmremVersion !== texture.pmremVersion ) {
  27995. if ( texture.isPMREMTexture === true ) {
  27996. pmrem = texture;
  27997. } else {
  27998. pmrem = _getPMREMFromTexture( texture );
  27999. }
  28000. if ( pmrem !== null ) {
  28001. this._pmrem = pmrem;
  28002. this.updateFromTexture( pmrem );
  28003. }
  28004. }
  28005. }
  28006. setup( builder ) {
  28007. if ( _generator === null ) {
  28008. _generator = builder.createPMREMGenerator();
  28009. }
  28010. //
  28011. this.updateBefore( builder );
  28012. //
  28013. let uvNode = this.uvNode;
  28014. if ( uvNode === null && builder.context.getUV ) {
  28015. uvNode = builder.context.getUV( this );
  28016. }
  28017. //
  28018. const texture = this.value;
  28019. if ( builder.renderer.coordinateSystem === WebGLCoordinateSystem && texture.isPMREMTexture !== true && texture.isRenderTargetTexture === true ) {
  28020. uvNode = vec3( uvNode.x.negate(), uvNode.yz );
  28021. }
  28022. //
  28023. let levelNode = this.levelNode;
  28024. if ( levelNode === null && builder.context.getTextureLevel ) {
  28025. levelNode = builder.context.getTextureLevel( this );
  28026. }
  28027. //
  28028. return textureCubeUV( this._texture, uvNode, levelNode, this._width, this._height, this._maxMip );
  28029. }
  28030. }
  28031. function isCubeMapReady( image ) {
  28032. if ( image === null || image === undefined ) return false;
  28033. let count = 0;
  28034. const length = 6;
  28035. for ( let i = 0; i < length; i ++ ) {
  28036. if ( image[ i ] !== undefined ) count ++;
  28037. }
  28038. return count === length;
  28039. }
  28040. function isEquirectangularMapReady( image ) {
  28041. if ( image === null || image === undefined ) return false;
  28042. return image.height > 0;
  28043. }
  28044. const pmremTexture = /*@__PURE__*/ nodeProxy( PMREMNode );
  28045. const _envNodeCache = new WeakMap();
  28046. class EnvironmentNode extends LightingNode {
  28047. static get type() {
  28048. return 'EnvironmentNode';
  28049. }
  28050. constructor( envNode = null ) {
  28051. super();
  28052. this.envNode = envNode;
  28053. }
  28054. setup( builder ) {
  28055. const { material } = builder;
  28056. let envNode = this.envNode;
  28057. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  28058. const value = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  28059. let cacheEnvNode = _envNodeCache.get( value );
  28060. if ( cacheEnvNode === undefined ) {
  28061. cacheEnvNode = pmremTexture( value );
  28062. _envNodeCache.set( value, cacheEnvNode );
  28063. }
  28064. envNode = cacheEnvNode;
  28065. }
  28066. //
  28067. const envMap = material.envMap;
  28068. const intensity = envMap ? reference( 'envMapIntensity', 'float', builder.material ) : reference( 'environmentIntensity', 'float', builder.scene ); // @TODO: Add materialEnvIntensity in MaterialNode
  28069. const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0;
  28070. const radianceNormalView = useAnisotropy ? transformedBentNormalView : transformedNormalView;
  28071. const radiance = envNode.context( createRadianceContext( roughness, radianceNormalView ) ).mul( intensity );
  28072. const irradiance = envNode.context( createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
  28073. const isolateRadiance = cache( radiance );
  28074. const isolateIrradiance = cache( irradiance );
  28075. //
  28076. builder.context.radiance.addAssign( isolateRadiance );
  28077. builder.context.iblIrradiance.addAssign( isolateIrradiance );
  28078. //
  28079. const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
  28080. if ( clearcoatRadiance ) {
  28081. const clearcoatRadianceContext = envNode.context( createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
  28082. const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
  28083. clearcoatRadiance.addAssign( isolateClearcoatRadiance );
  28084. }
  28085. }
  28086. }
  28087. const createRadianceContext = ( roughnessNode, normalViewNode ) => {
  28088. let reflectVec = null;
  28089. return {
  28090. getUV: () => {
  28091. if ( reflectVec === null ) {
  28092. reflectVec = positionViewDirection.negate().reflect( normalViewNode );
  28093. // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
  28094. reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
  28095. reflectVec = reflectVec.transformDirection( cameraViewMatrix );
  28096. }
  28097. return reflectVec;
  28098. },
  28099. getTextureLevel: () => {
  28100. return roughnessNode;
  28101. }
  28102. };
  28103. };
  28104. const createIrradianceContext = ( normalWorldNode ) => {
  28105. return {
  28106. getUV: () => {
  28107. return normalWorldNode;
  28108. },
  28109. getTextureLevel: () => {
  28110. return float( 1.0 );
  28111. }
  28112. };
  28113. };
  28114. const _defaultValues$6 = /*@__PURE__*/ new MeshStandardMaterial();
  28115. class MeshStandardNodeMaterial extends NodeMaterial {
  28116. static get type() {
  28117. return 'MeshStandardNodeMaterial';
  28118. }
  28119. constructor( parameters ) {
  28120. super();
  28121. this.isMeshStandardNodeMaterial = true;
  28122. this.lights = true;
  28123. this.emissiveNode = null;
  28124. this.metalnessNode = null;
  28125. this.roughnessNode = null;
  28126. this.setDefaultValues( _defaultValues$6 );
  28127. this.setValues( parameters );
  28128. }
  28129. setupEnvironment( builder ) {
  28130. let envNode = super.setupEnvironment( builder );
  28131. if ( envNode === null && builder.environmentNode ) {
  28132. envNode = builder.environmentNode;
  28133. }
  28134. return envNode ? new EnvironmentNode( envNode ) : null;
  28135. }
  28136. setupLightingModel( /*builder*/ ) {
  28137. return new PhysicalLightingModel();
  28138. }
  28139. setupSpecular() {
  28140. const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness );
  28141. specularColor.assign( specularColorNode );
  28142. specularF90.assign( 1.0 );
  28143. }
  28144. setupVariants() {
  28145. // METALNESS
  28146. const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
  28147. metalness.assign( metalnessNode );
  28148. // ROUGHNESS
  28149. let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
  28150. roughnessNode = getRoughness( { roughness: roughnessNode } );
  28151. roughness.assign( roughnessNode );
  28152. // SPECULAR COLOR
  28153. this.setupSpecular();
  28154. // DIFFUSE COLOR
  28155. diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
  28156. }
  28157. copy( source ) {
  28158. this.emissiveNode = source.emissiveNode;
  28159. this.metalnessNode = source.metalnessNode;
  28160. this.roughnessNode = source.roughnessNode;
  28161. return super.copy( source );
  28162. }
  28163. }
  28164. const _defaultValues$5 = /*@__PURE__*/ new MeshPhysicalMaterial();
  28165. class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
  28166. static get type() {
  28167. return 'MeshPhysicalNodeMaterial';
  28168. }
  28169. constructor( parameters ) {
  28170. super();
  28171. this.isMeshPhysicalNodeMaterial = true;
  28172. this.clearcoatNode = null;
  28173. this.clearcoatRoughnessNode = null;
  28174. this.clearcoatNormalNode = null;
  28175. this.sheenNode = null;
  28176. this.sheenRoughnessNode = null;
  28177. this.iridescenceNode = null;
  28178. this.iridescenceIORNode = null;
  28179. this.iridescenceThicknessNode = null;
  28180. this.specularIntensityNode = null;
  28181. this.specularColorNode = null;
  28182. this.iorNode = null;
  28183. this.transmissionNode = null;
  28184. this.thicknessNode = null;
  28185. this.attenuationDistanceNode = null;
  28186. this.attenuationColorNode = null;
  28187. this.dispersionNode = null;
  28188. this.anisotropyNode = null;
  28189. this.setDefaultValues( _defaultValues$5 );
  28190. this.setValues( parameters );
  28191. }
  28192. get useClearcoat() {
  28193. return this.clearcoat > 0 || this.clearcoatNode !== null;
  28194. }
  28195. get useIridescence() {
  28196. return this.iridescence > 0 || this.iridescenceNode !== null;
  28197. }
  28198. get useSheen() {
  28199. return this.sheen > 0 || this.sheenNode !== null;
  28200. }
  28201. get useAnisotropy() {
  28202. return this.anisotropy > 0 || this.anisotropyNode !== null;
  28203. }
  28204. get useTransmission() {
  28205. return this.transmission > 0 || this.transmissionNode !== null;
  28206. }
  28207. get useDispersion() {
  28208. return this.dispersion > 0 || this.dispersionNode !== null;
  28209. }
  28210. setupSpecular() {
  28211. const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR;
  28212. ior.assign( iorNode );
  28213. specularColor.assign( mix( min$1( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ), diffuseColor.rgb, metalness ) );
  28214. specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) );
  28215. }
  28216. setupLightingModel( /*builder*/ ) {
  28217. return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion );
  28218. }
  28219. setupVariants( builder ) {
  28220. super.setupVariants( builder );
  28221. // CLEARCOAT
  28222. if ( this.useClearcoat ) {
  28223. const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat;
  28224. const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness;
  28225. clearcoat.assign( clearcoatNode );
  28226. clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) );
  28227. }
  28228. // SHEEN
  28229. if ( this.useSheen ) {
  28230. const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen;
  28231. const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness;
  28232. sheen.assign( sheenNode );
  28233. sheenRoughness.assign( sheenRoughnessNode );
  28234. }
  28235. // IRIDESCENCE
  28236. if ( this.useIridescence ) {
  28237. const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence;
  28238. const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR;
  28239. const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness;
  28240. iridescence.assign( iridescenceNode );
  28241. iridescenceIOR.assign( iridescenceIORNode );
  28242. iridescenceThickness.assign( iridescenceThicknessNode );
  28243. }
  28244. // ANISOTROPY
  28245. if ( this.useAnisotropy ) {
  28246. const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar();
  28247. anisotropy.assign( anisotropyV.length() );
  28248. If( anisotropy.equal( 0.0 ), () => {
  28249. anisotropyV.assign( vec2( 1.0, 0.0 ) );
  28250. } ).Else( () => {
  28251. anisotropyV.divAssign( vec2( anisotropy ) );
  28252. anisotropy.assign( anisotropy.saturate() );
  28253. } );
  28254. // Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
  28255. alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) );
  28256. anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) );
  28257. anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) );
  28258. }
  28259. // TRANSMISSION
  28260. if ( this.useTransmission ) {
  28261. const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission;
  28262. const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness;
  28263. const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance;
  28264. const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor;
  28265. transmission.assign( transmissionNode );
  28266. thickness.assign( thicknessNode );
  28267. attenuationDistance.assign( attenuationDistanceNode );
  28268. attenuationColor.assign( attenuationColorNode );
  28269. if ( this.useDispersion ) {
  28270. const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion;
  28271. dispersion.assign( dispersionNode );
  28272. }
  28273. }
  28274. }
  28275. setupClearcoatNormal() {
  28276. return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal;
  28277. }
  28278. setup( builder ) {
  28279. builder.context.setupClearcoatNormal = () => this.setupClearcoatNormal( builder );
  28280. super.setup( builder );
  28281. }
  28282. copy( source ) {
  28283. this.clearcoatNode = source.clearcoatNode;
  28284. this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
  28285. this.clearcoatNormalNode = source.clearcoatNormalNode;
  28286. this.sheenNode = source.sheenNode;
  28287. this.sheenRoughnessNode = source.sheenRoughnessNode;
  28288. this.iridescenceNode = source.iridescenceNode;
  28289. this.iridescenceIORNode = source.iridescenceIORNode;
  28290. this.iridescenceThicknessNode = source.iridescenceThicknessNode;
  28291. this.specularIntensityNode = source.specularIntensityNode;
  28292. this.specularColorNode = source.specularColorNode;
  28293. this.transmissionNode = source.transmissionNode;
  28294. this.thicknessNode = source.thicknessNode;
  28295. this.attenuationDistanceNode = source.attenuationDistanceNode;
  28296. this.attenuationColorNode = source.attenuationColorNode;
  28297. this.dispersionNode = source.dispersionNode;
  28298. this.anisotropyNode = source.anisotropyNode;
  28299. return super.copy( source );
  28300. }
  28301. }
  28302. class SSSLightingModel extends PhysicalLightingModel {
  28303. constructor( useClearcoat, useSheen, useIridescence, useSSS ) {
  28304. super( useClearcoat, useSheen, useIridescence );
  28305. this.useSSS = useSSS;
  28306. }
  28307. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  28308. if ( this.useSSS === true ) {
  28309. const material = builder.material;
  28310. const { thicknessColorNode, thicknessDistortionNode, thicknessAmbientNode, thicknessAttenuationNode, thicknessPowerNode, thicknessScaleNode } = material;
  28311. const scatteringHalf = lightDirection.add( transformedNormalView.mul( thicknessDistortionNode ) ).normalize();
  28312. const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ).mul( thicknessScaleNode ) );
  28313. const scatteringIllu = vec3( scatteringDot.add( thicknessAmbientNode ).mul( thicknessColorNode ) );
  28314. reflectedLight.directDiffuse.addAssign( scatteringIllu.mul( thicknessAttenuationNode.mul( lightColor ) ) );
  28315. }
  28316. super.direct( { lightDirection, lightColor, reflectedLight }, stack, builder );
  28317. }
  28318. }
  28319. class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial {
  28320. static get type() {
  28321. return 'MeshSSSNodeMaterial';
  28322. }
  28323. constructor( parameters ) {
  28324. super( parameters );
  28325. this.thicknessColorNode = null;
  28326. this.thicknessDistortionNode = float( 0.1 );
  28327. this.thicknessAmbientNode = float( 0.0 );
  28328. this.thicknessAttenuationNode = float( .1 );
  28329. this.thicknessPowerNode = float( 2.0 );
  28330. this.thicknessScaleNode = float( 10.0 );
  28331. }
  28332. get useSSS() {
  28333. return this.thicknessColorNode !== null;
  28334. }
  28335. setupLightingModel( /*builder*/ ) {
  28336. return new SSSLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useSSS );
  28337. }
  28338. copy( source ) {
  28339. this.thicknessColorNode = source.thicknessColorNode;
  28340. this.thicknessDistortionNode = source.thicknessDistortionNode;
  28341. this.thicknessAmbientNode = source.thicknessAmbientNode;
  28342. this.thicknessAttenuationNode = source.thicknessAttenuationNode;
  28343. this.thicknessPowerNode = source.thicknessPowerNode;
  28344. this.thicknessScaleNode = source.thicknessScaleNode;
  28345. return super.copy( source );
  28346. }
  28347. }
  28348. const getGradientIrradiance = /*@__PURE__*/ Fn( ( { normal, lightDirection, builder } ) => {
  28349. // dotNL will be from -1.0 to 1.0
  28350. const dotNL = normal.dot( lightDirection );
  28351. const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 );
  28352. if ( builder.material.gradientMap ) {
  28353. const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } );
  28354. return vec3( gradientMap.r );
  28355. } else {
  28356. const fw = coord.fwidth().mul( 0.5 );
  28357. return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) );
  28358. }
  28359. } );
  28360. class ToonLightingModel extends LightingModel {
  28361. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  28362. const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor );
  28363. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  28364. }
  28365. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  28366. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  28367. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  28368. }
  28369. }
  28370. const _defaultValues$4 = /*@__PURE__*/ new MeshToonMaterial();
  28371. class MeshToonNodeMaterial extends NodeMaterial {
  28372. static get type() {
  28373. return 'MeshToonNodeMaterial';
  28374. }
  28375. constructor( parameters ) {
  28376. super();
  28377. this.isMeshToonNodeMaterial = true;
  28378. this.lights = true;
  28379. this.setDefaultValues( _defaultValues$4 );
  28380. this.setValues( parameters );
  28381. }
  28382. setupLightingModel( /*builder*/ ) {
  28383. return new ToonLightingModel();
  28384. }
  28385. }
  28386. class MatcapUVNode extends TempNode {
  28387. static get type() {
  28388. return 'MatcapUVNode';
  28389. }
  28390. constructor() {
  28391. super( 'vec2' );
  28392. }
  28393. setup() {
  28394. const x = vec3( positionViewDirection.z, 0, positionViewDirection.x.negate() ).normalize();
  28395. const y = positionViewDirection.cross( x );
  28396. return vec2( x.dot( transformedNormalView ), y.dot( transformedNormalView ) ).mul( 0.495 ).add( 0.5 ); // 0.495 to remove artifacts caused by undersized matcap disks
  28397. }
  28398. }
  28399. const matcapUV = /*@__PURE__*/ nodeImmutable( MatcapUVNode );
  28400. const _defaultValues$3 = /*@__PURE__*/ new MeshMatcapMaterial();
  28401. class MeshMatcapNodeMaterial extends NodeMaterial {
  28402. static get type() {
  28403. return 'MeshMatcapNodeMaterial';
  28404. }
  28405. constructor( parameters ) {
  28406. super();
  28407. this.lights = false;
  28408. this.isMeshMatcapNodeMaterial = true;
  28409. this.setDefaultValues( _defaultValues$3 );
  28410. this.setValues( parameters );
  28411. }
  28412. setupVariants( builder ) {
  28413. const uv = matcapUV;
  28414. let matcapColor;
  28415. if ( builder.material.matcap ) {
  28416. matcapColor = materialReference( 'matcap', 'texture' ).context( { getUV: () => uv } );
  28417. } else {
  28418. matcapColor = vec3( mix( 0.2, 0.8, uv.y ) ); // default if matcap is missing
  28419. }
  28420. diffuseColor.rgb.mulAssign( matcapColor.rgb );
  28421. }
  28422. }
  28423. const _defaultValues$2 = /*@__PURE__*/ new PointsMaterial();
  28424. class PointsNodeMaterial extends NodeMaterial {
  28425. static get type() {
  28426. return 'PointsNodeMaterial';
  28427. }
  28428. constructor( parameters ) {
  28429. super();
  28430. this.isPointsNodeMaterial = true;
  28431. this.lights = false;
  28432. this.transparent = true;
  28433. this.sizeNode = null;
  28434. this.setDefaultValues( _defaultValues$2 );
  28435. this.setValues( parameters );
  28436. }
  28437. copy( source ) {
  28438. this.sizeNode = source.sizeNode;
  28439. return super.copy( source );
  28440. }
  28441. }
  28442. class RotateNode extends TempNode {
  28443. static get type() {
  28444. return 'RotateNode';
  28445. }
  28446. constructor( positionNode, rotationNode ) {
  28447. super();
  28448. this.positionNode = positionNode;
  28449. this.rotationNode = rotationNode;
  28450. }
  28451. getNodeType( builder ) {
  28452. return this.positionNode.getNodeType( builder );
  28453. }
  28454. setup( builder ) {
  28455. const { rotationNode, positionNode } = this;
  28456. const nodeType = this.getNodeType( builder );
  28457. if ( nodeType === 'vec2' ) {
  28458. const cosAngle = rotationNode.cos();
  28459. const sinAngle = rotationNode.sin();
  28460. const rotationMatrix = mat2(
  28461. cosAngle, sinAngle,
  28462. sinAngle.negate(), cosAngle
  28463. );
  28464. return rotationMatrix.mul( positionNode );
  28465. } else {
  28466. const rotation = rotationNode;
  28467. const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28468. const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28469. const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28470. return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;
  28471. }
  28472. }
  28473. }
  28474. const rotate = /*@__PURE__*/ nodeProxy( RotateNode );
  28475. const _defaultValues$1 = /*@__PURE__*/ new SpriteMaterial();
  28476. class SpriteNodeMaterial extends NodeMaterial {
  28477. static get type() {
  28478. return 'SpriteNodeMaterial';
  28479. }
  28480. constructor( parameters ) {
  28481. super();
  28482. this.isSpriteNodeMaterial = true;
  28483. this.lights = false;
  28484. this.positionNode = null;
  28485. this.rotationNode = null;
  28486. this.scaleNode = null;
  28487. this.setDefaultValues( _defaultValues$1 );
  28488. this.setValues( parameters );
  28489. }
  28490. setupPosition( { object, context } ) {
  28491. // < VERTEX STAGE >
  28492. const { positionNode, rotationNode, scaleNode } = this;
  28493. const vertex = positionLocal;
  28494. let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
  28495. let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
  28496. if ( scaleNode !== null ) {
  28497. scale = scale.mul( scaleNode );
  28498. }
  28499. let alignedPosition = vertex.xy;
  28500. if ( object.center && object.center.isVector2 === true ) {
  28501. alignedPosition = alignedPosition.sub( uniform( object.center ).sub( 0.5 ) );
  28502. }
  28503. alignedPosition = alignedPosition.mul( scale );
  28504. const rotation = float( rotationNode || materialRotation );
  28505. const rotatedPosition = rotate( alignedPosition, rotation );
  28506. mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
  28507. const modelViewProjection = cameraProjectionMatrix.mul( mvPosition );
  28508. context.vertex = vertex;
  28509. return modelViewProjection;
  28510. }
  28511. copy( source ) {
  28512. this.positionNode = source.positionNode;
  28513. this.rotationNode = source.rotationNode;
  28514. this.scaleNode = source.scaleNode;
  28515. return super.copy( source );
  28516. }
  28517. }
  28518. class ShadowMaskModel extends LightingModel {
  28519. constructor() {
  28520. super();
  28521. this.shadowNode = float( 1 ).toVar( 'shadowMask' );
  28522. }
  28523. direct( { shadowMask } ) {
  28524. this.shadowNode.mulAssign( shadowMask );
  28525. }
  28526. finish( context ) {
  28527. diffuseColor.a.mulAssign( this.shadowNode.oneMinus() );
  28528. context.outgoingLight.rgb.assign( diffuseColor.rgb ); // TODO: Optimize LightsNode to avoid this assignment
  28529. }
  28530. }
  28531. const _defaultValues = /*@__PURE__*/ new ShadowMaterial();
  28532. class ShadowNodeMaterial extends NodeMaterial {
  28533. static get type() {
  28534. return 'ShadowNodeMaterial';
  28535. }
  28536. constructor( parameters ) {
  28537. super();
  28538. this.isShadowNodeMaterial = true;
  28539. this.lights = true;
  28540. this.setDefaultValues( _defaultValues );
  28541. this.setValues( parameters );
  28542. }
  28543. setupLightingModel( /*builder*/ ) {
  28544. return new ShadowMaskModel();
  28545. }
  28546. }
  28547. const normal = Fn( ( { texture, uv } ) => {
  28548. const epsilon = 0.0001;
  28549. const ret = vec3().temp();
  28550. If( uv.x.lessThan( epsilon ), () => {
  28551. ret.assign( vec3( 1, 0, 0 ) );
  28552. } ).ElseIf( uv.y.lessThan( epsilon ), () => {
  28553. ret.assign( vec3( 0, 1, 0 ) );
  28554. } ).ElseIf( uv.z.lessThan( epsilon ), () => {
  28555. ret.assign( vec3( 0, 0, 1 ) );
  28556. } ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {
  28557. ret.assign( vec3( - 1, 0, 0 ) );
  28558. } ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {
  28559. ret.assign( vec3( 0, - 1, 0 ) );
  28560. } ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {
  28561. ret.assign( vec3( 0, 0, - 1 ) );
  28562. } ).Else( () => {
  28563. const step = 0.01;
  28564. const x = texture.uv( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
  28565. const y = texture.uv( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
  28566. const z = texture.uv( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
  28567. ret.assign( vec3( x, y, z ) );
  28568. } );
  28569. return ret.normalize();
  28570. } );
  28571. class Texture3DNode extends TextureNode {
  28572. static get type() {
  28573. return 'Texture3DNode';
  28574. }
  28575. constructor( value, uvNode = null, levelNode = null ) {
  28576. super( value, uvNode, levelNode );
  28577. this.isTexture3DNode = true;
  28578. }
  28579. getInputType( /*builder*/ ) {
  28580. return 'texture3D';
  28581. }
  28582. getDefaultUV() {
  28583. return vec3( 0.5, 0.5, 0.5 );
  28584. }
  28585. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for 3d TextureNode
  28586. setupUV( builder, uvNode ) {
  28587. return uvNode;
  28588. }
  28589. generateUV( builder, uvNode ) {
  28590. return uvNode.build( builder, 'vec3' );
  28591. }
  28592. normal( uvNode ) {
  28593. return normal( { texture: this, uv: uvNode } );
  28594. }
  28595. }
  28596. const texture3D = /*@__PURE__*/ nodeProxy( Texture3DNode );
  28597. class VolumeNodeMaterial extends NodeMaterial {
  28598. static get type() {
  28599. return 'VolumeNodeMaterial';
  28600. }
  28601. constructor( params = {} ) {
  28602. super();
  28603. this.lights = false;
  28604. this.isVolumeNodeMaterial = true;
  28605. this.testNode = null;
  28606. this.setValues( params );
  28607. }
  28608. setup( builder ) {
  28609. const map = texture3D( this.map, null, 0 );
  28610. const hitBox = Fn( ( { orig, dir } ) => {
  28611. const box_min = vec3( - 0.5 );
  28612. const box_max = vec3( 0.5 );
  28613. const inv_dir = dir.reciprocal();
  28614. const tmin_tmp = box_min.sub( orig ).mul( inv_dir );
  28615. const tmax_tmp = box_max.sub( orig ).mul( inv_dir );
  28616. const tmin = min$1( tmin_tmp, tmax_tmp );
  28617. const tmax = max$1( tmin_tmp, tmax_tmp );
  28618. const t0 = max$1( tmin.x, max$1( tmin.y, tmin.z ) );
  28619. const t1 = min$1( tmax.x, min$1( tmax.y, tmax.z ) );
  28620. return vec2( t0, t1 );
  28621. } );
  28622. this.fragmentNode = Fn( () => {
  28623. const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) );
  28624. const vDirection = varying( positionGeometry.sub( vOrigin ) );
  28625. const rayDir = vDirection.normalize();
  28626. const bounds = property( 'vec2', 'bounds' ).assign( hitBox( { orig: vOrigin, dir: rayDir } ) );
  28627. bounds.x.greaterThan( bounds.y ).discard();
  28628. bounds.assign( vec2( max$1( bounds.x, 0.0 ), bounds.y ) );
  28629. const p = property( 'vec3', 'p' ).assign( vOrigin.add( bounds.x.mul( rayDir ) ) );
  28630. const inc = property( 'vec3', 'inc' ).assign( vec3( rayDir.abs().reciprocal() ) );
  28631. const delta = property( 'float', 'delta' ).assign( min$1( inc.x, min$1( inc.y, inc.z ) ) );
  28632. delta.divAssign( materialReference( 'steps', 'float' ) );
  28633. const ac = property( 'vec4', 'ac' ).assign( vec4( materialReference( 'base', 'color' ), 0.0 ) );
  28634. Loop( { type: 'float', start: bounds.x, end: bounds.y, update: '+= delta' }, () => {
  28635. const d = property( 'float', 'd' ).assign( map.uv( p.add( 0.5 ) ).r );
  28636. if ( this.testNode !== null ) {
  28637. this.testNode( { map: map, mapValue: d, probe: p, finalColor: ac } ).append();
  28638. } else {
  28639. // default to show surface of mesh
  28640. ac.a.assign( 1 );
  28641. Break();
  28642. }
  28643. p.addAssign( rayDir.mul( delta ) );
  28644. } );
  28645. ac.a.equal( 0 ).discard();
  28646. return vec4( ac );
  28647. } )();
  28648. super.setup( builder );
  28649. }
  28650. }
  28651. class Animation {
  28652. constructor( nodes, info ) {
  28653. this.nodes = nodes;
  28654. this.info = info;
  28655. this.animationLoop = null;
  28656. this.requestId = null;
  28657. this._init();
  28658. }
  28659. _init() {
  28660. const update = ( time, frame ) => {
  28661. this.requestId = self.requestAnimationFrame( update );
  28662. if ( this.info.autoReset === true ) this.info.reset();
  28663. this.nodes.nodeFrame.update();
  28664. this.info.frame = this.nodes.nodeFrame.frameId;
  28665. if ( this.animationLoop !== null ) this.animationLoop( time, frame );
  28666. };
  28667. update();
  28668. }
  28669. dispose() {
  28670. self.cancelAnimationFrame( this.requestId );
  28671. this.requestId = null;
  28672. }
  28673. setAnimationLoop( callback ) {
  28674. this.animationLoop = callback;
  28675. }
  28676. }
  28677. class ChainMap {
  28678. constructor() {
  28679. this.weakMap = new WeakMap();
  28680. }
  28681. get( keys ) {
  28682. let map = this.weakMap;
  28683. for ( let i = 0; i < keys.length; i ++ ) {
  28684. map = map.get( keys[ i ] );
  28685. if ( map === undefined ) return undefined;
  28686. }
  28687. return map.get( keys[ keys.length - 1 ] );
  28688. }
  28689. set( keys, value ) {
  28690. let map = this.weakMap;
  28691. for ( let i = 0; i < keys.length; i ++ ) {
  28692. const key = keys[ i ];
  28693. if ( map.has( key ) === false ) map.set( key, new WeakMap() );
  28694. map = map.get( key );
  28695. }
  28696. return map.set( keys[ keys.length - 1 ], value );
  28697. }
  28698. delete( keys ) {
  28699. let map = this.weakMap;
  28700. for ( let i = 0; i < keys.length; i ++ ) {
  28701. map = map.get( keys[ i ] );
  28702. if ( map === undefined ) return false;
  28703. }
  28704. return map.delete( keys[ keys.length - 1 ] );
  28705. }
  28706. }
  28707. const _plane = /*@__PURE__*/ new Plane();
  28708. class ClippingContext {
  28709. constructor() {
  28710. this.version = 0;
  28711. this.globalClippingCount = 0;
  28712. this.localClippingCount = 0;
  28713. this.localClippingEnabled = false;
  28714. this.localClipIntersection = false;
  28715. this.planes = [];
  28716. this.parentVersion = 0;
  28717. this.viewNormalMatrix = new Matrix3();
  28718. this.cacheKey = '';
  28719. }
  28720. projectPlanes( source, offset ) {
  28721. const l = source.length;
  28722. const planes = this.planes;
  28723. for ( let i = 0; i < l; i ++ ) {
  28724. _plane.copy( source[ i ] ).applyMatrix4( this.viewMatrix, this.viewNormalMatrix );
  28725. const v = planes[ offset + i ];
  28726. const normal = _plane.normal;
  28727. v.x = - normal.x;
  28728. v.y = - normal.y;
  28729. v.z = - normal.z;
  28730. v.w = _plane.constant;
  28731. }
  28732. }
  28733. updateGlobal( renderer, camera ) {
  28734. const rendererClippingPlanes = renderer.clippingPlanes;
  28735. this.viewMatrix = camera.matrixWorldInverse;
  28736. this.viewNormalMatrix.getNormalMatrix( this.viewMatrix );
  28737. let update = false;
  28738. if ( Array.isArray( rendererClippingPlanes ) && rendererClippingPlanes.length !== 0 ) {
  28739. const l = rendererClippingPlanes.length;
  28740. if ( l !== this.globalClippingCount ) {
  28741. const planes = [];
  28742. for ( let i = 0; i < l; i ++ ) {
  28743. planes.push( new Vector4() );
  28744. }
  28745. this.globalClippingCount = l;
  28746. this.planes = planes;
  28747. update = true;
  28748. }
  28749. this.projectPlanes( rendererClippingPlanes, 0 );
  28750. } else if ( this.globalClippingCount !== 0 ) {
  28751. this.globalClippingCount = 0;
  28752. this.planes = [];
  28753. update = true;
  28754. }
  28755. if ( renderer.localClippingEnabled !== this.localClippingEnabled ) {
  28756. this.localClippingEnabled = renderer.localClippingEnabled;
  28757. update = true;
  28758. }
  28759. if ( update ) {
  28760. this.version ++;
  28761. this.cacheKey = `${ this.globalClippingCount }:${ this.localClippingEnabled === undefined ? false : this.localClippingEnabled }:`;
  28762. }
  28763. }
  28764. update( parent, material ) {
  28765. let update = false;
  28766. if ( this !== parent && parent.version !== this.parentVersion ) {
  28767. this.globalClippingCount = material.isShadowNodeMaterial ? 0 : parent.globalClippingCount;
  28768. this.localClippingEnabled = parent.localClippingEnabled;
  28769. this.planes = Array.from( parent.planes );
  28770. this.parentVersion = parent.version;
  28771. this.viewMatrix = parent.viewMatrix;
  28772. this.viewNormalMatrix = parent.viewNormalMatrix;
  28773. update = true;
  28774. }
  28775. if ( this.localClippingEnabled ) {
  28776. const localClippingPlanes = material.clippingPlanes;
  28777. if ( ( Array.isArray( localClippingPlanes ) && localClippingPlanes.length !== 0 ) ) {
  28778. const l = localClippingPlanes.length;
  28779. const planes = this.planes;
  28780. const offset = this.globalClippingCount;
  28781. if ( update || l !== this.localClippingCount ) {
  28782. planes.length = offset + l;
  28783. for ( let i = 0; i < l; i ++ ) {
  28784. planes[ offset + i ] = new Vector4();
  28785. }
  28786. this.localClippingCount = l;
  28787. update = true;
  28788. }
  28789. this.projectPlanes( localClippingPlanes, offset );
  28790. } else if ( this.localClippingCount !== 0 ) {
  28791. this.localClippingCount = 0;
  28792. update = true;
  28793. }
  28794. if ( this.localClipIntersection !== material.clipIntersection ) {
  28795. this.localClipIntersection = material.clipIntersection;
  28796. update = true;
  28797. }
  28798. }
  28799. if ( update ) {
  28800. this.version += parent.version;
  28801. this.cacheKey = parent.cacheKey + `:${ this.localClippingCount }:${ this.localClipIntersection === undefined ? false : this.localClipIntersection }`;
  28802. }
  28803. }
  28804. }
  28805. let _id$7 = 0;
  28806. function getKeys( obj ) {
  28807. const keys = Object.keys( obj );
  28808. let proto = Object.getPrototypeOf( obj );
  28809. while ( proto ) {
  28810. const descriptors = Object.getOwnPropertyDescriptors( proto );
  28811. for ( const key in descriptors ) {
  28812. if ( descriptors[ key ] !== undefined ) {
  28813. const descriptor = descriptors[ key ];
  28814. if ( descriptor && typeof descriptor.get === 'function' ) {
  28815. keys.push( key );
  28816. }
  28817. }
  28818. }
  28819. proto = Object.getPrototypeOf( proto );
  28820. }
  28821. return keys;
  28822. }
  28823. class RenderObject {
  28824. constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext ) {
  28825. this._nodes = nodes;
  28826. this._geometries = geometries;
  28827. this.id = _id$7 ++;
  28828. this.renderer = renderer;
  28829. this.object = object;
  28830. this.material = material;
  28831. this.scene = scene;
  28832. this.camera = camera;
  28833. this.lightsNode = lightsNode;
  28834. this.context = renderContext;
  28835. this.geometry = object.geometry;
  28836. this.version = material.version;
  28837. this.drawRange = null;
  28838. this.attributes = null;
  28839. this.pipeline = null;
  28840. this.vertexBuffers = null;
  28841. this.drawParams = null;
  28842. this.updateClipping( renderContext.clippingContext );
  28843. this.clippingContextVersion = this.clippingContext.version;
  28844. this.initialNodesCacheKey = this.getDynamicCacheKey();
  28845. this.initialCacheKey = this.getCacheKey();
  28846. this._nodeBuilderState = null;
  28847. this._bindings = null;
  28848. this.onDispose = null;
  28849. this.isRenderObject = true;
  28850. this.onMaterialDispose = () => {
  28851. this.dispose();
  28852. };
  28853. this.material.addEventListener( 'dispose', this.onMaterialDispose );
  28854. }
  28855. updateClipping( parent ) {
  28856. const material = this.material;
  28857. let clippingContext = this.clippingContext;
  28858. if ( Array.isArray( material.clippingPlanes ) ) {
  28859. if ( clippingContext === parent || ! clippingContext ) {
  28860. clippingContext = new ClippingContext();
  28861. this.clippingContext = clippingContext;
  28862. }
  28863. clippingContext.update( parent, material );
  28864. } else if ( this.clippingContext !== parent ) {
  28865. this.clippingContext = parent;
  28866. }
  28867. }
  28868. get clippingNeedsUpdate() {
  28869. if ( this.clippingContext.version === this.clippingContextVersion ) return false;
  28870. this.clippingContextVersion = this.clippingContext.version;
  28871. return true;
  28872. }
  28873. getNodeBuilderState() {
  28874. return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) );
  28875. }
  28876. getBindings() {
  28877. return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() );
  28878. }
  28879. getIndex() {
  28880. return this._geometries.getIndex( this );
  28881. }
  28882. getChainArray() {
  28883. return [ this.object, this.material, this.context, this.lightsNode ];
  28884. }
  28885. getAttributes() {
  28886. if ( this.attributes !== null ) return this.attributes;
  28887. const nodeAttributes = this.getNodeBuilderState().nodeAttributes;
  28888. const geometry = this.geometry;
  28889. const attributes = [];
  28890. const vertexBuffers = new Set();
  28891. for ( const nodeAttribute of nodeAttributes ) {
  28892. const attribute = nodeAttribute.node && nodeAttribute.node.attribute ? nodeAttribute.node.attribute : geometry.getAttribute( nodeAttribute.name );
  28893. if ( attribute === undefined ) continue;
  28894. attributes.push( attribute );
  28895. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  28896. vertexBuffers.add( bufferAttribute );
  28897. }
  28898. this.attributes = attributes;
  28899. this.vertexBuffers = Array.from( vertexBuffers.values() );
  28900. return attributes;
  28901. }
  28902. getVertexBuffers() {
  28903. if ( this.vertexBuffers === null ) this.getAttributes();
  28904. return this.vertexBuffers;
  28905. }
  28906. getDrawParameters() {
  28907. const { object, material, geometry, group, drawRange } = this;
  28908. const drawParams = this.drawParams || ( this.drawParams = {
  28909. vertexCount: 0,
  28910. firstVertex: 0,
  28911. instanceCount: 0,
  28912. firstInstance: 0
  28913. } );
  28914. const index = this.getIndex();
  28915. const hasIndex = ( index !== null );
  28916. const instanceCount = geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 );
  28917. if ( instanceCount === 0 ) return null;
  28918. drawParams.instanceCount = instanceCount;
  28919. if ( object.isBatchedMesh === true ) return drawParams;
  28920. let rangeFactor = 1;
  28921. if ( material.wireframe === true && ! object.isPoints && ! object.isLineSegments && ! object.isLine && ! object.isLineLoop ) {
  28922. rangeFactor = 2;
  28923. }
  28924. let firstVertex = drawRange.start * rangeFactor;
  28925. let lastVertex = ( drawRange.start + drawRange.count ) * rangeFactor;
  28926. if ( group !== null ) {
  28927. firstVertex = Math.max( firstVertex, group.start * rangeFactor );
  28928. lastVertex = Math.min( lastVertex, ( group.start + group.count ) * rangeFactor );
  28929. }
  28930. const itemCount = hasIndex === true ? index.count : geometry.attributes.position.count;
  28931. firstVertex = Math.max( firstVertex, 0 );
  28932. lastVertex = Math.min( lastVertex, itemCount );
  28933. const count = lastVertex - firstVertex;
  28934. if ( count < 0 || count === Infinity ) return null;
  28935. drawParams.vertexCount = count;
  28936. drawParams.firstVertex = firstVertex;
  28937. return drawParams;
  28938. }
  28939. getMaterialCacheKey() {
  28940. const { object, material } = this;
  28941. let cacheKey = material.customProgramCacheKey();
  28942. for ( const property of getKeys( material ) ) {
  28943. if ( /^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue;
  28944. const value = material[ property ];
  28945. let valueKey;
  28946. if ( value !== null ) {
  28947. // some material values require a formatting
  28948. const type = typeof value;
  28949. if ( type === 'number' ) {
  28950. valueKey = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc
  28951. } else if ( type === 'object' ) {
  28952. valueKey = '{';
  28953. if ( value.isTexture ) {
  28954. valueKey += value.mapping;
  28955. }
  28956. valueKey += '}';
  28957. } else {
  28958. valueKey = String( value );
  28959. }
  28960. } else {
  28961. valueKey = String( value );
  28962. }
  28963. cacheKey += /*property + ':' +*/ valueKey + ',';
  28964. }
  28965. cacheKey += this.clippingContext.cacheKey + ',';
  28966. if ( object.skeleton ) {
  28967. cacheKey += object.skeleton.bones.length + ',';
  28968. }
  28969. if ( object.morphTargetInfluences ) {
  28970. cacheKey += object.morphTargetInfluences.length + ',';
  28971. }
  28972. if ( object.isBatchedMesh ) {
  28973. cacheKey += object._matricesTexture.uuid + ',';
  28974. if ( object._colorsTexture !== null ) {
  28975. cacheKey += object._colorsTexture.uuid + ',';
  28976. }
  28977. }
  28978. if ( object.count > 1 ) {
  28979. cacheKey += object.count + ',' + object.uuid + ',';
  28980. }
  28981. return cacheKey;
  28982. }
  28983. get needsUpdate() {
  28984. return this.initialNodesCacheKey !== this.getDynamicCacheKey() || this.clippingNeedsUpdate;
  28985. }
  28986. getDynamicCacheKey() {
  28987. // Environment Nodes Cache Key
  28988. return this.object.receiveShadow + ',' + this._nodes.getCacheKey( this.scene, this.lightsNode );
  28989. }
  28990. getCacheKey() {
  28991. return this.getMaterialCacheKey() + ',' + this.getDynamicCacheKey();
  28992. }
  28993. dispose() {
  28994. this.material.removeEventListener( 'dispose', this.onMaterialDispose );
  28995. this.onDispose();
  28996. }
  28997. }
  28998. class RenderObjects {
  28999. constructor( renderer, nodes, geometries, pipelines, bindings, info ) {
  29000. this.renderer = renderer;
  29001. this.nodes = nodes;
  29002. this.geometries = geometries;
  29003. this.pipelines = pipelines;
  29004. this.bindings = bindings;
  29005. this.info = info;
  29006. this.chainMaps = {};
  29007. }
  29008. get( object, material, scene, camera, lightsNode, renderContext, passId ) {
  29009. const chainMap = this.getChainMap( passId );
  29010. const chainArray = [ object, material, renderContext, lightsNode ];
  29011. let renderObject = chainMap.get( chainArray );
  29012. if ( renderObject === undefined ) {
  29013. renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, passId );
  29014. chainMap.set( chainArray, renderObject );
  29015. } else {
  29016. renderObject.updateClipping( renderContext.clippingContext );
  29017. if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
  29018. if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
  29019. renderObject.dispose();
  29020. renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, passId );
  29021. } else {
  29022. renderObject.version = material.version;
  29023. }
  29024. }
  29025. }
  29026. return renderObject;
  29027. }
  29028. getChainMap( passId = 'default' ) {
  29029. return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() );
  29030. }
  29031. dispose() {
  29032. this.chainMaps = {};
  29033. }
  29034. createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, passId ) {
  29035. const chainMap = this.getChainMap( passId );
  29036. const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext );
  29037. renderObject.onDispose = () => {
  29038. this.pipelines.delete( renderObject );
  29039. this.bindings.delete( renderObject );
  29040. this.nodes.delete( renderObject );
  29041. chainMap.delete( renderObject.getChainArray() );
  29042. };
  29043. return renderObject;
  29044. }
  29045. }
  29046. class DataMap {
  29047. constructor() {
  29048. this.data = new WeakMap();
  29049. }
  29050. get( object ) {
  29051. let map = this.data.get( object );
  29052. if ( map === undefined ) {
  29053. map = {};
  29054. this.data.set( object, map );
  29055. }
  29056. return map;
  29057. }
  29058. delete( object ) {
  29059. let map;
  29060. if ( this.data.has( object ) ) {
  29061. map = this.data.get( object );
  29062. this.data.delete( object );
  29063. }
  29064. return map;
  29065. }
  29066. has( object ) {
  29067. return this.data.has( object );
  29068. }
  29069. dispose() {
  29070. this.data = new WeakMap();
  29071. }
  29072. }
  29073. const AttributeType = {
  29074. VERTEX: 1,
  29075. INDEX: 2,
  29076. STORAGE: 4
  29077. };
  29078. // size of a chunk in bytes (STD140 layout)
  29079. const GPU_CHUNK_BYTES = 16;
  29080. // @TODO: Move to src/constants.js
  29081. const BlendColorFactor = 211;
  29082. const OneMinusBlendColorFactor = 212;
  29083. class Attributes extends DataMap {
  29084. constructor( backend ) {
  29085. super();
  29086. this.backend = backend;
  29087. }
  29088. delete( attribute ) {
  29089. const attributeData = super.delete( attribute );
  29090. if ( attributeData !== undefined ) {
  29091. this.backend.destroyAttribute( attribute );
  29092. }
  29093. return attributeData;
  29094. }
  29095. update( attribute, type ) {
  29096. const data = this.get( attribute );
  29097. if ( data.version === undefined ) {
  29098. if ( type === AttributeType.VERTEX ) {
  29099. this.backend.createAttribute( attribute );
  29100. } else if ( type === AttributeType.INDEX ) {
  29101. this.backend.createIndexAttribute( attribute );
  29102. } else if ( type === AttributeType.STORAGE ) {
  29103. this.backend.createStorageAttribute( attribute );
  29104. }
  29105. data.version = this._getBufferAttribute( attribute ).version;
  29106. } else {
  29107. const bufferAttribute = this._getBufferAttribute( attribute );
  29108. if ( data.version < bufferAttribute.version || bufferAttribute.usage === DynamicDrawUsage ) {
  29109. this.backend.updateAttribute( attribute );
  29110. data.version = bufferAttribute.version;
  29111. }
  29112. }
  29113. }
  29114. _getBufferAttribute( attribute ) {
  29115. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  29116. return attribute;
  29117. }
  29118. }
  29119. function arrayNeedsUint32( array ) {
  29120. // assumes larger values usually on last
  29121. for ( let i = array.length - 1; i >= 0; -- i ) {
  29122. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  29123. }
  29124. return false;
  29125. }
  29126. function getWireframeVersion( geometry ) {
  29127. return ( geometry.index !== null ) ? geometry.index.version : geometry.attributes.position.version;
  29128. }
  29129. function getWireframeIndex( geometry ) {
  29130. const indices = [];
  29131. const geometryIndex = geometry.index;
  29132. const geometryPosition = geometry.attributes.position;
  29133. if ( geometryIndex !== null ) {
  29134. const array = geometryIndex.array;
  29135. for ( let i = 0, l = array.length; i < l; i += 3 ) {
  29136. const a = array[ i + 0 ];
  29137. const b = array[ i + 1 ];
  29138. const c = array[ i + 2 ];
  29139. indices.push( a, b, b, c, c, a );
  29140. }
  29141. } else {
  29142. const array = geometryPosition.array;
  29143. for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  29144. const a = i + 0;
  29145. const b = i + 1;
  29146. const c = i + 2;
  29147. indices.push( a, b, b, c, c, a );
  29148. }
  29149. }
  29150. const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  29151. attribute.version = getWireframeVersion( geometry );
  29152. return attribute;
  29153. }
  29154. class Geometries extends DataMap {
  29155. constructor( attributes, info ) {
  29156. super();
  29157. this.attributes = attributes;
  29158. this.info = info;
  29159. this.wireframes = new WeakMap();
  29160. this.attributeCall = new WeakMap();
  29161. }
  29162. has( renderObject ) {
  29163. const geometry = renderObject.geometry;
  29164. return super.has( geometry ) && this.get( geometry ).initialized === true;
  29165. }
  29166. updateForRender( renderObject ) {
  29167. if ( this.has( renderObject ) === false ) this.initGeometry( renderObject );
  29168. this.updateAttributes( renderObject );
  29169. }
  29170. initGeometry( renderObject ) {
  29171. const geometry = renderObject.geometry;
  29172. const geometryData = this.get( geometry );
  29173. geometryData.initialized = true;
  29174. this.info.memory.geometries ++;
  29175. const onDispose = () => {
  29176. this.info.memory.geometries --;
  29177. const index = geometry.index;
  29178. const geometryAttributes = renderObject.getAttributes();
  29179. if ( index !== null ) {
  29180. this.attributes.delete( index );
  29181. }
  29182. for ( const geometryAttribute of geometryAttributes ) {
  29183. this.attributes.delete( geometryAttribute );
  29184. }
  29185. const wireframeAttribute = this.wireframes.get( geometry );
  29186. if ( wireframeAttribute !== undefined ) {
  29187. this.attributes.delete( wireframeAttribute );
  29188. }
  29189. geometry.removeEventListener( 'dispose', onDispose );
  29190. };
  29191. geometry.addEventListener( 'dispose', onDispose );
  29192. }
  29193. updateAttributes( renderObject ) {
  29194. const attributes = renderObject.getAttributes();
  29195. for ( const attribute of attributes ) {
  29196. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  29197. this.updateAttribute( attribute, AttributeType.STORAGE );
  29198. } else {
  29199. this.updateAttribute( attribute, AttributeType.VERTEX );
  29200. }
  29201. }
  29202. const index = this.getIndex( renderObject );
  29203. if ( index !== null ) {
  29204. this.updateAttribute( index, AttributeType.INDEX );
  29205. }
  29206. }
  29207. updateAttribute( attribute, type ) {
  29208. const callId = this.info.render.calls;
  29209. if ( ! attribute.isInterleavedBufferAttribute ) {
  29210. if ( this.attributeCall.get( attribute ) !== callId ) {
  29211. this.attributes.update( attribute, type );
  29212. this.attributeCall.set( attribute, callId );
  29213. }
  29214. } else {
  29215. if ( this.attributeCall.get( attribute ) === undefined ) {
  29216. this.attributes.update( attribute, type );
  29217. this.attributeCall.set( attribute, callId );
  29218. } else if ( this.attributeCall.get( attribute.data ) !== callId ) {
  29219. this.attributes.update( attribute, type );
  29220. this.attributeCall.set( attribute.data, callId );
  29221. this.attributeCall.set( attribute, callId );
  29222. }
  29223. }
  29224. }
  29225. getIndex( renderObject ) {
  29226. const { geometry, material } = renderObject;
  29227. let index = geometry.index;
  29228. if ( material.wireframe === true ) {
  29229. const wireframes = this.wireframes;
  29230. let wireframeAttribute = wireframes.get( geometry );
  29231. if ( wireframeAttribute === undefined ) {
  29232. wireframeAttribute = getWireframeIndex( geometry );
  29233. wireframes.set( geometry, wireframeAttribute );
  29234. } else if ( wireframeAttribute.version !== getWireframeVersion( geometry ) ) {
  29235. this.attributes.delete( wireframeAttribute );
  29236. wireframeAttribute = getWireframeIndex( geometry );
  29237. wireframes.set( geometry, wireframeAttribute );
  29238. }
  29239. index = wireframeAttribute;
  29240. }
  29241. return index;
  29242. }
  29243. }
  29244. class Info {
  29245. constructor() {
  29246. this.autoReset = true;
  29247. this.frame = 0;
  29248. this.calls = 0;
  29249. this.render = {
  29250. calls: 0,
  29251. frameCalls: 0,
  29252. drawCalls: 0,
  29253. triangles: 0,
  29254. points: 0,
  29255. lines: 0,
  29256. timestamp: 0,
  29257. previousFrameCalls: 0,
  29258. timestampCalls: 0
  29259. };
  29260. this.compute = {
  29261. calls: 0,
  29262. frameCalls: 0,
  29263. timestamp: 0,
  29264. previousFrameCalls: 0,
  29265. timestampCalls: 0
  29266. };
  29267. this.memory = {
  29268. geometries: 0,
  29269. textures: 0
  29270. };
  29271. }
  29272. update( object, count, instanceCount ) {
  29273. this.render.drawCalls ++;
  29274. if ( object.isMesh || object.isSprite ) {
  29275. this.render.triangles += instanceCount * ( count / 3 );
  29276. } else if ( object.isPoints ) {
  29277. this.render.points += instanceCount * count;
  29278. } else if ( object.isLineSegments ) {
  29279. this.render.lines += instanceCount * ( count / 2 );
  29280. } else if ( object.isLine ) {
  29281. this.render.lines += instanceCount * ( count - 1 );
  29282. } else {
  29283. console.error( 'THREE.WebGPUInfo: Unknown object type.' );
  29284. }
  29285. }
  29286. updateTimestamp( type, time ) {
  29287. if ( this[ type ].timestampCalls === 0 ) {
  29288. this[ type ].timestamp = 0;
  29289. }
  29290. this[ type ].timestamp += time;
  29291. this[ type ].timestampCalls ++;
  29292. if ( this[ type ].timestampCalls >= this[ type ].previousFrameCalls ) {
  29293. this[ type ].timestampCalls = 0;
  29294. }
  29295. }
  29296. reset() {
  29297. const previousRenderFrameCalls = this.render.frameCalls;
  29298. this.render.previousFrameCalls = previousRenderFrameCalls;
  29299. const previousComputeFrameCalls = this.compute.frameCalls;
  29300. this.compute.previousFrameCalls = previousComputeFrameCalls;
  29301. this.render.drawCalls = 0;
  29302. this.render.frameCalls = 0;
  29303. this.compute.frameCalls = 0;
  29304. this.render.triangles = 0;
  29305. this.render.points = 0;
  29306. this.render.lines = 0;
  29307. }
  29308. dispose() {
  29309. this.reset();
  29310. this.calls = 0;
  29311. this.render.calls = 0;
  29312. this.compute.calls = 0;
  29313. this.render.timestamp = 0;
  29314. this.compute.timestamp = 0;
  29315. this.memory.geometries = 0;
  29316. this.memory.textures = 0;
  29317. }
  29318. }
  29319. class Pipeline {
  29320. constructor( cacheKey ) {
  29321. this.cacheKey = cacheKey;
  29322. this.usedTimes = 0;
  29323. }
  29324. }
  29325. class RenderPipeline extends Pipeline {
  29326. constructor( cacheKey, vertexProgram, fragmentProgram ) {
  29327. super( cacheKey );
  29328. this.vertexProgram = vertexProgram;
  29329. this.fragmentProgram = fragmentProgram;
  29330. }
  29331. }
  29332. class ComputePipeline extends Pipeline {
  29333. constructor( cacheKey, computeProgram ) {
  29334. super( cacheKey );
  29335. this.computeProgram = computeProgram;
  29336. this.isComputePipeline = true;
  29337. }
  29338. }
  29339. let _id$6 = 0;
  29340. class ProgrammableStage {
  29341. constructor( code, type, transforms = null, attributes = null ) {
  29342. this.id = _id$6 ++;
  29343. this.code = code;
  29344. this.stage = type;
  29345. this.transforms = transforms;
  29346. this.attributes = attributes;
  29347. this.usedTimes = 0;
  29348. }
  29349. }
  29350. class Pipelines extends DataMap {
  29351. constructor( backend, nodes ) {
  29352. super();
  29353. this.backend = backend;
  29354. this.nodes = nodes;
  29355. this.bindings = null; // set by the bindings
  29356. this.caches = new Map();
  29357. this.programs = {
  29358. vertex: new Map(),
  29359. fragment: new Map(),
  29360. compute: new Map()
  29361. };
  29362. }
  29363. getForCompute( computeNode, bindings ) {
  29364. const { backend } = this;
  29365. const data = this.get( computeNode );
  29366. if ( this._needsComputeUpdate( computeNode ) ) {
  29367. const previousPipeline = data.pipeline;
  29368. if ( previousPipeline ) {
  29369. previousPipeline.usedTimes --;
  29370. previousPipeline.computeProgram.usedTimes --;
  29371. }
  29372. // get shader
  29373. const nodeBuilderState = this.nodes.getForCompute( computeNode );
  29374. // programmable stage
  29375. let stageCompute = this.programs.compute.get( nodeBuilderState.computeShader );
  29376. if ( stageCompute === undefined ) {
  29377. if ( previousPipeline && previousPipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.computeProgram );
  29378. stageCompute = new ProgrammableStage( nodeBuilderState.computeShader, 'compute', nodeBuilderState.transforms, nodeBuilderState.nodeAttributes );
  29379. this.programs.compute.set( nodeBuilderState.computeShader, stageCompute );
  29380. backend.createProgram( stageCompute );
  29381. }
  29382. // determine compute pipeline
  29383. const cacheKey = this._getComputeCacheKey( computeNode, stageCompute );
  29384. let pipeline = this.caches.get( cacheKey );
  29385. if ( pipeline === undefined ) {
  29386. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  29387. pipeline = this._getComputePipeline( computeNode, stageCompute, cacheKey, bindings );
  29388. }
  29389. // keep track of all used times
  29390. pipeline.usedTimes ++;
  29391. stageCompute.usedTimes ++;
  29392. //
  29393. data.version = computeNode.version;
  29394. data.pipeline = pipeline;
  29395. }
  29396. return data.pipeline;
  29397. }
  29398. getForRender( renderObject, promises = null ) {
  29399. const { backend } = this;
  29400. const data = this.get( renderObject );
  29401. if ( this._needsRenderUpdate( renderObject ) ) {
  29402. const previousPipeline = data.pipeline;
  29403. if ( previousPipeline ) {
  29404. previousPipeline.usedTimes --;
  29405. previousPipeline.vertexProgram.usedTimes --;
  29406. previousPipeline.fragmentProgram.usedTimes --;
  29407. }
  29408. // get shader
  29409. const nodeBuilderState = renderObject.getNodeBuilderState();
  29410. // programmable stages
  29411. let stageVertex = this.programs.vertex.get( nodeBuilderState.vertexShader );
  29412. if ( stageVertex === undefined ) {
  29413. if ( previousPipeline && previousPipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.vertexProgram );
  29414. stageVertex = new ProgrammableStage( nodeBuilderState.vertexShader, 'vertex' );
  29415. this.programs.vertex.set( nodeBuilderState.vertexShader, stageVertex );
  29416. backend.createProgram( stageVertex );
  29417. }
  29418. let stageFragment = this.programs.fragment.get( nodeBuilderState.fragmentShader );
  29419. if ( stageFragment === undefined ) {
  29420. if ( previousPipeline && previousPipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.fragmentProgram );
  29421. stageFragment = new ProgrammableStage( nodeBuilderState.fragmentShader, 'fragment' );
  29422. this.programs.fragment.set( nodeBuilderState.fragmentShader, stageFragment );
  29423. backend.createProgram( stageFragment );
  29424. }
  29425. // determine render pipeline
  29426. const cacheKey = this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  29427. let pipeline = this.caches.get( cacheKey );
  29428. if ( pipeline === undefined ) {
  29429. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  29430. pipeline = this._getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises );
  29431. } else {
  29432. renderObject.pipeline = pipeline;
  29433. }
  29434. // keep track of all used times
  29435. pipeline.usedTimes ++;
  29436. stageVertex.usedTimes ++;
  29437. stageFragment.usedTimes ++;
  29438. //
  29439. data.pipeline = pipeline;
  29440. }
  29441. return data.pipeline;
  29442. }
  29443. delete( object ) {
  29444. const pipeline = this.get( object ).pipeline;
  29445. if ( pipeline ) {
  29446. // pipeline
  29447. pipeline.usedTimes --;
  29448. if ( pipeline.usedTimes === 0 ) this._releasePipeline( pipeline );
  29449. // programs
  29450. if ( pipeline.isComputePipeline ) {
  29451. pipeline.computeProgram.usedTimes --;
  29452. if ( pipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( pipeline.computeProgram );
  29453. } else {
  29454. pipeline.fragmentProgram.usedTimes --;
  29455. pipeline.vertexProgram.usedTimes --;
  29456. if ( pipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( pipeline.vertexProgram );
  29457. if ( pipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( pipeline.fragmentProgram );
  29458. }
  29459. }
  29460. return super.delete( object );
  29461. }
  29462. dispose() {
  29463. super.dispose();
  29464. this.caches = new Map();
  29465. this.programs = {
  29466. vertex: new Map(),
  29467. fragment: new Map(),
  29468. compute: new Map()
  29469. };
  29470. }
  29471. updateForRender( renderObject ) {
  29472. this.getForRender( renderObject );
  29473. }
  29474. _getComputePipeline( computeNode, stageCompute, cacheKey, bindings ) {
  29475. // check for existing pipeline
  29476. cacheKey = cacheKey || this._getComputeCacheKey( computeNode, stageCompute );
  29477. let pipeline = this.caches.get( cacheKey );
  29478. if ( pipeline === undefined ) {
  29479. pipeline = new ComputePipeline( cacheKey, stageCompute );
  29480. this.caches.set( cacheKey, pipeline );
  29481. this.backend.createComputePipeline( pipeline, bindings );
  29482. }
  29483. return pipeline;
  29484. }
  29485. _getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ) {
  29486. // check for existing pipeline
  29487. cacheKey = cacheKey || this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  29488. let pipeline = this.caches.get( cacheKey );
  29489. if ( pipeline === undefined ) {
  29490. pipeline = new RenderPipeline( cacheKey, stageVertex, stageFragment );
  29491. this.caches.set( cacheKey, pipeline );
  29492. renderObject.pipeline = pipeline;
  29493. this.backend.createRenderPipeline( renderObject, promises );
  29494. }
  29495. return pipeline;
  29496. }
  29497. _getComputeCacheKey( computeNode, stageCompute ) {
  29498. return computeNode.id + ',' + stageCompute.id;
  29499. }
  29500. _getRenderCacheKey( renderObject, stageVertex, stageFragment ) {
  29501. return stageVertex.id + ',' + stageFragment.id + ',' + this.backend.getRenderCacheKey( renderObject );
  29502. }
  29503. _releasePipeline( pipeline ) {
  29504. this.caches.delete( pipeline.cacheKey );
  29505. }
  29506. _releaseProgram( program ) {
  29507. const code = program.code;
  29508. const stage = program.stage;
  29509. this.programs[ stage ].delete( code );
  29510. }
  29511. _needsComputeUpdate( computeNode ) {
  29512. const data = this.get( computeNode );
  29513. return data.pipeline === undefined || data.version !== computeNode.version;
  29514. }
  29515. _needsRenderUpdate( renderObject ) {
  29516. const data = this.get( renderObject );
  29517. return data.pipeline === undefined || this.backend.needsRenderUpdate( renderObject );
  29518. }
  29519. }
  29520. class Bindings extends DataMap {
  29521. constructor( backend, nodes, textures, attributes, pipelines, info ) {
  29522. super();
  29523. this.backend = backend;
  29524. this.textures = textures;
  29525. this.pipelines = pipelines;
  29526. this.attributes = attributes;
  29527. this.nodes = nodes;
  29528. this.info = info;
  29529. this.pipelines.bindings = this; // assign bindings to pipelines
  29530. }
  29531. getForRender( renderObject ) {
  29532. const bindings = renderObject.getBindings();
  29533. for ( const bindGroup of bindings ) {
  29534. const groupData = this.get( bindGroup );
  29535. if ( groupData.bindGroup === undefined ) {
  29536. // each object defines an array of bindings (ubos, textures, samplers etc.)
  29537. this._init( bindGroup );
  29538. this.backend.createBindings( bindGroup, bindings );
  29539. groupData.bindGroup = bindGroup;
  29540. }
  29541. }
  29542. return bindings;
  29543. }
  29544. getForCompute( computeNode ) {
  29545. const bindings = this.nodes.getForCompute( computeNode ).bindings;
  29546. for ( const bindGroup of bindings ) {
  29547. const groupData = this.get( bindGroup );
  29548. if ( groupData.bindGroup === undefined ) {
  29549. this._init( bindGroup );
  29550. this.backend.createBindings( bindGroup, bindings );
  29551. groupData.bindGroup = bindGroup;
  29552. }
  29553. }
  29554. return bindings;
  29555. }
  29556. updateForCompute( computeNode ) {
  29557. this._updateBindings( this.getForCompute( computeNode ) );
  29558. }
  29559. updateForRender( renderObject ) {
  29560. this._updateBindings( this.getForRender( renderObject ) );
  29561. }
  29562. _updateBindings( bindings ) {
  29563. for ( const bindGroup of bindings ) {
  29564. this._update( bindGroup, bindings );
  29565. }
  29566. }
  29567. _init( bindGroup ) {
  29568. for ( const binding of bindGroup.bindings ) {
  29569. if ( binding.isSampledTexture ) {
  29570. this.textures.updateTexture( binding.texture );
  29571. } else if ( binding.isStorageBuffer ) {
  29572. const attribute = binding.attribute;
  29573. this.attributes.update( attribute, AttributeType.STORAGE );
  29574. }
  29575. }
  29576. }
  29577. _update( bindGroup, bindings ) {
  29578. const { backend } = this;
  29579. let needsBindingsUpdate = false;
  29580. // iterate over all bindings and check if buffer updates or a new binding group is required
  29581. for ( const binding of bindGroup.bindings ) {
  29582. if ( binding.isNodeUniformsGroup ) {
  29583. const updated = this.nodes.updateGroup( binding );
  29584. if ( ! updated ) continue;
  29585. }
  29586. if ( binding.isUniformBuffer ) {
  29587. const updated = binding.update();
  29588. if ( updated ) {
  29589. backend.updateBinding( binding );
  29590. }
  29591. } else if ( binding.isSampler ) {
  29592. binding.update();
  29593. } else if ( binding.isSampledTexture ) {
  29594. if ( binding.needsBindingsUpdate( this.textures.get( binding.texture ).generation ) ) needsBindingsUpdate = true;
  29595. const updated = binding.update();
  29596. const texture = binding.texture;
  29597. if ( updated ) {
  29598. this.textures.updateTexture( texture );
  29599. }
  29600. const textureData = backend.get( texture );
  29601. if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) {
  29602. // TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend
  29603. console.error( 'Bindings._update: binding should be available:', binding, updated, texture, binding.textureNode.value, needsBindingsUpdate );
  29604. this.textures.updateTexture( texture );
  29605. needsBindingsUpdate = true;
  29606. }
  29607. if ( texture.isStorageTexture === true ) {
  29608. const textureData = this.get( texture );
  29609. if ( binding.store === true ) {
  29610. textureData.needsMipmap = true;
  29611. } else if ( texture.generateMipmaps === true && this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {
  29612. this.backend.generateMipmaps( texture );
  29613. textureData.needsMipmap = false;
  29614. }
  29615. }
  29616. }
  29617. }
  29618. if ( needsBindingsUpdate === true ) {
  29619. this.backend.updateBindings( bindGroup, bindings );
  29620. }
  29621. }
  29622. }
  29623. class NodeAttribute {
  29624. constructor( name, type, node = null ) {
  29625. this.isNodeAttribute = true;
  29626. this.name = name;
  29627. this.type = type;
  29628. this.node = node;
  29629. }
  29630. }
  29631. class NodeUniform {
  29632. constructor( name, type, node ) {
  29633. this.isNodeUniform = true;
  29634. this.name = name;
  29635. this.type = type;
  29636. this.node = node.getSelf();
  29637. }
  29638. get value() {
  29639. return this.node.value;
  29640. }
  29641. set value( val ) {
  29642. this.node.value = val;
  29643. }
  29644. get id() {
  29645. return this.node.id;
  29646. }
  29647. get groupNode() {
  29648. return this.node.groupNode;
  29649. }
  29650. }
  29651. class NodeVar {
  29652. constructor( name, type ) {
  29653. this.isNodeVar = true;
  29654. this.name = name;
  29655. this.type = type;
  29656. }
  29657. }
  29658. class NodeVarying extends NodeVar {
  29659. constructor( name, type ) {
  29660. super( name, type );
  29661. this.needsInterpolation = false;
  29662. this.isNodeVarying = true;
  29663. }
  29664. }
  29665. class NodeCode {
  29666. constructor( name, type, code = '' ) {
  29667. this.name = name;
  29668. this.type = type;
  29669. this.code = code;
  29670. Object.defineProperty( this, 'isNodeCode', { value: true } );
  29671. }
  29672. }
  29673. let id$1 = 0;
  29674. class NodeCache {
  29675. constructor( parent = null ) {
  29676. this.id = id$1 ++;
  29677. this.nodesData = new WeakMap();
  29678. this.parent = parent;
  29679. }
  29680. getData( node ) {
  29681. let data = this.nodesData.get( node );
  29682. if ( data === undefined && this.parent !== null ) {
  29683. data = this.parent.getData( node );
  29684. }
  29685. return data;
  29686. }
  29687. setData( node, data ) {
  29688. this.nodesData.set( node, data );
  29689. }
  29690. }
  29691. class ParameterNode extends PropertyNode {
  29692. static get type() {
  29693. return 'ParameterNode';
  29694. }
  29695. constructor( nodeType, name = null ) {
  29696. super( nodeType, name );
  29697. this.isParameterNode = true;
  29698. }
  29699. getHash() {
  29700. return this.uuid;
  29701. }
  29702. generate() {
  29703. return this.name;
  29704. }
  29705. }
  29706. const parameter = ( type, name ) => nodeObject( new ParameterNode( type, name ) );
  29707. class CodeNode extends Node {
  29708. static get type() {
  29709. return 'CodeNode';
  29710. }
  29711. constructor( code = '', includes = [], language = '' ) {
  29712. super( 'code' );
  29713. this.isCodeNode = true;
  29714. this.code = code;
  29715. this.language = language;
  29716. this.includes = includes;
  29717. }
  29718. isGlobal() {
  29719. return true;
  29720. }
  29721. setIncludes( includes ) {
  29722. this.includes = includes;
  29723. return this;
  29724. }
  29725. getIncludes( /*builder*/ ) {
  29726. return this.includes;
  29727. }
  29728. generate( builder ) {
  29729. const includes = this.getIncludes( builder );
  29730. for ( const include of includes ) {
  29731. include.build( builder );
  29732. }
  29733. const nodeCode = builder.getCodeFromNode( this, this.getNodeType( builder ) );
  29734. nodeCode.code = this.code;
  29735. return nodeCode.code;
  29736. }
  29737. serialize( data ) {
  29738. super.serialize( data );
  29739. data.code = this.code;
  29740. data.language = this.language;
  29741. }
  29742. deserialize( data ) {
  29743. super.deserialize( data );
  29744. this.code = data.code;
  29745. this.language = data.language;
  29746. }
  29747. }
  29748. const code = /*@__PURE__*/ nodeProxy( CodeNode );
  29749. const js = ( src, includes ) => code( src, includes, 'js' );
  29750. const wgsl = ( src, includes ) => code( src, includes, 'wgsl' );
  29751. const glsl = ( src, includes ) => code( src, includes, 'glsl' );
  29752. class FunctionNode extends CodeNode {
  29753. static get type() {
  29754. return 'FunctionNode';
  29755. }
  29756. constructor( code = '', includes = [], language = '' ) {
  29757. super( code, includes, language );
  29758. }
  29759. getNodeType( builder ) {
  29760. return this.getNodeFunction( builder ).type;
  29761. }
  29762. getInputs( builder ) {
  29763. return this.getNodeFunction( builder ).inputs;
  29764. }
  29765. getNodeFunction( builder ) {
  29766. const nodeData = builder.getDataFromNode( this );
  29767. let nodeFunction = nodeData.nodeFunction;
  29768. if ( nodeFunction === undefined ) {
  29769. nodeFunction = builder.parser.parseFunction( this.code );
  29770. nodeData.nodeFunction = nodeFunction;
  29771. }
  29772. return nodeFunction;
  29773. }
  29774. generate( builder, output ) {
  29775. super.generate( builder );
  29776. const nodeFunction = this.getNodeFunction( builder );
  29777. const name = nodeFunction.name;
  29778. const type = nodeFunction.type;
  29779. const nodeCode = builder.getCodeFromNode( this, type );
  29780. if ( name !== '' ) {
  29781. // use a custom property name
  29782. nodeCode.name = name;
  29783. }
  29784. const propertyName = builder.getPropertyName( nodeCode );
  29785. const code = this.getNodeFunction( builder ).getCode( propertyName );
  29786. nodeCode.code = code + '\n';
  29787. if ( output === 'property' ) {
  29788. return propertyName;
  29789. } else {
  29790. return builder.format( `${ propertyName }()`, type, output );
  29791. }
  29792. }
  29793. }
  29794. const nativeFn = ( code, includes = [], language = '' ) => {
  29795. for ( let i = 0; i < includes.length; i ++ ) {
  29796. const include = includes[ i ];
  29797. // TSL Function: glslFn, wgslFn
  29798. if ( typeof include === 'function' ) {
  29799. includes[ i ] = include.functionNode;
  29800. }
  29801. }
  29802. const functionNode = nodeObject( new FunctionNode( code, includes, language ) );
  29803. const fn = ( ...params ) => functionNode.call( ...params );
  29804. fn.functionNode = functionNode;
  29805. return fn;
  29806. };
  29807. const glslFn = ( code, includes ) => nativeFn( code, includes, 'glsl' );
  29808. const wgslFn = ( code, includes ) => nativeFn( code, includes, 'wgsl' );
  29809. class Uniform {
  29810. constructor( name, value ) {
  29811. this.name = name;
  29812. this.value = value;
  29813. this.boundary = 0; // used to build the uniform buffer according to the STD140 layout
  29814. this.itemSize = 0;
  29815. this.offset = 0; // this property is set by WebGPUUniformsGroup and marks the start position in the uniform buffer
  29816. }
  29817. setValue( value ) {
  29818. this.value = value;
  29819. }
  29820. getValue() {
  29821. return this.value;
  29822. }
  29823. }
  29824. class NumberUniform extends Uniform {
  29825. constructor( name, value = 0 ) {
  29826. super( name, value );
  29827. this.isNumberUniform = true;
  29828. this.boundary = 4;
  29829. this.itemSize = 1;
  29830. }
  29831. }
  29832. class Vector2Uniform extends Uniform {
  29833. constructor( name, value = new Vector2() ) {
  29834. super( name, value );
  29835. this.isVector2Uniform = true;
  29836. this.boundary = 8;
  29837. this.itemSize = 2;
  29838. }
  29839. }
  29840. class Vector3Uniform extends Uniform {
  29841. constructor( name, value = new Vector3() ) {
  29842. super( name, value );
  29843. this.isVector3Uniform = true;
  29844. this.boundary = 16;
  29845. this.itemSize = 3;
  29846. }
  29847. }
  29848. class Vector4Uniform extends Uniform {
  29849. constructor( name, value = new Vector4() ) {
  29850. super( name, value );
  29851. this.isVector4Uniform = true;
  29852. this.boundary = 16;
  29853. this.itemSize = 4;
  29854. }
  29855. }
  29856. class ColorUniform extends Uniform {
  29857. constructor( name, value = new Color() ) {
  29858. super( name, value );
  29859. this.isColorUniform = true;
  29860. this.boundary = 16;
  29861. this.itemSize = 3;
  29862. }
  29863. }
  29864. class Matrix3Uniform extends Uniform {
  29865. constructor( name, value = new Matrix3() ) {
  29866. super( name, value );
  29867. this.isMatrix3Uniform = true;
  29868. this.boundary = 48;
  29869. this.itemSize = 12;
  29870. }
  29871. }
  29872. class Matrix4Uniform extends Uniform {
  29873. constructor( name, value = new Matrix4() ) {
  29874. super( name, value );
  29875. this.isMatrix4Uniform = true;
  29876. this.boundary = 64;
  29877. this.itemSize = 16;
  29878. }
  29879. }
  29880. class NumberNodeUniform extends NumberUniform {
  29881. constructor( nodeUniform ) {
  29882. super( nodeUniform.name, nodeUniform.value );
  29883. this.nodeUniform = nodeUniform;
  29884. }
  29885. getValue() {
  29886. return this.nodeUniform.value;
  29887. }
  29888. }
  29889. class Vector2NodeUniform extends Vector2Uniform {
  29890. constructor( nodeUniform ) {
  29891. super( nodeUniform.name, nodeUniform.value );
  29892. this.nodeUniform = nodeUniform;
  29893. }
  29894. getValue() {
  29895. return this.nodeUniform.value;
  29896. }
  29897. }
  29898. class Vector3NodeUniform extends Vector3Uniform {
  29899. constructor( nodeUniform ) {
  29900. super( nodeUniform.name, nodeUniform.value );
  29901. this.nodeUniform = nodeUniform;
  29902. }
  29903. getValue() {
  29904. return this.nodeUniform.value;
  29905. }
  29906. }
  29907. class Vector4NodeUniform extends Vector4Uniform {
  29908. constructor( nodeUniform ) {
  29909. super( nodeUniform.name, nodeUniform.value );
  29910. this.nodeUniform = nodeUniform;
  29911. }
  29912. getValue() {
  29913. return this.nodeUniform.value;
  29914. }
  29915. }
  29916. class ColorNodeUniform extends ColorUniform {
  29917. constructor( nodeUniform ) {
  29918. super( nodeUniform.name, nodeUniform.value );
  29919. this.nodeUniform = nodeUniform;
  29920. }
  29921. getValue() {
  29922. return this.nodeUniform.value;
  29923. }
  29924. }
  29925. class Matrix3NodeUniform extends Matrix3Uniform {
  29926. constructor( nodeUniform ) {
  29927. super( nodeUniform.name, nodeUniform.value );
  29928. this.nodeUniform = nodeUniform;
  29929. }
  29930. getValue() {
  29931. return this.nodeUniform.value;
  29932. }
  29933. }
  29934. class Matrix4NodeUniform extends Matrix4Uniform {
  29935. constructor( nodeUniform ) {
  29936. super( nodeUniform.name, nodeUniform.value );
  29937. this.nodeUniform = nodeUniform;
  29938. }
  29939. getValue() {
  29940. return this.nodeUniform.value;
  29941. }
  29942. }
  29943. class StackNode extends Node {
  29944. static get type() {
  29945. return 'StackNode';
  29946. }
  29947. constructor( parent = null ) {
  29948. super();
  29949. this.nodes = [];
  29950. this.outputNode = null;
  29951. this.parent = parent;
  29952. this._currentCond = null;
  29953. this.isStackNode = true;
  29954. }
  29955. getNodeType( builder ) {
  29956. return this.outputNode ? this.outputNode.getNodeType( builder ) : 'void';
  29957. }
  29958. add( node ) {
  29959. this.nodes.push( node );
  29960. return this;
  29961. }
  29962. If( boolNode, method ) {
  29963. const methodNode = new ShaderNode( method );
  29964. this._currentCond = select( boolNode, methodNode );
  29965. return this.add( this._currentCond );
  29966. }
  29967. ElseIf( boolNode, method ) {
  29968. const methodNode = new ShaderNode( method );
  29969. const ifNode = select( boolNode, methodNode );
  29970. this._currentCond.elseNode = ifNode;
  29971. this._currentCond = ifNode;
  29972. return this;
  29973. }
  29974. Else( method ) {
  29975. this._currentCond.elseNode = new ShaderNode( method );
  29976. return this;
  29977. }
  29978. build( builder, ...params ) {
  29979. const previousStack = getCurrentStack();
  29980. setCurrentStack( this );
  29981. for ( const node of this.nodes ) {
  29982. node.build( builder, 'void' );
  29983. }
  29984. setCurrentStack( previousStack );
  29985. return this.outputNode ? this.outputNode.build( builder, ...params ) : super.build( builder, ...params );
  29986. }
  29987. //
  29988. else( ...params ) { // @deprecated, r168
  29989. console.warn( 'TSL.StackNode: .else() has been renamed to .Else().' );
  29990. return this.Else( ...params );
  29991. }
  29992. elseif( ...params ) { // @deprecated, r168
  29993. console.warn( 'TSL.StackNode: .elseif() has been renamed to .ElseIf().' );
  29994. return this.ElseIf( ...params );
  29995. }
  29996. }
  29997. const stack = /*@__PURE__*/ nodeProxy( StackNode );
  29998. const LOD_MIN = 4;
  29999. // The standard deviations (radians) associated with the extra mips. These are
  30000. // chosen to approximate a Trowbridge-Reitz distribution function times the
  30001. // geometric shadowing function. These sigma values squared must match the
  30002. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  30003. const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  30004. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  30005. // samples and exit early, but not recompile the shader.
  30006. const MAX_SAMPLES = 20;
  30007. const _flatCamera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  30008. const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 );
  30009. const _clearColor$2 = /*@__PURE__*/ new Color();
  30010. let _oldTarget = null;
  30011. let _oldActiveCubeFace = 0;
  30012. let _oldActiveMipmapLevel = 0;
  30013. // Golden Ratio
  30014. const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  30015. const INV_PHI = 1 / PHI;
  30016. // Vertices of a dodecahedron (except the opposites, which represent the
  30017. // same axis), used as axis directions evenly spread on a sphere.
  30018. const _axisDirections = [
  30019. /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
  30020. /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
  30021. /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
  30022. /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
  30023. /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
  30024. /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
  30025. /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
  30026. /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
  30027. /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
  30028. /*@__PURE__*/ new Vector3( 1, 1, 1 )
  30029. ];
  30030. //
  30031. // WebGPU Face indices
  30032. const _faceLib = [
  30033. 3, 1, 5,
  30034. 0, 4, 2
  30035. ];
  30036. const direction = getDirection( uv(), attribute( 'faceIndex' ) ).normalize();
  30037. const outputDirection = vec3( direction.x, direction.y.negate(), direction.z );
  30038. /**
  30039. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  30040. * (PMREM) from a cubeMap environment texture. This allows different levels of
  30041. * blur to be quickly accessed based on material roughness. It is packed into a
  30042. * special CubeUV format that allows us to perform custom interpolation so that
  30043. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  30044. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  30045. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  30046. * higher roughness levels. In this way we maintain resolution to smoothly
  30047. * interpolate diffuse lighting while limiting sampling computation.
  30048. *
  30049. * Paper: Fast, Accurate Image-Based Lighting
  30050. * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  30051. */
  30052. class PMREMGenerator {
  30053. constructor( renderer ) {
  30054. this._renderer = renderer;
  30055. this._pingPongRenderTarget = null;
  30056. this._lodMax = 0;
  30057. this._cubeSize = 0;
  30058. this._lodPlanes = [];
  30059. this._sizeLods = [];
  30060. this._sigmas = [];
  30061. this._lodMeshes = [];
  30062. this._blurMaterial = null;
  30063. this._cubemapMaterial = null;
  30064. this._equirectMaterial = null;
  30065. this._backgroundBox = null;
  30066. }
  30067. /**
  30068. * Generates a PMREM from a supplied Scene, which can be faster than using an
  30069. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  30070. * in radians to be applied to the scene before PMREM generation. Optional near
  30071. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  30072. * is placed at the origin).
  30073. */
  30074. fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
  30075. _oldTarget = this._renderer.getRenderTarget();
  30076. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  30077. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  30078. this._setSize( 256 );
  30079. const cubeUVRenderTarget = this._allocateTargets();
  30080. cubeUVRenderTarget.depthBuffer = true;
  30081. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  30082. if ( sigma > 0 ) {
  30083. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  30084. }
  30085. this._applyPMREM( cubeUVRenderTarget );
  30086. this._cleanup( cubeUVRenderTarget );
  30087. return cubeUVRenderTarget;
  30088. }
  30089. /**
  30090. * Generates a PMREM from an equirectangular texture, which can be either LDR
  30091. * or HDR. The ideal input image size is 1k (1024 x 512),
  30092. * as this matches best with the 256 x 256 cubemap output.
  30093. */
  30094. fromEquirectangular( equirectangular, renderTarget = null ) {
  30095. return this._fromTexture( equirectangular, renderTarget );
  30096. }
  30097. /**
  30098. * Generates a PMREM from an cubemap texture, which can be either LDR
  30099. * or HDR. The ideal input cube size is 256 x 256,
  30100. * as this matches best with the 256 x 256 cubemap output.
  30101. */
  30102. fromCubemap( cubemap, renderTarget = null ) {
  30103. return this._fromTexture( cubemap, renderTarget );
  30104. }
  30105. /**
  30106. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  30107. * your texture's network fetch for increased concurrency.
  30108. */
  30109. async compileCubemapShader() {
  30110. if ( this._cubemapMaterial === null ) {
  30111. this._cubemapMaterial = _getCubemapMaterial();
  30112. await this._compileMaterial( this._cubemapMaterial );
  30113. }
  30114. }
  30115. /**
  30116. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  30117. * your texture's network fetch for increased concurrency.
  30118. */
  30119. async compileEquirectangularShader() {
  30120. if ( this._equirectMaterial === null ) {
  30121. this._equirectMaterial = _getEquirectMaterial();
  30122. await this._compileMaterial( this._equirectMaterial );
  30123. }
  30124. }
  30125. /**
  30126. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  30127. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  30128. * one of them will cause any others to also become unusable.
  30129. */
  30130. dispose() {
  30131. this._dispose();
  30132. if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
  30133. if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
  30134. if ( this._backgroundBox !== null ) {
  30135. this._backgroundBox.geometry.dispose();
  30136. this._backgroundBox.material.dispose();
  30137. }
  30138. }
  30139. // private interface
  30140. _setSize( cubeSize ) {
  30141. this._lodMax = Math.floor( Math.log2( cubeSize ) );
  30142. this._cubeSize = Math.pow( 2, this._lodMax );
  30143. }
  30144. _dispose() {
  30145. if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
  30146. if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
  30147. for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
  30148. this._lodPlanes[ i ].dispose();
  30149. }
  30150. }
  30151. _cleanup( outputTarget ) {
  30152. this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
  30153. outputTarget.scissorTest = false;
  30154. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  30155. }
  30156. _fromTexture( texture, renderTarget ) {
  30157. if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
  30158. this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
  30159. } else { // Equirectangular
  30160. this._setSize( texture.image.width / 4 );
  30161. }
  30162. _oldTarget = this._renderer.getRenderTarget();
  30163. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  30164. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  30165. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  30166. this._textureToCubeUV( texture, cubeUVRenderTarget );
  30167. this._applyPMREM( cubeUVRenderTarget );
  30168. this._cleanup( cubeUVRenderTarget );
  30169. return cubeUVRenderTarget;
  30170. }
  30171. _allocateTargets() {
  30172. const width = 3 * Math.max( this._cubeSize, 16 * 7 );
  30173. const height = 4 * this._cubeSize;
  30174. const params = {
  30175. magFilter: LinearFilter,
  30176. minFilter: LinearFilter,
  30177. generateMipmaps: false,
  30178. type: HalfFloatType,
  30179. format: RGBAFormat,
  30180. colorSpace: LinearSRGBColorSpace,
  30181. //depthBuffer: false
  30182. };
  30183. const cubeUVRenderTarget = _createRenderTarget( width, height, params );
  30184. if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
  30185. if ( this._pingPongRenderTarget !== null ) {
  30186. this._dispose();
  30187. }
  30188. this._pingPongRenderTarget = _createRenderTarget( width, height, params );
  30189. const { _lodMax } = this;
  30190. ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas, lodMeshes: this._lodMeshes } = _createPlanes( _lodMax ) );
  30191. this._blurMaterial = _getBlurShader( _lodMax, width, height );
  30192. }
  30193. return cubeUVRenderTarget;
  30194. }
  30195. async _compileMaterial( material ) {
  30196. const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
  30197. await this._renderer.compile( tmpMesh, _flatCamera );
  30198. }
  30199. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  30200. const cubeCamera = _cubeCamera;
  30201. cubeCamera.near = near;
  30202. cubeCamera.far = far;
  30203. // px, py, pz, nx, ny, nz
  30204. const upSign = [ - 1, 1, - 1, - 1, - 1, - 1 ];
  30205. const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  30206. const renderer = this._renderer;
  30207. const originalAutoClear = renderer.autoClear;
  30208. renderer.getClearColor( _clearColor$2 );
  30209. renderer.autoClear = false;
  30210. let backgroundBox = this._backgroundBox;
  30211. if ( backgroundBox === null ) {
  30212. const backgroundMaterial = new MeshBasicMaterial( {
  30213. name: 'PMREM.Background',
  30214. side: BackSide,
  30215. depthWrite: false,
  30216. depthTest: false
  30217. } );
  30218. backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
  30219. }
  30220. let useSolidColor = false;
  30221. const background = scene.background;
  30222. if ( background ) {
  30223. if ( background.isColor ) {
  30224. backgroundBox.material.color.copy( background );
  30225. scene.background = null;
  30226. useSolidColor = true;
  30227. }
  30228. } else {
  30229. backgroundBox.material.color.copy( _clearColor$2 );
  30230. useSolidColor = true;
  30231. }
  30232. renderer.setRenderTarget( cubeUVRenderTarget );
  30233. renderer.clear();
  30234. if ( useSolidColor ) {
  30235. renderer.render( backgroundBox, cubeCamera );
  30236. }
  30237. for ( let i = 0; i < 6; i ++ ) {
  30238. const col = i % 3;
  30239. if ( col === 0 ) {
  30240. cubeCamera.up.set( 0, upSign[ i ], 0 );
  30241. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  30242. } else if ( col === 1 ) {
  30243. cubeCamera.up.set( 0, 0, upSign[ i ] );
  30244. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  30245. } else {
  30246. cubeCamera.up.set( 0, upSign[ i ], 0 );
  30247. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  30248. }
  30249. const size = this._cubeSize;
  30250. _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
  30251. renderer.render( scene, cubeCamera );
  30252. }
  30253. renderer.autoClear = originalAutoClear;
  30254. scene.background = background;
  30255. }
  30256. _textureToCubeUV( texture, cubeUVRenderTarget ) {
  30257. const renderer = this._renderer;
  30258. const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
  30259. if ( isCubeTexture ) {
  30260. if ( this._cubemapMaterial === null ) {
  30261. this._cubemapMaterial = _getCubemapMaterial( texture );
  30262. }
  30263. } else {
  30264. if ( this._equirectMaterial === null ) {
  30265. this._equirectMaterial = _getEquirectMaterial( texture );
  30266. }
  30267. }
  30268. const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
  30269. material.fragmentNode.value = texture;
  30270. const mesh = this._lodMeshes[ 0 ];
  30271. mesh.material = material;
  30272. const size = this._cubeSize;
  30273. _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
  30274. renderer.setRenderTarget( cubeUVRenderTarget );
  30275. renderer.render( mesh, _flatCamera );
  30276. }
  30277. _applyPMREM( cubeUVRenderTarget ) {
  30278. const renderer = this._renderer;
  30279. const autoClear = renderer.autoClear;
  30280. renderer.autoClear = false;
  30281. const n = this._lodPlanes.length;
  30282. for ( let i = 1; i < n; i ++ ) {
  30283. const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
  30284. const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
  30285. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  30286. }
  30287. renderer.autoClear = autoClear;
  30288. }
  30289. /**
  30290. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  30291. * vertically and horizontally, but this breaks down on a cube. Here we apply
  30292. * the blur latitudinally (around the poles), and then longitudinally (towards
  30293. * the poles) to approximate the orthogonally-separable blur. It is least
  30294. * accurate at the poles, but still does a decent job.
  30295. */
  30296. _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  30297. const pingPongRenderTarget = this._pingPongRenderTarget;
  30298. this._halfBlur(
  30299. cubeUVRenderTarget,
  30300. pingPongRenderTarget,
  30301. lodIn,
  30302. lodOut,
  30303. sigma,
  30304. 'latitudinal',
  30305. poleAxis );
  30306. this._halfBlur(
  30307. pingPongRenderTarget,
  30308. cubeUVRenderTarget,
  30309. lodOut,
  30310. lodOut,
  30311. sigma,
  30312. 'longitudinal',
  30313. poleAxis );
  30314. }
  30315. _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  30316. const renderer = this._renderer;
  30317. const blurMaterial = this._blurMaterial;
  30318. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  30319. console.error( 'blur direction must be either latitudinal or longitudinal!' );
  30320. }
  30321. // Number of standard deviations at which to cut off the discrete approximation.
  30322. const STANDARD_DEVIATIONS = 3;
  30323. const blurMesh = this._lodMeshes[ lodOut ];
  30324. blurMesh.material = blurMaterial;
  30325. const blurUniforms = blurMaterial.uniforms;
  30326. const pixels = this._sizeLods[ lodIn ] - 1;
  30327. const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  30328. const sigmaPixels = sigmaRadians / radiansPerPixel;
  30329. const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  30330. if ( samples > MAX_SAMPLES ) {
  30331. console.warn( `sigmaRadians, ${
  30332. sigmaRadians}, is too large and will clip, as it requested ${
  30333. samples} samples when the maximum is set to ${MAX_SAMPLES}` );
  30334. }
  30335. const weights = [];
  30336. let sum = 0;
  30337. for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
  30338. const x = i / sigmaPixels;
  30339. const weight = Math.exp( - x * x / 2 );
  30340. weights.push( weight );
  30341. if ( i === 0 ) {
  30342. sum += weight;
  30343. } else if ( i < samples ) {
  30344. sum += 2 * weight;
  30345. }
  30346. }
  30347. for ( let i = 0; i < weights.length; i ++ ) {
  30348. weights[ i ] = weights[ i ] / sum;
  30349. }
  30350. targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1;
  30351. blurUniforms.envMap.value = targetIn.texture;
  30352. blurUniforms.samples.value = samples;
  30353. blurUniforms.weights.array = weights;
  30354. blurUniforms.latitudinal.value = direction === 'latitudinal' ? 1 : 0;
  30355. if ( poleAxis ) {
  30356. blurUniforms.poleAxis.value = poleAxis;
  30357. }
  30358. const { _lodMax } = this;
  30359. blurUniforms.dTheta.value = radiansPerPixel;
  30360. blurUniforms.mipInt.value = _lodMax - lodIn;
  30361. const outputSize = this._sizeLods[ lodOut ];
  30362. const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
  30363. const y = 4 * ( this._cubeSize - outputSize );
  30364. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  30365. renderer.setRenderTarget( targetOut );
  30366. renderer.render( blurMesh, _flatCamera );
  30367. }
  30368. }
  30369. function _createPlanes( lodMax ) {
  30370. const lodPlanes = [];
  30371. const sizeLods = [];
  30372. const sigmas = [];
  30373. const lodMeshes = [];
  30374. let lod = lodMax;
  30375. const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  30376. for ( let i = 0; i < totalLods; i ++ ) {
  30377. const sizeLod = Math.pow( 2, lod );
  30378. sizeLods.push( sizeLod );
  30379. let sigma = 1.0 / sizeLod;
  30380. if ( i > lodMax - LOD_MIN ) {
  30381. sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
  30382. } else if ( i === 0 ) {
  30383. sigma = 0;
  30384. }
  30385. sigmas.push( sigma );
  30386. const texelSize = 1.0 / ( sizeLod - 2 );
  30387. const min = - texelSize;
  30388. const max = 1 + texelSize;
  30389. const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  30390. const cubeFaces = 6;
  30391. const vertices = 6;
  30392. const positionSize = 3;
  30393. const uvSize = 2;
  30394. const faceIndexSize = 1;
  30395. const position = new Float32Array( positionSize * vertices * cubeFaces );
  30396. const uv = new Float32Array( uvSize * vertices * cubeFaces );
  30397. const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  30398. for ( let face = 0; face < cubeFaces; face ++ ) {
  30399. const x = ( face % 3 ) * 2 / 3 - 1;
  30400. const y = face > 2 ? 0 : - 1;
  30401. const coordinates = [
  30402. x, y, 0,
  30403. x + 2 / 3, y, 0,
  30404. x + 2 / 3, y + 1, 0,
  30405. x, y, 0,
  30406. x + 2 / 3, y + 1, 0,
  30407. x, y + 1, 0
  30408. ];
  30409. const faceIdx = _faceLib[ face ];
  30410. position.set( coordinates, positionSize * vertices * faceIdx );
  30411. uv.set( uv1, uvSize * vertices * faceIdx );
  30412. const fill = [ faceIdx, faceIdx, faceIdx, faceIdx, faceIdx, faceIdx ];
  30413. faceIndex.set( fill, faceIndexSize * vertices * faceIdx );
  30414. }
  30415. const planes = new BufferGeometry();
  30416. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  30417. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  30418. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  30419. lodPlanes.push( planes );
  30420. lodMeshes.push( new Mesh( planes, null ) );
  30421. if ( lod > LOD_MIN ) {
  30422. lod --;
  30423. }
  30424. }
  30425. return { lodPlanes, sizeLods, sigmas, lodMeshes };
  30426. }
  30427. function _createRenderTarget( width, height, params ) {
  30428. const cubeUVRenderTarget = new RenderTarget( width, height, params );
  30429. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  30430. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  30431. cubeUVRenderTarget.texture.isPMREMTexture = true;
  30432. cubeUVRenderTarget.scissorTest = true;
  30433. return cubeUVRenderTarget;
  30434. }
  30435. function _setViewport( target, x, y, width, height ) {
  30436. target.viewport.set( x, y, width, height );
  30437. target.scissor.set( x, y, width, height );
  30438. }
  30439. function _getMaterial( type ) {
  30440. const material = new NodeMaterial();
  30441. material.depthTest = false;
  30442. material.depthWrite = false;
  30443. material.blending = NoBlending;
  30444. material.name = `PMREM_${ type }`;
  30445. return material;
  30446. }
  30447. function _getBlurShader( lodMax, width, height ) {
  30448. const weights = uniformArray( new Array( MAX_SAMPLES ).fill( 0 ) );
  30449. const poleAxis = uniform( new Vector3( 0, 1, 0 ) );
  30450. const dTheta = uniform( 0 );
  30451. const n = float( MAX_SAMPLES );
  30452. const latitudinal = uniform( 0 ); // false, bool
  30453. const samples = uniform( 1 ); // int
  30454. const envMap = texture( null );
  30455. const mipInt = uniform( 0 ); // int
  30456. const CUBEUV_TEXEL_WIDTH = float( 1 / width );
  30457. const CUBEUV_TEXEL_HEIGHT = float( 1 / height );
  30458. const CUBEUV_MAX_MIP = float( lodMax );
  30459. const materialUniforms = {
  30460. n,
  30461. latitudinal,
  30462. weights,
  30463. poleAxis,
  30464. outputDirection,
  30465. dTheta,
  30466. samples,
  30467. envMap,
  30468. mipInt,
  30469. CUBEUV_TEXEL_WIDTH,
  30470. CUBEUV_TEXEL_HEIGHT,
  30471. CUBEUV_MAX_MIP
  30472. };
  30473. const material = _getMaterial( 'blur' );
  30474. material.uniforms = materialUniforms; // TODO: Move to outside of the material
  30475. material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } );
  30476. return material;
  30477. }
  30478. function _getCubemapMaterial( envTexture ) {
  30479. const material = _getMaterial( 'cubemap' );
  30480. material.fragmentNode = cubeTexture( envTexture, outputDirection );
  30481. return material;
  30482. }
  30483. function _getEquirectMaterial( envTexture ) {
  30484. const material = _getMaterial( 'equirect' );
  30485. material.fragmentNode = texture( envTexture, equirectUV( outputDirection ), 0 );
  30486. return material;
  30487. }
  30488. let _id$5 = 0;
  30489. class BindGroup {
  30490. constructor( name = '', bindings = [], index = 0, bindingsReference = [] ) {
  30491. this.name = name;
  30492. this.bindings = bindings;
  30493. this.index = index;
  30494. this.bindingsReference = bindingsReference;
  30495. this.id = _id$5 ++;
  30496. }
  30497. }
  30498. const rendererCache = new WeakMap();
  30499. const typeFromLength = new Map( [
  30500. [ 2, 'vec2' ],
  30501. [ 3, 'vec3' ],
  30502. [ 4, 'vec4' ],
  30503. [ 9, 'mat3' ],
  30504. [ 16, 'mat4' ]
  30505. ] );
  30506. const typeFromArray = new Map( [
  30507. [ Int8Array, 'int' ],
  30508. [ Int16Array, 'int' ],
  30509. [ Int32Array, 'int' ],
  30510. [ Uint8Array, 'uint' ],
  30511. [ Uint16Array, 'uint' ],
  30512. [ Uint32Array, 'uint' ],
  30513. [ Float32Array, 'float' ]
  30514. ] );
  30515. const toFloat = ( value ) => {
  30516. value = Number( value );
  30517. return value + ( value % 1 ? '' : '.0' );
  30518. };
  30519. class NodeBuilder {
  30520. constructor( object, renderer, parser ) {
  30521. this.object = object;
  30522. this.material = ( object && object.material ) || null;
  30523. this.geometry = ( object && object.geometry ) || null;
  30524. this.renderer = renderer;
  30525. this.parser = parser;
  30526. this.scene = null;
  30527. this.camera = null;
  30528. this.nodes = [];
  30529. this.updateNodes = [];
  30530. this.updateBeforeNodes = [];
  30531. this.updateAfterNodes = [];
  30532. this.hashNodes = {};
  30533. this.lightsNode = null;
  30534. this.environmentNode = null;
  30535. this.fogNode = null;
  30536. this.clippingContext = null;
  30537. this.vertexShader = null;
  30538. this.fragmentShader = null;
  30539. this.computeShader = null;
  30540. this.flowNodes = { vertex: [], fragment: [], compute: [] };
  30541. this.flowCode = { vertex: '', fragment: '', compute: '' };
  30542. this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
  30543. this.structs = { vertex: [], fragment: [], compute: [], index: 0 };
  30544. this.bindings = { vertex: {}, fragment: {}, compute: {} };
  30545. this.bindingsIndexes = {};
  30546. this.bindGroups = null;
  30547. this.attributes = [];
  30548. this.bufferAttributes = [];
  30549. this.varyings = [];
  30550. this.codes = {};
  30551. this.vars = {};
  30552. this.flow = { code: '' };
  30553. this.chaining = [];
  30554. this.stack = stack();
  30555. this.stacks = [];
  30556. this.tab = '\t';
  30557. this.instanceBindGroups = true;
  30558. this.currentFunctionNode = null;
  30559. this.context = {
  30560. material: this.material
  30561. };
  30562. this.cache = new NodeCache();
  30563. this.globalCache = this.cache;
  30564. this.flowsData = new WeakMap();
  30565. this.shaderStage = null;
  30566. this.buildStage = null;
  30567. this.useComparisonMethod = false;
  30568. }
  30569. getBindGroupsCache() {
  30570. let bindGroupsCache = rendererCache.get( this.renderer );
  30571. if ( bindGroupsCache === undefined ) {
  30572. bindGroupsCache = new ChainMap();
  30573. rendererCache.set( this.renderer, bindGroupsCache );
  30574. }
  30575. return bindGroupsCache;
  30576. }
  30577. createRenderTarget( width, height, options ) {
  30578. return new RenderTarget( width, height, options );
  30579. }
  30580. createCubeRenderTarget( size, options ) {
  30581. return new CubeRenderTarget( size, options );
  30582. }
  30583. createPMREMGenerator() {
  30584. // TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support
  30585. return new PMREMGenerator( this.renderer );
  30586. }
  30587. includes( node ) {
  30588. return this.nodes.includes( node );
  30589. }
  30590. _getBindGroup( groupName, bindings ) {
  30591. const bindGroupsCache = this.getBindGroupsCache();
  30592. //
  30593. const bindingsArray = [];
  30594. let sharedGroup = true;
  30595. for ( const binding of bindings ) {
  30596. bindingsArray.push( binding );
  30597. sharedGroup = sharedGroup && binding.groupNode.shared !== true;
  30598. }
  30599. //
  30600. let bindGroup;
  30601. if ( sharedGroup ) {
  30602. bindGroup = bindGroupsCache.get( bindingsArray );
  30603. if ( bindGroup === undefined ) {
  30604. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  30605. bindGroupsCache.set( bindingsArray, bindGroup );
  30606. }
  30607. } else {
  30608. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  30609. }
  30610. return bindGroup;
  30611. }
  30612. getBindGroupArray( groupName, shaderStage ) {
  30613. const bindings = this.bindings[ shaderStage ];
  30614. let bindGroup = bindings[ groupName ];
  30615. if ( bindGroup === undefined ) {
  30616. if ( this.bindingsIndexes[ groupName ] === undefined ) {
  30617. this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length };
  30618. }
  30619. bindings[ groupName ] = bindGroup = [];
  30620. }
  30621. return bindGroup;
  30622. }
  30623. getBindings() {
  30624. let bindingsGroups = this.bindGroups;
  30625. if ( bindingsGroups === null ) {
  30626. const groups = {};
  30627. const bindings = this.bindings;
  30628. for ( const shaderStage of shaderStages ) {
  30629. for ( const groupName in bindings[ shaderStage ] ) {
  30630. const uniforms = bindings[ shaderStage ][ groupName ];
  30631. const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] );
  30632. groupUniforms.push( ...uniforms );
  30633. }
  30634. }
  30635. bindingsGroups = [];
  30636. for ( const groupName in groups ) {
  30637. const group = groups[ groupName ];
  30638. const bindingsGroup = this._getBindGroup( groupName, group );
  30639. bindingsGroups.push( bindingsGroup );
  30640. }
  30641. this.bindGroups = bindingsGroups;
  30642. }
  30643. return bindingsGroups;
  30644. }
  30645. sortBindingGroups() {
  30646. const bindingsGroups = this.getBindings();
  30647. bindingsGroups.sort( ( a, b ) => ( a.bindings[ 0 ].groupNode.order - b.bindings[ 0 ].groupNode.order ) );
  30648. for ( let i = 0; i < bindingsGroups.length; i ++ ) {
  30649. const bindingGroup = bindingsGroups[ i ];
  30650. this.bindingsIndexes[ bindingGroup.name ].group = i;
  30651. bindingGroup.index = i;
  30652. }
  30653. }
  30654. setHashNode( node, hash ) {
  30655. this.hashNodes[ hash ] = node;
  30656. }
  30657. addNode( node ) {
  30658. if ( this.nodes.includes( node ) === false ) {
  30659. this.nodes.push( node );
  30660. this.setHashNode( node, node.getHash( this ) );
  30661. }
  30662. }
  30663. buildUpdateNodes() {
  30664. for ( const node of this.nodes ) {
  30665. const updateType = node.getUpdateType();
  30666. const updateBeforeType = node.getUpdateBeforeType();
  30667. const updateAfterType = node.getUpdateAfterType();
  30668. if ( updateType !== NodeUpdateType.NONE ) {
  30669. this.updateNodes.push( node.getSelf() );
  30670. }
  30671. if ( updateBeforeType !== NodeUpdateType.NONE ) {
  30672. this.updateBeforeNodes.push( node );
  30673. }
  30674. if ( updateAfterType !== NodeUpdateType.NONE ) {
  30675. this.updateAfterNodes.push( node );
  30676. }
  30677. }
  30678. }
  30679. get currentNode() {
  30680. return this.chaining[ this.chaining.length - 1 ];
  30681. }
  30682. isFilteredTexture( texture ) {
  30683. return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
  30684. texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter );
  30685. }
  30686. addChain( node ) {
  30687. /*
  30688. if ( this.chaining.indexOf( node ) !== - 1 ) {
  30689. console.warn( 'Recursive node: ', node );
  30690. }
  30691. */
  30692. this.chaining.push( node );
  30693. }
  30694. removeChain( node ) {
  30695. const lastChain = this.chaining.pop();
  30696. if ( lastChain !== node ) {
  30697. throw new Error( 'NodeBuilder: Invalid node chaining!' );
  30698. }
  30699. }
  30700. getMethod( method ) {
  30701. return method;
  30702. }
  30703. getNodeFromHash( hash ) {
  30704. return this.hashNodes[ hash ];
  30705. }
  30706. addFlow( shaderStage, node ) {
  30707. this.flowNodes[ shaderStage ].push( node );
  30708. return node;
  30709. }
  30710. setContext( context ) {
  30711. this.context = context;
  30712. }
  30713. getContext() {
  30714. return this.context;
  30715. }
  30716. getSharedContext() {
  30717. ({ ...this.context });
  30718. return this.context;
  30719. }
  30720. setCache( cache ) {
  30721. this.cache = cache;
  30722. }
  30723. getCache() {
  30724. return this.cache;
  30725. }
  30726. getCacheFromNode( node, parent = true ) {
  30727. const data = this.getDataFromNode( node );
  30728. if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null );
  30729. return data.cache;
  30730. }
  30731. isAvailable( /*name*/ ) {
  30732. return false;
  30733. }
  30734. getVertexIndex() {
  30735. console.warn( 'Abstract function.' );
  30736. }
  30737. getInstanceIndex() {
  30738. console.warn( 'Abstract function.' );
  30739. }
  30740. getDrawIndex() {
  30741. console.warn( 'Abstract function.' );
  30742. }
  30743. getFrontFacing() {
  30744. console.warn( 'Abstract function.' );
  30745. }
  30746. getFragCoord() {
  30747. console.warn( 'Abstract function.' );
  30748. }
  30749. isFlipY() {
  30750. return false;
  30751. }
  30752. increaseUsage( node ) {
  30753. const nodeData = this.getDataFromNode( node );
  30754. nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1;
  30755. return nodeData.usageCount;
  30756. }
  30757. generateTexture( /* texture, textureProperty, uvSnippet */ ) {
  30758. console.warn( 'Abstract function.' );
  30759. }
  30760. generateTextureLod( /* texture, textureProperty, uvSnippet, levelSnippet */ ) {
  30761. console.warn( 'Abstract function.' );
  30762. }
  30763. generateConst( type, value = null ) {
  30764. if ( value === null ) {
  30765. if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
  30766. else if ( type === 'bool' ) value = false;
  30767. else if ( type === 'color' ) value = new Color();
  30768. else if ( type === 'vec2' ) value = new Vector2();
  30769. else if ( type === 'vec3' ) value = new Vector3();
  30770. else if ( type === 'vec4' ) value = new Vector4();
  30771. }
  30772. if ( type === 'float' ) return toFloat( value );
  30773. if ( type === 'int' ) return `${ Math.round( value ) }`;
  30774. if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
  30775. if ( type === 'bool' ) return value ? 'true' : 'false';
  30776. if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
  30777. const typeLength = this.getTypeLength( type );
  30778. const componentType = this.getComponentType( type );
  30779. const generateConst = value => this.generateConst( componentType, value );
  30780. if ( typeLength === 2 ) {
  30781. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;
  30782. } else if ( typeLength === 3 ) {
  30783. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;
  30784. } else if ( typeLength === 4 ) {
  30785. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;
  30786. } else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) {
  30787. return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;
  30788. } else if ( typeLength > 4 ) {
  30789. return `${ this.getType( type ) }()`;
  30790. }
  30791. throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
  30792. }
  30793. getType( type ) {
  30794. if ( type === 'color' ) return 'vec3';
  30795. return type;
  30796. }
  30797. hasGeometryAttribute( name ) {
  30798. return this.geometry && this.geometry.getAttribute( name ) !== undefined;
  30799. }
  30800. getAttribute( name, type ) {
  30801. const attributes = this.attributes;
  30802. // find attribute
  30803. for ( const attribute of attributes ) {
  30804. if ( attribute.name === name ) {
  30805. return attribute;
  30806. }
  30807. }
  30808. // create a new if no exist
  30809. const attribute = new NodeAttribute( name, type );
  30810. attributes.push( attribute );
  30811. return attribute;
  30812. }
  30813. getPropertyName( node/*, shaderStage*/ ) {
  30814. return node.name;
  30815. }
  30816. isVector( type ) {
  30817. return /vec\d/.test( type );
  30818. }
  30819. isMatrix( type ) {
  30820. return /mat\d/.test( type );
  30821. }
  30822. isReference( type ) {
  30823. return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D';
  30824. }
  30825. needsToWorkingColorSpace( /*texture*/ ) {
  30826. return false;
  30827. }
  30828. getComponentTypeFromTexture( texture ) {
  30829. const type = texture.type;
  30830. if ( texture.isDataTexture ) {
  30831. if ( type === IntType ) return 'int';
  30832. if ( type === UnsignedIntType ) return 'uint';
  30833. }
  30834. return 'float';
  30835. }
  30836. getElementType( type ) {
  30837. if ( type === 'mat2' ) return 'vec2';
  30838. if ( type === 'mat3' ) return 'vec3';
  30839. if ( type === 'mat4' ) return 'vec4';
  30840. return this.getComponentType( type );
  30841. }
  30842. getComponentType( type ) {
  30843. type = this.getVectorType( type );
  30844. if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
  30845. const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
  30846. if ( componentType === null ) return null;
  30847. if ( componentType[ 1 ] === 'b' ) return 'bool';
  30848. if ( componentType[ 1 ] === 'i' ) return 'int';
  30849. if ( componentType[ 1 ] === 'u' ) return 'uint';
  30850. return 'float';
  30851. }
  30852. getVectorType( type ) {
  30853. if ( type === 'color' ) return 'vec3';
  30854. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4';
  30855. return type;
  30856. }
  30857. getTypeFromLength( length, componentType = 'float' ) {
  30858. if ( length === 1 ) return componentType;
  30859. const baseType = typeFromLength.get( length );
  30860. const prefix = componentType === 'float' ? '' : componentType[ 0 ];
  30861. return prefix + baseType;
  30862. }
  30863. getTypeFromArray( array ) {
  30864. return typeFromArray.get( array.constructor );
  30865. }
  30866. getTypeFromAttribute( attribute ) {
  30867. let dataAttribute = attribute;
  30868. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  30869. const array = dataAttribute.array;
  30870. const itemSize = attribute.itemSize;
  30871. const normalized = attribute.normalized;
  30872. let arrayType;
  30873. if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
  30874. arrayType = this.getTypeFromArray( array );
  30875. }
  30876. return this.getTypeFromLength( itemSize, arrayType );
  30877. }
  30878. getTypeLength( type ) {
  30879. const vecType = this.getVectorType( type );
  30880. const vecNum = /vec([2-4])/.exec( vecType );
  30881. if ( vecNum !== null ) return Number( vecNum[ 1 ] );
  30882. if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
  30883. if ( /mat2/.test( type ) === true ) return 4;
  30884. if ( /mat3/.test( type ) === true ) return 9;
  30885. if ( /mat4/.test( type ) === true ) return 16;
  30886. return 0;
  30887. }
  30888. getVectorFromMatrix( type ) {
  30889. return type.replace( 'mat', 'vec' );
  30890. }
  30891. changeComponentType( type, newComponentType ) {
  30892. return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
  30893. }
  30894. getIntegerType( type ) {
  30895. const componentType = this.getComponentType( type );
  30896. if ( componentType === 'int' || componentType === 'uint' ) return type;
  30897. return this.changeComponentType( type, 'int' );
  30898. }
  30899. addStack() {
  30900. this.stack = stack( this.stack );
  30901. this.stacks.push( getCurrentStack() || this.stack );
  30902. setCurrentStack( this.stack );
  30903. return this.stack;
  30904. }
  30905. removeStack() {
  30906. const lastStack = this.stack;
  30907. this.stack = lastStack.parent;
  30908. setCurrentStack( this.stacks.pop() );
  30909. return lastStack;
  30910. }
  30911. getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {
  30912. cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;
  30913. let nodeData = cache.getData( node );
  30914. if ( nodeData === undefined ) {
  30915. nodeData = {};
  30916. cache.setData( node, nodeData );
  30917. }
  30918. if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};
  30919. return nodeData[ shaderStage ];
  30920. }
  30921. getNodeProperties( node, shaderStage = 'any' ) {
  30922. const nodeData = this.getDataFromNode( node, shaderStage );
  30923. return nodeData.properties || ( nodeData.properties = { outputNode: null } );
  30924. }
  30925. getBufferAttributeFromNode( node, type ) {
  30926. const nodeData = this.getDataFromNode( node );
  30927. let bufferAttribute = nodeData.bufferAttribute;
  30928. if ( bufferAttribute === undefined ) {
  30929. const index = this.uniforms.index ++;
  30930. bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
  30931. this.bufferAttributes.push( bufferAttribute );
  30932. nodeData.bufferAttribute = bufferAttribute;
  30933. }
  30934. return bufferAttribute;
  30935. }
  30936. getStructTypeFromNode( node, shaderStage = this.shaderStage ) {
  30937. const nodeData = this.getDataFromNode( node, shaderStage );
  30938. if ( nodeData.structType === undefined ) {
  30939. const index = this.structs.index ++;
  30940. node.name = `StructType${ index }`;
  30941. this.structs[ shaderStage ].push( node );
  30942. nodeData.structType = node;
  30943. }
  30944. return node;
  30945. }
  30946. getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
  30947. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  30948. let nodeUniform = nodeData.uniform;
  30949. if ( nodeUniform === undefined ) {
  30950. const index = this.uniforms.index ++;
  30951. nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
  30952. this.uniforms[ shaderStage ].push( nodeUniform );
  30953. nodeData.uniform = nodeUniform;
  30954. }
  30955. return nodeUniform;
  30956. }
  30957. getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage ) {
  30958. const nodeData = this.getDataFromNode( node, shaderStage );
  30959. let nodeVar = nodeData.variable;
  30960. if ( nodeVar === undefined ) {
  30961. const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
  30962. if ( name === null ) name = 'nodeVar' + vars.length;
  30963. nodeVar = new NodeVar( name, type );
  30964. vars.push( nodeVar );
  30965. nodeData.variable = nodeVar;
  30966. }
  30967. return nodeVar;
  30968. }
  30969. getVaryingFromNode( node, name = null, type = node.getNodeType( this ) ) {
  30970. const nodeData = this.getDataFromNode( node, 'any' );
  30971. let nodeVarying = nodeData.varying;
  30972. if ( nodeVarying === undefined ) {
  30973. const varyings = this.varyings;
  30974. const index = varyings.length;
  30975. if ( name === null ) name = 'nodeVarying' + index;
  30976. nodeVarying = new NodeVarying( name, type );
  30977. varyings.push( nodeVarying );
  30978. nodeData.varying = nodeVarying;
  30979. }
  30980. return nodeVarying;
  30981. }
  30982. getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
  30983. const nodeData = this.getDataFromNode( node );
  30984. let nodeCode = nodeData.code;
  30985. if ( nodeCode === undefined ) {
  30986. const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
  30987. const index = codes.length;
  30988. nodeCode = new NodeCode( 'nodeCode' + index, type );
  30989. codes.push( nodeCode );
  30990. nodeData.code = nodeCode;
  30991. }
  30992. return nodeCode;
  30993. }
  30994. addLineFlowCode( code ) {
  30995. if ( code === '' ) return this;
  30996. code = this.tab + code;
  30997. if ( ! /;\s*$/.test( code ) ) {
  30998. code = code + ';\n';
  30999. }
  31000. this.flow.code += code;
  31001. return this;
  31002. }
  31003. addFlowCode( code ) {
  31004. this.flow.code += code;
  31005. return this;
  31006. }
  31007. addFlowTab() {
  31008. this.tab += '\t';
  31009. return this;
  31010. }
  31011. removeFlowTab() {
  31012. this.tab = this.tab.slice( 0, - 1 );
  31013. return this;
  31014. }
  31015. getFlowData( node/*, shaderStage*/ ) {
  31016. return this.flowsData.get( node );
  31017. }
  31018. flowNode( node ) {
  31019. const output = node.getNodeType( this );
  31020. const flowData = this.flowChildNode( node, output );
  31021. this.flowsData.set( node, flowData );
  31022. return flowData;
  31023. }
  31024. buildFunctionNode( shaderNode ) {
  31025. const fn = new FunctionNode();
  31026. const previous = this.currentFunctionNode;
  31027. this.currentFunctionNode = fn;
  31028. fn.code = this.buildFunctionCode( shaderNode );
  31029. this.currentFunctionNode = previous;
  31030. return fn;
  31031. }
  31032. flowShaderNode( shaderNode ) {
  31033. const layout = shaderNode.layout;
  31034. const inputs = {
  31035. [ Symbol.iterator ]() {
  31036. let index = 0;
  31037. const values = Object.values( this );
  31038. return {
  31039. next: () => ( {
  31040. value: values[ index ],
  31041. done: index ++ >= values.length
  31042. } )
  31043. };
  31044. }
  31045. };
  31046. for ( const input of layout.inputs ) {
  31047. inputs[ input.name ] = new ParameterNode( input.type, input.name );
  31048. }
  31049. //
  31050. shaderNode.layout = null;
  31051. const callNode = shaderNode.call( inputs );
  31052. const flowData = this.flowStagesNode( callNode, layout.type );
  31053. shaderNode.layout = layout;
  31054. return flowData;
  31055. }
  31056. flowStagesNode( node, output = null ) {
  31057. const previousFlow = this.flow;
  31058. const previousVars = this.vars;
  31059. const previousCache = this.cache;
  31060. const previousBuildStage = this.buildStage;
  31061. const previousStack = this.stack;
  31062. const flow = {
  31063. code: ''
  31064. };
  31065. this.flow = flow;
  31066. this.vars = {};
  31067. this.cache = new NodeCache();
  31068. this.stack = stack();
  31069. for ( const buildStage of defaultBuildStages ) {
  31070. this.setBuildStage( buildStage );
  31071. flow.result = node.build( this, output );
  31072. }
  31073. flow.vars = this.getVars( this.shaderStage );
  31074. this.flow = previousFlow;
  31075. this.vars = previousVars;
  31076. this.cache = previousCache;
  31077. this.stack = previousStack;
  31078. this.setBuildStage( previousBuildStage );
  31079. return flow;
  31080. }
  31081. getFunctionOperator() {
  31082. return null;
  31083. }
  31084. flowChildNode( node, output = null ) {
  31085. const previousFlow = this.flow;
  31086. const flow = {
  31087. code: ''
  31088. };
  31089. this.flow = flow;
  31090. flow.result = node.build( this, output );
  31091. this.flow = previousFlow;
  31092. return flow;
  31093. }
  31094. flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
  31095. const previousShaderStage = this.shaderStage;
  31096. this.setShaderStage( shaderStage );
  31097. const flowData = this.flowChildNode( node, output );
  31098. if ( propertyName !== null ) {
  31099. flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
  31100. }
  31101. this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
  31102. this.setShaderStage( previousShaderStage );
  31103. return flowData;
  31104. }
  31105. getAttributesArray() {
  31106. return this.attributes.concat( this.bufferAttributes );
  31107. }
  31108. getAttributes( /*shaderStage*/ ) {
  31109. console.warn( 'Abstract function.' );
  31110. }
  31111. getVaryings( /*shaderStage*/ ) {
  31112. console.warn( 'Abstract function.' );
  31113. }
  31114. getVar( type, name ) {
  31115. return `${ this.getType( type ) } ${ name }`;
  31116. }
  31117. getVars( shaderStage ) {
  31118. let snippet = '';
  31119. const vars = this.vars[ shaderStage ];
  31120. if ( vars !== undefined ) {
  31121. for ( const variable of vars ) {
  31122. snippet += `${ this.getVar( variable.type, variable.name ) }; `;
  31123. }
  31124. }
  31125. return snippet;
  31126. }
  31127. getUniforms( /*shaderStage*/ ) {
  31128. console.warn( 'Abstract function.' );
  31129. }
  31130. getCodes( shaderStage ) {
  31131. const codes = this.codes[ shaderStage ];
  31132. let code = '';
  31133. if ( codes !== undefined ) {
  31134. for ( const nodeCode of codes ) {
  31135. code += nodeCode.code + '\n';
  31136. }
  31137. }
  31138. return code;
  31139. }
  31140. getHash() {
  31141. return this.vertexShader + this.fragmentShader + this.computeShader;
  31142. }
  31143. setShaderStage( shaderStage ) {
  31144. this.shaderStage = shaderStage;
  31145. }
  31146. getShaderStage() {
  31147. return this.shaderStage;
  31148. }
  31149. setBuildStage( buildStage ) {
  31150. this.buildStage = buildStage;
  31151. }
  31152. getBuildStage() {
  31153. return this.buildStage;
  31154. }
  31155. buildCode() {
  31156. console.warn( 'Abstract function.' );
  31157. }
  31158. build() {
  31159. const { object, material, renderer } = this;
  31160. if ( material !== null ) {
  31161. let nodeMaterial = renderer.nodes.library.fromMaterial( material );
  31162. if ( nodeMaterial === null ) {
  31163. console.error( `NodeMaterial: Material "${ material.type }" is not compatible.` );
  31164. nodeMaterial = new NodeMaterial();
  31165. }
  31166. nodeMaterial.build( this );
  31167. } else {
  31168. this.addFlow( 'compute', object );
  31169. }
  31170. // setup() -> stage 1: create possible new nodes and returns an output reference node
  31171. // analyze() -> stage 2: analyze nodes to possible optimization and validation
  31172. // generate() -> stage 3: generate shader
  31173. for ( const buildStage of defaultBuildStages ) {
  31174. this.setBuildStage( buildStage );
  31175. if ( this.context.vertex && this.context.vertex.isNode ) {
  31176. this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
  31177. }
  31178. for ( const shaderStage of shaderStages ) {
  31179. this.setShaderStage( shaderStage );
  31180. const flowNodes = this.flowNodes[ shaderStage ];
  31181. for ( const node of flowNodes ) {
  31182. if ( buildStage === 'generate' ) {
  31183. this.flowNode( node );
  31184. } else {
  31185. node.build( this );
  31186. }
  31187. }
  31188. }
  31189. }
  31190. this.setBuildStage( null );
  31191. this.setShaderStage( null );
  31192. // stage 4: build code for a specific output
  31193. this.buildCode();
  31194. this.buildUpdateNodes();
  31195. return this;
  31196. }
  31197. getNodeUniform( uniformNode, type ) {
  31198. if ( type === 'float' || type === 'int' || type === 'uint' ) return new NumberNodeUniform( uniformNode );
  31199. if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) return new Vector2NodeUniform( uniformNode );
  31200. if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) return new Vector3NodeUniform( uniformNode );
  31201. if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) return new Vector4NodeUniform( uniformNode );
  31202. if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
  31203. if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
  31204. if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
  31205. throw new Error( `Uniform "${type}" not declared.` );
  31206. }
  31207. createNodeMaterial( type = 'NodeMaterial' ) { // @deprecated, r168
  31208. throw new Error( `THREE.NodeBuilder: createNodeMaterial() was deprecated. Use new ${ type }() instead.` );
  31209. }
  31210. format( snippet, fromType, toType ) {
  31211. fromType = this.getVectorType( fromType );
  31212. toType = this.getVectorType( toType );
  31213. if ( fromType === toType || toType === null || this.isReference( toType ) ) {
  31214. return snippet;
  31215. }
  31216. const fromTypeLength = this.getTypeLength( fromType );
  31217. const toTypeLength = this.getTypeLength( toType );
  31218. if ( fromTypeLength === 16 && toTypeLength === 9 ) {
  31219. return `${ this.getType( toType ) }(${ snippet }[0].xyz, ${ snippet }[1].xyz, ${ snippet }[2].xyz)`;
  31220. }
  31221. if ( fromTypeLength === 9 && toTypeLength === 4 ) {
  31222. return `${ this.getType( toType ) }(${ snippet }[0].xy, ${ snippet }[1].xy)`;
  31223. }
  31224. if ( fromTypeLength > 4 ) { // fromType is matrix-like
  31225. // @TODO: ignore for now
  31226. return snippet;
  31227. }
  31228. if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
  31229. // @TODO: ignore for now
  31230. return snippet;
  31231. }
  31232. if ( fromTypeLength === toTypeLength ) {
  31233. return `${ this.getType( toType ) }( ${ snippet } )`;
  31234. }
  31235. if ( fromTypeLength > toTypeLength ) {
  31236. return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
  31237. }
  31238. if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like
  31239. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
  31240. }
  31241. if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
  31242. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
  31243. }
  31244. if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like
  31245. // convert a number value to vector type, e.g:
  31246. // vec3( 1u ) -> vec3( float( 1u ) )
  31247. snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;
  31248. }
  31249. return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
  31250. }
  31251. getSignature() {
  31252. return `// Three.js r${ REVISION } - Node System\n`;
  31253. }
  31254. }
  31255. class NodeFrame {
  31256. constructor() {
  31257. this.time = 0;
  31258. this.deltaTime = 0;
  31259. this.frameId = 0;
  31260. this.renderId = 0;
  31261. this.startTime = null;
  31262. this.updateMap = new WeakMap();
  31263. this.updateBeforeMap = new WeakMap();
  31264. this.updateAfterMap = new WeakMap();
  31265. this.renderer = null;
  31266. this.material = null;
  31267. this.camera = null;
  31268. this.object = null;
  31269. this.scene = null;
  31270. }
  31271. _getMaps( referenceMap, nodeRef ) {
  31272. let maps = referenceMap.get( nodeRef );
  31273. if ( maps === undefined ) {
  31274. maps = {
  31275. renderMap: new WeakMap(),
  31276. frameMap: new WeakMap()
  31277. };
  31278. referenceMap.set( nodeRef, maps );
  31279. }
  31280. return maps;
  31281. }
  31282. updateBeforeNode( node ) {
  31283. const updateType = node.getUpdateBeforeType();
  31284. const reference = node.updateReference( this );
  31285. if ( updateType === NodeUpdateType.FRAME ) {
  31286. const { frameMap } = this._getMaps( this.updateBeforeMap, reference );
  31287. if ( frameMap.get( reference ) !== this.frameId ) {
  31288. if ( node.updateBefore( this ) !== false ) {
  31289. frameMap.set( reference, this.frameId );
  31290. }
  31291. }
  31292. } else if ( updateType === NodeUpdateType.RENDER ) {
  31293. const { renderMap } = this._getMaps( this.updateBeforeMap, reference );
  31294. if ( renderMap.get( reference ) !== this.renderId ) {
  31295. if ( node.updateBefore( this ) !== false ) {
  31296. renderMap.set( reference, this.renderId );
  31297. }
  31298. }
  31299. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31300. node.updateBefore( this );
  31301. }
  31302. }
  31303. updateAfterNode( node ) {
  31304. const updateType = node.getUpdateAfterType();
  31305. const reference = node.updateReference( this );
  31306. if ( updateType === NodeUpdateType.FRAME ) {
  31307. const { frameMap } = this._getMaps( this.updateAfterMap, reference );
  31308. if ( frameMap.get( reference ) !== this.frameId ) {
  31309. if ( node.updateAfter( this ) !== false ) {
  31310. frameMap.set( reference, this.frameId );
  31311. }
  31312. }
  31313. } else if ( updateType === NodeUpdateType.RENDER ) {
  31314. const { renderMap } = this._getMaps( this.updateAfterMap, reference );
  31315. if ( renderMap.get( reference ) !== this.renderId ) {
  31316. if ( node.updateAfter( this ) !== false ) {
  31317. renderMap.set( reference, this.renderId );
  31318. }
  31319. }
  31320. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31321. node.updateAfter( this );
  31322. }
  31323. }
  31324. updateNode( node ) {
  31325. const updateType = node.getUpdateType();
  31326. const reference = node.updateReference( this );
  31327. if ( updateType === NodeUpdateType.FRAME ) {
  31328. const { frameMap } = this._getMaps( this.updateMap, reference );
  31329. if ( frameMap.get( reference ) !== this.frameId ) {
  31330. if ( node.update( this ) !== false ) {
  31331. frameMap.set( reference, this.frameId );
  31332. }
  31333. }
  31334. } else if ( updateType === NodeUpdateType.RENDER ) {
  31335. const { renderMap } = this._getMaps( this.updateMap, reference );
  31336. if ( renderMap.get( reference ) !== this.renderId ) {
  31337. if ( node.update( this ) !== false ) {
  31338. renderMap.set( reference, this.renderId );
  31339. }
  31340. }
  31341. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31342. node.update( this );
  31343. }
  31344. }
  31345. update() {
  31346. this.frameId ++;
  31347. if ( this.lastTime === undefined ) this.lastTime = performance.now();
  31348. this.deltaTime = ( performance.now() - this.lastTime ) / 1000;
  31349. this.lastTime = performance.now();
  31350. this.time += this.deltaTime;
  31351. }
  31352. }
  31353. class NodeFunctionInput {
  31354. constructor( type, name, count = null, qualifier = '', isConst = false ) {
  31355. this.type = type;
  31356. this.name = name;
  31357. this.count = count;
  31358. this.qualifier = qualifier;
  31359. this.isConst = isConst;
  31360. }
  31361. }
  31362. NodeFunctionInput.isNodeFunctionInput = true;
  31363. class StructTypeNode extends Node {
  31364. static get type() {
  31365. return 'StructTypeNode';
  31366. }
  31367. constructor( types ) {
  31368. super();
  31369. this.types = types;
  31370. this.isStructTypeNode = true;
  31371. }
  31372. getMemberTypes() {
  31373. return this.types;
  31374. }
  31375. }
  31376. class OutputStructNode extends Node {
  31377. static get type() {
  31378. return 'OutputStructNode';
  31379. }
  31380. constructor( ...members ) {
  31381. super();
  31382. this.members = members;
  31383. this.isOutputStructNode = true;
  31384. }
  31385. setup( builder ) {
  31386. super.setup( builder );
  31387. const members = this.members;
  31388. const types = [];
  31389. for ( let i = 0; i < members.length; i ++ ) {
  31390. types.push( members[ i ].getNodeType( builder ) );
  31391. }
  31392. this.nodeType = builder.getStructTypeFromNode( new StructTypeNode( types ) ).name;
  31393. }
  31394. generate( builder, output ) {
  31395. const propertyName = builder.getOutputStructName();
  31396. const members = this.members;
  31397. const structPrefix = propertyName !== '' ? propertyName + '.' : '';
  31398. for ( let i = 0; i < members.length; i ++ ) {
  31399. const snippet = members[ i ].build( builder, output );
  31400. builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }` );
  31401. }
  31402. return propertyName;
  31403. }
  31404. }
  31405. const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
  31406. function getTextureIndex( textures, name ) {
  31407. for ( let i = 0; i < textures.length; i ++ ) {
  31408. if ( textures[ i ].name === name ) {
  31409. return i;
  31410. }
  31411. }
  31412. return - 1;
  31413. }
  31414. class MRTNode extends OutputStructNode {
  31415. static get type() {
  31416. return 'MRTNode';
  31417. }
  31418. constructor( outputNodes ) {
  31419. super();
  31420. this.outputNodes = outputNodes;
  31421. this.isMRTNode = true;
  31422. }
  31423. has( name ) {
  31424. return this.outputNodes[ name ] !== undefined;
  31425. }
  31426. get( name ) {
  31427. return this.outputNodes[ name ];
  31428. }
  31429. merge( mrtNode ) {
  31430. const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
  31431. return mrt( outputs );
  31432. }
  31433. setup( builder ) {
  31434. const outputNodes = this.outputNodes;
  31435. const mrt = builder.renderer.getRenderTarget();
  31436. const members = [];
  31437. const textures = mrt.textures;
  31438. for ( const name in outputNodes ) {
  31439. const index = getTextureIndex( textures, name );
  31440. members[ index ] = vec4( outputNodes[ name ] );
  31441. }
  31442. this.members = members;
  31443. return super.setup( builder );
  31444. }
  31445. }
  31446. const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
  31447. class FunctionOverloadingNode extends Node {
  31448. static get type() {
  31449. return 'FunctionOverloadingNode';
  31450. }
  31451. constructor( functionNodes = [], ...parametersNodes ) {
  31452. super();
  31453. this.functionNodes = functionNodes;
  31454. this.parametersNodes = parametersNodes;
  31455. this._candidateFnCall = null;
  31456. this.global = true;
  31457. }
  31458. getNodeType() {
  31459. return this.functionNodes[ 0 ].shaderNode.layout.type;
  31460. }
  31461. setup( builder ) {
  31462. const params = this.parametersNodes;
  31463. let candidateFnCall = this._candidateFnCall;
  31464. if ( candidateFnCall === null ) {
  31465. let candidateFn = null;
  31466. let candidateScore = - 1;
  31467. for ( const functionNode of this.functionNodes ) {
  31468. const shaderNode = functionNode.shaderNode;
  31469. const layout = shaderNode.layout;
  31470. if ( layout === null ) {
  31471. throw new Error( 'FunctionOverloadingNode: FunctionNode must be a layout.' );
  31472. }
  31473. const inputs = layout.inputs;
  31474. if ( params.length === inputs.length ) {
  31475. let score = 0;
  31476. for ( let i = 0; i < params.length; i ++ ) {
  31477. const param = params[ i ];
  31478. const input = inputs[ i ];
  31479. if ( param.getNodeType( builder ) === input.type ) {
  31480. score ++;
  31481. } else {
  31482. score = 0;
  31483. }
  31484. }
  31485. if ( score > candidateScore ) {
  31486. candidateFn = functionNode;
  31487. candidateScore = score;
  31488. }
  31489. }
  31490. }
  31491. this._candidateFnCall = candidateFnCall = candidateFn( ...params );
  31492. }
  31493. return candidateFnCall;
  31494. }
  31495. }
  31496. const overloadingBaseFn = /*@__PURE__*/ nodeProxy( FunctionOverloadingNode );
  31497. const overloadingFn = ( functionNodes ) => ( ...params ) => overloadingBaseFn( functionNodes, ...params );
  31498. class TimerNode extends UniformNode {
  31499. static get type() {
  31500. return 'TimerNode';
  31501. }
  31502. constructor( scope = TimerNode.LOCAL, scale = 1, value = 0 ) {
  31503. super( value );
  31504. this.scope = scope;
  31505. this.scale = scale;
  31506. this.updateType = NodeUpdateType.FRAME;
  31507. }
  31508. /*
  31509. @TODO:
  31510. getNodeType( builder ) {
  31511. const scope = this.scope;
  31512. if ( scope === TimerNode.FRAME ) {
  31513. return 'uint';
  31514. }
  31515. return 'float';
  31516. }
  31517. */
  31518. update( frame ) {
  31519. const scope = this.scope;
  31520. const scale = this.scale;
  31521. if ( scope === TimerNode.LOCAL ) {
  31522. this.value += frame.deltaTime * scale;
  31523. } else if ( scope === TimerNode.DELTA ) {
  31524. this.value = frame.deltaTime * scale;
  31525. } else if ( scope === TimerNode.FRAME ) {
  31526. this.value = frame.frameId;
  31527. } else {
  31528. // global
  31529. this.value = frame.time * scale;
  31530. }
  31531. }
  31532. serialize( data ) {
  31533. super.serialize( data );
  31534. data.scope = this.scope;
  31535. data.scale = this.scale;
  31536. }
  31537. deserialize( data ) {
  31538. super.deserialize( data );
  31539. this.scope = data.scope;
  31540. this.scale = data.scale;
  31541. }
  31542. }
  31543. TimerNode.LOCAL = 'local';
  31544. TimerNode.GLOBAL = 'global';
  31545. TimerNode.DELTA = 'delta';
  31546. TimerNode.FRAME = 'frame';
  31547. // @TODO: add support to use node in timeScale
  31548. const timerLocal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.LOCAL, timeScale, value ) );
  31549. const timerGlobal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.GLOBAL, timeScale, value ) );
  31550. const timerDelta = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.DELTA, timeScale, value ) );
  31551. const frameId = /*@__PURE__*/ nodeImmutable( TimerNode, TimerNode.FRAME ).toUint();
  31552. class OscNode extends Node {
  31553. static get type() {
  31554. return 'OscNode';
  31555. }
  31556. constructor( method = OscNode.SINE, timeNode = timerLocal() ) {
  31557. super();
  31558. this.method = method;
  31559. this.timeNode = timeNode;
  31560. }
  31561. getNodeType( builder ) {
  31562. return this.timeNode.getNodeType( builder );
  31563. }
  31564. setup() {
  31565. const method = this.method;
  31566. const timeNode = nodeObject( this.timeNode );
  31567. let outputNode = null;
  31568. if ( method === OscNode.SINE ) {
  31569. outputNode = timeNode.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
  31570. } else if ( method === OscNode.SQUARE ) {
  31571. outputNode = timeNode.fract().round();
  31572. } else if ( method === OscNode.TRIANGLE ) {
  31573. outputNode = timeNode.add( 0.5 ).fract().mul( 2 ).sub( 1 ).abs();
  31574. } else if ( method === OscNode.SAWTOOTH ) {
  31575. outputNode = timeNode.fract();
  31576. }
  31577. return outputNode;
  31578. }
  31579. serialize( data ) {
  31580. super.serialize( data );
  31581. data.method = this.method;
  31582. }
  31583. deserialize( data ) {
  31584. super.deserialize( data );
  31585. this.method = data.method;
  31586. }
  31587. }
  31588. OscNode.SINE = 'sine';
  31589. OscNode.SQUARE = 'square';
  31590. OscNode.TRIANGLE = 'triangle';
  31591. OscNode.SAWTOOTH = 'sawtooth';
  31592. const oscSine = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SINE );
  31593. const oscSquare = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SQUARE );
  31594. const oscTriangle = /*@__PURE__*/ nodeProxy( OscNode, OscNode.TRIANGLE );
  31595. const oscSawtooth = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SAWTOOTH );
  31596. class SpriteSheetUVNode extends Node {
  31597. static get type() {
  31598. return 'SpriteSheetUVNode';
  31599. }
  31600. constructor( countNode, uvNode = uv(), frameNode = float( 0 ) ) {
  31601. super( 'vec2' );
  31602. this.countNode = countNode;
  31603. this.uvNode = uvNode;
  31604. this.frameNode = frameNode;
  31605. }
  31606. setup() {
  31607. const { frameNode, uvNode, countNode } = this;
  31608. const { width, height } = countNode;
  31609. const frameNum = frameNode.mod( width.mul( height ) ).floor();
  31610. const column = frameNum.mod( width );
  31611. const row = height.sub( frameNum.add( 1 ).div( width ).ceil() );
  31612. const scale = countNode.reciprocal();
  31613. const uvFrameOffset = vec2( column, row );
  31614. return uvNode.add( uvFrameOffset ).mul( scale );
  31615. }
  31616. }
  31617. const spritesheetUV = /*@__PURE__*/ nodeProxy( SpriteSheetUVNode );
  31618. class StorageArrayElementNode extends ArrayElementNode {
  31619. static get type() {
  31620. return 'StorageArrayElementNode';
  31621. }
  31622. constructor( storageBufferNode, indexNode ) {
  31623. super( storageBufferNode, indexNode );
  31624. this.isStorageArrayElementNode = true;
  31625. }
  31626. set storageBufferNode( value ) {
  31627. this.node = value;
  31628. }
  31629. get storageBufferNode() {
  31630. return this.node;
  31631. }
  31632. setup( builder ) {
  31633. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  31634. if ( this.node.bufferObject === true ) {
  31635. builder.setupPBO( this.node );
  31636. }
  31637. }
  31638. return super.setup( builder );
  31639. }
  31640. generate( builder, output ) {
  31641. let snippet;
  31642. const isAssignContext = builder.context.assign;
  31643. //
  31644. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  31645. if ( this.node.bufferObject === true && isAssignContext !== true ) {
  31646. snippet = builder.generatePBO( this );
  31647. } else {
  31648. snippet = this.node.build( builder );
  31649. }
  31650. } else {
  31651. snippet = super.generate( builder );
  31652. }
  31653. if ( isAssignContext !== true ) {
  31654. const type = this.getNodeType( builder );
  31655. snippet = builder.format( snippet, type, output );
  31656. }
  31657. return snippet;
  31658. }
  31659. }
  31660. const storageElement = /*@__PURE__*/ nodeProxy( StorageArrayElementNode );
  31661. class TriplanarTexturesNode extends Node {
  31662. static get type() {
  31663. return 'TriplanarTexturesNode';
  31664. }
  31665. constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {
  31666. super( 'vec4' );
  31667. this.textureXNode = textureXNode;
  31668. this.textureYNode = textureYNode;
  31669. this.textureZNode = textureZNode;
  31670. this.scaleNode = scaleNode;
  31671. this.positionNode = positionNode;
  31672. this.normalNode = normalNode;
  31673. }
  31674. setup() {
  31675. const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;
  31676. // Ref: https://github.com/keijiro/StandardTriplanar
  31677. // Blending factor of triplanar mapping
  31678. let bf = normalNode.abs().normalize();
  31679. bf = bf.div( bf.dot( vec3( 1.0 ) ) );
  31680. // Triplanar mapping
  31681. const tx = positionNode.yz.mul( scaleNode );
  31682. const ty = positionNode.zx.mul( scaleNode );
  31683. const tz = positionNode.xy.mul( scaleNode );
  31684. // Base color
  31685. const textureX = textureXNode.value;
  31686. const textureY = textureYNode !== null ? textureYNode.value : textureX;
  31687. const textureZ = textureZNode !== null ? textureZNode.value : textureX;
  31688. const cx = texture( textureX, tx ).mul( bf.x );
  31689. const cy = texture( textureY, ty ).mul( bf.y );
  31690. const cz = texture( textureZ, tz ).mul( bf.z );
  31691. return add( cx, cy, cz );
  31692. }
  31693. }
  31694. const triplanarTextures = /*@__PURE__*/ nodeProxy( TriplanarTexturesNode );
  31695. const triplanarTexture = ( ...params ) => triplanarTextures( ...params );
  31696. const _reflectorPlane = new Plane();
  31697. const _normal = new Vector3();
  31698. const _reflectorWorldPosition = new Vector3();
  31699. const _cameraWorldPosition = new Vector3();
  31700. const _rotationMatrix = new Matrix4();
  31701. const _lookAtPosition = new Vector3( 0, 0, - 1 );
  31702. const clipPlane = new Vector4();
  31703. const _view = new Vector3();
  31704. const _target = new Vector3();
  31705. const _q = new Vector4();
  31706. const _size$9 = new Vector2();
  31707. const _defaultRT = new RenderTarget();
  31708. const _defaultUV = screenUV.flipX();
  31709. let _inReflector = false;
  31710. class ReflectorNode extends TextureNode {
  31711. static get type() {
  31712. return 'ReflectorNode';
  31713. }
  31714. constructor( parameters = {} ) {
  31715. super( _defaultRT.texture, _defaultUV );
  31716. const {
  31717. target = new Object3D(),
  31718. resolution = 1,
  31719. generateMipmaps = false,
  31720. bounces = true
  31721. } = parameters;
  31722. //
  31723. this.target = target;
  31724. this.resolution = resolution;
  31725. this.generateMipmaps = generateMipmaps;
  31726. this.bounces = bounces;
  31727. this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME;
  31728. this.virtualCameras = new WeakMap();
  31729. this.renderTargets = new WeakMap();
  31730. }
  31731. _updateResolution( renderTarget, renderer ) {
  31732. const resolution = this.resolution;
  31733. renderer.getDrawingBufferSize( _size$9 );
  31734. renderTarget.setSize( Math.round( _size$9.width * resolution ), Math.round( _size$9.height * resolution ) );
  31735. }
  31736. setup( builder ) {
  31737. this._updateResolution( _defaultRT, builder.renderer );
  31738. return super.setup( builder );
  31739. }
  31740. getTextureNode() {
  31741. return this.textureNode;
  31742. }
  31743. getVirtualCamera( camera ) {
  31744. let virtualCamera = this.virtualCameras.get( camera );
  31745. if ( virtualCamera === undefined ) {
  31746. virtualCamera = camera.clone();
  31747. this.virtualCameras.set( camera, virtualCamera );
  31748. }
  31749. return virtualCamera;
  31750. }
  31751. getRenderTarget( camera ) {
  31752. let renderTarget = this.renderTargets.get( camera );
  31753. if ( renderTarget === undefined ) {
  31754. renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } );
  31755. if ( this.generateMipmaps === true ) {
  31756. renderTarget.texture.minFilter = LinearMipMapLinearFilter;
  31757. renderTarget.texture.generateMipmaps = true;
  31758. }
  31759. this.renderTargets.set( camera, renderTarget );
  31760. }
  31761. return renderTarget;
  31762. }
  31763. updateBefore( frame ) {
  31764. if ( this.bounces === false && _inReflector ) return false;
  31765. _inReflector = true;
  31766. const { scene, camera, renderer, material } = frame;
  31767. const { target } = this;
  31768. const virtualCamera = this.getVirtualCamera( camera );
  31769. const renderTarget = this.getRenderTarget( virtualCamera );
  31770. renderer.getDrawingBufferSize( _size$9 );
  31771. this._updateResolution( renderTarget, renderer );
  31772. //
  31773. _reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld );
  31774. _cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  31775. _rotationMatrix.extractRotation( target.matrixWorld );
  31776. _normal.set( 0, 0, 1 );
  31777. _normal.applyMatrix4( _rotationMatrix );
  31778. _view.subVectors( _reflectorWorldPosition, _cameraWorldPosition );
  31779. // Avoid rendering when reflector is facing away
  31780. if ( _view.dot( _normal ) > 0 ) return;
  31781. _view.reflect( _normal ).negate();
  31782. _view.add( _reflectorWorldPosition );
  31783. _rotationMatrix.extractRotation( camera.matrixWorld );
  31784. _lookAtPosition.set( 0, 0, - 1 );
  31785. _lookAtPosition.applyMatrix4( _rotationMatrix );
  31786. _lookAtPosition.add( _cameraWorldPosition );
  31787. _target.subVectors( _reflectorWorldPosition, _lookAtPosition );
  31788. _target.reflect( _normal ).negate();
  31789. _target.add( _reflectorWorldPosition );
  31790. //
  31791. virtualCamera.coordinateSystem = camera.coordinateSystem;
  31792. virtualCamera.position.copy( _view );
  31793. virtualCamera.up.set( 0, 1, 0 );
  31794. virtualCamera.up.applyMatrix4( _rotationMatrix );
  31795. virtualCamera.up.reflect( _normal );
  31796. virtualCamera.lookAt( _target );
  31797. virtualCamera.near = camera.near;
  31798. virtualCamera.far = camera.far;
  31799. virtualCamera.updateMatrixWorld();
  31800. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  31801. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  31802. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  31803. _reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition );
  31804. _reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  31805. clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant );
  31806. const projectionMatrix = virtualCamera.projectionMatrix;
  31807. _q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  31808. _q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  31809. _q.z = - 1.0;
  31810. _q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  31811. // Calculate the scaled plane vector
  31812. clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) );
  31813. const clipBias = 0;
  31814. // Replacing the third row of the projection matrix
  31815. projectionMatrix.elements[ 2 ] = clipPlane.x;
  31816. projectionMatrix.elements[ 6 ] = clipPlane.y;
  31817. projectionMatrix.elements[ 10 ] = clipPlane.z - clipBias;
  31818. projectionMatrix.elements[ 14 ] = clipPlane.w;
  31819. //
  31820. this.value = renderTarget.texture;
  31821. material.visible = false;
  31822. const currentRenderTarget = renderer.getRenderTarget();
  31823. const currentMRT = renderer.getMRT();
  31824. renderer.setMRT( null );
  31825. renderer.setRenderTarget( renderTarget );
  31826. renderer.render( scene, virtualCamera );
  31827. renderer.setMRT( currentMRT );
  31828. renderer.setRenderTarget( currentRenderTarget );
  31829. material.visible = true;
  31830. _inReflector = false;
  31831. }
  31832. }
  31833. const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
  31834. // Helper for passes that need to fill the viewport with a single quad.
  31835. const _camera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  31836. // https://github.com/mrdoob/three.js/pull/21358
  31837. class QuadGeometry extends BufferGeometry {
  31838. constructor( flipY = false ) {
  31839. super();
  31840. const uv = flipY === false ? [ 0, - 1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
  31841. this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
  31842. this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
  31843. }
  31844. }
  31845. const _geometry = /*@__PURE__*/ new QuadGeometry();
  31846. class QuadMesh extends Mesh {
  31847. constructor( material = null ) {
  31848. super( _geometry, material );
  31849. this.camera = _camera;
  31850. this.isQuadMesh = true;
  31851. }
  31852. renderAsync( renderer ) {
  31853. return renderer.renderAsync( this, _camera );
  31854. }
  31855. render( renderer ) {
  31856. renderer.render( this, _camera );
  31857. }
  31858. }
  31859. const _size$8 = /*@__PURE__*/ new Vector2();
  31860. class RTTNode extends TextureNode {
  31861. static get type() {
  31862. return 'RTTNode';
  31863. }
  31864. constructor( node, width = null, height = null, options = { type: HalfFloatType } ) {
  31865. const renderTarget = new RenderTarget( width, height, options );
  31866. super( renderTarget.texture, uv() );
  31867. this.node = node;
  31868. this.width = width;
  31869. this.height = height;
  31870. this.renderTarget = renderTarget;
  31871. this.textureNeedsUpdate = true;
  31872. this.autoUpdate = true;
  31873. this.updateMap = new WeakMap();
  31874. this._rttNode = null;
  31875. this._quadMesh = new QuadMesh( new NodeMaterial() );
  31876. this.updateBeforeType = NodeUpdateType.RENDER;
  31877. }
  31878. get autoSize() {
  31879. return this.width === null;
  31880. }
  31881. setup( builder ) {
  31882. this._rttNode = this.node.context( builder.getSharedContext() );
  31883. this._quadMesh.material.name = 'RTT';
  31884. this._quadMesh.material.needsUpdate = true;
  31885. return super.setup( builder );
  31886. }
  31887. setSize( width, height ) {
  31888. this.width = width;
  31889. this.height = height;
  31890. const effectiveWidth = width * this.pixelRatio;
  31891. const effectiveHeight = height * this.pixelRatio;
  31892. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  31893. this.textureNeedsUpdate = true;
  31894. }
  31895. setPixelRatio( pixelRatio ) {
  31896. this.pixelRatio = pixelRatio;
  31897. this.setSize( this.width, this.height );
  31898. }
  31899. updateBefore( { renderer } ) {
  31900. if ( this.textureNeedsUpdate === false && this.autoUpdate === false ) return;
  31901. this.textureNeedsUpdate = false;
  31902. //
  31903. if ( this.autoSize === true ) {
  31904. this.pixelRatio = renderer.getPixelRatio();
  31905. const size = renderer.getSize( _size$8 );
  31906. this.setSize( size.width, size.height );
  31907. }
  31908. //
  31909. this._quadMesh.material.fragmentNode = this._rttNode;
  31910. //
  31911. const currentRenderTarget = renderer.getRenderTarget();
  31912. renderer.setRenderTarget( this.renderTarget );
  31913. this._quadMesh.render( renderer );
  31914. renderer.setRenderTarget( currentRenderTarget );
  31915. }
  31916. clone() {
  31917. const newNode = new TextureNode( this.value, this.uvNode, this.levelNode );
  31918. newNode.sampler = this.sampler;
  31919. newNode.referenceNode = this;
  31920. return newNode;
  31921. }
  31922. }
  31923. const rtt = ( node, ...params ) => nodeObject( new RTTNode( nodeObject( node ), ...params ) );
  31924. const convertToTexture = ( node, ...params ) => node.isTextureNode ? node : rtt( node, ...params );
  31925. class VertexColorNode extends AttributeNode {
  31926. static get type() {
  31927. return 'VertexColorNode';
  31928. }
  31929. constructor( index = 0 ) {
  31930. super( null, 'vec4' );
  31931. this.isVertexColorNode = true;
  31932. this.index = index;
  31933. }
  31934. getAttributeName( /*builder*/ ) {
  31935. const index = this.index;
  31936. return 'color' + ( index > 0 ? index : '' );
  31937. }
  31938. generate( builder ) {
  31939. const attributeName = this.getAttributeName( builder );
  31940. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  31941. let result;
  31942. if ( geometryAttribute === true ) {
  31943. result = super.generate( builder );
  31944. } else {
  31945. // Vertex color fallback should be white
  31946. result = builder.generateConst( this.nodeType, new Vector4( 1, 1, 1, 1 ) );
  31947. }
  31948. return result;
  31949. }
  31950. serialize( data ) {
  31951. super.serialize( data );
  31952. data.index = this.index;
  31953. }
  31954. deserialize( data ) {
  31955. super.deserialize( data );
  31956. this.index = data.index;
  31957. }
  31958. }
  31959. const vertexColor = ( ...params ) => nodeObject( new VertexColorNode( ...params ) );
  31960. class PointUVNode extends Node {
  31961. static get type() {
  31962. return 'PointUVNode';
  31963. }
  31964. constructor() {
  31965. super( 'vec2' );
  31966. this.isPointUVNode = true;
  31967. }
  31968. generate( /*builder*/ ) {
  31969. return 'vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y )';
  31970. }
  31971. }
  31972. const pointUV = /*@__PURE__*/ nodeImmutable( PointUVNode );
  31973. class SceneNode extends Node {
  31974. static get type() {
  31975. return 'SceneNode';
  31976. }
  31977. constructor( scope = SceneNode.BACKGROUND_BLURRINESS, scene = null ) {
  31978. super();
  31979. this.scope = scope;
  31980. this.scene = scene;
  31981. }
  31982. setup( builder ) {
  31983. const scope = this.scope;
  31984. const scene = this.scene !== null ? this.scene : builder.scene;
  31985. let output;
  31986. if ( scope === SceneNode.BACKGROUND_BLURRINESS ) {
  31987. output = reference( 'backgroundBlurriness', 'float', scene );
  31988. } else if ( scope === SceneNode.BACKGROUND_INTENSITY ) {
  31989. output = reference( 'backgroundIntensity', 'float', scene );
  31990. } else {
  31991. console.error( 'THREE.SceneNode: Unknown scope:', scope );
  31992. }
  31993. return output;
  31994. }
  31995. }
  31996. SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness';
  31997. SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity';
  31998. const backgroundBlurriness = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS );
  31999. const backgroundIntensity = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY );
  32000. const GPUPrimitiveTopology = {
  32001. PointList: 'point-list',
  32002. LineList: 'line-list',
  32003. LineStrip: 'line-strip',
  32004. TriangleList: 'triangle-list',
  32005. TriangleStrip: 'triangle-strip',
  32006. };
  32007. const GPUCompareFunction = {
  32008. Never: 'never',
  32009. Less: 'less',
  32010. Equal: 'equal',
  32011. LessEqual: 'less-equal',
  32012. Greater: 'greater',
  32013. NotEqual: 'not-equal',
  32014. GreaterEqual: 'greater-equal',
  32015. Always: 'always'
  32016. };
  32017. const GPUStoreOp = {
  32018. Store: 'store',
  32019. Discard: 'discard'
  32020. };
  32021. const GPULoadOp = {
  32022. Load: 'load',
  32023. Clear: 'clear'
  32024. };
  32025. const GPUFrontFace = {
  32026. CCW: 'ccw',
  32027. CW: 'cw'
  32028. };
  32029. const GPUCullMode = {
  32030. None: 'none',
  32031. Front: 'front',
  32032. Back: 'back'
  32033. };
  32034. const GPUIndexFormat = {
  32035. Uint16: 'uint16',
  32036. Uint32: 'uint32'
  32037. };
  32038. const GPUTextureFormat = {
  32039. // 8-bit formats
  32040. R8Unorm: 'r8unorm',
  32041. R8Snorm: 'r8snorm',
  32042. R8Uint: 'r8uint',
  32043. R8Sint: 'r8sint',
  32044. // 16-bit formats
  32045. R16Uint: 'r16uint',
  32046. R16Sint: 'r16sint',
  32047. R16Float: 'r16float',
  32048. RG8Unorm: 'rg8unorm',
  32049. RG8Snorm: 'rg8snorm',
  32050. RG8Uint: 'rg8uint',
  32051. RG8Sint: 'rg8sint',
  32052. // 32-bit formats
  32053. R32Uint: 'r32uint',
  32054. R32Sint: 'r32sint',
  32055. R32Float: 'r32float',
  32056. RG16Uint: 'rg16uint',
  32057. RG16Sint: 'rg16sint',
  32058. RG16Float: 'rg16float',
  32059. RGBA8Unorm: 'rgba8unorm',
  32060. RGBA8UnormSRGB: 'rgba8unorm-srgb',
  32061. RGBA8Snorm: 'rgba8snorm',
  32062. RGBA8Uint: 'rgba8uint',
  32063. RGBA8Sint: 'rgba8sint',
  32064. BGRA8Unorm: 'bgra8unorm',
  32065. BGRA8UnormSRGB: 'bgra8unorm-srgb',
  32066. // Packed 32-bit formats
  32067. RGB9E5UFloat: 'rgb9e5ufloat',
  32068. RGB10A2Unorm: 'rgb10a2unorm',
  32069. RG11B10uFloat: 'rgb10a2unorm',
  32070. // 64-bit formats
  32071. RG32Uint: 'rg32uint',
  32072. RG32Sint: 'rg32sint',
  32073. RG32Float: 'rg32float',
  32074. RGBA16Uint: 'rgba16uint',
  32075. RGBA16Sint: 'rgba16sint',
  32076. RGBA16Float: 'rgba16float',
  32077. // 128-bit formats
  32078. RGBA32Uint: 'rgba32uint',
  32079. RGBA32Sint: 'rgba32sint',
  32080. RGBA32Float: 'rgba32float',
  32081. // Depth and stencil formats
  32082. Stencil8: 'stencil8',
  32083. Depth16Unorm: 'depth16unorm',
  32084. Depth24Plus: 'depth24plus',
  32085. Depth24PlusStencil8: 'depth24plus-stencil8',
  32086. Depth32Float: 'depth32float',
  32087. // 'depth32float-stencil8' extension
  32088. Depth32FloatStencil8: 'depth32float-stencil8',
  32089. // BC compressed formats usable if 'texture-compression-bc' is both
  32090. // supported by the device/user agent and enabled in requestDevice.
  32091. BC1RGBAUnorm: 'bc1-rgba-unorm',
  32092. BC1RGBAUnormSRGB: 'bc1-rgba-unorm-srgb',
  32093. BC2RGBAUnorm: 'bc2-rgba-unorm',
  32094. BC2RGBAUnormSRGB: 'bc2-rgba-unorm-srgb',
  32095. BC3RGBAUnorm: 'bc3-rgba-unorm',
  32096. BC3RGBAUnormSRGB: 'bc3-rgba-unorm-srgb',
  32097. BC4RUnorm: 'bc4-r-unorm',
  32098. BC4RSnorm: 'bc4-r-snorm',
  32099. BC5RGUnorm: 'bc5-rg-unorm',
  32100. BC5RGSnorm: 'bc5-rg-snorm',
  32101. BC6HRGBUFloat: 'bc6h-rgb-ufloat',
  32102. BC6HRGBFloat: 'bc6h-rgb-float',
  32103. BC7RGBAUnorm: 'bc7-rgba-unorm',
  32104. BC7RGBAUnormSRGB: 'bc7-rgba-srgb',
  32105. // ETC2 compressed formats usable if 'texture-compression-etc2' is both
  32106. // supported by the device/user agent and enabled in requestDevice.
  32107. ETC2RGB8Unorm: 'etc2-rgb8unorm',
  32108. ETC2RGB8UnormSRGB: 'etc2-rgb8unorm-srgb',
  32109. ETC2RGB8A1Unorm: 'etc2-rgb8a1unorm',
  32110. ETC2RGB8A1UnormSRGB: 'etc2-rgb8a1unorm-srgb',
  32111. ETC2RGBA8Unorm: 'etc2-rgba8unorm',
  32112. ETC2RGBA8UnormSRGB: 'etc2-rgba8unorm-srgb',
  32113. EACR11Unorm: 'eac-r11unorm',
  32114. EACR11Snorm: 'eac-r11snorm',
  32115. EACRG11Unorm: 'eac-rg11unorm',
  32116. EACRG11Snorm: 'eac-rg11snorm',
  32117. // ASTC compressed formats usable if 'texture-compression-astc' is both
  32118. // supported by the device/user agent and enabled in requestDevice.
  32119. ASTC4x4Unorm: 'astc-4x4-unorm',
  32120. ASTC4x4UnormSRGB: 'astc-4x4-unorm-srgb',
  32121. ASTC5x4Unorm: 'astc-5x4-unorm',
  32122. ASTC5x4UnormSRGB: 'astc-5x4-unorm-srgb',
  32123. ASTC5x5Unorm: 'astc-5x5-unorm',
  32124. ASTC5x5UnormSRGB: 'astc-5x5-unorm-srgb',
  32125. ASTC6x5Unorm: 'astc-6x5-unorm',
  32126. ASTC6x5UnormSRGB: 'astc-6x5-unorm-srgb',
  32127. ASTC6x6Unorm: 'astc-6x6-unorm',
  32128. ASTC6x6UnormSRGB: 'astc-6x6-unorm-srgb',
  32129. ASTC8x5Unorm: 'astc-8x5-unorm',
  32130. ASTC8x5UnormSRGB: 'astc-8x5-unorm-srgb',
  32131. ASTC8x6Unorm: 'astc-8x6-unorm',
  32132. ASTC8x6UnormSRGB: 'astc-8x6-unorm-srgb',
  32133. ASTC8x8Unorm: 'astc-8x8-unorm',
  32134. ASTC8x8UnormSRGB: 'astc-8x8-unorm-srgb',
  32135. ASTC10x5Unorm: 'astc-10x5-unorm',
  32136. ASTC10x5UnormSRGB: 'astc-10x5-unorm-srgb',
  32137. ASTC10x6Unorm: 'astc-10x6-unorm',
  32138. ASTC10x6UnormSRGB: 'astc-10x6-unorm-srgb',
  32139. ASTC10x8Unorm: 'astc-10x8-unorm',
  32140. ASTC10x8UnormSRGB: 'astc-10x8-unorm-srgb',
  32141. ASTC10x10Unorm: 'astc-10x10-unorm',
  32142. ASTC10x10UnormSRGB: 'astc-10x10-unorm-srgb',
  32143. ASTC12x10Unorm: 'astc-12x10-unorm',
  32144. ASTC12x10UnormSRGB: 'astc-12x10-unorm-srgb',
  32145. ASTC12x12Unorm: 'astc-12x12-unorm',
  32146. ASTC12x12UnormSRGB: 'astc-12x12-unorm-srgb',
  32147. };
  32148. const GPUAddressMode = {
  32149. ClampToEdge: 'clamp-to-edge',
  32150. Repeat: 'repeat',
  32151. MirrorRepeat: 'mirror-repeat'
  32152. };
  32153. const GPUFilterMode = {
  32154. Linear: 'linear',
  32155. Nearest: 'nearest'
  32156. };
  32157. const GPUBlendFactor = {
  32158. Zero: 'zero',
  32159. One: 'one',
  32160. Src: 'src',
  32161. OneMinusSrc: 'one-minus-src',
  32162. SrcAlpha: 'src-alpha',
  32163. OneMinusSrcAlpha: 'one-minus-src-alpha',
  32164. Dst: 'dst',
  32165. OneMinusDstColor: 'one-minus-dst',
  32166. DstAlpha: 'dst-alpha',
  32167. OneMinusDstAlpha: 'one-minus-dst-alpha',
  32168. SrcAlphaSaturated: 'src-alpha-saturated',
  32169. Constant: 'constant',
  32170. OneMinusConstant: 'one-minus-constant'
  32171. };
  32172. const GPUBlendOperation = {
  32173. Add: 'add',
  32174. Subtract: 'subtract',
  32175. ReverseSubtract: 'reverse-subtract',
  32176. Min: 'min',
  32177. Max: 'max'
  32178. };
  32179. const GPUColorWriteFlags = {
  32180. None: 0,
  32181. Red: 0x1,
  32182. Green: 0x2,
  32183. Blue: 0x4,
  32184. Alpha: 0x8,
  32185. All: 0xF
  32186. };
  32187. const GPUStencilOperation = {
  32188. Keep: 'keep',
  32189. Zero: 'zero',
  32190. Replace: 'replace',
  32191. Invert: 'invert',
  32192. IncrementClamp: 'increment-clamp',
  32193. DecrementClamp: 'decrement-clamp',
  32194. IncrementWrap: 'increment-wrap',
  32195. DecrementWrap: 'decrement-wrap'
  32196. };
  32197. const GPUBufferBindingType = {
  32198. Uniform: 'uniform',
  32199. Storage: 'storage',
  32200. ReadOnlyStorage: 'read-only-storage'
  32201. };
  32202. const GPUStorageTextureAccess = {
  32203. WriteOnly: 'write-only',
  32204. ReadOnly: 'read-only',
  32205. ReadWrite: 'read-write',
  32206. };
  32207. const GPUTextureSampleType = {
  32208. Float: 'float',
  32209. UnfilterableFloat: 'unfilterable-float',
  32210. Depth: 'depth',
  32211. SInt: 'sint',
  32212. UInt: 'uint'
  32213. };
  32214. const GPUTextureDimension = {
  32215. OneD: '1d',
  32216. TwoD: '2d',
  32217. ThreeD: '3d'
  32218. };
  32219. const GPUTextureViewDimension = {
  32220. OneD: '1d',
  32221. TwoD: '2d',
  32222. TwoDArray: '2d-array',
  32223. Cube: 'cube',
  32224. CubeArray: 'cube-array',
  32225. ThreeD: '3d'
  32226. };
  32227. const GPUTextureAspect = {
  32228. All: 'all',
  32229. StencilOnly: 'stencil-only',
  32230. DepthOnly: 'depth-only'
  32231. };
  32232. const GPUInputStepMode = {
  32233. Vertex: 'vertex',
  32234. Instance: 'instance'
  32235. };
  32236. const GPUFeatureName = {
  32237. DepthClipControl: 'depth-clip-control',
  32238. Depth32FloatStencil8: 'depth32float-stencil8',
  32239. TextureCompressionBC: 'texture-compression-bc',
  32240. TextureCompressionETC2: 'texture-compression-etc2',
  32241. TextureCompressionASTC: 'texture-compression-astc',
  32242. TimestampQuery: 'timestamp-query',
  32243. IndirectFirstInstance: 'indirect-first-instance',
  32244. ShaderF16: 'shader-f16',
  32245. RG11B10UFloat: 'rg11b10ufloat-renderable',
  32246. BGRA8UNormStorage: 'bgra8unorm-storage',
  32247. Float32Filterable: 'float32-filterable',
  32248. ClipDistances: 'clip-distances',
  32249. DualSourceBlending: 'dual-source-blending',
  32250. Subgroups: 'subgroups'
  32251. };
  32252. class StorageBufferNode extends BufferNode {
  32253. static get type() {
  32254. return 'StorageBufferNode';
  32255. }
  32256. constructor( value, bufferType, bufferCount = 0 ) {
  32257. super( value, bufferType, bufferCount );
  32258. this.isStorageBufferNode = true;
  32259. this.access = GPUBufferBindingType.Storage;
  32260. this.bufferObject = false;
  32261. this.bufferCount = bufferCount;
  32262. this._attribute = null;
  32263. this._varying = null;
  32264. this.global = true;
  32265. if ( value.isStorageBufferAttribute !== true && value.isStorageInstancedBufferAttribute !== true ) {
  32266. // TOOD: Improve it, possibly adding a new property to the BufferAttribute to identify it as a storage buffer read-only attribute in Renderer
  32267. if ( value.isInstancedBufferAttribute ) value.isStorageInstancedBufferAttribute = true;
  32268. else value.isStorageBufferAttribute = true;
  32269. }
  32270. }
  32271. getHash( builder ) {
  32272. if ( this.bufferCount === 0 ) {
  32273. let bufferData = builder.globalCache.getData( this.value );
  32274. if ( bufferData === undefined ) {
  32275. bufferData = {
  32276. node: this
  32277. };
  32278. builder.globalCache.setData( this.value, bufferData );
  32279. }
  32280. return bufferData.node.uuid;
  32281. }
  32282. return this.uuid;
  32283. }
  32284. getInputType( /*builder*/ ) {
  32285. return 'storageBuffer';
  32286. }
  32287. element( indexNode ) {
  32288. return storageElement( this, indexNode );
  32289. }
  32290. setBufferObject( value ) {
  32291. this.bufferObject = value;
  32292. return this;
  32293. }
  32294. setAccess( value ) {
  32295. this.access = value;
  32296. return this;
  32297. }
  32298. toReadOnly() {
  32299. return this.setAccess( GPUBufferBindingType.ReadOnlyStorage );
  32300. }
  32301. generate( builder ) {
  32302. if ( builder.isAvailable( 'storageBuffer' ) ) {
  32303. return super.generate( builder );
  32304. }
  32305. const nodeType = this.getNodeType( builder );
  32306. if ( this._attribute === null ) {
  32307. this._attribute = bufferAttribute( this.value );
  32308. this._varying = varying( this._attribute );
  32309. }
  32310. const output = this._varying.build( builder, nodeType );
  32311. builder.registerTransform( output, this._attribute );
  32312. return output;
  32313. }
  32314. }
  32315. // Read-Write Storage
  32316. const storage = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ) );
  32317. const storageObject = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ).setBufferObject( true ) );
  32318. class StorageTextureNode extends TextureNode {
  32319. static get type() {
  32320. return 'StorageTextureNode';
  32321. }
  32322. constructor( value, uvNode, storeNode = null ) {
  32323. super( value, uvNode );
  32324. this.storeNode = storeNode;
  32325. this.isStorageTextureNode = true;
  32326. this.access = GPUStorageTextureAccess.WriteOnly;
  32327. }
  32328. getInputType( /*builder*/ ) {
  32329. return 'storageTexture';
  32330. }
  32331. setup( builder ) {
  32332. super.setup( builder );
  32333. const properties = builder.getNodeProperties( this );
  32334. properties.storeNode = this.storeNode;
  32335. }
  32336. setAccess( value ) {
  32337. this.access = value;
  32338. return this;
  32339. }
  32340. generate( builder, output ) {
  32341. let snippet;
  32342. if ( this.storeNode !== null ) {
  32343. snippet = this.generateStore( builder );
  32344. } else {
  32345. snippet = super.generate( builder, output );
  32346. }
  32347. return snippet;
  32348. }
  32349. toReadOnly() {
  32350. return this.setAccess( GPUStorageTextureAccess.ReadOnly );
  32351. }
  32352. toWriteOnly() {
  32353. return this.setAccess( GPUStorageTextureAccess.WriteOnly );
  32354. }
  32355. generateStore( builder ) {
  32356. const properties = builder.getNodeProperties( this );
  32357. const { uvNode, storeNode } = properties;
  32358. const textureProperty = super.generate( builder, 'property' );
  32359. const uvSnippet = uvNode.build( builder, 'uvec2' );
  32360. const storeSnippet = storeNode.build( builder, 'vec4' );
  32361. const snippet = builder.generateTextureStore( builder, textureProperty, uvSnippet, storeSnippet );
  32362. builder.addLineFlowCode( snippet );
  32363. }
  32364. }
  32365. const storageTexture = /*@__PURE__*/ nodeProxy( StorageTextureNode );
  32366. const textureStore = ( value, uvNode, storeNode ) => {
  32367. const node = storageTexture( value, uvNode, storeNode );
  32368. if ( storeNode !== null ) node.append();
  32369. return node;
  32370. };
  32371. class UserDataNode extends ReferenceNode {
  32372. static get type() {
  32373. return 'UserDataNode';
  32374. }
  32375. constructor( property, inputType, userData = null ) {
  32376. super( property, inputType, userData );
  32377. this.userData = userData;
  32378. }
  32379. update( frame ) {
  32380. this.reference = this.userData !== null ? this.userData : frame.object.userData;
  32381. super.update( frame );
  32382. }
  32383. }
  32384. const userData = ( name, inputType, userData ) => nodeObject( new UserDataNode( name, inputType, userData ) );
  32385. class PosterizeNode extends TempNode {
  32386. static get type() {
  32387. return 'PosterizeNode';
  32388. }
  32389. constructor( sourceNode, stepsNode ) {
  32390. super();
  32391. this.sourceNode = sourceNode;
  32392. this.stepsNode = stepsNode;
  32393. }
  32394. setup() {
  32395. const { sourceNode, stepsNode } = this;
  32396. return sourceNode.mul( stepsNode ).floor().div( stepsNode );
  32397. }
  32398. }
  32399. const posterize = /*@__PURE__*/ nodeProxy( PosterizeNode );
  32400. let _sharedFramebuffer = null;
  32401. class ViewportSharedTextureNode extends ViewportTextureNode {
  32402. static get type() {
  32403. return 'ViewportSharedTextureNode';
  32404. }
  32405. constructor( uvNode = screenUV, levelNode = null ) {
  32406. if ( _sharedFramebuffer === null ) {
  32407. _sharedFramebuffer = new FramebufferTexture();
  32408. }
  32409. super( uvNode, levelNode, _sharedFramebuffer );
  32410. }
  32411. updateReference() {
  32412. return this;
  32413. }
  32414. }
  32415. const viewportSharedTexture = /*@__PURE__*/ nodeProxy( ViewportSharedTextureNode );
  32416. const _size$7 = /*@__PURE__*/ new Vector2();
  32417. class PassTextureNode extends TextureNode {
  32418. static get type() {
  32419. return 'PassTextureNode';
  32420. }
  32421. constructor( passNode, texture ) {
  32422. super( texture );
  32423. this.passNode = passNode;
  32424. this.setUpdateMatrix( false );
  32425. }
  32426. setup( builder ) {
  32427. if ( builder.object.isQuadMesh ) this.passNode.build( builder );
  32428. return super.setup( builder );
  32429. }
  32430. clone() {
  32431. return new this.constructor( this.passNode, this.value );
  32432. }
  32433. }
  32434. class PassMultipleTextureNode extends PassTextureNode {
  32435. static get type() {
  32436. return 'PassMultipleTextureNode';
  32437. }
  32438. constructor( passNode, textureName, previousTexture = false ) {
  32439. super( passNode, null );
  32440. this.textureName = textureName;
  32441. this.previousTexture = previousTexture;
  32442. }
  32443. updateTexture() {
  32444. this.value = this.previousTexture ? this.passNode.getPreviousTexture( this.textureName ) : this.passNode.getTexture( this.textureName );
  32445. }
  32446. setup( builder ) {
  32447. this.updateTexture();
  32448. return super.setup( builder );
  32449. }
  32450. clone() {
  32451. return new this.constructor( this.passNode, this.textureName, this.previousTexture );
  32452. }
  32453. }
  32454. class PassNode extends TempNode {
  32455. static get type() {
  32456. return 'PassNode';
  32457. }
  32458. constructor( scope, scene, camera, options = {} ) {
  32459. super( 'vec4' );
  32460. this.scope = scope;
  32461. this.scene = scene;
  32462. this.camera = camera;
  32463. this.options = options;
  32464. this._pixelRatio = 1;
  32465. this._width = 1;
  32466. this._height = 1;
  32467. const depthTexture = new DepthTexture();
  32468. depthTexture.isRenderTargetTexture = true;
  32469. //depthTexture.type = FloatType;
  32470. depthTexture.name = 'depth';
  32471. const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType, ...options, } );
  32472. renderTarget.texture.name = 'output';
  32473. renderTarget.depthTexture = depthTexture;
  32474. this.renderTarget = renderTarget;
  32475. this.updateBeforeType = NodeUpdateType.FRAME;
  32476. this._textures = {
  32477. output: renderTarget.texture,
  32478. depth: depthTexture
  32479. };
  32480. this._textureNodes = {};
  32481. this._linearDepthNodes = {};
  32482. this._viewZNodes = {};
  32483. this._previousTextures = {};
  32484. this._previousTextureNodes = {};
  32485. this._cameraNear = uniform( 0 );
  32486. this._cameraFar = uniform( 0 );
  32487. this._mrt = null;
  32488. this.isPassNode = true;
  32489. }
  32490. setMRT( mrt ) {
  32491. this._mrt = mrt;
  32492. return this;
  32493. }
  32494. getMRT() {
  32495. return this._mrt;
  32496. }
  32497. isGlobal() {
  32498. return true;
  32499. }
  32500. getTexture( name ) {
  32501. let texture = this._textures[ name ];
  32502. if ( texture === undefined ) {
  32503. const refTexture = this.renderTarget.texture;
  32504. texture = refTexture.clone();
  32505. texture.isRenderTargetTexture = true;
  32506. texture.name = name;
  32507. this._textures[ name ] = texture;
  32508. this.renderTarget.textures.push( texture );
  32509. }
  32510. return texture;
  32511. }
  32512. getPreviousTexture( name ) {
  32513. let texture = this._previousTextures[ name ];
  32514. if ( texture === undefined ) {
  32515. texture = this.getTexture( name ).clone();
  32516. texture.isRenderTargetTexture = true;
  32517. this._previousTextures[ name ] = texture;
  32518. }
  32519. return texture;
  32520. }
  32521. toggleTexture( name ) {
  32522. const prevTexture = this._previousTextures[ name ];
  32523. if ( prevTexture !== undefined ) {
  32524. const texture = this._textures[ name ];
  32525. const index = this.renderTarget.textures.indexOf( texture );
  32526. this.renderTarget.textures[ index ] = prevTexture;
  32527. this._textures[ name ] = prevTexture;
  32528. this._previousTextures[ name ] = texture;
  32529. this._textureNodes[ name ].updateTexture();
  32530. this._previousTextureNodes[ name ].updateTexture();
  32531. }
  32532. }
  32533. getTextureNode( name = 'output' ) {
  32534. let textureNode = this._textureNodes[ name ];
  32535. if ( textureNode === undefined ) {
  32536. this._textureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name ) );
  32537. this._textureNodes[ name ].updateTexture();
  32538. }
  32539. return textureNode;
  32540. }
  32541. getPreviousTextureNode( name = 'output' ) {
  32542. let textureNode = this._previousTextureNodes[ name ];
  32543. if ( textureNode === undefined ) {
  32544. if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );
  32545. this._previousTextureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name, true ) );
  32546. this._previousTextureNodes[ name ].updateTexture();
  32547. }
  32548. return textureNode;
  32549. }
  32550. getViewZNode( name = 'depth' ) {
  32551. let viewZNode = this._viewZNodes[ name ];
  32552. if ( viewZNode === undefined ) {
  32553. const cameraNear = this._cameraNear;
  32554. const cameraFar = this._cameraFar;
  32555. this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar );
  32556. }
  32557. return viewZNode;
  32558. }
  32559. getLinearDepthNode( name = 'depth' ) {
  32560. let linearDepthNode = this._linearDepthNodes[ name ];
  32561. if ( linearDepthNode === undefined ) {
  32562. const cameraNear = this._cameraNear;
  32563. const cameraFar = this._cameraFar;
  32564. const viewZNode = this.getViewZNode( name );
  32565. // TODO: just if ( builder.camera.isPerspectiveCamera )
  32566. this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar );
  32567. }
  32568. return linearDepthNode;
  32569. }
  32570. setup( { renderer } ) {
  32571. this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples;
  32572. // Disable MSAA for WebGL backend for now
  32573. if ( renderer.backend.isWebGLBackend === true ) {
  32574. this.renderTarget.samples = 0;
  32575. }
  32576. this.renderTarget.depthTexture.isMultisampleRenderTargetTexture = this.renderTarget.samples > 1;
  32577. return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode();
  32578. }
  32579. updateBefore( frame ) {
  32580. const { renderer } = frame;
  32581. const { scene, camera } = this;
  32582. this._pixelRatio = renderer.getPixelRatio();
  32583. const size = renderer.getSize( _size$7 );
  32584. this.setSize( size.width, size.height );
  32585. const currentRenderTarget = renderer.getRenderTarget();
  32586. const currentMRT = renderer.getMRT();
  32587. this._cameraNear.value = camera.near;
  32588. this._cameraFar.value = camera.far;
  32589. for ( const name in this._previousTextures ) {
  32590. this.toggleTexture( name );
  32591. }
  32592. renderer.setRenderTarget( this.renderTarget );
  32593. renderer.setMRT( this._mrt );
  32594. renderer.render( scene, camera );
  32595. renderer.setRenderTarget( currentRenderTarget );
  32596. renderer.setMRT( currentMRT );
  32597. }
  32598. setSize( width, height ) {
  32599. this._width = width;
  32600. this._height = height;
  32601. const effectiveWidth = this._width * this._pixelRatio;
  32602. const effectiveHeight = this._height * this._pixelRatio;
  32603. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  32604. }
  32605. setPixelRatio( pixelRatio ) {
  32606. this._pixelRatio = pixelRatio;
  32607. this.setSize( this._width, this._height );
  32608. }
  32609. dispose() {
  32610. this.renderTarget.dispose();
  32611. }
  32612. }
  32613. PassNode.COLOR = 'color';
  32614. PassNode.DEPTH = 'depth';
  32615. const pass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera, options ) );
  32616. const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) );
  32617. const depthPass = ( scene, camera ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera ) );
  32618. // WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
  32619. // alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
  32620. const _quadMesh1 = /*@__PURE__*/ new QuadMesh();
  32621. const _quadMesh2 = /*@__PURE__*/ new QuadMesh();
  32622. class GaussianBlurNode extends TempNode {
  32623. static get type() {
  32624. return 'GaussianBlurNode';
  32625. }
  32626. constructor( textureNode, directionNode = null, sigma = 2 ) {
  32627. super( 'vec4' );
  32628. this.textureNode = textureNode;
  32629. this.directionNode = directionNode;
  32630. this.sigma = sigma;
  32631. this._invSize = uniform( new Vector2() );
  32632. this._passDirection = uniform( new Vector2() );
  32633. this._horizontalRT = new RenderTarget();
  32634. this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
  32635. this._verticalRT = new RenderTarget();
  32636. this._verticalRT.texture.name = 'GaussianBlurNode.vertical';
  32637. this._textureNode = passTexture( this, this._verticalRT.texture );
  32638. this.updateBeforeType = NodeUpdateType.RENDER;
  32639. this.resolution = new Vector2( 1, 1 );
  32640. }
  32641. setSize( width, height ) {
  32642. width = Math.max( Math.round( width * this.resolution.x ), 1 );
  32643. height = Math.max( Math.round( height * this.resolution.y ), 1 );
  32644. this._invSize.value.set( 1 / width, 1 / height );
  32645. this._horizontalRT.setSize( width, height );
  32646. this._verticalRT.setSize( width, height );
  32647. }
  32648. updateBefore( frame ) {
  32649. const { renderer } = frame;
  32650. const textureNode = this.textureNode;
  32651. const map = textureNode.value;
  32652. const currentRenderTarget = renderer.getRenderTarget();
  32653. const currentMRT = renderer.getMRT();
  32654. const currentTexture = textureNode.value;
  32655. _quadMesh1.material = this._material;
  32656. _quadMesh2.material = this._material;
  32657. this.setSize( map.image.width, map.image.height );
  32658. const textureType = map.type;
  32659. this._horizontalRT.texture.type = textureType;
  32660. this._verticalRT.texture.type = textureType;
  32661. // clear
  32662. renderer.setMRT( null );
  32663. // horizontal
  32664. renderer.setRenderTarget( this._horizontalRT );
  32665. this._passDirection.value.set( 1, 0 );
  32666. _quadMesh1.render( renderer );
  32667. // vertical
  32668. textureNode.value = this._horizontalRT.texture;
  32669. renderer.setRenderTarget( this._verticalRT );
  32670. this._passDirection.value.set( 0, 1 );
  32671. _quadMesh2.render( renderer );
  32672. // restore
  32673. renderer.setRenderTarget( currentRenderTarget );
  32674. renderer.setMRT( currentMRT );
  32675. textureNode.value = currentTexture;
  32676. }
  32677. getTextureNode() {
  32678. return this._textureNode;
  32679. }
  32680. setup( builder ) {
  32681. const textureNode = this.textureNode;
  32682. if ( textureNode.isTextureNode !== true ) {
  32683. console.error( 'GaussianBlurNode requires a TextureNode.' );
  32684. return vec4();
  32685. }
  32686. //
  32687. const uvNode = textureNode.uvNode || uv();
  32688. const directionNode = vec2( this.directionNode || 1 );
  32689. const sampleTexture = ( uv ) => textureNode.uv( uv );
  32690. const blur = Fn( () => {
  32691. const kernelSize = 3 + ( 2 * this.sigma );
  32692. const gaussianCoefficients = this._getCoefficients( kernelSize );
  32693. const invSize = this._invSize;
  32694. const direction = directionNode.mul( this._passDirection );
  32695. const weightSum = float( gaussianCoefficients[ 0 ] ).toVar();
  32696. const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).toVar();
  32697. for ( let i = 1; i < kernelSize; i ++ ) {
  32698. const x = float( i );
  32699. const w = float( gaussianCoefficients[ i ] );
  32700. const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
  32701. const sample1 = vec4( sampleTexture( uvNode.add( uvOffset ) ) );
  32702. const sample2 = vec4( sampleTexture( uvNode.sub( uvOffset ) ) );
  32703. diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
  32704. weightSum.addAssign( mul( 2.0, w ) );
  32705. }
  32706. return diffuseSum.div( weightSum );
  32707. } );
  32708. //
  32709. const material = this._material || ( this._material = new NodeMaterial() );
  32710. material.fragmentNode = blur().context( builder.getSharedContext() );
  32711. material.name = 'Gaussian_blur';
  32712. material.needsUpdate = true;
  32713. //
  32714. const properties = builder.getNodeProperties( this );
  32715. properties.textureNode = textureNode;
  32716. //
  32717. return this._textureNode;
  32718. }
  32719. dispose() {
  32720. this._horizontalRT.dispose();
  32721. this._verticalRT.dispose();
  32722. }
  32723. _getCoefficients( kernelRadius ) {
  32724. const coefficients = [];
  32725. for ( let i = 0; i < kernelRadius; i ++ ) {
  32726. coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
  32727. }
  32728. return coefficients;
  32729. }
  32730. }
  32731. const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ) );
  32732. const _size$6 = /*@__PURE__*/ new Vector2();
  32733. const _quadMeshComp = /*@__PURE__*/ new QuadMesh();
  32734. class AfterImageNode extends TempNode {
  32735. static get type() {
  32736. return 'AfterImageNode';
  32737. }
  32738. constructor( textureNode, damp = 0.96 ) {
  32739. super( textureNode );
  32740. this.textureNode = textureNode;
  32741. this.textureNodeOld = texture();
  32742. this.damp = uniform( damp );
  32743. this._compRT = new RenderTarget();
  32744. this._compRT.texture.name = 'AfterImageNode.comp';
  32745. this._oldRT = new RenderTarget();
  32746. this._oldRT.texture.name = 'AfterImageNode.old';
  32747. this._textureNode = passTexture( this, this._compRT.texture );
  32748. this.updateBeforeType = NodeUpdateType.RENDER;
  32749. }
  32750. getTextureNode() {
  32751. return this._textureNode;
  32752. }
  32753. setSize( width, height ) {
  32754. this._compRT.setSize( width, height );
  32755. this._oldRT.setSize( width, height );
  32756. }
  32757. updateBefore( frame ) {
  32758. const { renderer } = frame;
  32759. const textureNode = this.textureNode;
  32760. const map = textureNode.value;
  32761. const textureType = map.type;
  32762. this._compRT.texture.type = textureType;
  32763. this._oldRT.texture.type = textureType;
  32764. renderer.getDrawingBufferSize( _size$6 );
  32765. this.setSize( _size$6.x, _size$6.y );
  32766. const currentRenderTarget = renderer.getRenderTarget();
  32767. const currentTexture = textureNode.value;
  32768. this.textureNodeOld.value = this._oldRT.texture;
  32769. // comp
  32770. renderer.setRenderTarget( this._compRT );
  32771. _quadMeshComp.render( renderer );
  32772. // Swap the textures
  32773. const temp = this._oldRT;
  32774. this._oldRT = this._compRT;
  32775. this._compRT = temp;
  32776. renderer.setRenderTarget( currentRenderTarget );
  32777. textureNode.value = currentTexture;
  32778. }
  32779. setup( builder ) {
  32780. const textureNode = this.textureNode;
  32781. const textureNodeOld = this.textureNodeOld;
  32782. //
  32783. const uvNode = textureNode.uvNode || uv();
  32784. textureNodeOld.uvNode = uvNode;
  32785. const sampleTexture = ( uv ) => textureNode.uv( uv );
  32786. const when_gt = Fn( ( [ x_immutable, y_immutable ] ) => {
  32787. const y = float( y_immutable ).toVar();
  32788. const x = vec4( x_immutable ).toVar();
  32789. return max$1( sign( x.sub( y ) ), 0.0 );
  32790. } );
  32791. const afterImg = Fn( () => {
  32792. const texelOld = vec4( textureNodeOld );
  32793. const texelNew = vec4( sampleTexture( uvNode ) );
  32794. texelOld.mulAssign( this.damp.mul( when_gt( texelOld, 0.1 ) ) );
  32795. return max$1( texelNew, texelOld );
  32796. } );
  32797. //
  32798. const materialComposed = this._materialComposed || ( this._materialComposed = new NodeMaterial() );
  32799. materialComposed.name = 'AfterImage';
  32800. materialComposed.fragmentNode = afterImg();
  32801. _quadMeshComp.material = materialComposed;
  32802. //
  32803. const properties = builder.getNodeProperties( this );
  32804. properties.textureNode = textureNode;
  32805. //
  32806. return this._textureNode;
  32807. }
  32808. dispose() {
  32809. this._compRT.dispose();
  32810. this._oldRT.dispose();
  32811. }
  32812. }
  32813. const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( convertToTexture( node ), damp ) );
  32814. const grayscale = /*@__PURE__*/ Fn( ( [ color ] ) => {
  32815. return luminance( color.rgb );
  32816. } );
  32817. const saturation = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  32818. return adjustment.mix( luminance( color.rgb ), color.rgb );
  32819. } );
  32820. const vibrance = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  32821. const average = add( color.r, color.g, color.b ).div( 3.0 );
  32822. const mx = color.r.max( color.g.max( color.b ) );
  32823. const amt = mx.sub( average ).mul( adjustment ).mul( - 3.0 );
  32824. return mix( color.rgb, mx, amt );
  32825. } );
  32826. const hue = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  32827. const k = vec3( 0.57735, 0.57735, 0.57735 );
  32828. const cosAngle = adjustment.cos();
  32829. return vec3( color.rgb.mul( cosAngle ).add( k.cross( color.rgb ).mul( adjustment.sin() ).add( k.mul( dot( k, color.rgb ).mul( cosAngle.oneMinus() ) ) ) ) );
  32830. } );
  32831. const _luminanceCoefficients = /*@__PURE__*/ new Vector3();
  32832. const luminance = (
  32833. color,
  32834. luminanceCoefficients = vec3( ... ColorManagement.getLuminanceCoefficients( _luminanceCoefficients ) )
  32835. ) => dot( color, luminanceCoefficients );
  32836. const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) );
  32837. const _quadMesh$5 = /*@__PURE__*/ new QuadMesh();
  32838. class AnamorphicNode extends TempNode {
  32839. static get type() {
  32840. return 'AnamorphicNode';
  32841. }
  32842. constructor( textureNode, tresholdNode, scaleNode, samples ) {
  32843. super( 'vec4' );
  32844. this.textureNode = textureNode;
  32845. this.tresholdNode = tresholdNode;
  32846. this.scaleNode = scaleNode;
  32847. this.colorNode = vec3( 0.1, 0.0, 1.0 );
  32848. this.samples = samples;
  32849. this.resolution = new Vector2( 1, 1 );
  32850. this._renderTarget = new RenderTarget();
  32851. this._renderTarget.texture.name = 'anamorphic';
  32852. this._invSize = uniform( new Vector2() );
  32853. this._textureNode = passTexture( this, this._renderTarget.texture );
  32854. this.updateBeforeType = NodeUpdateType.RENDER;
  32855. }
  32856. getTextureNode() {
  32857. return this._textureNode;
  32858. }
  32859. setSize( width, height ) {
  32860. this._invSize.value.set( 1 / width, 1 / height );
  32861. width = Math.max( Math.round( width * this.resolution.x ), 1 );
  32862. height = Math.max( Math.round( height * this.resolution.y ), 1 );
  32863. this._renderTarget.setSize( width, height );
  32864. }
  32865. updateBefore( frame ) {
  32866. const { renderer } = frame;
  32867. const textureNode = this.textureNode;
  32868. const map = textureNode.value;
  32869. this._renderTarget.texture.type = map.type;
  32870. const currentRenderTarget = renderer.getRenderTarget();
  32871. const currentTexture = textureNode.value;
  32872. _quadMesh$5.material = this._material;
  32873. this.setSize( map.image.width, map.image.height );
  32874. // render
  32875. renderer.setRenderTarget( this._renderTarget );
  32876. _quadMesh$5.render( renderer );
  32877. // restore
  32878. renderer.setRenderTarget( currentRenderTarget );
  32879. textureNode.value = currentTexture;
  32880. }
  32881. setup( builder ) {
  32882. const textureNode = this.textureNode;
  32883. const uvNode = textureNode.uvNode || uv();
  32884. const sampleTexture = ( uv ) => textureNode.uv( uv );
  32885. const anamorph = Fn( () => {
  32886. const samples = this.samples;
  32887. const halfSamples = Math.floor( samples / 2 );
  32888. const total = vec3( 0 ).toVar();
  32889. Loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {
  32890. const softness = float( i ).abs().div( halfSamples ).oneMinus();
  32891. const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
  32892. const color = sampleTexture( uv );
  32893. const pass = threshold( color, this.tresholdNode ).mul( softness );
  32894. total.addAssign( pass );
  32895. } );
  32896. return total.mul( this.colorNode );
  32897. } );
  32898. //
  32899. const material = this._material || ( this._material = new NodeMaterial() );
  32900. material.name = 'Anamorphic';
  32901. material.fragmentNode = anamorph();
  32902. //
  32903. const properties = builder.getNodeProperties( this );
  32904. properties.textureNode = textureNode;
  32905. //
  32906. return this._textureNode;
  32907. }
  32908. dispose() {
  32909. this._renderTarget.dispose();
  32910. }
  32911. }
  32912. const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples ) );
  32913. class SobelOperatorNode extends TempNode {
  32914. static get type() {
  32915. return 'SobelOperatorNode';
  32916. }
  32917. constructor( textureNode ) {
  32918. super();
  32919. this.textureNode = textureNode;
  32920. this.updateBeforeType = NodeUpdateType.RENDER;
  32921. this._invSize = uniform( new Vector2() );
  32922. }
  32923. updateBefore() {
  32924. const map = this.textureNode.value;
  32925. this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
  32926. }
  32927. setup() {
  32928. const { textureNode } = this;
  32929. const uvNode = textureNode.uvNode || uv();
  32930. const sampleTexture = ( uv ) => textureNode.uv( uv );
  32931. const sobel = Fn( () => {
  32932. // Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
  32933. const texel = this._invSize;
  32934. // kernel definition (in glsl matrices are filled in column-major order)
  32935. const Gx = mat3( - 1, - 2, - 1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
  32936. const Gy = mat3( - 1, 0, 1, - 2, 0, 2, - 1, 0, 1 ); // y direction kernel
  32937. // fetch the 3x3 neighbourhood of a fragment
  32938. // first column
  32939. const tx0y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, - 1 ) ) ) ).xyz );
  32940. const tx0y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 0 ) ) ) ).xyz );
  32941. const tx0y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 1 ) ) ) ).xyz );
  32942. // second column
  32943. const tx1y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, - 1 ) ) ) ).xyz );
  32944. const tx1y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 0 ) ) ) ).xyz );
  32945. const tx1y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 1 ) ) ) ).xyz );
  32946. // third column
  32947. const tx2y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, - 1 ) ) ) ).xyz );
  32948. const tx2y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 0 ) ) ) ).xyz );
  32949. const tx2y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 1 ) ) ) ).xyz );
  32950. // gradient value in x direction
  32951. const valueGx = add(
  32952. Gx[ 0 ][ 0 ].mul( tx0y0 ),
  32953. Gx[ 1 ][ 0 ].mul( tx1y0 ),
  32954. Gx[ 2 ][ 0 ].mul( tx2y0 ),
  32955. Gx[ 0 ][ 1 ].mul( tx0y1 ),
  32956. Gx[ 1 ][ 1 ].mul( tx1y1 ),
  32957. Gx[ 2 ][ 1 ].mul( tx2y1 ),
  32958. Gx[ 0 ][ 2 ].mul( tx0y2 ),
  32959. Gx[ 1 ][ 2 ].mul( tx1y2 ),
  32960. Gx[ 2 ][ 2 ].mul( tx2y2 )
  32961. );
  32962. // gradient value in y direction
  32963. const valueGy = add(
  32964. Gy[ 0 ][ 0 ].mul( tx0y0 ),
  32965. Gy[ 1 ][ 0 ].mul( tx1y0 ),
  32966. Gy[ 2 ][ 0 ].mul( tx2y0 ),
  32967. Gy[ 0 ][ 1 ].mul( tx0y1 ),
  32968. Gy[ 1 ][ 1 ].mul( tx1y1 ),
  32969. Gy[ 2 ][ 1 ].mul( tx2y1 ),
  32970. Gy[ 0 ][ 2 ].mul( tx0y2 ),
  32971. Gy[ 1 ][ 2 ].mul( tx1y2 ),
  32972. Gy[ 2 ][ 2 ].mul( tx2y2 )
  32973. );
  32974. // magnitute of the total gradient
  32975. const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt();
  32976. return vec4( vec3( G ), 1 );
  32977. } );
  32978. const outputNode = sobel();
  32979. return outputNode;
  32980. }
  32981. }
  32982. const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) );
  32983. class DepthOfFieldNode extends TempNode {
  32984. static get type() {
  32985. return 'DepthOfFieldNode';
  32986. }
  32987. constructor( textureNode, viewZNode, focusNode, apertureNode, maxblurNode ) {
  32988. super();
  32989. this.textureNode = textureNode;
  32990. this.viewZNode = viewZNode;
  32991. this.focusNode = focusNode;
  32992. this.apertureNode = apertureNode;
  32993. this.maxblurNode = maxblurNode;
  32994. this._aspect = uniform( 0 );
  32995. this.updateBeforeType = NodeUpdateType.RENDER;
  32996. }
  32997. updateBefore() {
  32998. const map = this.textureNode.value;
  32999. this._aspect.value = map.image.width / map.image.height;
  33000. }
  33001. setup() {
  33002. const textureNode = this.textureNode;
  33003. const uvNode = textureNode.uvNode || uv();
  33004. const sampleTexture = ( uv ) => textureNode.uv( uv );
  33005. const dof = Fn( () => {
  33006. const aspectcorrect = vec2( 1.0, this._aspect );
  33007. const factor = this.focusNode.add( this.viewZNode );
  33008. const dofblur = vec2( clamp( factor.mul( this.apertureNode ), this.maxblurNode.negate(), this.maxblurNode ) );
  33009. const dofblur9 = dofblur.mul( 0.9 );
  33010. const dofblur7 = dofblur.mul( 0.7 );
  33011. const dofblur4 = dofblur.mul( 0.4 );
  33012. let col = vec4( 0.0 );
  33013. col = col.add( sampleTexture( uvNode ) );
  33014. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33015. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33016. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33017. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33018. col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33019. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33020. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33021. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33022. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33023. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33024. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33025. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33026. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33027. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33028. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33029. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33030. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33031. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33032. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33033. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33034. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33035. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33036. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33037. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33038. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33039. col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33040. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33041. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33042. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33043. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33044. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33045. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33046. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33047. col = col.add( sampleTexture( uvNode.add( vec2( 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33048. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33049. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33050. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33051. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33052. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33053. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33054. col = col.div( 41 );
  33055. col.a = 1;
  33056. return vec4( col );
  33057. } );
  33058. const outputNode = dof();
  33059. return outputNode;
  33060. }
  33061. }
  33062. const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) );
  33063. class DotScreenNode extends TempNode {
  33064. static get type() {
  33065. return 'DotScreenNode';
  33066. }
  33067. constructor( inputNode, center = new Vector2( 0.5, 0.5 ), angle = 1.57, scale = 1 ) {
  33068. super( 'vec4' );
  33069. this.inputNode = inputNode;
  33070. this.center = uniform( center );
  33071. this.angle = uniform( angle );
  33072. this.scale = uniform( scale );
  33073. }
  33074. setup() {
  33075. const inputNode = this.inputNode;
  33076. const pattern = Fn( () => {
  33077. const s = sin( this.angle );
  33078. const c = cos( this.angle );
  33079. const tex = uv().mul( screenSize ).sub( this.center );
  33080. const point = vec2( c.mul( tex.x ).sub( s.mul( tex.y ) ), s.mul( tex.x ).add( c.mul( tex.y ) ) ).mul( this.scale );
  33081. return sin( point.x ).mul( sin( point.y ) ).mul( 4 );
  33082. } );
  33083. const dotScreen = Fn( () => {
  33084. const color = inputNode;
  33085. const average = add( color.r, color.g, color.b ).div( 3 );
  33086. return vec4( vec3( average.mul( 10 ).sub( 5 ).add( pattern() ) ), color.a );
  33087. } );
  33088. const outputNode = dotScreen();
  33089. return outputNode;
  33090. }
  33091. }
  33092. const dotScreen = ( node, center, angle, scale ) => nodeObject( new DotScreenNode( nodeObject( node ), center, angle, scale ) );
  33093. class RGBShiftNode extends TempNode {
  33094. static get type() {
  33095. return 'RGBShiftNode';
  33096. }
  33097. constructor( textureNode, amount = 0.005, angle = 0 ) {
  33098. super( 'vec4' );
  33099. this.textureNode = textureNode;
  33100. this.amount = uniform( amount );
  33101. this.angle = uniform( angle );
  33102. }
  33103. setup() {
  33104. const { textureNode } = this;
  33105. const uvNode = textureNode.uvNode || uv();
  33106. const sampleTexture = ( uv ) => textureNode.uv( uv );
  33107. const rgbShift = Fn( () => {
  33108. const offset = vec2( cos( this.angle ), sin( this.angle ) ).mul( this.amount );
  33109. const cr = sampleTexture( uvNode.add( offset ) );
  33110. const cga = sampleTexture( uvNode );
  33111. const cb = sampleTexture( uvNode.sub( offset ) );
  33112. return vec4( cr.r, cga.g, cb.b, cga.a );
  33113. } );
  33114. return rgbShift();
  33115. }
  33116. }
  33117. const rgbShift = ( node, amount, angle ) => nodeObject( new RGBShiftNode( convertToTexture( node ), amount, angle ) );
  33118. class FilmNode extends TempNode {
  33119. static get type() {
  33120. return 'FilmNode';
  33121. }
  33122. constructor( inputNode, intensityNode = null, uvNode = null ) {
  33123. super();
  33124. this.inputNode = inputNode;
  33125. this.intensityNode = intensityNode;
  33126. this.uvNode = uvNode;
  33127. }
  33128. setup() {
  33129. const uvNode = this.uvNode || uv();
  33130. const film = Fn( () => {
  33131. const base = this.inputNode.rgb;
  33132. const noise = rand( fract( uvNode.add( timerLocal() ) ) );
  33133. let color = base.add( base.mul( clamp( noise.add( 0.1 ), 0, 1 ) ) );
  33134. if ( this.intensityNode !== null ) {
  33135. color = mix( base, color, this.intensityNode );
  33136. }
  33137. return vec4( color, this.inputNode.a );
  33138. } );
  33139. const outputNode = film();
  33140. return outputNode;
  33141. }
  33142. }
  33143. const film = /*@__PURE__*/ nodeProxy( FilmNode );
  33144. class Lut3DNode extends TempNode {
  33145. static get type() {
  33146. return 'Lut3DNode';
  33147. }
  33148. constructor( inputNode, lutNode, size, intensityNode ) {
  33149. super();
  33150. this.inputNode = inputNode;
  33151. this.lutNode = lutNode;
  33152. this.size = uniform( size );
  33153. this.intensityNode = intensityNode;
  33154. }
  33155. setup() {
  33156. const { inputNode, lutNode } = this;
  33157. const sampleLut = ( uv ) => lutNode.uv( uv );
  33158. const lut3D = Fn( () => {
  33159. const base = inputNode;
  33160. // pull the sample in by half a pixel so the sample begins at the center of the edge pixels.
  33161. const pixelWidth = float( 1.0 ).div( this.size );
  33162. const halfPixelWidth = float( 0.5 ).div( this.size );
  33163. const uvw = vec3( halfPixelWidth ).add( base.rgb.mul( float( 1.0 ).sub( pixelWidth ) ) );
  33164. const lutValue = vec4( sampleLut( uvw ).rgb, base.a );
  33165. return vec4( mix( base, lutValue, this.intensityNode ) );
  33166. } );
  33167. const outputNode = lut3D();
  33168. return outputNode;
  33169. }
  33170. }
  33171. const lut3D = ( node, lut, size, intensity ) => nodeObject( new Lut3DNode( nodeObject( node ), nodeObject( lut ), size, nodeObject( intensity ) ) );
  33172. const _quadMesh$4 = /*@__PURE__*/ new QuadMesh();
  33173. const _currentClearColor$1 = /*@__PURE__*/ new Color();
  33174. const _size$5 = /*@__PURE__*/ new Vector2();
  33175. class GTAONode extends TempNode {
  33176. static get type() {
  33177. return 'GTAONode';
  33178. }
  33179. constructor( depthNode, normalNode, camera ) {
  33180. super();
  33181. this.depthNode = depthNode;
  33182. this.normalNode = normalNode;
  33183. this.radius = uniform( 0.25 );
  33184. this.resolution = uniform( new Vector2() );
  33185. this.thickness = uniform( 1 );
  33186. this.distanceExponent = uniform( 1 );
  33187. this.distanceFallOff = uniform( 1 );
  33188. this.scale = uniform( 1 );
  33189. this.noiseNode = texture( generateMagicSquareNoise() );
  33190. this.cameraProjectionMatrix = uniform( camera.projectionMatrix );
  33191. this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
  33192. this.SAMPLES = uniform( 16 );
  33193. this._aoRenderTarget = new RenderTarget();
  33194. this._aoRenderTarget.texture.name = 'GTAONode.AO';
  33195. this._material = null;
  33196. this._textureNode = passTexture( this, this._aoRenderTarget.texture );
  33197. this.updateBeforeType = NodeUpdateType.FRAME;
  33198. }
  33199. getTextureNode() {
  33200. return this._textureNode;
  33201. }
  33202. setSize( width, height ) {
  33203. this.resolution.value.set( width, height );
  33204. this._aoRenderTarget.setSize( width, height );
  33205. }
  33206. updateBefore( frame ) {
  33207. const { renderer } = frame;
  33208. const size = renderer.getDrawingBufferSize( _size$5 );
  33209. const currentRenderTarget = renderer.getRenderTarget();
  33210. const currentMRT = renderer.getMRT();
  33211. renderer.getClearColor( _currentClearColor$1 );
  33212. const currentClearAlpha = renderer.getClearAlpha();
  33213. _quadMesh$4.material = this._material;
  33214. this.setSize( size.width, size.height );
  33215. // clear
  33216. renderer.setMRT( null );
  33217. renderer.setClearColor( 0xffffff, 1 );
  33218. // ao
  33219. renderer.setRenderTarget( this._aoRenderTarget );
  33220. _quadMesh$4.render( renderer );
  33221. // restore
  33222. renderer.setRenderTarget( currentRenderTarget );
  33223. renderer.setMRT( currentMRT );
  33224. renderer.setClearColor( _currentClearColor$1, currentClearAlpha );
  33225. }
  33226. setup( builder ) {
  33227. const uvNode = uv();
  33228. const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x;
  33229. const sampleNoise = ( uv ) => this.noiseNode.uv( uv );
  33230. const getSceneUvAndDepth = Fn( ( [ sampleViewPos ] )=> {
  33231. const sampleClipPos = this.cameraProjectionMatrix.mul( vec4( sampleViewPos, 1.0 ) );
  33232. let sampleUv = sampleClipPos.xy.div( sampleClipPos.w ).mul( 0.5 ).add( 0.5 ).toVar();
  33233. sampleUv = vec2( sampleUv.x, sampleUv.y.oneMinus() );
  33234. const sampleSceneDepth = sampleDepth( sampleUv );
  33235. return vec3( sampleUv, sampleSceneDepth );
  33236. } );
  33237. const getViewPosition = Fn( ( [ screenPosition, depth ] ) => {
  33238. screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
  33239. const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
  33240. const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) );
  33241. return viewSpacePosition.xyz.div( viewSpacePosition.w );
  33242. } );
  33243. const ao = Fn( () => {
  33244. const depth = sampleDepth( uvNode );
  33245. depth.greaterThanEqual( 1.0 ).discard();
  33246. const viewPosition = getViewPosition( uvNode, depth );
  33247. const viewNormal = this.normalNode.rgb.normalize();
  33248. const radiusToUse = this.radius;
  33249. const noiseResolution = textureSize( this.noiseNode, 0 );
  33250. let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
  33251. noiseUv = noiseUv.mul( this.resolution.div( noiseResolution ) );
  33252. const noiseTexel = sampleNoise( noiseUv );
  33253. const randomVec = noiseTexel.xyz.mul( 2.0 ).sub( 1.0 );
  33254. const tangent = vec3( randomVec.xy, 0.0 ).normalize();
  33255. const bitangent = vec3( tangent.y.mul( - 1.0 ), tangent.x, 0.0 );
  33256. const kernelMatrix = mat3( tangent, bitangent, vec3( 0.0, 0.0, 1.0 ) );
  33257. const DIRECTIONS = this.SAMPLES.lessThan( 30 ).select( 3, 5 );
  33258. const STEPS = add( this.SAMPLES, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS );
  33259. const ao = float( 0 ).toVar();
  33260. Loop( { start: int( 0 ), end: DIRECTIONS, type: 'int', condition: '<' }, ( { i } ) => {
  33261. const angle = float( i ).div( float( DIRECTIONS ) ).mul( PI );
  33262. const sampleDir = vec4( cos( angle ), sin( angle ), 0., add( 0.5, mul( 0.5, noiseTexel.w ) ) );
  33263. sampleDir.xyz = normalize( kernelMatrix.mul( sampleDir.xyz ) );
  33264. const viewDir = normalize( viewPosition.xyz.negate() );
  33265. const sliceBitangent = normalize( cross( sampleDir.xyz, viewDir ) );
  33266. const sliceTangent = cross( sliceBitangent, viewDir );
  33267. const normalInSlice = normalize( viewNormal.sub( sliceBitangent.mul( dot( viewNormal, sliceBitangent ) ) ) );
  33268. const tangentToNormalInSlice = cross( normalInSlice, sliceBitangent );
  33269. const cosHorizons = vec2( dot( viewDir, tangentToNormalInSlice ), dot( viewDir, tangentToNormalInSlice.negate() ) ).toVar();
  33270. Loop( { end: STEPS, type: 'int', name: 'j', condition: '<' }, ( { j } ) => {
  33271. const sampleViewOffset = sampleDir.xyz.mul( radiusToUse ).mul( sampleDir.w ).mul( pow( div( float( j ).add( 1.0 ), float( STEPS ) ), this.distanceExponent ) );
  33272. // x
  33273. const sampleSceneUvDepthX = getSceneUvAndDepth( viewPosition.add( sampleViewOffset ) );
  33274. const sampleSceneViewPositionX = getViewPosition( sampleSceneUvDepthX.xy, sampleSceneUvDepthX.z );
  33275. const viewDeltaX = sampleSceneViewPositionX.sub( viewPosition );
  33276. If( abs( viewDeltaX.z ).lessThan( this.thickness ), () => {
  33277. const sampleCosHorizon = dot( viewDir, normalize( viewDeltaX ) );
  33278. cosHorizons.x.addAssign( max$1( 0, mul( sampleCosHorizon.sub( cosHorizons.x ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
  33279. } );
  33280. // y
  33281. const sampleSceneUvDepthY = getSceneUvAndDepth( viewPosition.sub( sampleViewOffset ) );
  33282. const sampleSceneViewPositionY = getViewPosition( sampleSceneUvDepthY.xy, sampleSceneUvDepthY.z );
  33283. const viewDeltaY = sampleSceneViewPositionY.sub( viewPosition );
  33284. If( abs( viewDeltaY.z ).lessThan( this.thickness ), () => {
  33285. const sampleCosHorizon = dot( viewDir, normalize( viewDeltaY ) );
  33286. cosHorizons.y.addAssign( max$1( 0, mul( sampleCosHorizon.sub( cosHorizons.y ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
  33287. } );
  33288. } );
  33289. const sinHorizons = sqrt( sub( 1.0, cosHorizons.mul( cosHorizons ) ) );
  33290. const nx = dot( normalInSlice, sliceTangent );
  33291. const ny = dot( normalInSlice, viewDir );
  33292. const nxb = mul( 0.5, acos( cosHorizons.y ).sub( acos( cosHorizons.x ) ).add( sinHorizons.x.mul( cosHorizons.x ).sub( sinHorizons.y.mul( cosHorizons.y ) ) ) );
  33293. const nyb = mul( 0.5, sub( 2.0, cosHorizons.x.mul( cosHorizons.x ) ).sub( cosHorizons.y.mul( cosHorizons.y ) ) );
  33294. const occlusion = nx.mul( nxb ).add( ny.mul( nyb ) );
  33295. ao.addAssign( occlusion );
  33296. } );
  33297. ao.assign( clamp( ao.div( DIRECTIONS ), 0, 1 ) );
  33298. ao.assign( pow( ao, this.scale ) );
  33299. return vec4( vec3( ao ), 1.0 );
  33300. } );
  33301. const material = this._material || ( this._material = new NodeMaterial() );
  33302. material.fragmentNode = ao().context( builder.getSharedContext() );
  33303. material.name = 'GTAO';
  33304. material.needsUpdate = true;
  33305. //
  33306. return this._textureNode;
  33307. }
  33308. dispose() {
  33309. this._aoRenderTarget.dispose();
  33310. }
  33311. }
  33312. function generateMagicSquareNoise( size = 5 ) {
  33313. const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
  33314. const magicSquare = generateMagicSquare( noiseSize );
  33315. const noiseSquareSize = magicSquare.length;
  33316. const data = new Uint8Array( noiseSquareSize * 4 );
  33317. for ( let inx = 0; inx < noiseSquareSize; ++ inx ) {
  33318. const iAng = magicSquare[ inx ];
  33319. const angle = ( 2 * Math.PI * iAng ) / noiseSquareSize;
  33320. const randomVec = new Vector3(
  33321. Math.cos( angle ),
  33322. Math.sin( angle ),
  33323. 0
  33324. ).normalize();
  33325. data[ inx * 4 ] = ( randomVec.x * 0.5 + 0.5 ) * 255;
  33326. data[ inx * 4 + 1 ] = ( randomVec.y * 0.5 + 0.5 ) * 255;
  33327. data[ inx * 4 + 2 ] = 127;
  33328. data[ inx * 4 + 3 ] = 255;
  33329. }
  33330. const noiseTexture = new DataTexture( data, noiseSize, noiseSize );
  33331. noiseTexture.wrapS = RepeatWrapping;
  33332. noiseTexture.wrapT = RepeatWrapping;
  33333. noiseTexture.needsUpdate = true;
  33334. return noiseTexture;
  33335. }
  33336. function generateMagicSquare( size ) {
  33337. const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
  33338. const noiseSquareSize = noiseSize * noiseSize;
  33339. const magicSquare = Array( noiseSquareSize ).fill( 0 );
  33340. let i = Math.floor( noiseSize / 2 );
  33341. let j = noiseSize - 1;
  33342. for ( let num = 1; num <= noiseSquareSize; ) {
  33343. if ( i === - 1 && j === noiseSize ) {
  33344. j = noiseSize - 2;
  33345. i = 0;
  33346. } else {
  33347. if ( j === noiseSize ) {
  33348. j = 0;
  33349. }
  33350. if ( i < 0 ) {
  33351. i = noiseSize - 1;
  33352. }
  33353. }
  33354. if ( magicSquare[ i * noiseSize + j ] !== 0 ) {
  33355. j -= 2;
  33356. i ++;
  33357. continue;
  33358. } else {
  33359. magicSquare[ i * noiseSize + j ] = num ++;
  33360. }
  33361. j ++;
  33362. i --;
  33363. }
  33364. return magicSquare;
  33365. }
  33366. const ao = ( depthNode, normalNode, camera ) => nodeObject( new GTAONode( nodeObject( depthNode ), nodeObject( normalNode ), camera ) );
  33367. class DenoiseNode extends TempNode {
  33368. static get type() {
  33369. return 'DenoiseNode';
  33370. }
  33371. constructor( textureNode, depthNode, normalNode, noiseNode, camera ) {
  33372. super();
  33373. this.textureNode = textureNode;
  33374. this.depthNode = depthNode;
  33375. this.normalNode = normalNode;
  33376. this.noiseNode = noiseNode;
  33377. this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
  33378. this.lumaPhi = uniform( 5 );
  33379. this.depthPhi = uniform( 5 );
  33380. this.normalPhi = uniform( 5 );
  33381. this.radius = uniform( 5 );
  33382. this.index = uniform( 0 );
  33383. this._resolution = uniform( new Vector2() );
  33384. this._sampleVectors = uniformArray( generatePdSamplePointInitializer( 16, 2, 1 ) );
  33385. this.updateBeforeType = NodeUpdateType.RENDER;
  33386. }
  33387. updateBefore() {
  33388. const map = this.textureNode.value;
  33389. this._resolution.value.set( map.image.width, map.image.height );
  33390. }
  33391. setup() {
  33392. const uvNode = uv();
  33393. const sampleTexture = ( uv ) => this.textureNode.uv( uv );
  33394. const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x;
  33395. const sampleNormal = ( uv ) => this.normalNode.uv( uv );
  33396. const sampleNoise = ( uv ) => this.noiseNode.uv( uv );
  33397. const getViewPosition = Fn( ( [ screenPosition, depth ] ) => {
  33398. screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
  33399. const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
  33400. const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) );
  33401. return viewSpacePosition.xyz.div( viewSpacePosition.w );
  33402. } );
  33403. const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => {
  33404. const texel = sampleTexture( sampleUv );
  33405. const depth = sampleDepth( sampleUv );
  33406. const normal = sampleNormal( sampleUv ).rgb.normalize();
  33407. const neighborColor = texel.rgb;
  33408. const viewPos = getViewPosition( sampleUv, depth );
  33409. const normalDiff = dot( viewNormal, normal ).toVar();
  33410. const normalSimilarity = pow( max$1( normalDiff, 0 ), this.normalPhi ).toVar();
  33411. const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar();
  33412. const lumaSimilarity = max$1( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar();
  33413. const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar();
  33414. const depthSimilarity = max$1( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 );
  33415. const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity );
  33416. return vec4( neighborColor.mul( w ), w );
  33417. } );
  33418. const denoise = Fn( ( [ uvNode ] ) => {
  33419. const depth = sampleDepth( uvNode );
  33420. const viewNormal = sampleNormal( uvNode ).rgb.normalize();
  33421. const texel = sampleTexture( uvNode );
  33422. If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
  33423. return texel;
  33424. } );
  33425. const center = vec3( texel.rgb );
  33426. const viewPosition = getViewPosition( uvNode, depth );
  33427. const noiseResolution = textureSize( this.noiseNode, 0 );
  33428. let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
  33429. noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) );
  33430. const noiseTexel = sampleNoise( noiseUv );
  33431. const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
  33432. const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
  33433. const noiseVec = vec2( x, y );
  33434. const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y );
  33435. const totalWeight = float( 1.0 ).toVar();
  33436. const denoised = vec3( texel.rgb ).toVar();
  33437. Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => {
  33438. const sampleDir = this._sampleVectors.element( i ).toVar();
  33439. const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution ).toVar();
  33440. const sampleUv = uvNode.add( offset ).toVar();
  33441. const result = denoiseSample( center, viewNormal, viewPosition, sampleUv );
  33442. denoised.addAssign( result.xyz );
  33443. totalWeight.addAssign( result.w );
  33444. } );
  33445. If( totalWeight.greaterThan( float( 0 ) ), () => {
  33446. denoised.divAssign( totalWeight );
  33447. } );
  33448. return vec4( denoised, texel.a );
  33449. } ).setLayout( {
  33450. name: 'denoise',
  33451. type: 'vec4',
  33452. inputs: [
  33453. { name: 'uv', type: 'vec2' }
  33454. ]
  33455. } );
  33456. const output = Fn( () => {
  33457. return denoise( uvNode );
  33458. } );
  33459. const outputNode = output();
  33460. return outputNode;
  33461. }
  33462. }
  33463. function generatePdSamplePointInitializer( samples, rings, radiusExponent ) {
  33464. const poissonDisk = generateDenoiseSamples( samples, rings, radiusExponent );
  33465. const array = [];
  33466. for ( let i = 0; i < samples; i ++ ) {
  33467. const sample = poissonDisk[ i ];
  33468. array.push( sample );
  33469. }
  33470. return array;
  33471. }
  33472. function generateDenoiseSamples( numSamples, numRings, radiusExponent ) {
  33473. const samples = [];
  33474. for ( let i = 0; i < numSamples; i ++ ) {
  33475. const angle = 2 * Math.PI * numRings * i / numSamples;
  33476. const radius = Math.pow( i / ( numSamples - 1 ), radiusExponent );
  33477. samples.push( new Vector3( Math.cos( angle ), Math.sin( angle ), radius ) );
  33478. }
  33479. return samples;
  33480. }
  33481. const denoise = ( node, depthNode, normalNode, noiseNode, camera ) => nodeObject( new DenoiseNode( convertToTexture( node ), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( noiseNode ), camera ) );
  33482. class FXAANode extends TempNode {
  33483. static get type() {
  33484. return 'FXAANode';
  33485. }
  33486. constructor( textureNode ) {
  33487. super();
  33488. this.textureNode = textureNode;
  33489. this.updateBeforeType = NodeUpdateType.RENDER;
  33490. this._invSize = uniform( new Vector2() );
  33491. }
  33492. updateBefore() {
  33493. const map = this.textureNode.value;
  33494. this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
  33495. }
  33496. setup() {
  33497. const textureNode = this.textureNode.bias( - 100 );
  33498. const uvNode = textureNode.uvNode || uv();
  33499. // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
  33500. //----------------------------------------------------------------------------------
  33501. // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
  33502. // SDK Version: v3.00
  33503. // Email: gameworks@nvidia.com
  33504. // Site: http://developer.nvidia.com/
  33505. //
  33506. // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
  33507. //
  33508. // Redistribution and use in source and binary forms, with or without
  33509. // modification, are permitted provided that the following conditions
  33510. // are met:
  33511. // * Redistributions of source code must retain the above copyright
  33512. // notice, this list of conditions and the following disclaimer.
  33513. // * Redistributions in binary form must reproduce the above copyright
  33514. // notice, this list of conditions and the following disclaimer in the
  33515. // documentation and/or other materials provided with the distribution.
  33516. // * Neither the name of NVIDIA CORPORATION nor the names of its
  33517. // contributors may be used to endorse or promote products derived
  33518. // from this software without specific prior written permission.
  33519. //
  33520. // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
  33521. // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  33522. // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  33523. // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  33524. // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  33525. // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  33526. // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  33527. // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
  33528. // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  33529. // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  33530. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  33531. //
  33532. //----------------------------------------------------------------------------------
  33533. const FxaaTexTop = ( p ) => textureNode.uv( p );
  33534. const FxaaTexOff = ( p, o, r ) => textureNode.uv( p.add( o.mul( r ) ) );
  33535. const NUM_SAMPLES = int( 5 );
  33536. const contrast = Fn( ( [ a_immutable, b_immutable ] ) => {
  33537. // assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
  33538. const b = vec4( b_immutable ).toVar();
  33539. const a = vec4( a_immutable ).toVar();
  33540. const diff = vec4( abs( a.sub( b ) ) ).toVar();
  33541. return max$1( max$1( max$1( diff.r, diff.g ), diff.b ), diff.a );
  33542. } );
  33543. // FXAA3 QUALITY - PC
  33544. const FxaaPixelShader = Fn( ( [ uv, fxaaQualityRcpFrame, fxaaQualityEdgeThreshold, fxaaQualityinvEdgeThreshold ] ) => {
  33545. const rgbaM = FxaaTexTop( uv ).toVar();
  33546. const rgbaS = FxaaTexOff( uv, vec2( 0.0, - 1.0 ), fxaaQualityRcpFrame.xy ).toVar();
  33547. const rgbaE = FxaaTexOff( uv, vec2( 1.0, 0.0 ), fxaaQualityRcpFrame.xy ).toVar();
  33548. const rgbaN = FxaaTexOff( uv, vec2( 0.0, 1.0 ), fxaaQualityRcpFrame.xy ).toVar();
  33549. const rgbaW = FxaaTexOff( uv, vec2( - 1.0, 0.0 ), fxaaQualityRcpFrame.xy ).toVar();
  33550. // . S .
  33551. // W M E
  33552. // . N .
  33553. const contrastN = contrast( rgbaM, rgbaN ).toVar();
  33554. const contrastS = contrast( rgbaM, rgbaS ).toVar();
  33555. const contrastE = contrast( rgbaM, rgbaE ).toVar();
  33556. const contrastW = contrast( rgbaM, rgbaW ).toVar();
  33557. const maxValue = max$1( contrastN, max$1( contrastS, max$1( contrastE, contrastW ) ) ).toVar();
  33558. // . 0 .
  33559. // 0 0 0
  33560. // . 0 .
  33561. If( maxValue.lessThan( fxaaQualityEdgeThreshold ), () => {
  33562. return rgbaM; // assuming define FXAA_DISCARD is always 0
  33563. } );
  33564. //
  33565. const relativeVContrast = sub( contrastN.add( contrastS ), ( contrastE.add( contrastW ) ) ).toVar();
  33566. relativeVContrast.mulAssign( fxaaQualityinvEdgeThreshold );
  33567. // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
  33568. If( abs( relativeVContrast ).lessThan( 0.3 ), () => {
  33569. // locate the edge
  33570. const x = contrastE.greaterThan( contrastW ).select( 1, - 1 ).toVar();
  33571. const y = contrastS.greaterThan( contrastN ).select( 1, - 1 ).toVar();
  33572. const dirToEdge = vec2( x, y ).toVar();
  33573. // . 2 . . 1 .
  33574. // 1 0 2 ~= 0 0 1
  33575. // . 1 . . 0 .
  33576. // tap 2 pixels and see which ones are "outside" the edge, to
  33577. // determine if the edge is vertical or horizontal
  33578. const rgbaAlongH = FxaaTexOff( uv, vec2( dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy );
  33579. const matchAlongH = contrast( rgbaM, rgbaAlongH ).toVar();
  33580. // . 1 .
  33581. // 0 0 1
  33582. // . 0 H
  33583. const rgbaAlongV = FxaaTexOff( uv, vec2( dirToEdge.x.negate(), dirToEdge.y.negate() ), fxaaQualityRcpFrame.xy );
  33584. const matchAlongV = contrast( rgbaM, rgbaAlongV ).toVar();
  33585. // V 1 .
  33586. // 0 0 1
  33587. // . 0 .
  33588. relativeVContrast.assign( matchAlongV.sub( matchAlongH ) );
  33589. relativeVContrast.mulAssign( fxaaQualityinvEdgeThreshold );
  33590. If( abs( relativeVContrast ).lessThan( 0.3 ), () => { // 45 deg edge
  33591. // 1 1 .
  33592. // 0 0 1
  33593. // . 0 1
  33594. // do a simple blur
  33595. const sum = rgbaN.add( rgbaS ).add( rgbaE ).add( rgbaW );
  33596. return mix( rgbaM, sum.mul( 0.25 ), 0.4 );
  33597. } );
  33598. } );
  33599. const offNP = vec2().toVar();
  33600. If( relativeVContrast.lessThanEqual( 0 ), () => {
  33601. rgbaN.assign( rgbaW );
  33602. rgbaS.assign( rgbaE );
  33603. // . 0 . 1
  33604. // 1 0 1 -> 0
  33605. // . 0 . 1
  33606. offNP.x.assign( 0 );
  33607. offNP.y.assign( fxaaQualityRcpFrame.y );
  33608. } ).Else( () => {
  33609. offNP.x.assign( fxaaQualityRcpFrame.x );
  33610. offNP.y.assign( 0 );
  33611. } );
  33612. const mn = contrast( rgbaM, rgbaN ).toVar();
  33613. const ms = contrast( rgbaM, rgbaS ).toVar();
  33614. If( mn.lessThanEqual( ms ), () => {
  33615. rgbaN.assign( rgbaS );
  33616. } );
  33617. const doneN = int( 0 ).toVar();
  33618. const doneP = int( 0 ).toVar();
  33619. const nDist = float( 0 ).toVar();
  33620. const pDist = float( 0 ).toVar();
  33621. const posN = vec2( uv ).toVar();
  33622. const posP = vec2( uv ).toVar();
  33623. const iterationsUsedN = int( 0 ).toVar();
  33624. const iterationsUsedP = int( 0 ).toVar();
  33625. Loop( NUM_SAMPLES, ( { i } ) => {
  33626. const increment = i.add( 1 ).toVar();
  33627. If( doneN.equal( 0 ), () => {
  33628. nDist.addAssign( increment );
  33629. posN.assign( uv.add( offNP.mul( nDist ) ) );
  33630. const rgbaEndN = FxaaTexTop( posN.xy );
  33631. const nm = contrast( rgbaEndN, rgbaM ).toVar();
  33632. const nn = contrast( rgbaEndN, rgbaN ).toVar();
  33633. If( nm.greaterThan( nn ), () => {
  33634. doneN.assign( 1 );
  33635. } );
  33636. iterationsUsedN.assign( i );
  33637. } );
  33638. If( doneP.equal( 0 ), () => {
  33639. pDist.addAssign( increment );
  33640. posP.assign( uv.sub( offNP.mul( pDist ) ) );
  33641. const rgbaEndP = FxaaTexTop( posP.xy );
  33642. const pm = contrast( rgbaEndP, rgbaM ).toVar();
  33643. const pn = contrast( rgbaEndP, rgbaN ).toVar();
  33644. If( pm.greaterThan( pn ), () => {
  33645. doneP.assign( 1 );
  33646. } );
  33647. iterationsUsedP.assign( i );
  33648. } );
  33649. If( doneN.equal( 1 ).or( doneP.equal( 1 ) ), () => {
  33650. Break();
  33651. } );
  33652. } );
  33653. If( doneN.equal( 0 ).and( doneP.equal( 0 ) ), () => {
  33654. return rgbaM; // failed to find end of edge
  33655. } );
  33656. const distN = float( 1 ).toVar();
  33657. const distP = float( 1 ).toVar();
  33658. If( doneN.equal( 1 ), () => {
  33659. distN.assign( float( iterationsUsedN ).div( float( NUM_SAMPLES.sub( 1 ) ) ) );
  33660. } );
  33661. If( doneP.equal( 1 ), () => {
  33662. distP.assign( float( iterationsUsedP ).div( float( NUM_SAMPLES.sub( 1 ) ) ) );
  33663. } );
  33664. const dist = min$1( distN, distP );
  33665. // hacky way of reduces blurriness of mostly diagonal edges
  33666. // but reduces AA quality
  33667. dist.assign( pow( dist, 0.5 ) );
  33668. dist.assign( float( 1 ).sub( dist ) );
  33669. return mix( rgbaM, rgbaN, dist.mul( 0.5 ) );
  33670. } ).setLayout( {
  33671. name: 'FxaaPixelShader',
  33672. type: 'vec4',
  33673. inputs: [
  33674. { name: 'uv', type: 'vec2' },
  33675. { name: 'fxaaQualityRcpFrame', type: 'vec2' },
  33676. { name: 'fxaaQualityEdgeThreshold', type: 'float' },
  33677. { name: 'fxaaQualityinvEdgeThreshold', type: 'float' },
  33678. ]
  33679. } );
  33680. const fxaa = Fn( () => {
  33681. const edgeDetectionQuality = float( 0.2 );
  33682. const invEdgeDetectionQuality = float( 1 ).div( edgeDetectionQuality );
  33683. return FxaaPixelShader( uvNode, this._invSize, edgeDetectionQuality, invEdgeDetectionQuality );
  33684. } );
  33685. const outputNode = fxaa();
  33686. return outputNode;
  33687. }
  33688. }
  33689. const fxaa = ( node ) => nodeObject( new FXAANode( convertToTexture( node ) ) );
  33690. const _quadMesh$3 = /*@__PURE__*/ new QuadMesh();
  33691. const _clearColor$1 = /*@__PURE__*/ new Color( 0, 0, 0 );
  33692. const _currentClearColor = /*@__PURE__*/ new Color();
  33693. const _size$4 = /*@__PURE__*/ new Vector2();
  33694. const _BlurDirectionX = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
  33695. const _BlurDirectionY = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
  33696. class BloomNode extends TempNode {
  33697. static get type() {
  33698. return 'BloomNode';
  33699. }
  33700. constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) {
  33701. super();
  33702. this.inputNode = inputNode;
  33703. this.strength = uniform( strength );
  33704. this.radius = uniform( radius );
  33705. this.threshold = uniform( threshold );
  33706. this.smoothWidth = uniform( 0.01 );
  33707. //
  33708. this._renderTargetsHorizontal = [];
  33709. this._renderTargetsVertical = [];
  33710. this._nMips = 5;
  33711. // render targets
  33712. this._renderTargetBright = new RenderTarget( 1, 1, { type: HalfFloatType } );
  33713. this._renderTargetBright.texture.name = 'UnrealBloomPass.bright';
  33714. this._renderTargetBright.texture.generateMipmaps = false;
  33715. for ( let i = 0; i < this._nMips; i ++ ) {
  33716. const renderTargetHorizontal = new RenderTarget( 1, 1, { type: HalfFloatType } );
  33717. renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
  33718. renderTargetHorizontal.texture.generateMipmaps = false;
  33719. this._renderTargetsHorizontal.push( renderTargetHorizontal );
  33720. const renderTargetVertical = new RenderTarget( 1, 1, { type: HalfFloatType } );
  33721. renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
  33722. renderTargetVertical.texture.generateMipmaps = false;
  33723. this._renderTargetsVertical.push( renderTargetVertical );
  33724. }
  33725. // materials
  33726. this._compositeMaterial = null;
  33727. this._highPassFilterMaterial = null;
  33728. this._separableBlurMaterials = [];
  33729. // pass and texture nodes
  33730. this._textureNodeBright = texture( this._renderTargetBright.texture );
  33731. this._textureNodeBlur0 = texture( this._renderTargetsVertical[ 0 ].texture );
  33732. this._textureNodeBlur1 = texture( this._renderTargetsVertical[ 1 ].texture );
  33733. this._textureNodeBlur2 = texture( this._renderTargetsVertical[ 2 ].texture );
  33734. this._textureNodeBlur3 = texture( this._renderTargetsVertical[ 3 ].texture );
  33735. this._textureNodeBlur4 = texture( this._renderTargetsVertical[ 4 ].texture );
  33736. this._textureOutput = passTexture( this, this._renderTargetsHorizontal[ 0 ].texture );
  33737. this.updateBeforeType = NodeUpdateType.FRAME;
  33738. }
  33739. getTextureNode() {
  33740. return this._textureOutput;
  33741. }
  33742. setSize( width, height ) {
  33743. let resx = Math.round( width / 2 );
  33744. let resy = Math.round( height / 2 );
  33745. this._renderTargetBright.setSize( resx, resy );
  33746. for ( let i = 0; i < this._nMips; i ++ ) {
  33747. this._renderTargetsHorizontal[ i ].setSize( resx, resy );
  33748. this._renderTargetsVertical[ i ].setSize( resx, resy );
  33749. this._separableBlurMaterials[ i ].invSize.value.set( 1 / resx, 1 / resy );
  33750. resx = Math.round( resx / 2 );
  33751. resy = Math.round( resy / 2 );
  33752. }
  33753. }
  33754. updateBefore( frame ) {
  33755. const { renderer } = frame;
  33756. const size = renderer.getDrawingBufferSize( _size$4 );
  33757. this.setSize( size.width, size.height );
  33758. const currentRenderTarget = renderer.getRenderTarget();
  33759. const currentMRT = renderer.getMRT();
  33760. renderer.getClearColor( _currentClearColor );
  33761. const currentClearAlpha = renderer.getClearAlpha();
  33762. this.setSize( size.width, size.height );
  33763. renderer.setMRT( null );
  33764. renderer.setClearColor( _clearColor$1, 0 );
  33765. // 1. Extract Bright Areas
  33766. renderer.setRenderTarget( this._renderTargetBright );
  33767. _quadMesh$3.material = this._highPassFilterMaterial;
  33768. _quadMesh$3.render( renderer );
  33769. // 2. Blur All the mips progressively
  33770. let inputRenderTarget = this._renderTargetBright;
  33771. for ( let i = 0; i < this._nMips; i ++ ) {
  33772. _quadMesh$3.material = this._separableBlurMaterials[ i ];
  33773. this._separableBlurMaterials[ i ].colorTexture.value = inputRenderTarget.texture;
  33774. this._separableBlurMaterials[ i ].direction.value = _BlurDirectionX;
  33775. renderer.setRenderTarget( this._renderTargetsHorizontal[ i ] );
  33776. renderer.clear();
  33777. _quadMesh$3.render( renderer );
  33778. this._separableBlurMaterials[ i ].colorTexture.value = this._renderTargetsHorizontal[ i ].texture;
  33779. this._separableBlurMaterials[ i ].direction.value = _BlurDirectionY;
  33780. renderer.setRenderTarget( this._renderTargetsVertical[ i ] );
  33781. renderer.clear();
  33782. _quadMesh$3.render( renderer );
  33783. inputRenderTarget = this._renderTargetsVertical[ i ];
  33784. }
  33785. // 3. Composite All the mips
  33786. renderer.setRenderTarget( this._renderTargetsHorizontal[ 0 ] );
  33787. renderer.clear();
  33788. _quadMesh$3.material = this._compositeMaterial;
  33789. _quadMesh$3.render( renderer );
  33790. // restore
  33791. renderer.setRenderTarget( currentRenderTarget );
  33792. renderer.setMRT( currentMRT );
  33793. renderer.setClearColor( _currentClearColor, currentClearAlpha );
  33794. }
  33795. setup( builder ) {
  33796. // luminosity high pass material
  33797. const luminosityHighPass = Fn( () => {
  33798. const texel = this.inputNode;
  33799. const v = luminance( texel.rgb );
  33800. const alpha = smoothstep( this.threshold, this.threshold.add( this.smoothWidth ), v );
  33801. return mix( vec4( 0 ), texel, alpha );
  33802. } );
  33803. this._highPassFilterMaterial = this._highPassFilterMaterial || new NodeMaterial();
  33804. this._highPassFilterMaterial.fragmentNode = luminosityHighPass().context( builder.getSharedContext() );
  33805. this._highPassFilterMaterial.name = 'Bloom_highPass';
  33806. this._highPassFilterMaterial.needsUpdate = true;
  33807. // gaussian blur materials
  33808. const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
  33809. for ( let i = 0; i < this._nMips; i ++ ) {
  33810. this._separableBlurMaterials.push( this._getSeperableBlurMaterial( builder, kernelSizeArray[ i ] ) );
  33811. }
  33812. // composite material
  33813. const bloomFactors = uniformArray( [ 1.0, 0.8, 0.6, 0.4, 0.2 ] );
  33814. const bloomTintColors = uniformArray( [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ] );
  33815. const lerpBloomFactor = Fn( ( [ factor, radius ] ) => {
  33816. const mirrorFactor = float( 1.2 ).sub( factor );
  33817. return mix( factor, mirrorFactor, radius );
  33818. } ).setLayout( {
  33819. name: 'lerpBloomFactor',
  33820. type: 'float',
  33821. inputs: [
  33822. { name: 'factor', type: 'float' },
  33823. { name: 'radius', type: 'float' },
  33824. ]
  33825. } );
  33826. const compositePass = Fn( () => {
  33827. const color0 = lerpBloomFactor( bloomFactors.element( 0 ), this.radius ).mul( vec4( bloomTintColors.element( 0 ), 1.0 ) ).mul( this._textureNodeBlur0 );
  33828. const color1 = lerpBloomFactor( bloomFactors.element( 1 ), this.radius ).mul( vec4( bloomTintColors.element( 1 ), 1.0 ) ).mul( this._textureNodeBlur1 );
  33829. const color2 = lerpBloomFactor( bloomFactors.element( 2 ), this.radius ).mul( vec4( bloomTintColors.element( 2 ), 1.0 ) ).mul( this._textureNodeBlur2 );
  33830. const color3 = lerpBloomFactor( bloomFactors.element( 3 ), this.radius ).mul( vec4( bloomTintColors.element( 3 ), 1.0 ) ).mul( this._textureNodeBlur3 );
  33831. const color4 = lerpBloomFactor( bloomFactors.element( 4 ), this.radius ).mul( vec4( bloomTintColors.element( 4 ), 1.0 ) ).mul( this._textureNodeBlur4 );
  33832. const sum = color0.add( color1 ).add( color2 ).add( color3 ).add( color4 );
  33833. return sum.mul( this.strength );
  33834. } );
  33835. this._compositeMaterial = this._compositeMaterial || new NodeMaterial();
  33836. this._compositeMaterial.fragmentNode = compositePass().context( builder.getSharedContext() );
  33837. this._compositeMaterial.name = 'Bloom_comp';
  33838. this._compositeMaterial.needsUpdate = true;
  33839. //
  33840. return this._textureOutput;
  33841. }
  33842. dispose() {
  33843. for ( let i = 0; i < this._renderTargetsHorizontal.length; i ++ ) {
  33844. this._renderTargetsHorizontal[ i ].dispose();
  33845. }
  33846. for ( let i = 0; i < this._renderTargetsVertical.length; i ++ ) {
  33847. this._renderTargetsVertical[ i ].dispose();
  33848. }
  33849. this._renderTargetBright.dispose();
  33850. }
  33851. _getSeperableBlurMaterial( builder, kernelRadius ) {
  33852. const coefficients = [];
  33853. for ( let i = 0; i < kernelRadius; i ++ ) {
  33854. coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
  33855. }
  33856. //
  33857. const colorTexture = texture();
  33858. const gaussianCoefficients = uniformArray( coefficients );
  33859. const invSize = uniform( new Vector2() );
  33860. const direction = uniform( new Vector2( 0.5, 0.5 ) );
  33861. const uvNode = uv();
  33862. const sampleTexel = ( uv ) => colorTexture.uv( uv );
  33863. const seperableBlurPass = Fn( () => {
  33864. const weightSum = gaussianCoefficients.element( 0 ).toVar();
  33865. const diffuseSum = sampleTexel( uvNode ).rgb.mul( weightSum ).toVar();
  33866. Loop( { start: int( 1 ), end: int( kernelRadius ), type: 'int', condition: '<' }, ( { i } ) => {
  33867. const x = float( i );
  33868. const w = gaussianCoefficients.element( i );
  33869. const uvOffset = direction.mul( invSize ).mul( x );
  33870. const sample1 = sampleTexel( uvNode.add( uvOffset ) ).rgb;
  33871. const sample2 = sampleTexel( uvNode.sub( uvOffset ) ).rgb;
  33872. diffuseSum.addAssign( add( sample1, sample2 ).mul( w ) );
  33873. weightSum.addAssign( float( 2.0 ).mul( w ) );
  33874. } );
  33875. return vec4( diffuseSum.div( weightSum ), 1.0 );
  33876. } );
  33877. const seperableBlurMaterial = new NodeMaterial();
  33878. seperableBlurMaterial.fragmentNode = seperableBlurPass().context( builder.getSharedContext() );
  33879. seperableBlurMaterial.name = 'Bloom_seperable';
  33880. seperableBlurMaterial.needsUpdate = true;
  33881. // uniforms
  33882. seperableBlurMaterial.colorTexture = colorTexture;
  33883. seperableBlurMaterial.direction = direction;
  33884. seperableBlurMaterial.invSize = invSize;
  33885. return seperableBlurMaterial;
  33886. }
  33887. }
  33888. const bloom = ( node, strength, radius, threshold ) => nodeObject( new BloomNode( nodeObject( node ), strength, radius, threshold ) );
  33889. class TransitionNode extends TempNode {
  33890. static get type() {
  33891. return 'TransitionNode';
  33892. }
  33893. constructor( textureNodeA, textureNodeB, mixTextureNode, mixRatioNode, thresholdNode, useTextureNode ) {
  33894. super();
  33895. // Input textures
  33896. this.textureNodeA = textureNodeA;
  33897. this.textureNodeB = textureNodeB;
  33898. this.mixTextureNode = mixTextureNode;
  33899. // Uniforms
  33900. this.mixRatioNode = mixRatioNode;
  33901. this.thresholdNode = thresholdNode;
  33902. this.useTextureNode = useTextureNode;
  33903. }
  33904. setup() {
  33905. const { textureNodeA, textureNodeB, mixTextureNode, mixRatioNode, thresholdNode, useTextureNode } = this;
  33906. const sampleTexture = ( textureNode ) => {
  33907. const uvNodeTexture = textureNode.uvNode || uv();
  33908. return textureNode.uv( uvNodeTexture );
  33909. };
  33910. const transition = Fn( () => {
  33911. const texelOne = sampleTexture( textureNodeA );
  33912. const texelTwo = sampleTexture( textureNodeB );
  33913. const color = vec4().toVar();
  33914. If( useTextureNode.equal( int( 1 ) ), () => {
  33915. const transitionTexel = sampleTexture( mixTextureNode );
  33916. const r = mixRatioNode.mul( thresholdNode.mul( 2.0 ).add( 1.0 ) ).sub( thresholdNode );
  33917. const mixf = clamp( sub( transitionTexel.r, r ).mul( float( 1.0 ).div( thresholdNode ) ), 0.0, 1.0 );
  33918. color.assign( mix( texelOne, texelTwo, mixf ) );
  33919. } ).Else( () => {
  33920. color.assign( mix( texelTwo, texelOne, mixRatioNode ) );
  33921. } );
  33922. return color;
  33923. } );
  33924. const outputNode = transition();
  33925. return outputNode;
  33926. }
  33927. }
  33928. const transition = ( nodeA, nodeB, mixTexture, mixRatio = 0.0, threshold = 0.1, useTexture = 0 ) => nodeObject( new TransitionNode( convertToTexture( nodeA ), convertToTexture( nodeB ), convertToTexture( mixTexture ), nodeObject( mixRatio ), nodeObject( threshold ), nodeObject( useTexture ) ) );
  33929. class PixelationNode extends TempNode {
  33930. static get type() {
  33931. return 'PixelationNode';
  33932. }
  33933. constructor( textureNode, depthNode, normalNode, pixelSize, normalEdgeStrength, depthEdgeStrength ) {
  33934. super();
  33935. // Input textures
  33936. this.textureNode = textureNode;
  33937. this.depthNode = depthNode;
  33938. this.normalNode = normalNode;
  33939. // Input uniforms
  33940. this.pixelSize = pixelSize;
  33941. this.normalEdgeStrength = normalEdgeStrength;
  33942. this.depthEdgeStrength = depthEdgeStrength;
  33943. // Private uniforms
  33944. this._resolution = uniform( new Vector4() );
  33945. this.updateBeforeType = NodeUpdateType.RENDER;
  33946. }
  33947. updateBefore() {
  33948. const map = this.textureNode.value;
  33949. const width = map.image.width;
  33950. const height = map.image.height;
  33951. this._resolution.value.set( width, height, 1 / width, 1 / height );
  33952. }
  33953. setup() {
  33954. const { textureNode, depthNode, normalNode } = this;
  33955. const uvNodeTexture = textureNode.uvNode || uv();
  33956. const uvNodeDepth = depthNode.uvNode || uv();
  33957. const uvNodeNormal = normalNode.uvNode || uv();
  33958. const sampleTexture = () => textureNode.uv( uvNodeTexture );
  33959. const sampleDepth = ( x, y ) => depthNode.uv( uvNodeDepth.add( vec2( x, y ).mul( this._resolution.zw ) ) ).r;
  33960. const sampleNormal = ( x, y ) => normalNode.uv( uvNodeNormal.add( vec2( x, y ).mul( this._resolution.zw ) ) ).rgb.normalize();
  33961. const depthEdgeIndicator = ( depth ) => {
  33962. const diff = property( 'float', 'diff' );
  33963. diff.addAssign( clamp( sampleDepth( 1, 0 ).sub( depth ) ) );
  33964. diff.addAssign( clamp( sampleDepth( - 1, 0 ).sub( depth ) ) );
  33965. diff.addAssign( clamp( sampleDepth( 0, 1 ).sub( depth ) ) );
  33966. diff.addAssign( clamp( sampleDepth( 0, - 1 ).sub( depth ) ) );
  33967. return floor( smoothstep( 0.01, 0.02, diff ).mul( 2 ) ).div( 2 );
  33968. };
  33969. const neighborNormalEdgeIndicator = ( x, y, depth, normal ) => {
  33970. const depthDiff = sampleDepth( x, y ).sub( depth );
  33971. const neighborNormal = sampleNormal( x, y );
  33972. // Edge pixels should yield to faces who's normals are closer to the bias normal.
  33973. const normalEdgeBias = vec3( 1, 1, 1 ); // This should probably be a parameter.
  33974. const normalDiff = dot( normal.sub( neighborNormal ), normalEdgeBias );
  33975. const normalIndicator = clamp( smoothstep( - 0.01, 0.01, normalDiff ), 0.0, 1.0 );
  33976. // Only the shallower pixel should detect the normal edge.
  33977. const depthIndicator = clamp( sign( depthDiff.mul( .25 ).add( .0025 ) ), 0.0, 1.0 );
  33978. return float( 1.0 ).sub( dot( normal, neighborNormal ) ).mul( depthIndicator ).mul( normalIndicator );
  33979. };
  33980. const normalEdgeIndicator = ( depth, normal ) => {
  33981. const indicator = property( 'float', 'indicator' );
  33982. indicator.addAssign( neighborNormalEdgeIndicator( 0, - 1, depth, normal ) );
  33983. indicator.addAssign( neighborNormalEdgeIndicator( 0, 1, depth, normal ) );
  33984. indicator.addAssign( neighborNormalEdgeIndicator( - 1, 0, depth, normal ) );
  33985. indicator.addAssign( neighborNormalEdgeIndicator( 1, 0, depth, normal ) );
  33986. return step( 0.1, indicator );
  33987. };
  33988. const pixelation = Fn( () => {
  33989. const texel = sampleTexture();
  33990. const depth = property( 'float', 'depth' );
  33991. const normal = property( 'vec3', 'normal' );
  33992. If( this.depthEdgeStrength.greaterThan( 0.0 ).or( this.normalEdgeStrength.greaterThan( 0.0 ) ), () => {
  33993. depth.assign( sampleDepth( 0, 0 ) );
  33994. normal.assign( sampleNormal( 0, 0 ) );
  33995. } );
  33996. const dei = property( 'float', 'dei' );
  33997. If( this.depthEdgeStrength.greaterThan( 0.0 ), () => {
  33998. dei.assign( depthEdgeIndicator( depth ) );
  33999. } );
  34000. const nei = property( 'float', 'nei' );
  34001. If( this.normalEdgeStrength.greaterThan( 0.0 ), () => {
  34002. nei.assign( normalEdgeIndicator( depth, normal ) );
  34003. } );
  34004. const strength = dei.greaterThan( 0 ).select( float( 1.0 ).sub( dei.mul( this.depthEdgeStrength ) ), nei.mul( this.normalEdgeStrength ).add( 1 ) );
  34005. return texel.mul( strength );
  34006. } );
  34007. const outputNode = pixelation();
  34008. return outputNode;
  34009. }
  34010. }
  34011. const pixelation = ( node, depthNode, normalNode, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) => nodeObject( new PixelationNode( convertToTexture( node ), convertToTexture( depthNode ), convertToTexture( normalNode ), nodeObject( pixelSize ), nodeObject( normalEdgeStrength ), nodeObject( depthEdgeStrength ) ) );
  34012. class PixelationPassNode extends PassNode {
  34013. static get type() {
  34014. return 'PixelationPassNode';
  34015. }
  34016. constructor( scene, camera, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) {
  34017. super( 'color', scene, camera, { minFilter: NearestFilter, magFilter: NearestFilter } );
  34018. this.pixelSize = pixelSize;
  34019. this.normalEdgeStrength = normalEdgeStrength;
  34020. this.depthEdgeStrength = depthEdgeStrength;
  34021. this.isPixelationPassNode = true;
  34022. this._mrt = mrt( {
  34023. output: output,
  34024. normal: normalView
  34025. } );
  34026. }
  34027. setSize( width, height ) {
  34028. const pixelSize = this.pixelSize.value ? this.pixelSize.value : this.pixelSize;
  34029. const adjustedWidth = Math.floor( width / pixelSize );
  34030. const adjustedHeight = Math.floor( height / pixelSize );
  34031. super.setSize( adjustedWidth, adjustedHeight );
  34032. }
  34033. setup() {
  34034. const color = super.getTextureNode( 'output' );
  34035. const depth = super.getTextureNode( 'depth' );
  34036. const normal = super.getTextureNode( 'normal' );
  34037. return pixelation( color, depth, normal, this.pixelSize, this.normalEdgeStrength, this.depthEdgeStrength );
  34038. }
  34039. }
  34040. const pixelationPass = ( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) => nodeObject( new PixelationPassNode( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) );
  34041. const _size$3 = /*@__PURE__*/ new Vector2();
  34042. /**
  34043. *
  34044. * Supersample Anti-Aliasing Render Pass
  34045. *
  34046. * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  34047. *
  34048. * References: https://en.wikipedia.org/wiki/Supersampling
  34049. *
  34050. */
  34051. class SSAAPassNode extends PassNode {
  34052. static get type() {
  34053. return 'SSAAPassNode';
  34054. }
  34055. constructor( scene, camera ) {
  34056. super( PassNode.COLOR, scene, camera );
  34057. this.isSSAAPassNode = true;
  34058. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  34059. this.unbiased = true;
  34060. this.clearColor = new Color( 0x000000 );
  34061. this.clearAlpha = 0;
  34062. this._currentClearColor = new Color();
  34063. this.sampleWeight = uniform( 1 );
  34064. this.sampleRenderTarget = null;
  34065. this._quadMesh = new QuadMesh();
  34066. }
  34067. updateBefore( frame ) {
  34068. const { renderer } = frame;
  34069. const { scene, camera } = this;
  34070. this._pixelRatio = renderer.getPixelRatio();
  34071. const size = renderer.getSize( _size$3 );
  34072. this.setSize( size.width, size.height );
  34073. this.sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
  34074. // save current renderer settings
  34075. renderer.getClearColor( this._currentClearColor );
  34076. const currentClearAlpha = renderer.getClearAlpha();
  34077. const currentRenderTarget = renderer.getRenderTarget();
  34078. const currentMRT = renderer.getMRT();
  34079. const currentAutoClear = renderer.autoClear;
  34080. //
  34081. this._cameraNear.value = camera.near;
  34082. this._cameraFar.value = camera.far;
  34083. renderer.setMRT( this.getMRT() );
  34084. renderer.autoClear = false;
  34085. const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  34086. const baseSampleWeight = 1.0 / jitterOffsets.length;
  34087. const roundingRange = 1 / 32;
  34088. const viewOffset = {
  34089. fullWidth: this.renderTarget.width,
  34090. fullHeight: this.renderTarget.height,
  34091. offsetX: 0,
  34092. offsetY: 0,
  34093. width: this.renderTarget.width,
  34094. height: this.renderTarget.height
  34095. };
  34096. const originalViewOffset = Object.assign( {}, camera.view );
  34097. if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
  34098. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  34099. for ( let i = 0; i < jitterOffsets.length; i ++ ) {
  34100. const jitterOffset = jitterOffsets[ i ];
  34101. if ( camera.setViewOffset ) {
  34102. camera.setViewOffset(
  34103. viewOffset.fullWidth, viewOffset.fullHeight,
  34104. viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  34105. viewOffset.width, viewOffset.height
  34106. );
  34107. }
  34108. this.sampleWeight.value = baseSampleWeight;
  34109. if ( this.unbiased ) {
  34110. // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  34111. // The following equation varies the sampleWeight per sample so that it is uniformly distributed
  34112. // across a range of values whose rounding errors cancel each other out.
  34113. const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
  34114. this.sampleWeight.value += roundingRange * uniformCenteredDistribution;
  34115. }
  34116. renderer.setClearColor( this.clearColor, this.clearAlpha );
  34117. renderer.setRenderTarget( this.sampleRenderTarget );
  34118. renderer.clear();
  34119. renderer.render( scene, camera );
  34120. // accumulation
  34121. renderer.setRenderTarget( this.renderTarget );
  34122. if ( i === 0 ) {
  34123. renderer.setClearColor( 0x000000, 0.0 );
  34124. renderer.clear();
  34125. }
  34126. this._quadMesh.render( renderer );
  34127. }
  34128. renderer.copyTextureToTexture( this.sampleRenderTarget.depthTexture, this.renderTarget.depthTexture );
  34129. // restore
  34130. if ( camera.setViewOffset && originalViewOffset.enabled ) {
  34131. camera.setViewOffset(
  34132. originalViewOffset.fullWidth, originalViewOffset.fullHeight,
  34133. originalViewOffset.offsetX, originalViewOffset.offsetY,
  34134. originalViewOffset.width, originalViewOffset.height
  34135. );
  34136. } else if ( camera.clearViewOffset ) {
  34137. camera.clearViewOffset();
  34138. }
  34139. renderer.setRenderTarget( currentRenderTarget );
  34140. renderer.setMRT( currentMRT );
  34141. renderer.autoClear = currentAutoClear;
  34142. renderer.setClearColor( this._currentClearColor, currentClearAlpha );
  34143. }
  34144. setup( builder ) {
  34145. if ( this.sampleRenderTarget === null ) {
  34146. this.sampleRenderTarget = this.renderTarget.clone();
  34147. }
  34148. let sampleTexture;
  34149. const passMRT = this.getMRT();
  34150. if ( passMRT !== null ) {
  34151. const outputs = {};
  34152. for ( const name in passMRT.outputNodes ) {
  34153. const index = getTextureIndex( this.sampleRenderTarget.textures, name );
  34154. if ( index >= 0 ) {
  34155. outputs[ name ] = texture( this.sampleRenderTarget.textures[ index ] ).mul( this.sampleWeight );
  34156. }
  34157. }
  34158. sampleTexture = mrt( outputs );
  34159. } else {
  34160. sampleTexture = texture( this.sampleRenderTarget.texture ).mul( this.sampleWeight );
  34161. }
  34162. this._quadMesh.material = new NodeMaterial();
  34163. this._quadMesh.material.fragmentNode = sampleTexture;
  34164. this._quadMesh.material.transparent = true;
  34165. this._quadMesh.material.depthTest = false;
  34166. this._quadMesh.material.depthWrite = false;
  34167. this._quadMesh.material.premultipliedAlpha = true;
  34168. this._quadMesh.material.blending = AdditiveBlending;
  34169. this._quadMesh.material.normals = false;
  34170. this._quadMesh.material.name = 'SSAA';
  34171. return super.setup( builder );
  34172. }
  34173. dispose() {
  34174. super.dispose();
  34175. if ( this.sampleRenderTarget !== null ) {
  34176. this.sampleRenderTarget.dispose();
  34177. }
  34178. }
  34179. }
  34180. // These jitter vectors are specified in integers because it is easier.
  34181. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  34182. // before being used, thus these integers need to be scaled by 1/16.
  34183. //
  34184. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  34185. const _JitterVectors = [
  34186. [
  34187. [ 0, 0 ]
  34188. ],
  34189. [
  34190. [ 4, 4 ], [ - 4, - 4 ]
  34191. ],
  34192. [
  34193. [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  34194. ],
  34195. [
  34196. [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  34197. [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  34198. ],
  34199. [
  34200. [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  34201. [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  34202. [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  34203. [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  34204. ],
  34205. [
  34206. [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  34207. [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  34208. [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  34209. [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  34210. [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  34211. [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  34212. [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  34213. [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  34214. ]
  34215. ];
  34216. const ssaaPass = ( scene, camera ) => nodeObject( new SSAAPassNode( scene, camera ) );
  34217. const _size$2 = /*@__PURE__*/ new Vector2();
  34218. class StereoPassNode extends PassNode {
  34219. static get type() {
  34220. return 'StereoPassNode';
  34221. }
  34222. constructor( scene, camera ) {
  34223. super( PassNode.COLOR, scene, camera );
  34224. this.isStereoPassNode = true;
  34225. this.stereo = new StereoCamera();
  34226. this.stereo.aspect = 0.5;
  34227. }
  34228. updateBefore( frame ) {
  34229. const { renderer } = frame;
  34230. const { scene, camera, stereo, renderTarget } = this;
  34231. this._pixelRatio = renderer.getPixelRatio();
  34232. stereo.cameraL.coordinateSystem = renderer.coordinateSystem;
  34233. stereo.cameraR.coordinateSystem = renderer.coordinateSystem;
  34234. stereo.update( camera );
  34235. const size = renderer.getSize( _size$2 );
  34236. this.setSize( size.width, size.height );
  34237. const currentAutoClear = renderer.autoClear;
  34238. renderer.autoClear = false;
  34239. const currentRenderTarget = renderer.getRenderTarget();
  34240. const currentMRT = renderer.getMRT();
  34241. this._cameraNear.value = camera.near;
  34242. this._cameraFar.value = camera.far;
  34243. for ( const name in this._previousTextures ) {
  34244. this.toggleTexture( name );
  34245. }
  34246. renderer.setRenderTarget( renderTarget );
  34247. renderer.setMRT( this._mrt );
  34248. renderer.clear();
  34249. renderTarget.scissorTest = true;
  34250. renderTarget.scissor.set( 0, 0, renderTarget.width / 2, renderTarget.height );
  34251. renderTarget.viewport.set( 0, 0, renderTarget.width / 2, renderTarget.height );
  34252. renderer.render( scene, stereo.cameraL );
  34253. renderTarget.scissor.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
  34254. renderTarget.viewport.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
  34255. renderer.render( scene, stereo.cameraR );
  34256. renderTarget.scissorTest = false;
  34257. renderer.setRenderTarget( currentRenderTarget );
  34258. renderer.setMRT( currentMRT );
  34259. renderer.autoClear = currentAutoClear;
  34260. }
  34261. }
  34262. const stereoPass = ( scene, camera ) => nodeObject( new StereoPassNode( scene, camera ) );
  34263. const _size$1 = /*@__PURE__*/ new Vector2();
  34264. const _quadMesh$2 = /*@__PURE__*/ new QuadMesh();
  34265. class StereoCompositePassNode extends PassNode {
  34266. static get type() {
  34267. return 'StereoCompositePassNode';
  34268. }
  34269. constructor( scene, camera ) {
  34270. super( PassNode.COLOR, scene, camera );
  34271. this.isStereoCompositePassNode = true;
  34272. this.stereo = new StereoCamera();
  34273. const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
  34274. this._renderTargetL = new RenderTarget( 1, 1, _params );
  34275. this._renderTargetR = new RenderTarget( 1, 1, _params );
  34276. this._mapLeft = texture( this._renderTargetL.texture );
  34277. this._mapRight = texture( this._renderTargetR.texture );
  34278. this._material = null;
  34279. }
  34280. updateStereoCamera( coordinateSystem ) {
  34281. this.stereo.cameraL.coordinateSystem = coordinateSystem;
  34282. this.stereo.cameraR.coordinateSystem = coordinateSystem;
  34283. this.stereo.update( this.camera );
  34284. }
  34285. setSize( width, height ) {
  34286. super.setSize( width, height );
  34287. this._renderTargetL.setSize( this.renderTarget.width, this.renderTarget.height );
  34288. this._renderTargetR.setSize( this.renderTarget.width, this.renderTarget.height );
  34289. }
  34290. updateBefore( frame ) {
  34291. const { renderer } = frame;
  34292. const { scene, stereo, renderTarget } = this;
  34293. this._pixelRatio = renderer.getPixelRatio();
  34294. this.updateStereoCamera( renderer.coordinateSystem );
  34295. const size = renderer.getSize( _size$1 );
  34296. this.setSize( size.width, size.height );
  34297. const currentRenderTarget = renderer.getRenderTarget();
  34298. // left
  34299. renderer.setRenderTarget( this._renderTargetL );
  34300. renderer.render( scene, stereo.cameraL );
  34301. // right
  34302. renderer.setRenderTarget( this._renderTargetR );
  34303. renderer.render( scene, stereo.cameraR );
  34304. // composite
  34305. renderer.setRenderTarget( renderTarget );
  34306. _quadMesh$2.material = this._material;
  34307. _quadMesh$2.render( renderer );
  34308. // restore
  34309. renderer.setRenderTarget( currentRenderTarget );
  34310. }
  34311. dispose() {
  34312. super.dispose();
  34313. this._renderTargetL.dispose();
  34314. this._renderTargetR.dispose();
  34315. if ( this._material !== null ) {
  34316. this._material.dispose();
  34317. }
  34318. }
  34319. }
  34320. class AnaglyphPassNode extends StereoCompositePassNode {
  34321. static get type() {
  34322. return 'AnaglyphPassNode';
  34323. }
  34324. constructor( scene, camera ) {
  34325. super( scene, camera );
  34326. this.isAnaglyphPassNode = true;
  34327. // Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
  34328. this._colorMatrixLeft = uniform( new Matrix3().fromArray( [
  34329. 0.456100, - 0.0400822, - 0.0152161,
  34330. 0.500484, - 0.0378246, - 0.0205971,
  34331. 0.176381, - 0.0157589, - 0.00546856
  34332. ] ) );
  34333. this._colorMatrixRight = uniform( new Matrix3().fromArray( [
  34334. - 0.0434706, 0.378476, - 0.0721527,
  34335. - 0.0879388, 0.73364, - 0.112961,
  34336. - 0.00155529, - 0.0184503, 1.2264
  34337. ] ) );
  34338. }
  34339. setup( builder ) {
  34340. const uvNode = uv();
  34341. const anaglyph = Fn( () => {
  34342. const colorL = this._mapLeft.uv( uvNode );
  34343. const colorR = this._mapRight.uv( uvNode );
  34344. const color = clamp( this._colorMatrixLeft.mul( colorL.rgb ).add( this._colorMatrixRight.mul( colorR.rgb ) ) );
  34345. return vec4( color.rgb, max$1( colorL.a, colorR.a ) );
  34346. } );
  34347. const material = this._material || ( this._material = new NodeMaterial() );
  34348. material.fragmentNode = anaglyph().context( builder.getSharedContext() );
  34349. material.name = 'Anaglyph';
  34350. material.needsUpdate = true;
  34351. return super.setup( builder );
  34352. }
  34353. }
  34354. const anaglyphPass = ( scene, camera ) => nodeObject( new AnaglyphPassNode( scene, camera ) );
  34355. class ParallaxBarrierPassNode extends StereoCompositePassNode {
  34356. static get type() {
  34357. return 'ParallaxBarrierPassNode';
  34358. }
  34359. constructor( scene, camera ) {
  34360. super( scene, camera );
  34361. this.isParallaxBarrierPassNode = true;
  34362. }
  34363. setup( builder ) {
  34364. const uvNode = uv();
  34365. const parallaxBarrier = Fn( () => {
  34366. const color = vec4().toVar();
  34367. If( mod( screenCoordinate.y, 2 ).greaterThan( 1 ), () => {
  34368. color.assign( this._mapLeft.uv( uvNode ) );
  34369. } ).Else( () => {
  34370. color.assign( this._mapRight.uv( uvNode ) );
  34371. } );
  34372. return color;
  34373. } );
  34374. const material = this._material || ( this._material = new NodeMaterial() );
  34375. material.fragmentNode = parallaxBarrier().context( builder.getSharedContext() );
  34376. material.needsUpdate = true;
  34377. return super.setup( builder );
  34378. }
  34379. }
  34380. const parallaxBarrierPass = ( scene, camera ) => nodeObject( new ParallaxBarrierPassNode( scene, camera ) );
  34381. class ScriptableValueNode extends Node {
  34382. static get type() {
  34383. return 'ScriptableValueNode';
  34384. }
  34385. constructor( value = null ) {
  34386. super();
  34387. this._value = value;
  34388. this._cache = null;
  34389. this.inputType = null;
  34390. this.outpuType = null;
  34391. this.events = new EventDispatcher();
  34392. this.isScriptableValueNode = true;
  34393. }
  34394. get isScriptableOutputNode() {
  34395. return this.outputType !== null;
  34396. }
  34397. set value( val ) {
  34398. if ( this._value === val ) return;
  34399. if ( this._cache && this.inputType === 'URL' && this.value.value instanceof ArrayBuffer ) {
  34400. URL.revokeObjectURL( this._cache );
  34401. this._cache = null;
  34402. }
  34403. this._value = val;
  34404. this.events.dispatchEvent( { type: 'change' } );
  34405. this.refresh();
  34406. }
  34407. get value() {
  34408. return this._value;
  34409. }
  34410. refresh() {
  34411. this.events.dispatchEvent( { type: 'refresh' } );
  34412. }
  34413. getValue() {
  34414. const value = this.value;
  34415. if ( value && this._cache === null && this.inputType === 'URL' && value.value instanceof ArrayBuffer ) {
  34416. this._cache = URL.createObjectURL( new Blob( [ value.value ] ) );
  34417. } else if ( value && value.value !== null && value.value !== undefined && (
  34418. ( ( this.inputType === 'URL' || this.inputType === 'String' ) && typeof value.value === 'string' ) ||
  34419. ( this.inputType === 'Number' && typeof value.value === 'number' ) ||
  34420. ( this.inputType === 'Vector2' && value.value.isVector2 ) ||
  34421. ( this.inputType === 'Vector3' && value.value.isVector3 ) ||
  34422. ( this.inputType === 'Vector4' && value.value.isVector4 ) ||
  34423. ( this.inputType === 'Color' && value.value.isColor ) ||
  34424. ( this.inputType === 'Matrix3' && value.value.isMatrix3 ) ||
  34425. ( this.inputType === 'Matrix4' && value.value.isMatrix4 )
  34426. ) ) {
  34427. return value.value;
  34428. }
  34429. return this._cache || value;
  34430. }
  34431. getNodeType( builder ) {
  34432. return this.value && this.value.isNode ? this.value.getNodeType( builder ) : 'float';
  34433. }
  34434. setup() {
  34435. return this.value && this.value.isNode ? this.value : float();
  34436. }
  34437. serialize( data ) {
  34438. super.serialize( data );
  34439. if ( this.value !== null ) {
  34440. if ( this.inputType === 'ArrayBuffer' ) {
  34441. data.value = arrayBufferToBase64( this.value );
  34442. } else {
  34443. data.value = this.value ? this.value.toJSON( data.meta ).uuid : null;
  34444. }
  34445. } else {
  34446. data.value = null;
  34447. }
  34448. data.inputType = this.inputType;
  34449. data.outputType = this.outputType;
  34450. }
  34451. deserialize( data ) {
  34452. super.deserialize( data );
  34453. let value = null;
  34454. if ( data.value !== null ) {
  34455. if ( data.inputType === 'ArrayBuffer' ) {
  34456. value = base64ToArrayBuffer( data.value );
  34457. } else if ( data.inputType === 'Texture' ) {
  34458. value = data.meta.textures[ data.value ];
  34459. } else {
  34460. value = data.meta.nodes[ data.value ] || null;
  34461. }
  34462. }
  34463. this.value = value;
  34464. this.inputType = data.inputType;
  34465. this.outputType = data.outputType;
  34466. }
  34467. }
  34468. const scriptableValue = /*@__PURE__*/ nodeProxy( ScriptableValueNode );
  34469. class Resources extends Map {
  34470. get( key, callback = null, ...params ) {
  34471. if ( this.has( key ) ) return super.get( key );
  34472. if ( callback !== null ) {
  34473. const value = callback( ...params );
  34474. this.set( key, value );
  34475. return value;
  34476. }
  34477. }
  34478. }
  34479. class Parameters {
  34480. constructor( scriptableNode ) {
  34481. this.scriptableNode = scriptableNode;
  34482. }
  34483. get parameters() {
  34484. return this.scriptableNode.parameters;
  34485. }
  34486. get layout() {
  34487. return this.scriptableNode.getLayout();
  34488. }
  34489. getInputLayout( id ) {
  34490. return this.scriptableNode.getInputLayout( id );
  34491. }
  34492. get( name ) {
  34493. const param = this.parameters[ name ];
  34494. const value = param ? param.getValue() : null;
  34495. return value;
  34496. }
  34497. }
  34498. const global = new Resources();
  34499. class ScriptableNode extends Node {
  34500. static get type() {
  34501. return 'ScriptableNode';
  34502. }
  34503. constructor( codeNode = null, parameters = {} ) {
  34504. super();
  34505. this.codeNode = codeNode;
  34506. this.parameters = parameters;
  34507. this._local = new Resources();
  34508. this._output = scriptableValue();
  34509. this._outputs = {};
  34510. this._source = this.source;
  34511. this._method = null;
  34512. this._object = null;
  34513. this._value = null;
  34514. this._needsOutputUpdate = true;
  34515. this.onRefresh = this.onRefresh.bind( this );
  34516. this.isScriptableNode = true;
  34517. }
  34518. get source() {
  34519. return this.codeNode ? this.codeNode.code : '';
  34520. }
  34521. setLocal( name, value ) {
  34522. return this._local.set( name, value );
  34523. }
  34524. getLocal( name ) {
  34525. return this._local.get( name );
  34526. }
  34527. onRefresh() {
  34528. this._refresh();
  34529. }
  34530. getInputLayout( id ) {
  34531. for ( const element of this.getLayout() ) {
  34532. if ( element.inputType && ( element.id === id || element.name === id ) ) {
  34533. return element;
  34534. }
  34535. }
  34536. }
  34537. getOutputLayout( id ) {
  34538. for ( const element of this.getLayout() ) {
  34539. if ( element.outputType && ( element.id === id || element.name === id ) ) {
  34540. return element;
  34541. }
  34542. }
  34543. }
  34544. setOutput( name, value ) {
  34545. const outputs = this._outputs;
  34546. if ( outputs[ name ] === undefined ) {
  34547. outputs[ name ] = scriptableValue( value );
  34548. } else {
  34549. outputs[ name ].value = value;
  34550. }
  34551. return this;
  34552. }
  34553. getOutput( name ) {
  34554. return this._outputs[ name ];
  34555. }
  34556. getParameter( name ) {
  34557. return this.parameters[ name ];
  34558. }
  34559. setParameter( name, value ) {
  34560. const parameters = this.parameters;
  34561. if ( value && value.isScriptableNode ) {
  34562. this.deleteParameter( name );
  34563. parameters[ name ] = value;
  34564. parameters[ name ].getDefaultOutput().events.addEventListener( 'refresh', this.onRefresh );
  34565. } else if ( value && value.isScriptableValueNode ) {
  34566. this.deleteParameter( name );
  34567. parameters[ name ] = value;
  34568. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  34569. } else if ( parameters[ name ] === undefined ) {
  34570. parameters[ name ] = scriptableValue( value );
  34571. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  34572. } else {
  34573. parameters[ name ].value = value;
  34574. }
  34575. return this;
  34576. }
  34577. getValue() {
  34578. return this.getDefaultOutput().getValue();
  34579. }
  34580. deleteParameter( name ) {
  34581. let valueNode = this.parameters[ name ];
  34582. if ( valueNode ) {
  34583. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  34584. valueNode.events.removeEventListener( 'refresh', this.onRefresh );
  34585. }
  34586. return this;
  34587. }
  34588. clearParameters() {
  34589. for ( const name of Object.keys( this.parameters ) ) {
  34590. this.deleteParameter( name );
  34591. }
  34592. this.needsUpdate = true;
  34593. return this;
  34594. }
  34595. call( name, ...params ) {
  34596. const object = this.getObject();
  34597. const method = object[ name ];
  34598. if ( typeof method === 'function' ) {
  34599. return method( ...params );
  34600. }
  34601. }
  34602. async callAsync( name, ...params ) {
  34603. const object = this.getObject();
  34604. const method = object[ name ];
  34605. if ( typeof method === 'function' ) {
  34606. return method.constructor.name === 'AsyncFunction' ? await method( ...params ) : method( ...params );
  34607. }
  34608. }
  34609. getNodeType( builder ) {
  34610. return this.getDefaultOutputNode().getNodeType( builder );
  34611. }
  34612. refresh( output = null ) {
  34613. if ( output !== null ) {
  34614. this.getOutput( output ).refresh();
  34615. } else {
  34616. this._refresh();
  34617. }
  34618. }
  34619. getObject() {
  34620. if ( this.needsUpdate ) this.dispose();
  34621. if ( this._object !== null ) return this._object;
  34622. //
  34623. const refresh = () => this.refresh();
  34624. const setOutput = ( id, value ) => this.setOutput( id, value );
  34625. const parameters = new Parameters( this );
  34626. const THREE = global.get( 'THREE' );
  34627. const TSL = global.get( 'TSL' );
  34628. const method = this.getMethod( this.codeNode );
  34629. const params = [ parameters, this._local, global, refresh, setOutput, THREE, TSL ];
  34630. this._object = method( ...params );
  34631. const layout = this._object.layout;
  34632. if ( layout ) {
  34633. if ( layout.cache === false ) {
  34634. this._local.clear();
  34635. }
  34636. // default output
  34637. this._output.outputType = layout.outputType || null;
  34638. if ( Array.isArray( layout.elements ) ) {
  34639. for ( const element of layout.elements ) {
  34640. const id = element.id || element.name;
  34641. if ( element.inputType ) {
  34642. if ( this.getParameter( id ) === undefined ) this.setParameter( id, null );
  34643. this.getParameter( id ).inputType = element.inputType;
  34644. }
  34645. if ( element.outputType ) {
  34646. if ( this.getOutput( id ) === undefined ) this.setOutput( id, null );
  34647. this.getOutput( id ).outputType = element.outputType;
  34648. }
  34649. }
  34650. }
  34651. }
  34652. return this._object;
  34653. }
  34654. deserialize( data ) {
  34655. super.deserialize( data );
  34656. for ( const name in this.parameters ) {
  34657. let valueNode = this.parameters[ name ];
  34658. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  34659. valueNode.events.addEventListener( 'refresh', this.onRefresh );
  34660. }
  34661. }
  34662. getLayout() {
  34663. return this.getObject().layout;
  34664. }
  34665. getDefaultOutputNode() {
  34666. const output = this.getDefaultOutput().value;
  34667. if ( output && output.isNode ) {
  34668. return output;
  34669. }
  34670. return float();
  34671. }
  34672. getDefaultOutput() {
  34673. return this._exec()._output;
  34674. }
  34675. getMethod() {
  34676. if ( this.needsUpdate ) this.dispose();
  34677. if ( this._method !== null ) return this._method;
  34678. //
  34679. const parametersProps = [ 'parameters', 'local', 'global', 'refresh', 'setOutput', 'THREE', 'TSL' ];
  34680. const interfaceProps = [ 'layout', 'init', 'main', 'dispose' ];
  34681. const properties = interfaceProps.join( ', ' );
  34682. const declarations = 'var ' + properties + '; var output = {};\n';
  34683. const returns = '\nreturn { ...output, ' + properties + ' };';
  34684. const code = declarations + this.codeNode.code + returns;
  34685. //
  34686. this._method = new Function( ...parametersProps, code );
  34687. return this._method;
  34688. }
  34689. dispose() {
  34690. if ( this._method === null ) return;
  34691. if ( this._object && typeof this._object.dispose === 'function' ) {
  34692. this._object.dispose();
  34693. }
  34694. this._method = null;
  34695. this._object = null;
  34696. this._source = null;
  34697. this._value = null;
  34698. this._needsOutputUpdate = true;
  34699. this._output.value = null;
  34700. this._outputs = {};
  34701. }
  34702. setup() {
  34703. return this.getDefaultOutputNode();
  34704. }
  34705. getCacheKey( force ) {
  34706. const cacheKey = [ this.source, this.getDefaultOutputNode().getCacheKey( force ) ];
  34707. for ( const param in this.parameters ) {
  34708. cacheKey.push( this.parameters[ param ].getCacheKey( force ) );
  34709. }
  34710. return cacheKey.join( ',' );
  34711. }
  34712. set needsUpdate( value ) {
  34713. if ( value === true ) this.dispose();
  34714. }
  34715. get needsUpdate() {
  34716. return this.source !== this._source;
  34717. }
  34718. _exec() {
  34719. if ( this.codeNode === null ) return this;
  34720. if ( this._needsOutputUpdate === true ) {
  34721. this._value = this.call( 'main' );
  34722. this._needsOutputUpdate = false;
  34723. }
  34724. this._output.value = this._value;
  34725. return this;
  34726. }
  34727. _refresh() {
  34728. this.needsUpdate = true;
  34729. this._exec();
  34730. this._output.refresh();
  34731. }
  34732. }
  34733. const scriptable = /*@__PURE__*/ nodeProxy( ScriptableNode );
  34734. class FogNode extends Node {
  34735. static get type() {
  34736. return 'FogNode';
  34737. }
  34738. constructor( colorNode, factorNode ) {
  34739. super( 'float' );
  34740. this.isFogNode = true;
  34741. this.colorNode = colorNode;
  34742. this.factorNode = factorNode;
  34743. }
  34744. getViewZNode( builder ) {
  34745. let viewZ;
  34746. const getViewZ = builder.context.getViewZ;
  34747. if ( getViewZ !== undefined ) {
  34748. viewZ = getViewZ( this );
  34749. }
  34750. return ( viewZ || positionView.z ).negate();
  34751. }
  34752. setup() {
  34753. return this.factorNode;
  34754. }
  34755. }
  34756. const fog = /*@__PURE__*/ nodeProxy( FogNode );
  34757. class FogRangeNode extends FogNode {
  34758. static get type() {
  34759. return 'FogRangeNode';
  34760. }
  34761. constructor( colorNode, nearNode, farNode ) {
  34762. super( colorNode );
  34763. this.isFogRangeNode = true;
  34764. this.nearNode = nearNode;
  34765. this.farNode = farNode;
  34766. }
  34767. setup( builder ) {
  34768. const viewZ = this.getViewZNode( builder );
  34769. return smoothstep( this.nearNode, this.farNode, viewZ );
  34770. }
  34771. }
  34772. const rangeFog = /*@__PURE__*/ nodeProxy( FogRangeNode );
  34773. class FogExp2Node extends FogNode {
  34774. static get type() {
  34775. return 'FogExp2Node';
  34776. }
  34777. constructor( colorNode, densityNode ) {
  34778. super( colorNode );
  34779. this.isFogExp2Node = true;
  34780. this.densityNode = densityNode;
  34781. }
  34782. setup( builder ) {
  34783. const viewZ = this.getViewZNode( builder );
  34784. const density = this.densityNode;
  34785. return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus();
  34786. }
  34787. }
  34788. const densityFog = /*@__PURE__*/ nodeProxy( FogExp2Node );
  34789. let min = null;
  34790. let max = null;
  34791. class RangeNode extends Node {
  34792. static get type() {
  34793. return 'RangeNode';
  34794. }
  34795. constructor( minNode = float(), maxNode = float() ) {
  34796. super();
  34797. this.minNode = minNode;
  34798. this.maxNode = maxNode;
  34799. }
  34800. getVectorLength( builder ) {
  34801. const minLength = builder.getTypeLength( getValueType( this.minNode.value ) );
  34802. const maxLength = builder.getTypeLength( getValueType( this.maxNode.value ) );
  34803. return minLength > maxLength ? minLength : maxLength;
  34804. }
  34805. getNodeType( builder ) {
  34806. return builder.object.count > 1 ? builder.getTypeFromLength( this.getVectorLength( builder ) ) : 'float';
  34807. }
  34808. setup( builder ) {
  34809. const object = builder.object;
  34810. let output = null;
  34811. if ( object.count > 1 ) {
  34812. const minValue = this.minNode.value;
  34813. const maxValue = this.maxNode.value;
  34814. const minLength = builder.getTypeLength( getValueType( minValue ) );
  34815. const maxLength = builder.getTypeLength( getValueType( maxValue ) );
  34816. min = min || new Vector4();
  34817. max = max || new Vector4();
  34818. min.setScalar( 0 );
  34819. max.setScalar( 0 );
  34820. if ( minLength === 1 ) min.setScalar( minValue );
  34821. else if ( minValue.isColor ) min.set( minValue.r, minValue.g, minValue.b );
  34822. else min.set( minValue.x, minValue.y, minValue.z || 0, minValue.w || 0 );
  34823. if ( maxLength === 1 ) max.setScalar( maxValue );
  34824. else if ( maxValue.isColor ) max.set( maxValue.r, maxValue.g, maxValue.b );
  34825. else max.set( maxValue.x, maxValue.y, maxValue.z || 0, maxValue.w || 0 );
  34826. const stride = 4;
  34827. const length = stride * object.count;
  34828. const array = new Float32Array( length );
  34829. for ( let i = 0; i < length; i ++ ) {
  34830. const index = i % stride;
  34831. const minElementValue = min.getComponent( index );
  34832. const maxElementValue = max.getComponent( index );
  34833. array[ i ] = MathUtils.lerp( minElementValue, maxElementValue, Math.random() );
  34834. }
  34835. const nodeType = this.getNodeType( builder );
  34836. if ( object.count <= 4096 ) {
  34837. output = buffer( array, 'vec4', object.count ).element( instanceIndex ).convert( nodeType );
  34838. } else {
  34839. // TODO: Improve anonymous buffer attribute creation removing this part
  34840. const bufferAttribute = new InstancedBufferAttribute( array, 4 );
  34841. builder.geometry.setAttribute( '__range' + this.id, bufferAttribute );
  34842. output = instancedBufferAttribute( bufferAttribute ).convert( nodeType );
  34843. }
  34844. } else {
  34845. output = float( 0 );
  34846. }
  34847. return output;
  34848. }
  34849. }
  34850. const range = /*@__PURE__*/ nodeProxy( RangeNode );
  34851. class LightNode extends Node {
  34852. static get type() {
  34853. return 'LightNode';
  34854. }
  34855. constructor( scope = LightNode.TARGET_DIRECTION, light = null ) {
  34856. super();
  34857. this.scope = scope;
  34858. this.light = light;
  34859. }
  34860. setup() {
  34861. const { scope, light } = this;
  34862. let output = null;
  34863. if ( scope === LightNode.TARGET_DIRECTION ) {
  34864. output = cameraViewMatrix.transformDirection( objectPosition( light ).sub( objectPosition( light.target ) ) );
  34865. }
  34866. return output;
  34867. }
  34868. serialize( data ) {
  34869. super.serialize( data );
  34870. data.scope = this.scope;
  34871. }
  34872. deserialize( data ) {
  34873. super.deserialize( data );
  34874. this.scope = data.scope;
  34875. }
  34876. }
  34877. LightNode.TARGET_DIRECTION = 'targetDirection';
  34878. const lightTargetDirection = /*@__PURE__*/ nodeProxy( LightNode, LightNode.TARGET_DIRECTION );
  34879. const BasicShadowMap = Fn( ( { depthTexture, shadowCoord } ) => {
  34880. return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
  34881. } );
  34882. const PCFShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  34883. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  34884. const mapSize = reference( 'mapSize', 'vec2', shadow );
  34885. const radius = reference( 'radius', 'float', shadow );
  34886. const texelSize = vec2( 1 ).div( mapSize );
  34887. const dx0 = texelSize.x.negate().mul( radius );
  34888. const dy0 = texelSize.y.negate().mul( radius );
  34889. const dx1 = texelSize.x.mul( radius );
  34890. const dy1 = texelSize.y.mul( radius );
  34891. const dx2 = dx0.div( 2 );
  34892. const dy2 = dy0.div( 2 );
  34893. const dx3 = dx1.div( 2 );
  34894. const dy3 = dy1.div( 2 );
  34895. return add(
  34896. depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
  34897. depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
  34898. depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
  34899. depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
  34900. depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
  34901. depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
  34902. depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
  34903. depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
  34904. depthCompare( shadowCoord.xy, shadowCoord.z ),
  34905. depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
  34906. depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
  34907. depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
  34908. depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
  34909. depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
  34910. depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
  34911. depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
  34912. depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
  34913. ).mul( 1 / 17 );
  34914. } );
  34915. const PCFSoftShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  34916. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  34917. const mapSize = reference( 'mapSize', 'vec2', shadow );
  34918. const texelSize = vec2( 1 ).div( mapSize );
  34919. const dx = texelSize.x;
  34920. const dy = texelSize.y;
  34921. const uv = shadowCoord.xy;
  34922. const f = fract( uv.mul( mapSize ).add( 0.5 ) );
  34923. uv.subAssign( f.mul( texelSize ) );
  34924. return add(
  34925. depthCompare( uv, shadowCoord.z ),
  34926. depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
  34927. depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
  34928. depthCompare( uv.add( texelSize ), shadowCoord.z ),
  34929. mix(
  34930. depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
  34931. depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
  34932. f.x
  34933. ),
  34934. mix(
  34935. depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
  34936. depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
  34937. f.x
  34938. ),
  34939. mix(
  34940. depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
  34941. depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
  34942. f.y
  34943. ),
  34944. mix(
  34945. depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
  34946. depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
  34947. f.y
  34948. ),
  34949. mix(
  34950. mix(
  34951. depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
  34952. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
  34953. f.x
  34954. ),
  34955. mix(
  34956. depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
  34957. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
  34958. f.x
  34959. ),
  34960. f.y
  34961. )
  34962. ).mul( 1 / 9 );
  34963. } );
  34964. // VSM
  34965. const VSMShadowMapNode = Fn( ( { depthTexture, shadowCoord } ) => {
  34966. const occlusion = float( 1 ).toVar();
  34967. const distribution = texture( depthTexture ).uv( shadowCoord.xy ).rg;
  34968. const hardShadow = step( shadowCoord.z, distribution.x );
  34969. If( hardShadow.notEqual( float( 1.0 ) ), () => {
  34970. const distance = shadowCoord.z.sub( distribution.x );
  34971. const variance = max$1( 0, distribution.y.mul( distribution.y ) );
  34972. let softnessProbability = variance.div( variance.add( distance.mul( distance ) ) ); // Chebeyshevs inequality
  34973. softnessProbability = clamp( sub( softnessProbability, 0.3 ).div( 0.95 - 0.3 ) );
  34974. occlusion.assign( clamp( max$1( hardShadow, softnessProbability ) ) );
  34975. } );
  34976. return occlusion;
  34977. } );
  34978. const VSMPassVertical = Fn( ( { samples, radius, size, shadowPass } ) => {
  34979. const mean = float( 0 ).toVar();
  34980. const squaredMean = float( 0 ).toVar();
  34981. const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  34982. const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
  34983. Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
  34984. const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
  34985. const depth = shadowPass.uv( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) ).x;
  34986. mean.addAssign( depth );
  34987. squaredMean.addAssign( depth.mul( depth ) );
  34988. } );
  34989. mean.divAssign( samples );
  34990. squaredMean.divAssign( samples );
  34991. const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
  34992. return vec2( mean, std_dev );
  34993. } );
  34994. const VSMPassHorizontal = Fn( ( { samples, radius, size, shadowPass } ) => {
  34995. const mean = float( 0 ).toVar();
  34996. const squaredMean = float( 0 ).toVar();
  34997. const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  34998. const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
  34999. Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
  35000. const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
  35001. const distribution = shadowPass.uv( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
  35002. mean.addAssign( distribution.x );
  35003. squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
  35004. } );
  35005. mean.divAssign( samples );
  35006. squaredMean.divAssign( samples );
  35007. const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
  35008. return vec2( mean, std_dev );
  35009. } );
  35010. const _shadowFilterLib = [ BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, VSMShadowMapNode ];
  35011. //
  35012. let _overrideMaterial = null;
  35013. const _quadMesh$1 = /*@__PURE__*/ new QuadMesh();
  35014. class AnalyticLightNode extends LightingNode {
  35015. static get type() {
  35016. return 'AnalyticLightNode';
  35017. }
  35018. constructor( light = null ) {
  35019. super();
  35020. this.updateType = NodeUpdateType.FRAME;
  35021. this.light = light;
  35022. this.color = new Color();
  35023. this.colorNode = uniform( this.color );
  35024. this.baseColorNode = null;
  35025. this.shadowMap = null;
  35026. this.shadowNode = null;
  35027. this.shadowColorNode = null;
  35028. this.vsmShadowMapVertical = null;
  35029. this.vsmShadowMapHorizontal = null;
  35030. this.vsmMaterialVertical = null;
  35031. this.vsmMaterialHorizontal = null;
  35032. this.isAnalyticLightNode = true;
  35033. }
  35034. getCacheKey() {
  35035. return super.getCacheKey() + '-' + ( this.light.id + '-' + ( this.light.castShadow ? '1' : '0' ) );
  35036. }
  35037. getHash() {
  35038. return this.light.uuid;
  35039. }
  35040. setupShadow( builder ) {
  35041. const { object, renderer } = builder;
  35042. let shadowColorNode = this.shadowColorNode;
  35043. if ( shadowColorNode === null ) {
  35044. if ( _overrideMaterial === null ) {
  35045. _overrideMaterial = new NodeMaterial();
  35046. _overrideMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
  35047. _overrideMaterial.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.fragmentNode unintentionally when using material.shadowNode
  35048. _overrideMaterial.name = 'ShadowMaterial';
  35049. }
  35050. const shadowMapType = renderer.shadowMap.type;
  35051. const shadow = this.light.shadow;
  35052. const depthTexture = new DepthTexture();
  35053. depthTexture.compareFunction = LessCompare;
  35054. const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
  35055. shadowMap.depthTexture = depthTexture;
  35056. shadow.camera.updateProjectionMatrix();
  35057. // VSM
  35058. if ( shadowMapType === VSMShadowMap ) {
  35059. depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
  35060. this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
  35061. this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
  35062. const shadowPassVertical = texture( depthTexture );
  35063. const shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
  35064. const samples = reference( 'blurSamples', 'float', shadow );
  35065. const radius = reference( 'radius', 'float', shadow );
  35066. const size = reference( 'mapSize', 'vec2', shadow );
  35067. let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
  35068. material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical } ).context( builder.getSharedContext() );
  35069. material.name = 'VSMVertical';
  35070. material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
  35071. material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal } ).context( builder.getSharedContext() );
  35072. material.name = 'VSMHorizontal';
  35073. }
  35074. //
  35075. const shadowIntensity = reference( 'intensity', 'float', shadow );
  35076. const bias = reference( 'bias', 'float', shadow );
  35077. const normalBias = reference( 'normalBias', 'float', shadow );
  35078. const position = object.material.shadowPositionNode || positionWorld;
  35079. let shadowCoord = uniform( shadow.matrix ).mul( position.add( normalWorld.mul( normalBias ) ) );
  35080. shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
  35081. let coordZ = shadowCoord.z.add( bias );
  35082. if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
  35083. coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Convertion [ 0, 1 ] to [ - 1, 1 ]
  35084. }
  35085. shadowCoord = vec3(
  35086. shadowCoord.x,
  35087. shadowCoord.y.oneMinus(), // follow webgpu standards
  35088. coordZ
  35089. );
  35090. const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
  35091. .and( shadowCoord.x.lessThanEqual( 1 ) )
  35092. .and( shadowCoord.y.greaterThanEqual( 0 ) )
  35093. .and( shadowCoord.y.lessThanEqual( 1 ) )
  35094. .and( shadowCoord.z.lessThanEqual( 1 ) );
  35095. //
  35096. const filterFn = shadow.filterNode || _shadowFilterLib[ renderer.shadowMap.type ] || null;
  35097. if ( filterFn === null ) {
  35098. throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
  35099. }
  35100. const shadowColor = texture( shadowMap.texture, shadowCoord );
  35101. const shadowNode = frustumTest.select( filterFn( { depthTexture: ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture, shadowCoord, shadow } ), float( 1 ) );
  35102. this.shadowMap = shadowMap;
  35103. this.light.shadow.map = shadowMap;
  35104. this.shadowNode = shadowNode;
  35105. this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ) );
  35106. this.baseColorNode = this.colorNode;
  35107. }
  35108. //
  35109. this.colorNode = shadowColorNode;
  35110. this.updateBeforeType = NodeUpdateType.RENDER;
  35111. }
  35112. setup( builder ) {
  35113. this.colorNode = this.baseColorNode || this.colorNode;
  35114. if ( this.light.castShadow ) {
  35115. if ( builder.object.receiveShadow ) {
  35116. this.setupShadow( builder );
  35117. }
  35118. } else if ( this.shadowNode !== null ) {
  35119. this.disposeShadow();
  35120. }
  35121. }
  35122. updateShadow( frame ) {
  35123. const { shadowMap, light } = this;
  35124. const { renderer, scene, camera } = frame;
  35125. const shadowType = renderer.shadowMap.type;
  35126. const depthVersion = shadowMap.depthTexture.version;
  35127. this._depthVersionCached = depthVersion;
  35128. const currentOverrideMaterial = scene.overrideMaterial;
  35129. scene.overrideMaterial = _overrideMaterial;
  35130. shadowMap.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  35131. light.shadow.updateMatrices( light );
  35132. light.shadow.camera.layers.mask = camera.layers.mask;
  35133. const currentRenderTarget = renderer.getRenderTarget();
  35134. const currentRenderObjectFunction = renderer.getRenderObjectFunction();
  35135. renderer.setRenderObjectFunction( ( object, ...params ) => {
  35136. if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
  35137. renderer.renderObject( object, ...params );
  35138. }
  35139. } );
  35140. renderer.setRenderTarget( shadowMap );
  35141. renderer.render( scene, light.shadow.camera );
  35142. renderer.setRenderObjectFunction( currentRenderObjectFunction );
  35143. // vsm blur pass
  35144. if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
  35145. this.vsmPass( frame, light );
  35146. }
  35147. renderer.setRenderTarget( currentRenderTarget );
  35148. scene.overrideMaterial = currentOverrideMaterial;
  35149. }
  35150. vsmPass( frame, light ) {
  35151. const { renderer } = frame;
  35152. this.vsmShadowMapVertical.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  35153. this.vsmShadowMapHorizontal.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  35154. renderer.setRenderTarget( this.vsmShadowMapVertical );
  35155. _quadMesh$1.material = this.vsmMaterialVertical;
  35156. _quadMesh$1.render( renderer );
  35157. renderer.setRenderTarget( this.vsmShadowMapHorizontal );
  35158. _quadMesh$1.material = this.vsmMaterialHorizontal;
  35159. _quadMesh$1.render( renderer );
  35160. }
  35161. disposeShadow() {
  35162. this.shadowMap.dispose();
  35163. this.shadowMap = null;
  35164. if ( this.vsmShadowMapVertical !== null ) {
  35165. this.vsmShadowMapVertical.dispose();
  35166. this.vsmShadowMapVertical = null;
  35167. this.vsmMaterialVertical.dispose();
  35168. this.vsmMaterialVertical = null;
  35169. }
  35170. if ( this.vsmShadowMapHorizontal !== null ) {
  35171. this.vsmShadowMapHorizontal.dispose();
  35172. this.vsmShadowMapHorizontal = null;
  35173. this.vsmMaterialHorizontal.dispose();
  35174. this.vsmMaterialHorizontal = null;
  35175. }
  35176. this.shadowNode = null;
  35177. this.shadowColorNode = null;
  35178. this.baseColorNode = null;
  35179. this.updateBeforeType = NodeUpdateType.NONE;
  35180. }
  35181. updateBefore( frame ) {
  35182. const shadow = this.light.shadow;
  35183. const needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
  35184. if ( needsUpdate ) {
  35185. this.updateShadow( frame );
  35186. if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
  35187. shadow.needsUpdate = false;
  35188. }
  35189. }
  35190. }
  35191. update( /*frame*/ ) {
  35192. const { light } = this;
  35193. this.color.copy( light.color ).multiplyScalar( light.intensity );
  35194. }
  35195. }
  35196. const getDistanceAttenuation = /*@__PURE__*/ Fn( ( inputs ) => {
  35197. const { lightDistance, cutoffDistance, decayExponent } = inputs;
  35198. // based upon Frostbite 3 Moving to Physically-based Rendering
  35199. // page 32, equation 26: E[window1]
  35200. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  35201. const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();
  35202. return cutoffDistance.greaterThan( 0 ).select(
  35203. distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
  35204. distanceFalloff
  35205. );
  35206. } ); // validated
  35207. class PointLightNode extends AnalyticLightNode {
  35208. static get type() {
  35209. return 'PointLightNode';
  35210. }
  35211. constructor( light = null ) {
  35212. super( light );
  35213. this.cutoffDistanceNode = uniform( 0 );
  35214. this.decayExponentNode = uniform( 0 );
  35215. }
  35216. update( frame ) {
  35217. const { light } = this;
  35218. super.update( frame );
  35219. this.cutoffDistanceNode.value = light.distance;
  35220. this.decayExponentNode.value = light.decay;
  35221. }
  35222. setup( builder ) {
  35223. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  35224. const lightingModel = builder.context.lightingModel;
  35225. const lVector = objectViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  35226. const lightDirection = lVector.normalize();
  35227. const lightDistance = lVector.length();
  35228. const lightAttenuation = getDistanceAttenuation( {
  35229. lightDistance,
  35230. cutoffDistance: cutoffDistanceNode,
  35231. decayExponent: decayExponentNode
  35232. } );
  35233. const lightColor = colorNode.mul( lightAttenuation );
  35234. const reflectedLight = builder.context.reflectedLight;
  35235. lightingModel.direct( {
  35236. lightDirection,
  35237. lightColor,
  35238. reflectedLight
  35239. }, builder.stack, builder );
  35240. }
  35241. }
  35242. class DirectionalLightNode extends AnalyticLightNode {
  35243. static get type() {
  35244. return 'DirectionalLightNode';
  35245. }
  35246. constructor( light = null ) {
  35247. super( light );
  35248. }
  35249. setup( builder ) {
  35250. super.setup( builder );
  35251. const lightingModel = builder.context.lightingModel;
  35252. const lightColor = this.colorNode;
  35253. const lightDirection = lightTargetDirection( this.light );
  35254. const reflectedLight = builder.context.reflectedLight;
  35255. lightingModel.direct( {
  35256. lightDirection,
  35257. lightColor,
  35258. reflectedLight
  35259. }, builder.stack, builder );
  35260. }
  35261. }
  35262. const _matrix41 = /*@__PURE__*/ new Matrix4();
  35263. const _matrix42 = /*@__PURE__*/ new Matrix4();
  35264. let ltcLib = null;
  35265. class RectAreaLightNode extends AnalyticLightNode {
  35266. static get type() {
  35267. return 'RectAreaLightNode';
  35268. }
  35269. constructor( light = null ) {
  35270. super( light );
  35271. this.halfHeight = uniform( new Vector3() );
  35272. this.halfWidth = uniform( new Vector3() );
  35273. }
  35274. update( frame ) {
  35275. super.update( frame );
  35276. const { light } = this;
  35277. const viewMatrix = frame.camera.matrixWorldInverse;
  35278. _matrix42.identity();
  35279. _matrix41.copy( light.matrixWorld );
  35280. _matrix41.premultiply( viewMatrix );
  35281. _matrix42.extractRotation( _matrix41 );
  35282. this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 );
  35283. this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 );
  35284. this.halfWidth.value.applyMatrix4( _matrix42 );
  35285. this.halfHeight.value.applyMatrix4( _matrix42 );
  35286. }
  35287. setup( builder ) {
  35288. super.setup( builder );
  35289. let ltc_1, ltc_2;
  35290. if ( builder.isAvailable( 'float32Filterable' ) ) {
  35291. ltc_1 = texture( ltcLib.LTC_FLOAT_1 );
  35292. ltc_2 = texture( ltcLib.LTC_FLOAT_2 );
  35293. } else {
  35294. ltc_1 = texture( ltcLib.LTC_HALF_1 );
  35295. ltc_2 = texture( ltcLib.LTC_HALF_2 );
  35296. }
  35297. const { colorNode, light } = this;
  35298. const lightingModel = builder.context.lightingModel;
  35299. const lightPosition = objectViewPosition( light );
  35300. const reflectedLight = builder.context.reflectedLight;
  35301. lightingModel.directRectArea( {
  35302. lightColor: colorNode,
  35303. lightPosition,
  35304. halfWidth: this.halfWidth,
  35305. halfHeight: this.halfHeight,
  35306. reflectedLight,
  35307. ltc_1,
  35308. ltc_2
  35309. }, builder.stack, builder );
  35310. }
  35311. static setLTC( ltc ) {
  35312. ltcLib = ltc;
  35313. }
  35314. }
  35315. class SpotLightNode extends AnalyticLightNode {
  35316. static get type() {
  35317. return 'SpotLightNode';
  35318. }
  35319. constructor( light = null ) {
  35320. super( light );
  35321. this.coneCosNode = uniform( 0 );
  35322. this.penumbraCosNode = uniform( 0 );
  35323. this.cutoffDistanceNode = uniform( 0 );
  35324. this.decayExponentNode = uniform( 0 );
  35325. }
  35326. update( frame ) {
  35327. super.update( frame );
  35328. const { light } = this;
  35329. this.coneCosNode.value = Math.cos( light.angle );
  35330. this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );
  35331. this.cutoffDistanceNode.value = light.distance;
  35332. this.decayExponentNode.value = light.decay;
  35333. }
  35334. getSpotAttenuation( angleCosine ) {
  35335. const { coneCosNode, penumbraCosNode } = this;
  35336. return smoothstep( coneCosNode, penumbraCosNode, angleCosine );
  35337. }
  35338. setup( builder ) {
  35339. super.setup( builder );
  35340. const lightingModel = builder.context.lightingModel;
  35341. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  35342. const lVector = objectViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  35343. const lightDirection = lVector.normalize();
  35344. const angleCos = lightDirection.dot( lightTargetDirection( light ) );
  35345. const spotAttenuation = this.getSpotAttenuation( angleCos );
  35346. const lightDistance = lVector.length();
  35347. const lightAttenuation = getDistanceAttenuation( {
  35348. lightDistance,
  35349. cutoffDistance: cutoffDistanceNode,
  35350. decayExponent: decayExponentNode
  35351. } );
  35352. const lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
  35353. const reflectedLight = builder.context.reflectedLight;
  35354. lightingModel.direct( {
  35355. lightDirection,
  35356. lightColor,
  35357. reflectedLight
  35358. }, builder.stack, builder );
  35359. }
  35360. }
  35361. class IESSpotLightNode extends SpotLightNode {
  35362. static get type() {
  35363. return 'IESSpotLightNode';
  35364. }
  35365. getSpotAttenuation( angleCosine ) {
  35366. const iesMap = this.light.iesMap;
  35367. let spotAttenuation = null;
  35368. if ( iesMap && iesMap.isTexture === true ) {
  35369. const angle = angleCosine.acos().mul( 1.0 / Math.PI );
  35370. spotAttenuation = texture( iesMap, vec2( angle, 0 ), 0 ).r;
  35371. } else {
  35372. spotAttenuation = super.getSpotAttenuation( angleCosine );
  35373. }
  35374. return spotAttenuation;
  35375. }
  35376. }
  35377. class AmbientLightNode extends AnalyticLightNode {
  35378. static get type() {
  35379. return 'AmbientLightNode';
  35380. }
  35381. constructor( light = null ) {
  35382. super( light );
  35383. }
  35384. setup( { context } ) {
  35385. context.irradiance.addAssign( this.colorNode );
  35386. }
  35387. }
  35388. class HemisphereLightNode extends AnalyticLightNode {
  35389. static get type() {
  35390. return 'HemisphereLightNode';
  35391. }
  35392. constructor( light = null ) {
  35393. super( light );
  35394. this.lightPositionNode = objectPosition( light );
  35395. this.lightDirectionNode = this.lightPositionNode.normalize();
  35396. this.groundColorNode = uniform( new Color() );
  35397. }
  35398. update( frame ) {
  35399. const { light } = this;
  35400. super.update( frame );
  35401. this.lightPositionNode.object3d = light;
  35402. this.groundColorNode.value.copy( light.groundColor ).multiplyScalar( light.intensity );
  35403. }
  35404. setup( builder ) {
  35405. const { colorNode, groundColorNode, lightDirectionNode } = this;
  35406. const dotNL = normalView.dot( lightDirectionNode );
  35407. const hemiDiffuseWeight = dotNL.mul( 0.5 ).add( 0.5 );
  35408. const irradiance = mix( groundColorNode, colorNode, hemiDiffuseWeight );
  35409. builder.context.irradiance.addAssign( irradiance );
  35410. }
  35411. }
  35412. const getShIrradianceAt = /*@__PURE__*/ Fn( ( [ normal, shCoefficients ] ) => {
  35413. // normal is assumed to have unit length
  35414. const x = normal.x, y = normal.y, z = normal.z;
  35415. // band 0
  35416. let result = shCoefficients.element( 0 ).mul( 0.886227 );
  35417. // band 1
  35418. result = result.add( shCoefficients.element( 1 ).mul( 2.0 * 0.511664 ).mul( y ) );
  35419. result = result.add( shCoefficients.element( 2 ).mul( 2.0 * 0.511664 ).mul( z ) );
  35420. result = result.add( shCoefficients.element( 3 ).mul( 2.0 * 0.511664 ).mul( x ) );
  35421. // band 2
  35422. result = result.add( shCoefficients.element( 4 ).mul( 2.0 * 0.429043 ).mul( x ).mul( y ) );
  35423. result = result.add( shCoefficients.element( 5 ).mul( 2.0 * 0.429043 ).mul( y ).mul( z ) );
  35424. result = result.add( shCoefficients.element( 6 ).mul( z.mul( z ).mul( 0.743125 ).sub( 0.247708 ) ) );
  35425. result = result.add( shCoefficients.element( 7 ).mul( 2.0 * 0.429043 ).mul( x ).mul( z ) );
  35426. result = result.add( shCoefficients.element( 8 ).mul( 0.429043 ).mul( mul( x, x ).sub( mul( y, y ) ) ) );
  35427. return result;
  35428. } );
  35429. class LightProbeNode extends AnalyticLightNode {
  35430. static get type() {
  35431. return 'LightProbeNode';
  35432. }
  35433. constructor( light = null ) {
  35434. super( light );
  35435. const array = [];
  35436. for ( let i = 0; i < 9; i ++ ) array.push( new Vector3() );
  35437. this.lightProbe = uniformArray( array );
  35438. }
  35439. update( frame ) {
  35440. const { light } = this;
  35441. super.update( frame );
  35442. //
  35443. for ( let i = 0; i < 9; i ++ ) {
  35444. this.lightProbe.array[ i ].copy( light.sh.coefficients[ i ] ).multiplyScalar( light.intensity );
  35445. }
  35446. }
  35447. setup( builder ) {
  35448. const irradiance = getShIrradianceAt( normalWorld, this.lightProbe );
  35449. builder.context.irradiance.addAssign( irradiance );
  35450. }
  35451. }
  35452. class NodeParser {
  35453. parseFunction( /*source*/ ) {
  35454. console.warn( 'Abstract function.' );
  35455. }
  35456. }
  35457. class NodeFunction {
  35458. constructor( type, inputs, name = '', precision = '' ) {
  35459. this.type = type;
  35460. this.inputs = inputs;
  35461. this.name = name;
  35462. this.precision = precision;
  35463. }
  35464. getCode( /*name = this.name*/ ) {
  35465. console.warn( 'Abstract function.' );
  35466. }
  35467. }
  35468. NodeFunction.isNodeFunction = true;
  35469. const declarationRegexp$1 = /^\s*(highp|mediump|lowp)?\s*([a-z_0-9]+)\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)/i;
  35470. const propertiesRegexp$1 = /[a-z_0-9]+/ig;
  35471. const pragmaMain = '#pragma main';
  35472. const parse$1 = ( source ) => {
  35473. source = source.trim();
  35474. const pragmaMainIndex = source.indexOf( pragmaMain );
  35475. const mainCode = pragmaMainIndex !== - 1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;
  35476. const declaration = mainCode.match( declarationRegexp$1 );
  35477. if ( declaration !== null && declaration.length === 5 ) {
  35478. // tokenizer
  35479. const inputsCode = declaration[ 4 ];
  35480. const propsMatches = [];
  35481. let nameMatch = null;
  35482. while ( ( nameMatch = propertiesRegexp$1.exec( inputsCode ) ) !== null ) {
  35483. propsMatches.push( nameMatch );
  35484. }
  35485. // parser
  35486. const inputs = [];
  35487. let i = 0;
  35488. while ( i < propsMatches.length ) {
  35489. const isConst = propsMatches[ i ][ 0 ] === 'const';
  35490. if ( isConst === true ) {
  35491. i ++;
  35492. }
  35493. let qualifier = propsMatches[ i ][ 0 ];
  35494. if ( qualifier === 'in' || qualifier === 'out' || qualifier === 'inout' ) {
  35495. i ++;
  35496. } else {
  35497. qualifier = '';
  35498. }
  35499. const type = propsMatches[ i ++ ][ 0 ];
  35500. let count = Number.parseInt( propsMatches[ i ][ 0 ] );
  35501. if ( Number.isNaN( count ) === false ) i ++;
  35502. else count = null;
  35503. const name = propsMatches[ i ++ ][ 0 ];
  35504. inputs.push( new NodeFunctionInput( type, name, count, qualifier, isConst ) );
  35505. }
  35506. //
  35507. const blockCode = mainCode.substring( declaration[ 0 ].length );
  35508. const name = declaration[ 3 ] !== undefined ? declaration[ 3 ] : '';
  35509. const type = declaration[ 2 ];
  35510. const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  35511. const headerCode = pragmaMainIndex !== - 1 ? source.slice( 0, pragmaMainIndex ) : '';
  35512. return {
  35513. type,
  35514. inputs,
  35515. name,
  35516. precision,
  35517. inputsCode,
  35518. blockCode,
  35519. headerCode
  35520. };
  35521. } else {
  35522. throw new Error( 'FunctionNode: Function is not a GLSL code.' );
  35523. }
  35524. };
  35525. class GLSLNodeFunction extends NodeFunction {
  35526. constructor( source ) {
  35527. const { type, inputs, name, precision, inputsCode, blockCode, headerCode } = parse$1( source );
  35528. super( type, inputs, name, precision );
  35529. this.inputsCode = inputsCode;
  35530. this.blockCode = blockCode;
  35531. this.headerCode = headerCode;
  35532. }
  35533. getCode( name = this.name ) {
  35534. let code;
  35535. const blockCode = this.blockCode;
  35536. if ( blockCode !== '' ) {
  35537. const { type, inputsCode, headerCode, precision } = this;
  35538. let declarationCode = `${ type } ${ name } ( ${ inputsCode.trim() } )`;
  35539. if ( precision !== '' ) {
  35540. declarationCode = `${ precision } ${ declarationCode }`;
  35541. }
  35542. code = headerCode + declarationCode + blockCode;
  35543. } else {
  35544. // interface function
  35545. code = '';
  35546. }
  35547. return code;
  35548. }
  35549. }
  35550. class GLSLNodeParser extends NodeParser {
  35551. parseFunction( source ) {
  35552. return new GLSLNodeFunction( source );
  35553. }
  35554. }
  35555. function painterSortStable( a, b ) {
  35556. if ( a.groupOrder !== b.groupOrder ) {
  35557. return a.groupOrder - b.groupOrder;
  35558. } else if ( a.renderOrder !== b.renderOrder ) {
  35559. return a.renderOrder - b.renderOrder;
  35560. } else if ( a.material.id !== b.material.id ) {
  35561. return a.material.id - b.material.id;
  35562. } else if ( a.z !== b.z ) {
  35563. return a.z - b.z;
  35564. } else {
  35565. return a.id - b.id;
  35566. }
  35567. }
  35568. function reversePainterSortStable( a, b ) {
  35569. if ( a.groupOrder !== b.groupOrder ) {
  35570. return a.groupOrder - b.groupOrder;
  35571. } else if ( a.renderOrder !== b.renderOrder ) {
  35572. return a.renderOrder - b.renderOrder;
  35573. } else if ( a.z !== b.z ) {
  35574. return b.z - a.z;
  35575. } else {
  35576. return a.id - b.id;
  35577. }
  35578. }
  35579. class RenderList {
  35580. constructor() {
  35581. this.renderItems = [];
  35582. this.renderItemsIndex = 0;
  35583. this.opaque = [];
  35584. this.transparent = [];
  35585. this.bundles = [];
  35586. this.lightsNode = new LightsNode( [] );
  35587. this.lightsArray = [];
  35588. this.occlusionQueryCount = 0;
  35589. }
  35590. begin() {
  35591. this.renderItemsIndex = 0;
  35592. this.opaque.length = 0;
  35593. this.transparent.length = 0;
  35594. this.bundles.length = 0;
  35595. this.lightsArray.length = 0;
  35596. this.occlusionQueryCount = 0;
  35597. return this;
  35598. }
  35599. getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  35600. let renderItem = this.renderItems[ this.renderItemsIndex ];
  35601. if ( renderItem === undefined ) {
  35602. renderItem = {
  35603. id: object.id,
  35604. object: object,
  35605. geometry: geometry,
  35606. material: material,
  35607. groupOrder: groupOrder,
  35608. renderOrder: object.renderOrder,
  35609. z: z,
  35610. group: group
  35611. };
  35612. this.renderItems[ this.renderItemsIndex ] = renderItem;
  35613. } else {
  35614. renderItem.id = object.id;
  35615. renderItem.object = object;
  35616. renderItem.geometry = geometry;
  35617. renderItem.material = material;
  35618. renderItem.groupOrder = groupOrder;
  35619. renderItem.renderOrder = object.renderOrder;
  35620. renderItem.z = z;
  35621. renderItem.group = group;
  35622. }
  35623. this.renderItemsIndex ++;
  35624. return renderItem;
  35625. }
  35626. push( object, geometry, material, groupOrder, z, group ) {
  35627. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
  35628. if ( object.occlusionTest === true ) this.occlusionQueryCount ++;
  35629. ( material.transparent === true || material.transmission > 0 ? this.transparent : this.opaque ).push( renderItem );
  35630. }
  35631. unshift( object, geometry, material, groupOrder, z, group ) {
  35632. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
  35633. ( material.transparent === true ? this.transparent : this.opaque ).unshift( renderItem );
  35634. }
  35635. pushBundle( group ) {
  35636. this.bundles.push( group );
  35637. }
  35638. pushLight( light ) {
  35639. this.lightsArray.push( light );
  35640. }
  35641. getLightsNode() {
  35642. return this.lightsNode.fromLights( this.lightsArray );
  35643. }
  35644. sort( customOpaqueSort, customTransparentSort ) {
  35645. if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
  35646. if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );
  35647. }
  35648. finish() {
  35649. // update lights
  35650. this.lightsNode.setLights( this.lightsArray );
  35651. // Clear references from inactive renderItems in the list
  35652. for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {
  35653. const renderItem = this.renderItems[ i ];
  35654. if ( renderItem.id === null ) break;
  35655. renderItem.id = null;
  35656. renderItem.object = null;
  35657. renderItem.geometry = null;
  35658. renderItem.material = null;
  35659. renderItem.groupOrder = null;
  35660. renderItem.renderOrder = null;
  35661. renderItem.z = null;
  35662. renderItem.group = null;
  35663. }
  35664. }
  35665. }
  35666. class RenderLists {
  35667. constructor() {
  35668. this.lists = new ChainMap();
  35669. }
  35670. get( scene, camera ) {
  35671. const lists = this.lists;
  35672. const keys = [ scene, camera ];
  35673. let list = lists.get( keys );
  35674. if ( list === undefined ) {
  35675. list = new RenderList();
  35676. lists.set( keys, list );
  35677. }
  35678. return list;
  35679. }
  35680. dispose() {
  35681. this.lists = new ChainMap();
  35682. }
  35683. }
  35684. let id = 0;
  35685. class RenderContext {
  35686. constructor() {
  35687. this.id = id ++;
  35688. this.color = true;
  35689. this.clearColor = true;
  35690. this.clearColorValue = { r: 0, g: 0, b: 0, a: 1 };
  35691. this.depth = true;
  35692. this.clearDepth = true;
  35693. this.clearDepthValue = 1;
  35694. this.stencil = false;
  35695. this.clearStencil = true;
  35696. this.clearStencilValue = 1;
  35697. this.viewport = false;
  35698. this.viewportValue = new Vector4();
  35699. this.scissor = false;
  35700. this.scissorValue = new Vector4();
  35701. this.textures = null;
  35702. this.depthTexture = null;
  35703. this.activeCubeFace = 0;
  35704. this.sampleCount = 1;
  35705. this.width = 0;
  35706. this.height = 0;
  35707. this.isRenderContext = true;
  35708. }
  35709. getCacheKey() {
  35710. return getCacheKey( this );
  35711. }
  35712. }
  35713. function getCacheKey( renderContext ) {
  35714. const { textures, activeCubeFace } = renderContext;
  35715. let key = '';
  35716. for ( const texture of textures ) {
  35717. key += texture.id + ',';
  35718. }
  35719. key += activeCubeFace;
  35720. return key;
  35721. }
  35722. class RenderContexts {
  35723. constructor() {
  35724. this.chainMaps = {};
  35725. }
  35726. get( scene, camera, renderTarget = null ) {
  35727. const chainKey = [ scene, camera ];
  35728. let attachmentState;
  35729. if ( renderTarget === null ) {
  35730. attachmentState = 'default';
  35731. } else {
  35732. const format = renderTarget.texture.format;
  35733. const count = renderTarget.textures.length;
  35734. attachmentState = `${ count }:${ format }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`;
  35735. }
  35736. const chainMap = this.getChainMap( attachmentState );
  35737. let renderState = chainMap.get( chainKey );
  35738. if ( renderState === undefined ) {
  35739. renderState = new RenderContext();
  35740. chainMap.set( chainKey, renderState );
  35741. }
  35742. if ( renderTarget !== null ) renderState.sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  35743. return renderState;
  35744. }
  35745. getChainMap( attachmentState ) {
  35746. return this.chainMaps[ attachmentState ] || ( this.chainMaps[ attachmentState ] = new ChainMap() );
  35747. }
  35748. dispose() {
  35749. this.chainMaps = {};
  35750. }
  35751. }
  35752. const _size = /*@__PURE__*/ new Vector3();
  35753. class Textures extends DataMap {
  35754. constructor( renderer, backend, info ) {
  35755. super();
  35756. this.renderer = renderer;
  35757. this.backend = backend;
  35758. this.info = info;
  35759. }
  35760. updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) {
  35761. const renderTargetData = this.get( renderTarget );
  35762. const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  35763. const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );
  35764. const textures = renderTarget.textures;
  35765. const size = this.getSize( textures[ 0 ] );
  35766. const mipWidth = size.width >> activeMipmapLevel;
  35767. const mipHeight = size.height >> activeMipmapLevel;
  35768. let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ];
  35769. let textureNeedsUpdate = false;
  35770. if ( depthTexture === undefined ) {
  35771. depthTexture = new DepthTexture();
  35772. depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat;
  35773. depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType
  35774. depthTexture.image.width = mipWidth;
  35775. depthTexture.image.height = mipHeight;
  35776. depthTextureMips[ activeMipmapLevel ] = depthTexture;
  35777. }
  35778. if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {
  35779. textureNeedsUpdate = true;
  35780. depthTexture.needsUpdate = true;
  35781. depthTexture.image.width = mipWidth;
  35782. depthTexture.image.height = mipHeight;
  35783. }
  35784. renderTargetData.width = size.width;
  35785. renderTargetData.height = size.height;
  35786. renderTargetData.textures = textures;
  35787. renderTargetData.depthTexture = depthTexture;
  35788. renderTargetData.depth = renderTarget.depthBuffer;
  35789. renderTargetData.stencil = renderTarget.stencilBuffer;
  35790. renderTargetData.renderTarget = renderTarget;
  35791. if ( renderTargetData.sampleCount !== sampleCount ) {
  35792. textureNeedsUpdate = true;
  35793. depthTexture.needsUpdate = true;
  35794. renderTargetData.sampleCount = sampleCount;
  35795. }
  35796. //
  35797. const options = { sampleCount };
  35798. for ( let i = 0; i < textures.length; i ++ ) {
  35799. const texture = textures[ i ];
  35800. if ( textureNeedsUpdate ) texture.needsUpdate = true;
  35801. this.updateTexture( texture, options );
  35802. }
  35803. this.updateTexture( depthTexture, options );
  35804. // dispose handler
  35805. if ( renderTargetData.initialized !== true ) {
  35806. renderTargetData.initialized = true;
  35807. // dispose
  35808. const onDispose = () => {
  35809. renderTarget.removeEventListener( 'dispose', onDispose );
  35810. for ( let i = 0; i < textures.length; i ++ ) {
  35811. this._destroyTexture( textures[ i ] );
  35812. }
  35813. this._destroyTexture( depthTexture );
  35814. this.delete( renderTarget );
  35815. };
  35816. renderTarget.addEventListener( 'dispose', onDispose );
  35817. }
  35818. }
  35819. updateTexture( texture, options = {} ) {
  35820. const textureData = this.get( texture );
  35821. if ( textureData.initialized === true && textureData.version === texture.version ) return;
  35822. const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture;
  35823. const backend = this.backend;
  35824. if ( isRenderTarget && textureData.initialized === true ) {
  35825. // it's an update
  35826. backend.destroySampler( texture );
  35827. backend.destroyTexture( texture );
  35828. }
  35829. //
  35830. if ( texture.isFramebufferTexture ) {
  35831. const renderer = this.renderer;
  35832. const renderTarget = renderer.getRenderTarget();
  35833. if ( renderTarget ) {
  35834. texture.type = renderTarget.texture.type;
  35835. } else {
  35836. texture.type = UnsignedByteType;
  35837. }
  35838. }
  35839. //
  35840. const { width, height, depth } = this.getSize( texture );
  35841. options.width = width;
  35842. options.height = height;
  35843. options.depth = depth;
  35844. options.needsMipmaps = this.needsMipmaps( texture );
  35845. options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1;
  35846. //
  35847. if ( isRenderTarget || texture.isStorageTexture === true ) {
  35848. backend.createSampler( texture );
  35849. backend.createTexture( texture, options );
  35850. textureData.generation = texture.version;
  35851. } else {
  35852. const needsCreate = textureData.initialized !== true;
  35853. if ( needsCreate ) backend.createSampler( texture );
  35854. if ( texture.version > 0 ) {
  35855. const image = texture.image;
  35856. if ( image === undefined ) {
  35857. console.warn( 'THREE.Renderer: Texture marked for update but image is undefined.' );
  35858. } else if ( image.complete === false ) {
  35859. console.warn( 'THREE.Renderer: Texture marked for update but image is incomplete.' );
  35860. } else {
  35861. if ( texture.images ) {
  35862. const images = [];
  35863. for ( const image of texture.images ) {
  35864. images.push( image );
  35865. }
  35866. options.images = images;
  35867. } else {
  35868. options.image = image;
  35869. }
  35870. if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) {
  35871. backend.createTexture( texture, options );
  35872. textureData.isDefaultTexture = false;
  35873. textureData.generation = texture.version;
  35874. }
  35875. if ( texture.source.dataReady === true ) backend.updateTexture( texture, options );
  35876. if ( options.needsMipmaps && texture.mipmaps.length === 0 ) backend.generateMipmaps( texture );
  35877. }
  35878. } else {
  35879. // async update
  35880. backend.createDefaultTexture( texture );
  35881. textureData.isDefaultTexture = true;
  35882. textureData.generation = texture.version;
  35883. }
  35884. }
  35885. // dispose handler
  35886. if ( textureData.initialized !== true ) {
  35887. textureData.initialized = true;
  35888. textureData.generation = texture.version;
  35889. //
  35890. this.info.memory.textures ++;
  35891. // dispose
  35892. const onDispose = () => {
  35893. texture.removeEventListener( 'dispose', onDispose );
  35894. this._destroyTexture( texture );
  35895. this.info.memory.textures --;
  35896. };
  35897. texture.addEventListener( 'dispose', onDispose );
  35898. }
  35899. //
  35900. textureData.version = texture.version;
  35901. }
  35902. getSize( texture, target = _size ) {
  35903. let image = texture.images ? texture.images[ 0 ] : texture.image;
  35904. if ( image ) {
  35905. if ( image.image !== undefined ) image = image.image;
  35906. target.width = image.width;
  35907. target.height = image.height;
  35908. target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 );
  35909. } else {
  35910. target.width = target.height = target.depth = 1;
  35911. }
  35912. return target;
  35913. }
  35914. getMipLevels( texture, width, height ) {
  35915. let mipLevelCount;
  35916. if ( texture.isCompressedTexture ) {
  35917. mipLevelCount = texture.mipmaps.length;
  35918. } else {
  35919. mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1;
  35920. }
  35921. return mipLevelCount;
  35922. }
  35923. needsMipmaps( texture ) {
  35924. if ( this.isEnvironmentTexture( texture ) ) return true;
  35925. return ( texture.isCompressedTexture === true ) || ( ( texture.minFilter !== NearestFilter ) && ( texture.minFilter !== LinearFilter ) );
  35926. }
  35927. isEnvironmentTexture( texture ) {
  35928. const mapping = texture.mapping;
  35929. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  35930. }
  35931. _destroyTexture( texture ) {
  35932. this.backend.destroySampler( texture );
  35933. this.backend.destroyTexture( texture );
  35934. this.delete( texture );
  35935. }
  35936. }
  35937. class Color4 extends Color {
  35938. constructor( r, g, b, a = 1 ) {
  35939. super( r, g, b );
  35940. this.a = a;
  35941. }
  35942. set( r, g, b, a = 1 ) {
  35943. this.a = a;
  35944. return super.set( r, g, b );
  35945. }
  35946. copy( color ) {
  35947. if ( color.a !== undefined ) this.a = color.a;
  35948. return super.copy( color );
  35949. }
  35950. clone() {
  35951. return new this.constructor( this.r, this.g, this.b, this.a );
  35952. }
  35953. }
  35954. const hash = /*@__PURE__*/ Fn( ( [ seed ] ) => {
  35955. // Taken from https://www.shadertoy.com/view/XlGcRh, originally from pcg-random.org
  35956. const state = seed.toUint().mul( 747796405 ).add( 2891336453 );
  35957. const word = state.shiftRight( state.shiftRight( 28 ).add( 4 ) ).bitXor( state ).mul( 277803737 );
  35958. const result = word.shiftRight( 22 ).bitXor( word );
  35959. return result.toFloat().mul( 1 / 2 ** 32 ); // Convert to range [0, 1)
  35960. } );
  35961. // remapping functions https://iquilezles.org/articles/functions/
  35962. const parabola = ( x, k ) => pow( mul( 4.0, x.mul( sub( 1.0, x ) ) ), k );
  35963. const gain = ( x, k ) => x.lessThan( 0.5 ) ? parabola( x.mul( 2.0 ), k ).div( 2.0 ) : sub( 1.0, parabola( mul( sub( 1.0, x ), 2.0 ), k ).div( 2.0 ) );
  35964. const pcurve = ( x, a, b ) => pow( div( pow( x, a ), add( pow( x, a ), pow( sub( 1.0, x ), b ) ) ), 1.0 / a );
  35965. const sinc = ( x, k ) => sin( PI.mul( k.mul( x ).sub( 1.0 ) ) ).div( PI.mul( k.mul( x ).sub( 1.0 ) ) );
  35966. // https://github.com/cabbibo/glsl-tri-noise-3d
  35967. const tri = /*@__PURE__*/ Fn( ( [ x ] ) => {
  35968. return x.fract().sub( .5 ).abs();
  35969. } ).setLayout( {
  35970. name: 'tri',
  35971. type: 'float',
  35972. inputs: [
  35973. { name: 'x', type: 'float' }
  35974. ]
  35975. } );
  35976. const tri3 = /*@__PURE__*/ Fn( ( [ p ] ) => {
  35977. return vec3( tri( p.z.add( tri( p.y.mul( 1. ) ) ) ), tri( p.z.add( tri( p.x.mul( 1. ) ) ) ), tri( p.y.add( tri( p.x.mul( 1. ) ) ) ) );
  35978. } ).setLayout( {
  35979. name: 'tri3',
  35980. type: 'vec3',
  35981. inputs: [
  35982. { name: 'p', type: 'vec3' }
  35983. ]
  35984. } );
  35985. const triNoise3D = /*@__PURE__*/ Fn( ( [ p_immutable, spd, time ] ) => {
  35986. const p = vec3( p_immutable ).toVar();
  35987. const z = float( 1.4 ).toVar();
  35988. const rz = float( 0.0 ).toVar();
  35989. const bp = vec3( p ).toVar();
  35990. Loop( { start: float( 0.0 ), end: float( 3.0 ), type: 'float', condition: '<=' }, () => {
  35991. const dg = vec3( tri3( bp.mul( 2.0 ) ) ).toVar();
  35992. p.addAssign( dg.add( time.mul( float( 0.1 ).mul( spd ) ) ) );
  35993. bp.mulAssign( 1.8 );
  35994. z.mulAssign( 1.5 );
  35995. p.mulAssign( 1.2 );
  35996. const t = float( tri( p.z.add( tri( p.x.add( tri( p.y ) ) ) ) ) ).toVar();
  35997. rz.addAssign( t.div( z ) );
  35998. bp.addAssign( 0.14 );
  35999. } );
  36000. return rz;
  36001. } ).setLayout( {
  36002. name: 'triNoise3D',
  36003. type: 'float',
  36004. inputs: [
  36005. { name: 'p', type: 'vec3' },
  36006. { name: 'spd', type: 'float' },
  36007. { name: 'time', type: 'float' }
  36008. ]
  36009. } );
  36010. const rotateUV = /*@__PURE__*/ Fn( ( [ uv, rotation, center = vec2( 0.5 ) ] ) => {
  36011. return rotate( uv.sub( center ), rotation ).add( center );
  36012. } );
  36013. const spherizeUV = /*@__PURE__*/ Fn( ( [ uv, strength, center = vec2( 0.5 ) ] ) => {
  36014. const delta = uv.sub( center );
  36015. const delta2 = delta.dot( delta );
  36016. const delta4 = delta2.mul( delta2 );
  36017. const deltaOffset = delta4.mul( strength );
  36018. return uv.add( delta.mul( deltaOffset ) );
  36019. } );
  36020. const billboarding = /*@__PURE__*/ Fn( ( { position = null, horizontal = true, vertical = false } ) => {
  36021. let worldMatrix;
  36022. if ( position !== null ) {
  36023. worldMatrix = modelWorldMatrix.toVar();
  36024. worldMatrix[ 3 ][ 0 ] = position.x;
  36025. worldMatrix[ 3 ][ 1 ] = position.y;
  36026. worldMatrix[ 3 ][ 2 ] = position.z;
  36027. } else {
  36028. worldMatrix = modelWorldMatrix;
  36029. }
  36030. const modelViewMatrix = cameraViewMatrix.mul( worldMatrix );
  36031. if ( defined( horizontal ) ) {
  36032. modelViewMatrix[ 0 ][ 0 ] = modelWorldMatrix[ 0 ].length();
  36033. modelViewMatrix[ 0 ][ 1 ] = 0;
  36034. modelViewMatrix[ 0 ][ 2 ] = 0;
  36035. }
  36036. if ( defined( vertical ) ) {
  36037. modelViewMatrix[ 1 ][ 0 ] = 0;
  36038. modelViewMatrix[ 1 ][ 1 ] = modelWorldMatrix[ 1 ].length();
  36039. modelViewMatrix[ 1 ][ 2 ] = 0;
  36040. }
  36041. modelViewMatrix[ 2 ][ 0 ] = 0;
  36042. modelViewMatrix[ 2 ][ 1 ] = 0;
  36043. modelViewMatrix[ 2 ][ 2 ] = 1;
  36044. return cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  36045. } );
  36046. const viewportSafeUV = /*@__PURE__*/ Fn( ( [ uv = null ] ) => {
  36047. const depth = linearDepth();
  36048. const depthDiff = linearDepth( viewportDepthTexture( uv ) ).sub( depth );
  36049. const finalUV = depthDiff.lessThan( 0 ).select( screenUV, uv );
  36050. return finalUV;
  36051. } );
  36052. const _objectData = new WeakMap();
  36053. class VelocityNode extends TempNode {
  36054. static get type() {
  36055. return 'VelocityNode';
  36056. }
  36057. constructor() {
  36058. super( 'vec2' );
  36059. this.updateType = NodeUpdateType.OBJECT;
  36060. this.updateAfterType = NodeUpdateType.OBJECT;
  36061. this.previousModelWorldMatrix = uniform( new Matrix4() );
  36062. this.previousProjectionMatrix = uniform( new Matrix4() );
  36063. this.previousCameraViewMatrix = uniform( new Matrix4() );
  36064. }
  36065. update( { frameId, camera, object } ) {
  36066. const previousModelMatrix = getPreviousMatrix( object );
  36067. this.previousModelWorldMatrix.value.copy( previousModelMatrix );
  36068. //
  36069. const cameraData = getData( camera );
  36070. if ( cameraData.frameId !== frameId ) {
  36071. cameraData.frameId = frameId;
  36072. if ( cameraData.previousProjectionMatrix === undefined ) {
  36073. cameraData.previousProjectionMatrix = new Matrix4();
  36074. cameraData.previousCameraViewMatrix = new Matrix4();
  36075. cameraData.currentProjectionMatrix = new Matrix4();
  36076. cameraData.currentCameraViewMatrix = new Matrix4();
  36077. cameraData.previousProjectionMatrix.copy( camera.projectionMatrix );
  36078. cameraData.previousCameraViewMatrix.copy( camera.matrixWorldInverse );
  36079. } else {
  36080. cameraData.previousProjectionMatrix.copy( cameraData.currentProjectionMatrix );
  36081. cameraData.previousCameraViewMatrix.copy( cameraData.currentCameraViewMatrix );
  36082. }
  36083. cameraData.currentProjectionMatrix.copy( camera.projectionMatrix );
  36084. cameraData.currentCameraViewMatrix.copy( camera.matrixWorldInverse );
  36085. this.previousProjectionMatrix.value.copy( cameraData.previousProjectionMatrix );
  36086. this.previousCameraViewMatrix.value.copy( cameraData.previousCameraViewMatrix );
  36087. }
  36088. }
  36089. updateAfter( { object } ) {
  36090. getPreviousMatrix( object ).copy( object.matrixWorld );
  36091. }
  36092. setup( /*builder*/ ) {
  36093. const previousModelViewMatrix = this.previousCameraViewMatrix.mul( this.previousModelWorldMatrix );
  36094. const clipPositionCurrent = cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  36095. const clipPositionPrevious = this.previousProjectionMatrix.mul( previousModelViewMatrix ).mul( positionPrevious );
  36096. const ndcPositionCurrent = clipPositionCurrent.xy.div( clipPositionCurrent.w );
  36097. const ndcPositionPrevious = clipPositionPrevious.xy.div( clipPositionPrevious.w );
  36098. const velocity = sub( ndcPositionCurrent, ndcPositionPrevious );
  36099. return velocity;
  36100. }
  36101. }
  36102. function getData( object ) {
  36103. let objectData = _objectData.get( object );
  36104. if ( objectData === undefined ) {
  36105. objectData = {};
  36106. _objectData.set( object, objectData );
  36107. }
  36108. return objectData;
  36109. }
  36110. function getPreviousMatrix( object, index = 0 ) {
  36111. const objectData = getData( object );
  36112. let matrix = objectData[ index ];
  36113. if ( matrix === undefined ) {
  36114. objectData[ index ] = matrix = new Matrix4();
  36115. }
  36116. return matrix;
  36117. }
  36118. const velocity = /*@__PURE__*/ nodeImmutable( VelocityNode );
  36119. const burn = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  36120. return min$1( 1.0, base.oneMinus().div( blend ) ).oneMinus();
  36121. } ).setLayout( {
  36122. name: 'burnBlend',
  36123. type: 'vec3',
  36124. inputs: [
  36125. { name: 'base', type: 'vec3' },
  36126. { name: 'blend', type: 'vec3' }
  36127. ]
  36128. } );
  36129. const dodge = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  36130. return min$1( base.div( blend.oneMinus() ), 1.0 );
  36131. } ).setLayout( {
  36132. name: 'dodgeBlend',
  36133. type: 'vec3',
  36134. inputs: [
  36135. { name: 'base', type: 'vec3' },
  36136. { name: 'blend', type: 'vec3' }
  36137. ]
  36138. } );
  36139. const screen = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  36140. return base.oneMinus().mul( blend.oneMinus() ).oneMinus();
  36141. } ).setLayout( {
  36142. name: 'screenBlend',
  36143. type: 'vec3',
  36144. inputs: [
  36145. { name: 'base', type: 'vec3' },
  36146. { name: 'blend', type: 'vec3' }
  36147. ]
  36148. } );
  36149. const overlay = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  36150. return mix( base.mul( 2.0 ).mul( blend ), base.oneMinus().mul( 2.0 ).mul( blend.oneMinus() ).oneMinus(), step( 0.5, base ) );
  36151. } ).setLayout( {
  36152. name: 'overlayBlend',
  36153. type: 'vec3',
  36154. inputs: [
  36155. { name: 'base', type: 'vec3' },
  36156. { name: 'blend', type: 'vec3' }
  36157. ]
  36158. } );
  36159. const motionBlur = /*@__PURE__*/ Fn( ( [ inputNode, velocity, numSamples = int( 16 ) ] ) => {
  36160. const sampleColor = ( uv ) => inputNode.uv( uv );
  36161. const uvs = uv();
  36162. const colorResult = sampleColor( uvs ).toVar();
  36163. const fSamples = float( numSamples );
  36164. Loop( { start: int( 1 ), end: numSamples, type: 'int', condition: '<=' }, ( { i } ) => {
  36165. const offset = velocity.mul( float( i ).div( fSamples.sub( 1 ) ).sub( 0.5 ) );
  36166. colorResult.addAssign( sampleColor( uvs.add( offset ) ) );
  36167. } );
  36168. colorResult.divAssign( fSamples );
  36169. return colorResult;
  36170. } );
  36171. const bleach = /*@__PURE__*/ Fn( ( [ color, opacity = 1 ] ) => {
  36172. const base = color;
  36173. const lum = luminance( base.rgb );
  36174. const blend = vec3( lum );
  36175. const L = min$1( 1.0, max$1( 0.0, float( 10.0 ).mul( lum.sub( 0.45 ) ) ) );
  36176. const result1 = blend.mul( base.rgb ).mul( 2.0 );
  36177. const result2 = float( 2.0 ).mul( blend.oneMinus() ).mul( base.rgb.oneMinus() ).oneMinus();
  36178. const newColor = mix( result1, result2, L );
  36179. const A2 = base.a.mul( opacity );
  36180. const mixRGB = A2.mul( newColor.rgb );
  36181. mixRGB.addAssign( base.rgb.mul( A2.oneMinus() ) );
  36182. return vec4( mixRGB, base.a );
  36183. } );
  36184. const sepia = /*@__PURE__*/ Fn( ( [ color ] ) => {
  36185. const c = vec3( color );
  36186. // https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/sepia.js
  36187. return vec4(
  36188. dot( c, vec3( 0.393, 0.769, 0.189 ) ),
  36189. dot( c, vec3( 0.349, 0.686, 0.168 ) ),
  36190. dot( c, vec3( 0.272, 0.534, 0.131 ) ),
  36191. color.a
  36192. );
  36193. } );
  36194. const sRGBToLinearSRGB = /*@__PURE__*/ Fn( ( [ color ] ) => {
  36195. const a = color.mul( 0.9478672986 ).add( 0.0521327014 ).pow( 2.4 );
  36196. const b = color.mul( 0.0773993808 );
  36197. const factor = color.lessThanEqual( 0.04045 );
  36198. const rgbResult = mix( a, b, factor );
  36199. return rgbResult;
  36200. } ).setLayout( {
  36201. name: 'sRGBToLinearSRGB',
  36202. type: 'vec3',
  36203. inputs: [
  36204. { name: 'color', type: 'vec3' }
  36205. ]
  36206. } );
  36207. const linearSRGBTosRGB = /*@__PURE__*/ Fn( ( [ color ] ) => {
  36208. const a = color.pow( 0.41666 ).mul( 1.055 ).sub( 0.055 );
  36209. const b = color.mul( 12.92 );
  36210. const factor = color.lessThanEqual( 0.0031308 );
  36211. const rgbResult = mix( a, b, factor );
  36212. return rgbResult;
  36213. } ).setLayout( {
  36214. name: 'linearSRGBTosRGB',
  36215. type: 'vec3',
  36216. inputs: [
  36217. { name: 'color', type: 'vec3' }
  36218. ]
  36219. } );
  36220. // exposure only
  36221. const linearToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  36222. return color.mul( exposure ).clamp();
  36223. } ).setLayout( {
  36224. name: 'linearToneMapping',
  36225. type: 'vec3',
  36226. inputs: [
  36227. { name: 'color', type: 'vec3' },
  36228. { name: 'exposure', type: 'float' }
  36229. ]
  36230. } );
  36231. // source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
  36232. const reinhardToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  36233. color = color.mul( exposure );
  36234. return color.div( color.add( 1.0 ) ).clamp();
  36235. } ).setLayout( {
  36236. name: 'reinhardToneMapping',
  36237. type: 'vec3',
  36238. inputs: [
  36239. { name: 'color', type: 'vec3' },
  36240. { name: 'exposure', type: 'float' }
  36241. ]
  36242. } );
  36243. // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  36244. const cineonToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  36245. // filmic operator by Jim Hejl and Richard Burgess-Dawson
  36246. color = color.mul( exposure );
  36247. color = color.sub( 0.004 ).max( 0.0 );
  36248. const a = color.mul( color.mul( 6.2 ).add( 0.5 ) );
  36249. const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 );
  36250. return a.div( b ).pow( 2.2 );
  36251. } ).setLayout( {
  36252. name: 'cineonToneMapping',
  36253. type: 'vec3',
  36254. inputs: [
  36255. { name: 'color', type: 'vec3' },
  36256. { name: 'exposure', type: 'float' }
  36257. ]
  36258. } );
  36259. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  36260. const RRTAndODTFit = /*@__PURE__*/ Fn( ( [ color ] ) => {
  36261. const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 );
  36262. const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 );
  36263. return a.div( b );
  36264. } );
  36265. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  36266. const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  36267. // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
  36268. const ACESInputMat = mat3(
  36269. 0.59719, 0.35458, 0.04823,
  36270. 0.07600, 0.90834, 0.01566,
  36271. 0.02840, 0.13383, 0.83777
  36272. );
  36273. // ODT_SAT => XYZ => D60_2_D65 => sRGB
  36274. const ACESOutputMat = mat3(
  36275. 1.60475, - 0.53108, - 0.07367,
  36276. - 0.10208, 1.10813, - 0.00605,
  36277. - 0.00327, - 0.07276, 1.07602
  36278. );
  36279. color = color.mul( exposure ).div( 0.6 );
  36280. color = ACESInputMat.mul( color );
  36281. // Apply RRT and ODT
  36282. color = RRTAndODTFit( color );
  36283. color = ACESOutputMat.mul( color );
  36284. // Clamp to [0, 1]
  36285. return color.clamp();
  36286. } ).setLayout( {
  36287. name: 'acesFilmicToneMapping',
  36288. type: 'vec3',
  36289. inputs: [
  36290. { name: 'color', type: 'vec3' },
  36291. { name: 'exposure', type: 'float' }
  36292. ]
  36293. } );
  36294. const LINEAR_REC2020_TO_LINEAR_SRGB = /*@__PURE__*/ mat3( vec3( 1.6605, - 0.1246, - 0.0182 ), vec3( - 0.5876, 1.1329, - 0.1006 ), vec3( - 0.0728, - 0.0083, 1.1187 ) );
  36295. const LINEAR_SRGB_TO_LINEAR_REC2020 = /*@__PURE__*/ mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) );
  36296. const agxDefaultContrastApprox = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  36297. const x = vec3( x_immutable ).toVar();
  36298. const x2 = vec3( x.mul( x ) ).toVar();
  36299. const x4 = vec3( x2.mul( x2 ) ).toVar();
  36300. return float( 15.5 ).mul( x4.mul( x2 ) ).sub( mul( 40.14, x4.mul( x ) ) ).add( mul( 31.96, x4 ).sub( mul( 6.868, x2.mul( x ) ) ).add( mul( 0.4298, x2 ).add( mul( 0.1191, x ).sub( 0.00232 ) ) ) );
  36301. } );
  36302. const agxToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  36303. const colortone = vec3( color ).toVar();
  36304. const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) );
  36305. const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) );
  36306. const AgxMinEv = float( - 12.47393 );
  36307. const AgxMaxEv = float( 4.026069 );
  36308. colortone.mulAssign( exposure );
  36309. colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) );
  36310. colortone.assign( AgXInsetMatrix.mul( colortone ) );
  36311. colortone.assign( max$1( colortone, 1e-10 ) );
  36312. colortone.assign( log2( colortone ) );
  36313. colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) );
  36314. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  36315. colortone.assign( agxDefaultContrastApprox( colortone ) );
  36316. colortone.assign( AgXOutsetMatrix.mul( colortone ) );
  36317. colortone.assign( pow( max$1( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) );
  36318. colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) );
  36319. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  36320. return colortone;
  36321. } ).setLayout( {
  36322. name: 'agxToneMapping',
  36323. type: 'vec3',
  36324. inputs: [
  36325. { name: 'color', type: 'vec3' },
  36326. { name: 'exposure', type: 'float' }
  36327. ]
  36328. } );
  36329. // https://modelviewer.dev/examples/tone-mapping
  36330. const neutralToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  36331. const StartCompression = float( 0.8 - 0.04 );
  36332. const Desaturation = float( 0.15 );
  36333. color = color.mul( exposure );
  36334. const x = min$1( color.r, min$1( color.g, color.b ) );
  36335. const offset = select( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 );
  36336. color.subAssign( offset );
  36337. const peak = max$1( color.r, max$1( color.g, color.b ) );
  36338. If( peak.lessThan( StartCompression ), () => {
  36339. return color;
  36340. } );
  36341. const d = sub( 1, StartCompression );
  36342. const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) );
  36343. color.mulAssign( newPeak.div( peak ) );
  36344. const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) );
  36345. return mix( color, vec3( newPeak ), g );
  36346. } ).setLayout( {
  36347. name: 'neutralToneMapping',
  36348. type: 'vec3',
  36349. inputs: [
  36350. { name: 'color', type: 'vec3' },
  36351. { name: 'exposure', type: 'float' }
  36352. ]
  36353. } );
  36354. const checker = /*@__PURE__*/ Fn( ( [ coord = uv() ] ) => {
  36355. const uv = coord.mul( 2.0 );
  36356. const cx = uv.x.floor();
  36357. const cy = uv.y.floor();
  36358. const result = cx.add( cy ).mod( 2.0 );
  36359. return result.sign();
  36360. } );
  36361. // Three.js Transpiler
  36362. // https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/libraries/stdlib/genglsl/lib/mx_noise.glsl
  36363. const mx_select = /*@__PURE__*/ Fn( ( [ b_immutable, t_immutable, f_immutable ] ) => {
  36364. const f = float( f_immutable ).toVar();
  36365. const t = float( t_immutable ).toVar();
  36366. const b = bool( b_immutable ).toVar();
  36367. return select( b, t, f );
  36368. } ).setLayout( {
  36369. name: 'mx_select',
  36370. type: 'float',
  36371. inputs: [
  36372. { name: 'b', type: 'bool' },
  36373. { name: 't', type: 'float' },
  36374. { name: 'f', type: 'float' }
  36375. ]
  36376. } );
  36377. const mx_negate_if = /*@__PURE__*/ Fn( ( [ val_immutable, b_immutable ] ) => {
  36378. const b = bool( b_immutable ).toVar();
  36379. const val = float( val_immutable ).toVar();
  36380. return select( b, val.negate(), val );
  36381. } ).setLayout( {
  36382. name: 'mx_negate_if',
  36383. type: 'float',
  36384. inputs: [
  36385. { name: 'val', type: 'float' },
  36386. { name: 'b', type: 'bool' }
  36387. ]
  36388. } );
  36389. const mx_floor = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  36390. const x = float( x_immutable ).toVar();
  36391. return int( floor( x ) );
  36392. } ).setLayout( {
  36393. name: 'mx_floor',
  36394. type: 'int',
  36395. inputs: [
  36396. { name: 'x', type: 'float' }
  36397. ]
  36398. } );
  36399. const mx_floorfrac = /*@__PURE__*/ Fn( ( [ x_immutable, i ] ) => {
  36400. const x = float( x_immutable ).toVar();
  36401. i.assign( mx_floor( x ) );
  36402. return x.sub( float( i ) );
  36403. } );
  36404. const mx_bilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  36405. const t = float( t_immutable ).toVar();
  36406. const s = float( s_immutable ).toVar();
  36407. const v3 = float( v3_immutable ).toVar();
  36408. const v2 = float( v2_immutable ).toVar();
  36409. const v1 = float( v1_immutable ).toVar();
  36410. const v0 = float( v0_immutable ).toVar();
  36411. const s1 = float( sub( 1.0, s ) ).toVar();
  36412. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  36413. } ).setLayout( {
  36414. name: 'mx_bilerp_0',
  36415. type: 'float',
  36416. inputs: [
  36417. { name: 'v0', type: 'float' },
  36418. { name: 'v1', type: 'float' },
  36419. { name: 'v2', type: 'float' },
  36420. { name: 'v3', type: 'float' },
  36421. { name: 's', type: 'float' },
  36422. { name: 't', type: 'float' }
  36423. ]
  36424. } );
  36425. const mx_bilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  36426. const t = float( t_immutable ).toVar();
  36427. const s = float( s_immutable ).toVar();
  36428. const v3 = vec3( v3_immutable ).toVar();
  36429. const v2 = vec3( v2_immutable ).toVar();
  36430. const v1 = vec3( v1_immutable ).toVar();
  36431. const v0 = vec3( v0_immutable ).toVar();
  36432. const s1 = float( sub( 1.0, s ) ).toVar();
  36433. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  36434. } ).setLayout( {
  36435. name: 'mx_bilerp_1',
  36436. type: 'vec3',
  36437. inputs: [
  36438. { name: 'v0', type: 'vec3' },
  36439. { name: 'v1', type: 'vec3' },
  36440. { name: 'v2', type: 'vec3' },
  36441. { name: 'v3', type: 'vec3' },
  36442. { name: 's', type: 'float' },
  36443. { name: 't', type: 'float' }
  36444. ]
  36445. } );
  36446. const mx_bilerp = /*@__PURE__*/ overloadingFn( [ mx_bilerp_0, mx_bilerp_1 ] );
  36447. const mx_trilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
  36448. const r = float( r_immutable ).toVar();
  36449. const t = float( t_immutable ).toVar();
  36450. const s = float( s_immutable ).toVar();
  36451. const v7 = float( v7_immutable ).toVar();
  36452. const v6 = float( v6_immutable ).toVar();
  36453. const v5 = float( v5_immutable ).toVar();
  36454. const v4 = float( v4_immutable ).toVar();
  36455. const v3 = float( v3_immutable ).toVar();
  36456. const v2 = float( v2_immutable ).toVar();
  36457. const v1 = float( v1_immutable ).toVar();
  36458. const v0 = float( v0_immutable ).toVar();
  36459. const s1 = float( sub( 1.0, s ) ).toVar();
  36460. const t1 = float( sub( 1.0, t ) ).toVar();
  36461. const r1 = float( sub( 1.0, r ) ).toVar();
  36462. return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
  36463. } ).setLayout( {
  36464. name: 'mx_trilerp_0',
  36465. type: 'float',
  36466. inputs: [
  36467. { name: 'v0', type: 'float' },
  36468. { name: 'v1', type: 'float' },
  36469. { name: 'v2', type: 'float' },
  36470. { name: 'v3', type: 'float' },
  36471. { name: 'v4', type: 'float' },
  36472. { name: 'v5', type: 'float' },
  36473. { name: 'v6', type: 'float' },
  36474. { name: 'v7', type: 'float' },
  36475. { name: 's', type: 'float' },
  36476. { name: 't', type: 'float' },
  36477. { name: 'r', type: 'float' }
  36478. ]
  36479. } );
  36480. const mx_trilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
  36481. const r = float( r_immutable ).toVar();
  36482. const t = float( t_immutable ).toVar();
  36483. const s = float( s_immutable ).toVar();
  36484. const v7 = vec3( v7_immutable ).toVar();
  36485. const v6 = vec3( v6_immutable ).toVar();
  36486. const v5 = vec3( v5_immutable ).toVar();
  36487. const v4 = vec3( v4_immutable ).toVar();
  36488. const v3 = vec3( v3_immutable ).toVar();
  36489. const v2 = vec3( v2_immutable ).toVar();
  36490. const v1 = vec3( v1_immutable ).toVar();
  36491. const v0 = vec3( v0_immutable ).toVar();
  36492. const s1 = float( sub( 1.0, s ) ).toVar();
  36493. const t1 = float( sub( 1.0, t ) ).toVar();
  36494. const r1 = float( sub( 1.0, r ) ).toVar();
  36495. return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
  36496. } ).setLayout( {
  36497. name: 'mx_trilerp_1',
  36498. type: 'vec3',
  36499. inputs: [
  36500. { name: 'v0', type: 'vec3' },
  36501. { name: 'v1', type: 'vec3' },
  36502. { name: 'v2', type: 'vec3' },
  36503. { name: 'v3', type: 'vec3' },
  36504. { name: 'v4', type: 'vec3' },
  36505. { name: 'v5', type: 'vec3' },
  36506. { name: 'v6', type: 'vec3' },
  36507. { name: 'v7', type: 'vec3' },
  36508. { name: 's', type: 'float' },
  36509. { name: 't', type: 'float' },
  36510. { name: 'r', type: 'float' }
  36511. ]
  36512. } );
  36513. const mx_trilerp = /*@__PURE__*/ overloadingFn( [ mx_trilerp_0, mx_trilerp_1 ] );
  36514. const mx_gradient_float_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  36515. const y = float( y_immutable ).toVar();
  36516. const x = float( x_immutable ).toVar();
  36517. const hash = uint( hash_immutable ).toVar();
  36518. const h = uint( hash.bitAnd( uint( 7 ) ) ).toVar();
  36519. const u = float( mx_select( h.lessThan( uint( 4 ) ), x, y ) ).toVar();
  36520. const v = float( mul( 2.0, mx_select( h.lessThan( uint( 4 ) ), y, x ) ) ).toVar();
  36521. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  36522. } ).setLayout( {
  36523. name: 'mx_gradient_float_0',
  36524. type: 'float',
  36525. inputs: [
  36526. { name: 'hash', type: 'uint' },
  36527. { name: 'x', type: 'float' },
  36528. { name: 'y', type: 'float' }
  36529. ]
  36530. } );
  36531. const mx_gradient_float_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  36532. const z = float( z_immutable ).toVar();
  36533. const y = float( y_immutable ).toVar();
  36534. const x = float( x_immutable ).toVar();
  36535. const hash = uint( hash_immutable ).toVar();
  36536. const h = uint( hash.bitAnd( uint( 15 ) ) ).toVar();
  36537. const u = float( mx_select( h.lessThan( uint( 8 ) ), x, y ) ).toVar();
  36538. const v = float( mx_select( h.lessThan( uint( 4 ) ), y, mx_select( h.equal( uint( 12 ) ).or( h.equal( uint( 14 ) ) ), x, z ) ) ).toVar();
  36539. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  36540. } ).setLayout( {
  36541. name: 'mx_gradient_float_1',
  36542. type: 'float',
  36543. inputs: [
  36544. { name: 'hash', type: 'uint' },
  36545. { name: 'x', type: 'float' },
  36546. { name: 'y', type: 'float' },
  36547. { name: 'z', type: 'float' }
  36548. ]
  36549. } );
  36550. const mx_gradient_float = /*@__PURE__*/ overloadingFn( [ mx_gradient_float_0, mx_gradient_float_1 ] );
  36551. const mx_gradient_vec3_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  36552. const y = float( y_immutable ).toVar();
  36553. const x = float( x_immutable ).toVar();
  36554. const hash = uvec3( hash_immutable ).toVar();
  36555. return vec3( mx_gradient_float( hash.x, x, y ), mx_gradient_float( hash.y, x, y ), mx_gradient_float( hash.z, x, y ) );
  36556. } ).setLayout( {
  36557. name: 'mx_gradient_vec3_0',
  36558. type: 'vec3',
  36559. inputs: [
  36560. { name: 'hash', type: 'uvec3' },
  36561. { name: 'x', type: 'float' },
  36562. { name: 'y', type: 'float' }
  36563. ]
  36564. } );
  36565. const mx_gradient_vec3_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  36566. const z = float( z_immutable ).toVar();
  36567. const y = float( y_immutable ).toVar();
  36568. const x = float( x_immutable ).toVar();
  36569. const hash = uvec3( hash_immutable ).toVar();
  36570. return vec3( mx_gradient_float( hash.x, x, y, z ), mx_gradient_float( hash.y, x, y, z ), mx_gradient_float( hash.z, x, y, z ) );
  36571. } ).setLayout( {
  36572. name: 'mx_gradient_vec3_1',
  36573. type: 'vec3',
  36574. inputs: [
  36575. { name: 'hash', type: 'uvec3' },
  36576. { name: 'x', type: 'float' },
  36577. { name: 'y', type: 'float' },
  36578. { name: 'z', type: 'float' }
  36579. ]
  36580. } );
  36581. const mx_gradient_vec3 = /*@__PURE__*/ overloadingFn( [ mx_gradient_vec3_0, mx_gradient_vec3_1 ] );
  36582. const mx_gradient_scale2d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  36583. const v = float( v_immutable ).toVar();
  36584. return mul( 0.6616, v );
  36585. } ).setLayout( {
  36586. name: 'mx_gradient_scale2d_0',
  36587. type: 'float',
  36588. inputs: [
  36589. { name: 'v', type: 'float' }
  36590. ]
  36591. } );
  36592. const mx_gradient_scale3d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  36593. const v = float( v_immutable ).toVar();
  36594. return mul( 0.9820, v );
  36595. } ).setLayout( {
  36596. name: 'mx_gradient_scale3d_0',
  36597. type: 'float',
  36598. inputs: [
  36599. { name: 'v', type: 'float' }
  36600. ]
  36601. } );
  36602. const mx_gradient_scale2d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  36603. const v = vec3( v_immutable ).toVar();
  36604. return mul( 0.6616, v );
  36605. } ).setLayout( {
  36606. name: 'mx_gradient_scale2d_1',
  36607. type: 'vec3',
  36608. inputs: [
  36609. { name: 'v', type: 'vec3' }
  36610. ]
  36611. } );
  36612. const mx_gradient_scale2d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale2d_0, mx_gradient_scale2d_1 ] );
  36613. const mx_gradient_scale3d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  36614. const v = vec3( v_immutable ).toVar();
  36615. return mul( 0.9820, v );
  36616. } ).setLayout( {
  36617. name: 'mx_gradient_scale3d_1',
  36618. type: 'vec3',
  36619. inputs: [
  36620. { name: 'v', type: 'vec3' }
  36621. ]
  36622. } );
  36623. const mx_gradient_scale3d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale3d_0, mx_gradient_scale3d_1 ] );
  36624. const mx_rotl32 = /*@__PURE__*/ Fn( ( [ x_immutable, k_immutable ] ) => {
  36625. const k = int( k_immutable ).toVar();
  36626. const x = uint( x_immutable ).toVar();
  36627. return x.shiftLeft( k ).bitOr( x.shiftRight( int( 32 ).sub( k ) ) );
  36628. } ).setLayout( {
  36629. name: 'mx_rotl32',
  36630. type: 'uint',
  36631. inputs: [
  36632. { name: 'x', type: 'uint' },
  36633. { name: 'k', type: 'int' }
  36634. ]
  36635. } );
  36636. const mx_bjmix = /*@__PURE__*/ Fn( ( [ a, b, c ] ) => {
  36637. a.subAssign( c );
  36638. a.bitXorAssign( mx_rotl32( c, int( 4 ) ) );
  36639. c.addAssign( b );
  36640. b.subAssign( a );
  36641. b.bitXorAssign( mx_rotl32( a, int( 6 ) ) );
  36642. a.addAssign( c );
  36643. c.subAssign( b );
  36644. c.bitXorAssign( mx_rotl32( b, int( 8 ) ) );
  36645. b.addAssign( a );
  36646. a.subAssign( c );
  36647. a.bitXorAssign( mx_rotl32( c, int( 16 ) ) );
  36648. c.addAssign( b );
  36649. b.subAssign( a );
  36650. b.bitXorAssign( mx_rotl32( a, int( 19 ) ) );
  36651. a.addAssign( c );
  36652. c.subAssign( b );
  36653. c.bitXorAssign( mx_rotl32( b, int( 4 ) ) );
  36654. b.addAssign( a );
  36655. } );
  36656. const mx_bjfinal = /*@__PURE__*/ Fn( ( [ a_immutable, b_immutable, c_immutable ] ) => {
  36657. const c = uint( c_immutable ).toVar();
  36658. const b = uint( b_immutable ).toVar();
  36659. const a = uint( a_immutable ).toVar();
  36660. c.bitXorAssign( b );
  36661. c.subAssign( mx_rotl32( b, int( 14 ) ) );
  36662. a.bitXorAssign( c );
  36663. a.subAssign( mx_rotl32( c, int( 11 ) ) );
  36664. b.bitXorAssign( a );
  36665. b.subAssign( mx_rotl32( a, int( 25 ) ) );
  36666. c.bitXorAssign( b );
  36667. c.subAssign( mx_rotl32( b, int( 16 ) ) );
  36668. a.bitXorAssign( c );
  36669. a.subAssign( mx_rotl32( c, int( 4 ) ) );
  36670. b.bitXorAssign( a );
  36671. b.subAssign( mx_rotl32( a, int( 14 ) ) );
  36672. c.bitXorAssign( b );
  36673. c.subAssign( mx_rotl32( b, int( 24 ) ) );
  36674. return c;
  36675. } ).setLayout( {
  36676. name: 'mx_bjfinal',
  36677. type: 'uint',
  36678. inputs: [
  36679. { name: 'a', type: 'uint' },
  36680. { name: 'b', type: 'uint' },
  36681. { name: 'c', type: 'uint' }
  36682. ]
  36683. } );
  36684. const mx_bits_to_01 = /*@__PURE__*/ Fn( ( [ bits_immutable ] ) => {
  36685. const bits = uint( bits_immutable ).toVar();
  36686. return float( bits ).div( float( uint( int( 0xffffffff ) ) ) );
  36687. } ).setLayout( {
  36688. name: 'mx_bits_to_01',
  36689. type: 'float',
  36690. inputs: [
  36691. { name: 'bits', type: 'uint' }
  36692. ]
  36693. } );
  36694. const mx_fade = /*@__PURE__*/ Fn( ( [ t_immutable ] ) => {
  36695. const t = float( t_immutable ).toVar();
  36696. return t.mul( t ).mul( t ).mul( t.mul( t.mul( 6.0 ).sub( 15.0 ) ).add( 10.0 ) );
  36697. } ).setLayout( {
  36698. name: 'mx_fade',
  36699. type: 'float',
  36700. inputs: [
  36701. { name: 't', type: 'float' }
  36702. ]
  36703. } );
  36704. const mx_hash_int_0 = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  36705. const x = int( x_immutable ).toVar();
  36706. const len = uint( uint( 1 ) ).toVar();
  36707. const seed = uint( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ).toVar();
  36708. return mx_bjfinal( seed.add( uint( x ) ), seed, seed );
  36709. } ).setLayout( {
  36710. name: 'mx_hash_int_0',
  36711. type: 'uint',
  36712. inputs: [
  36713. { name: 'x', type: 'int' }
  36714. ]
  36715. } );
  36716. const mx_hash_int_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  36717. const y = int( y_immutable ).toVar();
  36718. const x = int( x_immutable ).toVar();
  36719. const len = uint( uint( 2 ) ).toVar();
  36720. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36721. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36722. a.addAssign( uint( x ) );
  36723. b.addAssign( uint( y ) );
  36724. return mx_bjfinal( a, b, c );
  36725. } ).setLayout( {
  36726. name: 'mx_hash_int_1',
  36727. type: 'uint',
  36728. inputs: [
  36729. { name: 'x', type: 'int' },
  36730. { name: 'y', type: 'int' }
  36731. ]
  36732. } );
  36733. const mx_hash_int_2 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  36734. const z = int( z_immutable ).toVar();
  36735. const y = int( y_immutable ).toVar();
  36736. const x = int( x_immutable ).toVar();
  36737. const len = uint( uint( 3 ) ).toVar();
  36738. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36739. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36740. a.addAssign( uint( x ) );
  36741. b.addAssign( uint( y ) );
  36742. c.addAssign( uint( z ) );
  36743. return mx_bjfinal( a, b, c );
  36744. } ).setLayout( {
  36745. name: 'mx_hash_int_2',
  36746. type: 'uint',
  36747. inputs: [
  36748. { name: 'x', type: 'int' },
  36749. { name: 'y', type: 'int' },
  36750. { name: 'z', type: 'int' }
  36751. ]
  36752. } );
  36753. const mx_hash_int_3 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable ] ) => {
  36754. const xx = int( xx_immutable ).toVar();
  36755. const z = int( z_immutable ).toVar();
  36756. const y = int( y_immutable ).toVar();
  36757. const x = int( x_immutable ).toVar();
  36758. const len = uint( uint( 4 ) ).toVar();
  36759. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36760. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36761. a.addAssign( uint( x ) );
  36762. b.addAssign( uint( y ) );
  36763. c.addAssign( uint( z ) );
  36764. mx_bjmix( a, b, c );
  36765. a.addAssign( uint( xx ) );
  36766. return mx_bjfinal( a, b, c );
  36767. } ).setLayout( {
  36768. name: 'mx_hash_int_3',
  36769. type: 'uint',
  36770. inputs: [
  36771. { name: 'x', type: 'int' },
  36772. { name: 'y', type: 'int' },
  36773. { name: 'z', type: 'int' },
  36774. { name: 'xx', type: 'int' }
  36775. ]
  36776. } );
  36777. const mx_hash_int_4 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable, yy_immutable ] ) => {
  36778. const yy = int( yy_immutable ).toVar();
  36779. const xx = int( xx_immutable ).toVar();
  36780. const z = int( z_immutable ).toVar();
  36781. const y = int( y_immutable ).toVar();
  36782. const x = int( x_immutable ).toVar();
  36783. const len = uint( uint( 5 ) ).toVar();
  36784. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36785. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36786. a.addAssign( uint( x ) );
  36787. b.addAssign( uint( y ) );
  36788. c.addAssign( uint( z ) );
  36789. mx_bjmix( a, b, c );
  36790. a.addAssign( uint( xx ) );
  36791. b.addAssign( uint( yy ) );
  36792. return mx_bjfinal( a, b, c );
  36793. } ).setLayout( {
  36794. name: 'mx_hash_int_4',
  36795. type: 'uint',
  36796. inputs: [
  36797. { name: 'x', type: 'int' },
  36798. { name: 'y', type: 'int' },
  36799. { name: 'z', type: 'int' },
  36800. { name: 'xx', type: 'int' },
  36801. { name: 'yy', type: 'int' }
  36802. ]
  36803. } );
  36804. const mx_hash_int = /*@__PURE__*/ overloadingFn( [ mx_hash_int_0, mx_hash_int_1, mx_hash_int_2, mx_hash_int_3, mx_hash_int_4 ] );
  36805. const mx_hash_vec3_0 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  36806. const y = int( y_immutable ).toVar();
  36807. const x = int( x_immutable ).toVar();
  36808. const h = uint( mx_hash_int( x, y ) ).toVar();
  36809. const result = uvec3().toVar();
  36810. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  36811. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  36812. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  36813. return result;
  36814. } ).setLayout( {
  36815. name: 'mx_hash_vec3_0',
  36816. type: 'uvec3',
  36817. inputs: [
  36818. { name: 'x', type: 'int' },
  36819. { name: 'y', type: 'int' }
  36820. ]
  36821. } );
  36822. const mx_hash_vec3_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  36823. const z = int( z_immutable ).toVar();
  36824. const y = int( y_immutable ).toVar();
  36825. const x = int( x_immutable ).toVar();
  36826. const h = uint( mx_hash_int( x, y, z ) ).toVar();
  36827. const result = uvec3().toVar();
  36828. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  36829. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  36830. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  36831. return result;
  36832. } ).setLayout( {
  36833. name: 'mx_hash_vec3_1',
  36834. type: 'uvec3',
  36835. inputs: [
  36836. { name: 'x', type: 'int' },
  36837. { name: 'y', type: 'int' },
  36838. { name: 'z', type: 'int' }
  36839. ]
  36840. } );
  36841. const mx_hash_vec3 = /*@__PURE__*/ overloadingFn( [ mx_hash_vec3_0, mx_hash_vec3_1 ] );
  36842. const mx_perlin_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36843. const p = vec2( p_immutable ).toVar();
  36844. const X = int().toVar(), Y = int().toVar();
  36845. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36846. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36847. const u = float( mx_fade( fx ) ).toVar();
  36848. const v = float( mx_fade( fy ) ).toVar();
  36849. const result = float( mx_bilerp( mx_gradient_float( mx_hash_int( X, Y ), fx, fy ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
  36850. return mx_gradient_scale2d( result );
  36851. } ).setLayout( {
  36852. name: 'mx_perlin_noise_float_0',
  36853. type: 'float',
  36854. inputs: [
  36855. { name: 'p', type: 'vec2' }
  36856. ]
  36857. } );
  36858. const mx_perlin_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36859. const p = vec3( p_immutable ).toVar();
  36860. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36861. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36862. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36863. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  36864. const u = float( mx_fade( fx ) ).toVar();
  36865. const v = float( mx_fade( fy ) ).toVar();
  36866. const w = float( mx_fade( fz ) ).toVar();
  36867. const result = float( mx_trilerp( mx_gradient_float( mx_hash_int( X, Y, Z ), fx, fy, fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
  36868. return mx_gradient_scale3d( result );
  36869. } ).setLayout( {
  36870. name: 'mx_perlin_noise_float_1',
  36871. type: 'float',
  36872. inputs: [
  36873. { name: 'p', type: 'vec3' }
  36874. ]
  36875. } );
  36876. const mx_perlin_noise_float = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_float_0, mx_perlin_noise_float_1 ] );
  36877. const mx_perlin_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36878. const p = vec2( p_immutable ).toVar();
  36879. const X = int().toVar(), Y = int().toVar();
  36880. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36881. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36882. const u = float( mx_fade( fx ) ).toVar();
  36883. const v = float( mx_fade( fy ) ).toVar();
  36884. const result = vec3( mx_bilerp( mx_gradient_vec3( mx_hash_vec3( X, Y ), fx, fy ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
  36885. return mx_gradient_scale2d( result );
  36886. } ).setLayout( {
  36887. name: 'mx_perlin_noise_vec3_0',
  36888. type: 'vec3',
  36889. inputs: [
  36890. { name: 'p', type: 'vec2' }
  36891. ]
  36892. } );
  36893. const mx_perlin_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36894. const p = vec3( p_immutable ).toVar();
  36895. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36896. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36897. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36898. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  36899. const u = float( mx_fade( fx ) ).toVar();
  36900. const v = float( mx_fade( fy ) ).toVar();
  36901. const w = float( mx_fade( fz ) ).toVar();
  36902. const result = vec3( mx_trilerp( mx_gradient_vec3( mx_hash_vec3( X, Y, Z ), fx, fy, fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
  36903. return mx_gradient_scale3d( result );
  36904. } ).setLayout( {
  36905. name: 'mx_perlin_noise_vec3_1',
  36906. type: 'vec3',
  36907. inputs: [
  36908. { name: 'p', type: 'vec3' }
  36909. ]
  36910. } );
  36911. const mx_perlin_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_vec3_0, mx_perlin_noise_vec3_1 ] );
  36912. const mx_cell_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36913. const p = float( p_immutable ).toVar();
  36914. const ix = int( mx_floor( p ) ).toVar();
  36915. return mx_bits_to_01( mx_hash_int( ix ) );
  36916. } ).setLayout( {
  36917. name: 'mx_cell_noise_float_0',
  36918. type: 'float',
  36919. inputs: [
  36920. { name: 'p', type: 'float' }
  36921. ]
  36922. } );
  36923. const mx_cell_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36924. const p = vec2( p_immutable ).toVar();
  36925. const ix = int( mx_floor( p.x ) ).toVar();
  36926. const iy = int( mx_floor( p.y ) ).toVar();
  36927. return mx_bits_to_01( mx_hash_int( ix, iy ) );
  36928. } ).setLayout( {
  36929. name: 'mx_cell_noise_float_1',
  36930. type: 'float',
  36931. inputs: [
  36932. { name: 'p', type: 'vec2' }
  36933. ]
  36934. } );
  36935. const mx_cell_noise_float_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36936. const p = vec3( p_immutable ).toVar();
  36937. const ix = int( mx_floor( p.x ) ).toVar();
  36938. const iy = int( mx_floor( p.y ) ).toVar();
  36939. const iz = int( mx_floor( p.z ) ).toVar();
  36940. return mx_bits_to_01( mx_hash_int( ix, iy, iz ) );
  36941. } ).setLayout( {
  36942. name: 'mx_cell_noise_float_2',
  36943. type: 'float',
  36944. inputs: [
  36945. { name: 'p', type: 'vec3' }
  36946. ]
  36947. } );
  36948. const mx_cell_noise_float_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36949. const p = vec4( p_immutable ).toVar();
  36950. const ix = int( mx_floor( p.x ) ).toVar();
  36951. const iy = int( mx_floor( p.y ) ).toVar();
  36952. const iz = int( mx_floor( p.z ) ).toVar();
  36953. const iw = int( mx_floor( p.w ) ).toVar();
  36954. return mx_bits_to_01( mx_hash_int( ix, iy, iz, iw ) );
  36955. } ).setLayout( {
  36956. name: 'mx_cell_noise_float_3',
  36957. type: 'float',
  36958. inputs: [
  36959. { name: 'p', type: 'vec4' }
  36960. ]
  36961. } );
  36962. const mx_cell_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_cell_noise_float_0, mx_cell_noise_float_1, mx_cell_noise_float_2, mx_cell_noise_float_3 ] );
  36963. const mx_cell_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36964. const p = float( p_immutable ).toVar();
  36965. const ix = int( mx_floor( p ) ).toVar();
  36966. return vec3( mx_bits_to_01( mx_hash_int( ix, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 2 ) ) ) );
  36967. } ).setLayout( {
  36968. name: 'mx_cell_noise_vec3_0',
  36969. type: 'vec3',
  36970. inputs: [
  36971. { name: 'p', type: 'float' }
  36972. ]
  36973. } );
  36974. const mx_cell_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36975. const p = vec2( p_immutable ).toVar();
  36976. const ix = int( mx_floor( p.x ) ).toVar();
  36977. const iy = int( mx_floor( p.y ) ).toVar();
  36978. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 2 ) ) ) );
  36979. } ).setLayout( {
  36980. name: 'mx_cell_noise_vec3_1',
  36981. type: 'vec3',
  36982. inputs: [
  36983. { name: 'p', type: 'vec2' }
  36984. ]
  36985. } );
  36986. const mx_cell_noise_vec3_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36987. const p = vec3( p_immutable ).toVar();
  36988. const ix = int( mx_floor( p.x ) ).toVar();
  36989. const iy = int( mx_floor( p.y ) ).toVar();
  36990. const iz = int( mx_floor( p.z ) ).toVar();
  36991. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 2 ) ) ) );
  36992. } ).setLayout( {
  36993. name: 'mx_cell_noise_vec3_2',
  36994. type: 'vec3',
  36995. inputs: [
  36996. { name: 'p', type: 'vec3' }
  36997. ]
  36998. } );
  36999. const mx_cell_noise_vec3_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  37000. const p = vec4( p_immutable ).toVar();
  37001. const ix = int( mx_floor( p.x ) ).toVar();
  37002. const iy = int( mx_floor( p.y ) ).toVar();
  37003. const iz = int( mx_floor( p.z ) ).toVar();
  37004. const iw = int( mx_floor( p.w ) ).toVar();
  37005. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 2 ) ) ) );
  37006. } ).setLayout( {
  37007. name: 'mx_cell_noise_vec3_3',
  37008. type: 'vec3',
  37009. inputs: [
  37010. { name: 'p', type: 'vec4' }
  37011. ]
  37012. } );
  37013. const mx_cell_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_cell_noise_vec3_0, mx_cell_noise_vec3_1, mx_cell_noise_vec3_2, mx_cell_noise_vec3_3 ] );
  37014. const mx_fractal_noise_float$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  37015. const diminish = float( diminish_immutable ).toVar();
  37016. const lacunarity = float( lacunarity_immutable ).toVar();
  37017. const octaves = int( octaves_immutable ).toVar();
  37018. const p = vec3( p_immutable ).toVar();
  37019. const result = float( 0.0 ).toVar();
  37020. const amplitude = float( 1.0 ).toVar();
  37021. Loop( octaves, () => {
  37022. result.addAssign( amplitude.mul( mx_perlin_noise_float( p ) ) );
  37023. amplitude.mulAssign( diminish );
  37024. p.mulAssign( lacunarity );
  37025. } );
  37026. return result;
  37027. } ).setLayout( {
  37028. name: 'mx_fractal_noise_float',
  37029. type: 'float',
  37030. inputs: [
  37031. { name: 'p', type: 'vec3' },
  37032. { name: 'octaves', type: 'int' },
  37033. { name: 'lacunarity', type: 'float' },
  37034. { name: 'diminish', type: 'float' }
  37035. ]
  37036. } );
  37037. const mx_fractal_noise_vec3$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  37038. const diminish = float( diminish_immutable ).toVar();
  37039. const lacunarity = float( lacunarity_immutable ).toVar();
  37040. const octaves = int( octaves_immutable ).toVar();
  37041. const p = vec3( p_immutable ).toVar();
  37042. const result = vec3( 0.0 ).toVar();
  37043. const amplitude = float( 1.0 ).toVar();
  37044. Loop( octaves, () => {
  37045. result.addAssign( amplitude.mul( mx_perlin_noise_vec3( p ) ) );
  37046. amplitude.mulAssign( diminish );
  37047. p.mulAssign( lacunarity );
  37048. } );
  37049. return result;
  37050. } ).setLayout( {
  37051. name: 'mx_fractal_noise_vec3',
  37052. type: 'vec3',
  37053. inputs: [
  37054. { name: 'p', type: 'vec3' },
  37055. { name: 'octaves', type: 'int' },
  37056. { name: 'lacunarity', type: 'float' },
  37057. { name: 'diminish', type: 'float' }
  37058. ]
  37059. } );
  37060. const mx_fractal_noise_vec2$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  37061. const diminish = float( diminish_immutable ).toVar();
  37062. const lacunarity = float( lacunarity_immutable ).toVar();
  37063. const octaves = int( octaves_immutable ).toVar();
  37064. const p = vec3( p_immutable ).toVar();
  37065. return vec2( mx_fractal_noise_float$1( p, octaves, lacunarity, diminish ), mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) );
  37066. } ).setLayout( {
  37067. name: 'mx_fractal_noise_vec2',
  37068. type: 'vec2',
  37069. inputs: [
  37070. { name: 'p', type: 'vec3' },
  37071. { name: 'octaves', type: 'int' },
  37072. { name: 'lacunarity', type: 'float' },
  37073. { name: 'diminish', type: 'float' }
  37074. ]
  37075. } );
  37076. const mx_fractal_noise_vec4$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  37077. const diminish = float( diminish_immutable ).toVar();
  37078. const lacunarity = float( lacunarity_immutable ).toVar();
  37079. const octaves = int( octaves_immutable ).toVar();
  37080. const p = vec3( p_immutable ).toVar();
  37081. const c = vec3( mx_fractal_noise_vec3$1( p, octaves, lacunarity, diminish ) ).toVar();
  37082. const f = float( mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) ).toVar();
  37083. return vec4( c, f );
  37084. } ).setLayout( {
  37085. name: 'mx_fractal_noise_vec4',
  37086. type: 'vec4',
  37087. inputs: [
  37088. { name: 'p', type: 'vec3' },
  37089. { name: 'octaves', type: 'int' },
  37090. { name: 'lacunarity', type: 'float' },
  37091. { name: 'diminish', type: 'float' }
  37092. ]
  37093. } );
  37094. const mx_worley_distance_0 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, xoff_immutable, yoff_immutable, jitter_immutable, metric_immutable ] ) => {
  37095. const metric = int( metric_immutable ).toVar();
  37096. const jitter = float( jitter_immutable ).toVar();
  37097. const yoff = int( yoff_immutable ).toVar();
  37098. const xoff = int( xoff_immutable ).toVar();
  37099. const y = int( y_immutable ).toVar();
  37100. const x = int( x_immutable ).toVar();
  37101. const p = vec2( p_immutable ).toVar();
  37102. const tmp = vec3( mx_cell_noise_vec3( vec2( x.add( xoff ), y.add( yoff ) ) ) ).toVar();
  37103. const off = vec2( tmp.x, tmp.y ).toVar();
  37104. off.subAssign( 0.5 );
  37105. off.mulAssign( jitter );
  37106. off.addAssign( 0.5 );
  37107. const cellpos = vec2( vec2( float( x ), float( y ) ).add( off ) ).toVar();
  37108. const diff = vec2( cellpos.sub( p ) ).toVar();
  37109. If( metric.equal( int( 2 ) ), () => {
  37110. return abs( diff.x ).add( abs( diff.y ) );
  37111. } );
  37112. If( metric.equal( int( 3 ) ), () => {
  37113. return max$1( abs( diff.x ), abs( diff.y ) );
  37114. } );
  37115. return dot( diff, diff );
  37116. } ).setLayout( {
  37117. name: 'mx_worley_distance_0',
  37118. type: 'float',
  37119. inputs: [
  37120. { name: 'p', type: 'vec2' },
  37121. { name: 'x', type: 'int' },
  37122. { name: 'y', type: 'int' },
  37123. { name: 'xoff', type: 'int' },
  37124. { name: 'yoff', type: 'int' },
  37125. { name: 'jitter', type: 'float' },
  37126. { name: 'metric', type: 'int' }
  37127. ]
  37128. } );
  37129. const mx_worley_distance_1 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, z_immutable, xoff_immutable, yoff_immutable, zoff_immutable, jitter_immutable, metric_immutable ] ) => {
  37130. const metric = int( metric_immutable ).toVar();
  37131. const jitter = float( jitter_immutable ).toVar();
  37132. const zoff = int( zoff_immutable ).toVar();
  37133. const yoff = int( yoff_immutable ).toVar();
  37134. const xoff = int( xoff_immutable ).toVar();
  37135. const z = int( z_immutable ).toVar();
  37136. const y = int( y_immutable ).toVar();
  37137. const x = int( x_immutable ).toVar();
  37138. const p = vec3( p_immutable ).toVar();
  37139. const off = vec3( mx_cell_noise_vec3( vec3( x.add( xoff ), y.add( yoff ), z.add( zoff ) ) ) ).toVar();
  37140. off.subAssign( 0.5 );
  37141. off.mulAssign( jitter );
  37142. off.addAssign( 0.5 );
  37143. const cellpos = vec3( vec3( float( x ), float( y ), float( z ) ).add( off ) ).toVar();
  37144. const diff = vec3( cellpos.sub( p ) ).toVar();
  37145. If( metric.equal( int( 2 ) ), () => {
  37146. return abs( diff.x ).add( abs( diff.y ) ).add( abs( diff.z ) );
  37147. } );
  37148. If( metric.equal( int( 3 ) ), () => {
  37149. return max$1( max$1( abs( diff.x ), abs( diff.y ) ), abs( diff.z ) );
  37150. } );
  37151. return dot( diff, diff );
  37152. } ).setLayout( {
  37153. name: 'mx_worley_distance_1',
  37154. type: 'float',
  37155. inputs: [
  37156. { name: 'p', type: 'vec3' },
  37157. { name: 'x', type: 'int' },
  37158. { name: 'y', type: 'int' },
  37159. { name: 'z', type: 'int' },
  37160. { name: 'xoff', type: 'int' },
  37161. { name: 'yoff', type: 'int' },
  37162. { name: 'zoff', type: 'int' },
  37163. { name: 'jitter', type: 'float' },
  37164. { name: 'metric', type: 'int' }
  37165. ]
  37166. } );
  37167. const mx_worley_distance = /*@__PURE__*/ overloadingFn( [ mx_worley_distance_0, mx_worley_distance_1 ] );
  37168. const mx_worley_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  37169. const metric = int( metric_immutable ).toVar();
  37170. const jitter = float( jitter_immutable ).toVar();
  37171. const p = vec2( p_immutable ).toVar();
  37172. const X = int().toVar(), Y = int().toVar();
  37173. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  37174. const sqdist = float( 1e6 ).toVar();
  37175. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  37176. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  37177. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  37178. sqdist.assign( min$1( sqdist, dist ) );
  37179. } );
  37180. } );
  37181. If( metric.equal( int( 0 ) ), () => {
  37182. sqdist.assign( sqrt( sqdist ) );
  37183. } );
  37184. return sqdist;
  37185. } ).setLayout( {
  37186. name: 'mx_worley_noise_float_0',
  37187. type: 'float',
  37188. inputs: [
  37189. { name: 'p', type: 'vec2' },
  37190. { name: 'jitter', type: 'float' },
  37191. { name: 'metric', type: 'int' }
  37192. ]
  37193. } );
  37194. const mx_worley_noise_vec2_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  37195. const metric = int( metric_immutable ).toVar();
  37196. const jitter = float( jitter_immutable ).toVar();
  37197. const p = vec2( p_immutable ).toVar();
  37198. const X = int().toVar(), Y = int().toVar();
  37199. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  37200. const sqdist = vec2( 1e6, 1e6 ).toVar();
  37201. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  37202. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  37203. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  37204. If( dist.lessThan( sqdist.x ), () => {
  37205. sqdist.y.assign( sqdist.x );
  37206. sqdist.x.assign( dist );
  37207. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  37208. sqdist.y.assign( dist );
  37209. } );
  37210. } );
  37211. } );
  37212. If( metric.equal( int( 0 ) ), () => {
  37213. sqdist.assign( sqrt( sqdist ) );
  37214. } );
  37215. return sqdist;
  37216. } ).setLayout( {
  37217. name: 'mx_worley_noise_vec2_0',
  37218. type: 'vec2',
  37219. inputs: [
  37220. { name: 'p', type: 'vec2' },
  37221. { name: 'jitter', type: 'float' },
  37222. { name: 'metric', type: 'int' }
  37223. ]
  37224. } );
  37225. const mx_worley_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  37226. const metric = int( metric_immutable ).toVar();
  37227. const jitter = float( jitter_immutable ).toVar();
  37228. const p = vec2( p_immutable ).toVar();
  37229. const X = int().toVar(), Y = int().toVar();
  37230. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  37231. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  37232. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  37233. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  37234. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  37235. If( dist.lessThan( sqdist.x ), () => {
  37236. sqdist.z.assign( sqdist.y );
  37237. sqdist.y.assign( sqdist.x );
  37238. sqdist.x.assign( dist );
  37239. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  37240. sqdist.z.assign( sqdist.y );
  37241. sqdist.y.assign( dist );
  37242. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  37243. sqdist.z.assign( dist );
  37244. } );
  37245. } );
  37246. } );
  37247. If( metric.equal( int( 0 ) ), () => {
  37248. sqdist.assign( sqrt( sqdist ) );
  37249. } );
  37250. return sqdist;
  37251. } ).setLayout( {
  37252. name: 'mx_worley_noise_vec3_0',
  37253. type: 'vec3',
  37254. inputs: [
  37255. { name: 'p', type: 'vec2' },
  37256. { name: 'jitter', type: 'float' },
  37257. { name: 'metric', type: 'int' }
  37258. ]
  37259. } );
  37260. const mx_worley_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  37261. const metric = int( metric_immutable ).toVar();
  37262. const jitter = float( jitter_immutable ).toVar();
  37263. const p = vec3( p_immutable ).toVar();
  37264. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  37265. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  37266. const sqdist = float( 1e6 ).toVar();
  37267. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  37268. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  37269. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  37270. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  37271. sqdist.assign( min$1( sqdist, dist ) );
  37272. } );
  37273. } );
  37274. } );
  37275. If( metric.equal( int( 0 ) ), () => {
  37276. sqdist.assign( sqrt( sqdist ) );
  37277. } );
  37278. return sqdist;
  37279. } ).setLayout( {
  37280. name: 'mx_worley_noise_float_1',
  37281. type: 'float',
  37282. inputs: [
  37283. { name: 'p', type: 'vec3' },
  37284. { name: 'jitter', type: 'float' },
  37285. { name: 'metric', type: 'int' }
  37286. ]
  37287. } );
  37288. const mx_worley_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_float_0, mx_worley_noise_float_1 ] );
  37289. const mx_worley_noise_vec2_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  37290. const metric = int( metric_immutable ).toVar();
  37291. const jitter = float( jitter_immutable ).toVar();
  37292. const p = vec3( p_immutable ).toVar();
  37293. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  37294. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  37295. const sqdist = vec2( 1e6, 1e6 ).toVar();
  37296. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  37297. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  37298. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  37299. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  37300. If( dist.lessThan( sqdist.x ), () => {
  37301. sqdist.y.assign( sqdist.x );
  37302. sqdist.x.assign( dist );
  37303. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  37304. sqdist.y.assign( dist );
  37305. } );
  37306. } );
  37307. } );
  37308. } );
  37309. If( metric.equal( int( 0 ) ), () => {
  37310. sqdist.assign( sqrt( sqdist ) );
  37311. } );
  37312. return sqdist;
  37313. } ).setLayout( {
  37314. name: 'mx_worley_noise_vec2_1',
  37315. type: 'vec2',
  37316. inputs: [
  37317. { name: 'p', type: 'vec3' },
  37318. { name: 'jitter', type: 'float' },
  37319. { name: 'metric', type: 'int' }
  37320. ]
  37321. } );
  37322. const mx_worley_noise_vec2$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec2_0, mx_worley_noise_vec2_1 ] );
  37323. const mx_worley_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  37324. const metric = int( metric_immutable ).toVar();
  37325. const jitter = float( jitter_immutable ).toVar();
  37326. const p = vec3( p_immutable ).toVar();
  37327. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  37328. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  37329. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  37330. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  37331. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  37332. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  37333. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  37334. If( dist.lessThan( sqdist.x ), () => {
  37335. sqdist.z.assign( sqdist.y );
  37336. sqdist.y.assign( sqdist.x );
  37337. sqdist.x.assign( dist );
  37338. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  37339. sqdist.z.assign( sqdist.y );
  37340. sqdist.y.assign( dist );
  37341. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  37342. sqdist.z.assign( dist );
  37343. } );
  37344. } );
  37345. } );
  37346. } );
  37347. If( metric.equal( int( 0 ) ), () => {
  37348. sqdist.assign( sqrt( sqdist ) );
  37349. } );
  37350. return sqdist;
  37351. } ).setLayout( {
  37352. name: 'mx_worley_noise_vec3_1',
  37353. type: 'vec3',
  37354. inputs: [
  37355. { name: 'p', type: 'vec3' },
  37356. { name: 'jitter', type: 'float' },
  37357. { name: 'metric', type: 'int' }
  37358. ]
  37359. } );
  37360. const mx_worley_noise_vec3$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec3_0, mx_worley_noise_vec3_1 ] );
  37361. // Three.js Transpiler
  37362. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
  37363. const mx_hsvtorgb = /*@__PURE__*/ Fn( ( [ hsv ] ) => {
  37364. const s = hsv.y;
  37365. const v = hsv.z;
  37366. const result = vec3().toVar();
  37367. If( s.lessThan( 0.0001 ), () => {
  37368. result.assign( vec3( v, v, v ) );
  37369. } ).Else( () => {
  37370. let h = hsv.x;
  37371. h = h.sub( floor( h ) ).mul( 6.0 ).toVar(); // TODO: check what .toVar() is needed in node system cache
  37372. const hi = int( trunc( h ) );
  37373. const f = h.sub( float( hi ) );
  37374. const p = v.mul( s.oneMinus() );
  37375. const q = v.mul( s.mul( f ).oneMinus() );
  37376. const t = v.mul( s.mul( f.oneMinus() ).oneMinus() );
  37377. If( hi.equal( int( 0 ) ), () => {
  37378. result.assign( vec3( v, t, p ) );
  37379. } ).ElseIf( hi.equal( int( 1 ) ), () => {
  37380. result.assign( vec3( q, v, p ) );
  37381. } ).ElseIf( hi.equal( int( 2 ) ), () => {
  37382. result.assign( vec3( p, v, t ) );
  37383. } ).ElseIf( hi.equal( int( 3 ) ), () => {
  37384. result.assign( vec3( p, q, v ) );
  37385. } ).ElseIf( hi.equal( int( 4 ) ), () => {
  37386. result.assign( vec3( t, p, v ) );
  37387. } ).Else( () => {
  37388. result.assign( vec3( v, p, q ) );
  37389. } );
  37390. } );
  37391. return result;
  37392. } ).setLayout( {
  37393. name: 'mx_hsvtorgb',
  37394. type: 'vec3',
  37395. inputs: [
  37396. { name: 'hsv', type: 'vec3' }
  37397. ]
  37398. } );
  37399. const mx_rgbtohsv = /*@__PURE__*/ Fn( ( [ c_immutable ] ) => {
  37400. const c = vec3( c_immutable ).toVar();
  37401. const r = float( c.x ).toVar();
  37402. const g = float( c.y ).toVar();
  37403. const b = float( c.z ).toVar();
  37404. const mincomp = float( min$1( r, min$1( g, b ) ) ).toVar();
  37405. const maxcomp = float( max$1( r, max$1( g, b ) ) ).toVar();
  37406. const delta = float( maxcomp.sub( mincomp ) ).toVar();
  37407. const h = float().toVar(), s = float().toVar(), v = float().toVar();
  37408. v.assign( maxcomp );
  37409. If( maxcomp.greaterThan( 0.0 ), () => {
  37410. s.assign( delta.div( maxcomp ) );
  37411. } ).Else( () => {
  37412. s.assign( 0.0 );
  37413. } );
  37414. If( s.lessThanEqual( 0.0 ), () => {
  37415. h.assign( 0.0 );
  37416. } ).Else( () => {
  37417. If( r.greaterThanEqual( maxcomp ), () => {
  37418. h.assign( g.sub( b ).div( delta ) );
  37419. } ).ElseIf( g.greaterThanEqual( maxcomp ), () => {
  37420. h.assign( add( 2.0, b.sub( r ).div( delta ) ) );
  37421. } ).Else( () => {
  37422. h.assign( add( 4.0, r.sub( g ).div( delta ) ) );
  37423. } );
  37424. h.mulAssign( 1.0 / 6.0 );
  37425. If( h.lessThan( 0.0 ), () => {
  37426. h.addAssign( 1.0 );
  37427. } );
  37428. } );
  37429. return vec3( h, s, v );
  37430. } ).setLayout( {
  37431. name: 'mx_rgbtohsv',
  37432. type: 'vec3',
  37433. inputs: [
  37434. { name: 'c', type: 'vec3' }
  37435. ]
  37436. } );
  37437. // Three.js Transpiler
  37438. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl
  37439. const mx_srgb_texture_to_lin_rec709 = /*@__PURE__*/ Fn( ( [ color_immutable ] ) => {
  37440. const color = vec3( color_immutable ).toVar();
  37441. const isAbove = bvec3( greaterThan( color, vec3( 0.04045 ) ) ).toVar();
  37442. const linSeg = vec3( color.div( 12.92 ) ).toVar();
  37443. const powSeg = vec3( pow( max$1( color.add( vec3( 0.055 ) ), vec3( 0.0 ) ).div( 1.055 ), vec3( 2.4 ) ) ).toVar();
  37444. return mix( linSeg, powSeg, isAbove );
  37445. } ).setLayout( {
  37446. name: 'mx_srgb_texture_to_lin_rec709',
  37447. type: 'vec3',
  37448. inputs: [
  37449. { name: 'color', type: 'vec3' }
  37450. ]
  37451. } );
  37452. const mx_aastep = ( threshold, value ) => {
  37453. threshold = float( threshold );
  37454. value = float( value );
  37455. const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 );
  37456. return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value );
  37457. };
  37458. const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() );
  37459. const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' );
  37460. const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' );
  37461. const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) );
  37462. const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' );
  37463. const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' );
  37464. const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset );
  37465. const mx_safepower = ( in1, in2 = 1 ) => {
  37466. in1 = float( in1 );
  37467. return in1.abs().pow( in2 ).mul( in1.sign() );
  37468. };
  37469. const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot );
  37470. const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  37471. //export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  37472. const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  37473. const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => {
  37474. texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type
  37475. const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) );
  37476. return noise_vec4.mul( amplitude ).add( pivot );
  37477. };
  37478. const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_float$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  37479. const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec2$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  37480. const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec3$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  37481. const mx_cell_noise_float = ( texcoord = uv() ) => mx_cell_noise_float$1( texcoord.convert( 'vec2|vec3' ) );
  37482. const mx_fractal_noise_float = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_float$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  37483. const mx_fractal_noise_vec2 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec2$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  37484. const mx_fractal_noise_vec3 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec3$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  37485. const mx_fractal_noise_vec4 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec4$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  37486. const _clearColor = /*@__PURE__*/ new Color4();
  37487. class Background extends DataMap {
  37488. constructor( renderer, nodes ) {
  37489. super();
  37490. this.renderer = renderer;
  37491. this.nodes = nodes;
  37492. }
  37493. update( scene, renderList, renderContext ) {
  37494. const renderer = this.renderer;
  37495. const background = this.nodes.getBackgroundNode( scene ) || scene.background;
  37496. let forceClear = false;
  37497. if ( background === null ) {
  37498. // no background settings, use clear color configuration from the renderer
  37499. renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace );
  37500. _clearColor.a = renderer._clearColor.a;
  37501. } else if ( background.isColor === true ) {
  37502. // background is an opaque color
  37503. background.getRGB( _clearColor, LinearSRGBColorSpace );
  37504. _clearColor.a = 1;
  37505. forceClear = true;
  37506. } else if ( background.isNode === true ) {
  37507. const sceneData = this.get( scene );
  37508. const backgroundNode = background;
  37509. _clearColor.copy( renderer._clearColor );
  37510. let backgroundMesh = sceneData.backgroundMesh;
  37511. if ( backgroundMesh === undefined ) {
  37512. const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
  37513. // @TODO: Add Texture2D support using node context
  37514. getUV: () => normalWorld,
  37515. getTextureLevel: () => backgroundBlurriness
  37516. } );
  37517. let viewProj = modelViewProjection();
  37518. viewProj = viewProj.setZ( viewProj.w );
  37519. const nodeMaterial = new NodeMaterial();
  37520. nodeMaterial.name = 'Background.material';
  37521. nodeMaterial.side = BackSide;
  37522. nodeMaterial.depthTest = false;
  37523. nodeMaterial.depthWrite = false;
  37524. nodeMaterial.fog = false;
  37525. nodeMaterial.lights = false;
  37526. nodeMaterial.vertexNode = viewProj;
  37527. nodeMaterial.colorNode = backgroundMeshNode;
  37528. sceneData.backgroundMeshNode = backgroundMeshNode;
  37529. sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  37530. backgroundMesh.frustumCulled = false;
  37531. backgroundMesh.name = 'Background.mesh';
  37532. backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
  37533. this.matrixWorld.copyPosition( camera.matrixWorld );
  37534. };
  37535. }
  37536. const backgroundCacheKey = backgroundNode.getCacheKey();
  37537. if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
  37538. sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
  37539. sceneData.backgroundMeshNode.needsUpdate = true;
  37540. backgroundMesh.material.needsUpdate = true;
  37541. sceneData.backgroundCacheKey = backgroundCacheKey;
  37542. }
  37543. renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null );
  37544. } else {
  37545. console.error( 'THREE.Renderer: Unsupported background configuration.', background );
  37546. }
  37547. //
  37548. if ( renderer.autoClear === true || forceClear === true ) {
  37549. _clearColor.multiplyScalar( _clearColor.a );
  37550. const clearColorValue = renderContext.clearColorValue;
  37551. clearColorValue.r = _clearColor.r;
  37552. clearColorValue.g = _clearColor.g;
  37553. clearColorValue.b = _clearColor.b;
  37554. clearColorValue.a = _clearColor.a;
  37555. renderContext.depthClearValue = renderer._clearDepth;
  37556. renderContext.stencilClearValue = renderer._clearStencil;
  37557. renderContext.clearColor = renderer.autoClearColor === true;
  37558. renderContext.clearDepth = renderer.autoClearDepth === true;
  37559. renderContext.clearStencil = renderer.autoClearStencil === true;
  37560. } else {
  37561. renderContext.clearColor = false;
  37562. renderContext.clearDepth = false;
  37563. renderContext.clearStencil = false;
  37564. }
  37565. }
  37566. }
  37567. class NodeBuilderState {
  37568. constructor( vertexShader, fragmentShader, computeShader, nodeAttributes, bindings, updateNodes, updateBeforeNodes, updateAfterNodes, instanceBindGroups = true, transforms = [] ) {
  37569. this.vertexShader = vertexShader;
  37570. this.fragmentShader = fragmentShader;
  37571. this.computeShader = computeShader;
  37572. this.transforms = transforms;
  37573. this.nodeAttributes = nodeAttributes;
  37574. this.bindings = bindings;
  37575. this.updateNodes = updateNodes;
  37576. this.updateBeforeNodes = updateBeforeNodes;
  37577. this.updateAfterNodes = updateAfterNodes;
  37578. this.instanceBindGroups = instanceBindGroups;
  37579. this.usedTimes = 0;
  37580. }
  37581. createBindings() {
  37582. const bindings = [];
  37583. for ( const instanceGroup of this.bindings ) {
  37584. const shared = this.instanceBindGroups && instanceGroup.bindings[ 0 ].groupNode.shared;
  37585. if ( shared !== true ) {
  37586. const bindingsGroup = new BindGroup( instanceGroup.name, [], instanceGroup.index, instanceGroup );
  37587. bindings.push( bindingsGroup );
  37588. for ( const instanceBinding of instanceGroup.bindings ) {
  37589. bindingsGroup.bindings.push( instanceBinding.clone() );
  37590. }
  37591. } else {
  37592. bindings.push( instanceGroup );
  37593. }
  37594. }
  37595. return bindings;
  37596. }
  37597. }
  37598. const outputNodeMap = new WeakMap();
  37599. class Nodes extends DataMap {
  37600. constructor( renderer, backend ) {
  37601. super();
  37602. this.renderer = renderer;
  37603. this.backend = backend;
  37604. this.nodeFrame = new NodeFrame();
  37605. this.nodeBuilderCache = new Map();
  37606. this.callHashCache = new ChainMap();
  37607. this.groupsData = new ChainMap();
  37608. }
  37609. updateGroup( nodeUniformsGroup ) {
  37610. const groupNode = nodeUniformsGroup.groupNode;
  37611. const name = groupNode.name;
  37612. // objectGroup is every updated
  37613. if ( name === objectGroup.name ) return true;
  37614. // renderGroup is updated once per render/compute call
  37615. if ( name === renderGroup.name ) {
  37616. const uniformsGroupData = this.get( nodeUniformsGroup );
  37617. const renderId = this.nodeFrame.renderId;
  37618. if ( uniformsGroupData.renderId !== renderId ) {
  37619. uniformsGroupData.renderId = renderId;
  37620. return true;
  37621. }
  37622. return false;
  37623. }
  37624. // frameGroup is updated once per frame
  37625. if ( name === frameGroup.name ) {
  37626. const uniformsGroupData = this.get( nodeUniformsGroup );
  37627. const frameId = this.nodeFrame.frameId;
  37628. if ( uniformsGroupData.frameId !== frameId ) {
  37629. uniformsGroupData.frameId = frameId;
  37630. return true;
  37631. }
  37632. return false;
  37633. }
  37634. // other groups are updated just when groupNode.needsUpdate is true
  37635. const groupChain = [ groupNode, nodeUniformsGroup ];
  37636. let groupData = this.groupsData.get( groupChain );
  37637. if ( groupData === undefined ) this.groupsData.set( groupChain, groupData = {} );
  37638. if ( groupData.version !== groupNode.version ) {
  37639. groupData.version = groupNode.version;
  37640. return true;
  37641. }
  37642. return false;
  37643. }
  37644. getForRenderCacheKey( renderObject ) {
  37645. return renderObject.initialCacheKey;
  37646. }
  37647. getForRender( renderObject ) {
  37648. const renderObjectData = this.get( renderObject );
  37649. let nodeBuilderState = renderObjectData.nodeBuilderState;
  37650. if ( nodeBuilderState === undefined ) {
  37651. const { nodeBuilderCache } = this;
  37652. const cacheKey = this.getForRenderCacheKey( renderObject );
  37653. nodeBuilderState = nodeBuilderCache.get( cacheKey );
  37654. if ( nodeBuilderState === undefined ) {
  37655. const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer );
  37656. nodeBuilder.scene = renderObject.scene;
  37657. nodeBuilder.material = renderObject.material;
  37658. nodeBuilder.camera = renderObject.camera;
  37659. nodeBuilder.context.material = renderObject.material;
  37660. nodeBuilder.lightsNode = renderObject.lightsNode;
  37661. nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene );
  37662. nodeBuilder.fogNode = this.getFogNode( renderObject.scene );
  37663. nodeBuilder.clippingContext = renderObject.clippingContext;
  37664. nodeBuilder.build();
  37665. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  37666. nodeBuilderCache.set( cacheKey, nodeBuilderState );
  37667. }
  37668. nodeBuilderState.usedTimes ++;
  37669. renderObjectData.nodeBuilderState = nodeBuilderState;
  37670. }
  37671. return nodeBuilderState;
  37672. }
  37673. delete( object ) {
  37674. if ( object.isRenderObject ) {
  37675. const nodeBuilderState = this.get( object ).nodeBuilderState;
  37676. nodeBuilderState.usedTimes --;
  37677. if ( nodeBuilderState.usedTimes === 0 ) {
  37678. this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) );
  37679. }
  37680. }
  37681. return super.delete( object );
  37682. }
  37683. getForCompute( computeNode ) {
  37684. const computeData = this.get( computeNode );
  37685. let nodeBuilderState = computeData.nodeBuilderState;
  37686. if ( nodeBuilderState === undefined ) {
  37687. const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer );
  37688. nodeBuilder.build();
  37689. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  37690. computeData.nodeBuilderState = nodeBuilderState;
  37691. }
  37692. return nodeBuilderState;
  37693. }
  37694. _createNodeBuilderState( nodeBuilder ) {
  37695. return new NodeBuilderState(
  37696. nodeBuilder.vertexShader,
  37697. nodeBuilder.fragmentShader,
  37698. nodeBuilder.computeShader,
  37699. nodeBuilder.getAttributesArray(),
  37700. nodeBuilder.getBindings(),
  37701. nodeBuilder.updateNodes,
  37702. nodeBuilder.updateBeforeNodes,
  37703. nodeBuilder.updateAfterNodes,
  37704. nodeBuilder.instanceBindGroups,
  37705. nodeBuilder.transforms
  37706. );
  37707. }
  37708. getEnvironmentNode( scene ) {
  37709. return scene.environmentNode || this.get( scene ).environmentNode || null;
  37710. }
  37711. getBackgroundNode( scene ) {
  37712. return scene.backgroundNode || this.get( scene ).backgroundNode || null;
  37713. }
  37714. getFogNode( scene ) {
  37715. return scene.fogNode || this.get( scene ).fogNode || null;
  37716. }
  37717. getCacheKey( scene, lightsNode ) {
  37718. const chain = [ scene, lightsNode ];
  37719. const callId = this.renderer.info.calls;
  37720. let cacheKeyData = this.callHashCache.get( chain );
  37721. if ( cacheKeyData === undefined || cacheKeyData.callId !== callId ) {
  37722. const environmentNode = this.getEnvironmentNode( scene );
  37723. const fogNode = this.getFogNode( scene );
  37724. const cacheKey = [];
  37725. if ( lightsNode ) cacheKey.push( lightsNode.getCacheKey( true ) );
  37726. if ( environmentNode ) cacheKey.push( environmentNode.getCacheKey() );
  37727. if ( fogNode ) cacheKey.push( fogNode.getCacheKey() );
  37728. cacheKeyData = {
  37729. callId,
  37730. cacheKey: cacheKey.join( ',' )
  37731. };
  37732. this.callHashCache.set( chain, cacheKeyData );
  37733. }
  37734. return cacheKeyData.cacheKey;
  37735. }
  37736. updateScene( scene ) {
  37737. this.updateEnvironment( scene );
  37738. this.updateFog( scene );
  37739. this.updateBackground( scene );
  37740. }
  37741. get isToneMappingState() {
  37742. return this.renderer.getRenderTarget() ? false : true;
  37743. }
  37744. updateBackground( scene ) {
  37745. const sceneData = this.get( scene );
  37746. const background = scene.background;
  37747. if ( background ) {
  37748. const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 );
  37749. if ( sceneData.background !== background || forceUpdate ) {
  37750. let backgroundNode = null;
  37751. if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping || background.mapping === CubeUVReflectionMapping ) ) {
  37752. if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) {
  37753. backgroundNode = pmremTexture( background, normalWorld );
  37754. } else {
  37755. let envMap;
  37756. if ( background.isCubeTexture === true ) {
  37757. envMap = cubeTexture( background );
  37758. } else {
  37759. envMap = texture( background );
  37760. }
  37761. backgroundNode = cubeMapNode( envMap );
  37762. }
  37763. } else if ( background.isTexture === true ) {
  37764. backgroundNode = texture( background, screenUV.flipY() ).setUpdateMatrix( true );
  37765. } else if ( background.isColor !== true ) {
  37766. console.error( 'WebGPUNodes: Unsupported background configuration.', background );
  37767. }
  37768. sceneData.backgroundNode = backgroundNode;
  37769. sceneData.background = background;
  37770. sceneData.backgroundBlurriness = scene.backgroundBlurriness;
  37771. }
  37772. } else if ( sceneData.backgroundNode ) {
  37773. delete sceneData.backgroundNode;
  37774. delete sceneData.background;
  37775. }
  37776. }
  37777. updateFog( scene ) {
  37778. const sceneData = this.get( scene );
  37779. const fog = scene.fog;
  37780. if ( fog ) {
  37781. if ( sceneData.fog !== fog ) {
  37782. let fogNode = null;
  37783. if ( fog.isFogExp2 ) {
  37784. fogNode = densityFog( reference( 'color', 'color', fog ), reference( 'density', 'float', fog ) );
  37785. } else if ( fog.isFog ) {
  37786. fogNode = rangeFog( reference( 'color', 'color', fog ), reference( 'near', 'float', fog ), reference( 'far', 'float', fog ) );
  37787. } else {
  37788. console.error( 'WebGPUNodes: Unsupported fog configuration.', fog );
  37789. }
  37790. sceneData.fogNode = fogNode;
  37791. sceneData.fog = fog;
  37792. }
  37793. } else {
  37794. delete sceneData.fogNode;
  37795. delete sceneData.fog;
  37796. }
  37797. }
  37798. updateEnvironment( scene ) {
  37799. const sceneData = this.get( scene );
  37800. const environment = scene.environment;
  37801. if ( environment ) {
  37802. if ( sceneData.environment !== environment ) {
  37803. let environmentNode = null;
  37804. if ( environment.isCubeTexture === true ) {
  37805. environmentNode = cubeTexture( environment );
  37806. } else if ( environment.isTexture === true ) {
  37807. environmentNode = texture( environment );
  37808. } else {
  37809. console.error( 'Nodes: Unsupported environment configuration.', environment );
  37810. }
  37811. sceneData.environmentNode = environmentNode;
  37812. sceneData.environment = environment;
  37813. }
  37814. } else if ( sceneData.environmentNode ) {
  37815. delete sceneData.environmentNode;
  37816. delete sceneData.environment;
  37817. }
  37818. }
  37819. getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) {
  37820. const nodeFrame = this.nodeFrame;
  37821. nodeFrame.renderer = renderer;
  37822. nodeFrame.scene = scene;
  37823. nodeFrame.object = object;
  37824. nodeFrame.camera = camera;
  37825. nodeFrame.material = material;
  37826. return nodeFrame;
  37827. }
  37828. getNodeFrameForRender( renderObject ) {
  37829. return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material );
  37830. }
  37831. getOutputCacheKey() {
  37832. const renderer = this.renderer;
  37833. return renderer.toneMapping + ',' + renderer.currentColorSpace;
  37834. }
  37835. hasOutputChange( outputTarget ) {
  37836. const cacheKey = outputNodeMap.get( outputTarget );
  37837. return cacheKey !== this.getOutputCacheKey();
  37838. }
  37839. getOutputNode( outputTexture ) {
  37840. const renderer = this.renderer;
  37841. const cacheKey = this.getOutputCacheKey();
  37842. const output = texture( outputTexture, screenUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace );
  37843. outputNodeMap.set( outputTexture, cacheKey );
  37844. return output;
  37845. }
  37846. updateBefore( renderObject ) {
  37847. const nodeBuilder = renderObject.getNodeBuilderState();
  37848. for ( const node of nodeBuilder.updateBeforeNodes ) {
  37849. // update frame state for each node
  37850. this.getNodeFrameForRender( renderObject ).updateBeforeNode( node );
  37851. }
  37852. }
  37853. updateAfter( renderObject ) {
  37854. const nodeBuilder = renderObject.getNodeBuilderState();
  37855. for ( const node of nodeBuilder.updateAfterNodes ) {
  37856. // update frame state for each node
  37857. this.getNodeFrameForRender( renderObject ).updateAfterNode( node );
  37858. }
  37859. }
  37860. updateForCompute( computeNode ) {
  37861. const nodeFrame = this.getNodeFrame();
  37862. const nodeBuilder = this.getForCompute( computeNode );
  37863. for ( const node of nodeBuilder.updateNodes ) {
  37864. nodeFrame.updateNode( node );
  37865. }
  37866. }
  37867. updateForRender( renderObject ) {
  37868. const nodeFrame = this.getNodeFrameForRender( renderObject );
  37869. const nodeBuilder = renderObject.getNodeBuilderState();
  37870. for ( const node of nodeBuilder.updateNodes ) {
  37871. nodeFrame.updateNode( node );
  37872. }
  37873. }
  37874. dispose() {
  37875. super.dispose();
  37876. this.nodeFrame = new NodeFrame();
  37877. this.nodeBuilderCache = new Map();
  37878. }
  37879. }
  37880. class RenderBundle {
  37881. constructor( scene, camera ) {
  37882. this.scene = scene;
  37883. this.camera = camera;
  37884. }
  37885. clone() {
  37886. return Object.assign( new this.constructor(), this );
  37887. }
  37888. }
  37889. class RenderBundles {
  37890. constructor() {
  37891. this.lists = new ChainMap();
  37892. }
  37893. get( scene, camera ) {
  37894. const lists = this.lists;
  37895. const keys = [ scene, camera ];
  37896. let list = lists.get( keys );
  37897. if ( list === undefined ) {
  37898. list = new RenderBundle( scene, camera );
  37899. lists.set( keys, list );
  37900. }
  37901. return list;
  37902. }
  37903. dispose() {
  37904. this.lists = new ChainMap();
  37905. }
  37906. }
  37907. class NodeLibrary {
  37908. constructor() {
  37909. this.lightNodes = new WeakMap();
  37910. this.materialNodes = new Map();
  37911. this.toneMappingNodes = new Map();
  37912. this.colorSpaceNodes = new Map();
  37913. }
  37914. fromMaterial( material ) {
  37915. if ( material.isNodeMaterial ) return material;
  37916. let nodeMaterial = null;
  37917. const nodeMaterialClass = this.getMaterialNodeClass( material.type );
  37918. if ( nodeMaterialClass !== null ) {
  37919. nodeMaterial = new nodeMaterialClass();
  37920. for ( const key in material ) {
  37921. nodeMaterial[ key ] = material[ key ];
  37922. }
  37923. }
  37924. return nodeMaterial;
  37925. }
  37926. addColorSpace( colorSpaceNode, colorSpace ) {
  37927. this.addType( colorSpaceNode, colorSpace, this.colorSpaceNodes );
  37928. }
  37929. getColorSpaceFunction( colorSpace ) {
  37930. return this.colorSpaceNodes.get( colorSpace ) || null;
  37931. }
  37932. addToneMapping( toneMappingNode, toneMapping ) {
  37933. this.addType( toneMappingNode, toneMapping, this.toneMappingNodes );
  37934. }
  37935. getToneMappingFunction( toneMapping ) {
  37936. return this.toneMappingNodes.get( toneMapping ) || null;
  37937. }
  37938. getMaterialNodeClass( materialType ) {
  37939. return this.materialNodes.get( materialType ) || null;
  37940. }
  37941. addMaterial( materialNodeClass, materialClass ) {
  37942. this.addType( materialNodeClass, materialClass.name, this.materialNodes );
  37943. }
  37944. getLightNodeClass( light ) {
  37945. return this.lightNodes.get( light ) || null;
  37946. }
  37947. addLight( lightNodeClass, lightClass ) {
  37948. this.addClass( lightNodeClass, lightClass, this.lightNodes );
  37949. }
  37950. addType( nodeClass, type, library ) {
  37951. if ( library.has( type ) ) {
  37952. console.warn( `Redefinition of node ${ type }` );
  37953. return;
  37954. }
  37955. if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  37956. if ( typeof type === 'function' || typeof type === 'object' ) throw new Error( `Base class ${ type } is not a class.` );
  37957. library.set( type, nodeClass );
  37958. }
  37959. addClass( nodeClass, baseClass, library ) {
  37960. if ( library.has( baseClass ) ) {
  37961. console.warn( `Redefinition of node ${ baseClass.name }` );
  37962. return;
  37963. }
  37964. if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  37965. if ( typeof baseClass !== 'function' ) throw new Error( `Base class ${ baseClass.name } is not a class.` );
  37966. library.set( baseClass, nodeClass );
  37967. }
  37968. }
  37969. const _scene = /*@__PURE__*/ new Scene();
  37970. const _drawingBufferSize = /*@__PURE__*/ new Vector2();
  37971. const _screen = /*@__PURE__*/ new Vector4();
  37972. const _frustum = /*@__PURE__*/ new Frustum();
  37973. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  37974. const _vector4 = /*@__PURE__*/ new Vector4();
  37975. class Renderer {
  37976. constructor( backend, parameters = {} ) {
  37977. this.isRenderer = true;
  37978. //
  37979. const {
  37980. logarithmicDepthBuffer = false,
  37981. alpha = true,
  37982. antialias = false,
  37983. samples = 0,
  37984. getFallback = null
  37985. } = parameters;
  37986. // public
  37987. this.domElement = backend.getDomElement();
  37988. this.backend = backend;
  37989. this.samples = samples || ( antialias === true ) ? 4 : 0;
  37990. this.autoClear = true;
  37991. this.autoClearColor = true;
  37992. this.autoClearDepth = true;
  37993. this.autoClearStencil = true;
  37994. this.alpha = alpha;
  37995. this.logarithmicDepthBuffer = logarithmicDepthBuffer;
  37996. this.outputColorSpace = SRGBColorSpace;
  37997. this.toneMapping = NoToneMapping;
  37998. this.toneMappingExposure = 1.0;
  37999. this.sortObjects = true;
  38000. this.depth = true;
  38001. this.stencil = false;
  38002. this.clippingPlanes = [];
  38003. this.info = new Info();
  38004. this.nodes = {
  38005. library: new NodeLibrary(),
  38006. modelViewMatrix: null,
  38007. modelNormalViewMatrix: null
  38008. };
  38009. // internals
  38010. this._getFallback = getFallback;
  38011. this._pixelRatio = 1;
  38012. this._width = this.domElement.width;
  38013. this._height = this.domElement.height;
  38014. this._viewport = new Vector4( 0, 0, this._width, this._height );
  38015. this._scissor = new Vector4( 0, 0, this._width, this._height );
  38016. this._scissorTest = false;
  38017. this._attributes = null;
  38018. this._geometries = null;
  38019. this._nodes = null;
  38020. this._animation = null;
  38021. this._bindings = null;
  38022. this._objects = null;
  38023. this._pipelines = null;
  38024. this._bundles = null;
  38025. this._renderLists = null;
  38026. this._renderContexts = null;
  38027. this._textures = null;
  38028. this._background = null;
  38029. this._quad = new QuadMesh( new NodeMaterial() );
  38030. this._quad.material.type = 'Renderer_output';
  38031. this._currentRenderContext = null;
  38032. this._opaqueSort = null;
  38033. this._transparentSort = null;
  38034. this._frameBufferTarget = null;
  38035. const alphaClear = this.alpha === true ? 0 : 1;
  38036. this._clearColor = new Color4( 0, 0, 0, alphaClear );
  38037. this._clearDepth = 1;
  38038. this._clearStencil = 0;
  38039. this._renderTarget = null;
  38040. this._activeCubeFace = 0;
  38041. this._activeMipmapLevel = 0;
  38042. this._mrt = null;
  38043. this._renderObjectFunction = null;
  38044. this._currentRenderObjectFunction = null;
  38045. this._currentRenderBundle = null;
  38046. this._handleObjectFunction = this._renderObjectDirect;
  38047. this._initialized = false;
  38048. this._initPromise = null;
  38049. this._compilationPromises = null;
  38050. this.transparent = true;
  38051. this.opaque = true;
  38052. this.shadowMap = {
  38053. enabled: false,
  38054. type: PCFShadowMap$1
  38055. };
  38056. this.xr = {
  38057. enabled: false
  38058. };
  38059. this.debug = {
  38060. checkShaderErrors: true,
  38061. onShaderError: null,
  38062. getShaderAsync: async ( scene, camera, object ) => {
  38063. await this.compileAsync( scene, camera );
  38064. const renderList = this._renderLists.get( scene, camera );
  38065. const renderContext = this._renderContexts.get( scene, camera, this._renderTarget );
  38066. const material = scene.overrideMaterial || object.material;
  38067. const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext );
  38068. const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
  38069. return { fragmentShader, vertexShader };
  38070. }
  38071. };
  38072. }
  38073. async init() {
  38074. if ( this._initialized ) {
  38075. throw new Error( 'Renderer: Backend has already been initialized.' );
  38076. }
  38077. if ( this._initPromise !== null ) {
  38078. return this._initPromise;
  38079. }
  38080. this._initPromise = new Promise( async ( resolve, reject ) => {
  38081. let backend = this.backend;
  38082. try {
  38083. await backend.init( this );
  38084. } catch ( error ) {
  38085. if ( this._getFallback !== null ) {
  38086. // try the fallback
  38087. try {
  38088. this.backend = backend = this._getFallback( error );
  38089. await backend.init( this );
  38090. } catch ( error ) {
  38091. reject( error );
  38092. return;
  38093. }
  38094. } else {
  38095. reject( error );
  38096. return;
  38097. }
  38098. }
  38099. this._nodes = new Nodes( this, backend );
  38100. this._animation = new Animation( this._nodes, this.info );
  38101. this._attributes = new Attributes( backend );
  38102. this._background = new Background( this, this._nodes );
  38103. this._geometries = new Geometries( this._attributes, this.info );
  38104. this._textures = new Textures( this, backend, this.info );
  38105. this._pipelines = new Pipelines( backend, this._nodes );
  38106. this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
  38107. this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
  38108. this._renderLists = new RenderLists();
  38109. this._bundles = new RenderBundles();
  38110. this._renderContexts = new RenderContexts();
  38111. //
  38112. this._initialized = true;
  38113. resolve();
  38114. } );
  38115. return this._initPromise;
  38116. }
  38117. get coordinateSystem() {
  38118. return this.backend.coordinateSystem;
  38119. }
  38120. async compileAsync( scene, camera, targetScene = null ) {
  38121. if ( this._initialized === false ) await this.init();
  38122. // preserve render tree
  38123. const nodeFrame = this._nodes.nodeFrame;
  38124. const previousRenderId = nodeFrame.renderId;
  38125. const previousRenderContext = this._currentRenderContext;
  38126. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  38127. const previousCompilationPromises = this._compilationPromises;
  38128. //
  38129. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  38130. if ( targetScene === null ) targetScene = scene;
  38131. const renderTarget = this._renderTarget;
  38132. const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
  38133. const activeMipmapLevel = this._activeMipmapLevel;
  38134. const compilationPromises = [];
  38135. this._currentRenderContext = renderContext;
  38136. this._currentRenderObjectFunction = this.renderObject;
  38137. this._handleObjectFunction = this._createObjectPipeline;
  38138. this._compilationPromises = compilationPromises;
  38139. nodeFrame.renderId ++;
  38140. //
  38141. nodeFrame.update();
  38142. //
  38143. renderContext.depth = this.depth;
  38144. renderContext.stencil = this.stencil;
  38145. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  38146. renderContext.clippingContext.updateGlobal( this, camera );
  38147. //
  38148. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  38149. //
  38150. const renderList = this._renderLists.get( scene, camera );
  38151. renderList.begin();
  38152. this._projectObject( scene, camera, 0, renderList );
  38153. // include lights from target scene
  38154. if ( targetScene !== scene ) {
  38155. targetScene.traverseVisible( function ( object ) {
  38156. if ( object.isLight && object.layers.test( camera.layers ) ) {
  38157. renderList.pushLight( object );
  38158. }
  38159. } );
  38160. }
  38161. renderList.finish();
  38162. //
  38163. if ( renderTarget !== null ) {
  38164. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  38165. const renderTargetData = this._textures.get( renderTarget );
  38166. renderContext.textures = renderTargetData.textures;
  38167. renderContext.depthTexture = renderTargetData.depthTexture;
  38168. } else {
  38169. renderContext.textures = null;
  38170. renderContext.depthTexture = null;
  38171. }
  38172. //
  38173. this._nodes.updateScene( sceneRef );
  38174. //
  38175. this._background.update( sceneRef, renderList, renderContext );
  38176. // process render lists
  38177. const opaqueObjects = renderList.opaque;
  38178. const transparentObjects = renderList.transparent;
  38179. const lightsNode = renderList.lightsNode;
  38180. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  38181. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
  38182. // restore render tree
  38183. nodeFrame.renderId = previousRenderId;
  38184. this._currentRenderContext = previousRenderContext;
  38185. this._currentRenderObjectFunction = previousRenderObjectFunction;
  38186. this._compilationPromises = previousCompilationPromises;
  38187. this._handleObjectFunction = this._renderObjectDirect;
  38188. // wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
  38189. await Promise.all( compilationPromises );
  38190. }
  38191. async renderAsync( scene, camera ) {
  38192. if ( this._initialized === false ) await this.init();
  38193. const renderContext = this._renderScene( scene, camera );
  38194. await this.backend.resolveTimestampAsync( renderContext, 'render' );
  38195. }
  38196. setMRT( mrt ) {
  38197. this._mrt = mrt;
  38198. return this;
  38199. }
  38200. getMRT() {
  38201. return this._mrt;
  38202. }
  38203. _renderBundle( bundle, sceneRef, lightsNode ) {
  38204. const { bundleGroup, camera, renderList } = bundle;
  38205. const renderContext = this._currentRenderContext;
  38206. //
  38207. const renderBundle = this._bundles.get( bundleGroup, camera );
  38208. const renderBundleData = this.backend.get( renderBundle );
  38209. if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();
  38210. //
  38211. const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || bundleGroup.needsUpdate === true;
  38212. renderBundleData.renderContexts.add( renderContext );
  38213. if ( renderBundleNeedsUpdate ) {
  38214. this.backend.beginBundle( renderContext );
  38215. if ( renderBundleData.renderObjects === undefined || bundleGroup.needsUpdate === true ) {
  38216. renderBundleData.renderObjects = [];
  38217. }
  38218. this._currentRenderBundle = renderBundle;
  38219. const opaqueObjects = renderList.opaque;
  38220. if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  38221. this._currentRenderBundle = null;
  38222. //
  38223. this.backend.finishBundle( renderContext, renderBundle );
  38224. bundleGroup.needsUpdate = false;
  38225. } else {
  38226. const renderObjects = renderBundleData.renderObjects;
  38227. for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {
  38228. const renderObject = renderObjects[ i ];
  38229. this._nodes.updateBefore( renderObject );
  38230. this._nodes.updateForRender( renderObject );
  38231. this._bindings.updateForRender( renderObject );
  38232. this._nodes.updateAfter( renderObject );
  38233. }
  38234. }
  38235. this.backend.addBundle( renderContext, renderBundle );
  38236. }
  38237. render( scene, camera ) {
  38238. if ( this._initialized === false ) {
  38239. console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
  38240. return this.renderAsync( scene, camera );
  38241. }
  38242. this._renderScene( scene, camera );
  38243. }
  38244. _getFrameBufferTarget() {
  38245. const { currentToneMapping, currentColorSpace } = this;
  38246. const useToneMapping = currentToneMapping !== NoToneMapping;
  38247. const useColorSpace = currentColorSpace !== LinearSRGBColorSpace;
  38248. if ( useToneMapping === false && useColorSpace === false ) return null;
  38249. const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
  38250. const { depth, stencil } = this;
  38251. let frameBufferTarget = this._frameBufferTarget;
  38252. if ( frameBufferTarget === null ) {
  38253. frameBufferTarget = new RenderTarget( width, height, {
  38254. depthBuffer: depth,
  38255. stencilBuffer: stencil,
  38256. type: HalfFloatType, // FloatType
  38257. format: RGBAFormat,
  38258. colorSpace: LinearSRGBColorSpace,
  38259. generateMipmaps: false,
  38260. minFilter: LinearFilter,
  38261. magFilter: LinearFilter,
  38262. samples: this.samples
  38263. } );
  38264. frameBufferTarget.isPostProcessingRenderTarget = true;
  38265. this._frameBufferTarget = frameBufferTarget;
  38266. }
  38267. frameBufferTarget.depthBuffer = depth;
  38268. frameBufferTarget.stencilBuffer = stencil;
  38269. frameBufferTarget.setSize( width, height );
  38270. frameBufferTarget.viewport.copy( this._viewport );
  38271. frameBufferTarget.scissor.copy( this._scissor );
  38272. frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
  38273. frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
  38274. frameBufferTarget.scissorTest = this._scissorTest;
  38275. return frameBufferTarget;
  38276. }
  38277. _renderScene( scene, camera, useFrameBufferTarget = true ) {
  38278. const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
  38279. // preserve render tree
  38280. const nodeFrame = this._nodes.nodeFrame;
  38281. const previousRenderId = nodeFrame.renderId;
  38282. const previousRenderContext = this._currentRenderContext;
  38283. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  38284. //
  38285. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  38286. const outputRenderTarget = this._renderTarget;
  38287. const activeCubeFace = this._activeCubeFace;
  38288. const activeMipmapLevel = this._activeMipmapLevel;
  38289. //
  38290. let renderTarget;
  38291. if ( frameBufferTarget !== null ) {
  38292. renderTarget = frameBufferTarget;
  38293. this.setRenderTarget( renderTarget );
  38294. } else {
  38295. renderTarget = outputRenderTarget;
  38296. }
  38297. //
  38298. const renderContext = this._renderContexts.get( scene, camera, renderTarget );
  38299. this._currentRenderContext = renderContext;
  38300. this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
  38301. //
  38302. this.info.calls ++;
  38303. this.info.render.calls ++;
  38304. this.info.render.frameCalls ++;
  38305. nodeFrame.renderId = this.info.calls;
  38306. //
  38307. const coordinateSystem = this.coordinateSystem;
  38308. if ( camera.coordinateSystem !== coordinateSystem ) {
  38309. camera.coordinateSystem = coordinateSystem;
  38310. camera.updateProjectionMatrix();
  38311. }
  38312. //
  38313. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  38314. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  38315. //
  38316. let viewport = this._viewport;
  38317. let scissor = this._scissor;
  38318. let pixelRatio = this._pixelRatio;
  38319. if ( renderTarget !== null ) {
  38320. viewport = renderTarget.viewport;
  38321. scissor = renderTarget.scissor;
  38322. pixelRatio = 1;
  38323. }
  38324. this.getDrawingBufferSize( _drawingBufferSize );
  38325. _screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
  38326. const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
  38327. const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
  38328. renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
  38329. renderContext.viewportValue.width >>= activeMipmapLevel;
  38330. renderContext.viewportValue.height >>= activeMipmapLevel;
  38331. renderContext.viewportValue.minDepth = minDepth;
  38332. renderContext.viewportValue.maxDepth = maxDepth;
  38333. renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
  38334. renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
  38335. renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
  38336. renderContext.scissorValue.width >>= activeMipmapLevel;
  38337. renderContext.scissorValue.height >>= activeMipmapLevel;
  38338. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  38339. renderContext.clippingContext.updateGlobal( this, camera );
  38340. //
  38341. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  38342. //
  38343. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  38344. _frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
  38345. const renderList = this._renderLists.get( scene, camera );
  38346. renderList.begin();
  38347. this._projectObject( scene, camera, 0, renderList );
  38348. renderList.finish();
  38349. if ( this.sortObjects === true ) {
  38350. renderList.sort( this._opaqueSort, this._transparentSort );
  38351. }
  38352. //
  38353. if ( renderTarget !== null ) {
  38354. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  38355. const renderTargetData = this._textures.get( renderTarget );
  38356. renderContext.textures = renderTargetData.textures;
  38357. renderContext.depthTexture = renderTargetData.depthTexture;
  38358. renderContext.width = renderTargetData.width;
  38359. renderContext.height = renderTargetData.height;
  38360. renderContext.renderTarget = renderTarget;
  38361. renderContext.depth = renderTarget.depthBuffer;
  38362. renderContext.stencil = renderTarget.stencilBuffer;
  38363. } else {
  38364. renderContext.textures = null;
  38365. renderContext.depthTexture = null;
  38366. renderContext.width = this.domElement.width;
  38367. renderContext.height = this.domElement.height;
  38368. renderContext.depth = this.depth;
  38369. renderContext.stencil = this.stencil;
  38370. }
  38371. renderContext.width >>= activeMipmapLevel;
  38372. renderContext.height >>= activeMipmapLevel;
  38373. renderContext.activeCubeFace = activeCubeFace;
  38374. renderContext.activeMipmapLevel = activeMipmapLevel;
  38375. renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
  38376. //
  38377. this._nodes.updateScene( sceneRef );
  38378. //
  38379. this._background.update( sceneRef, renderList, renderContext );
  38380. //
  38381. this.backend.beginRender( renderContext );
  38382. // process render lists
  38383. const opaqueObjects = renderList.opaque;
  38384. const transparentObjects = renderList.transparent;
  38385. const bundles = renderList.bundles;
  38386. const lightsNode = renderList.lightsNode;
  38387. if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
  38388. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  38389. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
  38390. // finish render pass
  38391. this.backend.finishRender( renderContext );
  38392. // restore render tree
  38393. nodeFrame.renderId = previousRenderId;
  38394. this._currentRenderContext = previousRenderContext;
  38395. this._currentRenderObjectFunction = previousRenderObjectFunction;
  38396. //
  38397. if ( frameBufferTarget !== null ) {
  38398. this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
  38399. const quad = this._quad;
  38400. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  38401. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  38402. quad.material.needsUpdate = true;
  38403. }
  38404. this._renderScene( quad, quad.camera, false );
  38405. }
  38406. //
  38407. sceneRef.onAfterRender( this, scene, camera, renderTarget );
  38408. //
  38409. return renderContext;
  38410. }
  38411. getMaxAnisotropy() {
  38412. return this.backend.getMaxAnisotropy();
  38413. }
  38414. getActiveCubeFace() {
  38415. return this._activeCubeFace;
  38416. }
  38417. getActiveMipmapLevel() {
  38418. return this._activeMipmapLevel;
  38419. }
  38420. async setAnimationLoop( callback ) {
  38421. if ( this._initialized === false ) await this.init();
  38422. this._animation.setAnimationLoop( callback );
  38423. }
  38424. async getArrayBufferAsync( attribute ) {
  38425. return await this.backend.getArrayBufferAsync( attribute );
  38426. }
  38427. getContext() {
  38428. return this.backend.getContext();
  38429. }
  38430. getPixelRatio() {
  38431. return this._pixelRatio;
  38432. }
  38433. getDrawingBufferSize( target ) {
  38434. return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
  38435. }
  38436. getSize( target ) {
  38437. return target.set( this._width, this._height );
  38438. }
  38439. setPixelRatio( value = 1 ) {
  38440. this._pixelRatio = value;
  38441. this.setSize( this._width, this._height, false );
  38442. }
  38443. setDrawingBufferSize( width, height, pixelRatio ) {
  38444. this._width = width;
  38445. this._height = height;
  38446. this._pixelRatio = pixelRatio;
  38447. this.domElement.width = Math.floor( width * pixelRatio );
  38448. this.domElement.height = Math.floor( height * pixelRatio );
  38449. this.setViewport( 0, 0, width, height );
  38450. if ( this._initialized ) this.backend.updateSize();
  38451. }
  38452. setSize( width, height, updateStyle = true ) {
  38453. this._width = width;
  38454. this._height = height;
  38455. this.domElement.width = Math.floor( width * this._pixelRatio );
  38456. this.domElement.height = Math.floor( height * this._pixelRatio );
  38457. if ( updateStyle === true ) {
  38458. this.domElement.style.width = width + 'px';
  38459. this.domElement.style.height = height + 'px';
  38460. }
  38461. this.setViewport( 0, 0, width, height );
  38462. if ( this._initialized ) this.backend.updateSize();
  38463. }
  38464. setOpaqueSort( method ) {
  38465. this._opaqueSort = method;
  38466. }
  38467. setTransparentSort( method ) {
  38468. this._transparentSort = method;
  38469. }
  38470. getScissor( target ) {
  38471. const scissor = this._scissor;
  38472. target.x = scissor.x;
  38473. target.y = scissor.y;
  38474. target.width = scissor.width;
  38475. target.height = scissor.height;
  38476. return target;
  38477. }
  38478. setScissor( x, y, width, height ) {
  38479. const scissor = this._scissor;
  38480. if ( x.isVector4 ) {
  38481. scissor.copy( x );
  38482. } else {
  38483. scissor.set( x, y, width, height );
  38484. }
  38485. }
  38486. getScissorTest() {
  38487. return this._scissorTest;
  38488. }
  38489. setScissorTest( boolean ) {
  38490. this._scissorTest = boolean;
  38491. this.backend.setScissorTest( boolean );
  38492. }
  38493. getViewport( target ) {
  38494. return target.copy( this._viewport );
  38495. }
  38496. setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
  38497. const viewport = this._viewport;
  38498. if ( x.isVector4 ) {
  38499. viewport.copy( x );
  38500. } else {
  38501. viewport.set( x, y, width, height );
  38502. }
  38503. viewport.minDepth = minDepth;
  38504. viewport.maxDepth = maxDepth;
  38505. }
  38506. getClearColor( target ) {
  38507. return target.copy( this._clearColor );
  38508. }
  38509. setClearColor( color, alpha = 1 ) {
  38510. this._clearColor.set( color );
  38511. this._clearColor.a = alpha;
  38512. }
  38513. getClearAlpha() {
  38514. return this._clearColor.a;
  38515. }
  38516. setClearAlpha( alpha ) {
  38517. this._clearColor.a = alpha;
  38518. }
  38519. getClearDepth() {
  38520. return this._clearDepth;
  38521. }
  38522. setClearDepth( depth ) {
  38523. this._clearDepth = depth;
  38524. }
  38525. getClearStencil() {
  38526. return this._clearStencil;
  38527. }
  38528. setClearStencil( stencil ) {
  38529. this._clearStencil = stencil;
  38530. }
  38531. isOccluded( object ) {
  38532. const renderContext = this._currentRenderContext;
  38533. return renderContext && this.backend.isOccluded( renderContext, object );
  38534. }
  38535. clear( color = true, depth = true, stencil = true ) {
  38536. if ( this._initialized === false ) {
  38537. console.warn( 'THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead.' );
  38538. return this.clearAsync( color, depth, stencil );
  38539. }
  38540. const renderTarget = this._renderTarget || this._getFrameBufferTarget();
  38541. let renderTargetData = null;
  38542. if ( renderTarget !== null ) {
  38543. this._textures.updateRenderTarget( renderTarget );
  38544. renderTargetData = this._textures.get( renderTarget );
  38545. }
  38546. this.backend.clear( color, depth, stencil, renderTargetData );
  38547. if ( renderTarget !== null && this._renderTarget === null ) {
  38548. // If a color space transform or tone mapping is required,
  38549. // the clear operation clears the intermediate renderTarget texture, but does not update the screen canvas.
  38550. const quad = this._quad;
  38551. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  38552. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  38553. quad.material.needsUpdate = true;
  38554. }
  38555. this._renderScene( quad, quad.camera, false );
  38556. }
  38557. }
  38558. clearColor() {
  38559. return this.clear( true, false, false );
  38560. }
  38561. clearDepth() {
  38562. return this.clear( false, true, false );
  38563. }
  38564. clearStencil() {
  38565. return this.clear( false, false, true );
  38566. }
  38567. async clearAsync( color = true, depth = true, stencil = true ) {
  38568. if ( this._initialized === false ) await this.init();
  38569. this.clear( color, depth, stencil );
  38570. }
  38571. clearColorAsync() {
  38572. return this.clearAsync( true, false, false );
  38573. }
  38574. clearDepthAsync() {
  38575. return this.clearAsync( false, true, false );
  38576. }
  38577. clearStencilAsync() {
  38578. return this.clearAsync( false, false, true );
  38579. }
  38580. get currentToneMapping() {
  38581. return this._renderTarget !== null ? NoToneMapping : this.toneMapping;
  38582. }
  38583. get currentColorSpace() {
  38584. return this._renderTarget !== null ? LinearSRGBColorSpace : this.outputColorSpace;
  38585. }
  38586. dispose() {
  38587. this.info.dispose();
  38588. this._animation.dispose();
  38589. this._objects.dispose();
  38590. this._pipelines.dispose();
  38591. this._nodes.dispose();
  38592. this._bindings.dispose();
  38593. this._renderLists.dispose();
  38594. this._renderContexts.dispose();
  38595. this._textures.dispose();
  38596. this.setRenderTarget( null );
  38597. this.setAnimationLoop( null );
  38598. }
  38599. setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  38600. this._renderTarget = renderTarget;
  38601. this._activeCubeFace = activeCubeFace;
  38602. this._activeMipmapLevel = activeMipmapLevel;
  38603. }
  38604. getRenderTarget() {
  38605. return this._renderTarget;
  38606. }
  38607. setRenderObjectFunction( renderObjectFunction ) {
  38608. this._renderObjectFunction = renderObjectFunction;
  38609. }
  38610. getRenderObjectFunction() {
  38611. return this._renderObjectFunction;
  38612. }
  38613. async computeAsync( computeNodes ) {
  38614. if ( this._initialized === false ) await this.init();
  38615. const nodeFrame = this._nodes.nodeFrame;
  38616. const previousRenderId = nodeFrame.renderId;
  38617. //
  38618. this.info.calls ++;
  38619. this.info.compute.calls ++;
  38620. this.info.compute.frameCalls ++;
  38621. nodeFrame.renderId = this.info.calls;
  38622. //
  38623. const backend = this.backend;
  38624. const pipelines = this._pipelines;
  38625. const bindings = this._bindings;
  38626. const nodes = this._nodes;
  38627. const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
  38628. if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
  38629. throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
  38630. }
  38631. backend.beginCompute( computeNodes );
  38632. for ( const computeNode of computeList ) {
  38633. // onInit
  38634. if ( pipelines.has( computeNode ) === false ) {
  38635. const dispose = () => {
  38636. computeNode.removeEventListener( 'dispose', dispose );
  38637. pipelines.delete( computeNode );
  38638. bindings.delete( computeNode );
  38639. nodes.delete( computeNode );
  38640. };
  38641. computeNode.addEventListener( 'dispose', dispose );
  38642. //
  38643. computeNode.onInit( { renderer: this } );
  38644. }
  38645. nodes.updateForCompute( computeNode );
  38646. bindings.updateForCompute( computeNode );
  38647. const computeBindings = bindings.getForCompute( computeNode );
  38648. const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
  38649. backend.compute( computeNodes, computeNode, computeBindings, computePipeline );
  38650. }
  38651. backend.finishCompute( computeNodes );
  38652. await this.backend.resolveTimestampAsync( computeNodes, 'compute' );
  38653. //
  38654. nodeFrame.renderId = previousRenderId;
  38655. }
  38656. async hasFeatureAsync( name ) {
  38657. if ( this._initialized === false ) await this.init();
  38658. return this.backend.hasFeature( name );
  38659. }
  38660. hasFeature( name ) {
  38661. if ( this._initialized === false ) {
  38662. console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' );
  38663. return false;
  38664. }
  38665. return this.backend.hasFeature( name );
  38666. }
  38667. copyFramebufferToTexture( framebufferTexture ) {
  38668. const renderContext = this._currentRenderContext;
  38669. this._textures.updateTexture( framebufferTexture );
  38670. this.backend.copyFramebufferToTexture( framebufferTexture, renderContext );
  38671. }
  38672. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  38673. this._textures.updateTexture( srcTexture );
  38674. this._textures.updateTexture( dstTexture );
  38675. this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
  38676. }
  38677. readRenderTargetPixelsAsync( renderTarget, x, y, width, height, index = 0, faceIndex = 0 ) {
  38678. return this.backend.copyTextureToBuffer( renderTarget.textures[ index ], x, y, width, height, faceIndex );
  38679. }
  38680. _projectObject( object, camera, groupOrder, renderList ) {
  38681. if ( object.visible === false ) return;
  38682. const visible = object.layers.test( camera.layers );
  38683. if ( visible ) {
  38684. if ( object.isGroup ) {
  38685. groupOrder = object.renderOrder;
  38686. } else if ( object.isLOD ) {
  38687. if ( object.autoUpdate === true ) object.update( camera );
  38688. } else if ( object.isLight ) {
  38689. renderList.pushLight( object );
  38690. } else if ( object.isSprite ) {
  38691. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  38692. if ( this.sortObjects === true ) {
  38693. _vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
  38694. }
  38695. const geometry = object.geometry;
  38696. const material = object.material;
  38697. if ( material.visible ) {
  38698. renderList.push( object, geometry, material, groupOrder, _vector4.z, null );
  38699. }
  38700. }
  38701. } else if ( object.isLineLoop ) {
  38702. console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
  38703. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  38704. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  38705. const geometry = object.geometry;
  38706. const material = object.material;
  38707. if ( this.sortObjects === true ) {
  38708. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  38709. _vector4
  38710. .copy( geometry.boundingSphere.center )
  38711. .applyMatrix4( object.matrixWorld )
  38712. .applyMatrix4( _projScreenMatrix );
  38713. }
  38714. if ( Array.isArray( material ) ) {
  38715. const groups = geometry.groups;
  38716. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  38717. const group = groups[ i ];
  38718. const groupMaterial = material[ group.materialIndex ];
  38719. if ( groupMaterial && groupMaterial.visible ) {
  38720. renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );
  38721. }
  38722. }
  38723. } else if ( material.visible ) {
  38724. renderList.push( object, geometry, material, groupOrder, _vector4.z, null );
  38725. }
  38726. }
  38727. }
  38728. }
  38729. if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
  38730. const baseRenderList = renderList;
  38731. // replace render list
  38732. renderList = this._renderLists.get( object, camera );
  38733. renderList.begin();
  38734. baseRenderList.pushBundle( {
  38735. bundleGroup: object,
  38736. camera,
  38737. renderList,
  38738. } );
  38739. renderList.finish();
  38740. }
  38741. const children = object.children;
  38742. for ( let i = 0, l = children.length; i < l; i ++ ) {
  38743. this._projectObject( children[ i ], camera, groupOrder, renderList );
  38744. }
  38745. }
  38746. _renderBundles( bundles, sceneRef, lightsNode ) {
  38747. for ( const bundle of bundles ) {
  38748. this._renderBundle( bundle, sceneRef, lightsNode );
  38749. }
  38750. }
  38751. _renderObjects( renderList, camera, scene, lightsNode ) {
  38752. // process renderable objects
  38753. for ( let i = 0, il = renderList.length; i < il; i ++ ) {
  38754. const renderItem = renderList[ i ];
  38755. // @TODO: Add support for multiple materials per object. This will require to extract
  38756. // the material from the renderItem object and pass it with its group data to renderObject().
  38757. const { object, geometry, material, group } = renderItem;
  38758. if ( camera.isArrayCamera ) {
  38759. const cameras = camera.cameras;
  38760. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  38761. const camera2 = cameras[ j ];
  38762. if ( object.layers.test( camera2.layers ) ) {
  38763. const vp = camera2.viewport;
  38764. const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
  38765. const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
  38766. const viewportValue = this._currentRenderContext.viewportValue;
  38767. viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor();
  38768. viewportValue.minDepth = minDepth;
  38769. viewportValue.maxDepth = maxDepth;
  38770. this.backend.updateViewport( this._currentRenderContext );
  38771. this._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode );
  38772. }
  38773. }
  38774. } else {
  38775. this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode );
  38776. }
  38777. }
  38778. }
  38779. renderObject( object, scene, camera, geometry, material, group, lightsNode ) {
  38780. let overridePositionNode;
  38781. let overrideFragmentNode;
  38782. let overrideDepthNode;
  38783. //
  38784. object.onBeforeRender( this, scene, camera, geometry, material, group );
  38785. //
  38786. if ( scene.overrideMaterial !== null ) {
  38787. const overrideMaterial = scene.overrideMaterial;
  38788. if ( material.positionNode && material.positionNode.isNode ) {
  38789. overridePositionNode = overrideMaterial.positionNode;
  38790. overrideMaterial.positionNode = material.positionNode;
  38791. }
  38792. if ( overrideMaterial.isShadowNodeMaterial ) {
  38793. overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
  38794. if ( material.depthNode && material.depthNode.isNode ) {
  38795. overrideDepthNode = overrideMaterial.depthNode;
  38796. overrideMaterial.depthNode = material.depthNode;
  38797. }
  38798. if ( material.shadowNode && material.shadowNode.isNode ) {
  38799. overrideFragmentNode = overrideMaterial.fragmentNode;
  38800. overrideMaterial.fragmentNode = material.shadowNode;
  38801. }
  38802. if ( this.localClippingEnabled ) {
  38803. if ( material.clipShadows ) {
  38804. if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) {
  38805. overrideMaterial.clippingPlanes = material.clippingPlanes;
  38806. overrideMaterial.needsUpdate = true;
  38807. }
  38808. if ( overrideMaterial.clipIntersection !== material.clipIntersection ) {
  38809. overrideMaterial.clipIntersection = material.clipIntersection;
  38810. }
  38811. } else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) {
  38812. overrideMaterial.clippingPlanes = null;
  38813. overrideMaterial.needsUpdate = true;
  38814. }
  38815. }
  38816. }
  38817. material = overrideMaterial;
  38818. }
  38819. //
  38820. if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
  38821. material.side = BackSide;
  38822. this._handleObjectFunction( object, material, scene, camera, lightsNode, group, 'backSide' ); // create backSide pass id
  38823. material.side = FrontSide;
  38824. this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); // use default pass id
  38825. material.side = DoubleSide;
  38826. } else {
  38827. this._handleObjectFunction( object, material, scene, camera, lightsNode, group );
  38828. }
  38829. //
  38830. if ( overridePositionNode !== undefined ) {
  38831. scene.overrideMaterial.positionNode = overridePositionNode;
  38832. }
  38833. if ( overrideDepthNode !== undefined ) {
  38834. scene.overrideMaterial.depthNode = overrideDepthNode;
  38835. }
  38836. if ( overrideFragmentNode !== undefined ) {
  38837. scene.overrideMaterial.fragmentNode = overrideFragmentNode;
  38838. }
  38839. //
  38840. object.onAfterRender( this, scene, camera, geometry, material, group );
  38841. }
  38842. _renderObjectDirect( object, material, scene, camera, lightsNode, group, passId ) {
  38843. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
  38844. renderObject.drawRange = object.geometry.drawRange;
  38845. renderObject.group = group;
  38846. //
  38847. this._nodes.updateBefore( renderObject );
  38848. this._nodes.updateForRender( renderObject );
  38849. this._geometries.updateForRender( renderObject );
  38850. this._bindings.updateForRender( renderObject );
  38851. this._pipelines.updateForRender( renderObject );
  38852. //
  38853. if ( this._currentRenderBundle !== null ) {
  38854. const renderBundleData = this.backend.get( this._currentRenderBundle );
  38855. renderBundleData.renderObjects.push( renderObject );
  38856. }
  38857. this.backend.draw( renderObject, this.info );
  38858. this._nodes.updateAfter( renderObject );
  38859. }
  38860. _createObjectPipeline( object, material, scene, camera, lightsNode, passId ) {
  38861. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
  38862. //
  38863. this._nodes.updateBefore( renderObject );
  38864. this._nodes.updateForRender( renderObject );
  38865. this._geometries.updateForRender( renderObject );
  38866. this._bindings.updateForRender( renderObject );
  38867. this._pipelines.getForRender( renderObject, this._compilationPromises );
  38868. this._nodes.updateAfter( renderObject );
  38869. }
  38870. get compute() {
  38871. return this.computeAsync;
  38872. }
  38873. get compile() {
  38874. return this.compileAsync;
  38875. }
  38876. }
  38877. class Binding {
  38878. constructor( name = '' ) {
  38879. this.name = name;
  38880. this.visibility = 0;
  38881. }
  38882. setVisibility( visibility ) {
  38883. this.visibility |= visibility;
  38884. }
  38885. clone() {
  38886. return Object.assign( new this.constructor(), this );
  38887. }
  38888. }
  38889. function getFloatLength( floatLength ) {
  38890. // ensure chunk size alignment (STD140 layout)
  38891. return floatLength + ( ( GPU_CHUNK_BYTES - ( floatLength % GPU_CHUNK_BYTES ) ) % GPU_CHUNK_BYTES );
  38892. }
  38893. class Buffer extends Binding {
  38894. constructor( name, buffer = null ) {
  38895. super( name );
  38896. this.isBuffer = true;
  38897. this.bytesPerElement = Float32Array.BYTES_PER_ELEMENT;
  38898. this._buffer = buffer;
  38899. }
  38900. get byteLength() {
  38901. return getFloatLength( this._buffer.byteLength );
  38902. }
  38903. get buffer() {
  38904. return this._buffer;
  38905. }
  38906. update() {
  38907. return true;
  38908. }
  38909. }
  38910. class UniformBuffer extends Buffer {
  38911. constructor( name, buffer = null ) {
  38912. super( name, buffer );
  38913. this.isUniformBuffer = true;
  38914. }
  38915. }
  38916. let _id$4 = 0;
  38917. class NodeUniformBuffer extends UniformBuffer {
  38918. constructor( nodeUniform, groupNode ) {
  38919. super( 'UniformBuffer_' + _id$4 ++, nodeUniform ? nodeUniform.value : null );
  38920. this.nodeUniform = nodeUniform;
  38921. this.groupNode = groupNode;
  38922. }
  38923. get buffer() {
  38924. return this.nodeUniform.value;
  38925. }
  38926. }
  38927. class UniformsGroup extends UniformBuffer {
  38928. constructor( name ) {
  38929. super( name );
  38930. this.isUniformsGroup = true;
  38931. this._values = null;
  38932. // the order of uniforms in this array must match the order of uniforms in the shader
  38933. this.uniforms = [];
  38934. }
  38935. addUniform( uniform ) {
  38936. this.uniforms.push( uniform );
  38937. return this;
  38938. }
  38939. removeUniform( uniform ) {
  38940. const index = this.uniforms.indexOf( uniform );
  38941. if ( index !== - 1 ) {
  38942. this.uniforms.splice( index, 1 );
  38943. }
  38944. return this;
  38945. }
  38946. get values() {
  38947. if ( this._values === null ) {
  38948. this._values = Array.from( this.buffer );
  38949. }
  38950. return this._values;
  38951. }
  38952. get buffer() {
  38953. let buffer = this._buffer;
  38954. if ( buffer === null ) {
  38955. const byteLength = this.byteLength;
  38956. buffer = new Float32Array( new ArrayBuffer( byteLength ) );
  38957. this._buffer = buffer;
  38958. }
  38959. return buffer;
  38960. }
  38961. get byteLength() {
  38962. let offset = 0; // global buffer offset in bytes
  38963. for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) {
  38964. const uniform = this.uniforms[ i ];
  38965. const { boundary, itemSize } = uniform;
  38966. // offset within a single chunk in bytes
  38967. const chunkOffset = offset % GPU_CHUNK_BYTES;
  38968. const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset;
  38969. // conformance tests
  38970. if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) {
  38971. // check for chunk overflow
  38972. offset += ( GPU_CHUNK_BYTES - chunkOffset );
  38973. } else if ( chunkOffset % boundary !== 0 ) {
  38974. // check for correct alignment
  38975. offset += ( chunkOffset % boundary );
  38976. }
  38977. uniform.offset = ( offset / this.bytesPerElement );
  38978. offset += ( itemSize * this.bytesPerElement );
  38979. }
  38980. return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES;
  38981. }
  38982. update() {
  38983. let updated = false;
  38984. for ( const uniform of this.uniforms ) {
  38985. if ( this.updateByType( uniform ) === true ) {
  38986. updated = true;
  38987. }
  38988. }
  38989. return updated;
  38990. }
  38991. updateByType( uniform ) {
  38992. if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
  38993. if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
  38994. if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
  38995. if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
  38996. if ( uniform.isColorUniform ) return this.updateColor( uniform );
  38997. if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
  38998. if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );
  38999. console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );
  39000. }
  39001. updateNumber( uniform ) {
  39002. let updated = false;
  39003. const a = this.values;
  39004. const v = uniform.getValue();
  39005. const offset = uniform.offset;
  39006. if ( a[ offset ] !== v ) {
  39007. const b = this.buffer;
  39008. b[ offset ] = a[ offset ] = v;
  39009. updated = true;
  39010. }
  39011. return updated;
  39012. }
  39013. updateVector2( uniform ) {
  39014. let updated = false;
  39015. const a = this.values;
  39016. const v = uniform.getValue();
  39017. const offset = uniform.offset;
  39018. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {
  39019. const b = this.buffer;
  39020. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  39021. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  39022. updated = true;
  39023. }
  39024. return updated;
  39025. }
  39026. updateVector3( uniform ) {
  39027. let updated = false;
  39028. const a = this.values;
  39029. const v = uniform.getValue();
  39030. const offset = uniform.offset;
  39031. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {
  39032. const b = this.buffer;
  39033. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  39034. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  39035. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  39036. updated = true;
  39037. }
  39038. return updated;
  39039. }
  39040. updateVector4( uniform ) {
  39041. let updated = false;
  39042. const a = this.values;
  39043. const v = uniform.getValue();
  39044. const offset = uniform.offset;
  39045. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {
  39046. const b = this.buffer;
  39047. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  39048. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  39049. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  39050. b[ offset + 3 ] = a[ offset + 3 ] = v.w;
  39051. updated = true;
  39052. }
  39053. return updated;
  39054. }
  39055. updateColor( uniform ) {
  39056. let updated = false;
  39057. const a = this.values;
  39058. const c = uniform.getValue();
  39059. const offset = uniform.offset;
  39060. if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {
  39061. const b = this.buffer;
  39062. b[ offset + 0 ] = a[ offset + 0 ] = c.r;
  39063. b[ offset + 1 ] = a[ offset + 1 ] = c.g;
  39064. b[ offset + 2 ] = a[ offset + 2 ] = c.b;
  39065. updated = true;
  39066. }
  39067. return updated;
  39068. }
  39069. updateMatrix3( uniform ) {
  39070. let updated = false;
  39071. const a = this.values;
  39072. const e = uniform.getValue().elements;
  39073. const offset = uniform.offset;
  39074. if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
  39075. a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
  39076. a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {
  39077. const b = this.buffer;
  39078. b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
  39079. b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
  39080. b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
  39081. b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
  39082. b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
  39083. b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
  39084. b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
  39085. b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
  39086. b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];
  39087. updated = true;
  39088. }
  39089. return updated;
  39090. }
  39091. updateMatrix4( uniform ) {
  39092. let updated = false;
  39093. const a = this.values;
  39094. const e = uniform.getValue().elements;
  39095. const offset = uniform.offset;
  39096. if ( arraysEqual( a, e, offset ) === false ) {
  39097. const b = this.buffer;
  39098. b.set( e, offset );
  39099. setArray( a, e, offset );
  39100. updated = true;
  39101. }
  39102. return updated;
  39103. }
  39104. }
  39105. function setArray( a, b, offset ) {
  39106. for ( let i = 0, l = b.length; i < l; i ++ ) {
  39107. a[ offset + i ] = b[ i ];
  39108. }
  39109. }
  39110. function arraysEqual( a, b, offset ) {
  39111. for ( let i = 0, l = b.length; i < l; i ++ ) {
  39112. if ( a[ offset + i ] !== b[ i ] ) return false;
  39113. }
  39114. return true;
  39115. }
  39116. let _id$3 = 0;
  39117. class NodeUniformsGroup extends UniformsGroup {
  39118. constructor( name, groupNode ) {
  39119. super( name );
  39120. this.id = _id$3 ++;
  39121. this.groupNode = groupNode;
  39122. this.isNodeUniformsGroup = true;
  39123. }
  39124. getNodes() {
  39125. const nodes = [];
  39126. for ( const uniform of this.uniforms ) {
  39127. const node = uniform.nodeUniform.node;
  39128. if ( ! node ) throw new Error( 'NodeUniformsGroup: Uniform has no node.' );
  39129. nodes.push( node );
  39130. }
  39131. return nodes;
  39132. }
  39133. }
  39134. let _id$2 = 0;
  39135. class SampledTexture extends Binding {
  39136. constructor( name, texture ) {
  39137. super( name );
  39138. this.id = _id$2 ++;
  39139. this.texture = texture;
  39140. this.version = texture ? texture.version : 0;
  39141. this.store = false;
  39142. this.generation = null;
  39143. this.isSampledTexture = true;
  39144. }
  39145. needsBindingsUpdate( generation ) {
  39146. const { texture } = this;
  39147. if ( generation !== this.generation ) {
  39148. this.generation = generation;
  39149. return true;
  39150. }
  39151. return texture.isVideoTexture;
  39152. }
  39153. update() {
  39154. const { texture, version } = this;
  39155. if ( version !== texture.version ) {
  39156. this.version = texture.version;
  39157. return true;
  39158. }
  39159. return false;
  39160. }
  39161. }
  39162. class NodeSampledTexture extends SampledTexture {
  39163. constructor( name, textureNode, groupNode, access = null ) {
  39164. super( name, textureNode ? textureNode.value : null );
  39165. this.textureNode = textureNode;
  39166. this.groupNode = groupNode;
  39167. this.access = access;
  39168. }
  39169. needsBindingsUpdate( generation ) {
  39170. return this.textureNode.value !== this.texture || super.needsBindingsUpdate( generation );
  39171. }
  39172. update() {
  39173. const { textureNode } = this;
  39174. if ( this.texture !== textureNode.value ) {
  39175. this.texture = textureNode.value;
  39176. return true;
  39177. }
  39178. return super.update();
  39179. }
  39180. }
  39181. class NodeSampledCubeTexture extends NodeSampledTexture {
  39182. constructor( name, textureNode, groupNode, access ) {
  39183. super( name, textureNode, groupNode, access );
  39184. this.isSampledCubeTexture = true;
  39185. }
  39186. }
  39187. class NodeSampledTexture3D extends NodeSampledTexture {
  39188. constructor( name, textureNode, groupNode, access ) {
  39189. super( name, textureNode, groupNode, access );
  39190. this.isSampledTexture3D = true;
  39191. }
  39192. }
  39193. const glslMethods = {
  39194. atan2: 'atan',
  39195. textureDimensions: 'textureSize',
  39196. equals: 'equal'
  39197. };
  39198. const precisionLib = {
  39199. low: 'lowp',
  39200. medium: 'mediump',
  39201. high: 'highp'
  39202. };
  39203. const supports$1 = {
  39204. swizzleAssign: true,
  39205. storageBuffer: false
  39206. };
  39207. const defaultPrecisions = `
  39208. precision highp float;
  39209. precision highp int;
  39210. precision highp sampler2D;
  39211. precision highp sampler3D;
  39212. precision highp samplerCube;
  39213. precision highp sampler2DArray;
  39214. precision highp usampler2D;
  39215. precision highp usampler3D;
  39216. precision highp usamplerCube;
  39217. precision highp usampler2DArray;
  39218. precision highp isampler2D;
  39219. precision highp isampler3D;
  39220. precision highp isamplerCube;
  39221. precision highp isampler2DArray;
  39222. precision lowp sampler2DShadow;
  39223. `;
  39224. class GLSLNodeBuilder extends NodeBuilder {
  39225. constructor( object, renderer ) {
  39226. super( object, renderer, new GLSLNodeParser() );
  39227. this.uniformGroups = {};
  39228. this.transforms = [];
  39229. this.extensions = {};
  39230. this.instanceBindGroups = false;
  39231. this.useComparisonMethod = true;
  39232. }
  39233. needsColorSpaceToLinearSRGB( texture ) {
  39234. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  39235. }
  39236. getMethod( method ) {
  39237. return glslMethods[ method ] || method;
  39238. }
  39239. getOutputStructName() {
  39240. return '';
  39241. }
  39242. buildFunctionCode( shaderNode ) {
  39243. const layout = shaderNode.layout;
  39244. const flowData = this.flowShaderNode( shaderNode );
  39245. const parameters = [];
  39246. for ( const input of layout.inputs ) {
  39247. parameters.push( this.getType( input.type ) + ' ' + input.name );
  39248. }
  39249. //
  39250. const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
  39251. ${ flowData.vars }
  39252. ${ flowData.code }
  39253. return ${ flowData.result };
  39254. }`;
  39255. //
  39256. return code;
  39257. }
  39258. setupPBO( storageBufferNode ) {
  39259. const attribute = storageBufferNode.value;
  39260. if ( attribute.pbo === undefined ) {
  39261. const originalArray = attribute.array;
  39262. const numElements = attribute.count * attribute.itemSize;
  39263. const { itemSize } = attribute;
  39264. const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );
  39265. let format = isInteger ? RedIntegerFormat : RedFormat;
  39266. if ( itemSize === 2 ) {
  39267. format = isInteger ? RGIntegerFormat : RGFormat;
  39268. } else if ( itemSize === 3 ) {
  39269. format = isInteger ? RGBIntegerFormat : RGBFormat;
  39270. } else if ( itemSize === 4 ) {
  39271. format = isInteger ? RGBAIntegerFormat : RGBAFormat;
  39272. }
  39273. const typeMap = {
  39274. Float32Array: FloatType,
  39275. Uint8Array: UnsignedByteType,
  39276. Uint16Array: UnsignedShortType,
  39277. Uint32Array: UnsignedIntType,
  39278. Int8Array: ByteType,
  39279. Int16Array: ShortType,
  39280. Int32Array: IntType,
  39281. Uint8ClampedArray: UnsignedByteType,
  39282. };
  39283. const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
  39284. let height = Math.ceil( ( numElements / itemSize ) / width );
  39285. if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
  39286. const newSize = width * height * itemSize;
  39287. const newArray = new originalArray.constructor( newSize );
  39288. newArray.set( originalArray, 0 );
  39289. attribute.array = newArray;
  39290. const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
  39291. pboTexture.needsUpdate = true;
  39292. pboTexture.isPBOTexture = true;
  39293. const pbo = new TextureNode( pboTexture, null, null );
  39294. pbo.setPrecision( 'high' );
  39295. attribute.pboNode = pbo;
  39296. attribute.pbo = pbo.value;
  39297. this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  39298. }
  39299. }
  39300. getPropertyName( node, shaderStage = this.shaderStage ) {
  39301. if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {
  39302. return shaderStage.charAt( 0 ) + '_' + node.name;
  39303. }
  39304. return super.getPropertyName( node, shaderStage );
  39305. }
  39306. generatePBO( storageArrayElementNode ) {
  39307. const { node, indexNode } = storageArrayElementNode;
  39308. const attribute = node.value;
  39309. if ( this.renderer.backend.has( attribute ) ) {
  39310. const attributeData = this.renderer.backend.get( attribute );
  39311. attributeData.pbo = attribute.pbo;
  39312. }
  39313. const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  39314. const textureName = this.getPropertyName( nodeUniform );
  39315. this.increaseUsage( indexNode ); // force cache generate to be used as index in x,y
  39316. const indexSnippet = indexNode.build( this, 'uint' );
  39317. const elementNodeData = this.getDataFromNode( storageArrayElementNode );
  39318. let propertyName = elementNodeData.propertyName;
  39319. if ( propertyName === undefined ) {
  39320. // property element
  39321. const nodeVar = this.getVarFromNode( storageArrayElementNode );
  39322. propertyName = this.getPropertyName( nodeVar );
  39323. // property size
  39324. const bufferNodeData = this.getDataFromNode( node );
  39325. let propertySizeName = bufferNodeData.propertySizeName;
  39326. if ( propertySizeName === undefined ) {
  39327. propertySizeName = propertyName + 'Size';
  39328. this.getVarFromNode( node, propertySizeName, 'uint' );
  39329. this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )` );
  39330. bufferNodeData.propertySizeName = propertySizeName;
  39331. }
  39332. //
  39333. const { itemSize } = attribute;
  39334. const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
  39335. const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
  39336. const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
  39337. //
  39338. let prefix = 'vec4';
  39339. if ( attribute.pbo.type === UnsignedIntType ) {
  39340. prefix = 'uvec4';
  39341. } else if ( attribute.pbo.type === IntType ) {
  39342. prefix = 'ivec4';
  39343. }
  39344. this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}` );
  39345. elementNodeData.propertyName = propertyName;
  39346. }
  39347. return propertyName;
  39348. }
  39349. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
  39350. if ( depthSnippet ) {
  39351. return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
  39352. } else {
  39353. return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  39354. }
  39355. }
  39356. generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
  39357. if ( texture.isDepthTexture ) {
  39358. return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
  39359. } else {
  39360. if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
  39361. return `texture( ${ textureProperty }, ${ uvSnippet } )`;
  39362. }
  39363. }
  39364. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
  39365. return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
  39366. }
  39367. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) {
  39368. return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`;
  39369. }
  39370. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
  39371. return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  39372. }
  39373. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  39374. if ( shaderStage === 'fragment' ) {
  39375. return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
  39376. } else {
  39377. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  39378. }
  39379. }
  39380. getVars( shaderStage ) {
  39381. const snippets = [];
  39382. const vars = this.vars[ shaderStage ];
  39383. if ( vars !== undefined ) {
  39384. for ( const variable of vars ) {
  39385. snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
  39386. }
  39387. }
  39388. return snippets.join( '\n\t' );
  39389. }
  39390. getUniforms( shaderStage ) {
  39391. const uniforms = this.uniforms[ shaderStage ];
  39392. const bindingSnippets = [];
  39393. const uniformGroups = {};
  39394. for ( const uniform of uniforms ) {
  39395. let snippet = null;
  39396. let group = false;
  39397. if ( uniform.type === 'texture' ) {
  39398. const texture = uniform.node.value;
  39399. let typePrefix = '';
  39400. if ( texture.isDataTexture === true ) {
  39401. if ( texture.type === UnsignedIntType ) {
  39402. typePrefix = 'u';
  39403. } else if ( texture.type === IntType ) {
  39404. typePrefix = 'i';
  39405. }
  39406. }
  39407. if ( texture.compareFunction ) {
  39408. snippet = `sampler2DShadow ${ uniform.name };`;
  39409. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  39410. snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;
  39411. } else {
  39412. snippet = `${typePrefix}sampler2D ${ uniform.name };`;
  39413. }
  39414. } else if ( uniform.type === 'cubeTexture' ) {
  39415. snippet = `samplerCube ${ uniform.name };`;
  39416. } else if ( uniform.type === 'texture3D' ) {
  39417. snippet = `sampler3D ${ uniform.name };`;
  39418. } else if ( uniform.type === 'buffer' ) {
  39419. const bufferNode = uniform.node;
  39420. const bufferType = this.getType( bufferNode.bufferType );
  39421. const bufferCount = bufferNode.bufferCount;
  39422. const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
  39423. snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
  39424. } else {
  39425. const vectorType = this.getVectorType( uniform.type );
  39426. snippet = `${ vectorType } ${ this.getPropertyName( uniform, shaderStage ) };`;
  39427. group = true;
  39428. }
  39429. const precision = uniform.node.precision;
  39430. if ( precision !== null ) {
  39431. snippet = precisionLib[ precision ] + ' ' + snippet;
  39432. }
  39433. if ( group ) {
  39434. snippet = '\t' + snippet;
  39435. const groupName = uniform.groupNode.name;
  39436. const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] );
  39437. groupSnippets.push( snippet );
  39438. } else {
  39439. snippet = 'uniform ' + snippet;
  39440. bindingSnippets.push( snippet );
  39441. }
  39442. }
  39443. let output = '';
  39444. for ( const name in uniformGroups ) {
  39445. const groupSnippets = uniformGroups[ name ];
  39446. output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n';
  39447. }
  39448. output += bindingSnippets.join( '\n' );
  39449. return output;
  39450. }
  39451. getTypeFromAttribute( attribute ) {
  39452. let nodeType = super.getTypeFromAttribute( attribute );
  39453. if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
  39454. let dataAttribute = attribute;
  39455. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  39456. const array = dataAttribute.array;
  39457. if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {
  39458. nodeType = nodeType.slice( 1 );
  39459. }
  39460. }
  39461. return nodeType;
  39462. }
  39463. getAttributes( shaderStage ) {
  39464. let snippet = '';
  39465. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  39466. const attributes = this.getAttributesArray();
  39467. let location = 0;
  39468. for ( const attribute of attributes ) {
  39469. snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
  39470. }
  39471. }
  39472. return snippet;
  39473. }
  39474. getStructMembers( struct ) {
  39475. const snippets = [];
  39476. const members = struct.getMemberTypes();
  39477. for ( let i = 0; i < members.length; i ++ ) {
  39478. const member = members[ i ];
  39479. snippets.push( `layout( location = ${i} ) out ${ member} m${i};` );
  39480. }
  39481. return snippets.join( '\n' );
  39482. }
  39483. getStructs( shaderStage ) {
  39484. const snippets = [];
  39485. const structs = this.structs[ shaderStage ];
  39486. if ( structs.length === 0 ) {
  39487. return 'layout( location = 0 ) out vec4 fragColor;\n';
  39488. }
  39489. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  39490. const struct = structs[ index ];
  39491. let snippet = '\n';
  39492. snippet += this.getStructMembers( struct );
  39493. snippet += '\n';
  39494. snippets.push( snippet );
  39495. }
  39496. return snippets.join( '\n\n' );
  39497. }
  39498. getVaryings( shaderStage ) {
  39499. let snippet = '';
  39500. const varyings = this.varyings;
  39501. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  39502. for ( const varying of varyings ) {
  39503. if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
  39504. const type = varying.type;
  39505. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  39506. snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`;
  39507. }
  39508. } else if ( shaderStage === 'fragment' ) {
  39509. for ( const varying of varyings ) {
  39510. if ( varying.needsInterpolation ) {
  39511. const type = varying.type;
  39512. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  39513. snippet += `${flat}in ${type} ${varying.name};\n`;
  39514. }
  39515. }
  39516. }
  39517. return snippet;
  39518. }
  39519. getVertexIndex() {
  39520. return 'uint( gl_VertexID )';
  39521. }
  39522. getInstanceIndex() {
  39523. return 'uint( gl_InstanceID )';
  39524. }
  39525. getInvocationLocalIndex() {
  39526. const workgroupSize = this.object.workgroupSize;
  39527. const size = workgroupSize.reduce( ( acc, curr ) => acc * curr, 1 );
  39528. return `uint( gl_InstanceID ) % ${size}u`;
  39529. }
  39530. getDrawIndex() {
  39531. const extensions = this.renderer.backend.extensions;
  39532. if ( extensions.has( 'WEBGL_multi_draw' ) ) {
  39533. return 'uint( gl_DrawID )';
  39534. }
  39535. return null;
  39536. }
  39537. getFrontFacing() {
  39538. return 'gl_FrontFacing';
  39539. }
  39540. getFragCoord() {
  39541. return 'gl_FragCoord.xy';
  39542. }
  39543. getFragDepth() {
  39544. return 'gl_FragDepth';
  39545. }
  39546. enableExtension( name, behavior, shaderStage = this.shaderStage ) {
  39547. const map = this.extensions[ shaderStage ] || ( this.extensions[ shaderStage ] = new Map() );
  39548. if ( map.has( name ) === false ) {
  39549. map.set( name, {
  39550. name,
  39551. behavior
  39552. } );
  39553. }
  39554. }
  39555. getExtensions( shaderStage ) {
  39556. const snippets = [];
  39557. if ( shaderStage === 'vertex' ) {
  39558. const ext = this.renderer.backend.extensions;
  39559. const isBatchedMesh = this.object.isBatchedMesh;
  39560. if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {
  39561. this.enableExtension( 'GL_ANGLE_multi_draw', 'require', shaderStage );
  39562. }
  39563. }
  39564. const extensions = this.extensions[ shaderStage ];
  39565. if ( extensions !== undefined ) {
  39566. for ( const { name, behavior } of extensions.values() ) {
  39567. snippets.push( `#extension ${name} : ${behavior}` );
  39568. }
  39569. }
  39570. return snippets.join( '\n' );
  39571. }
  39572. isAvailable( name ) {
  39573. let result = supports$1[ name ];
  39574. if ( result === undefined ) {
  39575. if ( name === 'float32Filterable' ) {
  39576. const extensions = this.renderer.backend.extensions;
  39577. if ( extensions.has( 'OES_texture_float_linear' ) ) {
  39578. extensions.get( 'OES_texture_float_linear' );
  39579. result = true;
  39580. } else {
  39581. result = false;
  39582. }
  39583. }
  39584. supports$1[ name ] = result;
  39585. }
  39586. return result;
  39587. }
  39588. isFlipY() {
  39589. return true;
  39590. }
  39591. registerTransform( varyingName, attributeNode ) {
  39592. this.transforms.push( { varyingName, attributeNode } );
  39593. }
  39594. getTransforms( /* shaderStage */ ) {
  39595. const transforms = this.transforms;
  39596. let snippet = '';
  39597. for ( let i = 0; i < transforms.length; i ++ ) {
  39598. const transform = transforms[ i ];
  39599. const attributeName = this.getPropertyName( transform.attributeNode );
  39600. snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
  39601. }
  39602. return snippet;
  39603. }
  39604. _getGLSLUniformStruct( name, vars ) {
  39605. return `
  39606. layout( std140 ) uniform ${name} {
  39607. ${vars}
  39608. };`;
  39609. }
  39610. _getGLSLVertexCode( shaderData ) {
  39611. return `#version 300 es
  39612. ${ this.getSignature() }
  39613. // extensions
  39614. ${shaderData.extensions}
  39615. // precision
  39616. ${ defaultPrecisions }
  39617. // uniforms
  39618. ${shaderData.uniforms}
  39619. // varyings
  39620. ${shaderData.varyings}
  39621. // attributes
  39622. ${shaderData.attributes}
  39623. // codes
  39624. ${shaderData.codes}
  39625. void main() {
  39626. // vars
  39627. ${shaderData.vars}
  39628. // transforms
  39629. ${shaderData.transforms}
  39630. // flow
  39631. ${shaderData.flow}
  39632. gl_PointSize = 1.0;
  39633. }
  39634. `;
  39635. }
  39636. _getGLSLFragmentCode( shaderData ) {
  39637. return `#version 300 es
  39638. ${ this.getSignature() }
  39639. // precision
  39640. ${ defaultPrecisions }
  39641. // uniforms
  39642. ${shaderData.uniforms}
  39643. // varyings
  39644. ${shaderData.varyings}
  39645. // codes
  39646. ${shaderData.codes}
  39647. ${shaderData.structs}
  39648. void main() {
  39649. // vars
  39650. ${shaderData.vars}
  39651. // flow
  39652. ${shaderData.flow}
  39653. }
  39654. `;
  39655. }
  39656. buildCode() {
  39657. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  39658. for ( const shaderStage in shadersData ) {
  39659. let flow = '// code\n\n';
  39660. flow += this.flowCode[ shaderStage ];
  39661. const flowNodes = this.flowNodes[ shaderStage ];
  39662. const mainNode = flowNodes[ flowNodes.length - 1 ];
  39663. for ( const node of flowNodes ) {
  39664. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  39665. const slotName = node.name;
  39666. if ( slotName ) {
  39667. if ( flow.length > 0 ) flow += '\n';
  39668. flow += `\t// flow -> ${ slotName }\n\t`;
  39669. }
  39670. flow += `${ flowSlotData.code }\n\t`;
  39671. if ( node === mainNode && shaderStage !== 'compute' ) {
  39672. flow += '// result\n\t';
  39673. if ( shaderStage === 'vertex' ) {
  39674. flow += 'gl_Position = ';
  39675. flow += `${ flowSlotData.result };`;
  39676. } else if ( shaderStage === 'fragment' ) {
  39677. if ( ! node.outputNode.isOutputStructNode ) {
  39678. flow += 'fragColor = ';
  39679. flow += `${ flowSlotData.result };`;
  39680. }
  39681. }
  39682. }
  39683. }
  39684. const stageData = shadersData[ shaderStage ];
  39685. stageData.extensions = this.getExtensions( shaderStage );
  39686. stageData.uniforms = this.getUniforms( shaderStage );
  39687. stageData.attributes = this.getAttributes( shaderStage );
  39688. stageData.varyings = this.getVaryings( shaderStage );
  39689. stageData.vars = this.getVars( shaderStage );
  39690. stageData.structs = this.getStructs( shaderStage );
  39691. stageData.codes = this.getCodes( shaderStage );
  39692. stageData.transforms = this.getTransforms( shaderStage );
  39693. stageData.flow = flow;
  39694. }
  39695. if ( this.material !== null ) {
  39696. this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
  39697. this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
  39698. } else {
  39699. this.computeShader = this._getGLSLVertexCode( shadersData.compute );
  39700. }
  39701. }
  39702. getUniformFromNode( node, type, shaderStage, name = null ) {
  39703. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  39704. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  39705. let uniformGPU = nodeData.uniformGPU;
  39706. if ( uniformGPU === undefined ) {
  39707. const group = node.groupNode;
  39708. const groupName = group.name;
  39709. const bindings = this.getBindGroupArray( groupName, shaderStage );
  39710. if ( type === 'texture' ) {
  39711. uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
  39712. bindings.push( uniformGPU );
  39713. } else if ( type === 'cubeTexture' ) {
  39714. uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
  39715. bindings.push( uniformGPU );
  39716. } else if ( type === 'texture3D' ) {
  39717. uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
  39718. bindings.push( uniformGPU );
  39719. } else if ( type === 'buffer' ) {
  39720. node.name = `NodeBuffer_${ node.id }`;
  39721. uniformNode.name = `buffer${ node.id }`;
  39722. const buffer = new NodeUniformBuffer( node, group );
  39723. buffer.name = node.name;
  39724. bindings.push( buffer );
  39725. uniformGPU = buffer;
  39726. } else {
  39727. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  39728. let uniformsGroup = uniformsStage[ groupName ];
  39729. if ( uniformsGroup === undefined ) {
  39730. uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group );
  39731. //uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  39732. uniformsStage[ groupName ] = uniformsGroup;
  39733. bindings.push( uniformsGroup );
  39734. }
  39735. uniformGPU = this.getNodeUniform( uniformNode, type );
  39736. uniformsGroup.addUniform( uniformGPU );
  39737. }
  39738. nodeData.uniformGPU = uniformGPU;
  39739. }
  39740. return uniformNode;
  39741. }
  39742. }
  39743. let vector2 = null;
  39744. let vector4 = null;
  39745. let color4 = null;
  39746. class Backend {
  39747. constructor( parameters = {} ) {
  39748. this.parameters = Object.assign( {}, parameters );
  39749. this.data = new WeakMap();
  39750. this.renderer = null;
  39751. this.domElement = null;
  39752. }
  39753. async init( renderer ) {
  39754. this.renderer = renderer;
  39755. }
  39756. // render context
  39757. begin( /*renderContext*/ ) { }
  39758. finish( /*renderContext*/ ) { }
  39759. // render object
  39760. draw( /*renderObject, info*/ ) { }
  39761. // program
  39762. createProgram( /*program*/ ) { }
  39763. destroyProgram( /*program*/ ) { }
  39764. // bindings
  39765. createBindings( /*bingGroup, bindings*/ ) { }
  39766. updateBindings( /*bingGroup, bindings*/ ) { }
  39767. // pipeline
  39768. createRenderPipeline( /*renderObject*/ ) { }
  39769. createComputePipeline( /*computeNode, pipeline*/ ) { }
  39770. destroyPipeline( /*pipeline*/ ) { }
  39771. // cache key
  39772. needsRenderUpdate( /*renderObject*/ ) { } // return Boolean ( fast test )
  39773. getRenderCacheKey( /*renderObject*/ ) { } // return String
  39774. // node builder
  39775. createNodeBuilder( /*renderObject*/ ) { } // return NodeBuilder (ADD IT)
  39776. // textures
  39777. createSampler( /*texture*/ ) { }
  39778. createDefaultTexture( /*texture*/ ) { }
  39779. createTexture( /*texture*/ ) { }
  39780. copyTextureToBuffer( /*texture, x, y, width, height*/ ) {}
  39781. // attributes
  39782. createAttribute( /*attribute*/ ) { }
  39783. createIndexAttribute( /*attribute*/ ) { }
  39784. updateAttribute( /*attribute*/ ) { }
  39785. destroyAttribute( /*attribute*/ ) { }
  39786. // canvas
  39787. getContext() { }
  39788. updateSize() { }
  39789. // utils
  39790. resolveTimestampAsync( /*renderContext, type*/ ) { }
  39791. hasFeatureAsync( /*name*/ ) { } // return Boolean
  39792. hasFeature( /*name*/ ) { } // return Boolean
  39793. getInstanceCount( renderObject ) {
  39794. const { object, geometry } = renderObject;
  39795. return geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 );
  39796. }
  39797. getDrawingBufferSize() {
  39798. vector2 = vector2 || new Vector2();
  39799. return this.renderer.getDrawingBufferSize( vector2 );
  39800. }
  39801. getScissor() {
  39802. vector4 = vector4 || new Vector4();
  39803. return this.renderer.getScissor( vector4 );
  39804. }
  39805. setScissorTest( /*boolean*/ ) { }
  39806. getClearColor() {
  39807. const renderer = this.renderer;
  39808. color4 = color4 || new Color4();
  39809. renderer.getClearColor( color4 );
  39810. color4.getRGB( color4, this.renderer.currentColorSpace );
  39811. return color4;
  39812. }
  39813. getDomElement() {
  39814. let domElement = this.domElement;
  39815. if ( domElement === null ) {
  39816. domElement = ( this.parameters.canvas !== undefined ) ? this.parameters.canvas : createCanvasElement();
  39817. // OffscreenCanvas does not have setAttribute, see #22811
  39818. if ( 'setAttribute' in domElement ) domElement.setAttribute( 'data-engine', `three.js r${REVISION} webgpu` );
  39819. this.domElement = domElement;
  39820. }
  39821. return domElement;
  39822. }
  39823. // resource properties
  39824. set( object, value ) {
  39825. this.data.set( object, value );
  39826. }
  39827. get( object ) {
  39828. let map = this.data.get( object );
  39829. if ( map === undefined ) {
  39830. map = {};
  39831. this.data.set( object, map );
  39832. }
  39833. return map;
  39834. }
  39835. has( object ) {
  39836. return this.data.has( object );
  39837. }
  39838. delete( object ) {
  39839. this.data.delete( object );
  39840. }
  39841. }
  39842. let _id$1 = 0;
  39843. class DualAttributeData {
  39844. constructor( attributeData, dualBuffer ) {
  39845. this.buffers = [ attributeData.bufferGPU, dualBuffer ];
  39846. this.type = attributeData.type;
  39847. this.bufferType = attributeData.bufferType;
  39848. this.pbo = attributeData.pbo;
  39849. this.byteLength = attributeData.byteLength;
  39850. this.bytesPerElement = attributeData.BYTES_PER_ELEMENT;
  39851. this.version = attributeData.version;
  39852. this.isInteger = attributeData.isInteger;
  39853. this.activeBufferIndex = 0;
  39854. this.baseId = attributeData.id;
  39855. }
  39856. get id() {
  39857. return `${ this.baseId }|${ this.activeBufferIndex }`;
  39858. }
  39859. get bufferGPU() {
  39860. return this.buffers[ this.activeBufferIndex ];
  39861. }
  39862. get transformBuffer() {
  39863. return this.buffers[ this.activeBufferIndex ^ 1 ];
  39864. }
  39865. switchBuffers() {
  39866. this.activeBufferIndex ^= 1;
  39867. }
  39868. }
  39869. class WebGLAttributeUtils {
  39870. constructor( backend ) {
  39871. this.backend = backend;
  39872. }
  39873. createAttribute( attribute, bufferType ) {
  39874. const backend = this.backend;
  39875. const { gl } = backend;
  39876. const array = attribute.array;
  39877. const usage = attribute.usage || gl.STATIC_DRAW;
  39878. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39879. const bufferData = backend.get( bufferAttribute );
  39880. let bufferGPU = bufferData.bufferGPU;
  39881. if ( bufferGPU === undefined ) {
  39882. bufferGPU = this._createBuffer( gl, bufferType, array, usage );
  39883. bufferData.bufferGPU = bufferGPU;
  39884. bufferData.bufferType = bufferType;
  39885. bufferData.version = bufferAttribute.version;
  39886. }
  39887. //attribute.onUploadCallback();
  39888. let type;
  39889. if ( array instanceof Float32Array ) {
  39890. type = gl.FLOAT;
  39891. } else if ( array instanceof Uint16Array ) {
  39892. if ( attribute.isFloat16BufferAttribute ) {
  39893. type = gl.HALF_FLOAT;
  39894. } else {
  39895. type = gl.UNSIGNED_SHORT;
  39896. }
  39897. } else if ( array instanceof Int16Array ) {
  39898. type = gl.SHORT;
  39899. } else if ( array instanceof Uint32Array ) {
  39900. type = gl.UNSIGNED_INT;
  39901. } else if ( array instanceof Int32Array ) {
  39902. type = gl.INT;
  39903. } else if ( array instanceof Int8Array ) {
  39904. type = gl.BYTE;
  39905. } else if ( array instanceof Uint8Array ) {
  39906. type = gl.UNSIGNED_BYTE;
  39907. } else if ( array instanceof Uint8ClampedArray ) {
  39908. type = gl.UNSIGNED_BYTE;
  39909. } else {
  39910. throw new Error( 'THREE.WebGLBackend: Unsupported buffer data format: ' + array );
  39911. }
  39912. let attributeData = {
  39913. bufferGPU,
  39914. bufferType,
  39915. type,
  39916. byteLength: array.byteLength,
  39917. bytesPerElement: array.BYTES_PER_ELEMENT,
  39918. version: attribute.version,
  39919. pbo: attribute.pbo,
  39920. isInteger: type === gl.INT || type === gl.UNSIGNED_INT || attribute.gpuType === IntType,
  39921. id: _id$1 ++
  39922. };
  39923. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  39924. // create buffer for tranform feedback use
  39925. const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
  39926. attributeData = new DualAttributeData( attributeData, bufferGPUDual );
  39927. }
  39928. backend.set( attribute, attributeData );
  39929. }
  39930. updateAttribute( attribute ) {
  39931. const backend = this.backend;
  39932. const { gl } = backend;
  39933. const array = attribute.array;
  39934. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39935. const bufferData = backend.get( bufferAttribute );
  39936. const bufferType = bufferData.bufferType;
  39937. const updateRanges = attribute.isInterleavedBufferAttribute ? attribute.data.updateRanges : attribute.updateRanges;
  39938. gl.bindBuffer( bufferType, bufferData.bufferGPU );
  39939. if ( updateRanges.length === 0 ) {
  39940. // Not using update ranges
  39941. gl.bufferSubData( bufferType, 0, array );
  39942. } else {
  39943. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  39944. const range = updateRanges[ i ];
  39945. gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  39946. array, range.start, range.count );
  39947. }
  39948. bufferAttribute.clearUpdateRanges();
  39949. }
  39950. gl.bindBuffer( bufferType, null );
  39951. bufferData.version = bufferAttribute.version;
  39952. }
  39953. destroyAttribute( attribute ) {
  39954. const backend = this.backend;
  39955. const { gl } = backend;
  39956. if ( attribute.isInterleavedBufferAttribute ) {
  39957. backend.delete( attribute.data );
  39958. }
  39959. const attributeData = backend.get( attribute );
  39960. gl.deleteBuffer( attributeData.bufferGPU );
  39961. backend.delete( attribute );
  39962. }
  39963. async getArrayBufferAsync( attribute ) {
  39964. const backend = this.backend;
  39965. const { gl } = backend;
  39966. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  39967. const { bufferGPU } = backend.get( bufferAttribute );
  39968. const array = attribute.array;
  39969. const byteLength = array.byteLength;
  39970. gl.bindBuffer( gl.COPY_READ_BUFFER, bufferGPU );
  39971. const writeBuffer = gl.createBuffer();
  39972. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  39973. gl.bufferData( gl.COPY_WRITE_BUFFER, byteLength, gl.STREAM_READ );
  39974. gl.copyBufferSubData( gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, byteLength );
  39975. await backend.utils._clientWaitAsync();
  39976. const dstBuffer = new attribute.array.constructor( array.length );
  39977. // Ensure the buffer is bound before reading
  39978. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  39979. gl.getBufferSubData( gl.COPY_WRITE_BUFFER, 0, dstBuffer );
  39980. gl.deleteBuffer( writeBuffer );
  39981. gl.bindBuffer( gl.COPY_READ_BUFFER, null );
  39982. gl.bindBuffer( gl.COPY_WRITE_BUFFER, null );
  39983. return dstBuffer.buffer;
  39984. }
  39985. _createBuffer( gl, bufferType, array, usage ) {
  39986. const bufferGPU = gl.createBuffer();
  39987. gl.bindBuffer( bufferType, bufferGPU );
  39988. gl.bufferData( bufferType, array, usage );
  39989. gl.bindBuffer( bufferType, null );
  39990. return bufferGPU;
  39991. }
  39992. }
  39993. let initialized$1 = false, equationToGL, factorToGL;
  39994. class WebGLState {
  39995. constructor( backend ) {
  39996. this.backend = backend;
  39997. this.gl = this.backend.gl;
  39998. this.enabled = {};
  39999. this.currentFlipSided = null;
  40000. this.currentCullFace = null;
  40001. this.currentProgram = null;
  40002. this.currentBlendingEnabled = false;
  40003. this.currentBlending = null;
  40004. this.currentBlendSrc = null;
  40005. this.currentBlendDst = null;
  40006. this.currentBlendSrcAlpha = null;
  40007. this.currentBlendDstAlpha = null;
  40008. this.currentPremultipledAlpha = null;
  40009. this.currentPolygonOffsetFactor = null;
  40010. this.currentPolygonOffsetUnits = null;
  40011. this.currentColorMask = null;
  40012. this.currentDepthFunc = null;
  40013. this.currentDepthMask = null;
  40014. this.currentStencilFunc = null;
  40015. this.currentStencilRef = null;
  40016. this.currentStencilFuncMask = null;
  40017. this.currentStencilFail = null;
  40018. this.currentStencilZFail = null;
  40019. this.currentStencilZPass = null;
  40020. this.currentStencilMask = null;
  40021. this.currentLineWidth = null;
  40022. this.currentBoundFramebuffers = {};
  40023. this.currentDrawbuffers = new WeakMap();
  40024. this.maxTextures = this.gl.getParameter( this.gl.MAX_TEXTURE_IMAGE_UNITS );
  40025. this.currentTextureSlot = null;
  40026. this.currentBoundTextures = {};
  40027. this.currentBoundBufferBases = {};
  40028. if ( initialized$1 === false ) {
  40029. this._init( this.gl );
  40030. initialized$1 = true;
  40031. }
  40032. }
  40033. _init( gl ) {
  40034. // Store only WebGL constants here.
  40035. equationToGL = {
  40036. [ AddEquation ]: gl.FUNC_ADD,
  40037. [ SubtractEquation ]: gl.FUNC_SUBTRACT,
  40038. [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
  40039. };
  40040. factorToGL = {
  40041. [ ZeroFactor ]: gl.ZERO,
  40042. [ OneFactor ]: gl.ONE,
  40043. [ SrcColorFactor ]: gl.SRC_COLOR,
  40044. [ SrcAlphaFactor ]: gl.SRC_ALPHA,
  40045. [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
  40046. [ DstColorFactor ]: gl.DST_COLOR,
  40047. [ DstAlphaFactor ]: gl.DST_ALPHA,
  40048. [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
  40049. [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
  40050. [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
  40051. [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA
  40052. };
  40053. }
  40054. enable( id ) {
  40055. const { enabled } = this;
  40056. if ( enabled[ id ] !== true ) {
  40057. this.gl.enable( id );
  40058. enabled[ id ] = true;
  40059. }
  40060. }
  40061. disable( id ) {
  40062. const { enabled } = this;
  40063. if ( enabled[ id ] !== false ) {
  40064. this.gl.disable( id );
  40065. enabled[ id ] = false;
  40066. }
  40067. }
  40068. setFlipSided( flipSided ) {
  40069. if ( this.currentFlipSided !== flipSided ) {
  40070. const { gl } = this;
  40071. if ( flipSided ) {
  40072. gl.frontFace( gl.CW );
  40073. } else {
  40074. gl.frontFace( gl.CCW );
  40075. }
  40076. this.currentFlipSided = flipSided;
  40077. }
  40078. }
  40079. setCullFace( cullFace ) {
  40080. const { gl } = this;
  40081. if ( cullFace !== CullFaceNone ) {
  40082. this.enable( gl.CULL_FACE );
  40083. if ( cullFace !== this.currentCullFace ) {
  40084. if ( cullFace === CullFaceBack ) {
  40085. gl.cullFace( gl.BACK );
  40086. } else if ( cullFace === CullFaceFront ) {
  40087. gl.cullFace( gl.FRONT );
  40088. } else {
  40089. gl.cullFace( gl.FRONT_AND_BACK );
  40090. }
  40091. }
  40092. } else {
  40093. this.disable( gl.CULL_FACE );
  40094. }
  40095. this.currentCullFace = cullFace;
  40096. }
  40097. setLineWidth( width ) {
  40098. const { currentLineWidth, gl } = this;
  40099. if ( width !== currentLineWidth ) {
  40100. gl.lineWidth( width );
  40101. this.currentLineWidth = width;
  40102. }
  40103. }
  40104. setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  40105. const { gl } = this;
  40106. if ( blending === NoBlending ) {
  40107. if ( this.currentBlendingEnabled === true ) {
  40108. this.disable( gl.BLEND );
  40109. this.currentBlendingEnabled = false;
  40110. }
  40111. return;
  40112. }
  40113. if ( this.currentBlendingEnabled === false ) {
  40114. this.enable( gl.BLEND );
  40115. this.currentBlendingEnabled = true;
  40116. }
  40117. if ( blending !== CustomBlending ) {
  40118. if ( blending !== this.currentBlending || premultipliedAlpha !== this.currentPremultipledAlpha ) {
  40119. if ( this.currentBlendEquation !== AddEquation || this.currentBlendEquationAlpha !== AddEquation ) {
  40120. gl.blendEquation( gl.FUNC_ADD );
  40121. this.currentBlendEquation = AddEquation;
  40122. this.currentBlendEquationAlpha = AddEquation;
  40123. }
  40124. if ( premultipliedAlpha ) {
  40125. switch ( blending ) {
  40126. case NormalBlending:
  40127. gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  40128. break;
  40129. case AdditiveBlending:
  40130. gl.blendFunc( gl.ONE, gl.ONE );
  40131. break;
  40132. case SubtractiveBlending:
  40133. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  40134. break;
  40135. case MultiplyBlending:
  40136. gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  40137. break;
  40138. default:
  40139. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  40140. break;
  40141. }
  40142. } else {
  40143. switch ( blending ) {
  40144. case NormalBlending:
  40145. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  40146. break;
  40147. case AdditiveBlending:
  40148. gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  40149. break;
  40150. case SubtractiveBlending:
  40151. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  40152. break;
  40153. case MultiplyBlending:
  40154. gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  40155. break;
  40156. default:
  40157. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  40158. break;
  40159. }
  40160. }
  40161. this.currentBlendSrc = null;
  40162. this.currentBlendDst = null;
  40163. this.currentBlendSrcAlpha = null;
  40164. this.currentBlendDstAlpha = null;
  40165. this.currentBlending = blending;
  40166. this.currentPremultipledAlpha = premultipliedAlpha;
  40167. }
  40168. return;
  40169. }
  40170. // custom blending
  40171. blendEquationAlpha = blendEquationAlpha || blendEquation;
  40172. blendSrcAlpha = blendSrcAlpha || blendSrc;
  40173. blendDstAlpha = blendDstAlpha || blendDst;
  40174. if ( blendEquation !== this.currentBlendEquation || blendEquationAlpha !== this.currentBlendEquationAlpha ) {
  40175. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  40176. this.currentBlendEquation = blendEquation;
  40177. this.currentBlendEquationAlpha = blendEquationAlpha;
  40178. }
  40179. if ( blendSrc !== this.currentBlendSrc || blendDst !== this.currentBlendDst || blendSrcAlpha !== this.currentBlendSrcAlpha || blendDstAlpha !== this.currentBlendDstAlpha ) {
  40180. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  40181. this.currentBlendSrc = blendSrc;
  40182. this.currentBlendDst = blendDst;
  40183. this.currentBlendSrcAlpha = blendSrcAlpha;
  40184. this.currentBlendDstAlpha = blendDstAlpha;
  40185. }
  40186. this.currentBlending = blending;
  40187. this.currentPremultipledAlpha = false;
  40188. }
  40189. setColorMask( colorMask ) {
  40190. if ( this.currentColorMask !== colorMask ) {
  40191. this.gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  40192. this.currentColorMask = colorMask;
  40193. }
  40194. }
  40195. setDepthTest( depthTest ) {
  40196. const { gl } = this;
  40197. if ( depthTest ) {
  40198. this.enable( gl.DEPTH_TEST );
  40199. } else {
  40200. this.disable( gl.DEPTH_TEST );
  40201. }
  40202. }
  40203. setDepthMask( depthMask ) {
  40204. if ( this.currentDepthMask !== depthMask ) {
  40205. this.gl.depthMask( depthMask );
  40206. this.currentDepthMask = depthMask;
  40207. }
  40208. }
  40209. setDepthFunc( depthFunc ) {
  40210. if ( this.currentDepthFunc !== depthFunc ) {
  40211. const { gl } = this;
  40212. switch ( depthFunc ) {
  40213. case NeverDepth:
  40214. gl.depthFunc( gl.NEVER );
  40215. break;
  40216. case AlwaysDepth:
  40217. gl.depthFunc( gl.ALWAYS );
  40218. break;
  40219. case LessDepth:
  40220. gl.depthFunc( gl.LESS );
  40221. break;
  40222. case LessEqualDepth:
  40223. gl.depthFunc( gl.LEQUAL );
  40224. break;
  40225. case EqualDepth:
  40226. gl.depthFunc( gl.EQUAL );
  40227. break;
  40228. case GreaterEqualDepth:
  40229. gl.depthFunc( gl.GEQUAL );
  40230. break;
  40231. case GreaterDepth:
  40232. gl.depthFunc( gl.GREATER );
  40233. break;
  40234. case NotEqualDepth:
  40235. gl.depthFunc( gl.NOTEQUAL );
  40236. break;
  40237. default:
  40238. gl.depthFunc( gl.LEQUAL );
  40239. }
  40240. this.currentDepthFunc = depthFunc;
  40241. }
  40242. }
  40243. setStencilTest( stencilTest ) {
  40244. const { gl } = this;
  40245. if ( stencilTest ) {
  40246. this.enable( gl.STENCIL_TEST );
  40247. } else {
  40248. this.disable( gl.STENCIL_TEST );
  40249. }
  40250. }
  40251. setStencilMask( stencilMask ) {
  40252. if ( this.currentStencilMask !== stencilMask ) {
  40253. this.gl.stencilMask( stencilMask );
  40254. this.currentStencilMask = stencilMask;
  40255. }
  40256. }
  40257. setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
  40258. if ( this.currentStencilFunc !== stencilFunc ||
  40259. this.currentStencilRef !== stencilRef ||
  40260. this.currentStencilFuncMask !== stencilMask ) {
  40261. this.gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  40262. this.currentStencilFunc = stencilFunc;
  40263. this.currentStencilRef = stencilRef;
  40264. this.currentStencilFuncMask = stencilMask;
  40265. }
  40266. }
  40267. setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
  40268. if ( this.currentStencilFail !== stencilFail ||
  40269. this.currentStencilZFail !== stencilZFail ||
  40270. this.currentStencilZPass !== stencilZPass ) {
  40271. this.gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  40272. this.currentStencilFail = stencilFail;
  40273. this.currentStencilZFail = stencilZFail;
  40274. this.currentStencilZPass = stencilZPass;
  40275. }
  40276. }
  40277. setMaterial( material, frontFaceCW ) {
  40278. const { gl } = this;
  40279. material.side === DoubleSide
  40280. ? this.disable( gl.CULL_FACE )
  40281. : this.enable( gl.CULL_FACE );
  40282. let flipSided = ( material.side === BackSide );
  40283. if ( frontFaceCW ) flipSided = ! flipSided;
  40284. this.setFlipSided( flipSided );
  40285. ( material.blending === NormalBlending && material.transparent === false )
  40286. ? this.setBlending( NoBlending )
  40287. : this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  40288. this.setDepthFunc( material.depthFunc );
  40289. this.setDepthTest( material.depthTest );
  40290. this.setDepthMask( material.depthWrite );
  40291. this.setColorMask( material.colorWrite );
  40292. const stencilWrite = material.stencilWrite;
  40293. this.setStencilTest( stencilWrite );
  40294. if ( stencilWrite ) {
  40295. this.setStencilMask( material.stencilWriteMask );
  40296. this.setStencilFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  40297. this.setStencilOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  40298. }
  40299. this.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  40300. material.alphaToCoverage === true
  40301. ? this.enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
  40302. : this.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );
  40303. }
  40304. setPolygonOffset( polygonOffset, factor, units ) {
  40305. const { gl } = this;
  40306. if ( polygonOffset ) {
  40307. this.enable( gl.POLYGON_OFFSET_FILL );
  40308. if ( this.currentPolygonOffsetFactor !== factor || this.currentPolygonOffsetUnits !== units ) {
  40309. gl.polygonOffset( factor, units );
  40310. this.currentPolygonOffsetFactor = factor;
  40311. this.currentPolygonOffsetUnits = units;
  40312. }
  40313. } else {
  40314. this.disable( gl.POLYGON_OFFSET_FILL );
  40315. }
  40316. }
  40317. useProgram( program ) {
  40318. if ( this.currentProgram !== program ) {
  40319. this.gl.useProgram( program );
  40320. this.currentProgram = program;
  40321. return true;
  40322. }
  40323. return false;
  40324. }
  40325. // framebuffer
  40326. bindFramebuffer( target, framebuffer ) {
  40327. const { gl, currentBoundFramebuffers } = this;
  40328. if ( currentBoundFramebuffers[ target ] !== framebuffer ) {
  40329. gl.bindFramebuffer( target, framebuffer );
  40330. currentBoundFramebuffers[ target ] = framebuffer;
  40331. // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
  40332. if ( target === gl.DRAW_FRAMEBUFFER ) {
  40333. currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;
  40334. }
  40335. if ( target === gl.FRAMEBUFFER ) {
  40336. currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;
  40337. }
  40338. return true;
  40339. }
  40340. return false;
  40341. }
  40342. drawBuffers( renderContext, framebuffer ) {
  40343. const { gl } = this;
  40344. let drawBuffers = [];
  40345. let needsUpdate = false;
  40346. if ( renderContext.textures !== null ) {
  40347. drawBuffers = this.currentDrawbuffers.get( framebuffer );
  40348. if ( drawBuffers === undefined ) {
  40349. drawBuffers = [];
  40350. this.currentDrawbuffers.set( framebuffer, drawBuffers );
  40351. }
  40352. const textures = renderContext.textures;
  40353. if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {
  40354. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  40355. drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;
  40356. }
  40357. drawBuffers.length = textures.length;
  40358. needsUpdate = true;
  40359. }
  40360. } else {
  40361. if ( drawBuffers[ 0 ] !== gl.BACK ) {
  40362. drawBuffers[ 0 ] = gl.BACK;
  40363. needsUpdate = true;
  40364. }
  40365. }
  40366. if ( needsUpdate ) {
  40367. gl.drawBuffers( drawBuffers );
  40368. }
  40369. }
  40370. // texture
  40371. activeTexture( webglSlot ) {
  40372. const { gl, currentTextureSlot, maxTextures } = this;
  40373. if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  40374. if ( currentTextureSlot !== webglSlot ) {
  40375. gl.activeTexture( webglSlot );
  40376. this.currentTextureSlot = webglSlot;
  40377. }
  40378. }
  40379. bindTexture( webglType, webglTexture, webglSlot ) {
  40380. const { gl, currentTextureSlot, currentBoundTextures, maxTextures } = this;
  40381. if ( webglSlot === undefined ) {
  40382. if ( currentTextureSlot === null ) {
  40383. webglSlot = gl.TEXTURE0 + maxTextures - 1;
  40384. } else {
  40385. webglSlot = currentTextureSlot;
  40386. }
  40387. }
  40388. let boundTexture = currentBoundTextures[ webglSlot ];
  40389. if ( boundTexture === undefined ) {
  40390. boundTexture = { type: undefined, texture: undefined };
  40391. currentBoundTextures[ webglSlot ] = boundTexture;
  40392. }
  40393. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  40394. if ( currentTextureSlot !== webglSlot ) {
  40395. gl.activeTexture( webglSlot );
  40396. this.currentTextureSlot = webglSlot;
  40397. }
  40398. gl.bindTexture( webglType, webglTexture );
  40399. boundTexture.type = webglType;
  40400. boundTexture.texture = webglTexture;
  40401. }
  40402. }
  40403. bindBufferBase( target, index, buffer ) {
  40404. const { gl } = this;
  40405. const key = `${target}-${index}`;
  40406. if ( this.currentBoundBufferBases[ key ] !== buffer ) {
  40407. gl.bindBufferBase( target, index, buffer );
  40408. this.currentBoundBufferBases[ key ] = buffer;
  40409. return true;
  40410. }
  40411. return false;
  40412. }
  40413. unbindTexture() {
  40414. const { gl, currentTextureSlot, currentBoundTextures } = this;
  40415. const boundTexture = currentBoundTextures[ currentTextureSlot ];
  40416. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  40417. gl.bindTexture( boundTexture.type, null );
  40418. boundTexture.type = undefined;
  40419. boundTexture.texture = undefined;
  40420. }
  40421. }
  40422. }
  40423. class WebGLUtils {
  40424. constructor( backend ) {
  40425. this.backend = backend;
  40426. this.gl = this.backend.gl;
  40427. this.extensions = backend.extensions;
  40428. }
  40429. convert( p, colorSpace = NoColorSpace ) {
  40430. const { gl, extensions } = this;
  40431. let extension;
  40432. if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
  40433. if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
  40434. if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
  40435. if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
  40436. if ( p === ByteType ) return gl.BYTE;
  40437. if ( p === ShortType ) return gl.SHORT;
  40438. if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
  40439. if ( p === IntType ) return gl.INT;
  40440. if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
  40441. if ( p === FloatType ) return gl.FLOAT;
  40442. if ( p === HalfFloatType ) {
  40443. return gl.HALF_FLOAT;
  40444. }
  40445. if ( p === AlphaFormat ) return gl.ALPHA;
  40446. if ( p === RGBFormat ) return gl.RGB;
  40447. if ( p === RGBAFormat ) return gl.RGBA;
  40448. if ( p === LuminanceFormat ) return gl.LUMINANCE;
  40449. if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
  40450. if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
  40451. if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;
  40452. // WebGL2 formats.
  40453. if ( p === RedFormat ) return gl.RED;
  40454. if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
  40455. if ( p === RGFormat ) return gl.RG;
  40456. if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
  40457. if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;
  40458. // S3TC
  40459. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  40460. if ( colorSpace === SRGBColorSpace ) {
  40461. extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
  40462. if ( extension !== null ) {
  40463. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
  40464. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  40465. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  40466. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
  40467. } else {
  40468. return null;
  40469. }
  40470. } else {
  40471. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  40472. if ( extension !== null ) {
  40473. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  40474. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  40475. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  40476. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  40477. } else {
  40478. return null;
  40479. }
  40480. }
  40481. }
  40482. // PVRTC
  40483. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  40484. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  40485. if ( extension !== null ) {
  40486. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  40487. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  40488. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  40489. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  40490. } else {
  40491. return null;
  40492. }
  40493. }
  40494. // ETC
  40495. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  40496. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  40497. if ( extension !== null ) {
  40498. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
  40499. if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
  40500. } else {
  40501. return null;
  40502. }
  40503. }
  40504. // ASTC
  40505. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  40506. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  40507. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  40508. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  40509. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  40510. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  40511. if ( extension !== null ) {
  40512. if ( p === RGBA_ASTC_4x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
  40513. if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
  40514. if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
  40515. if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
  40516. if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
  40517. if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
  40518. if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
  40519. if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
  40520. if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
  40521. if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
  40522. if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
  40523. if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
  40524. if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
  40525. if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
  40526. } else {
  40527. return null;
  40528. }
  40529. }
  40530. // BPTC
  40531. if ( p === RGBA_BPTC_Format ) {
  40532. extension = extensions.get( 'EXT_texture_compression_bptc' );
  40533. if ( extension !== null ) {
  40534. if ( p === RGBA_BPTC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
  40535. } else {
  40536. return null;
  40537. }
  40538. }
  40539. // RGTC
  40540. if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {
  40541. extension = extensions.get( 'EXT_texture_compression_rgtc' );
  40542. if ( extension !== null ) {
  40543. if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
  40544. if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
  40545. if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
  40546. if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
  40547. } else {
  40548. return null;
  40549. }
  40550. }
  40551. //
  40552. if ( p === UnsignedInt248Type ) {
  40553. return gl.UNSIGNED_INT_24_8;
  40554. }
  40555. // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)
  40556. return ( gl[ p ] !== undefined ) ? gl[ p ] : null;
  40557. }
  40558. _clientWaitAsync() {
  40559. const { gl } = this;
  40560. const sync = gl.fenceSync( gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
  40561. gl.flush();
  40562. return new Promise( ( resolve, reject ) => {
  40563. function test() {
  40564. const res = gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 );
  40565. if ( res === gl.WAIT_FAILED ) {
  40566. gl.deleteSync( sync );
  40567. reject();
  40568. return;
  40569. }
  40570. if ( res === gl.TIMEOUT_EXPIRED ) {
  40571. requestAnimationFrame( test );
  40572. return;
  40573. }
  40574. gl.deleteSync( sync );
  40575. resolve();
  40576. }
  40577. test();
  40578. } );
  40579. }
  40580. }
  40581. let initialized = false, wrappingToGL, filterToGL, compareToGL;
  40582. class WebGLTextureUtils {
  40583. constructor( backend ) {
  40584. this.backend = backend;
  40585. this.gl = backend.gl;
  40586. this.extensions = backend.extensions;
  40587. this.defaultTextures = {};
  40588. if ( initialized === false ) {
  40589. this._init( this.gl );
  40590. initialized = true;
  40591. }
  40592. }
  40593. _init( gl ) {
  40594. // Store only WebGL constants here.
  40595. wrappingToGL = {
  40596. [ RepeatWrapping ]: gl.REPEAT,
  40597. [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE,
  40598. [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT
  40599. };
  40600. filterToGL = {
  40601. [ NearestFilter ]: gl.NEAREST,
  40602. [ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST,
  40603. [ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR,
  40604. [ LinearFilter ]: gl.LINEAR,
  40605. [ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST,
  40606. [ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR
  40607. };
  40608. compareToGL = {
  40609. [ NeverCompare ]: gl.NEVER,
  40610. [ AlwaysCompare ]: gl.ALWAYS,
  40611. [ LessCompare ]: gl.LESS,
  40612. [ LessEqualCompare ]: gl.LEQUAL,
  40613. [ EqualCompare ]: gl.EQUAL,
  40614. [ GreaterEqualCompare ]: gl.GEQUAL,
  40615. [ GreaterCompare ]: gl.GREATER,
  40616. [ NotEqualCompare ]: gl.NOTEQUAL
  40617. };
  40618. }
  40619. filterFallback( f ) {
  40620. const { gl } = this;
  40621. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  40622. return gl.NEAREST;
  40623. }
  40624. return gl.LINEAR;
  40625. }
  40626. getGLTextureType( texture ) {
  40627. const { gl } = this;
  40628. let glTextureType;
  40629. if ( texture.isCubeTexture === true ) {
  40630. glTextureType = gl.TEXTURE_CUBE_MAP;
  40631. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  40632. glTextureType = gl.TEXTURE_2D_ARRAY;
  40633. } else if ( texture.isData3DTexture === true ) { // TODO: isCompressed3DTexture, wait for #26642
  40634. glTextureType = gl.TEXTURE_3D;
  40635. } else {
  40636. glTextureType = gl.TEXTURE_2D;
  40637. }
  40638. return glTextureType;
  40639. }
  40640. getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
  40641. const { gl, extensions } = this;
  40642. if ( internalFormatName !== null ) {
  40643. if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ];
  40644. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  40645. }
  40646. let internalFormat = glFormat;
  40647. if ( glFormat === gl.RED ) {
  40648. if ( glType === gl.FLOAT ) internalFormat = gl.R32F;
  40649. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F;
  40650. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8;
  40651. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16;
  40652. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  40653. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  40654. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  40655. if ( glType === gl.INT ) internalFormat = gl.R32I;
  40656. }
  40657. if ( glFormat === gl.RED_INTEGER ) {
  40658. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI;
  40659. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI;
  40660. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  40661. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  40662. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  40663. if ( glType === gl.INT ) internalFormat = gl.R32I;
  40664. }
  40665. if ( glFormat === gl.RG ) {
  40666. if ( glType === gl.FLOAT ) internalFormat = gl.RG32F;
  40667. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F;
  40668. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8;
  40669. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16;
  40670. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  40671. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  40672. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  40673. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  40674. }
  40675. if ( glFormat === gl.RG_INTEGER ) {
  40676. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI;
  40677. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI;
  40678. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  40679. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  40680. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  40681. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  40682. }
  40683. if ( glFormat === gl.RGB ) {
  40684. if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F;
  40685. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F;
  40686. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8;
  40687. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16;
  40688. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  40689. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  40690. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  40691. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  40692. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8 : gl.RGB8;
  40693. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565;
  40694. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  40695. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4;
  40696. if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5;
  40697. }
  40698. if ( glFormat === gl.RGB_INTEGER ) {
  40699. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI;
  40700. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI;
  40701. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  40702. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  40703. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  40704. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  40705. }
  40706. if ( glFormat === gl.RGBA ) {
  40707. if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F;
  40708. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F;
  40709. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8;
  40710. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16;
  40711. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  40712. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  40713. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  40714. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  40715. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8_ALPHA8 : gl.RGBA8;
  40716. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4;
  40717. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  40718. }
  40719. if ( glFormat === gl.RGBA_INTEGER ) {
  40720. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI;
  40721. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI;
  40722. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  40723. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  40724. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  40725. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  40726. }
  40727. if ( glFormat === gl.DEPTH_COMPONENT ) {
  40728. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH24_STENCIL8;
  40729. if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F;
  40730. }
  40731. if ( glFormat === gl.DEPTH_STENCIL ) {
  40732. if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8;
  40733. }
  40734. if ( internalFormat === gl.R16F || internalFormat === gl.R32F ||
  40735. internalFormat === gl.RG16F || internalFormat === gl.RG32F ||
  40736. internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) {
  40737. extensions.get( 'EXT_color_buffer_float' );
  40738. }
  40739. return internalFormat;
  40740. }
  40741. setTextureParameters( textureType, texture ) {
  40742. const { gl, extensions, backend } = this;
  40743. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  40744. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  40745. gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  40746. gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE );
  40747. gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  40748. gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  40749. if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) {
  40750. gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  40751. }
  40752. gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  40753. const hasMipmaps = texture.mipmaps !== undefined && texture.mipmaps.length > 0;
  40754. // follow WebGPU backend mapping for texture filtering
  40755. const minFilter = texture.minFilter === LinearFilter && hasMipmaps ? LinearMipmapLinearFilter : texture.minFilter;
  40756. gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] );
  40757. if ( texture.compareFunction ) {
  40758. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE );
  40759. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );
  40760. }
  40761. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  40762. if ( texture.magFilter === NearestFilter ) return;
  40763. if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
  40764. if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
  40765. if ( texture.anisotropy > 1 ) {
  40766. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  40767. gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) );
  40768. }
  40769. }
  40770. }
  40771. createDefaultTexture( texture ) {
  40772. const { gl, backend, defaultTextures } = this;
  40773. const glTextureType = this.getGLTextureType( texture );
  40774. let textureGPU = defaultTextures[ glTextureType ];
  40775. if ( textureGPU === undefined ) {
  40776. textureGPU = gl.createTexture();
  40777. backend.state.bindTexture( glTextureType, textureGPU );
  40778. gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  40779. gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  40780. // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
  40781. defaultTextures[ glTextureType ] = textureGPU;
  40782. }
  40783. backend.set( texture, {
  40784. textureGPU,
  40785. glTextureType,
  40786. isDefault: true
  40787. } );
  40788. }
  40789. createTexture( texture, options ) {
  40790. const { gl, backend } = this;
  40791. const { levels, width, height, depth } = options;
  40792. const glFormat = backend.utils.convert( texture.format, texture.colorSpace );
  40793. const glType = backend.utils.convert( texture.type );
  40794. const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
  40795. const textureGPU = gl.createTexture();
  40796. const glTextureType = this.getGLTextureType( texture );
  40797. backend.state.bindTexture( glTextureType, textureGPU );
  40798. this.setTextureParameters( glTextureType, texture );
  40799. if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
  40800. gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth );
  40801. } else if ( texture.isData3DTexture ) {
  40802. gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth );
  40803. } else if ( ! texture.isVideoTexture ) {
  40804. gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );
  40805. }
  40806. backend.set( texture, {
  40807. textureGPU,
  40808. glTextureType,
  40809. glFormat,
  40810. glType,
  40811. glInternalFormat
  40812. } );
  40813. }
  40814. copyBufferToTexture( buffer, texture ) {
  40815. const { gl, backend } = this;
  40816. const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture );
  40817. const { width, height } = texture.source.data;
  40818. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer );
  40819. backend.state.bindTexture( glTextureType, textureGPU );
  40820. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
  40821. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
  40822. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 );
  40823. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null );
  40824. backend.state.unbindTexture();
  40825. // debug
  40826. // const framebuffer = gl.createFramebuffer();
  40827. // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer );
  40828. // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 );
  40829. // const readout = new Float32Array( width * height * 4 );
  40830. // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT );
  40831. // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE );
  40832. // gl.readPixels( 0, 0, width, height, altFormat, altType, readout );
  40833. // gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  40834. // console.log( readout );
  40835. }
  40836. updateTexture( texture, options ) {
  40837. const { gl } = this;
  40838. const { width, height } = options;
  40839. const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture );
  40840. if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) )
  40841. return;
  40842. const getImage = ( source ) => {
  40843. if ( source.isDataTexture ) {
  40844. return source.image.data;
  40845. } else if ( source instanceof ImageBitmap || source instanceof OffscreenCanvas || source instanceof HTMLImageElement || source instanceof HTMLCanvasElement ) {
  40846. return source;
  40847. }
  40848. return source.data;
  40849. };
  40850. this.backend.state.bindTexture( glTextureType, textureGPU );
  40851. this.setTextureParameters( glTextureType, texture );
  40852. if ( texture.isCompressedTexture ) {
  40853. const mipmaps = texture.mipmaps;
  40854. const image = options.image;
  40855. for ( let i = 0; i < mipmaps.length; i ++ ) {
  40856. const mipmap = mipmaps[ i ];
  40857. if ( texture.isCompressedArrayTexture ) {
  40858. if ( texture.format !== gl.RGBA ) {
  40859. if ( glFormat !== null ) {
  40860. gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );
  40861. } else {
  40862. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  40863. }
  40864. } else {
  40865. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );
  40866. }
  40867. } else {
  40868. if ( glFormat !== null ) {
  40869. gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
  40870. } else {
  40871. console.warn( 'Unsupported compressed texture format' );
  40872. }
  40873. }
  40874. }
  40875. } else if ( texture.isCubeTexture ) {
  40876. const images = options.images;
  40877. for ( let i = 0; i < 6; i ++ ) {
  40878. const image = getImage( images[ i ] );
  40879. gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );
  40880. }
  40881. } else if ( texture.isDataArrayTexture ) {
  40882. const image = options.image;
  40883. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  40884. } else if ( texture.isData3DTexture ) {
  40885. const image = options.image;
  40886. gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  40887. } else if ( texture.isVideoTexture ) {
  40888. texture.update();
  40889. gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );
  40890. } else {
  40891. const image = getImage( options.image );
  40892. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );
  40893. }
  40894. }
  40895. generateMipmaps( texture ) {
  40896. const { gl, backend } = this;
  40897. const { textureGPU, glTextureType } = backend.get( texture );
  40898. backend.state.bindTexture( glTextureType, textureGPU );
  40899. gl.generateMipmap( glTextureType );
  40900. }
  40901. deallocateRenderBuffers( renderTarget ) {
  40902. const { gl, backend } = this;
  40903. // remove framebuffer reference
  40904. if ( renderTarget ) {
  40905. const renderContextData = backend.get( renderTarget );
  40906. renderContextData.renderBufferStorageSetup = undefined;
  40907. if ( renderContextData.framebuffers ) {
  40908. for ( const cacheKey in renderContextData.framebuffers ) {
  40909. gl.deleteFramebuffer( renderContextData.framebuffers[ cacheKey ] );
  40910. }
  40911. delete renderContextData.framebuffers;
  40912. }
  40913. if ( renderContextData.depthRenderbuffer ) {
  40914. gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
  40915. delete renderContextData.depthRenderbuffer;
  40916. }
  40917. if ( renderContextData.stencilRenderbuffer ) {
  40918. gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
  40919. delete renderContextData.stencilRenderbuffer;
  40920. }
  40921. if ( renderContextData.msaaFrameBuffer ) {
  40922. gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
  40923. delete renderContextData.msaaFrameBuffer;
  40924. }
  40925. if ( renderContextData.msaaRenderbuffers ) {
  40926. for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {
  40927. gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );
  40928. }
  40929. delete renderContextData.msaaRenderbuffers;
  40930. }
  40931. }
  40932. }
  40933. destroyTexture( texture ) {
  40934. const { gl, backend } = this;
  40935. const { textureGPU, renderTarget } = backend.get( texture );
  40936. this.deallocateRenderBuffers( renderTarget );
  40937. gl.deleteTexture( textureGPU );
  40938. backend.delete( texture );
  40939. }
  40940. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  40941. const { gl, backend } = this;
  40942. const { state } = this.backend;
  40943. const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture );
  40944. let width, height, minX, minY;
  40945. let dstX, dstY;
  40946. if ( srcRegion !== null ) {
  40947. width = srcRegion.max.x - srcRegion.min.x;
  40948. height = srcRegion.max.y - srcRegion.min.y;
  40949. minX = srcRegion.min.x;
  40950. minY = srcRegion.min.y;
  40951. } else {
  40952. width = srcTexture.image.width;
  40953. height = srcTexture.image.height;
  40954. minX = 0;
  40955. minY = 0;
  40956. }
  40957. if ( dstPosition !== null ) {
  40958. dstX = dstPosition.x;
  40959. dstY = dstPosition.y;
  40960. } else {
  40961. dstX = 0;
  40962. dstY = 0;
  40963. }
  40964. state.bindTexture( glTextureType, dstTextureGPU );
  40965. // As another texture upload may have changed pixelStorei
  40966. // parameters, make sure they are correct for the dstTexture
  40967. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  40968. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  40969. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  40970. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  40971. const currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH );
  40972. const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT );
  40973. const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS );
  40974. const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS );
  40975. const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES );
  40976. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
  40977. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width );
  40978. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height );
  40979. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX );
  40980. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY );
  40981. if ( srcTexture.isDataTexture ) {
  40982. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );
  40983. } else {
  40984. if ( srcTexture.isCompressedTexture ) {
  40985. gl.compressedTexSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );
  40986. } else {
  40987. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image );
  40988. }
  40989. }
  40990. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
  40991. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
  40992. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
  40993. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
  40994. gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
  40995. // Generate mipmaps only when copying level 0
  40996. if ( level === 0 && dstTexture.generateMipmaps ) gl.generateMipmap( gl.TEXTURE_2D );
  40997. state.unbindTexture();
  40998. }
  40999. copyFramebufferToTexture( texture, renderContext ) {
  41000. const { gl } = this;
  41001. const { state } = this.backend;
  41002. const { textureGPU } = this.backend.get( texture );
  41003. const width = texture.image.width;
  41004. const height = texture.image.height;
  41005. const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 );
  41006. if ( requireDrawFrameBuffer ) {
  41007. let mask;
  41008. let attachment;
  41009. if ( texture.isDepthTexture === true ) {
  41010. mask = gl.DEPTH_BUFFER_BIT;
  41011. attachment = gl.DEPTH_ATTACHMENT;
  41012. if ( renderContext.stencil ) {
  41013. mask |= gl.STENCIL_BUFFER_BIT;
  41014. }
  41015. } else {
  41016. mask = gl.COLOR_BUFFER_BIT;
  41017. attachment = gl.COLOR_ATTACHMENT0;
  41018. }
  41019. const fb = gl.createFramebuffer();
  41020. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  41021. gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 );
  41022. gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST );
  41023. gl.deleteFramebuffer( fb );
  41024. } else {
  41025. state.bindTexture( gl.TEXTURE_2D, textureGPU );
  41026. gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height );
  41027. state.unbindTexture();
  41028. }
  41029. if ( texture.generateMipmaps ) this.generateMipmaps( texture );
  41030. this.backend._setFramebuffer( renderContext );
  41031. }
  41032. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  41033. setupRenderBufferStorage( renderbuffer, renderContext ) {
  41034. const { gl } = this;
  41035. const renderTarget = renderContext.renderTarget;
  41036. const { samples, depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;
  41037. gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
  41038. if ( depthBuffer && ! stencilBuffer ) {
  41039. let glInternalFormat = gl.DEPTH_COMPONENT24;
  41040. if ( samples > 0 ) {
  41041. if ( depthTexture && depthTexture.isDepthTexture ) {
  41042. if ( depthTexture.type === gl.FLOAT ) {
  41043. glInternalFormat = gl.DEPTH_COMPONENT32F;
  41044. }
  41045. }
  41046. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );
  41047. } else {
  41048. gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );
  41049. }
  41050. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  41051. } else if ( depthBuffer && stencilBuffer ) {
  41052. if ( samples > 0 ) {
  41053. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height );
  41054. } else {
  41055. gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height );
  41056. }
  41057. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  41058. }
  41059. }
  41060. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  41061. const { backend, gl } = this;
  41062. const { textureGPU, glFormat, glType } = this.backend.get( texture );
  41063. const fb = gl.createFramebuffer();
  41064. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
  41065. const target = texture.isCubeTexture ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;
  41066. gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, textureGPU, 0 );
  41067. const typedArrayType = this._getTypedArrayType( glType );
  41068. const bytesPerTexel = this._getBytesPerTexel( glType, glFormat );
  41069. const elementCount = width * height;
  41070. const byteLength = elementCount * bytesPerTexel;
  41071. const buffer = gl.createBuffer();
  41072. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  41073. gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ );
  41074. gl.readPixels( x, y, width, height, glFormat, glType, 0 );
  41075. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  41076. await backend.utils._clientWaitAsync();
  41077. const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT );
  41078. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  41079. gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer );
  41080. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  41081. gl.deleteFramebuffer( fb );
  41082. return dstBuffer;
  41083. }
  41084. _getTypedArrayType( glType ) {
  41085. const { gl } = this;
  41086. if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array;
  41087. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array;
  41088. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array;
  41089. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array;
  41090. if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array;
  41091. if ( glType === gl.UNSIGNED_INT ) return Uint32Array;
  41092. if ( glType === gl.HALF_FLOAT ) return Uint16Array;
  41093. if ( glType === gl.FLOAT ) return Float32Array;
  41094. throw new Error( `Unsupported WebGL type: ${glType}` );
  41095. }
  41096. _getBytesPerTexel( glType, glFormat ) {
  41097. const { gl } = this;
  41098. let bytesPerComponent = 0;
  41099. if ( glType === gl.UNSIGNED_BYTE ) bytesPerComponent = 1;
  41100. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ||
  41101. glType === gl.UNSIGNED_SHORT_5_5_5_1 ||
  41102. glType === gl.UNSIGNED_SHORT_5_6_5 ||
  41103. glType === gl.UNSIGNED_SHORT ||
  41104. glType === gl.HALF_FLOAT ) bytesPerComponent = 2;
  41105. if ( glType === gl.UNSIGNED_INT ||
  41106. glType === gl.FLOAT ) bytesPerComponent = 4;
  41107. if ( glFormat === gl.RGBA ) return bytesPerComponent * 4;
  41108. if ( glFormat === gl.RGB ) return bytesPerComponent * 3;
  41109. if ( glFormat === gl.ALPHA ) return bytesPerComponent;
  41110. }
  41111. }
  41112. class WebGLExtensions {
  41113. constructor( backend ) {
  41114. this.backend = backend;
  41115. this.gl = this.backend.gl;
  41116. this.availableExtensions = this.gl.getSupportedExtensions();
  41117. this.extensions = {};
  41118. }
  41119. get( name ) {
  41120. let extension = this.extensions[ name ];
  41121. if ( extension === undefined ) {
  41122. extension = this.gl.getExtension( name );
  41123. this.extensions[ name ] = extension;
  41124. }
  41125. return extension;
  41126. }
  41127. has( name ) {
  41128. return this.availableExtensions.includes( name );
  41129. }
  41130. }
  41131. class WebGLCapabilities {
  41132. constructor( backend ) {
  41133. this.backend = backend;
  41134. this.maxAnisotropy = null;
  41135. }
  41136. getMaxAnisotropy() {
  41137. if ( this.maxAnisotropy !== null ) return this.maxAnisotropy;
  41138. const gl = this.backend.gl;
  41139. const extensions = this.backend.extensions;
  41140. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  41141. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  41142. this.maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  41143. } else {
  41144. this.maxAnisotropy = 0;
  41145. }
  41146. return this.maxAnisotropy;
  41147. }
  41148. }
  41149. const GLFeatureName = {
  41150. 'WEBGL_multi_draw': 'WEBGL_multi_draw',
  41151. 'WEBGL_compressed_texture_astc': 'texture-compression-astc',
  41152. 'WEBGL_compressed_texture_etc': 'texture-compression-etc2',
  41153. 'WEBGL_compressed_texture_etc1': 'texture-compression-etc1',
  41154. 'WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  41155. 'WEBKIT_WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  41156. 'WEBGL_compressed_texture_s3tc': 'texture-compression-bc',
  41157. 'EXT_texture_compression_bptc': 'texture-compression-bptc',
  41158. 'EXT_disjoint_timer_query_webgl2': 'timestamp-query',
  41159. };
  41160. class WebGLBufferRenderer {
  41161. constructor( backend ) {
  41162. this.gl = backend.gl;
  41163. this.extensions = backend.extensions;
  41164. this.info = backend.renderer.info;
  41165. this.mode = null;
  41166. this.index = 0;
  41167. this.type = null;
  41168. this.object = null;
  41169. }
  41170. render( start, count ) {
  41171. const { gl, mode, object, type, info, index } = this;
  41172. if ( index !== 0 ) {
  41173. gl.drawElements( mode, count, type, start );
  41174. } else {
  41175. gl.drawArrays( mode, start, count );
  41176. }
  41177. info.update( object, count, mode, 1 );
  41178. }
  41179. renderInstances( start, count, primcount ) {
  41180. const { gl, mode, type, index, object, info } = this;
  41181. if ( primcount === 0 ) return;
  41182. if ( index !== 0 ) {
  41183. gl.drawElementsInstanced( mode, count, type, start, primcount );
  41184. } else {
  41185. gl.drawArraysInstanced( mode, start, count, primcount );
  41186. }
  41187. info.update( object, count, mode, primcount );
  41188. }
  41189. renderMultiDraw( starts, counts, drawCount ) {
  41190. const { extensions, mode, object, info } = this;
  41191. if ( drawCount === 0 ) return;
  41192. const extension = extensions.get( 'WEBGL_multi_draw' );
  41193. if ( extension === null ) {
  41194. for ( let i = 0; i < drawCount; i ++ ) {
  41195. this.render( starts[ i ], counts[ i ] );
  41196. }
  41197. } else {
  41198. if ( this.index !== 0 ) {
  41199. extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount );
  41200. } else {
  41201. extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );
  41202. }
  41203. let elementCount = 0;
  41204. for ( let i = 0; i < drawCount; i ++ ) {
  41205. elementCount += counts[ i ];
  41206. }
  41207. info.update( object, elementCount, mode, 1 );
  41208. }
  41209. }
  41210. renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
  41211. const { extensions, mode, object, info } = this;
  41212. if ( drawCount === 0 ) return;
  41213. const extension = extensions.get( 'WEBGL_multi_draw' );
  41214. if ( extension === null ) {
  41215. for ( let i = 0; i < drawCount; i ++ ) {
  41216. this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
  41217. }
  41218. } else {
  41219. if ( this.index !== 0 ) {
  41220. extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount );
  41221. } else {
  41222. extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
  41223. }
  41224. let elementCount = 0;
  41225. for ( let i = 0; i < drawCount; i ++ ) {
  41226. elementCount += counts[ i ];
  41227. }
  41228. for ( let i = 0; i < primcount.length; i ++ ) {
  41229. info.update( object, elementCount, mode, primcount[ i ] );
  41230. }
  41231. }
  41232. }
  41233. //
  41234. }
  41235. //
  41236. class WebGLBackend extends Backend {
  41237. constructor( parameters = {} ) {
  41238. super( parameters );
  41239. this.isWebGLBackend = true;
  41240. }
  41241. init( renderer ) {
  41242. super.init( renderer );
  41243. //
  41244. const parameters = this.parameters;
  41245. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  41246. this.gl = glContext;
  41247. this.extensions = new WebGLExtensions( this );
  41248. this.capabilities = new WebGLCapabilities( this );
  41249. this.attributeUtils = new WebGLAttributeUtils( this );
  41250. this.textureUtils = new WebGLTextureUtils( this );
  41251. this.bufferRenderer = new WebGLBufferRenderer( this );
  41252. this.state = new WebGLState( this );
  41253. this.utils = new WebGLUtils( this );
  41254. this.vaoCache = {};
  41255. this.transformFeedbackCache = {};
  41256. this.discard = false;
  41257. this.trackTimestamp = ( parameters.trackTimestamp === true );
  41258. this.extensions.get( 'EXT_color_buffer_float' );
  41259. this.extensions.get( 'WEBGL_clip_cull_distance' );
  41260. this.extensions.get( 'OES_texture_float_linear' );
  41261. this.extensions.get( 'EXT_color_buffer_half_float' );
  41262. this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
  41263. this.extensions.get( 'WEBGL_render_shared_exponent' );
  41264. this.extensions.get( 'WEBGL_multi_draw' );
  41265. this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  41266. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  41267. this._currentContext = null;
  41268. }
  41269. get coordinateSystem() {
  41270. return WebGLCoordinateSystem;
  41271. }
  41272. async getArrayBufferAsync( attribute ) {
  41273. return await this.attributeUtils.getArrayBufferAsync( attribute );
  41274. }
  41275. initTimestampQuery( renderContext ) {
  41276. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  41277. const renderContextData = this.get( renderContext );
  41278. if ( this.queryRunning ) {
  41279. if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
  41280. renderContextData.queryQueue.push( renderContext );
  41281. return;
  41282. }
  41283. if ( renderContextData.activeQuery ) {
  41284. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  41285. renderContextData.activeQuery = null;
  41286. }
  41287. renderContextData.activeQuery = this.gl.createQuery();
  41288. if ( renderContextData.activeQuery !== null ) {
  41289. this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
  41290. this.queryRunning = true;
  41291. }
  41292. }
  41293. // timestamp utils
  41294. prepareTimestampBuffer( renderContext ) {
  41295. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  41296. const renderContextData = this.get( renderContext );
  41297. if ( renderContextData.activeQuery ) {
  41298. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  41299. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  41300. renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
  41301. renderContextData.activeQuery = null;
  41302. this.queryRunning = false;
  41303. if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
  41304. const nextRenderContext = renderContextData.queryQueue.shift();
  41305. this.initTimestampQuery( nextRenderContext );
  41306. }
  41307. }
  41308. }
  41309. async resolveTimestampAsync( renderContext, type = 'render' ) {
  41310. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  41311. const renderContextData = this.get( renderContext );
  41312. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  41313. for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
  41314. const queryInfo = renderContextData.gpuQueries[ i ];
  41315. const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
  41316. const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
  41317. if ( available && ! disjoint ) {
  41318. const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
  41319. const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
  41320. this.gl.deleteQuery( queryInfo.query );
  41321. renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
  41322. i --;
  41323. this.renderer.info.updateTimestamp( type, duration );
  41324. }
  41325. }
  41326. }
  41327. getContext() {
  41328. return this.gl;
  41329. }
  41330. beginRender( renderContext ) {
  41331. const { gl } = this;
  41332. const renderContextData = this.get( renderContext );
  41333. //
  41334. //
  41335. this.initTimestampQuery( renderContext );
  41336. renderContextData.previousContext = this._currentContext;
  41337. this._currentContext = renderContext;
  41338. this._setFramebuffer( renderContext );
  41339. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
  41340. //
  41341. if ( renderContext.viewport ) {
  41342. this.updateViewport( renderContext );
  41343. } else {
  41344. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  41345. }
  41346. if ( renderContext.scissor ) {
  41347. const { x, y, width, height } = renderContext.scissorValue;
  41348. gl.scissor( x, renderContext.height - height - y, width, height );
  41349. }
  41350. const occlusionQueryCount = renderContext.occlusionQueryCount;
  41351. if ( occlusionQueryCount > 0 ) {
  41352. // Get a reference to the array of objects with queries. The renderContextData property
  41353. // can be changed by another render pass before the async reading of all previous queries complete
  41354. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  41355. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  41356. renderContextData.lastOcclusionObject = null;
  41357. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  41358. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  41359. renderContextData.occlusionQueryIndex = 0;
  41360. }
  41361. }
  41362. finishRender( renderContext ) {
  41363. const { gl, state } = this;
  41364. const renderContextData = this.get( renderContext );
  41365. const previousContext = renderContextData.previousContext;
  41366. const occlusionQueryCount = renderContext.occlusionQueryCount;
  41367. if ( occlusionQueryCount > 0 ) {
  41368. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  41369. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  41370. }
  41371. this.resolveOccludedAsync( renderContext );
  41372. }
  41373. const textures = renderContext.textures;
  41374. if ( textures !== null ) {
  41375. for ( let i = 0; i < textures.length; i ++ ) {
  41376. const texture = textures[ i ];
  41377. if ( texture.generateMipmaps ) {
  41378. this.generateMipmaps( texture );
  41379. }
  41380. }
  41381. }
  41382. this._currentContext = previousContext;
  41383. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  41384. const renderTargetContextData = this.get( renderContext.renderTarget );
  41385. const { samples } = renderContext.renderTarget;
  41386. if ( samples > 0 ) {
  41387. const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  41388. const mask = gl.COLOR_BUFFER_BIT;
  41389. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  41390. const textures = renderContext.textures;
  41391. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  41392. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  41393. for ( let i = 0; i < textures.length; i ++ ) {
  41394. // TODO Add support for MRT
  41395. if ( renderContext.scissor ) {
  41396. const { x, y, width, height } = renderContext.scissorValue;
  41397. const viewY = renderContext.height - height - y;
  41398. gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );
  41399. gl.invalidateSubFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray, x, viewY, width, height );
  41400. } else {
  41401. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  41402. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  41403. }
  41404. }
  41405. }
  41406. }
  41407. if ( previousContext !== null ) {
  41408. this._setFramebuffer( previousContext );
  41409. if ( previousContext.viewport ) {
  41410. this.updateViewport( previousContext );
  41411. } else {
  41412. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  41413. }
  41414. }
  41415. this.prepareTimestampBuffer( renderContext );
  41416. }
  41417. resolveOccludedAsync( renderContext ) {
  41418. const renderContextData = this.get( renderContext );
  41419. // handle occlusion query results
  41420. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  41421. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  41422. const occluded = new WeakSet();
  41423. const { gl } = this;
  41424. renderContextData.currentOcclusionQueryObjects = null;
  41425. renderContextData.currentOcclusionQueries = null;
  41426. const check = () => {
  41427. let completed = 0;
  41428. // check all queries and requeue as appropriate
  41429. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  41430. const query = currentOcclusionQueries[ i ];
  41431. if ( query === null ) continue;
  41432. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  41433. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  41434. currentOcclusionQueries[ i ] = null;
  41435. gl.deleteQuery( query );
  41436. completed ++;
  41437. }
  41438. }
  41439. if ( completed < currentOcclusionQueries.length ) {
  41440. requestAnimationFrame( check );
  41441. } else {
  41442. renderContextData.occluded = occluded;
  41443. }
  41444. };
  41445. check();
  41446. }
  41447. }
  41448. isOccluded( renderContext, object ) {
  41449. const renderContextData = this.get( renderContext );
  41450. return renderContextData.occluded && renderContextData.occluded.has( object );
  41451. }
  41452. updateViewport( renderContext ) {
  41453. const gl = this.gl;
  41454. const { x, y, width, height } = renderContext.viewportValue;
  41455. gl.viewport( x, renderContext.height - height - y, width, height );
  41456. }
  41457. setScissorTest( boolean ) {
  41458. const gl = this.gl;
  41459. if ( boolean ) {
  41460. gl.enable( gl.SCISSOR_TEST );
  41461. } else {
  41462. gl.disable( gl.SCISSOR_TEST );
  41463. }
  41464. }
  41465. clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
  41466. const { gl } = this;
  41467. if ( descriptor === null ) {
  41468. descriptor = {
  41469. textures: null,
  41470. clearColorValue: this.getClearColor()
  41471. };
  41472. }
  41473. //
  41474. let clear = 0;
  41475. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  41476. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  41477. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  41478. if ( clear !== 0 ) {
  41479. const clearColor = descriptor.clearColorValue || this.getClearColor();
  41480. // premultiply alpha
  41481. clearColor.r *= clearColor.a;
  41482. clearColor.g *= clearColor.a;
  41483. clearColor.b *= clearColor.a;
  41484. if ( depth ) this.state.setDepthMask( true );
  41485. if ( descriptor.textures === null ) {
  41486. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  41487. gl.clear( clear );
  41488. } else {
  41489. if ( setFrameBuffer ) this._setFramebuffer( descriptor );
  41490. if ( color ) {
  41491. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  41492. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  41493. }
  41494. }
  41495. if ( depth && stencil ) {
  41496. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  41497. } else if ( depth ) {
  41498. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  41499. } else if ( stencil ) {
  41500. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  41501. }
  41502. }
  41503. }
  41504. }
  41505. beginCompute( computeGroup ) {
  41506. const { state, gl } = this;
  41507. state.bindFramebuffer( gl.FRAMEBUFFER, null );
  41508. this.initTimestampQuery( computeGroup );
  41509. }
  41510. compute( computeGroup, computeNode, bindings, pipeline ) {
  41511. const { state, gl } = this;
  41512. if ( ! this.discard ) {
  41513. // required here to handle async behaviour of render.compute()
  41514. gl.enable( gl.RASTERIZER_DISCARD );
  41515. this.discard = true;
  41516. }
  41517. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  41518. const vaoKey = this._getVaoKey( null, attributes );
  41519. const vaoGPU = this.vaoCache[ vaoKey ];
  41520. if ( vaoGPU === undefined ) {
  41521. this._createVao( null, attributes );
  41522. } else {
  41523. gl.bindVertexArray( vaoGPU );
  41524. }
  41525. state.useProgram( programGPU );
  41526. this._bindUniforms( bindings );
  41527. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  41528. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  41529. gl.beginTransformFeedback( gl.POINTS );
  41530. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  41531. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  41532. } else {
  41533. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  41534. }
  41535. gl.endTransformFeedback();
  41536. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  41537. // switch active buffers
  41538. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  41539. const dualAttributeData = transformBuffers[ i ];
  41540. if ( dualAttributeData.pbo ) {
  41541. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  41542. }
  41543. dualAttributeData.switchBuffers();
  41544. }
  41545. }
  41546. finishCompute( computeGroup ) {
  41547. const gl = this.gl;
  41548. this.discard = false;
  41549. gl.disable( gl.RASTERIZER_DISCARD );
  41550. this.prepareTimestampBuffer( computeGroup );
  41551. }
  41552. draw( renderObject/*, info*/ ) {
  41553. const { object, pipeline, material, context } = renderObject;
  41554. const { programGPU } = this.get( pipeline );
  41555. const { gl, state } = this;
  41556. const contextData = this.get( context );
  41557. const drawParms = renderObject.getDrawParameters();
  41558. if ( drawParms === null ) return;
  41559. //
  41560. this._bindUniforms( renderObject.getBindings() );
  41561. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  41562. state.setMaterial( material, frontFaceCW );
  41563. state.useProgram( programGPU );
  41564. //
  41565. let vaoGPU = renderObject.staticVao;
  41566. if ( vaoGPU === undefined ) {
  41567. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  41568. vaoGPU = this.vaoCache[ vaoKey ];
  41569. if ( vaoGPU === undefined ) {
  41570. let staticVao;
  41571. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  41572. if ( staticVao ) renderObject.staticVao = vaoGPU;
  41573. }
  41574. }
  41575. gl.bindVertexArray( vaoGPU );
  41576. //
  41577. const index = renderObject.getIndex();
  41578. //
  41579. const lastObject = contextData.lastOcclusionObject;
  41580. if ( lastObject !== object && lastObject !== undefined ) {
  41581. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  41582. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  41583. contextData.occlusionQueryIndex ++;
  41584. }
  41585. if ( object.occlusionTest === true ) {
  41586. const query = gl.createQuery();
  41587. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  41588. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  41589. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  41590. }
  41591. contextData.lastOcclusionObject = object;
  41592. }
  41593. //
  41594. const renderer = this.bufferRenderer;
  41595. if ( object.isPoints ) renderer.mode = gl.POINTS;
  41596. else if ( object.isLineSegments ) renderer.mode = gl.LINES;
  41597. else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
  41598. else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
  41599. else {
  41600. if ( material.wireframe === true ) {
  41601. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  41602. renderer.mode = gl.LINES;
  41603. } else {
  41604. renderer.mode = gl.TRIANGLES;
  41605. }
  41606. }
  41607. //
  41608. const { vertexCount, instanceCount } = drawParms;
  41609. let { firstVertex } = drawParms;
  41610. renderer.object = object;
  41611. if ( index !== null ) {
  41612. firstVertex *= index.array.BYTES_PER_ELEMENT;
  41613. const indexData = this.get( index );
  41614. renderer.index = index.count;
  41615. renderer.type = indexData.type;
  41616. } else {
  41617. renderer.index = 0;
  41618. }
  41619. if ( object.isBatchedMesh ) {
  41620. if ( object._multiDrawInstances !== null ) {
  41621. renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
  41622. } else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) {
  41623. warnOnce( 'THREE.WebGLRenderer: WEBGL_multi_draw not supported.' );
  41624. } else {
  41625. renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
  41626. }
  41627. } else if ( instanceCount > 1 ) {
  41628. renderer.renderInstances( firstVertex, vertexCount, instanceCount );
  41629. } else {
  41630. renderer.render( firstVertex, vertexCount );
  41631. }
  41632. //
  41633. gl.bindVertexArray( null );
  41634. }
  41635. needsRenderUpdate( /*renderObject*/ ) {
  41636. return false;
  41637. }
  41638. getRenderCacheKey( /*renderObject*/ ) {
  41639. return '';
  41640. }
  41641. // textures
  41642. createDefaultTexture( texture ) {
  41643. this.textureUtils.createDefaultTexture( texture );
  41644. }
  41645. createTexture( texture, options ) {
  41646. this.textureUtils.createTexture( texture, options );
  41647. }
  41648. updateTexture( texture, options ) {
  41649. this.textureUtils.updateTexture( texture, options );
  41650. }
  41651. generateMipmaps( texture ) {
  41652. this.textureUtils.generateMipmaps( texture );
  41653. }
  41654. destroyTexture( texture ) {
  41655. this.textureUtils.destroyTexture( texture );
  41656. }
  41657. copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  41658. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
  41659. }
  41660. createSampler( /*texture*/ ) {
  41661. //console.warn( 'Abstract class.' );
  41662. }
  41663. destroySampler() {}
  41664. // node builder
  41665. createNodeBuilder( object, renderer ) {
  41666. return new GLSLNodeBuilder( object, renderer );
  41667. }
  41668. // program
  41669. createProgram( program ) {
  41670. const gl = this.gl;
  41671. const { stage, code } = program;
  41672. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  41673. gl.shaderSource( shader, code );
  41674. gl.compileShader( shader );
  41675. this.set( program, {
  41676. shaderGPU: shader
  41677. } );
  41678. }
  41679. destroyProgram( /*program*/ ) {
  41680. console.warn( 'Abstract class.' );
  41681. }
  41682. createRenderPipeline( renderObject, promises ) {
  41683. const gl = this.gl;
  41684. const pipeline = renderObject.pipeline;
  41685. // Program
  41686. const { fragmentProgram, vertexProgram } = pipeline;
  41687. const programGPU = gl.createProgram();
  41688. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  41689. const vertexShader = this.get( vertexProgram ).shaderGPU;
  41690. gl.attachShader( programGPU, fragmentShader );
  41691. gl.attachShader( programGPU, vertexShader );
  41692. gl.linkProgram( programGPU );
  41693. this.set( pipeline, {
  41694. programGPU,
  41695. fragmentShader,
  41696. vertexShader
  41697. } );
  41698. if ( promises !== null && this.parallel ) {
  41699. const p = new Promise( ( resolve /*, reject*/ ) => {
  41700. const parallel = this.parallel;
  41701. const checkStatus = () => {
  41702. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  41703. this._completeCompile( renderObject, pipeline );
  41704. resolve();
  41705. } else {
  41706. requestAnimationFrame( checkStatus );
  41707. }
  41708. };
  41709. checkStatus();
  41710. } );
  41711. promises.push( p );
  41712. return;
  41713. }
  41714. this._completeCompile( renderObject, pipeline );
  41715. }
  41716. _handleSource( string, errorLine ) {
  41717. const lines = string.split( '\n' );
  41718. const lines2 = [];
  41719. const from = Math.max( errorLine - 6, 0 );
  41720. const to = Math.min( errorLine + 6, lines.length );
  41721. for ( let i = from; i < to; i ++ ) {
  41722. const line = i + 1;
  41723. lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
  41724. }
  41725. return lines2.join( '\n' );
  41726. }
  41727. _getShaderErrors( gl, shader, type ) {
  41728. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  41729. const errors = gl.getShaderInfoLog( shader ).trim();
  41730. if ( status && errors === '' ) return '';
  41731. const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
  41732. if ( errorMatches ) {
  41733. const errorLine = parseInt( errorMatches[ 1 ] );
  41734. return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
  41735. } else {
  41736. return errors;
  41737. }
  41738. }
  41739. _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
  41740. if ( this.renderer.debug.checkShaderErrors ) {
  41741. const gl = this.gl;
  41742. const programLog = gl.getProgramInfoLog( programGPU ).trim();
  41743. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  41744. if ( typeof this.renderer.debug.onShaderError === 'function' ) {
  41745. this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
  41746. } else {
  41747. // default error reporting
  41748. const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
  41749. const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
  41750. console.error(
  41751. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  41752. 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
  41753. 'Program Info Log: ' + programLog + '\n' +
  41754. vertexErrors + '\n' +
  41755. fragmentErrors
  41756. );
  41757. }
  41758. } else if ( programLog !== '' ) {
  41759. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  41760. }
  41761. }
  41762. }
  41763. _completeCompile( renderObject, pipeline ) {
  41764. const { state, gl } = this;
  41765. const pipelineData = this.get( pipeline );
  41766. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  41767. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  41768. this._logProgramError( programGPU, fragmentShader, vertexShader );
  41769. }
  41770. state.useProgram( programGPU );
  41771. // Bindings
  41772. const bindings = renderObject.getBindings();
  41773. this._setupBindings( bindings, programGPU );
  41774. //
  41775. this.set( pipeline, {
  41776. programGPU
  41777. } );
  41778. }
  41779. createComputePipeline( computePipeline, bindings ) {
  41780. const { state, gl } = this;
  41781. // Program
  41782. const fragmentProgram = {
  41783. stage: 'fragment',
  41784. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  41785. };
  41786. this.createProgram( fragmentProgram );
  41787. const { computeProgram } = computePipeline;
  41788. const programGPU = gl.createProgram();
  41789. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  41790. const vertexShader = this.get( computeProgram ).shaderGPU;
  41791. const transforms = computeProgram.transforms;
  41792. const transformVaryingNames = [];
  41793. const transformAttributeNodes = [];
  41794. for ( let i = 0; i < transforms.length; i ++ ) {
  41795. const transform = transforms[ i ];
  41796. transformVaryingNames.push( transform.varyingName );
  41797. transformAttributeNodes.push( transform.attributeNode );
  41798. }
  41799. gl.attachShader( programGPU, fragmentShader );
  41800. gl.attachShader( programGPU, vertexShader );
  41801. gl.transformFeedbackVaryings(
  41802. programGPU,
  41803. transformVaryingNames,
  41804. gl.SEPARATE_ATTRIBS
  41805. );
  41806. gl.linkProgram( programGPU );
  41807. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  41808. this._logProgramError( programGPU, fragmentShader, vertexShader );
  41809. }
  41810. state.useProgram( programGPU );
  41811. // Bindings
  41812. this.createBindings( null, bindings );
  41813. this._setupBindings( bindings, programGPU );
  41814. const attributeNodes = computeProgram.attributes;
  41815. const attributes = [];
  41816. const transformBuffers = [];
  41817. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  41818. const attribute = attributeNodes[ i ].node.attribute;
  41819. attributes.push( attribute );
  41820. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41821. }
  41822. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  41823. const attribute = transformAttributeNodes[ i ].attribute;
  41824. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41825. const attributeData = this.get( attribute );
  41826. transformBuffers.push( attributeData );
  41827. }
  41828. //
  41829. this.set( computePipeline, {
  41830. programGPU,
  41831. transformBuffers,
  41832. attributes
  41833. } );
  41834. }
  41835. createBindings( bindGroup, bindings ) {
  41836. this.updateBindings( bindGroup, bindings );
  41837. }
  41838. updateBindings( bindGroup, bindings ) {
  41839. const { state, gl } = this;
  41840. let groupIndex = 0;
  41841. let textureIndex = 0;
  41842. for ( const bindGroup of bindings ) {
  41843. for ( const binding of bindGroup.bindings ) {
  41844. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41845. const bufferGPU = gl.createBuffer();
  41846. const data = binding.buffer;
  41847. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  41848. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  41849. state.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  41850. this.set( binding, {
  41851. index: groupIndex ++,
  41852. bufferGPU
  41853. } );
  41854. } else if ( binding.isSampledTexture ) {
  41855. const { textureGPU, glTextureType } = this.get( binding.texture );
  41856. this.set( binding, {
  41857. index: textureIndex ++,
  41858. textureGPU,
  41859. glTextureType
  41860. } );
  41861. }
  41862. }
  41863. }
  41864. }
  41865. updateBinding( binding ) {
  41866. const gl = this.gl;
  41867. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  41868. const bindingData = this.get( binding );
  41869. const bufferGPU = bindingData.bufferGPU;
  41870. const data = binding.buffer;
  41871. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  41872. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  41873. }
  41874. }
  41875. // attributes
  41876. createIndexAttribute( attribute ) {
  41877. const gl = this.gl;
  41878. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  41879. }
  41880. createAttribute( attribute ) {
  41881. if ( this.has( attribute ) ) return;
  41882. const gl = this.gl;
  41883. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41884. }
  41885. createStorageAttribute( attribute ) {
  41886. if ( this.has( attribute ) ) return;
  41887. const gl = this.gl;
  41888. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  41889. }
  41890. updateAttribute( attribute ) {
  41891. this.attributeUtils.updateAttribute( attribute );
  41892. }
  41893. destroyAttribute( attribute ) {
  41894. this.attributeUtils.destroyAttribute( attribute );
  41895. }
  41896. updateSize() {
  41897. //console.warn( 'Abstract class.' );
  41898. }
  41899. hasFeature( name ) {
  41900. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  41901. const extensions = this.extensions;
  41902. for ( let i = 0; i < keysMatching.length; i ++ ) {
  41903. if ( extensions.has( keysMatching[ i ] ) ) return true;
  41904. }
  41905. return false;
  41906. }
  41907. getMaxAnisotropy() {
  41908. return this.capabilities.getMaxAnisotropy();
  41909. }
  41910. copyTextureToTexture( position, srcTexture, dstTexture, level ) {
  41911. this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level );
  41912. }
  41913. copyFramebufferToTexture( texture, renderContext ) {
  41914. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  41915. }
  41916. _setFramebuffer( descriptor ) {
  41917. const { gl, state } = this;
  41918. let currentFrameBuffer = null;
  41919. if ( descriptor.textures !== null ) {
  41920. const renderTarget = descriptor.renderTarget;
  41921. const renderTargetContextData = this.get( renderTarget );
  41922. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  41923. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  41924. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  41925. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  41926. const cacheKey = getCacheKey( descriptor );
  41927. let fb;
  41928. if ( isCube ) {
  41929. renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
  41930. fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
  41931. } else {
  41932. renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
  41933. fb = renderTargetContextData.framebuffers[ cacheKey ];
  41934. }
  41935. if ( fb === undefined ) {
  41936. fb = gl.createFramebuffer();
  41937. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  41938. const textures = descriptor.textures;
  41939. if ( isCube ) {
  41940. renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
  41941. const { textureGPU } = this.get( textures[ 0 ] );
  41942. const cubeFace = this.renderer._activeCubeFace;
  41943. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  41944. } else {
  41945. renderTargetContextData.framebuffers[ cacheKey ] = fb;
  41946. for ( let i = 0; i < textures.length; i ++ ) {
  41947. const texture = textures[ i ];
  41948. const textureData = this.get( texture );
  41949. textureData.renderTarget = descriptor.renderTarget;
  41950. const attachment = gl.COLOR_ATTACHMENT0 + i;
  41951. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  41952. }
  41953. state.drawBuffers( descriptor, fb );
  41954. }
  41955. if ( descriptor.depthTexture !== null ) {
  41956. const textureData = this.get( descriptor.depthTexture );
  41957. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41958. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  41959. }
  41960. }
  41961. if ( samples > 0 ) {
  41962. if ( msaaFb === undefined ) {
  41963. const invalidationArray = [];
  41964. msaaFb = gl.createFramebuffer();
  41965. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  41966. const msaaRenderbuffers = [];
  41967. const textures = descriptor.textures;
  41968. for ( let i = 0; i < textures.length; i ++ ) {
  41969. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  41970. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  41971. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  41972. if ( depthBuffer ) {
  41973. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41974. invalidationArray.push( depthStyle );
  41975. }
  41976. const texture = descriptor.textures[ i ];
  41977. const textureData = this.get( texture );
  41978. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
  41979. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  41980. }
  41981. renderTargetContextData.msaaFrameBuffer = msaaFb;
  41982. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  41983. if ( depthRenderbuffer === undefined ) {
  41984. depthRenderbuffer = gl.createRenderbuffer();
  41985. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor );
  41986. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  41987. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  41988. invalidationArray.push( depthStyle );
  41989. }
  41990. renderTargetContextData.invalidationArray = invalidationArray;
  41991. }
  41992. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  41993. } else {
  41994. currentFrameBuffer = fb;
  41995. }
  41996. }
  41997. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  41998. }
  41999. _getVaoKey( index, attributes ) {
  42000. let key = [];
  42001. if ( index !== null ) {
  42002. const indexData = this.get( index );
  42003. key += ':' + indexData.id;
  42004. }
  42005. for ( let i = 0; i < attributes.length; i ++ ) {
  42006. const attributeData = this.get( attributes[ i ] );
  42007. key += ':' + attributeData.id;
  42008. }
  42009. return key;
  42010. }
  42011. _createVao( index, attributes ) {
  42012. const { gl } = this;
  42013. const vaoGPU = gl.createVertexArray();
  42014. let key = '';
  42015. let staticVao = true;
  42016. gl.bindVertexArray( vaoGPU );
  42017. if ( index !== null ) {
  42018. const indexData = this.get( index );
  42019. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  42020. key += ':' + indexData.id;
  42021. }
  42022. for ( let i = 0; i < attributes.length; i ++ ) {
  42023. const attribute = attributes[ i ];
  42024. const attributeData = this.get( attribute );
  42025. key += ':' + attributeData.id;
  42026. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  42027. gl.enableVertexAttribArray( i );
  42028. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  42029. let stride, offset;
  42030. if ( attribute.isInterleavedBufferAttribute === true ) {
  42031. stride = attribute.data.stride * attributeData.bytesPerElement;
  42032. offset = attribute.offset * attributeData.bytesPerElement;
  42033. } else {
  42034. stride = 0;
  42035. offset = 0;
  42036. }
  42037. if ( attributeData.isInteger ) {
  42038. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  42039. } else {
  42040. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  42041. }
  42042. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  42043. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  42044. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  42045. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  42046. }
  42047. }
  42048. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  42049. this.vaoCache[ key ] = vaoGPU;
  42050. return { vaoGPU, staticVao };
  42051. }
  42052. _getTransformFeedback( transformBuffers ) {
  42053. let key = '';
  42054. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  42055. key += ':' + transformBuffers[ i ].id;
  42056. }
  42057. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  42058. if ( transformFeedbackGPU !== undefined ) {
  42059. return transformFeedbackGPU;
  42060. }
  42061. const { gl } = this;
  42062. transformFeedbackGPU = gl.createTransformFeedback();
  42063. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  42064. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  42065. const attributeData = transformBuffers[ i ];
  42066. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  42067. }
  42068. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  42069. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  42070. return transformFeedbackGPU;
  42071. }
  42072. _setupBindings( bindings, programGPU ) {
  42073. const gl = this.gl;
  42074. for ( const bindGroup of bindings ) {
  42075. for ( const binding of bindGroup.bindings ) {
  42076. const bindingData = this.get( binding );
  42077. const index = bindingData.index;
  42078. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  42079. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  42080. gl.uniformBlockBinding( programGPU, location, index );
  42081. } else if ( binding.isSampledTexture ) {
  42082. const location = gl.getUniformLocation( programGPU, binding.name );
  42083. gl.uniform1i( location, index );
  42084. }
  42085. }
  42086. }
  42087. }
  42088. _bindUniforms( bindings ) {
  42089. const { gl, state } = this;
  42090. for ( const bindGroup of bindings ) {
  42091. for ( const binding of bindGroup.bindings ) {
  42092. const bindingData = this.get( binding );
  42093. const index = bindingData.index;
  42094. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  42095. // TODO USE bindBufferRange to group multiple uniform buffers
  42096. state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  42097. } else if ( binding.isSampledTexture ) {
  42098. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  42099. }
  42100. }
  42101. }
  42102. }
  42103. }
  42104. class Sampler extends Binding {
  42105. constructor( name, texture ) {
  42106. super( name );
  42107. this.texture = texture;
  42108. this.version = texture ? texture.version : 0;
  42109. this.isSampler = true;
  42110. }
  42111. }
  42112. class NodeSampler extends Sampler {
  42113. constructor( name, textureNode, groupNode ) {
  42114. super( name, textureNode ? textureNode.value : null );
  42115. this.textureNode = textureNode;
  42116. this.groupNode = groupNode;
  42117. }
  42118. update() {
  42119. this.texture = this.textureNode.value;
  42120. }
  42121. }
  42122. class StorageBuffer extends Buffer {
  42123. constructor( name, attribute ) {
  42124. super( name, attribute ? attribute.array : null );
  42125. this.attribute = attribute;
  42126. this.isStorageBuffer = true;
  42127. }
  42128. }
  42129. let _id = 0;
  42130. class NodeStorageBuffer extends StorageBuffer {
  42131. constructor( nodeUniform, groupNode ) {
  42132. super( 'StorageBuffer_' + _id ++, nodeUniform ? nodeUniform.value : null );
  42133. this.nodeUniform = nodeUniform;
  42134. this.access = nodeUniform ? nodeUniform.access : GPUBufferBindingType.Storage;
  42135. this.groupNode = groupNode;
  42136. }
  42137. get buffer() {
  42138. return this.nodeUniform.value;
  42139. }
  42140. }
  42141. class WebGPUTexturePassUtils extends DataMap {
  42142. constructor( device ) {
  42143. super();
  42144. this.device = device;
  42145. const mipmapVertexSource = `
  42146. struct VarysStruct {
  42147. @builtin( position ) Position: vec4<f32>,
  42148. @location( 0 ) vTex : vec2<f32>
  42149. };
  42150. @vertex
  42151. fn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct {
  42152. var Varys : VarysStruct;
  42153. var pos = array< vec2<f32>, 4 >(
  42154. vec2<f32>( -1.0, 1.0 ),
  42155. vec2<f32>( 1.0, 1.0 ),
  42156. vec2<f32>( -1.0, -1.0 ),
  42157. vec2<f32>( 1.0, -1.0 )
  42158. );
  42159. var tex = array< vec2<f32>, 4 >(
  42160. vec2<f32>( 0.0, 0.0 ),
  42161. vec2<f32>( 1.0, 0.0 ),
  42162. vec2<f32>( 0.0, 1.0 ),
  42163. vec2<f32>( 1.0, 1.0 )
  42164. );
  42165. Varys.vTex = tex[ vertexIndex ];
  42166. Varys.Position = vec4<f32>( pos[ vertexIndex ], 0.0, 1.0 );
  42167. return Varys;
  42168. }
  42169. `;
  42170. const mipmapFragmentSource = `
  42171. @group( 0 ) @binding( 0 )
  42172. var imgSampler : sampler;
  42173. @group( 0 ) @binding( 1 )
  42174. var img : texture_2d<f32>;
  42175. @fragment
  42176. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  42177. return textureSample( img, imgSampler, vTex );
  42178. }
  42179. `;
  42180. const flipYFragmentSource = `
  42181. @group( 0 ) @binding( 0 )
  42182. var imgSampler : sampler;
  42183. @group( 0 ) @binding( 1 )
  42184. var img : texture_2d<f32>;
  42185. @fragment
  42186. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  42187. return textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) );
  42188. }
  42189. `;
  42190. this.mipmapSampler = device.createSampler( { minFilter: GPUFilterMode.Linear } );
  42191. this.flipYSampler = device.createSampler( { minFilter: GPUFilterMode.Nearest } ); //@TODO?: Consider using textureLoad()
  42192. // We'll need a new pipeline for every texture format used.
  42193. this.transferPipelines = {};
  42194. this.flipYPipelines = {};
  42195. this.mipmapVertexShaderModule = device.createShaderModule( {
  42196. label: 'mipmapVertex',
  42197. code: mipmapVertexSource
  42198. } );
  42199. this.mipmapFragmentShaderModule = device.createShaderModule( {
  42200. label: 'mipmapFragment',
  42201. code: mipmapFragmentSource
  42202. } );
  42203. this.flipYFragmentShaderModule = device.createShaderModule( {
  42204. label: 'flipYFragment',
  42205. code: flipYFragmentSource
  42206. } );
  42207. }
  42208. getTransferPipeline( format ) {
  42209. let pipeline = this.transferPipelines[ format ];
  42210. if ( pipeline === undefined ) {
  42211. pipeline = this.device.createRenderPipeline( {
  42212. label: `mipmap-${ format }`,
  42213. vertex: {
  42214. module: this.mipmapVertexShaderModule,
  42215. entryPoint: 'main'
  42216. },
  42217. fragment: {
  42218. module: this.mipmapFragmentShaderModule,
  42219. entryPoint: 'main',
  42220. targets: [ { format } ]
  42221. },
  42222. primitive: {
  42223. topology: GPUPrimitiveTopology.TriangleStrip,
  42224. stripIndexFormat: GPUIndexFormat.Uint32
  42225. },
  42226. layout: 'auto'
  42227. } );
  42228. this.transferPipelines[ format ] = pipeline;
  42229. }
  42230. return pipeline;
  42231. }
  42232. getFlipYPipeline( format ) {
  42233. let pipeline = this.flipYPipelines[ format ];
  42234. if ( pipeline === undefined ) {
  42235. pipeline = this.device.createRenderPipeline( {
  42236. label: `flipY-${ format }`,
  42237. vertex: {
  42238. module: this.mipmapVertexShaderModule,
  42239. entryPoint: 'main'
  42240. },
  42241. fragment: {
  42242. module: this.flipYFragmentShaderModule,
  42243. entryPoint: 'main',
  42244. targets: [ { format } ]
  42245. },
  42246. primitive: {
  42247. topology: GPUPrimitiveTopology.TriangleStrip,
  42248. stripIndexFormat: GPUIndexFormat.Uint32
  42249. },
  42250. layout: 'auto'
  42251. } );
  42252. this.flipYPipelines[ format ] = pipeline;
  42253. }
  42254. return pipeline;
  42255. }
  42256. flipY( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  42257. const format = textureGPUDescriptor.format;
  42258. const { width, height } = textureGPUDescriptor.size;
  42259. const transferPipeline = this.getTransferPipeline( format );
  42260. const flipYPipeline = this.getFlipYPipeline( format );
  42261. const tempTexture = this.device.createTexture( {
  42262. size: { width, height, depthOrArrayLayers: 1 },
  42263. format,
  42264. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
  42265. } );
  42266. const srcView = textureGPU.createView( {
  42267. baseMipLevel: 0,
  42268. mipLevelCount: 1,
  42269. dimension: GPUTextureViewDimension.TwoD,
  42270. baseArrayLayer
  42271. } );
  42272. const dstView = tempTexture.createView( {
  42273. baseMipLevel: 0,
  42274. mipLevelCount: 1,
  42275. dimension: GPUTextureViewDimension.TwoD,
  42276. baseArrayLayer: 0
  42277. } );
  42278. const commandEncoder = this.device.createCommandEncoder( {} );
  42279. const pass = ( pipeline, sourceView, destinationView ) => {
  42280. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  42281. const bindGroup = this.device.createBindGroup( {
  42282. layout: bindGroupLayout,
  42283. entries: [ {
  42284. binding: 0,
  42285. resource: this.flipYSampler
  42286. }, {
  42287. binding: 1,
  42288. resource: sourceView
  42289. } ]
  42290. } );
  42291. const passEncoder = commandEncoder.beginRenderPass( {
  42292. colorAttachments: [ {
  42293. view: destinationView,
  42294. loadOp: GPULoadOp.Clear,
  42295. storeOp: GPUStoreOp.Store,
  42296. clearValue: [ 0, 0, 0, 0 ]
  42297. } ]
  42298. } );
  42299. passEncoder.setPipeline( pipeline );
  42300. passEncoder.setBindGroup( 0, bindGroup );
  42301. passEncoder.draw( 4, 1, 0, 0 );
  42302. passEncoder.end();
  42303. };
  42304. pass( transferPipeline, srcView, dstView );
  42305. pass( flipYPipeline, dstView, srcView );
  42306. this.device.queue.submit( [ commandEncoder.finish() ] );
  42307. tempTexture.destroy();
  42308. }
  42309. generateMipmaps( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  42310. const textureData = this.get( textureGPU );
  42311. if ( textureData.useCount === undefined ) {
  42312. textureData.useCount = 0;
  42313. textureData.layers = [];
  42314. }
  42315. const passes = textureData.layers[ baseArrayLayer ] || this._mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer );
  42316. const commandEncoder = this.device.createCommandEncoder( {} );
  42317. this._mipmapRunBundles( commandEncoder, passes );
  42318. this.device.queue.submit( [ commandEncoder.finish() ] );
  42319. if ( textureData.useCount !== 0 ) textureData.layers[ baseArrayLayer ] = passes;
  42320. textureData.useCount ++;
  42321. }
  42322. _mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer ) {
  42323. const pipeline = this.getTransferPipeline( textureGPUDescriptor.format );
  42324. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  42325. let srcView = textureGPU.createView( {
  42326. baseMipLevel: 0,
  42327. mipLevelCount: 1,
  42328. dimension: GPUTextureViewDimension.TwoD,
  42329. baseArrayLayer
  42330. } );
  42331. const passes = [];
  42332. for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) {
  42333. const bindGroup = this.device.createBindGroup( {
  42334. layout: bindGroupLayout,
  42335. entries: [ {
  42336. binding: 0,
  42337. resource: this.mipmapSampler
  42338. }, {
  42339. binding: 1,
  42340. resource: srcView
  42341. } ]
  42342. } );
  42343. const dstView = textureGPU.createView( {
  42344. baseMipLevel: i,
  42345. mipLevelCount: 1,
  42346. dimension: GPUTextureViewDimension.TwoD,
  42347. baseArrayLayer
  42348. } );
  42349. const passDescriptor = {
  42350. colorAttachments: [ {
  42351. view: dstView,
  42352. loadOp: GPULoadOp.Clear,
  42353. storeOp: GPUStoreOp.Store,
  42354. clearValue: [ 0, 0, 0, 0 ]
  42355. } ]
  42356. };
  42357. const passEncoder = this.device.createRenderBundleEncoder( {
  42358. colorFormats: [ textureGPUDescriptor.format ]
  42359. } );
  42360. passEncoder.setPipeline( pipeline );
  42361. passEncoder.setBindGroup( 0, bindGroup );
  42362. passEncoder.draw( 4, 1, 0, 0 );
  42363. passes.push( {
  42364. renderBundles: [ passEncoder.finish() ],
  42365. passDescriptor
  42366. } );
  42367. srcView = dstView;
  42368. }
  42369. return passes;
  42370. }
  42371. _mipmapRunBundles( commandEncoder, passes ) {
  42372. const levels = passes.length;
  42373. for ( let i = 0; i < levels; i ++ ) {
  42374. const pass = passes[ i ];
  42375. const passEncoder = commandEncoder.beginRenderPass( pass.passDescriptor );
  42376. passEncoder.executeBundles( pass.renderBundles );
  42377. passEncoder.end();
  42378. }
  42379. }
  42380. }
  42381. const _compareToWebGPU = {
  42382. [ NeverCompare ]: 'never',
  42383. [ LessCompare ]: 'less',
  42384. [ EqualCompare ]: 'equal',
  42385. [ LessEqualCompare ]: 'less-equal',
  42386. [ GreaterCompare ]: 'greater',
  42387. [ GreaterEqualCompare ]: 'greater-equal',
  42388. [ AlwaysCompare ]: 'always',
  42389. [ NotEqualCompare ]: 'not-equal'
  42390. };
  42391. const _flipMap = [ 0, 1, 3, 2, 4, 5 ];
  42392. class WebGPUTextureUtils {
  42393. constructor( backend ) {
  42394. this.backend = backend;
  42395. this._passUtils = null;
  42396. this.defaultTexture = {};
  42397. this.defaultCubeTexture = {};
  42398. this.defaultVideoFrame = null;
  42399. this.colorBuffer = null;
  42400. this.depthTexture = new DepthTexture();
  42401. this.depthTexture.name = 'depthBuffer';
  42402. }
  42403. createSampler( texture ) {
  42404. const backend = this.backend;
  42405. const device = backend.device;
  42406. const textureGPU = backend.get( texture );
  42407. const samplerDescriptorGPU = {
  42408. addressModeU: this._convertAddressMode( texture.wrapS ),
  42409. addressModeV: this._convertAddressMode( texture.wrapT ),
  42410. addressModeW: this._convertAddressMode( texture.wrapR ),
  42411. magFilter: this._convertFilterMode( texture.magFilter ),
  42412. minFilter: this._convertFilterMode( texture.minFilter ),
  42413. mipmapFilter: this._convertFilterMode( texture.minFilter ),
  42414. maxAnisotropy: texture.anisotropy
  42415. };
  42416. if ( texture.isDepthTexture && texture.compareFunction !== null ) {
  42417. samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ];
  42418. }
  42419. textureGPU.sampler = device.createSampler( samplerDescriptorGPU );
  42420. }
  42421. createDefaultTexture( texture ) {
  42422. let textureGPU;
  42423. const format = getFormat( texture );
  42424. if ( texture.isCubeTexture ) {
  42425. textureGPU = this._getDefaultCubeTextureGPU( format );
  42426. } else if ( texture.isVideoTexture ) {
  42427. this.backend.get( texture ).externalTexture = this._getDefaultVideoFrame();
  42428. } else {
  42429. textureGPU = this._getDefaultTextureGPU( format );
  42430. }
  42431. this.backend.get( texture ).texture = textureGPU;
  42432. }
  42433. createTexture( texture, options = {} ) {
  42434. const backend = this.backend;
  42435. const textureData = backend.get( texture );
  42436. if ( textureData.initialized ) {
  42437. throw new Error( 'WebGPUTextureUtils: Texture already initialized.' );
  42438. }
  42439. if ( options.needsMipmaps === undefined ) options.needsMipmaps = false;
  42440. if ( options.levels === undefined ) options.levels = 1;
  42441. if ( options.depth === undefined ) options.depth = 1;
  42442. const { width, height, depth, levels } = options;
  42443. const dimension = this._getDimension( texture );
  42444. const format = texture.internalFormat || options.format || getFormat( texture, backend.device );
  42445. let sampleCount = options.sampleCount !== undefined ? options.sampleCount : 1;
  42446. sampleCount = backend.utils.getSampleCount( sampleCount );
  42447. const primarySampleCount = texture.isRenderTargetTexture && ! texture.isMultisampleRenderTargetTexture ? 1 : sampleCount;
  42448. let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC;
  42449. if ( texture.isStorageTexture === true ) {
  42450. usage |= GPUTextureUsage.STORAGE_BINDING;
  42451. }
  42452. if ( texture.isCompressedTexture !== true && texture.isCompressedArrayTexture !== true ) {
  42453. usage |= GPUTextureUsage.RENDER_ATTACHMENT;
  42454. }
  42455. const textureDescriptorGPU = {
  42456. label: texture.name,
  42457. size: {
  42458. width: width,
  42459. height: height,
  42460. depthOrArrayLayers: depth,
  42461. },
  42462. mipLevelCount: levels,
  42463. sampleCount: primarySampleCount,
  42464. dimension: dimension,
  42465. format: format,
  42466. usage: usage
  42467. };
  42468. // texture creation
  42469. if ( texture.isVideoTexture ) {
  42470. const video = texture.source.data;
  42471. const videoFrame = new VideoFrame( video );
  42472. textureDescriptorGPU.size.width = videoFrame.displayWidth;
  42473. textureDescriptorGPU.size.height = videoFrame.displayHeight;
  42474. videoFrame.close();
  42475. textureData.externalTexture = video;
  42476. } else {
  42477. if ( format === undefined ) {
  42478. console.warn( 'WebGPURenderer: Texture format not supported.' );
  42479. return this.createDefaultTexture( texture );
  42480. }
  42481. textureData.texture = backend.device.createTexture( textureDescriptorGPU );
  42482. }
  42483. if ( texture.isRenderTargetTexture && sampleCount > 1 && ! texture.isMultisampleRenderTargetTexture ) {
  42484. const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU );
  42485. msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa';
  42486. msaaTextureDescriptorGPU.sampleCount = sampleCount;
  42487. textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU );
  42488. }
  42489. textureData.initialized = true;
  42490. textureData.textureDescriptorGPU = textureDescriptorGPU;
  42491. }
  42492. destroyTexture( texture ) {
  42493. const backend = this.backend;
  42494. const textureData = backend.get( texture );
  42495. textureData.texture.destroy();
  42496. if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy();
  42497. backend.delete( texture );
  42498. }
  42499. destroySampler( texture ) {
  42500. const backend = this.backend;
  42501. const textureData = backend.get( texture );
  42502. delete textureData.sampler;
  42503. }
  42504. generateMipmaps( texture ) {
  42505. const textureData = this.backend.get( texture );
  42506. if ( texture.isCubeTexture ) {
  42507. for ( let i = 0; i < 6; i ++ ) {
  42508. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  42509. }
  42510. } else {
  42511. const depth = texture.image.depth || 1;
  42512. for ( let i = 0; i < depth; i ++ ) {
  42513. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  42514. }
  42515. }
  42516. }
  42517. getColorBuffer() {
  42518. if ( this.colorBuffer ) this.colorBuffer.destroy();
  42519. const backend = this.backend;
  42520. const { width, height } = backend.getDrawingBufferSize();
  42521. this.colorBuffer = backend.device.createTexture( {
  42522. label: 'colorBuffer',
  42523. size: {
  42524. width: width,
  42525. height: height,
  42526. depthOrArrayLayers: 1
  42527. },
  42528. sampleCount: backend.utils.getSampleCount( backend.renderer.samples ),
  42529. format: backend.utils.getPreferredCanvasFormat(),
  42530. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
  42531. } );
  42532. return this.colorBuffer;
  42533. }
  42534. getDepthBuffer( depth = true, stencil = false ) {
  42535. const backend = this.backend;
  42536. const { width, height } = backend.getDrawingBufferSize();
  42537. const depthTexture = this.depthTexture;
  42538. const depthTextureGPU = backend.get( depthTexture ).texture;
  42539. let format, type;
  42540. if ( stencil ) {
  42541. format = DepthStencilFormat;
  42542. type = UnsignedInt248Type;
  42543. } else if ( depth ) {
  42544. format = DepthFormat;
  42545. type = UnsignedIntType;
  42546. }
  42547. if ( depthTextureGPU !== undefined ) {
  42548. if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) {
  42549. return depthTextureGPU;
  42550. }
  42551. this.destroyTexture( depthTexture );
  42552. }
  42553. depthTexture.name = 'depthBuffer';
  42554. depthTexture.format = format;
  42555. depthTexture.type = type;
  42556. depthTexture.image.width = width;
  42557. depthTexture.image.height = height;
  42558. this.createTexture( depthTexture, { sampleCount: backend.utils.getSampleCount( backend.renderer.samples ), width, height } );
  42559. return backend.get( depthTexture ).texture;
  42560. }
  42561. updateTexture( texture, options ) {
  42562. const textureData = this.backend.get( texture );
  42563. const { textureDescriptorGPU } = textureData;
  42564. if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) )
  42565. return;
  42566. // transfer texture data
  42567. if ( texture.isDataTexture ) {
  42568. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  42569. } else if ( texture.isDataArrayTexture || texture.isData3DTexture ) {
  42570. for ( let i = 0; i < options.image.depth; i ++ ) {
  42571. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i );
  42572. }
  42573. } else if ( texture.isCompressedTexture || texture.isCompressedArrayTexture ) {
  42574. this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU );
  42575. } else if ( texture.isCubeTexture ) {
  42576. this._copyCubeMapToTexture( options.images, textureData.texture, textureDescriptorGPU, texture.flipY );
  42577. } else if ( texture.isVideoTexture ) {
  42578. const video = texture.source.data;
  42579. textureData.externalTexture = video;
  42580. } else {
  42581. this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  42582. }
  42583. //
  42584. textureData.version = texture.version;
  42585. if ( texture.onUpdate ) texture.onUpdate( texture );
  42586. }
  42587. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  42588. const device = this.backend.device;
  42589. const textureData = this.backend.get( texture );
  42590. const textureGPU = textureData.texture;
  42591. const format = textureData.textureDescriptorGPU.format;
  42592. const bytesPerTexel = this._getBytesPerTexel( format );
  42593. let bytesPerRow = width * bytesPerTexel;
  42594. bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes
  42595. const readBuffer = device.createBuffer(
  42596. {
  42597. size: width * height * bytesPerTexel,
  42598. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  42599. }
  42600. );
  42601. const encoder = device.createCommandEncoder();
  42602. encoder.copyTextureToBuffer(
  42603. {
  42604. texture: textureGPU,
  42605. origin: { x, y, z: faceIndex },
  42606. },
  42607. {
  42608. buffer: readBuffer,
  42609. bytesPerRow: bytesPerRow
  42610. },
  42611. {
  42612. width: width,
  42613. height: height
  42614. }
  42615. );
  42616. const typedArrayType = this._getTypedArrayType( format );
  42617. device.queue.submit( [ encoder.finish() ] );
  42618. await readBuffer.mapAsync( GPUMapMode.READ );
  42619. const buffer = readBuffer.getMappedRange();
  42620. return new typedArrayType( buffer );
  42621. }
  42622. _isEnvironmentTexture( texture ) {
  42623. const mapping = texture.mapping;
  42624. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  42625. }
  42626. _getDefaultTextureGPU( format ) {
  42627. let defaultTexture = this.defaultTexture[ format ];
  42628. if ( defaultTexture === undefined ) {
  42629. const texture = new Texture();
  42630. texture.minFilter = NearestFilter;
  42631. texture.magFilter = NearestFilter;
  42632. this.createTexture( texture, { width: 1, height: 1, format } );
  42633. this.defaultTexture[ format ] = defaultTexture = texture;
  42634. }
  42635. return this.backend.get( defaultTexture ).texture;
  42636. }
  42637. _getDefaultCubeTextureGPU( format ) {
  42638. let defaultCubeTexture = this.defaultTexture[ format ];
  42639. if ( defaultCubeTexture === undefined ) {
  42640. const texture = new CubeTexture();
  42641. texture.minFilter = NearestFilter;
  42642. texture.magFilter = NearestFilter;
  42643. this.createTexture( texture, { width: 1, height: 1, depth: 6 } );
  42644. this.defaultCubeTexture[ format ] = defaultCubeTexture = texture;
  42645. }
  42646. return this.backend.get( defaultCubeTexture ).texture;
  42647. }
  42648. _getDefaultVideoFrame() {
  42649. let defaultVideoFrame = this.defaultVideoFrame;
  42650. if ( defaultVideoFrame === null ) {
  42651. const init = {
  42652. timestamp: 0,
  42653. codedWidth: 1,
  42654. codedHeight: 1,
  42655. format: 'RGBA',
  42656. };
  42657. this.defaultVideoFrame = defaultVideoFrame = new VideoFrame( new Uint8Array( [ 0, 0, 0, 0xff ] ), init );
  42658. }
  42659. return defaultVideoFrame;
  42660. }
  42661. _copyCubeMapToTexture( images, textureGPU, textureDescriptorGPU, flipY ) {
  42662. for ( let i = 0; i < 6; i ++ ) {
  42663. const image = images[ i ];
  42664. const flipIndex = flipY === true ? _flipMap[ i ] : i;
  42665. if ( image.isDataTexture ) {
  42666. this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  42667. } else {
  42668. this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  42669. }
  42670. }
  42671. }
  42672. _copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY ) {
  42673. const device = this.backend.device;
  42674. device.queue.copyExternalImageToTexture(
  42675. {
  42676. source: image
  42677. }, {
  42678. texture: textureGPU,
  42679. mipLevel: 0,
  42680. origin: { x: 0, y: 0, z: originDepth }
  42681. }, {
  42682. width: image.width,
  42683. height: image.height,
  42684. depthOrArrayLayers: 1
  42685. }
  42686. );
  42687. if ( flipY === true ) {
  42688. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  42689. }
  42690. }
  42691. _getPassUtils() {
  42692. let passUtils = this._passUtils;
  42693. if ( passUtils === null ) {
  42694. this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device );
  42695. }
  42696. return passUtils;
  42697. }
  42698. _generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer = 0 ) {
  42699. this._getPassUtils().generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer );
  42700. }
  42701. _flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) {
  42702. this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth );
  42703. }
  42704. _copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0 ) {
  42705. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  42706. // @TODO: Consider to support valid buffer layouts with other formats like RGB
  42707. const device = this.backend.device;
  42708. const data = image.data;
  42709. const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format );
  42710. const bytesPerRow = image.width * bytesPerTexel;
  42711. device.queue.writeTexture(
  42712. {
  42713. texture: textureGPU,
  42714. mipLevel: 0,
  42715. origin: { x: 0, y: 0, z: originDepth }
  42716. },
  42717. data,
  42718. {
  42719. offset: image.width * image.height * bytesPerTexel * depth,
  42720. bytesPerRow
  42721. },
  42722. {
  42723. width: image.width,
  42724. height: image.height,
  42725. depthOrArrayLayers: 1
  42726. } );
  42727. if ( flipY === true ) {
  42728. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  42729. }
  42730. }
  42731. _copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) {
  42732. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  42733. const device = this.backend.device;
  42734. const blockData = this._getBlockData( textureDescriptorGPU.format );
  42735. const isTextureArray = textureDescriptorGPU.size.depthOrArrayLayers > 1;
  42736. for ( let i = 0; i < mipmaps.length; i ++ ) {
  42737. const mipmap = mipmaps[ i ];
  42738. const width = mipmap.width;
  42739. const height = mipmap.height;
  42740. const depth = isTextureArray ? textureDescriptorGPU.size.depthOrArrayLayers : 1;
  42741. const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength;
  42742. const bytesPerImage = bytesPerRow * Math.ceil( height / blockData.height );
  42743. for ( let j = 0; j < depth; j ++ ) {
  42744. device.queue.writeTexture(
  42745. {
  42746. texture: textureGPU,
  42747. mipLevel: i,
  42748. origin: { x: 0, y: 0, z: j }
  42749. },
  42750. mipmap.data,
  42751. {
  42752. offset: j * bytesPerImage,
  42753. bytesPerRow,
  42754. rowsPerImage: Math.ceil( height / blockData.height )
  42755. },
  42756. {
  42757. width: Math.ceil( width / blockData.width ) * blockData.width,
  42758. height: Math.ceil( height / blockData.height ) * blockData.height,
  42759. depthOrArrayLayers: 1
  42760. }
  42761. );
  42762. }
  42763. }
  42764. }
  42765. _getBlockData( format ) {
  42766. // this method is only relevant for compressed texture formats
  42767. if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1
  42768. if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3
  42769. if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5
  42770. if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSNorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1
  42771. if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2
  42772. if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float)
  42773. if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm)
  42774. if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  42775. if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  42776. if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  42777. if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 };
  42778. if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 };
  42779. if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 };
  42780. if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 };
  42781. if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  42782. if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 };
  42783. if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 };
  42784. if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 };
  42785. if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 };
  42786. if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 };
  42787. if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 };
  42788. if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 };
  42789. if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 };
  42790. if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 };
  42791. if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 };
  42792. if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 };
  42793. if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 };
  42794. if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 };
  42795. }
  42796. _convertAddressMode( value ) {
  42797. let addressMode = GPUAddressMode.ClampToEdge;
  42798. if ( value === RepeatWrapping ) {
  42799. addressMode = GPUAddressMode.Repeat;
  42800. } else if ( value === MirroredRepeatWrapping ) {
  42801. addressMode = GPUAddressMode.MirrorRepeat;
  42802. }
  42803. return addressMode;
  42804. }
  42805. _convertFilterMode( value ) {
  42806. let filterMode = GPUFilterMode.Linear;
  42807. if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) {
  42808. filterMode = GPUFilterMode.Nearest;
  42809. }
  42810. return filterMode;
  42811. }
  42812. _getBytesPerTexel( format ) {
  42813. // 8-bit formats
  42814. if ( format === GPUTextureFormat.R8Unorm ||
  42815. format === GPUTextureFormat.R8Snorm ||
  42816. format === GPUTextureFormat.R8Uint ||
  42817. format === GPUTextureFormat.R8Sint ) return 1;
  42818. // 16-bit formats
  42819. if ( format === GPUTextureFormat.R16Uint ||
  42820. format === GPUTextureFormat.R16Sint ||
  42821. format === GPUTextureFormat.R16Float ||
  42822. format === GPUTextureFormat.RG8Unorm ||
  42823. format === GPUTextureFormat.RG8Snorm ||
  42824. format === GPUTextureFormat.RG8Uint ||
  42825. format === GPUTextureFormat.RG8Sint ) return 2;
  42826. // 32-bit formats
  42827. if ( format === GPUTextureFormat.R32Uint ||
  42828. format === GPUTextureFormat.R32Sint ||
  42829. format === GPUTextureFormat.R32Float ||
  42830. format === GPUTextureFormat.RG16Uint ||
  42831. format === GPUTextureFormat.RG16Sint ||
  42832. format === GPUTextureFormat.RG16Float ||
  42833. format === GPUTextureFormat.RGBA8Unorm ||
  42834. format === GPUTextureFormat.RGBA8UnormSRGB ||
  42835. format === GPUTextureFormat.RGBA8Snorm ||
  42836. format === GPUTextureFormat.RGBA8Uint ||
  42837. format === GPUTextureFormat.RGBA8Sint ||
  42838. format === GPUTextureFormat.BGRA8Unorm ||
  42839. format === GPUTextureFormat.BGRA8UnormSRGB ||
  42840. // Packed 32-bit formats
  42841. format === GPUTextureFormat.RGB9E5UFloat ||
  42842. format === GPUTextureFormat.RGB10A2Unorm ||
  42843. format === GPUTextureFormat.RG11B10UFloat ||
  42844. format === GPUTextureFormat.Depth32Float ||
  42845. format === GPUTextureFormat.Depth24Plus ||
  42846. format === GPUTextureFormat.Depth24PlusStencil8 ||
  42847. format === GPUTextureFormat.Depth32FloatStencil8 ) return 4;
  42848. // 64-bit formats
  42849. if ( format === GPUTextureFormat.RG32Uint ||
  42850. format === GPUTextureFormat.RG32Sint ||
  42851. format === GPUTextureFormat.RG32Float ||
  42852. format === GPUTextureFormat.RGBA16Uint ||
  42853. format === GPUTextureFormat.RGBA16Sint ||
  42854. format === GPUTextureFormat.RGBA16Float ) return 8;
  42855. // 128-bit formats
  42856. if ( format === GPUTextureFormat.RGBA32Uint ||
  42857. format === GPUTextureFormat.RGBA32Sint ||
  42858. format === GPUTextureFormat.RGBA32Float ) return 16;
  42859. }
  42860. _getTypedArrayType( format ) {
  42861. if ( format === GPUTextureFormat.R8Uint ) return Uint8Array;
  42862. if ( format === GPUTextureFormat.R8Sint ) return Int8Array;
  42863. if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array;
  42864. if ( format === GPUTextureFormat.R8Snorm ) return Int8Array;
  42865. if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array;
  42866. if ( format === GPUTextureFormat.RG8Sint ) return Int8Array;
  42867. if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array;
  42868. if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array;
  42869. if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array;
  42870. if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array;
  42871. if ( format === GPUTextureFormat.RGBA8Unorm ) return Uint8Array;
  42872. if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array;
  42873. if ( format === GPUTextureFormat.R16Uint ) return Uint16Array;
  42874. if ( format === GPUTextureFormat.R16Sint ) return Int16Array;
  42875. if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array;
  42876. if ( format === GPUTextureFormat.RG16Sint ) return Int16Array;
  42877. if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array;
  42878. if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array;
  42879. if ( format === GPUTextureFormat.R16Float ) return Uint16Array;
  42880. if ( format === GPUTextureFormat.RG16Float ) return Uint16Array;
  42881. if ( format === GPUTextureFormat.RGBA16Float ) return Uint16Array;
  42882. if ( format === GPUTextureFormat.R32Uint ) return Uint32Array;
  42883. if ( format === GPUTextureFormat.R32Sint ) return Int32Array;
  42884. if ( format === GPUTextureFormat.R32Float ) return Float32Array;
  42885. if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array;
  42886. if ( format === GPUTextureFormat.RG32Sint ) return Int32Array;
  42887. if ( format === GPUTextureFormat.RG32Float ) return Float32Array;
  42888. if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array;
  42889. if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array;
  42890. if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array;
  42891. if ( format === GPUTextureFormat.BGRA8Unorm ) return Uint8Array;
  42892. if ( format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array;
  42893. if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array;
  42894. if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array;
  42895. if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array;
  42896. if ( format === GPUTextureFormat.Depth32Float ) return Float32Array;
  42897. if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array;
  42898. if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array;
  42899. if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array;
  42900. }
  42901. _getDimension( texture ) {
  42902. let dimension;
  42903. if ( texture.isData3DTexture ) {
  42904. dimension = GPUTextureDimension.ThreeD;
  42905. } else {
  42906. dimension = GPUTextureDimension.TwoD;
  42907. }
  42908. return dimension;
  42909. }
  42910. }
  42911. function getFormat( texture, device = null ) {
  42912. const format = texture.format;
  42913. const type = texture.type;
  42914. const colorSpace = texture.colorSpace;
  42915. let formatGPU;
  42916. if ( texture.isFramebufferTexture === true && texture.type === UnsignedByteType ) {
  42917. formatGPU = GPUTextureFormat.BGRA8Unorm;
  42918. } else if ( texture.isCompressedTexture === true || texture.isCompressedArrayTexture === true ) {
  42919. switch ( format ) {
  42920. case RGBA_S3TC_DXT1_Format:
  42921. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm;
  42922. break;
  42923. case RGBA_S3TC_DXT3_Format:
  42924. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm;
  42925. break;
  42926. case RGBA_S3TC_DXT5_Format:
  42927. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm;
  42928. break;
  42929. case RGB_ETC2_Format:
  42930. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm;
  42931. break;
  42932. case RGBA_ETC2_EAC_Format:
  42933. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm;
  42934. break;
  42935. case RGBA_ASTC_4x4_Format:
  42936. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm;
  42937. break;
  42938. case RGBA_ASTC_5x4_Format:
  42939. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm;
  42940. break;
  42941. case RGBA_ASTC_5x5_Format:
  42942. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm;
  42943. break;
  42944. case RGBA_ASTC_6x5_Format:
  42945. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm;
  42946. break;
  42947. case RGBA_ASTC_6x6_Format:
  42948. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm;
  42949. break;
  42950. case RGBA_ASTC_8x5_Format:
  42951. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm;
  42952. break;
  42953. case RGBA_ASTC_8x6_Format:
  42954. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm;
  42955. break;
  42956. case RGBA_ASTC_8x8_Format:
  42957. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm;
  42958. break;
  42959. case RGBA_ASTC_10x5_Format:
  42960. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm;
  42961. break;
  42962. case RGBA_ASTC_10x6_Format:
  42963. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm;
  42964. break;
  42965. case RGBA_ASTC_10x8_Format:
  42966. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm;
  42967. break;
  42968. case RGBA_ASTC_10x10_Format:
  42969. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm;
  42970. break;
  42971. case RGBA_ASTC_12x10_Format:
  42972. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm;
  42973. break;
  42974. case RGBA_ASTC_12x12_Format:
  42975. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm;
  42976. break;
  42977. default:
  42978. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  42979. }
  42980. } else {
  42981. switch ( format ) {
  42982. case RGBAFormat:
  42983. switch ( type ) {
  42984. case ByteType:
  42985. formatGPU = GPUTextureFormat.RGBA8Snorm;
  42986. break;
  42987. case ShortType:
  42988. formatGPU = GPUTextureFormat.RGBA16Sint;
  42989. break;
  42990. case UnsignedShortType:
  42991. formatGPU = GPUTextureFormat.RGBA16Uint;
  42992. break;
  42993. case UnsignedIntType:
  42994. formatGPU = GPUTextureFormat.RGBA32Uint;
  42995. break;
  42996. case IntType:
  42997. formatGPU = GPUTextureFormat.RGBA32Sint;
  42998. break;
  42999. case UnsignedByteType:
  43000. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
  43001. break;
  43002. case HalfFloatType:
  43003. formatGPU = GPUTextureFormat.RGBA16Float;
  43004. break;
  43005. case FloatType:
  43006. formatGPU = GPUTextureFormat.RGBA32Float;
  43007. break;
  43008. default:
  43009. console.error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type );
  43010. }
  43011. break;
  43012. case RGBFormat:
  43013. switch ( type ) {
  43014. case UnsignedInt5999Type:
  43015. formatGPU = GPUTextureFormat.RGB9E5UFloat;
  43016. break;
  43017. default:
  43018. console.error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type );
  43019. }
  43020. break;
  43021. case RedFormat:
  43022. switch ( type ) {
  43023. case ByteType:
  43024. formatGPU = GPUTextureFormat.R8Snorm;
  43025. break;
  43026. case ShortType:
  43027. formatGPU = GPUTextureFormat.R16Sint;
  43028. break;
  43029. case UnsignedShortType:
  43030. formatGPU = GPUTextureFormat.R16Uint;
  43031. break;
  43032. case UnsignedIntType:
  43033. formatGPU = GPUTextureFormat.R32Uint;
  43034. break;
  43035. case IntType:
  43036. formatGPU = GPUTextureFormat.R32Sint;
  43037. break;
  43038. case UnsignedByteType:
  43039. formatGPU = GPUTextureFormat.R8Unorm;
  43040. break;
  43041. case HalfFloatType:
  43042. formatGPU = GPUTextureFormat.R16Float;
  43043. break;
  43044. case FloatType:
  43045. formatGPU = GPUTextureFormat.R32Float;
  43046. break;
  43047. default:
  43048. console.error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type );
  43049. }
  43050. break;
  43051. case RGFormat:
  43052. switch ( type ) {
  43053. case ByteType:
  43054. formatGPU = GPUTextureFormat.RG8Snorm;
  43055. break;
  43056. case ShortType:
  43057. formatGPU = GPUTextureFormat.RG16Sint;
  43058. break;
  43059. case UnsignedShortType:
  43060. formatGPU = GPUTextureFormat.RG16Uint;
  43061. break;
  43062. case UnsignedIntType:
  43063. formatGPU = GPUTextureFormat.RG32Uint;
  43064. break;
  43065. case IntType:
  43066. formatGPU = GPUTextureFormat.RG32Sint;
  43067. break;
  43068. case UnsignedByteType:
  43069. formatGPU = GPUTextureFormat.RG8Unorm;
  43070. break;
  43071. case HalfFloatType:
  43072. formatGPU = GPUTextureFormat.RG16Float;
  43073. break;
  43074. case FloatType:
  43075. formatGPU = GPUTextureFormat.RG32Float;
  43076. break;
  43077. default:
  43078. console.error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type );
  43079. }
  43080. break;
  43081. case DepthFormat:
  43082. switch ( type ) {
  43083. case UnsignedShortType:
  43084. formatGPU = GPUTextureFormat.Depth16Unorm;
  43085. break;
  43086. case UnsignedIntType:
  43087. formatGPU = GPUTextureFormat.Depth24Plus;
  43088. break;
  43089. case FloatType:
  43090. formatGPU = GPUTextureFormat.Depth32Float;
  43091. break;
  43092. default:
  43093. console.error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type );
  43094. }
  43095. break;
  43096. case DepthStencilFormat:
  43097. switch ( type ) {
  43098. case UnsignedInt248Type:
  43099. formatGPU = GPUTextureFormat.Depth24PlusStencil8;
  43100. break;
  43101. case FloatType:
  43102. if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) {
  43103. console.error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' );
  43104. }
  43105. formatGPU = GPUTextureFormat.Depth32FloatStencil8;
  43106. break;
  43107. default:
  43108. console.error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type );
  43109. }
  43110. break;
  43111. case RedIntegerFormat:
  43112. switch ( type ) {
  43113. case IntType:
  43114. formatGPU = GPUTextureFormat.R32Sint;
  43115. break;
  43116. case UnsignedIntType:
  43117. formatGPU = GPUTextureFormat.R32Uint;
  43118. break;
  43119. default:
  43120. console.error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type );
  43121. }
  43122. break;
  43123. case RGIntegerFormat:
  43124. switch ( type ) {
  43125. case IntType:
  43126. formatGPU = GPUTextureFormat.RG32Sint;
  43127. break;
  43128. case UnsignedIntType:
  43129. formatGPU = GPUTextureFormat.RG32Uint;
  43130. break;
  43131. default:
  43132. console.error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type );
  43133. }
  43134. break;
  43135. case RGBAIntegerFormat:
  43136. switch ( type ) {
  43137. case IntType:
  43138. formatGPU = GPUTextureFormat.RGBA32Sint;
  43139. break;
  43140. case UnsignedIntType:
  43141. formatGPU = GPUTextureFormat.RGBA32Uint;
  43142. break;
  43143. default:
  43144. console.error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type );
  43145. }
  43146. break;
  43147. default:
  43148. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  43149. }
  43150. }
  43151. return formatGPU;
  43152. }
  43153. const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i;
  43154. const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig;
  43155. const wgslTypeLib$1 = {
  43156. 'f32': 'float',
  43157. 'i32': 'int',
  43158. 'u32': 'uint',
  43159. 'bool': 'bool',
  43160. 'vec2<f32>': 'vec2',
  43161. 'vec2<i32>': 'ivec2',
  43162. 'vec2<u32>': 'uvec2',
  43163. 'vec2<bool>': 'bvec2',
  43164. 'vec2f': 'vec2',
  43165. 'vec2i': 'ivec2',
  43166. 'vec2u': 'uvec2',
  43167. 'vec2b': 'bvec2',
  43168. 'vec3<f32>': 'vec3',
  43169. 'vec3<i32>': 'ivec3',
  43170. 'vec3<u32>': 'uvec3',
  43171. 'vec3<bool>': 'bvec3',
  43172. 'vec3f': 'vec3',
  43173. 'vec3i': 'ivec3',
  43174. 'vec3u': 'uvec3',
  43175. 'vec3b': 'bvec3',
  43176. 'vec4<f32>': 'vec4',
  43177. 'vec4<i32>': 'ivec4',
  43178. 'vec4<u32>': 'uvec4',
  43179. 'vec4<bool>': 'bvec4',
  43180. 'vec4f': 'vec4',
  43181. 'vec4i': 'ivec4',
  43182. 'vec4u': 'uvec4',
  43183. 'vec4b': 'bvec4',
  43184. 'mat2x2<f32>': 'mat2',
  43185. 'mat2x2f': 'mat2',
  43186. 'mat3x3<f32>': 'mat3',
  43187. 'mat3x3f': 'mat3',
  43188. 'mat4x4<f32>': 'mat4',
  43189. 'mat4x4f': 'mat4',
  43190. 'sampler': 'sampler',
  43191. 'texture_1d': 'texture',
  43192. 'texture_2d': 'texture',
  43193. 'texture_2d_array': 'texture',
  43194. 'texture_multisampled_2d': 'cubeTexture',
  43195. 'texture_depth_2d': 'depthTexture',
  43196. 'texture_3d': 'texture3D',
  43197. 'texture_cube': 'cubeTexture',
  43198. 'texture_cube_array': 'cubeTexture',
  43199. 'texture_storage_1d': 'storageTexture',
  43200. 'texture_storage_2d': 'storageTexture',
  43201. 'texture_storage_2d_array': 'storageTexture',
  43202. 'texture_storage_3d': 'storageTexture'
  43203. };
  43204. const parse = ( source ) => {
  43205. source = source.trim();
  43206. const declaration = source.match( declarationRegexp );
  43207. if ( declaration !== null && declaration.length === 4 ) {
  43208. const inputsCode = declaration[ 2 ];
  43209. const propsMatches = [];
  43210. let match = null;
  43211. while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) {
  43212. propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } );
  43213. }
  43214. // Process matches to correctly pair names and types
  43215. const inputs = [];
  43216. for ( let i = 0; i < propsMatches.length; i ++ ) {
  43217. const { name, type } = propsMatches[ i ];
  43218. let resolvedType = type;
  43219. if ( resolvedType.startsWith( 'texture' ) ) {
  43220. resolvedType = type.split( '<' )[ 0 ];
  43221. }
  43222. resolvedType = wgslTypeLib$1[ resolvedType ] || resolvedType;
  43223. inputs.push( new NodeFunctionInput( resolvedType, name ) );
  43224. }
  43225. const blockCode = source.substring( declaration[ 0 ].length );
  43226. const outputType = declaration[ 3 ] || 'void';
  43227. const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  43228. const type = wgslTypeLib$1[ outputType ] || outputType;
  43229. return {
  43230. type,
  43231. inputs,
  43232. name,
  43233. inputsCode,
  43234. blockCode,
  43235. outputType
  43236. };
  43237. } else {
  43238. throw new Error( 'FunctionNode: Function is not a WGSL code.' );
  43239. }
  43240. };
  43241. class WGSLNodeFunction extends NodeFunction {
  43242. constructor( source ) {
  43243. const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source );
  43244. super( type, inputs, name );
  43245. this.inputsCode = inputsCode;
  43246. this.blockCode = blockCode;
  43247. this.outputType = outputType;
  43248. }
  43249. getCode( name = this.name ) {
  43250. const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : '';
  43251. return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode;
  43252. }
  43253. }
  43254. class WGSLNodeParser extends NodeParser {
  43255. parseFunction( source ) {
  43256. return new WGSLNodeFunction( source );
  43257. }
  43258. }
  43259. // GPUShaderStage is not defined in browsers not supporting WebGPU
  43260. const GPUShaderStage = self.GPUShaderStage;
  43261. const gpuShaderStageLib = {
  43262. 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1,
  43263. 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2,
  43264. 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4
  43265. };
  43266. const supports = {
  43267. instance: true,
  43268. swizzleAssign: false,
  43269. storageBuffer: true
  43270. };
  43271. const wgslFnOpLib = {
  43272. '^^': 'tsl_xor'
  43273. };
  43274. const wgslTypeLib = {
  43275. float: 'f32',
  43276. int: 'i32',
  43277. uint: 'u32',
  43278. bool: 'bool',
  43279. color: 'vec3<f32>',
  43280. vec2: 'vec2<f32>',
  43281. ivec2: 'vec2<i32>',
  43282. uvec2: 'vec2<u32>',
  43283. bvec2: 'vec2<bool>',
  43284. vec3: 'vec3<f32>',
  43285. ivec3: 'vec3<i32>',
  43286. uvec3: 'vec3<u32>',
  43287. bvec3: 'vec3<bool>',
  43288. vec4: 'vec4<f32>',
  43289. ivec4: 'vec4<i32>',
  43290. uvec4: 'vec4<u32>',
  43291. bvec4: 'vec4<bool>',
  43292. mat2: 'mat2x2<f32>',
  43293. imat2: 'mat2x2<i32>',
  43294. umat2: 'mat2x2<u32>',
  43295. bmat2: 'mat2x2<bool>',
  43296. mat3: 'mat3x3<f32>',
  43297. imat3: 'mat3x3<i32>',
  43298. umat3: 'mat3x3<u32>',
  43299. bmat3: 'mat3x3<bool>',
  43300. mat4: 'mat4x4<f32>',
  43301. imat4: 'mat4x4<i32>',
  43302. umat4: 'mat4x4<u32>',
  43303. bmat4: 'mat4x4<bool>'
  43304. };
  43305. const wgslPolyfill = {
  43306. tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ),
  43307. mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
  43308. mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
  43309. mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
  43310. mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
  43311. equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
  43312. equals_bvec2: new CodeNode( 'fn tsl_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ),
  43313. equals_bvec3: new CodeNode( 'fn tsl_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ),
  43314. equals_bvec4: new CodeNode( 'fn tsl_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ),
  43315. repeatWrapping: new CodeNode( `
  43316. fn tsl_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
  43317. let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
  43318. return ( ( uvScaled % dimension ) + dimension ) % dimension;
  43319. }
  43320. ` ),
  43321. biquadraticTexture: new CodeNode( `
  43322. fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, level : i32 ) -> vec4f {
  43323. let res = vec2f( textureDimensions( map, level ) );
  43324. let uvScaled = coord * res;
  43325. let uvWrapping = ( ( uvScaled % res ) + res ) % res;
  43326. // https://www.shadertoy.com/view/WtyXRy
  43327. let uv = uvWrapping - 0.5;
  43328. let iuv = floor( uv );
  43329. let f = fract( uv );
  43330. let rg1 = textureLoad( map, vec2i( iuv + vec2( 0.5, 0.5 ) ), level );
  43331. let rg2 = textureLoad( map, vec2i( iuv + vec2( 1.5, 0.5 ) ), level );
  43332. let rg3 = textureLoad( map, vec2i( iuv + vec2( 0.5, 1.5 ) ), level );
  43333. let rg4 = textureLoad( map, vec2i( iuv + vec2( 1.5, 1.5 ) ), level );
  43334. return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );
  43335. }
  43336. ` )
  43337. };
  43338. const wgslMethods = {
  43339. dFdx: 'dpdx',
  43340. dFdy: '- dpdy',
  43341. mod_float: 'tsl_mod_float',
  43342. mod_vec2: 'tsl_mod_vec2',
  43343. mod_vec3: 'tsl_mod_vec3',
  43344. mod_vec4: 'tsl_mod_vec4',
  43345. equals_bool: 'tsl_equals_bool',
  43346. equals_bvec2: 'tsl_equals_bvec2',
  43347. equals_bvec3: 'tsl_equals_bvec3',
  43348. equals_bvec4: 'tsl_equals_bvec4',
  43349. inversesqrt: 'inverseSqrt',
  43350. bitcast: 'bitcast<f32>'
  43351. };
  43352. // WebGPU issue: does not support pow() with negative base on Windows
  43353. if ( /Windows/g.test( navigator.userAgent ) ) {
  43354. wgslPolyfill.pow_float = new CodeNode( 'fn tsl_pow_float( a : f32, b : f32 ) -> f32 { return select( -pow( -a, b ), pow( a, b ), a > 0.0 ); }' );
  43355. wgslPolyfill.pow_vec2 = new CodeNode( 'fn tsl_pow_vec2( a : vec2f, b : vec2f ) -> vec2f { return vec2f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ) ); }', [ wgslPolyfill.pow_float ] );
  43356. wgslPolyfill.pow_vec3 = new CodeNode( 'fn tsl_pow_vec3( a : vec3f, b : vec3f ) -> vec3f { return vec3f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ) ); }', [ wgslPolyfill.pow_float ] );
  43357. wgslPolyfill.pow_vec4 = new CodeNode( 'fn tsl_pow_vec4( a : vec4f, b : vec4f ) -> vec4f { return vec4f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ), tsl_pow_float( a.w, b.w ) ); }', [ wgslPolyfill.pow_float ] );
  43358. wgslMethods.pow_float = 'tsl_pow_float';
  43359. wgslMethods.pow_vec2 = 'tsl_pow_vec2';
  43360. wgslMethods.pow_vec3 = 'tsl_pow_vec3';
  43361. wgslMethods.pow_vec4 = 'tsl_pow_vec4';
  43362. }
  43363. //
  43364. let diagnostics = '';
  43365. if ( /Firefox/g.test( navigator.userAgent ) !== true ) {
  43366. diagnostics += 'diagnostic( off, derivative_uniformity );\n';
  43367. }
  43368. //
  43369. class WGSLNodeBuilder extends NodeBuilder {
  43370. constructor( object, renderer ) {
  43371. super( object, renderer, new WGSLNodeParser() );
  43372. this.uniformGroups = {};
  43373. this.builtins = {};
  43374. this.directives = {};
  43375. }
  43376. needsToWorkingColorSpace( texture ) {
  43377. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  43378. }
  43379. _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43380. if ( shaderStage === 'fragment' ) {
  43381. if ( depthSnippet ) {
  43382. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;
  43383. } else {
  43384. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;
  43385. }
  43386. } else if ( this.isFilteredTexture( texture ) ) {
  43387. return this.generateFilteredTexture( texture, textureProperty, uvSnippet );
  43388. } else {
  43389. return this.generateTextureLod( texture, textureProperty, uvSnippet, '0' );
  43390. }
  43391. }
  43392. _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  43393. if ( shaderStage === 'fragment' ) {
  43394. return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`;
  43395. } else {
  43396. console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
  43397. }
  43398. }
  43399. _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43400. if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) {
  43401. return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;
  43402. } else if ( this.isFilteredTexture( texture ) ) {
  43403. return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet );
  43404. } else {
  43405. return this.generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet );
  43406. }
  43407. }
  43408. generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
  43409. this._include( 'biquadraticTexture' );
  43410. return `tsl_biquadraticTexture( ${ textureProperty }, ${ uvSnippet }, i32( ${ levelSnippet } ) )`;
  43411. }
  43412. generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
  43413. this._include( 'repeatWrapping' );
  43414. const dimension = texture.isMultisampleRenderTargetTexture === true ? `textureDimensions( ${ textureProperty } )` : `textureDimensions( ${ textureProperty }, 0 )`;
  43415. return `textureLoad( ${ textureProperty }, tsl_repeatWrapping( ${ uvSnippet }, ${ dimension } ), i32( ${ levelSnippet } ) )`;
  43416. }
  43417. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) {
  43418. if ( depthSnippet ) {
  43419. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ levelSnippet } )`;
  43420. } else {
  43421. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  43422. }
  43423. }
  43424. generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) {
  43425. return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;
  43426. }
  43427. isUnfilterable( texture ) {
  43428. return this.getComponentTypeFromTexture( texture ) !== 'float' || ( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) || texture.isMultisampleRenderTargetTexture === true;
  43429. }
  43430. generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43431. let snippet = null;
  43432. if ( texture.isVideoTexture === true ) {
  43433. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  43434. } else if ( this.isUnfilterable( texture ) ) {
  43435. snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, '0', depthSnippet, shaderStage );
  43436. } else {
  43437. snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage );
  43438. }
  43439. return snippet;
  43440. }
  43441. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43442. if ( shaderStage === 'fragment' ) {
  43443. // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
  43444. return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  43445. } else {
  43446. console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );
  43447. }
  43448. }
  43449. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43450. if ( shaderStage === 'fragment' ) {
  43451. return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;
  43452. } else {
  43453. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  43454. }
  43455. }
  43456. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43457. let snippet = null;
  43458. if ( texture.isVideoTexture === true ) {
  43459. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  43460. } else {
  43461. snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage );
  43462. }
  43463. return snippet;
  43464. }
  43465. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43466. if ( shaderStage === 'fragment' ) {
  43467. return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`;
  43468. } else {
  43469. console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` );
  43470. }
  43471. }
  43472. getPropertyName( node, shaderStage = this.shaderStage ) {
  43473. if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
  43474. if ( shaderStage === 'vertex' ) {
  43475. return `varyings.${ node.name }`;
  43476. }
  43477. } else if ( node.isNodeUniform === true ) {
  43478. const name = node.name;
  43479. const type = node.type;
  43480. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  43481. return name;
  43482. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  43483. return `NodeBuffer_${ node.id }.${name}`;
  43484. } else {
  43485. return node.groupNode.name + '.' + name;
  43486. }
  43487. }
  43488. return super.getPropertyName( node );
  43489. }
  43490. getOutputStructName() {
  43491. return 'output';
  43492. }
  43493. _getUniformGroupCount( shaderStage ) {
  43494. return Object.keys( this.uniforms[ shaderStage ] ).length;
  43495. }
  43496. getFunctionOperator( op ) {
  43497. const fnOp = wgslFnOpLib[ op ];
  43498. if ( fnOp !== undefined ) {
  43499. this._include( fnOp );
  43500. return fnOp;
  43501. }
  43502. return null;
  43503. }
  43504. getStorageAccess( node ) {
  43505. if ( node.isStorageTextureNode ) {
  43506. switch ( node.access ) {
  43507. case GPUStorageTextureAccess.ReadOnly:
  43508. return 'read';
  43509. case GPUStorageTextureAccess.WriteOnly:
  43510. return 'write';
  43511. default:
  43512. return 'read_write';
  43513. }
  43514. } else {
  43515. switch ( node.access ) {
  43516. case GPUBufferBindingType.Storage:
  43517. return 'read_write';
  43518. case GPUBufferBindingType.ReadOnlyStorage:
  43519. return 'read';
  43520. default:
  43521. return 'write';
  43522. }
  43523. }
  43524. }
  43525. getUniformFromNode( node, type, shaderStage, name = null ) {
  43526. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  43527. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  43528. if ( nodeData.uniformGPU === undefined ) {
  43529. let uniformGPU;
  43530. const group = node.groupNode;
  43531. const groupName = group.name;
  43532. const bindings = this.getBindGroupArray( groupName, shaderStage );
  43533. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  43534. let texture = null;
  43535. if ( type === 'texture' || type === 'storageTexture' ) {
  43536. texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43537. } else if ( type === 'cubeTexture' ) {
  43538. texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43539. } else if ( type === 'texture3D' ) {
  43540. texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43541. }
  43542. texture.store = node.isStorageTextureNode === true;
  43543. texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43544. if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) {
  43545. const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node, group );
  43546. sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43547. bindings.push( sampler, texture );
  43548. uniformGPU = [ sampler, texture ];
  43549. } else {
  43550. bindings.push( texture );
  43551. uniformGPU = [ texture ];
  43552. }
  43553. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  43554. const bufferClass = type === 'storageBuffer' ? NodeStorageBuffer : NodeUniformBuffer;
  43555. const buffer = new bufferClass( node, group );
  43556. buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43557. bindings.push( buffer );
  43558. uniformGPU = buffer;
  43559. } else {
  43560. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  43561. let uniformsGroup = uniformsStage[ groupName ];
  43562. if ( uniformsGroup === undefined ) {
  43563. uniformsGroup = new NodeUniformsGroup( groupName, group );
  43564. uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43565. uniformsStage[ groupName ] = uniformsGroup;
  43566. bindings.push( uniformsGroup );
  43567. }
  43568. uniformGPU = this.getNodeUniform( uniformNode, type );
  43569. uniformsGroup.addUniform( uniformGPU );
  43570. }
  43571. nodeData.uniformGPU = uniformGPU;
  43572. }
  43573. return uniformNode;
  43574. }
  43575. getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
  43576. const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );
  43577. if ( map.has( name ) === false ) {
  43578. map.set( name, {
  43579. name,
  43580. property,
  43581. type
  43582. } );
  43583. }
  43584. return property;
  43585. }
  43586. getVertexIndex() {
  43587. if ( this.shaderStage === 'vertex' ) {
  43588. return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
  43589. }
  43590. return 'vertexIndex';
  43591. }
  43592. buildFunctionCode( shaderNode ) {
  43593. const layout = shaderNode.layout;
  43594. const flowData = this.flowShaderNode( shaderNode );
  43595. const parameters = [];
  43596. for ( const input of layout.inputs ) {
  43597. parameters.push( input.name + ' : ' + this.getType( input.type ) );
  43598. }
  43599. //
  43600. let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
  43601. ${ flowData.vars }
  43602. ${ flowData.code }
  43603. `;
  43604. if ( flowData.result ) {
  43605. code += `\treturn ${ flowData.result };\n`;
  43606. }
  43607. code += '\n}\n';
  43608. //
  43609. return code;
  43610. }
  43611. getInstanceIndex() {
  43612. if ( this.shaderStage === 'vertex' ) {
  43613. return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
  43614. }
  43615. return 'instanceIndex';
  43616. }
  43617. getInvocationLocalIndex() {
  43618. return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' );
  43619. }
  43620. getSubgroupSize() {
  43621. this.enableSubGroups();
  43622. return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
  43623. }
  43624. getSubgroupIndex() {
  43625. this.enableSubGroups();
  43626. return this.getBuiltin( 'subgroup_invocation_id', 'subgroupIndex', 'u32', 'attribute' );
  43627. }
  43628. getDrawIndex() {
  43629. return null;
  43630. }
  43631. getFrontFacing() {
  43632. return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
  43633. }
  43634. getFragCoord() {
  43635. return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xy';
  43636. }
  43637. getFragDepth() {
  43638. return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );
  43639. }
  43640. isFlipY() {
  43641. return false;
  43642. }
  43643. enableDirective( name, shaderStage = this.shaderStage ) {
  43644. const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() );
  43645. stage.add( name );
  43646. }
  43647. getDirectives( shaderStage ) {
  43648. const snippets = [];
  43649. const directives = this.directives[ shaderStage ];
  43650. if ( directives !== undefined ) {
  43651. for ( const directive of directives ) {
  43652. snippets.push( `enable ${directive};` );
  43653. }
  43654. }
  43655. return snippets.join( '\n' );
  43656. }
  43657. enableSubGroups() {
  43658. this.enableDirective( 'subgroups' );
  43659. }
  43660. enableSubgroupsF16() {
  43661. this.enableDirective( 'subgroups-f16' );
  43662. }
  43663. enableClipDistances() {
  43664. this.enableDirective( 'clip_distances' );
  43665. }
  43666. enableShaderF16() {
  43667. this.enableDirective( 'f16' );
  43668. }
  43669. enableDualSourceBlending() {
  43670. this.enableDirective( 'dual_source_blending' );
  43671. }
  43672. getBuiltins( shaderStage ) {
  43673. const snippets = [];
  43674. const builtins = this.builtins[ shaderStage ];
  43675. if ( builtins !== undefined ) {
  43676. for ( const { name, property, type } of builtins.values() ) {
  43677. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  43678. }
  43679. }
  43680. return snippets.join( ',\n\t' );
  43681. }
  43682. getAttributes( shaderStage ) {
  43683. const snippets = [];
  43684. if ( shaderStage === 'compute' ) {
  43685. this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
  43686. this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3<u32>', 'attribute' );
  43687. this.getBuiltin( 'local_invocation_id', 'localId', 'vec3<u32>', 'attribute' );
  43688. this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3<u32>', 'attribute' );
  43689. }
  43690. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  43691. const builtins = this.getBuiltins( 'attribute' );
  43692. if ( builtins ) snippets.push( builtins );
  43693. const attributes = this.getAttributesArray();
  43694. for ( let index = 0, length = attributes.length; index < length; index ++ ) {
  43695. const attribute = attributes[ index ];
  43696. const name = attribute.name;
  43697. const type = this.getType( attribute.type );
  43698. snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
  43699. }
  43700. }
  43701. return snippets.join( ',\n\t' );
  43702. }
  43703. getStructMembers( struct ) {
  43704. const snippets = [];
  43705. const members = struct.getMemberTypes();
  43706. for ( let i = 0; i < members.length; i ++ ) {
  43707. const member = members[ i ];
  43708. snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` );
  43709. }
  43710. const builtins = this.getBuiltins( 'output' );
  43711. if ( builtins ) snippets.push( '\t' + builtins );
  43712. return snippets.join( ',\n' );
  43713. }
  43714. getStructs( shaderStage ) {
  43715. const snippets = [];
  43716. const structs = this.structs[ shaderStage ];
  43717. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  43718. const struct = structs[ index ];
  43719. const name = struct.name;
  43720. let snippet = `\struct ${ name } {\n`;
  43721. snippet += this.getStructMembers( struct );
  43722. snippet += '\n}';
  43723. snippets.push( snippet );
  43724. snippets.push( `\nvar<private> output : ${ name };\n\n` );
  43725. }
  43726. return snippets.join( '\n\n' );
  43727. }
  43728. getVar( type, name ) {
  43729. return `var ${ name } : ${ this.getType( type ) }`;
  43730. }
  43731. getVars( shaderStage ) {
  43732. const snippets = [];
  43733. const vars = this.vars[ shaderStage ];
  43734. if ( vars !== undefined ) {
  43735. for ( const variable of vars ) {
  43736. snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
  43737. }
  43738. }
  43739. return `\n${ snippets.join( '\n' ) }\n`;
  43740. }
  43741. getVaryings( shaderStage ) {
  43742. const snippets = [];
  43743. if ( shaderStage === 'vertex' ) {
  43744. this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
  43745. }
  43746. if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
  43747. const varyings = this.varyings;
  43748. const vars = this.vars[ shaderStage ];
  43749. for ( let index = 0; index < varyings.length; index ++ ) {
  43750. const varying = varyings[ index ];
  43751. if ( varying.needsInterpolation ) {
  43752. let attributesSnippet = `@location( ${index} )`;
  43753. if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
  43754. attributesSnippet += ' @interpolate( flat )';
  43755. }
  43756. snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
  43757. } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
  43758. vars.push( varying );
  43759. }
  43760. }
  43761. }
  43762. const builtins = this.getBuiltins( shaderStage );
  43763. if ( builtins ) snippets.push( builtins );
  43764. const code = snippets.join( ',\n\t' );
  43765. return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;
  43766. }
  43767. getUniforms( shaderStage ) {
  43768. const uniforms = this.uniforms[ shaderStage ];
  43769. const bindingSnippets = [];
  43770. const bufferSnippets = [];
  43771. const structSnippets = [];
  43772. const uniformGroups = {};
  43773. for ( const uniform of uniforms ) {
  43774. const groundName = uniform.groupNode.name;
  43775. const uniformIndexes = this.bindingsIndexes[ groundName ];
  43776. if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) {
  43777. const texture = uniform.node.value;
  43778. if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) {
  43779. if ( texture.isDepthTexture === true && texture.compareFunction !== null ) {
  43780. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` );
  43781. } else {
  43782. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` );
  43783. }
  43784. }
  43785. let textureType;
  43786. let multisampled = '';
  43787. if ( texture.isMultisampleRenderTargetTexture === true ) {
  43788. multisampled = '_multisampled';
  43789. }
  43790. if ( texture.isCubeTexture === true ) {
  43791. textureType = 'texture_cube<f32>';
  43792. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  43793. textureType = 'texture_2d_array<f32>';
  43794. } else if ( texture.isDepthTexture === true ) {
  43795. textureType = `texture_depth${multisampled}_2d`;
  43796. } else if ( texture.isVideoTexture === true ) {
  43797. textureType = 'texture_external';
  43798. } else if ( texture.isData3DTexture === true ) {
  43799. textureType = 'texture_3d<f32>';
  43800. } else if ( uniform.node.isStorageTextureNode === true ) {
  43801. const format = getFormat( texture );
  43802. const access = this.getStorageAccess( uniform.node );
  43803. textureType = `texture_storage_2d<${ format }, ${ access }>`;
  43804. } else {
  43805. const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );
  43806. textureType = `texture${multisampled}_2d<${ componentPrefix }32>`;
  43807. }
  43808. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` );
  43809. } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
  43810. const bufferNode = uniform.node;
  43811. const bufferType = this.getType( bufferNode.bufferType );
  43812. const bufferCount = bufferNode.bufferCount;
  43813. const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
  43814. const bufferSnippet = `\t${ uniform.name } : array< ${ bufferType }${ bufferCountSnippet } >\n`;
  43815. const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode ) }` : 'uniform';
  43816. bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) );
  43817. } else {
  43818. const vectorType = this.getType( this.getVectorType( uniform.type ) );
  43819. const groupName = uniform.groupNode.name;
  43820. const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = {
  43821. index: uniformIndexes.binding ++,
  43822. id: uniformIndexes.group,
  43823. snippets: []
  43824. } );
  43825. group.snippets.push( `\t${ uniform.name } : ${ vectorType }` );
  43826. }
  43827. }
  43828. for ( const name in uniformGroups ) {
  43829. const group = uniformGroups[ name ];
  43830. structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) );
  43831. }
  43832. let code = bindingSnippets.join( '\n' );
  43833. code += bufferSnippets.join( '\n' );
  43834. code += structSnippets.join( '\n' );
  43835. return code;
  43836. }
  43837. buildCode() {
  43838. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  43839. this.sortBindingGroups();
  43840. for ( const shaderStage in shadersData ) {
  43841. const stageData = shadersData[ shaderStage ];
  43842. stageData.uniforms = this.getUniforms( shaderStage );
  43843. stageData.attributes = this.getAttributes( shaderStage );
  43844. stageData.varyings = this.getVaryings( shaderStage );
  43845. stageData.structs = this.getStructs( shaderStage );
  43846. stageData.vars = this.getVars( shaderStage );
  43847. stageData.codes = this.getCodes( shaderStage );
  43848. stageData.directives = this.getDirectives( shaderStage );
  43849. //
  43850. let flow = '// code\n\n';
  43851. flow += this.flowCode[ shaderStage ];
  43852. const flowNodes = this.flowNodes[ shaderStage ];
  43853. const mainNode = flowNodes[ flowNodes.length - 1 ];
  43854. const outputNode = mainNode.outputNode;
  43855. const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );
  43856. for ( const node of flowNodes ) {
  43857. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  43858. const slotName = node.name;
  43859. if ( slotName ) {
  43860. if ( flow.length > 0 ) flow += '\n';
  43861. flow += `\t// flow -> ${ slotName }\n\t`;
  43862. }
  43863. flow += `${ flowSlotData.code }\n\t`;
  43864. if ( node === mainNode && shaderStage !== 'compute' ) {
  43865. flow += '// result\n\n\t';
  43866. if ( shaderStage === 'vertex' ) {
  43867. flow += `varyings.Vertex = ${ flowSlotData.result };`;
  43868. } else if ( shaderStage === 'fragment' ) {
  43869. if ( isOutputStruct ) {
  43870. stageData.returnType = outputNode.nodeType;
  43871. flow += `return ${ flowSlotData.result };`;
  43872. } else {
  43873. let structSnippet = '\t@location(0) color: vec4<f32>';
  43874. const builtins = this.getBuiltins( 'output' );
  43875. if ( builtins ) structSnippet += ',\n\t' + builtins;
  43876. stageData.returnType = 'OutputStruct';
  43877. stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
  43878. stageData.structs += '\nvar<private> output : OutputStruct;\n\n';
  43879. flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;
  43880. }
  43881. }
  43882. }
  43883. }
  43884. stageData.flow = flow;
  43885. }
  43886. if ( this.material !== null ) {
  43887. this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  43888. this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
  43889. } else {
  43890. this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
  43891. }
  43892. }
  43893. getMethod( method, output = null ) {
  43894. let wgslMethod;
  43895. if ( output !== null ) {
  43896. wgslMethod = this._getWGSLMethod( method + '_' + output );
  43897. }
  43898. if ( wgslMethod === undefined ) {
  43899. wgslMethod = this._getWGSLMethod( method );
  43900. }
  43901. return wgslMethod || method;
  43902. }
  43903. getType( type ) {
  43904. return wgslTypeLib[ type ] || type;
  43905. }
  43906. isAvailable( name ) {
  43907. let result = supports[ name ];
  43908. if ( result === undefined ) {
  43909. if ( name === 'float32Filterable' ) {
  43910. result = this.renderer.hasFeature( 'float32-filterable' );
  43911. }
  43912. supports[ name ] = result;
  43913. }
  43914. return result;
  43915. }
  43916. _getWGSLMethod( method ) {
  43917. if ( wgslPolyfill[ method ] !== undefined ) {
  43918. this._include( method );
  43919. }
  43920. return wgslMethods[ method ];
  43921. }
  43922. _include( name ) {
  43923. const codeNode = wgslPolyfill[ name ];
  43924. codeNode.build( this );
  43925. if ( this.currentFunctionNode !== null ) {
  43926. this.currentFunctionNode.includes.push( codeNode );
  43927. }
  43928. return codeNode;
  43929. }
  43930. _getWGSLVertexCode( shaderData ) {
  43931. return `${ this.getSignature() }
  43932. // directives
  43933. ${shaderData.directives}
  43934. // uniforms
  43935. ${shaderData.uniforms}
  43936. // varyings
  43937. ${shaderData.varyings}
  43938. var<private> varyings : VaryingsStruct;
  43939. // codes
  43940. ${shaderData.codes}
  43941. @vertex
  43942. fn main( ${shaderData.attributes} ) -> VaryingsStruct {
  43943. // vars
  43944. ${shaderData.vars}
  43945. // flow
  43946. ${shaderData.flow}
  43947. return varyings;
  43948. }
  43949. `;
  43950. }
  43951. _getWGSLFragmentCode( shaderData ) {
  43952. return `${ this.getSignature() }
  43953. // global
  43954. ${ diagnostics }
  43955. // uniforms
  43956. ${shaderData.uniforms}
  43957. // structs
  43958. ${shaderData.structs}
  43959. // codes
  43960. ${shaderData.codes}
  43961. @fragment
  43962. fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
  43963. // vars
  43964. ${shaderData.vars}
  43965. // flow
  43966. ${shaderData.flow}
  43967. }
  43968. `;
  43969. }
  43970. _getWGSLComputeCode( shaderData, workgroupSize ) {
  43971. return `${ this.getSignature() }
  43972. // directives
  43973. ${shaderData.directives}
  43974. // system
  43975. var<private> instanceIndex : u32;
  43976. // uniforms
  43977. ${shaderData.uniforms}
  43978. // codes
  43979. ${shaderData.codes}
  43980. @compute @workgroup_size( ${workgroupSize} )
  43981. fn main( ${shaderData.attributes} ) {
  43982. // system
  43983. instanceIndex = id.x + id.y * numWorkgroups.x * u32(${workgroupSize}) + id.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize});
  43984. // vars
  43985. ${shaderData.vars}
  43986. // flow
  43987. ${shaderData.flow}
  43988. }
  43989. `;
  43990. }
  43991. _getWGSLStruct( name, vars ) {
  43992. return `
  43993. struct ${name} {
  43994. ${vars}
  43995. };`;
  43996. }
  43997. _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
  43998. const structName = name + 'Struct';
  43999. const structSnippet = this._getWGSLStruct( structName, vars );
  44000. return `${structSnippet}
  44001. @binding( ${binding} ) @group( ${group} )
  44002. var<${access}> ${name} : ${structName};`;
  44003. }
  44004. }
  44005. class WebGPUUtils {
  44006. constructor( backend ) {
  44007. this.backend = backend;
  44008. }
  44009. getCurrentDepthStencilFormat( renderContext ) {
  44010. let format;
  44011. if ( renderContext.depthTexture !== null ) {
  44012. format = this.getTextureFormatGPU( renderContext.depthTexture );
  44013. } else if ( renderContext.depth && renderContext.stencil ) {
  44014. format = GPUTextureFormat.Depth24PlusStencil8;
  44015. } else if ( renderContext.depth ) {
  44016. format = GPUTextureFormat.Depth24Plus;
  44017. }
  44018. return format;
  44019. }
  44020. getTextureFormatGPU( texture ) {
  44021. return this.backend.get( texture ).texture.format;
  44022. }
  44023. getCurrentColorFormat( renderContext ) {
  44024. let format;
  44025. if ( renderContext.textures !== null ) {
  44026. format = this.getTextureFormatGPU( renderContext.textures[ 0 ] );
  44027. } else {
  44028. format = this.getPreferredCanvasFormat(); // default context format
  44029. }
  44030. return format;
  44031. }
  44032. getCurrentColorSpace( renderContext ) {
  44033. if ( renderContext.textures !== null ) {
  44034. return renderContext.textures[ 0 ].colorSpace;
  44035. }
  44036. return this.backend.renderer.outputColorSpace;
  44037. }
  44038. getPrimitiveTopology( object, material ) {
  44039. if ( object.isPoints ) return GPUPrimitiveTopology.PointList;
  44040. else if ( object.isLineSegments || ( object.isMesh && material.wireframe === true ) ) return GPUPrimitiveTopology.LineList;
  44041. else if ( object.isLine ) return GPUPrimitiveTopology.LineStrip;
  44042. else if ( object.isMesh ) return GPUPrimitiveTopology.TriangleList;
  44043. }
  44044. getSampleCount( sampleCount ) {
  44045. let count = 1;
  44046. if ( sampleCount > 1 ) {
  44047. // WebGPU only supports power-of-two sample counts and 2 is not a valid value
  44048. count = Math.pow( 2, Math.floor( Math.log2( sampleCount ) ) );
  44049. if ( count === 2 ) {
  44050. count = 4;
  44051. }
  44052. }
  44053. return count;
  44054. }
  44055. getSampleCountRenderContext( renderContext ) {
  44056. if ( renderContext.textures !== null ) {
  44057. return this.getSampleCount( renderContext.sampleCount );
  44058. }
  44059. return this.getSampleCount( this.backend.renderer.samples );
  44060. }
  44061. getPreferredCanvasFormat() {
  44062. // TODO: Remove this check when Quest 34.5 is out
  44063. // https://github.com/mrdoob/three.js/pull/29221/files#r1731833949
  44064. if ( navigator.userAgent.includes( 'Quest' ) ) {
  44065. return GPUTextureFormat.BGRA8Unorm;
  44066. } else {
  44067. return navigator.gpu.getPreferredCanvasFormat();
  44068. }
  44069. }
  44070. }
  44071. const typedArraysToVertexFormatPrefix = new Map( [
  44072. [ Int8Array, [ 'sint8', 'snorm8' ]],
  44073. [ Uint8Array, [ 'uint8', 'unorm8' ]],
  44074. [ Int16Array, [ 'sint16', 'snorm16' ]],
  44075. [ Uint16Array, [ 'uint16', 'unorm16' ]],
  44076. [ Int32Array, [ 'sint32', 'snorm32' ]],
  44077. [ Uint32Array, [ 'uint32', 'unorm32' ]],
  44078. [ Float32Array, [ 'float32', ]],
  44079. ] );
  44080. const typedAttributeToVertexFormatPrefix = new Map( [
  44081. [ Float16BufferAttribute, [ 'float16', ]],
  44082. ] );
  44083. const typeArraysToVertexFormatPrefixForItemSize1 = new Map( [
  44084. [ Int32Array, 'sint32' ],
  44085. [ Int16Array, 'sint32' ], // patch for INT16
  44086. [ Uint32Array, 'uint32' ],
  44087. [ Uint16Array, 'uint32' ], // patch for UINT16
  44088. [ Float32Array, 'float32' ]
  44089. ] );
  44090. class WebGPUAttributeUtils {
  44091. constructor( backend ) {
  44092. this.backend = backend;
  44093. }
  44094. createAttribute( attribute, usage ) {
  44095. const bufferAttribute = this._getBufferAttribute( attribute );
  44096. const backend = this.backend;
  44097. const bufferData = backend.get( bufferAttribute );
  44098. let buffer = bufferData.buffer;
  44099. if ( buffer === undefined ) {
  44100. const device = backend.device;
  44101. let array = bufferAttribute.array;
  44102. // patch for INT16 and UINT16
  44103. if ( attribute.normalized === false && ( array.constructor === Int16Array || array.constructor === Uint16Array ) ) {
  44104. const tempArray = new Uint32Array( array.length );
  44105. for ( let i = 0; i < array.length; i ++ ) {
  44106. tempArray[ i ] = array[ i ];
  44107. }
  44108. array = tempArray;
  44109. }
  44110. bufferAttribute.array = array;
  44111. if ( ( bufferAttribute.isStorageBufferAttribute || bufferAttribute.isStorageInstancedBufferAttribute ) && bufferAttribute.itemSize === 3 ) {
  44112. array = new array.constructor( bufferAttribute.count * 4 );
  44113. for ( let i = 0; i < bufferAttribute.count; i ++ ) {
  44114. array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );
  44115. }
  44116. // Update BufferAttribute
  44117. bufferAttribute.itemSize = 4;
  44118. bufferAttribute.array = array;
  44119. }
  44120. const size = array.byteLength + ( ( 4 - ( array.byteLength % 4 ) ) % 4 ); // ensure 4 byte alignment, see #20441
  44121. buffer = device.createBuffer( {
  44122. label: bufferAttribute.name,
  44123. size: size,
  44124. usage: usage,
  44125. mappedAtCreation: true
  44126. } );
  44127. new array.constructor( buffer.getMappedRange() ).set( array );
  44128. buffer.unmap();
  44129. bufferData.buffer = buffer;
  44130. }
  44131. }
  44132. updateAttribute( attribute ) {
  44133. const bufferAttribute = this._getBufferAttribute( attribute );
  44134. const backend = this.backend;
  44135. const device = backend.device;
  44136. const buffer = backend.get( bufferAttribute ).buffer;
  44137. const array = bufferAttribute.array;
  44138. const updateRanges = bufferAttribute.updateRanges;
  44139. if ( updateRanges.length === 0 ) {
  44140. // Not using update ranges
  44141. device.queue.writeBuffer(
  44142. buffer,
  44143. 0,
  44144. array,
  44145. 0
  44146. );
  44147. } else {
  44148. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  44149. const range = updateRanges[ i ];
  44150. device.queue.writeBuffer(
  44151. buffer,
  44152. 0,
  44153. array,
  44154. range.start * array.BYTES_PER_ELEMENT,
  44155. range.count * array.BYTES_PER_ELEMENT
  44156. );
  44157. }
  44158. bufferAttribute.clearUpdateRanges();
  44159. }
  44160. }
  44161. createShaderVertexBuffers( renderObject ) {
  44162. const attributes = renderObject.getAttributes();
  44163. const vertexBuffers = new Map();
  44164. for ( let slot = 0; slot < attributes.length; slot ++ ) {
  44165. const geometryAttribute = attributes[ slot ];
  44166. const bytesPerElement = geometryAttribute.array.BYTES_PER_ELEMENT;
  44167. const bufferAttribute = this._getBufferAttribute( geometryAttribute );
  44168. let vertexBufferLayout = vertexBuffers.get( bufferAttribute );
  44169. if ( vertexBufferLayout === undefined ) {
  44170. let arrayStride, stepMode;
  44171. if ( geometryAttribute.isInterleavedBufferAttribute === true ) {
  44172. arrayStride = geometryAttribute.data.stride * bytesPerElement;
  44173. stepMode = geometryAttribute.data.isInstancedInterleavedBuffer ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  44174. } else {
  44175. arrayStride = geometryAttribute.itemSize * bytesPerElement;
  44176. stepMode = geometryAttribute.isInstancedBufferAttribute ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  44177. }
  44178. // patch for INT16 and UINT16
  44179. if ( geometryAttribute.normalized === false && ( geometryAttribute.array.constructor === Int16Array || geometryAttribute.array.constructor === Uint16Array ) ) {
  44180. arrayStride = 4;
  44181. }
  44182. vertexBufferLayout = {
  44183. arrayStride,
  44184. attributes: [],
  44185. stepMode
  44186. };
  44187. vertexBuffers.set( bufferAttribute, vertexBufferLayout );
  44188. }
  44189. const format = this._getVertexFormat( geometryAttribute );
  44190. const offset = ( geometryAttribute.isInterleavedBufferAttribute === true ) ? geometryAttribute.offset * bytesPerElement : 0;
  44191. vertexBufferLayout.attributes.push( {
  44192. shaderLocation: slot,
  44193. offset,
  44194. format
  44195. } );
  44196. }
  44197. return Array.from( vertexBuffers.values() );
  44198. }
  44199. destroyAttribute( attribute ) {
  44200. const backend = this.backend;
  44201. const data = backend.get( this._getBufferAttribute( attribute ) );
  44202. data.buffer.destroy();
  44203. backend.delete( attribute );
  44204. }
  44205. async getArrayBufferAsync( attribute ) {
  44206. const backend = this.backend;
  44207. const device = backend.device;
  44208. const data = backend.get( this._getBufferAttribute( attribute ) );
  44209. const bufferGPU = data.buffer;
  44210. const size = bufferGPU.size;
  44211. const readBufferGPU = device.createBuffer( {
  44212. label: attribute.name,
  44213. size,
  44214. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  44215. } );
  44216. const cmdEncoder = device.createCommandEncoder( {} );
  44217. cmdEncoder.copyBufferToBuffer(
  44218. bufferGPU,
  44219. 0,
  44220. readBufferGPU,
  44221. 0,
  44222. size
  44223. );
  44224. readBufferGPU.unmap();
  44225. const gpuCommands = cmdEncoder.finish();
  44226. device.queue.submit( [ gpuCommands ] );
  44227. await readBufferGPU.mapAsync( GPUMapMode.READ );
  44228. const arrayBuffer = readBufferGPU.getMappedRange();
  44229. return arrayBuffer;
  44230. }
  44231. _getVertexFormat( geometryAttribute ) {
  44232. const { itemSize, normalized } = geometryAttribute;
  44233. const ArrayType = geometryAttribute.array.constructor;
  44234. const AttributeType = geometryAttribute.constructor;
  44235. let format;
  44236. if ( itemSize == 1 ) {
  44237. format = typeArraysToVertexFormatPrefixForItemSize1.get( ArrayType );
  44238. } else {
  44239. const prefixOptions = typedAttributeToVertexFormatPrefix.get( AttributeType ) || typedArraysToVertexFormatPrefix.get( ArrayType );
  44240. const prefix = prefixOptions[ normalized ? 1 : 0 ];
  44241. if ( prefix ) {
  44242. const bytesPerUnit = ArrayType.BYTES_PER_ELEMENT * itemSize;
  44243. const paddedBytesPerUnit = Math.floor( ( bytesPerUnit + 3 ) / 4 ) * 4;
  44244. const paddedItemSize = paddedBytesPerUnit / ArrayType.BYTES_PER_ELEMENT;
  44245. if ( paddedItemSize % 1 ) {
  44246. throw new Error( 'THREE.WebGPUAttributeUtils: Bad vertex format item size.' );
  44247. }
  44248. format = `${prefix}x${paddedItemSize}`;
  44249. }
  44250. }
  44251. if ( ! format ) {
  44252. console.error( 'THREE.WebGPUAttributeUtils: Vertex format not supported yet.' );
  44253. }
  44254. return format;
  44255. }
  44256. _getBufferAttribute( attribute ) {
  44257. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  44258. return attribute;
  44259. }
  44260. }
  44261. class WebGPUBindingUtils {
  44262. constructor( backend ) {
  44263. this.backend = backend;
  44264. this.bindGroupLayoutCache = new WeakMap();
  44265. }
  44266. createBindingsLayout( bindGroup ) {
  44267. const backend = this.backend;
  44268. const device = backend.device;
  44269. const entries = [];
  44270. let index = 0;
  44271. for ( const binding of bindGroup.bindings ) {
  44272. const bindingGPU = {
  44273. binding: index ++,
  44274. visibility: binding.visibility
  44275. };
  44276. if ( binding.isUniformBuffer || binding.isStorageBuffer ) {
  44277. const buffer = {}; // GPUBufferBindingLayout
  44278. if ( binding.isStorageBuffer ) {
  44279. buffer.type = binding.access;
  44280. }
  44281. bindingGPU.buffer = buffer;
  44282. } else if ( binding.isSampler ) {
  44283. const sampler = {}; // GPUSamplerBindingLayout
  44284. if ( binding.texture.isDepthTexture ) {
  44285. if ( binding.texture.compareFunction !== null ) {
  44286. sampler.type = 'comparison';
  44287. }
  44288. }
  44289. bindingGPU.sampler = sampler;
  44290. } else if ( binding.isSampledTexture && binding.texture.isVideoTexture ) {
  44291. bindingGPU.externalTexture = {}; // GPUExternalTextureBindingLayout
  44292. } else if ( binding.isSampledTexture && binding.store ) {
  44293. const format = this.backend.get( binding.texture ).texture.format;
  44294. const access = binding.access;
  44295. bindingGPU.storageTexture = { format, access }; // GPUStorageTextureBindingLayout
  44296. } else if ( binding.isSampledTexture ) {
  44297. const texture = {}; // GPUTextureBindingLayout
  44298. if ( binding.texture.isMultisampleRenderTargetTexture === true ) {
  44299. texture.multisampled = true;
  44300. }
  44301. if ( binding.texture.isDepthTexture ) {
  44302. texture.sampleType = GPUTextureSampleType.Depth;
  44303. } else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) {
  44304. const type = binding.texture.type;
  44305. if ( type === IntType ) {
  44306. texture.sampleType = GPUTextureSampleType.SInt;
  44307. } else if ( type === UnsignedIntType ) {
  44308. texture.sampleType = GPUTextureSampleType.UInt;
  44309. } else if ( type === FloatType ) {
  44310. if ( this.backend.hasFeature( 'float32-filterable' ) ) {
  44311. texture.sampleType = GPUTextureSampleType.Float;
  44312. } else {
  44313. texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
  44314. }
  44315. }
  44316. }
  44317. if ( binding.isSampledCubeTexture ) {
  44318. texture.viewDimension = GPUTextureViewDimension.Cube;
  44319. } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {
  44320. texture.viewDimension = GPUTextureViewDimension.TwoDArray;
  44321. } else if ( binding.isSampledTexture3D ) {
  44322. texture.viewDimension = GPUTextureViewDimension.ThreeD;
  44323. }
  44324. bindingGPU.texture = texture;
  44325. } else {
  44326. console.error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` );
  44327. }
  44328. entries.push( bindingGPU );
  44329. }
  44330. return device.createBindGroupLayout( { entries } );
  44331. }
  44332. createBindings( bindGroup ) {
  44333. const { backend, bindGroupLayoutCache } = this;
  44334. const bindingsData = backend.get( bindGroup );
  44335. // setup (static) binding layout and (dynamic) binding group
  44336. let bindLayoutGPU = bindGroupLayoutCache.get( bindGroup.bindingsReference );
  44337. if ( bindLayoutGPU === undefined ) {
  44338. bindLayoutGPU = this.createBindingsLayout( bindGroup );
  44339. bindGroupLayoutCache.set( bindGroup.bindingsReference, bindLayoutGPU );
  44340. }
  44341. const bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU );
  44342. bindingsData.layout = bindLayoutGPU;
  44343. bindingsData.group = bindGroupGPU;
  44344. }
  44345. updateBinding( binding ) {
  44346. const backend = this.backend;
  44347. const device = backend.device;
  44348. const buffer = binding.buffer;
  44349. const bufferGPU = backend.get( binding ).buffer;
  44350. device.queue.writeBuffer( bufferGPU, 0, buffer, 0 );
  44351. }
  44352. createBindGroup( bindGroup, layoutGPU ) {
  44353. const backend = this.backend;
  44354. const device = backend.device;
  44355. let bindingPoint = 0;
  44356. const entriesGPU = [];
  44357. for ( const binding of bindGroup.bindings ) {
  44358. if ( binding.isUniformBuffer ) {
  44359. const bindingData = backend.get( binding );
  44360. if ( bindingData.buffer === undefined ) {
  44361. const byteLength = binding.byteLength;
  44362. const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
  44363. const bufferGPU = device.createBuffer( {
  44364. label: 'bindingBuffer_' + binding.name,
  44365. size: byteLength,
  44366. usage: usage
  44367. } );
  44368. bindingData.buffer = bufferGPU;
  44369. }
  44370. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  44371. } else if ( binding.isStorageBuffer ) {
  44372. const bindingData = backend.get( binding );
  44373. if ( bindingData.buffer === undefined ) {
  44374. const attribute = binding.attribute;
  44375. //const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | /*GPUBufferUsage.COPY_SRC |*/ GPUBufferUsage.COPY_DST;
  44376. //backend.attributeUtils.createAttribute( attribute, usage ); // @TODO: Move it to universal renderer
  44377. bindingData.buffer = backend.get( attribute ).buffer;
  44378. }
  44379. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  44380. } else if ( binding.isSampler ) {
  44381. const textureGPU = backend.get( binding.texture );
  44382. entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } );
  44383. } else if ( binding.isSampledTexture ) {
  44384. const textureData = backend.get( binding.texture );
  44385. let resourceGPU;
  44386. if ( textureData.externalTexture !== undefined ) {
  44387. resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } );
  44388. } else {
  44389. const mipLevelCount = binding.store ? 1 : textureData.texture.mipLevelCount;
  44390. const propertyName = `view-${ textureData.texture.width }-${ textureData.texture.height }-${ mipLevelCount }`;
  44391. resourceGPU = textureData[ propertyName ];
  44392. if ( resourceGPU === undefined ) {
  44393. const aspectGPU = GPUTextureAspect.All;
  44394. let dimensionViewGPU;
  44395. if ( binding.isSampledCubeTexture ) {
  44396. dimensionViewGPU = GPUTextureViewDimension.Cube;
  44397. } else if ( binding.isSampledTexture3D ) {
  44398. dimensionViewGPU = GPUTextureViewDimension.ThreeD;
  44399. } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {
  44400. dimensionViewGPU = GPUTextureViewDimension.TwoDArray;
  44401. } else {
  44402. dimensionViewGPU = GPUTextureViewDimension.TwoD;
  44403. }
  44404. resourceGPU = textureData[ propertyName ] = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount } );
  44405. }
  44406. }
  44407. entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } );
  44408. }
  44409. bindingPoint ++;
  44410. }
  44411. return device.createBindGroup( {
  44412. label: 'bindGroup_' + bindGroup.name,
  44413. layout: layoutGPU,
  44414. entries: entriesGPU
  44415. } );
  44416. }
  44417. }
  44418. class WebGPUPipelineUtils {
  44419. constructor( backend ) {
  44420. this.backend = backend;
  44421. }
  44422. _getSampleCount( renderObjectContext ) {
  44423. return this.backend.utils.getSampleCountRenderContext( renderObjectContext );
  44424. }
  44425. createRenderPipeline( renderObject, promises ) {
  44426. const { object, material, geometry, pipeline } = renderObject;
  44427. const { vertexProgram, fragmentProgram } = pipeline;
  44428. const backend = this.backend;
  44429. const device = backend.device;
  44430. const utils = backend.utils;
  44431. const pipelineData = backend.get( pipeline );
  44432. // bind group layouts
  44433. const bindGroupLayouts = [];
  44434. for ( const bindGroup of renderObject.getBindings() ) {
  44435. const bindingsData = backend.get( bindGroup );
  44436. bindGroupLayouts.push( bindingsData.layout );
  44437. }
  44438. // vertex buffers
  44439. const vertexBuffers = backend.attributeUtils.createShaderVertexBuffers( renderObject );
  44440. // blending
  44441. let blending;
  44442. if ( material.transparent === true && material.blending !== NoBlending ) {
  44443. blending = this._getBlending( material );
  44444. }
  44445. // stencil
  44446. let stencilFront = {};
  44447. if ( material.stencilWrite === true ) {
  44448. stencilFront = {
  44449. compare: this._getStencilCompare( material ),
  44450. failOp: this._getStencilOperation( material.stencilFail ),
  44451. depthFailOp: this._getStencilOperation( material.stencilZFail ),
  44452. passOp: this._getStencilOperation( material.stencilZPass )
  44453. };
  44454. }
  44455. const colorWriteMask = this._getColorWriteMask( material );
  44456. const targets = [];
  44457. if ( renderObject.context.textures !== null ) {
  44458. const textures = renderObject.context.textures;
  44459. for ( let i = 0; i < textures.length; i ++ ) {
  44460. const colorFormat = utils.getTextureFormatGPU( textures[ i ] );
  44461. targets.push( {
  44462. format: colorFormat,
  44463. blend: blending,
  44464. writeMask: colorWriteMask
  44465. } );
  44466. }
  44467. } else {
  44468. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  44469. targets.push( {
  44470. format: colorFormat,
  44471. blend: blending,
  44472. writeMask: colorWriteMask
  44473. } );
  44474. }
  44475. const vertexModule = backend.get( vertexProgram ).module;
  44476. const fragmentModule = backend.get( fragmentProgram ).module;
  44477. const primitiveState = this._getPrimitiveState( object, geometry, material );
  44478. const depthCompare = this._getDepthCompare( material );
  44479. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  44480. const sampleCount = this._getSampleCount( renderObject.context );
  44481. const pipelineDescriptor = {
  44482. label: `renderPipeline_${ material.name || material.type }_${ material.id }`,
  44483. vertex: Object.assign( {}, vertexModule, { buffers: vertexBuffers } ),
  44484. fragment: Object.assign( {}, fragmentModule, { targets } ),
  44485. primitive: primitiveState,
  44486. depthStencil: {
  44487. format: depthStencilFormat,
  44488. depthWriteEnabled: material.depthWrite,
  44489. depthCompare: depthCompare,
  44490. stencilFront: stencilFront,
  44491. stencilBack: {}, // three.js does not provide an API to configure the back function (gl.stencilFuncSeparate() was never used)
  44492. stencilReadMask: material.stencilFuncMask,
  44493. stencilWriteMask: material.stencilWriteMask
  44494. },
  44495. multisample: {
  44496. count: sampleCount,
  44497. alphaToCoverageEnabled: material.alphaToCoverage
  44498. },
  44499. layout: device.createPipelineLayout( {
  44500. bindGroupLayouts
  44501. } )
  44502. };
  44503. if ( promises === null ) {
  44504. pipelineData.pipeline = device.createRenderPipeline( pipelineDescriptor );
  44505. } else {
  44506. const p = new Promise( ( resolve /*, reject*/ ) => {
  44507. device.createRenderPipelineAsync( pipelineDescriptor ).then( pipeline => {
  44508. pipelineData.pipeline = pipeline;
  44509. resolve();
  44510. } );
  44511. } );
  44512. promises.push( p );
  44513. }
  44514. }
  44515. createBundleEncoder( renderContext ) {
  44516. const backend = this.backend;
  44517. const { utils, device } = backend;
  44518. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderContext );
  44519. const colorFormat = utils.getCurrentColorFormat( renderContext );
  44520. const sampleCount = this._getSampleCount( renderContext );
  44521. const descriptor = {
  44522. label: 'renderBundleEncoder',
  44523. colorFormats: [ colorFormat ],
  44524. depthStencilFormat,
  44525. sampleCount
  44526. };
  44527. return device.createRenderBundleEncoder( descriptor );
  44528. }
  44529. createComputePipeline( pipeline, bindings ) {
  44530. const backend = this.backend;
  44531. const device = backend.device;
  44532. const computeProgram = backend.get( pipeline.computeProgram ).module;
  44533. const pipelineGPU = backend.get( pipeline );
  44534. // bind group layouts
  44535. const bindGroupLayouts = [];
  44536. for ( const bindingsGroup of bindings ) {
  44537. const bindingsData = backend.get( bindingsGroup );
  44538. bindGroupLayouts.push( bindingsData.layout );
  44539. }
  44540. pipelineGPU.pipeline = device.createComputePipeline( {
  44541. compute: computeProgram,
  44542. layout: device.createPipelineLayout( {
  44543. bindGroupLayouts
  44544. } )
  44545. } );
  44546. }
  44547. _getBlending( material ) {
  44548. let color, alpha;
  44549. const blending = material.blending;
  44550. const blendSrc = material.blendSrc;
  44551. const blendDst = material.blendDst;
  44552. const blendEquation = material.blendEquation;
  44553. if ( blending === CustomBlending ) {
  44554. const blendSrcAlpha = material.blendSrcAlpha !== null ? material.blendSrcAlpha : blendSrc;
  44555. const blendDstAlpha = material.blendDstAlpha !== null ? material.blendDstAlpha : blendDst;
  44556. const blendEquationAlpha = material.blendEquationAlpha !== null ? material.blendEquationAlpha : blendEquation;
  44557. color = {
  44558. srcFactor: this._getBlendFactor( blendSrc ),
  44559. dstFactor: this._getBlendFactor( blendDst ),
  44560. operation: this._getBlendOperation( blendEquation )
  44561. };
  44562. alpha = {
  44563. srcFactor: this._getBlendFactor( blendSrcAlpha ),
  44564. dstFactor: this._getBlendFactor( blendDstAlpha ),
  44565. operation: this._getBlendOperation( blendEquationAlpha )
  44566. };
  44567. } else {
  44568. const premultipliedAlpha = material.premultipliedAlpha;
  44569. const setBlend = ( srcRGB, dstRGB, srcAlpha, dstAlpha ) => {
  44570. color = {
  44571. srcFactor: srcRGB,
  44572. dstFactor: dstRGB,
  44573. operation: GPUBlendOperation.Add
  44574. };
  44575. alpha = {
  44576. srcFactor: srcAlpha,
  44577. dstFactor: dstAlpha,
  44578. operation: GPUBlendOperation.Add
  44579. };
  44580. };
  44581. if ( premultipliedAlpha ) {
  44582. switch ( blending ) {
  44583. case NormalBlending:
  44584. setBlend( GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  44585. break;
  44586. case AdditiveBlending:
  44587. setBlend( GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One );
  44588. break;
  44589. case SubtractiveBlending:
  44590. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  44591. break;
  44592. case MultiplyBlending:
  44593. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.SrcAlpha );
  44594. break;
  44595. }
  44596. } else {
  44597. switch ( blending ) {
  44598. case NormalBlending:
  44599. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  44600. break;
  44601. case AdditiveBlending:
  44602. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.SrcAlpha, GPUBlendFactor.One );
  44603. break;
  44604. case SubtractiveBlending:
  44605. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  44606. break;
  44607. case MultiplyBlending:
  44608. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.Src );
  44609. break;
  44610. }
  44611. }
  44612. }
  44613. if ( color !== undefined && alpha !== undefined ) {
  44614. return { color, alpha };
  44615. } else {
  44616. console.error( 'THREE.WebGPURenderer: Invalid blending: ', blending );
  44617. }
  44618. }
  44619. _getBlendFactor( blend ) {
  44620. let blendFactor;
  44621. switch ( blend ) {
  44622. case ZeroFactor:
  44623. blendFactor = GPUBlendFactor.Zero;
  44624. break;
  44625. case OneFactor:
  44626. blendFactor = GPUBlendFactor.One;
  44627. break;
  44628. case SrcColorFactor:
  44629. blendFactor = GPUBlendFactor.Src;
  44630. break;
  44631. case OneMinusSrcColorFactor:
  44632. blendFactor = GPUBlendFactor.OneMinusSrc;
  44633. break;
  44634. case SrcAlphaFactor:
  44635. blendFactor = GPUBlendFactor.SrcAlpha;
  44636. break;
  44637. case OneMinusSrcAlphaFactor:
  44638. blendFactor = GPUBlendFactor.OneMinusSrcAlpha;
  44639. break;
  44640. case DstColorFactor:
  44641. blendFactor = GPUBlendFactor.Dst;
  44642. break;
  44643. case OneMinusDstColorFactor:
  44644. blendFactor = GPUBlendFactor.OneMinusDstColor;
  44645. break;
  44646. case DstAlphaFactor:
  44647. blendFactor = GPUBlendFactor.DstAlpha;
  44648. break;
  44649. case OneMinusDstAlphaFactor:
  44650. blendFactor = GPUBlendFactor.OneMinusDstAlpha;
  44651. break;
  44652. case SrcAlphaSaturateFactor:
  44653. blendFactor = GPUBlendFactor.SrcAlphaSaturated;
  44654. break;
  44655. case BlendColorFactor:
  44656. blendFactor = GPUBlendFactor.Constant;
  44657. break;
  44658. case OneMinusBlendColorFactor:
  44659. blendFactor = GPUBlendFactor.OneMinusConstant;
  44660. break;
  44661. default:
  44662. console.error( 'THREE.WebGPURenderer: Blend factor not supported.', blend );
  44663. }
  44664. return blendFactor;
  44665. }
  44666. _getStencilCompare( material ) {
  44667. let stencilCompare;
  44668. const stencilFunc = material.stencilFunc;
  44669. switch ( stencilFunc ) {
  44670. case NeverStencilFunc:
  44671. stencilCompare = GPUCompareFunction.Never;
  44672. break;
  44673. case AlwaysStencilFunc:
  44674. stencilCompare = GPUCompareFunction.Always;
  44675. break;
  44676. case LessStencilFunc:
  44677. stencilCompare = GPUCompareFunction.Less;
  44678. break;
  44679. case LessEqualStencilFunc:
  44680. stencilCompare = GPUCompareFunction.LessEqual;
  44681. break;
  44682. case EqualStencilFunc:
  44683. stencilCompare = GPUCompareFunction.Equal;
  44684. break;
  44685. case GreaterEqualStencilFunc:
  44686. stencilCompare = GPUCompareFunction.GreaterEqual;
  44687. break;
  44688. case GreaterStencilFunc:
  44689. stencilCompare = GPUCompareFunction.Greater;
  44690. break;
  44691. case NotEqualStencilFunc:
  44692. stencilCompare = GPUCompareFunction.NotEqual;
  44693. break;
  44694. default:
  44695. console.error( 'THREE.WebGPURenderer: Invalid stencil function.', stencilFunc );
  44696. }
  44697. return stencilCompare;
  44698. }
  44699. _getStencilOperation( op ) {
  44700. let stencilOperation;
  44701. switch ( op ) {
  44702. case KeepStencilOp:
  44703. stencilOperation = GPUStencilOperation.Keep;
  44704. break;
  44705. case ZeroStencilOp:
  44706. stencilOperation = GPUStencilOperation.Zero;
  44707. break;
  44708. case ReplaceStencilOp:
  44709. stencilOperation = GPUStencilOperation.Replace;
  44710. break;
  44711. case InvertStencilOp:
  44712. stencilOperation = GPUStencilOperation.Invert;
  44713. break;
  44714. case IncrementStencilOp:
  44715. stencilOperation = GPUStencilOperation.IncrementClamp;
  44716. break;
  44717. case DecrementStencilOp:
  44718. stencilOperation = GPUStencilOperation.DecrementClamp;
  44719. break;
  44720. case IncrementWrapStencilOp:
  44721. stencilOperation = GPUStencilOperation.IncrementWrap;
  44722. break;
  44723. case DecrementWrapStencilOp:
  44724. stencilOperation = GPUStencilOperation.DecrementWrap;
  44725. break;
  44726. default:
  44727. console.error( 'THREE.WebGPURenderer: Invalid stencil operation.', stencilOperation );
  44728. }
  44729. return stencilOperation;
  44730. }
  44731. _getBlendOperation( blendEquation ) {
  44732. let blendOperation;
  44733. switch ( blendEquation ) {
  44734. case AddEquation:
  44735. blendOperation = GPUBlendOperation.Add;
  44736. break;
  44737. case SubtractEquation:
  44738. blendOperation = GPUBlendOperation.Subtract;
  44739. break;
  44740. case ReverseSubtractEquation:
  44741. blendOperation = GPUBlendOperation.ReverseSubtract;
  44742. break;
  44743. case MinEquation:
  44744. blendOperation = GPUBlendOperation.Min;
  44745. break;
  44746. case MaxEquation:
  44747. blendOperation = GPUBlendOperation.Max;
  44748. break;
  44749. default:
  44750. console.error( 'THREE.WebGPUPipelineUtils: Blend equation not supported.', blendEquation );
  44751. }
  44752. return blendOperation;
  44753. }
  44754. _getPrimitiveState( object, geometry, material ) {
  44755. const descriptor = {};
  44756. const utils = this.backend.utils;
  44757. descriptor.topology = utils.getPrimitiveTopology( object, material );
  44758. if ( geometry.index !== null && object.isLine === true && object.isLineSegments !== true ) {
  44759. descriptor.stripIndexFormat = ( geometry.index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  44760. }
  44761. switch ( material.side ) {
  44762. case FrontSide:
  44763. descriptor.frontFace = GPUFrontFace.CCW;
  44764. descriptor.cullMode = GPUCullMode.Back;
  44765. break;
  44766. case BackSide:
  44767. descriptor.frontFace = GPUFrontFace.CCW;
  44768. descriptor.cullMode = GPUCullMode.Front;
  44769. break;
  44770. case DoubleSide:
  44771. descriptor.frontFace = GPUFrontFace.CCW;
  44772. descriptor.cullMode = GPUCullMode.None;
  44773. break;
  44774. default:
  44775. console.error( 'THREE.WebGPUPipelineUtils: Unknown material.side value.', material.side );
  44776. break;
  44777. }
  44778. return descriptor;
  44779. }
  44780. _getColorWriteMask( material ) {
  44781. return ( material.colorWrite === true ) ? GPUColorWriteFlags.All : GPUColorWriteFlags.None;
  44782. }
  44783. _getDepthCompare( material ) {
  44784. let depthCompare;
  44785. if ( material.depthTest === false ) {
  44786. depthCompare = GPUCompareFunction.Always;
  44787. } else {
  44788. const depthFunc = material.depthFunc;
  44789. switch ( depthFunc ) {
  44790. case NeverDepth:
  44791. depthCompare = GPUCompareFunction.Never;
  44792. break;
  44793. case AlwaysDepth:
  44794. depthCompare = GPUCompareFunction.Always;
  44795. break;
  44796. case LessDepth:
  44797. depthCompare = GPUCompareFunction.Less;
  44798. break;
  44799. case LessEqualDepth:
  44800. depthCompare = GPUCompareFunction.LessEqual;
  44801. break;
  44802. case EqualDepth:
  44803. depthCompare = GPUCompareFunction.Equal;
  44804. break;
  44805. case GreaterEqualDepth:
  44806. depthCompare = GPUCompareFunction.GreaterEqual;
  44807. break;
  44808. case GreaterDepth:
  44809. depthCompare = GPUCompareFunction.Greater;
  44810. break;
  44811. case NotEqualDepth:
  44812. depthCompare = GPUCompareFunction.NotEqual;
  44813. break;
  44814. default:
  44815. console.error( 'THREE.WebGPUPipelineUtils: Invalid depth function.', depthFunc );
  44816. }
  44817. }
  44818. return depthCompare;
  44819. }
  44820. }
  44821. /*// debugger tools
  44822. import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
  44823. //*/
  44824. //
  44825. class WebGPUBackend extends Backend {
  44826. constructor( parameters = {} ) {
  44827. super( parameters );
  44828. this.isWebGPUBackend = true;
  44829. // some parameters require default values other than "undefined"
  44830. this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
  44831. this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
  44832. this.trackTimestamp = ( parameters.trackTimestamp === true );
  44833. this.device = null;
  44834. this.context = null;
  44835. this.colorBuffer = null;
  44836. this.defaultRenderPassdescriptor = null;
  44837. this.utils = new WebGPUUtils( this );
  44838. this.attributeUtils = new WebGPUAttributeUtils( this );
  44839. this.bindingUtils = new WebGPUBindingUtils( this );
  44840. this.pipelineUtils = new WebGPUPipelineUtils( this );
  44841. this.textureUtils = new WebGPUTextureUtils( this );
  44842. this.occludedResolveCache = new Map();
  44843. }
  44844. async init( renderer ) {
  44845. await super.init( renderer );
  44846. //
  44847. const parameters = this.parameters;
  44848. // create the device if it is not passed with parameters
  44849. let device;
  44850. if ( parameters.device === undefined ) {
  44851. const adapterOptions = {
  44852. powerPreference: parameters.powerPreference
  44853. };
  44854. const adapter = await navigator.gpu.requestAdapter( adapterOptions );
  44855. if ( adapter === null ) {
  44856. throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );
  44857. }
  44858. // feature support
  44859. const features = Object.values( GPUFeatureName );
  44860. const supportedFeatures = [];
  44861. for ( const name of features ) {
  44862. if ( adapter.features.has( name ) ) {
  44863. supportedFeatures.push( name );
  44864. }
  44865. }
  44866. const deviceDescriptor = {
  44867. requiredFeatures: supportedFeatures,
  44868. requiredLimits: parameters.requiredLimits
  44869. };
  44870. device = await adapter.requestDevice( deviceDescriptor );
  44871. } else {
  44872. device = parameters.device;
  44873. }
  44874. const context = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgpu' );
  44875. this.device = device;
  44876. this.context = context;
  44877. const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';
  44878. this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );
  44879. this.context.configure( {
  44880. device: this.device,
  44881. format: this.utils.getPreferredCanvasFormat(),
  44882. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
  44883. alphaMode: alphaMode
  44884. } );
  44885. this.updateSize();
  44886. }
  44887. get coordinateSystem() {
  44888. return WebGPUCoordinateSystem;
  44889. }
  44890. async getArrayBufferAsync( attribute ) {
  44891. return await this.attributeUtils.getArrayBufferAsync( attribute );
  44892. }
  44893. getContext() {
  44894. return this.context;
  44895. }
  44896. _getDefaultRenderPassDescriptor() {
  44897. let descriptor = this.defaultRenderPassdescriptor;
  44898. if ( descriptor === null ) {
  44899. const renderer = this.renderer;
  44900. descriptor = {
  44901. colorAttachments: [ {
  44902. view: null
  44903. } ],
  44904. depthStencilAttachment: {
  44905. view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
  44906. }
  44907. };
  44908. const colorAttachment = descriptor.colorAttachments[ 0 ];
  44909. if ( this.renderer.samples > 0 ) {
  44910. colorAttachment.view = this.colorBuffer.createView();
  44911. } else {
  44912. colorAttachment.resolveTarget = undefined;
  44913. }
  44914. this.defaultRenderPassdescriptor = descriptor;
  44915. }
  44916. const colorAttachment = descriptor.colorAttachments[ 0 ];
  44917. if ( this.renderer.samples > 0 ) {
  44918. colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();
  44919. } else {
  44920. colorAttachment.view = this.context.getCurrentTexture().createView();
  44921. }
  44922. return descriptor;
  44923. }
  44924. _getRenderPassDescriptor( renderContext ) {
  44925. const renderTarget = renderContext.renderTarget;
  44926. const renderTargetData = this.get( renderTarget );
  44927. let descriptors = renderTargetData.descriptors;
  44928. if ( descriptors === undefined ||
  44929. renderTargetData.width !== renderTarget.width ||
  44930. renderTargetData.height !== renderTarget.height ||
  44931. renderTargetData.activeMipmapLevel !== renderTarget.activeMipmapLevel ||
  44932. renderTargetData.samples !== renderTarget.samples
  44933. ) {
  44934. descriptors = {};
  44935. renderTargetData.descriptors = descriptors;
  44936. // dispose
  44937. const onDispose = () => {
  44938. renderTarget.removeEventListener( 'dispose', onDispose );
  44939. this.delete( renderTarget );
  44940. };
  44941. renderTarget.addEventListener( 'dispose', onDispose );
  44942. }
  44943. const cacheKey = renderContext.getCacheKey();
  44944. let descriptor = descriptors[ cacheKey ];
  44945. if ( descriptor === undefined ) {
  44946. const textures = renderContext.textures;
  44947. const colorAttachments = [];
  44948. for ( let i = 0; i < textures.length; i ++ ) {
  44949. const textureData = this.get( textures[ i ] );
  44950. const textureView = textureData.texture.createView( {
  44951. baseMipLevel: renderContext.activeMipmapLevel,
  44952. mipLevelCount: 1,
  44953. baseArrayLayer: renderContext.activeCubeFace,
  44954. dimension: GPUTextureViewDimension.TwoD
  44955. } );
  44956. let view, resolveTarget;
  44957. if ( textureData.msaaTexture !== undefined ) {
  44958. view = textureData.msaaTexture.createView();
  44959. resolveTarget = textureView;
  44960. } else {
  44961. view = textureView;
  44962. resolveTarget = undefined;
  44963. }
  44964. colorAttachments.push( {
  44965. view,
  44966. resolveTarget,
  44967. loadOp: GPULoadOp.Load,
  44968. storeOp: GPUStoreOp.Store
  44969. } );
  44970. }
  44971. const depthTextureData = this.get( renderContext.depthTexture );
  44972. const depthStencilAttachment = {
  44973. view: depthTextureData.texture.createView()
  44974. };
  44975. descriptor = {
  44976. colorAttachments,
  44977. depthStencilAttachment
  44978. };
  44979. descriptors[ cacheKey ] = descriptor;
  44980. renderTargetData.width = renderTarget.width;
  44981. renderTargetData.height = renderTarget.height;
  44982. renderTargetData.samples = renderTarget.samples;
  44983. renderTargetData.activeMipmapLevel = renderTarget.activeMipmapLevel;
  44984. }
  44985. return descriptor;
  44986. }
  44987. beginRender( renderContext ) {
  44988. const renderContextData = this.get( renderContext );
  44989. const device = this.device;
  44990. const occlusionQueryCount = renderContext.occlusionQueryCount;
  44991. let occlusionQuerySet;
  44992. if ( occlusionQueryCount > 0 ) {
  44993. if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
  44994. if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();
  44995. // Get a reference to the array of objects with queries. The renderContextData property
  44996. // can be changed by another render pass before the buffer.mapAsyc() completes.
  44997. renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
  44998. renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
  44999. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  45000. //
  45001. occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount } );
  45002. renderContextData.occlusionQuerySet = occlusionQuerySet;
  45003. renderContextData.occlusionQueryIndex = 0;
  45004. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  45005. renderContextData.lastOcclusionObject = null;
  45006. }
  45007. let descriptor;
  45008. if ( renderContext.textures === null ) {
  45009. descriptor = this._getDefaultRenderPassDescriptor();
  45010. } else {
  45011. descriptor = this._getRenderPassDescriptor( renderContext );
  45012. }
  45013. this.initTimestampQuery( renderContext, descriptor );
  45014. descriptor.occlusionQuerySet = occlusionQuerySet;
  45015. const depthStencilAttachment = descriptor.depthStencilAttachment;
  45016. if ( renderContext.textures !== null ) {
  45017. const colorAttachments = descriptor.colorAttachments;
  45018. for ( let i = 0; i < colorAttachments.length; i ++ ) {
  45019. const colorAttachment = colorAttachments[ i ];
  45020. if ( renderContext.clearColor ) {
  45021. colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
  45022. colorAttachment.loadOp = GPULoadOp.Clear;
  45023. colorAttachment.storeOp = GPUStoreOp.Store;
  45024. } else {
  45025. colorAttachment.loadOp = GPULoadOp.Load;
  45026. colorAttachment.storeOp = GPUStoreOp.Store;
  45027. }
  45028. }
  45029. } else {
  45030. const colorAttachment = descriptor.colorAttachments[ 0 ];
  45031. if ( renderContext.clearColor ) {
  45032. colorAttachment.clearValue = renderContext.clearColorValue;
  45033. colorAttachment.loadOp = GPULoadOp.Clear;
  45034. colorAttachment.storeOp = GPUStoreOp.Store;
  45035. } else {
  45036. colorAttachment.loadOp = GPULoadOp.Load;
  45037. colorAttachment.storeOp = GPUStoreOp.Store;
  45038. }
  45039. }
  45040. //
  45041. if ( renderContext.depth ) {
  45042. if ( renderContext.clearDepth ) {
  45043. depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
  45044. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  45045. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45046. } else {
  45047. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  45048. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45049. }
  45050. }
  45051. if ( renderContext.stencil ) {
  45052. if ( renderContext.clearStencil ) {
  45053. depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
  45054. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  45055. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45056. } else {
  45057. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  45058. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45059. }
  45060. }
  45061. //
  45062. const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );
  45063. const currentPass = encoder.beginRenderPass( descriptor );
  45064. //
  45065. renderContextData.descriptor = descriptor;
  45066. renderContextData.encoder = encoder;
  45067. renderContextData.currentPass = currentPass;
  45068. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  45069. renderContextData.renderBundles = [];
  45070. //
  45071. if ( renderContext.viewport ) {
  45072. this.updateViewport( renderContext );
  45073. }
  45074. if ( renderContext.scissor ) {
  45075. const { x, y, width, height } = renderContext.scissorValue;
  45076. currentPass.setScissorRect( x, y, width, height );
  45077. }
  45078. }
  45079. finishRender( renderContext ) {
  45080. const renderContextData = this.get( renderContext );
  45081. const occlusionQueryCount = renderContext.occlusionQueryCount;
  45082. if ( renderContextData.renderBundles.length > 0 ) {
  45083. renderContextData.currentPass.executeBundles( renderContextData.renderBundles );
  45084. }
  45085. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  45086. renderContextData.currentPass.endOcclusionQuery();
  45087. }
  45088. renderContextData.currentPass.end();
  45089. if ( occlusionQueryCount > 0 ) {
  45090. const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results
  45091. //
  45092. let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );
  45093. if ( queryResolveBuffer === undefined ) {
  45094. queryResolveBuffer = this.device.createBuffer(
  45095. {
  45096. size: bufferSize,
  45097. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
  45098. }
  45099. );
  45100. this.occludedResolveCache.set( bufferSize, queryResolveBuffer );
  45101. }
  45102. //
  45103. const readBuffer = this.device.createBuffer(
  45104. {
  45105. size: bufferSize,
  45106. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  45107. }
  45108. );
  45109. // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
  45110. renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
  45111. renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );
  45112. renderContextData.occlusionQueryBuffer = readBuffer;
  45113. //
  45114. this.resolveOccludedAsync( renderContext );
  45115. }
  45116. this.prepareTimestampBuffer( renderContext, renderContextData.encoder );
  45117. this.device.queue.submit( [ renderContextData.encoder.finish() ] );
  45118. //
  45119. if ( renderContext.textures !== null ) {
  45120. const textures = renderContext.textures;
  45121. for ( let i = 0; i < textures.length; i ++ ) {
  45122. const texture = textures[ i ];
  45123. if ( texture.generateMipmaps === true ) {
  45124. this.textureUtils.generateMipmaps( texture );
  45125. }
  45126. }
  45127. }
  45128. }
  45129. isOccluded( renderContext, object ) {
  45130. const renderContextData = this.get( renderContext );
  45131. return renderContextData.occluded && renderContextData.occluded.has( object );
  45132. }
  45133. async resolveOccludedAsync( renderContext ) {
  45134. const renderContextData = this.get( renderContext );
  45135. // handle occlusion query results
  45136. const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;
  45137. if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {
  45138. const occluded = new WeakSet();
  45139. renderContextData.currentOcclusionQueryObjects = null;
  45140. renderContextData.currentOcclusionQueryBuffer = null;
  45141. await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );
  45142. const buffer = currentOcclusionQueryBuffer.getMappedRange();
  45143. const results = new BigUint64Array( buffer );
  45144. for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {
  45145. if ( results[ i ] !== BigInt( 0 ) ) {
  45146. occluded.add( currentOcclusionQueryObjects[ i ] );
  45147. }
  45148. }
  45149. currentOcclusionQueryBuffer.destroy();
  45150. renderContextData.occluded = occluded;
  45151. }
  45152. }
  45153. updateViewport( renderContext ) {
  45154. const { currentPass } = this.get( renderContext );
  45155. const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
  45156. currentPass.setViewport( x, y, width, height, minDepth, maxDepth );
  45157. }
  45158. clear( color, depth, stencil, renderTargetData = null ) {
  45159. const device = this.device;
  45160. const renderer = this.renderer;
  45161. let colorAttachments = [];
  45162. let depthStencilAttachment;
  45163. let clearValue;
  45164. let supportsDepth;
  45165. let supportsStencil;
  45166. if ( color ) {
  45167. const clearColor = this.getClearColor();
  45168. if ( this.renderer.alpha === true ) {
  45169. // premultiply alpha
  45170. const a = clearColor.a;
  45171. clearValue = { r: clearColor.r * a, g: clearColor.g * a, b: clearColor.b * a, a: a };
  45172. } else {
  45173. clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };
  45174. }
  45175. }
  45176. if ( renderTargetData === null ) {
  45177. supportsDepth = renderer.depth;
  45178. supportsStencil = renderer.stencil;
  45179. const descriptor = this._getDefaultRenderPassDescriptor();
  45180. if ( color ) {
  45181. colorAttachments = descriptor.colorAttachments;
  45182. const colorAttachment = colorAttachments[ 0 ];
  45183. colorAttachment.clearValue = clearValue;
  45184. colorAttachment.loadOp = GPULoadOp.Clear;
  45185. colorAttachment.storeOp = GPUStoreOp.Store;
  45186. }
  45187. if ( supportsDepth || supportsStencil ) {
  45188. depthStencilAttachment = descriptor.depthStencilAttachment;
  45189. }
  45190. } else {
  45191. supportsDepth = renderTargetData.depth;
  45192. supportsStencil = renderTargetData.stencil;
  45193. if ( color ) {
  45194. for ( const texture of renderTargetData.textures ) {
  45195. const textureData = this.get( texture );
  45196. const textureView = textureData.texture.createView();
  45197. let view, resolveTarget;
  45198. if ( textureData.msaaTexture !== undefined ) {
  45199. view = textureData.msaaTexture.createView();
  45200. resolveTarget = textureView;
  45201. } else {
  45202. view = textureView;
  45203. resolveTarget = undefined;
  45204. }
  45205. colorAttachments.push( {
  45206. view,
  45207. resolveTarget,
  45208. clearValue,
  45209. loadOp: GPULoadOp.Clear,
  45210. storeOp: GPUStoreOp.Store
  45211. } );
  45212. }
  45213. }
  45214. if ( supportsDepth || supportsStencil ) {
  45215. const depthTextureData = this.get( renderTargetData.depthTexture );
  45216. depthStencilAttachment = {
  45217. view: depthTextureData.texture.createView()
  45218. };
  45219. }
  45220. }
  45221. //
  45222. if ( supportsDepth ) {
  45223. if ( depth ) {
  45224. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  45225. depthStencilAttachment.depthClearValue = renderer.getClearDepth();
  45226. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45227. } else {
  45228. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  45229. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45230. }
  45231. }
  45232. //
  45233. if ( supportsStencil ) {
  45234. if ( stencil ) {
  45235. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  45236. depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
  45237. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45238. } else {
  45239. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  45240. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45241. }
  45242. }
  45243. //
  45244. const encoder = device.createCommandEncoder( {} );
  45245. const currentPass = encoder.beginRenderPass( {
  45246. colorAttachments,
  45247. depthStencilAttachment
  45248. } );
  45249. currentPass.end();
  45250. device.queue.submit( [ encoder.finish() ] );
  45251. }
  45252. // compute
  45253. beginCompute( computeGroup ) {
  45254. const groupGPU = this.get( computeGroup );
  45255. const descriptor = {};
  45256. this.initTimestampQuery( computeGroup, descriptor );
  45257. groupGPU.cmdEncoderGPU = this.device.createCommandEncoder();
  45258. groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );
  45259. }
  45260. compute( computeGroup, computeNode, bindings, pipeline ) {
  45261. const { passEncoderGPU } = this.get( computeGroup );
  45262. // pipeline
  45263. const pipelineGPU = this.get( pipeline ).pipeline;
  45264. passEncoderGPU.setPipeline( pipelineGPU );
  45265. // bind groups
  45266. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  45267. const bindGroup = bindings[ i ];
  45268. const bindingsData = this.get( bindGroup );
  45269. passEncoderGPU.setBindGroup( i, bindingsData.group );
  45270. }
  45271. const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;
  45272. const computeNodeData = this.get( computeNode );
  45273. if ( computeNodeData.dispatchSize === undefined ) computeNodeData.dispatchSize = { x: 0, y: 1, z: 1 };
  45274. const { dispatchSize } = computeNodeData;
  45275. if ( computeNode.dispatchCount > maxComputeWorkgroupsPerDimension ) {
  45276. dispatchSize.x = Math.min( computeNode.dispatchCount, maxComputeWorkgroupsPerDimension );
  45277. dispatchSize.y = Math.ceil( computeNode.dispatchCount / maxComputeWorkgroupsPerDimension );
  45278. } else {
  45279. dispatchSize.x = computeNode.dispatchCount;
  45280. }
  45281. passEncoderGPU.dispatchWorkgroups(
  45282. dispatchSize.x,
  45283. dispatchSize.y,
  45284. dispatchSize.z
  45285. );
  45286. }
  45287. finishCompute( computeGroup ) {
  45288. const groupData = this.get( computeGroup );
  45289. groupData.passEncoderGPU.end();
  45290. this.prepareTimestampBuffer( computeGroup, groupData.cmdEncoderGPU );
  45291. this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );
  45292. }
  45293. // render object
  45294. draw( renderObject, info ) {
  45295. const { object, context, pipeline } = renderObject;
  45296. const bindings = renderObject.getBindings();
  45297. const renderContextData = this.get( context );
  45298. const pipelineGPU = this.get( pipeline ).pipeline;
  45299. const currentSets = renderContextData.currentSets;
  45300. const passEncoderGPU = renderContextData.currentPass;
  45301. const drawParms = renderObject.getDrawParameters();
  45302. if ( drawParms === null ) return;
  45303. // pipeline
  45304. if ( currentSets.pipeline !== pipelineGPU ) {
  45305. passEncoderGPU.setPipeline( pipelineGPU );
  45306. currentSets.pipeline = pipelineGPU;
  45307. }
  45308. // bind groups
  45309. const currentBindingGroups = currentSets.bindingGroups;
  45310. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  45311. const bindGroup = bindings[ i ];
  45312. const bindingsData = this.get( bindGroup );
  45313. if ( currentBindingGroups[ bindGroup.index ] !== bindGroup.id ) {
  45314. passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
  45315. currentBindingGroups[ bindGroup.index ] = bindGroup.id;
  45316. }
  45317. }
  45318. // attributes
  45319. const index = renderObject.getIndex();
  45320. const hasIndex = ( index !== null );
  45321. // index
  45322. if ( hasIndex === true ) {
  45323. if ( currentSets.index !== index ) {
  45324. const buffer = this.get( index ).buffer;
  45325. const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  45326. passEncoderGPU.setIndexBuffer( buffer, indexFormat );
  45327. currentSets.index = index;
  45328. }
  45329. }
  45330. // vertex buffers
  45331. const vertexBuffers = renderObject.getVertexBuffers();
  45332. for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {
  45333. const vertexBuffer = vertexBuffers[ i ];
  45334. if ( currentSets.attributes[ i ] !== vertexBuffer ) {
  45335. const buffer = this.get( vertexBuffer ).buffer;
  45336. passEncoderGPU.setVertexBuffer( i, buffer );
  45337. currentSets.attributes[ i ] = vertexBuffer;
  45338. }
  45339. }
  45340. // occlusion queries - handle multiple consecutive draw calls for an object
  45341. if ( renderContextData.occlusionQuerySet !== undefined ) {
  45342. const lastObject = renderContextData.lastOcclusionObject;
  45343. if ( lastObject !== object ) {
  45344. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  45345. passEncoderGPU.endOcclusionQuery();
  45346. renderContextData.occlusionQueryIndex ++;
  45347. }
  45348. if ( object.occlusionTest === true ) {
  45349. passEncoderGPU.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
  45350. renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;
  45351. }
  45352. renderContextData.lastOcclusionObject = object;
  45353. }
  45354. }
  45355. // draw
  45356. if ( object.isBatchedMesh === true ) {
  45357. const starts = object._multiDrawStarts;
  45358. const counts = object._multiDrawCounts;
  45359. const drawCount = object._multiDrawCount;
  45360. const drawInstances = object._multiDrawInstances;
  45361. const bytesPerElement = hasIndex ? index.array.BYTES_PER_ELEMENT : 1;
  45362. for ( let i = 0; i < drawCount; i ++ ) {
  45363. const count = drawInstances ? drawInstances[ i ] : 1;
  45364. const firstInstance = count > 1 ? 0 : i;
  45365. passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / bytesPerElement, 0, firstInstance );
  45366. }
  45367. } else if ( hasIndex === true ) {
  45368. const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParms;
  45369. passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );
  45370. info.update( object, indexCount, instanceCount );
  45371. } else {
  45372. const { vertexCount, instanceCount, firstVertex } = drawParms;
  45373. passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );
  45374. info.update( object, vertexCount, instanceCount );
  45375. }
  45376. }
  45377. // cache key
  45378. needsRenderUpdate( renderObject ) {
  45379. const data = this.get( renderObject );
  45380. const { object, material } = renderObject;
  45381. const utils = this.utils;
  45382. const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
  45383. const colorSpace = utils.getCurrentColorSpace( renderObject.context );
  45384. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  45385. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  45386. const primitiveTopology = utils.getPrimitiveTopology( object, material );
  45387. let needsUpdate = false;
  45388. if ( data.material !== material || data.materialVersion !== material.version ||
  45389. data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
  45390. data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
  45391. data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
  45392. data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
  45393. data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
  45394. data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
  45395. data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
  45396. data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
  45397. data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
  45398. data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
  45399. data.primitiveTopology !== primitiveTopology ||
  45400. data.clippingContextCacheKey !== renderObject.clippingContext.cacheKey
  45401. ) {
  45402. data.material = material; data.materialVersion = material.version;
  45403. data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
  45404. data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
  45405. data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
  45406. data.colorWrite = material.colorWrite;
  45407. data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
  45408. data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
  45409. data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
  45410. data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
  45411. data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
  45412. data.sampleCount = sampleCount;
  45413. data.colorSpace = colorSpace;
  45414. data.colorFormat = colorFormat;
  45415. data.depthStencilFormat = depthStencilFormat;
  45416. data.primitiveTopology = primitiveTopology;
  45417. data.clippingContextCacheKey = renderObject.clippingContext.cacheKey;
  45418. needsUpdate = true;
  45419. }
  45420. return needsUpdate;
  45421. }
  45422. getRenderCacheKey( renderObject ) {
  45423. const { object, material } = renderObject;
  45424. const utils = this.utils;
  45425. const renderContext = renderObject.context;
  45426. return [
  45427. material.transparent, material.blending, material.premultipliedAlpha,
  45428. material.blendSrc, material.blendDst, material.blendEquation,
  45429. material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
  45430. material.colorWrite,
  45431. material.depthWrite, material.depthTest, material.depthFunc,
  45432. material.stencilWrite, material.stencilFunc,
  45433. material.stencilFail, material.stencilZFail, material.stencilZPass,
  45434. material.stencilFuncMask, material.stencilWriteMask,
  45435. material.side,
  45436. utils.getSampleCountRenderContext( renderContext ),
  45437. utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
  45438. utils.getPrimitiveTopology( object, material ),
  45439. renderObject.clippingContext.cacheKey
  45440. ].join();
  45441. }
  45442. // textures
  45443. createSampler( texture ) {
  45444. this.textureUtils.createSampler( texture );
  45445. }
  45446. destroySampler( texture ) {
  45447. this.textureUtils.destroySampler( texture );
  45448. }
  45449. createDefaultTexture( texture ) {
  45450. this.textureUtils.createDefaultTexture( texture );
  45451. }
  45452. createTexture( texture, options ) {
  45453. this.textureUtils.createTexture( texture, options );
  45454. }
  45455. updateTexture( texture, options ) {
  45456. this.textureUtils.updateTexture( texture, options );
  45457. }
  45458. generateMipmaps( texture ) {
  45459. this.textureUtils.generateMipmaps( texture );
  45460. }
  45461. destroyTexture( texture ) {
  45462. this.textureUtils.destroyTexture( texture );
  45463. }
  45464. copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  45465. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
  45466. }
  45467. initTimestampQuery( renderContext, descriptor ) {
  45468. if ( ! this.trackTimestamp ) return;
  45469. const renderContextData = this.get( renderContext );
  45470. if ( ! renderContextData.timeStampQuerySet ) {
  45471. // Create a GPUQuerySet which holds 2 timestamp query results: one for the
  45472. // beginning and one for the end of compute pass execution.
  45473. const timeStampQuerySet = this.device.createQuerySet( { type: 'timestamp', count: 2 } );
  45474. const timestampWrites = {
  45475. querySet: timeStampQuerySet,
  45476. beginningOfPassWriteIndex: 0, // Write timestamp in index 0 when pass begins.
  45477. endOfPassWriteIndex: 1, // Write timestamp in index 1 when pass ends.
  45478. };
  45479. Object.assign( descriptor, {
  45480. timestampWrites,
  45481. } );
  45482. renderContextData.timeStampQuerySet = timeStampQuerySet;
  45483. }
  45484. }
  45485. // timestamp utils
  45486. prepareTimestampBuffer( renderContext, encoder ) {
  45487. if ( ! this.trackTimestamp ) return;
  45488. const renderContextData = this.get( renderContext );
  45489. const size = 2 * BigInt64Array.BYTES_PER_ELEMENT;
  45490. if ( renderContextData.currentTimestampQueryBuffers === undefined ) {
  45491. renderContextData.currentTimestampQueryBuffers = {
  45492. resolveBuffer: this.device.createBuffer( {
  45493. label: 'timestamp resolve buffer',
  45494. size: size,
  45495. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,
  45496. } ),
  45497. resultBuffer: this.device.createBuffer( {
  45498. label: 'timestamp result buffer',
  45499. size: size,
  45500. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
  45501. } ),
  45502. isMappingPending: false,
  45503. };
  45504. }
  45505. const { resolveBuffer, resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers;
  45506. if ( isMappingPending === true ) return;
  45507. encoder.resolveQuerySet( renderContextData.timeStampQuerySet, 0, 2, resolveBuffer, 0 );
  45508. encoder.copyBufferToBuffer( resolveBuffer, 0, resultBuffer, 0, size );
  45509. }
  45510. async resolveTimestampAsync( renderContext, type = 'render' ) {
  45511. if ( ! this.trackTimestamp ) return;
  45512. const renderContextData = this.get( renderContext );
  45513. if ( renderContextData.currentTimestampQueryBuffers === undefined ) return;
  45514. const { resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers;
  45515. if ( isMappingPending === true ) return;
  45516. renderContextData.currentTimestampQueryBuffers.isMappingPending = true;
  45517. resultBuffer.mapAsync( GPUMapMode.READ ).then( () => {
  45518. const times = new BigUint64Array( resultBuffer.getMappedRange() );
  45519. const duration = Number( times[ 1 ] - times[ 0 ] ) / 1000000;
  45520. this.renderer.info.updateTimestamp( type, duration );
  45521. resultBuffer.unmap();
  45522. renderContextData.currentTimestampQueryBuffers.isMappingPending = false;
  45523. } );
  45524. }
  45525. // node builder
  45526. createNodeBuilder( object, renderer ) {
  45527. return new WGSLNodeBuilder( object, renderer );
  45528. }
  45529. // program
  45530. createProgram( program ) {
  45531. const programGPU = this.get( program );
  45532. programGPU.module = {
  45533. module: this.device.createShaderModule( { code: program.code, label: program.stage } ),
  45534. entryPoint: 'main'
  45535. };
  45536. }
  45537. destroyProgram( program ) {
  45538. this.delete( program );
  45539. }
  45540. // pipelines
  45541. createRenderPipeline( renderObject, promises ) {
  45542. this.pipelineUtils.createRenderPipeline( renderObject, promises );
  45543. }
  45544. createComputePipeline( computePipeline, bindings ) {
  45545. this.pipelineUtils.createComputePipeline( computePipeline, bindings );
  45546. }
  45547. beginBundle( renderContext ) {
  45548. const renderContextData = this.get( renderContext );
  45549. renderContextData._currentPass = renderContextData.currentPass;
  45550. renderContextData._currentSets = renderContextData.currentSets;
  45551. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  45552. renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );
  45553. }
  45554. finishBundle( renderContext, bundle ) {
  45555. const renderContextData = this.get( renderContext );
  45556. const bundleEncoder = renderContextData.currentPass;
  45557. const bundleGPU = bundleEncoder.finish();
  45558. this.get( bundle ).bundleGPU = bundleGPU;
  45559. // restore render pass state
  45560. renderContextData.currentSets = renderContextData._currentSets;
  45561. renderContextData.currentPass = renderContextData._currentPass;
  45562. }
  45563. addBundle( renderContext, bundle ) {
  45564. const renderContextData = this.get( renderContext );
  45565. renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );
  45566. }
  45567. // bindings
  45568. createBindings( bindGroup ) {
  45569. this.bindingUtils.createBindings( bindGroup );
  45570. }
  45571. updateBindings( bindGroup ) {
  45572. this.bindingUtils.createBindings( bindGroup );
  45573. }
  45574. updateBinding( binding ) {
  45575. this.bindingUtils.updateBinding( binding );
  45576. }
  45577. // attributes
  45578. createIndexAttribute( attribute ) {
  45579. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  45580. }
  45581. createAttribute( attribute ) {
  45582. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  45583. }
  45584. createStorageAttribute( attribute ) {
  45585. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  45586. }
  45587. updateAttribute( attribute ) {
  45588. this.attributeUtils.updateAttribute( attribute );
  45589. }
  45590. destroyAttribute( attribute ) {
  45591. this.attributeUtils.destroyAttribute( attribute );
  45592. }
  45593. // canvas
  45594. updateSize() {
  45595. this.colorBuffer = this.textureUtils.getColorBuffer();
  45596. this.defaultRenderPassdescriptor = null;
  45597. }
  45598. // utils public
  45599. getMaxAnisotropy() {
  45600. return 16;
  45601. }
  45602. hasFeature( name ) {
  45603. return this.device.features.has( name );
  45604. }
  45605. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  45606. let dstX = 0;
  45607. let dstY = 0;
  45608. let dstLayer = 0;
  45609. let srcX = 0;
  45610. let srcY = 0;
  45611. let srcLayer = 0;
  45612. let srcWidth = srcTexture.image.width;
  45613. let srcHeight = srcTexture.image.height;
  45614. if ( srcRegion !== null ) {
  45615. srcX = srcRegion.x;
  45616. srcY = srcRegion.y;
  45617. srcLayer = srcRegion.z || 0;
  45618. srcWidth = srcRegion.width;
  45619. srcHeight = srcRegion.height;
  45620. }
  45621. if ( dstPosition !== null ) {
  45622. dstX = dstPosition.x;
  45623. dstY = dstPosition.y;
  45624. dstLayer = dstPosition.z || 0;
  45625. }
  45626. const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );
  45627. const sourceGPU = this.get( srcTexture ).texture;
  45628. const destinationGPU = this.get( dstTexture ).texture;
  45629. encoder.copyTextureToTexture(
  45630. {
  45631. texture: sourceGPU,
  45632. mipLevel: level,
  45633. origin: { x: srcX, y: srcY, z: srcLayer }
  45634. },
  45635. {
  45636. texture: destinationGPU,
  45637. mipLevel: level,
  45638. origin: { x: dstX, y: dstY, z: dstLayer }
  45639. },
  45640. [
  45641. srcWidth,
  45642. srcHeight,
  45643. 1
  45644. ]
  45645. );
  45646. this.device.queue.submit( [ encoder.finish() ] );
  45647. }
  45648. copyFramebufferToTexture( texture, renderContext ) {
  45649. const renderContextData = this.get( renderContext );
  45650. const { encoder, descriptor } = renderContextData;
  45651. let sourceGPU = null;
  45652. if ( renderContext.renderTarget ) {
  45653. if ( texture.isDepthTexture ) {
  45654. sourceGPU = this.get( renderContext.depthTexture ).texture;
  45655. } else {
  45656. sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;
  45657. }
  45658. } else {
  45659. if ( texture.isDepthTexture ) {
  45660. sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );
  45661. } else {
  45662. sourceGPU = this.context.getCurrentTexture();
  45663. }
  45664. }
  45665. const destinationGPU = this.get( texture ).texture;
  45666. if ( sourceGPU.format !== destinationGPU.format ) {
  45667. console.error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );
  45668. return;
  45669. }
  45670. renderContextData.currentPass.end();
  45671. encoder.copyTextureToTexture(
  45672. {
  45673. texture: sourceGPU,
  45674. origin: { x: 0, y: 0, z: 0 }
  45675. },
  45676. {
  45677. texture: destinationGPU
  45678. },
  45679. [
  45680. texture.image.width,
  45681. texture.image.height
  45682. ]
  45683. );
  45684. if ( texture.generateMipmaps ) this.textureUtils.generateMipmaps( texture );
  45685. for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {
  45686. descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;
  45687. }
  45688. if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  45689. if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  45690. renderContextData.currentPass = encoder.beginRenderPass( descriptor );
  45691. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  45692. }
  45693. }
  45694. class IESSpotLight extends SpotLight {
  45695. constructor( color, intensity, distance, angle, penumbra, decay ) {
  45696. super( color, intensity, distance, angle, penumbra, decay );
  45697. this.iesMap = null;
  45698. }
  45699. copy( source, recursive ) {
  45700. super.copy( source, recursive );
  45701. this.iesMap = source.iesMap;
  45702. return this;
  45703. }
  45704. }
  45705. class BasicNodeLibrary extends NodeLibrary {
  45706. constructor() {
  45707. super();
  45708. this.addLight( PointLightNode, PointLight );
  45709. this.addLight( DirectionalLightNode, DirectionalLight );
  45710. this.addLight( RectAreaLightNode, RectAreaLight );
  45711. this.addLight( SpotLightNode, SpotLight );
  45712. this.addLight( AmbientLightNode, AmbientLight );
  45713. this.addLight( HemisphereLightNode, HemisphereLight );
  45714. this.addLight( LightProbeNode, LightProbe );
  45715. this.addLight( IESSpotLightNode, IESSpotLight );
  45716. this.addToneMapping( linearToneMapping, LinearToneMapping );
  45717. this.addToneMapping( reinhardToneMapping, ReinhardToneMapping );
  45718. this.addToneMapping( cineonToneMapping, CineonToneMapping );
  45719. this.addToneMapping( acesFilmicToneMapping, ACESFilmicToneMapping );
  45720. this.addToneMapping( agxToneMapping, AgXToneMapping );
  45721. this.addToneMapping( neutralToneMapping, NeutralToneMapping );
  45722. this.addColorSpace( linearSRGBTosRGB, getColorSpaceMethod( LinearSRGBColorSpace, SRGBColorSpace ) );
  45723. this.addColorSpace( sRGBToLinearSRGB, getColorSpaceMethod( SRGBColorSpace, LinearSRGBColorSpace ) );
  45724. }
  45725. }
  45726. class WebGPURenderer extends Renderer {
  45727. constructor( parameters = {} ) {
  45728. let BackendClass;
  45729. if ( parameters.forceWebGL ) {
  45730. BackendClass = WebGLBackend;
  45731. } else {
  45732. BackendClass = WebGPUBackend;
  45733. parameters.getFallback = () => {
  45734. console.warn( 'THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' );
  45735. return new WebGLBackend( parameters );
  45736. };
  45737. }
  45738. const backend = new BackendClass( parameters );
  45739. super( backend, parameters );
  45740. this.nodes.library = new BasicNodeLibrary();
  45741. this.isWebGPURenderer = true;
  45742. }
  45743. }
  45744. const _material = /*@__PURE__*/ new NodeMaterial();
  45745. const _quadMesh = /*@__PURE__*/ new QuadMesh( _material );
  45746. class PostProcessing {
  45747. constructor( renderer, outputNode = vec4( 0, 0, 1, 1 ) ) {
  45748. this.renderer = renderer;
  45749. this.outputNode = outputNode;
  45750. this.outputColorTransform = true;
  45751. this.needsUpdate = true;
  45752. _material.name = 'PostProcessing';
  45753. }
  45754. render() {
  45755. this.update();
  45756. const renderer = this.renderer;
  45757. const toneMapping = renderer.toneMapping;
  45758. const outputColorSpace = renderer.outputColorSpace;
  45759. renderer.toneMapping = NoToneMapping;
  45760. renderer.outputColorSpace = LinearSRGBColorSpace;
  45761. //
  45762. _quadMesh.render( renderer );
  45763. //
  45764. renderer.toneMapping = toneMapping;
  45765. renderer.outputColorSpace = outputColorSpace;
  45766. }
  45767. update() {
  45768. if ( this.needsUpdate === true ) {
  45769. const renderer = this.renderer;
  45770. const toneMapping = renderer.toneMapping;
  45771. const outputColorSpace = renderer.outputColorSpace;
  45772. _quadMesh.material.fragmentNode = this.outputColorTransform === true ? renderOutput( this.outputNode, toneMapping, outputColorSpace ) : this.outputNode.context( { toneMapping, outputColorSpace } );
  45773. _quadMesh.material.needsUpdate = true;
  45774. this.needsUpdate = false;
  45775. }
  45776. }
  45777. async renderAsync() {
  45778. this.update();
  45779. const renderer = this.renderer;
  45780. const toneMapping = renderer.toneMapping;
  45781. const outputColorSpace = renderer.outputColorSpace;
  45782. renderer.toneMapping = NoToneMapping;
  45783. renderer.outputColorSpace = LinearSRGBColorSpace;
  45784. //
  45785. await _quadMesh.renderAsync( renderer );
  45786. //
  45787. renderer.toneMapping = toneMapping;
  45788. renderer.outputColorSpace = outputColorSpace;
  45789. }
  45790. }
  45791. class StorageTexture extends Texture {
  45792. constructor( width = 1, height = 1 ) {
  45793. super();
  45794. this.image = { width, height };
  45795. this.magFilter = LinearFilter;
  45796. this.minFilter = LinearFilter;
  45797. this.isStorageTexture = true;
  45798. }
  45799. }
  45800. class StorageBufferAttribute extends BufferAttribute {
  45801. constructor( array, itemSize, typeClass = Float32Array ) {
  45802. if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize );
  45803. super( array, itemSize );
  45804. this.isStorageBufferAttribute = true;
  45805. }
  45806. }
  45807. class StorageInstancedBufferAttribute extends InstancedBufferAttribute {
  45808. constructor( array, itemSize, typeClass = Float32Array ) {
  45809. if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize );
  45810. super( array, itemSize );
  45811. this.isStorageInstancedBufferAttribute = true;
  45812. }
  45813. }
  45814. class NodeLoader extends Loader {
  45815. constructor( manager ) {
  45816. super( manager );
  45817. this.textures = {};
  45818. this.nodes = {};
  45819. }
  45820. load( url, onLoad, onProgress, onError ) {
  45821. const loader = new FileLoader( this.manager );
  45822. loader.setPath( this.path );
  45823. loader.setRequestHeader( this.requestHeader );
  45824. loader.setWithCredentials( this.withCredentials );
  45825. loader.load( url, ( text ) => {
  45826. try {
  45827. onLoad( this.parse( JSON.parse( text ) ) );
  45828. } catch ( e ) {
  45829. if ( onError ) {
  45830. onError( e );
  45831. } else {
  45832. console.error( e );
  45833. }
  45834. this.manager.itemError( url );
  45835. }
  45836. }, onProgress, onError );
  45837. }
  45838. parseNodes( json ) {
  45839. const nodes = {};
  45840. if ( json !== undefined ) {
  45841. for ( const nodeJSON of json ) {
  45842. const { uuid, type } = nodeJSON;
  45843. nodes[ uuid ] = this.createNodeFromType( type );
  45844. nodes[ uuid ].uuid = uuid;
  45845. }
  45846. const meta = { nodes, textures: this.textures };
  45847. for ( const nodeJSON of json ) {
  45848. nodeJSON.meta = meta;
  45849. const node = nodes[ nodeJSON.uuid ];
  45850. node.deserialize( nodeJSON );
  45851. delete nodeJSON.meta;
  45852. }
  45853. }
  45854. return nodes;
  45855. }
  45856. parse( json ) {
  45857. const node = this.createNodeFromType( json.type );
  45858. node.uuid = json.uuid;
  45859. const nodes = this.parseNodes( json.nodes );
  45860. const meta = { nodes, textures: this.textures };
  45861. json.meta = meta;
  45862. node.deserialize( json );
  45863. delete json.meta;
  45864. return node;
  45865. }
  45866. setTextures( value ) {
  45867. this.textures = value;
  45868. return this;
  45869. }
  45870. setNodes( value ) {
  45871. this.nodes = value;
  45872. return this;
  45873. }
  45874. createNodeFromType( type ) {
  45875. if ( this.nodes[ type ] === undefined ) {
  45876. console.error( 'THREE.NodeLoader: Node type not found:', type );
  45877. return float();
  45878. }
  45879. return nodeObject( new this.nodes[ type ]() );
  45880. }
  45881. }
  45882. class NodeMaterialLoader extends MaterialLoader {
  45883. constructor( manager ) {
  45884. super( manager );
  45885. this.nodes = {};
  45886. this.nodeMaterials = {};
  45887. }
  45888. parse( json ) {
  45889. const material = super.parse( json );
  45890. const nodes = this.nodes;
  45891. const inputNodes = json.inputNodes;
  45892. for ( const property in inputNodes ) {
  45893. const uuid = inputNodes[ property ];
  45894. material[ property ] = nodes[ uuid ];
  45895. }
  45896. return material;
  45897. }
  45898. setNodes( value ) {
  45899. this.nodes = value;
  45900. return this;
  45901. }
  45902. setNodeMaterials( value ) {
  45903. this.nodeMaterials = value;
  45904. return this;
  45905. }
  45906. createMaterialFromType( type ) {
  45907. const materialClass = this.nodeMaterials[ type ];
  45908. if ( materialClass !== undefined ) {
  45909. return new materialClass();
  45910. }
  45911. return super.createMaterialFromType( type );
  45912. }
  45913. }
  45914. class NodeObjectLoader extends ObjectLoader {
  45915. constructor( manager ) {
  45916. super( manager );
  45917. this.nodes = {};
  45918. this.nodeMaterials = {};
  45919. this._nodesJSON = null;
  45920. }
  45921. setNodes( value ) {
  45922. this.nodes = value;
  45923. return this;
  45924. }
  45925. setNodeMaterials( value ) {
  45926. this.nodeMaterials = value;
  45927. return this;
  45928. }
  45929. parse( json, onLoad ) {
  45930. this._nodesJSON = json.nodes;
  45931. const data = super.parse( json, onLoad );
  45932. this._nodesJSON = null; // dispose
  45933. return data;
  45934. }
  45935. parseNodes( json, textures ) {
  45936. if ( json !== undefined ) {
  45937. const loader = new NodeLoader();
  45938. loader.setNodes( this.nodes );
  45939. loader.setTextures( textures );
  45940. return loader.parseNodes( json );
  45941. }
  45942. return {};
  45943. }
  45944. parseMaterials( json, textures ) {
  45945. const materials = {};
  45946. if ( json !== undefined ) {
  45947. const nodes = this.parseNodes( this._nodesJSON, textures );
  45948. const loader = new NodeMaterialLoader();
  45949. loader.setTextures( textures );
  45950. loader.setNodes( nodes );
  45951. loader.setNodeMaterials( this.nodeMaterials );
  45952. for ( let i = 0, l = json.length; i < l; i ++ ) {
  45953. const data = json[ i ];
  45954. materials[ data.uuid ] = loader.parse( data );
  45955. }
  45956. }
  45957. return materials;
  45958. }
  45959. }
  45960. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  45961. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  45962. revision: REVISION,
  45963. } } ) );
  45964. }
  45965. if ( typeof window !== 'undefined' ) {
  45966. if ( window.__THREE__ ) {
  45967. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  45968. } else {
  45969. window.__THREE__ = REVISION;
  45970. }
  45971. }
  45972. export { ACESFilmicToneMapping, AONode, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AfterImageNode, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightNode, AnaglyphPassNode, AnalyticLightNode, AnamorphicNode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrayElementNode, ArrowHelper, AssignNode, AttachedBindMode, AttributeNode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BRDF_GGX, BRDF_Lambert, BackSide, BasicDepthPacking, BasicEnvironmentNode, BasicShadowMap$1 as BasicShadowMap, BatchNode, BatchedMesh, BloomNode, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, Break, BufferAttribute, BufferAttributeNode, BufferGeometry, BufferGeometryLoader, BufferNode, BumpMapNode, BypassNode, ByteType, Cache, CacheNode, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, CodeNode, Color, ColorKeyframeTrack, ColorManagement, ColorSpaceNode, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ComputeNode, ConeGeometry, ConstNode, ConstantAlphaFactor, ConstantColorFactor, ContextNode, Continue, Controls, ConvertNode, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeTextureNode, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, DFGApprox, D_GGX, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DenoiseNode, DepthFormat, DepthOfFieldNode, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DirectionalLightNode, Discard, DiscreteInterpolant, DisplayP3ColorSpace, DodecahedronGeometry, DotScreenNode, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EPSILON, EdgesGeometry, EllipseCurve, EnvironmentNode, EqualCompare, EqualDepth, EqualStencilFunc, EquirectUVNode, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExpressionNode, ExtrudeGeometry, FXAANode, F_Schlick, FileLoader, FilmNode, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fn, Fog, FogExp2, FogExp2Node, FogNode, FogRangeNode, FramebufferTexture, FrontFacingNode, FrontSide, Frustum, FunctionCallNode, FunctionNode, FunctionOverloadingNode, GLBufferAttribute, GLSL1, GLSL3, GLSLNodeParser, GTAONode, GaussianBlurNode, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightNode, IESSpotLight, IESSpotLightNode, INFINITY, IcosahedronGeometry, If, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, IndexNode, InstanceNode, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, InstancedPointsNodeMaterial, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, IrradianceNode, JoinNode, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightNode, LightProbe, LightProbeNode, LightingContextNode, LightingModel, LightingNode, LightsNode, Line, Line2NodeMaterial, Line3, LineBasicMaterial, LineBasicNodeMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineDashedNodeMaterial, LineLoop, LineSegments, LinearDisplayP3ColorSpace, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, Loop, LoopNode, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, Lut3DNode, MOUSE, MRTNode, MatcapUVNode, Material, MaterialLoader, MaterialNode, MaterialReferenceNode, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, MaxMipLevelNode, Mesh, MeshBasicMaterial, MeshBasicNodeMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshLambertNodeMaterial, MeshMatcapMaterial, MeshMatcapNodeMaterial, MeshNormalMaterial, MeshNormalNodeMaterial, MeshPhongMaterial, MeshPhongNodeMaterial, MeshPhysicalMaterial, MeshPhysicalNodeMaterial, MeshSSSNodeMaterial, MeshStandardMaterial, MeshStandardNodeMaterial, MeshToonMaterial, MeshToonNodeMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, ModelNode, ModelViewProjectionNode, MorphNode, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, Node, NodeAttribute, NodeBuilder, NodeCache, NodeCode, NodeFrame, NodeFunctionInput, NodeLoader, NodeMaterial, NodeMaterialLoader, NodeObjectLoader, NodeShaderStage, NodeType, NodeUniform, NodeUpdateType, NodeUtils, NodeVar, NodeVarying, NormalAnimationBlendMode, NormalBlending, NormalMapNode, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, Object3DNode, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, OscNode, OutputStructNode, P3Primaries, PCFShadowMap$1 as PCFShadowMap, PCFSoftShadowMap$1 as PCFSoftShadowMap, PI, PI2, PMREMGenerator, PMREMNode, ParallaxBarrierPassNode, ParameterNode, PassNode, Path, PerspectiveCamera, PhongLightingModel, PhysicalLightingModel, PixelationPassNode, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, PointLightNode, PointUVNode, Points, PointsMaterial, PointsNodeMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PostProcessing, PosterizeNode, PropertyBinding, PropertyMixer, PropertyNode, QuadMesh, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGBShiftNode, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RTTNode, RangeNode, RawShaderMaterial, Ray, Raycaster, Rec709Primaries, RectAreaLight, RectAreaLightNode, RedFormat, RedIntegerFormat, ReferenceNode, ReflectorNode, ReinhardToneMapping, RemapNode, RenderOutputNode, RenderTarget, RendererReferenceNode, RepeatWrapping, ReplaceStencilOp, Return, ReverseSubtractEquation, RingGeometry, RotateNode, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, SSAAPassNode, Scene, SceneNode, Schlick_to_F0, ScreenNode, ScriptableNode, ScriptableValueNode, SetNode, ShaderMaterial, ShaderNode, ShadowMaterial, ShadowNodeMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SkinningNode, SobelOperatorNode, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SplitNode, SpotLight, SpotLightHelper, SpotLightNode, Sprite, SpriteMaterial, SpriteNodeMaterial, SpriteSheetUVNode, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StackNode, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StereoPassNode, StorageArrayElementNode, StorageBufferAttribute, StorageBufferNode, StorageInstancedBufferAttribute, StorageTexture, StorageTextureNode, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TBNViewMatrix, TOUCH, TangentSpaceNormalMap, TempNode, TetrahedronGeometry, Texture, Texture3DNode, TextureLoader, TextureNode, TextureSizeNode, TimerNode, ToneMappingNode, TorusGeometry, TorusKnotGeometry, TransitionNode, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TriplanarTexturesNode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform$1 as Uniform, UniformArrayNode, UniformGroupNode, UniformNode, UniformsGroup$1 as UniformsGroup, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, UserDataNode, VSMShadowMap, V_GGX_SmithCorrelated, VarNode, VaryingNode, Vector2, Vector3, Vector4, VectorKeyframeTrack, VertexColorNode, VideoTexture, ViewportDepthNode, ViewportDepthTextureNode, ViewportSharedTextureNode, ViewportTextureNode, VolumeNodeMaterial, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGPUCoordinateSystem, WebGPURenderer, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, abs, acesFilmicToneMapping, acos, add, addMethodChaining, addNodeElement, afterImage, agxToneMapping, all, alphaT, anaglyphPass, anamorphic, and, anisotropy, anisotropyB, anisotropyT, any, ao, append, arrayBuffer, asin, assign, atan, atan2, attenuationColor, attenuationDistance, attribute, backgroundBlurriness, backgroundIntensity, batch, billboarding, bitAnd, bitNot, bitOr, bitXor, bitangentGeometry, bitangentLocal, bitangentView, bitangentWorld, bitcast, bleach, bloom, blur, bool, buffer, bufferAttribute, bumpMap, burn, bvec2, bvec3, bvec4, bypass, cache, call, cameraFar, cameraLogDepth, cameraNear, cameraNormalMatrix, cameraPosition, cameraProjectionMatrix, cameraProjectionMatrixInverse, cameraViewMatrix, cameraWorldMatrix, cbrt, ceil, checker, cineonToneMapping, clamp, clearcoat, clearcoatRoughness, code, color, colorToDirection, compute, cond, context, convert, convertToTexture, cos, createCanvasElement, cross, cubeTexture, dFdx, dFdy, dashSize, defaultBuildStages, defaultShaderStages, defined, degrees, denoise, densityFog, depth, depthPass, difference, diffuseColor, directionToColor, dispersion, distance, div, dodge, dof, dot, dotScreen, drawIndex, dynamicBufferAttribute, element, emissive, equal, equals, equirectUV, exp, exp2, expression, faceDirection, faceForward, film, float, floor, fog, fract, frameGroup, frameId, frontFacing, fwidth, fxaa, gain, gapSize, gaussianBlur, getColorSpaceMethod, getConstNodeType, getCurrentStack, getDirection, getDistanceAttenuation, getGeometryRoughness, getRoughness, getShIrradianceAt, getTextureIndex, global, glsl, glslFn, grayscale, greaterThan, greaterThanEqual, hash, highPrecisionModelNormalViewMatrix, highPrecisionModelViewMatrix, hue, instance, instanceIndex, instancedBufferAttribute, instancedDynamicBufferAttribute, int, inverseSqrt, invocationLocalIndex, ior, iridescence, iridescenceIOR, iridescenceThickness, ivec2, ivec3, ivec4, js, label, length, lengthSq, lessThan, lessThanEqual, lightTargetDirection, lightingContext, lights, linearDepth, linearSRGBTosRGB, linearToneMapping, log, log2, loop, luminance, lut3D, mat2, mat3, mat4, matcapUV, materialAOMap, materialAlphaTest, materialAnisotropy, materialAnisotropyVector, materialAttenuationColor, materialAttenuationDistance, materialClearcoat, materialClearcoatNormal, materialClearcoatRoughness, materialColor, materialDispersion, materialEmissive, materialIOR, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialLightMap, materialLineDashOffset, materialLineDashSize, materialLineGapSize, materialLineScale, materialLineWidth, materialMetalness, materialNormal, materialOpacity, materialPointWidth, materialReference, materialReflectivity, materialRefractionRatio, materialRotation, materialRoughness, materialSheen, materialSheenRoughness, materialShininess, materialSpecular, materialSpecularColor, materialSpecularIntensity, materialSpecularStrength, materialThickness, materialTransmission, max$1 as max, maxMipLevel, metalness, min$1 as min, mix, mixElement, mod, modInt, modelDirection, modelNormalMatrix, modelPosition, modelScale, modelViewMatrix, modelViewPosition, modelViewProjection, modelWorldMatrix, modelWorldMatrixInverse, morphReference, motionBlur, mrt, mul, mx_aastep, mx_cell_noise_float, mx_contrast, mx_fractal_noise_float, mx_fractal_noise_vec2, mx_fractal_noise_vec3, mx_fractal_noise_vec4, mx_hsvtorgb, mx_noise_float, mx_noise_vec3, mx_noise_vec4, mx_ramplr, mx_ramptb, mx_rgbtohsv, mx_safepower, mx_splitlr, mx_splittb, mx_srgb_texture_to_lin_rec709, mx_transform_uv, mx_worley_noise_float, mx_worley_noise_vec2, mx_worley_noise_vec3, negate, neutralToneMapping, nodeArray, nodeImmutable, nodeObject, nodeObjects, nodeProxy, normalFlat, normalGeometry, normalLocal, normalMap, normalView, normalWorld, normalize, not, notEqual, objectDirection, objectGroup, objectPosition, objectScale, objectViewPosition, objectWorldMatrix, oneMinus, or, orthographicDepthToViewZ, oscSawtooth, oscSine, oscSquare, oscTriangle, output, outputStruct, overlay, overloadingFn, parabola, parallaxBarrierPass, parallaxDirection, parallaxUV, parameter, pass, passTexture, pcurve, perspectiveDepthToViewZ, pixelationPass, pmremTexture, pointUV, pointWidth, positionGeometry, positionLocal, positionPrevious, positionView, positionViewDirection, positionWorld, positionWorldDirection, posterize, pow, pow2, pow3, pow4, property, radians, rand, range, rangeFog, reciprocal, reference, referenceBuffer, reflect, reflectVector, reflectView, reflector, refract, refractVector, refractView, reinhardToneMapping, remainder, remap, remapClamp, renderGroup, renderOutput, rendererReference, rgbShift, rotate, rotateUV, roughness, round, rtt, sRGBToLinearSRGB, sampler, saturate, saturation, screen, screenCoordinate, screenSize, screenUV, scriptable, scriptableValue, select, sepia, setCurrentStack, shaderStages, sharedUniformGroup, sheen, sheenRoughness, shiftLeft, shiftRight, shininess, sign, sin, sinc, skinning, skinningReference, smoothstep, smoothstepElement, sobel, specularColor, specularF90, spherizeUV, split, spritesheetUV, sqrt, ssaaPass, stack, step, stereoPass, storage, storageObject, storageTexture, string, sub, tan, tangentGeometry, tangentLocal, tangentView, tangentWorld, temp, texture, texture3D, textureBicubic, textureCubeUV, textureLoad, textureSize, textureStore, thickness, threshold, timerDelta, timerGlobal, timerLocal, toOutputColorSpace, toWorkingColorSpace, toneMapping, toneMappingExposure, transformDirection, transformNormal, transformNormalToView, transformedBentNormalView, transformedBitangentView, transformedBitangentWorld, transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld, transformedTangentView, transformedTangentWorld, transition, transmission, transpose, tri, tri3, triNoise3D, triplanarTexture, triplanarTextures, trunc, tslFn, uint, uniform, uniformArray, uniformGroup, uniforms, userData, uv, uvec2, uvec3, uvec4, varying, varyingProperty, vec2, vec3, vec4, vectorComponents, velocity, vertexColor, vertexIndex, vibrance, viewZToOrthographicDepth, viewZToPerspectiveDepth, viewport, viewportBottomLeft, viewportCoordinate, viewportDepthTexture, viewportLinearDepth, viewportMipTexture, viewportResolution, viewportSafeUV, viewportSharedTexture, viewportSize, viewportTexture, viewportTopLeft, viewportUV, wgsl, wgslFn, xor };