From fbbf58e6e3403bb802581a0fd112176de9fad810 Mon Sep 17 00:00:00 2001 From: ChenX <908666218@qq.com> Date: Thu, 24 Sep 2020 15:58:47 +0800 Subject: [PATCH] =?UTF-8?q?=E6=9B=B4=E6=96=B0:0.02,=E4=BD=BF=E7=94=A8rollu?= =?UTF-8?q?p=E6=89=93=E5=8C=85?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .gitignore | 1 + api.cjs.js | 8120 ++++++ api.cjs.js.map | 1 + api.esm.js | 8785 ++++++ api.esm.js.map | 1 + package.json | 5 +- types/api.d.ts | 2 +- types/api.d.ts.map | 2 +- webcad-api.js | 67935 ------------------------------------------- webcad-api.js.map | 1 - 10 files changed, 16913 insertions(+), 67940 deletions(-) create mode 100644 .gitignore create mode 100644 api.cjs.js create mode 100644 api.cjs.js.map create mode 100644 api.esm.js create mode 100644 api.esm.js.map delete mode 100644 webcad-api.js delete mode 100644 webcad-api.js.map diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..8f5fd87 --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +.history diff --git a/api.cjs.js b/api.cjs.js new file mode 100644 index 0000000..4b198c4 --- /dev/null +++ b/api.cjs.js @@ -0,0 +1,8120 @@ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var three = require('three'); +var xaop = require('xaop'); +var mobx = require('mobx'); +var LineMaterial = require('three/examples/jsm/lines/LineMaterial'); +var Line2 = require('three/examples/jsm/lines/Line2'); +var LineGeometry = require('three/examples/jsm/lines/LineGeometry'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ + +function __decorate(decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +} + +let HostApplicationServices = { ShowHistoryLog: true }; + +/** + * 销毁Object对象的Geometry,并不会销毁材质. + */ +function DisposeThreeObj(obj) { + for (let o of obj.children) { + let oany = o; + //文字的geometry缓存保留下来 + if (oany.geometry && oany.geometry.name !== "Text") + oany.geometry.dispose(); + DisposeThreeObj(o); + o.parent = null; + o.dispatchEvent({ type: "removed" }); + } + obj.children.length = 0; + return obj; +} +function Object3DRemoveAll(obj) { + for (let o of obj.children) { + o.parent = null; + o.dispatchEvent({ type: "removed" }); + } + obj.children.length = 0; + return obj; +} + +/** + * 坐标系运算. + */ +class CoordinateSystem { + constructor(postion, xAxis, yAxis, zAxis) { + this.Postion = postion || new three.Vector3(0, 0, 0); + this.XAxis = xAxis || new three.Vector3(1, 0, 0); + this.YAxis = yAxis || new three.Vector3(0, 1, 0); + this.ZAxis = zAxis || new three.Vector3(0, 0, 1); + } + applyMatrix4(mat4) { + this.Postion.applyMatrix4(mat4); + let roMat = mat4.clone().setPosition(new three.Vector3()); + this.XAxis.applyMatrix4(roMat); + this.YAxis.applyMatrix4(roMat); + this.ZAxis.applyMatrix4(roMat); + return this; + } + getMatrix4() { + let m = new three.Matrix4(); + m.makeBasis(this.XAxis, this.YAxis, this.ZAxis); + m.setPosition(this.Postion); + return m; + } + CopyForm(mat4) { + this.Postion.setFromMatrixPosition(mat4); + mat4.extractBasis(this.XAxis, this.YAxis, this.ZAxis); + return this; + } + extractBasis(xAxisA, yAxisA, zAxisA) { + xAxisA.copy(this.XAxis); + yAxisA.copy(this.YAxis); + zAxisA.copy(this.ZAxis); + } + copy(cs) { + this.Postion.copy(cs.Postion); + this.XAxis.copy(cs.XAxis); + this.YAxis.copy(cs.YAxis); + this.ZAxis.copy(cs.ZAxis); + return this; + } + clone() { + let r = new CoordinateSystem(); + r.Postion = this.Postion.clone(); + r.XAxis = this.XAxis.clone(); + r.YAxis = this.YAxis.clone(); + r.ZAxis = this.ZAxis.clone(); + return r; + } +} + +const IdentityMtx4 = new three.Matrix4(); +const ZeroVec = new three.Vector3(); +const XAxis = new three.Vector3(1, 0, 0); +const XAxisN = new three.Vector3(-1, 0, 0); +const YAxis = new three.Vector3(0, 1, 0); +const YAxisN = new three.Vector3(0, -1, 0); +const ZAxis = new three.Vector3(0, 0, 1); +function AsVector2(p) { + return new three.Vector2(p.x, p.y); +} +function AsVector3(p) { + return new three.Vector3(p.x, p.y, p.z); +} +/** + * 旋转一个点,旋转中心在原点 + * @param {Vector3} p 点 + * @param {number} a 角度. + * @returns {Vector3} 返回pt不拷贝. + */ +function rotatePoint(p, a) { + let s = Math.sin(a); + let c = Math.cos(a); + let x = p.x * c - p.y * s; + let y = p.x * s + p.y * c; + p.x = x; + p.y = y; + return p; +} +function equaln(v1, v2, fuzz = 1e-5) { + return Math.abs(v1 - v2) <= fuzz; +} +function equalv3(v1, v2, fuzz = 1e-8) { + return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz) && equaln(v1.z, v2.z, fuzz); +} +function equalv2(v1, v2, fuzz = 1e-8) { + return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz); +} +/** + * 按照极坐标的方式移动一个点 + * + * @export + * @template + * @param {T} v 向量(2d,3d) + * @param {number} an 角度 + * @param {number} dis 距离 + * @returns {T} + */ +function polar(v, an, dis) { + v.x += Math.cos(an) * dis; + v.y += Math.sin(an) * dis; + return v; +} +function angle(v) { + let angle = Math.atan2(v.y, v.x); + if (equaln(angle, 0, 1e-8)) + return 0; + if (angle < 0) + angle += Math.PI * 2; + return angle; +} +/** + * 求两个向量的夹角,顺时针为负,逆时针为正 + * + * @param {Vector3} v1 + * @param {Vector3} v2 + * @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1 + * @returns + */ +function angleTo(v1, v2, ref = new three.Vector3(0, 0, 1)) { + if (!ref.equals(new three.Vector3(0, 0, 1))) { + ref = ref.clone(); + v1 = v1.clone(); + v2 = v2.clone(); + //任意轴坐标系. 使用相机的构造矩阵. + ref.multiplyScalar(-1); + let up = getLoocAtUpVec(ref); + let refOcs = new three.Matrix4(); + refOcs.lookAt(ZeroVec, ref, up); + let refOcsInv = new three.Matrix4().getInverse(refOcs); + v1.applyMatrix4(refOcsInv); + v2.applyMatrix4(refOcsInv); + v1.z = 0; + v2.z = 0; + } + if (v1.equals(ZeroVec) || v2.equals(ZeroVec)) + return 0; + let cv = new three.Vector3().crossVectors(v1, v2).normalize(); + return cv.z === 0 ? v1.angleTo(v2) : v1.angleTo(v2) * cv.z; +} +function getLoocAtUpVec(dir) { + if (dir.equals(ZeroVec)) { + throw ("zero vector"); + } + let norm = dir.clone().normalize(); + if (norm.equals(ZAxis)) { + return new three.Vector3(0, 1, 0); + } + else if (norm.equals(ZAxis.clone().negate())) { + return new three.Vector3(0, -1, 0); + } + else { + let xv = new three.Vector3(); + xv.crossVectors(ZAxis, norm); + let up = new three.Vector3(); + up.crossVectors(norm, xv); + return up; + } +} +/** + * 判断2个向量是不是平行,尽量传入单位向量,才能保证计算精度 + */ +function isParallelTo(v1, v2, fuzz = 1e-8) { + return v1.clone().cross(v2).lengthSq() < fuzz; +} +function midPoint(v1, v2) { + return v1.clone().add(v2).multiplyScalar(0.5); +} +function MoveMatrix(v) { + return new three.Matrix4().setPosition(v); +} +/** + * 将角度调整为0-2pi之间 + */ +function clampRad(an) { + an = an % (Math.PI * 2); + if (an < 0) + an += Math.PI * 2; + return an; +} +function updateGeometry(l, geometry) { + let geo = l.geometry; + geo.dispose(); + l.geometry = geometry; + geometry.computeBoundingSphere(); +} +function UpdateBoundingSphere(obj) { + //@ts-ignore + let geo = obj.geometry; + if (geo) + geo.computeBoundingSphere(); +} +const comparePointCache = new Map(); +/** + * 构建返回一个用来排序的函数.根据key创建排序规则. + * + * 当key = "xyz" 时,点集按 x从小到大,y从小到大 z从小到大 + * key = "X" 时,点集按 x从大到小 + * 以此类推. + * + * 例子: + * let pts:Vector3[] =...; + * pts.sort(comparePoint("x")); //x从小到大排序 + * pts.sort(comparePoint("zX")); //z从小到大 x从大到小 + * + * @export + * @param {string} sortKey + * @returns {compareVectorFn} + */ +function comparePoint(sortKey) { + if (comparePointCache.has(sortKey)) + return comparePointCache.get(sortKey); + let sortIndex = []; + const keys = ['x', 'X', 'y', 'Y', 'z', 'Z']; + for (let char of sortKey) { + let index = keys.indexOf(char); + let i2 = index / 2; + let ci = Math.floor(i2); + sortIndex.push([ci, i2 > ci ? 1 : -1]); + } + let compareFunction = (v1, v2) => { + if (!v1) + return -1; + if (!v2) + return 1; + for (let s of sortIndex) { + let vv1 = v1.getComponent(s[0]); + let vv2 = v2.getComponent(s[0]); + if (equaln(vv1, vv2)) + continue; + if (vv2 > vv1) + return s[1]; + else + return -s[1]; + } + return 0; + }; + comparePointCache.set(sortKey, compareFunction); + return compareFunction; +} +function SelectNearP(pts, refPt) { + if (pts.length > 1) { + let dist1 = refPt.distanceToSquared(pts[0]); + let dist2 = refPt.distanceToSquared(pts[1]); + return dist1 <= dist2 ? pts[0] : pts[1]; + } + return pts[0]; +} + +/** + * 设置矩阵的某列的向量 + * @param {Matrix4} mat 矩阵 + * @param {number} col 列索引,0x 1y 2z 3org + * @param {Vector3} v 向量或点 + */ +function matrixSetVector(mat, col, v) { + let index = col * 4; + mat.elements[index] = v.x; + mat.elements[index + 1] = v.y; + mat.elements[index + 2] = v.z; +} +/** + * 返回矩阵,该坐标系将坐标系与原点的坐标系映射为坐标系, + * 并将坐标系与X轴坐标系, + * Y轴坐标轴以及Z轴坐标系统之间的坐标系统坐标系统的原点坐标系和原点坐标系统坐标轴的坐标系分别设置为XAxis,YAxis和ZAxis + * @returns {Matrix4} 返回新的矩阵 + */ +function matrixAlignCoordSys(matrixFrom, matrixTo) { + return new three.Matrix4().getInverse(matrixTo).multiply(matrixFrom); +} +/** + * 判断2个矩形共面 + * @param {Matrix4} matrixFrom + * @param {Matrix4} matrixTo + * @returns {boolean} 2个矩阵共面 + */ +function matrixIsCoplane(matrixFrom, matrixTo, fuzz = 1e-5) { + let nor1 = new three.Vector3().setFromMatrixColumn(matrixFrom, 2); + let nor2 = new three.Vector3().setFromMatrixColumn(matrixTo, 2); + //法线共面 + if (!isParallelTo(nor1, nor2)) + return false; + //高共面 + let pt = new three.Vector3().setFromMatrixPosition(matrixTo); + //变换到自身对象坐标系. + pt.applyMatrix4(new three.Matrix4().getInverse(matrixFrom)); + return equaln(pt.z, 0, fuzz); +} +/** + * 修正镜像后矩阵 + */ +function reviseMirrorMatrix(mtx) { + let cs = new CoordinateSystem().applyMatrix4(mtx); + cs.YAxis.negate(); + mtx.copy(cs.getMatrix4()); + return mtx; +} +/** + * 把变换矩阵展平成2d矩阵,避免出现三维坐标. + */ +function MatrixPlanarizere(mtx, z0 = true) { + mtx.elements[2] = 0; + mtx.elements[6] = 0; + mtx.elements[8] = 0; + mtx.elements[9] = 0; + mtx.elements[10] = Math.sign(mtx.elements[10]); + if (z0) + mtx.elements[14] = 0; + return mtx; +} +const tempMatrix1 = new three.Matrix4; + +var Status; +(function (Status) { + Status[Status["False"] = 0] = "False"; + Status[Status["True"] = 1] = "True"; + Status[Status["Canel"] = -1] = "Canel"; + Status[Status["ConverToCircle"] = 101] = "ConverToCircle"; + Status[Status["DuplicateRecordName"] = 102] = "DuplicateRecordName"; +})(Status || (Status = {})); +var UpdateDraw; +(function (UpdateDraw) { + UpdateDraw[UpdateDraw["None"] = 0] = "None"; + UpdateDraw[UpdateDraw["Matrix"] = 1] = "Matrix"; + UpdateDraw[UpdateDraw["Geometry"] = 2] = "Geometry"; + UpdateDraw[UpdateDraw["Material"] = 4] = "Material"; + UpdateDraw[UpdateDraw["All"] = 63] = "All"; +})(UpdateDraw || (UpdateDraw = {})); +/** + * WblockClne时,遇到重复记录的操作方式 + */ +var DuplicateRecordCloning; +(function (DuplicateRecordCloning) { + DuplicateRecordCloning[DuplicateRecordCloning["Ignore"] = 1] = "Ignore"; + DuplicateRecordCloning[DuplicateRecordCloning["Replace"] = 2] = "Replace"; + DuplicateRecordCloning[DuplicateRecordCloning["Rename"] = 3] = "Rename"; +})(DuplicateRecordCloning || (DuplicateRecordCloning = {})); + +/** + * 场景的渲染类型. + * + * @export + * @enum {number} + */ +var RenderType; +(function (RenderType) { + /** + * 线框模式 + */ + RenderType[RenderType["Wireframe"] = 1] = "Wireframe"; + /** + * 概念 + */ + RenderType[RenderType["Conceptual"] = 2] = "Conceptual"; + /** + * 物理着色PBR + */ + RenderType[RenderType["Physical"] = 3] = "Physical"; + RenderType[RenderType["Jig"] = 4] = "Jig"; + RenderType[RenderType["Print"] = 5] = "Print"; + /**物理带线框 */ + RenderType[RenderType["Physical2"] = 6] = "Physical2"; +})(RenderType || (RenderType = {})); + +var StoreageKeys; +(function (StoreageKeys) { + StoreageKeys["IsLogin"] = "isLogin"; + StoreageKeys["PlatSession"] = "platSession"; + StoreageKeys["PlatToken"] = "platToken"; + StoreageKeys["UserName"] = "userName"; + StoreageKeys["UserPhone"] = "userPhone"; + StoreageKeys["RenderType"] = "renderType"; + StoreageKeys["ExactDrill"] = "openExactDrill"; + StoreageKeys["ConfigName"] = "configName_"; + StoreageKeys["IsNewErp"] = "isNewErp"; + StoreageKeys["RoomName"] = "roomName"; + StoreageKeys["LastOpenFileId"] = "lastfid"; + StoreageKeys["Uid"] = "uid"; + StoreageKeys["Goods"] = "Goods_"; + StoreageKeys["DrillTemp"] = "drilltemp_"; + StoreageKeys["DrillReactor"] = "drillRreactor"; + StoreageKeys["kjlConfig"] = "kjl"; +})(StoreageKeys || (StoreageKeys = {})); + +var AAType; +(function (AAType) { + AAType[AAType["FXAA"] = 0] = "FXAA"; + AAType[AAType["SMAA"] = 1] = "SMAA"; +})(AAType || (AAType = {})); +var ViewDirType; +(function (ViewDirType) { + ViewDirType[ViewDirType["FS"] = 0] = "FS"; + ViewDirType[ViewDirType["YAS"] = 1] = "YAS"; + ViewDirType[ViewDirType["ZS"] = 2] = "ZS"; + ViewDirType[ViewDirType["YS"] = 3] = "YS"; + ViewDirType[ViewDirType["QS"] = 4] = "QS"; + ViewDirType[ViewDirType["HS"] = 5] = "HS"; + ViewDirType[ViewDirType["XN"] = 6] = "XN"; +})(ViewDirType || (ViewDirType = {})); + +class UserConfig { + constructor() { + this._version = 10; + this._renderType = RenderType.Wireframe; + this.maxSize = { + isShow: false, + height: 2440, + width: 1220, + }; + this._drillConfigs = new Map(); + this.openDrillingReactor = true; + this.openAutoCuttingReactor = true; + /**打开将检测排钻是否在板件内*/ + this.openExactDrill = true; + this.userConfigName = {}; + this.modeling2HoleRad = 20; //圆造型小于等于该值拆成孔数据 + this.isAdmin = false; + this.kjlConfig = { + grooveAddLength: "0", + grooveAddWidth: "0", + grooveAddDepth: "1", + }; + this.SystemConfig = { + maxHightightCount: 15000, + snapSize: 15, + aaType: AAType.FXAA + }; + this.viewDirType = ViewDirType.XN; + this.useCtrlRotate = true; + this.cursorSize = { + D2: 1000, + D3: 100, + }; + this.autoSaveConfig = { + enable: true, + time: 1, + }; + this.showLines = false; + this.keepConfig = false; + this.autoClearHistory = true; + this.chaidanOption = { + changXiuBian: 6, + duanXiuBian: 6, + useDefaultRad: false, + radius: 2.5, + modeling2HoleRad: 20, + isCheckInterfere: false, + }; + this.autoLines = false; + this.dimTextHeight = 60; + this.configName = "default"; + this.configsNames = []; + this.Init(); + } + Init() { + let type = localStorage.getItem(StoreageKeys.RenderType); + if (type) + this._renderType = parseFloat(type); + } + set RenderType(t) { + if (t !== this._renderType) { + this._renderType = t; + this.SetRenderTypeEvent(); + localStorage.setItem(StoreageKeys.RenderType, t.toString()); + } + } + get RenderType() { return this._renderType; } + SetRenderTypeEvent() { } + get DrillConfigs() { + return this._drillConfigs || new Map(); + } + set DrillConfigs(config) { + mobx.observable(this._drillConfigs).replace(config); + this.SetDrillConfigsEvent(); + } + SetDrillConfigsEvent() { } + InitOption() { + this.openDrillingReactor = true; + this.openAutoCuttingReactor = true; + Object.assign(this.maxSize, { + height: 2440, + width: 1220 + }); + Object.assign(this.kjlConfig, { + grooveAddLength: "0", + grooveAddWidth: "0", + grooveAddDepth: "1" + }); + Object.assign(this.chaidanOption, { + changXiuBian: 6, + duanXiuBian: 6, + useDefaultRad: false, + radius: 2.5, + modeling2HoleRad: 20, + }); + this.dimTextHeight = 60; + } + SaveConfig() { + return { + option: { + version: this._version, + openDrillingReactor: this.openDrillingReactor, + openAutoCuttingReactor: this.openAutoCuttingReactor, + maxSize: mobx.toJS(this.maxSize), + kjlConfig: mobx.toJS(this.kjlConfig), + systemConfig: mobx.toJS(this.SystemConfig), + viewDirType: this.viewDirType, + useCtrlRotate: this.useCtrlRotate, + cursorSize: mobx.toJS(this.cursorSize), + autoSaveConfig: mobx.toJS(this.autoSaveConfig), + showLines: this.showLines, + keepConfig: this.keepConfig, + autoClearHistory: this.autoClearHistory, + chaidanOption: mobx.toJS(this.chaidanOption), + autoLines: this.autoLines, + dimTextHeight: this.dimTextHeight, + } + }; + } + UpdateOption(config) { + this.openDrillingReactor = config.option.openDrillingReactor; + this.openAutoCuttingReactor = config.option.openAutoCuttingReactor; + Object.assign(this.maxSize, config.option.maxSize); + Object.assign(this.kjlConfig, config.option.kjlConfig); + this.modeling2HoleRad = config.option.modeling2HoleRad; + if (config.option.version > 1) { + Object.assign(this.SystemConfig, config.option.systemConfig); + } + if (config.option.version > 2) { + this.viewDirType = config.option.viewDirType; + this.useCtrlRotate = config.option.useCtrlRotate; + } + if (config.option.version > 3) { + Object.assign(this.cursorSize, config.option.cursorSize); + } + if (config.option.version > 4) { + Object.assign(this.autoSaveConfig, config.option.autoSaveConfig); + } + if (config.option.version > 5) { + this.showLines = config.option.showLines; + } + if (config.option.version > 6) { + this.keepConfig = config.option.keepConfig; + } + if (config.option.version > 7) { + this.autoClearHistory = config.option.autoClearHistory; + } + if (config.option.version > 8) { + Object.assign(this.chaidanOption, config.option.chaidanOption); + this.autoLines = config.option.autoLines; + } + else + this.chaidanOption.modeling2HoleRad = this.modeling2HoleRad; + if (config.option.version > 9) + this.dimTextHeight = config.option.dimTextHeight; + } +} +__decorate([ + mobx.observable +], UserConfig.prototype, "maxSize", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "_drillConfigs", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "openDrillingReactor", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "openAutoCuttingReactor", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "openExactDrill", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "isAdmin", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "kjlConfig", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "SystemConfig", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "viewDirType", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "useCtrlRotate", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "cursorSize", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "autoSaveConfig", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "showLines", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "keepConfig", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "autoClearHistory", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "chaidanOption", void 0); +__decorate([ + mobx.observable +], UserConfig.prototype, "autoLines", void 0); +const userConfig = new UserConfig(); + +/** + * 盒子的切割类型 + */ +var SplitType; +(function (SplitType) { + SplitType[SplitType["X"] = 0] = "X"; + SplitType[SplitType["Y"] = 1] = "Y"; + SplitType[SplitType["Z"] = 2] = "Z"; +})(SplitType || (SplitType = {})); +/** + * 扩展Box3,添加切割方法,体积等 + */ +class Box3Ext extends three.Box3 { + get Volume() { + let size = this.getSize(new three.Vector3()); + return size.x * size.y * size.z; + } + //每个轴的大小必须大于最小的size + isSolid(minSize = 1) { + return this.getSize(new three.Vector3()).toArray().every(x => x > minSize); + } + substract(b, spaceType) { + let interBox = this.clone().intersect(b); + if (interBox.isEmpty() || !interBox.isSolid()) + return [this]; + let p1 = interBox.min.clone().setComponent(spaceType, this.min.getComponent(spaceType)); + let p2 = interBox.max.clone().setComponent(spaceType, interBox.min.getComponent(spaceType)); + let p3 = interBox.min.clone().setComponent(spaceType, interBox.max.getComponent(spaceType)); + let p4 = interBox.max.clone().setComponent(spaceType, this.max.getComponent(spaceType)); + return [ + new Box3Ext(p1, p2), + new Box3Ext(p3, p4) + ].filter(b => b.isSolid()); + } + clampSpace(b2, splitType) { + let interBox = this.clone(); + interBox.min.max(b2.min); + interBox.max.min(b2.max); + interBox.min.setComponent(splitType, Math.min(this.max.getComponent(splitType), b2.max.getComponent(splitType))); + interBox.max.setComponent(splitType, Math.max(this.min.getComponent(splitType), b2.min.getComponent(splitType))); + return interBox; + } + intersectsBox(box, fuzz = 1e-8) { + return IntersectsBox(this, box, fuzz); + } +} +function IntersectsBox(box1, box2, fuzz = 1e-6) { + return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz || + box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz || + box2.max.z < box1.min.z - fuzz || box2.min.z > box1.max.z + fuzz ? false : true; +} +/**盒子二维面是否相交 */ +function IntersectBox2(box1, box2, fuzz = 1e-3) { + return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz || + box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ? false : true; +} + +const ISPROXYKEY = "_isProxy"; +/** + * 自动对CADObject的属性添加属性记录器,自动调用 `WriteAllObjectRecord` + * 如果属性是数组,那么自动添加`Proxy`. + * 可以使用`ISPROXYKEY`覆盖这个函数的代理行为(使用CADObject.CreateProxyArray快速覆盖) + * + * @param target + * @param property + * @param [descriptor] + */ +function AutoRecord(target, property, descriptor) { + let privateKey = '__' + property; + Object.defineProperty(target, property, { + set: function (value) { + if (value instanceof Array) { + if (!this[privateKey]) { + if (value[ISPROXYKEY]) + this[privateKey] = value; + else + this[privateKey] = new Proxy(value, { + set: (target, key, value, receiver) => { + if (Reflect.get(target, key, receiver) !== value) + this.WriteAllObjectRecord(); + return Reflect.set(target, key, value, receiver); + }, + get: (target, key, receiver) => { + if (key === ISPROXYKEY) + return true; + //实体先被删除后在触发length = xxx + if (key === "splice" || key === "pop" || key === "shift") + this.WriteAllObjectRecord(); + return Reflect.get(target, key, receiver); + } + }); + } + else { + let arr = this[privateKey]; + arr.length = 0; + arr.push(...value); + } + } + else { + let oldv = this[privateKey]; + if (oldv !== value) { + this.WriteAllObjectRecord(); + this[privateKey] = value; + } + } + }, + get: function () { + return this[privateKey]; + }, + enumerable: true, + configurable: true + }); +} + +/** + * CAD对象工厂,通过注册 和暴露的创建方法,动态创建对象 + */ +class CADFactory { + constructor() { + this.objectNameMap = new Map(); + } + static RegisterObject(C) { + this.factory.objectNameMap.set(C.name, C); + } + static RegisterObjectAlias(C, name) { + this.factory.objectNameMap.set(name, C); + } + static CreateObject(name) { + let C = this.factory.objectNameMap.get(name); + if (C) + return new C(); + } +} +CADFactory.factory = new CADFactory(); +//可以通过添加装饰器 在类前面(@Factory),自动注册工厂的序列化 +function Factory(target) { + CADFactory.RegisterObject(target); +} + +var RelevancyType; +(function (RelevancyType) { + RelevancyType[RelevancyType["General"] = 0] = "General"; + RelevancyType[RelevancyType["Soft"] = 1] = "Soft"; + RelevancyType[RelevancyType["Hard"] = 2] = "Hard"; +})(RelevancyType || (RelevancyType = {})); +/* +CADObject对象拥有Id属性,用来记录引用关系. +通过id可以得到对应的关联实体,或者记录实体的关联关系. + +ObjectId必须使用 Database分配(db里面会存id的列表,以便同时更新id指向实体) + +*/ +class ObjectId { + constructor(index = 0, obj) { + this.index = index; + this.obj = obj; + this._RelevancyType = RelevancyType.General; + } + get IsErase() { + return !this.obj || this.obj.IsErase; + } + set Object(obj) { + this.obj = obj; + } + get Object() { + return this.obj; + } + get Index() { + return this.index; + } + set Index(index) { + this.index = index; + } +} + +/** + * CAD文件数据 + */ +class CADFiler { + constructor(_datas = []) { + this._datas = _datas; + this.readIndex = 0; + } + Destroy() { + delete this._datas; + delete this.readIndex; + } + get Data() { + return this._datas; + } + set Data(data) { + this._datas = data; + this.Reset(); + } + Clear() { + this._datas.length = 0; + return this.Reset(); + } + Reset() { + this.readIndex = 0; + return this; + } + WriteString(str) { + this._datas.push(str); + return this; + } + ReadString() { + return this._datas[this.readIndex++]; + } + WriteObject(obj) { + if (!obj) { + this.Write(""); + return; + } + this.WriteString(obj.constructor.name); + obj.WriteFile(this); + return this; + } + ReadObject(obj) { + let className = this.ReadString(); + if (className) { + if (obj === undefined) { + obj = CADFactory.CreateObject(className); + if (this.database !== undefined && obj instanceof CADObject) + obj.SetDefaultDb(this.database); + } + obj.ReadFile(this); + return obj; + } + } + CloneObjects(objects, clonedObjects = []) { + for (let o of objects) + this.WriteObject(o); + let count = objects.length; + for (let i = 0; i < count; i++) { + let obj = this.ReadObject(); + if (obj instanceof Entity) + obj.CloneDrawObject(objects[i]); + clonedObjects.push(obj); + } + return clonedObjects; + } + Write(data) { + if (data instanceof ObjectId) + this._datas.push(data.Index); + else + this._datas.push(data); + return this; + } + Read() { + return this._datas[this.readIndex++]; + } + ReadArray(count) { + let arr = this._datas.slice(this.readIndex, this.readIndex + count); + this.readIndex += count; + return arr; + } + //------------------------ID序列化------------------------ + /* + Id关联分为三种情况: + 1.普通关联:关联对象未被拷贝时,关联到空对象. + 2.软关联 :关联对象未被拷贝时,关联到原先的对象. + 3.硬关联 :对象被拷贝时,被关联的对象必须也被拷贝. + */ + //-------1.普通关联 + WriteObjectId(id) { + if (id) + this.Write(id.Index); + else + this.Write(0); + return this; + } + ReadObjectId() { + let index = this.Read(); + if (this.database) + return this.database.GetObjectId(index, true); + } + //-------2.软关联 + WriteSoftObjectId(id) { + return this.WriteObjectId(id); + } + ReadSoftObjectId() { + return this.ReadObjectId(); + } + //-------3.硬关联 + WriteHardObjectId(id) { + return this.WriteObjectId(id); + } + ReadHardObjectId() { + return this.ReadObjectId(); + } + //序列化 + ToString() { + return JSON.stringify(this._datas); + } + FromString(str) { + this._datas = JSON.parse(str); + } +} + +/** + * 保存对象创建或者修改时的所有数据记录 + */ +let AllObjectData = class AllObjectData { + constructor(obj) { + this.file = new CADFiler(); + if (obj) + obj.WriteFile(this.file); + } + //#region -------------------------File------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + ReadFile(file) { + let ver = file.Read(); + let data = file.Read(); + this.file.Data = data; + return this; + } + //对象将自身数据写入到文件. + WriteFile(file) { + file.Write(1); + file.Write(this.file.Data); + return this; + } +}; +AllObjectData = __decorate([ + Factory +], AllObjectData); + +let EraseEntityData = class EraseEntityData { + constructor(isErase = true) { + this.isErase = isErase; + } + ReadFile(file) { + this.isErase = file.Read(); + return this; + } + WriteFile(file) { + file.Write(this.isErase); + return this; + } +}; +EraseEntityData = __decorate([ + Factory +], EraseEntityData); + +class CADObject { + constructor() { + //-------------------------DB End------------------------- + // -------------------------isErase------------------------- + this._isErase = false; + } + set Owner(owner) { + this._Owner = owner; + } + get Owner() { + return this._Owner; + } + Destroy() { + //在效果图同步反应器中,需要知道被删除的实体的id,所以不删除这个属性 + // this.objectId = undefined; + this._db = undefined; + } + //对象被彻底遗弃 + GoodBye() { + this.Destroy(); + this.Erase(true); + } + /** + * 当实体异步更新绘制实体完成后触发这个函数. + * Application通过注入的方式得知这个事件,刷新视图显示. + */ + AsyncUpdated() { + } + get Db() { + return this._db; + } + //对象在加入数据库时,必须指定一个源数据库,否则无法读取引用id. + SetDefaultDb(db) { + if (!this._db) + this._db = db; + else + console.warn("重复设置默认Database!"); + return this; + } + //private 私有的方法,暴露给Db的添加对象,方法使用. + //只用对象加入到db中,我们才初始化ObjectId. + //从db池中分配id给自身使用. 除非你创建对象往db里面加,否则不要调用该方法 + SetOwnerDatabase(db) { + if (!this._db) { + this._db = db; + this.objectId = db.AllocateId(); + this.objectId.Object = this; + } + else + console.warn("重复设置源Database!"); + return this; + } + /** + * WblockClone 的时候,id是db分配的,此刻我们只需要设置它的db + */ + SetDatabase(db) { + this._db = db; + } + get IsErase() { + return this._isErase; + } + Erase(isErase = true) { + if (isErase === this._isErase) + return; + let undoData = this.UndoRecord(); + if (undoData) + undoData.CreateEraseHistory(this, isErase); + this._isErase = isErase; + } + get Id() { + return this.objectId; + } + // -------------------------id End------------------------- + // -------------------------File------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + ReadFile(file) { + let ver = file.Read(); + //write Id; + let id = file.ReadObjectId(); + if (!this.objectId && id) //避免CopyFrom时错误的修改自身Id + { + this.objectId = id; + id.Object = this; + } + this._isErase = file.Read(); + if (ver > 1) + this.Owner = file.ReadObjectId(); + } + //对象将自身数据写入到文件. + WriteFile(file) { + file.Write(2); + file.WriteObjectId(this.objectId); + file.Write(this._isErase); + file.WriteObjectId(this.Owner); + } + //局部撤销 + ApplyPartialUndo(undoData) { + if (undoData instanceof AllObjectData) { + undoData.file.database = this._db; + undoData.file.Reset(); + this.ReadFile(undoData.file); + } + else if (undoData instanceof EraseEntityData) { + this.Erase(undoData.isErase); + } + } + //撤销所保存的位置 + UndoRecord() { + if (this._db && this.objectId) + return this._db.hm.UndoData; + } + //写入所有的对象数据 以便还原对象 + WriteAllObjectRecord() { + let undoData = this.UndoRecord(); + if (undoData) { + undoData.WriteObjectSnapshoot(this); + return true; + } + return false; + } + //复制出一个实体,如果存在关联,则指向原关联实体 + Clone() { + let newObject = CADFactory.CreateObject(this.constructor.name); + //备份 + let bakId = this.objectId; + this.objectId = undefined; + let file = new CADFiler(); + file.database = this._db; + this.WriteFile(file); + file.Reset(); + newObject.ReadFile(file); + newObject.objectId = undefined; + newObject._db = undefined; + this.objectId = bakId; + return newObject; + } + DeepClone(ownerObject, cloneObejct, idMaping = undefined, isPrimary = true) { + return this; + } + //从一个实体拷贝数据,实体类型必须相同. + CopyFrom(obj) { + let idBak = this.objectId; + let ownerBak = this._Owner; + this.WriteAllObjectRecord(); + let f = new CADFiler(); + obj.WriteFile(f); + this.ReadFile(f); + this.objectId = idBak; + this._Owner = ownerBak; + } + //-------------------------File End------------------------- + //Utils + /** + * 配合 `@AutoRecord` 使用 + * 使用这个方法来覆盖AutoRecord的监听行为. + * 这个行为只能用来监听实体添加和实体修改. + * 实体删除行为暂时无法监听 + * @param setCallback 设置新的实体到数组时的回调函数 + */ + CreateProxyArray(setCallback) { + return new Proxy([], { + set: (target, key, value, receiver) => { + if (Reflect.get(target, key, receiver) !== value) { + this.WriteAllObjectRecord(); + setCallback(value); + } + return Reflect.set(target, key, value, receiver); + }, + get: (target, key, receiver) => { + if (key === ISPROXYKEY) + return true; + //实体先被删除后在触发length = xxx + if (key === "splice" || key === "pop" || key === "shift") { + this.WriteAllObjectRecord(); + setCallback(undefined); + } + return Reflect.get(target, key, receiver); + } + }); + } +} +__decorate([ + xaop.iaop +], CADObject.prototype, "AsyncUpdated", null); + +var Entity_1; +/** + * Entity 是所有图元的基类,绘制的实体都集成该类. + */ +let Entity = Entity_1 = class Entity extends CADObject { + constructor() { + super(...arguments); + this.IsEmbedEntity = false; + /** + * 该实体的只有一个渲染类型,任何渲染类型都一个样 + */ + this.OnlyRenderType = false; + this._CacheDrawObject = new Map(); + this._Color = 7; + //自身坐标系 + this._Matrix = new three.Matrix4(); + //模块空间的标系 + this._SpaceOCS = new three.Matrix4(); + this._Visible = true; + //加工组 + this.ProcessingGroupList = []; + /** + * 当AutoUpdate为false时,记录需要更新的标志. + * 以便延迟更新时找到相应的更新标志. + */ + this.NeedUpdateFlag = UpdateDraw.None; + this.AutoUpdate = true; + //实体绘制更新版本号 + this.__UpdateVersion__ = 0; + //#endregion + } + get SpaceOCS() { + return this._SpaceOCS.clone(); + } + get SpaceOCSInv() { + return new three.Matrix4().getInverse(this._SpaceOCS); + } + set SpaceOCS(m) { + this.WriteAllObjectRecord(); + this._SpaceOCS.copy(m); + } + set Material(materialId) { + this.WriteAllObjectRecord(); + this.materialId = materialId; + this.Update(); + } + get Material() { + return this.materialId; + } + set ColorIndex(color) { + if (color !== this._Color) { + this.WriteAllObjectRecord(); + this._Color = color; + this.Update(UpdateDraw.Material); + } + } + get ColorIndex() { + return this._Color; + } + /** + * 炸开实体 + */ + Explode() { return []; } + /** + * 返回对象的包围框. + */ + get BoundingBox() { + return new three.Box3(); + } + /** + * 返回对象在自身坐标系下的Box + */ + get BoundingBoxInOCS() { + let mtxBak = this._Matrix; + this._Matrix = IdentityMtx4; + let box = this.BoundingBox; + this._Matrix = mtxBak; + return new Box3Ext().copy(box); + } + GetBoundingBoxInMtx(mtx) { + return this.BoundingBoxInOCS.applyMatrix4(this.OCS.premultiply(mtx)); + } + get BoundingBoxInSpaceCS() { + return this.GetBoundingBoxInMtx(this.SpaceOCSInv); + } + get OCS() { + return this._Matrix.clone(); + } + get OCSNoClone() { + return this._Matrix; + } + //直接设置实体的矩阵,谨慎使用该函数,没有更新实体. + set OCS(mat4) { + this._Matrix.copy(mat4); + } + get Normal() { + return new three.Vector3().setFromMatrixColumn(this._Matrix, 2); + } + get Position() { + return new three.Vector3().setFromMatrixPosition(this._Matrix); + } + set Position(pt) { + this.WriteAllObjectRecord(); + let moveX = pt.x - this._Matrix.elements[12]; + let moveY = pt.y - this._Matrix.elements[13]; + let moveZ = pt.z - this._Matrix.elements[14]; + this._Matrix.setPosition(pt); + this._SpaceOCS.elements[12] += moveX; + this._SpaceOCS.elements[13] += moveY; + this._SpaceOCS.elements[14] += moveZ; + this.Update(UpdateDraw.Matrix); + } + //Z轴归0 + Z0() { + this.WriteAllObjectRecord(); + this._Matrix.elements[14] = 0; + this.Update(UpdateDraw.Matrix); + return this; + } + //坐标系二维化 + MatrixPlanarizere() { + let z = this._Matrix.elements[10]; + if (equaln(Math.abs(z), 1, 1e-4)) { + this.WriteAllObjectRecord(); + MatrixPlanarizere(this._Matrix, false); + } + return this; + } + get OCSInv() { + return new three.Matrix4().getInverse(this._Matrix); + } + /** + * 与指定实体是否共面. + */ + IsCoplaneTo(e) { + return matrixIsCoplane(this._Matrix, e.OCS, 1e-4); + } + /** + * 测试两个实体的包围盒是否相交. + */ + BoundingBoxIntersectWith(en) { + let box = this.BoundingBox; + let box2 = en.BoundingBox; + return box && box2 && box.intersectsBox(box2); + } + //#region Draw + ClearDraw() { + if (this._drawObject) { + DisposeThreeObj(this._drawObject); + this._drawObject = undefined; + } + for (let [, obj] of this._CacheDrawObject) + DisposeThreeObj(obj); + this._CacheDrawObject.clear(); + return this; + } + ClearDrawOfJig() { + let jig = this._CacheDrawObject.get(RenderType.Jig); + if (jig) + this._CacheDrawObject.delete(RenderType.Jig); + for (let [type, obj] of this._CacheDrawObject) + DisposeThreeObj(obj); + this._CacheDrawObject.clear(); + if (jig) + this._CacheDrawObject.set(RenderType.Jig, jig); + } + get DrawObject() { + var _a; + if (this._drawObject) + return this._drawObject; + this._drawObject = new three.Object3D(); + if (!this.IsEmbedEntity) + this._drawObject.userData.Entity = this; + if (this.IsVisible) { + let obj = this.GetDrawObjectFromRenderType((_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : userConfig.RenderType); + if (obj) + this._drawObject.add(obj); + } + else + this._drawObject.visible = false; + return this._drawObject; + } + get JigObject() { + let obj = this.GetDrawObjectFromRenderType(RenderType.Jig); + if (obj && !this.IsEmbedEntity) + obj.userData.Entity = this; + return obj; + } + DestroyJigObject() { + let obj = this._CacheDrawObject.get(RenderType.Jig); + if (obj) { + this._CacheDrawObject.delete(RenderType.Jig); + DisposeThreeObj(obj); + if (obj.parent) + obj.parent.remove(obj); + } + } + UpdateRenderType(type) { + if ((this.OnlyRenderType && this.DrawObject.children.length > 0) || !this.Visible) + return; + Object3DRemoveAll(this.DrawObject); + let obj = this.GetDrawObjectFromRenderType(type); + if (obj) + this.DrawObject.add(obj); + } + GetDrawObjectFromRenderType(renderType = RenderType.Wireframe) { + var _a; + if (this.OnlyRenderType) { + if (renderType === RenderType.Jig) + return; + renderType = (_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : userConfig.RenderType; + } + if (this._CacheDrawObject.has(renderType)) { + return this._CacheDrawObject.get(renderType); + } + else { + let drawObj = this.InitDrawObject(renderType); + if (drawObj === undefined) + return; + //矩阵直接使用指针,因为已经关闭自动更新,所以矩阵不会被Object3D修改. + drawObj.matrixAutoUpdate = false; + drawObj.matrix = this._Matrix; + drawObj.updateMatrixWorld(true); + drawObj.traverse(UpdateBoundingSphere); + if (!this.IsEmbedEntity) + drawObj.userData.Entity = this; + this._CacheDrawObject.set(renderType, drawObj); + return drawObj; + } + } + /** + * 初始化绘制的threejs实体,子类型重载该函数初始化绘制实体. + */ + InitDrawObject(renderType = RenderType.Wireframe) { + return undefined; + } + /** + * 当实体数据改变时,绘制的实体必须做出改变.供框架调用 + */ + Update(mode = UpdateDraw.All) { + this.__UpdateVersion__++; + this.NeedUpdateFlag |= mode; + if (this.AutoUpdate) + this.DeferUpdate(); + } + //三维实体总是一起生成线框实体和网格实体,这个通知更新,然后统一更新就好了 + //避免重复更新 + UpdateDrawGeometry() { } + DeferUpdate() { + let mode = this.NeedUpdateFlag; + if (mode === 0) + return; + if (mode & UpdateDraw.Geometry && this._CacheDrawObject.size > 0) + this.UpdateDrawGeometry(); + this.UpdateVisible(); + let isJigIng = this._CacheDrawObject.has(RenderType.Jig); + for (let [type, obj] of this._CacheDrawObject) { + if (isJigIng && type !== RenderType.Jig) + continue; + if (mode & UpdateDraw.Geometry) { + if (obj.userData.IsClone) { + let parent = obj.parent; + DisposeThreeObj(obj); + this._CacheDrawObject.delete(type); + let newObj = this.GetDrawObjectFromRenderType(type); + if (parent) { + parent.remove(obj); + parent.add(newObj); + } + obj = newObj; + } + else + this.UpdateDrawObject(type, obj); + } + if (mode & UpdateDraw.Material) + this.UpdateDrawObjectMaterial(type, obj); + if (mode & UpdateDraw.Matrix || mode & UpdateDraw.Geometry) { + obj.updateMatrixWorld(true); + obj.traverse(UpdateBoundingSphere); + } + } + this.NeedUpdateFlag = UpdateDraw.None; + } + /** + * 当实体需要更新时,需要重载该方法,实现实体更新 + */ + UpdateDrawObject(type, en) { + } + /** + * 当实体需要被更新时,更新实体材质 + */ + UpdateDrawObjectMaterial(type, obj, material) { + } + get MeshMaterial() { + if (this.materialId && this.materialId.Object) + return this.materialId.Object.Material; + return HostApplicationServices.DefaultMeshMaterial; + } + /** + * 更新实体Jig状态时的材质 + */ + UpdateJigMaterial(color = 8) { + } + RestoreJigMaterial() { + for (let [type, en] of this._CacheDrawObject) + this.UpdateDrawObjectMaterial(type, en); + } + get Visible() { + return this._Visible; + } + set Visible(v) { + if (v !== this._Visible) { + this.WriteAllObjectRecord(); + this._Visible = v; + this.UpdateVisible(); + } + } + get IsVisible() { + return !this._isErase && this._Visible; + } + UpdateVisible() { + var _a; + if (this._drawObject) { + this._drawObject.visible = this.IsVisible; + if (this.IsVisible) + this.UpdateRenderType((_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : userConfig.RenderType); + } + } + //#endregion + GoodBye() { + super.GoodBye(); + if (this._drawObject && this._drawObject.parent) + this._drawObject.parent.remove(this._drawObject); + this.ClearDraw(); + } + Erase(isErase = true) { + if (isErase === this._isErase) + return; + this.__UpdateVersion__++; + super.Erase(isErase); + this.UpdateVisible(); + this.EraseEvent(isErase); + } + EraseEvent(isErase) { + } + /** + * 使用统一的方法设置对象的矩阵. + * 需要对缩放矩形进行重载.避免对象矩阵不是单位矩阵 + */ + ApplyMatrix(m) { + this.WriteAllObjectRecord(); + if (equaln(m.getMaxScaleOnAxis(), 1)) { + let xA = new three.Vector3(); + let yA = new three.Vector3(); + let zA = new three.Vector3(); + m.extractBasis(xA, yA, zA); + this._Matrix.multiplyMatrices(m, this._Matrix); + this._SpaceOCS.multiplyMatrices(m, this._SpaceOCS); + if (!equalv3(xA.clone().cross(yA).normalize(), zA)) + this.ApplyMirrorMatrix(m); + else + this.Update(UpdateDraw.Matrix); + } + else { + this.ApplyScaleMatrix(m); + } + return this; + } + ApplyScaleMatrix(m) { + return this; + } + ApplyMirrorMatrix(m) { + return this; + } + GetGripPoints() { + return []; + } + MoveGripPoints(indexList, vec) { + } + /** + * + * @param snapMode 捕捉模式(单一) + * @param pickPoint const + * @param lastPoint const + * @param viewXform const 最近点捕捉需要这个变量 + * @returns object snap points + */ + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { + return []; + } + GetStretchPoints() { + return []; + } + /** + * 拉伸夹点,用于Stretch命令 + * + * @param {Array} indexList 拉伸点索引列表. + * @param {Vector3} vec 移动向量 + * @memberof Entity + */ + MoveStretchPoints(indexList, vec) { + } + IntersectWith(curve, intType) { return; } + //#region -------------------------File------------------------- + Clone() { + let ent = super.Clone(); + ent.Template = undefined; + ent.CloneDrawObject(this); + return ent; + } + CloneDrawObject(from) { + for (let [type, obj] of from._CacheDrawObject) { + let oldUserDaata = obj.userData; + obj.traverse(o => o.userData = {}); + let newObj = obj.clone(); + obj.userData = oldUserDaata; + obj.userData.IsClone = true; + newObj.matrix = this._Matrix; + newObj.userData = { Entity: this }; + newObj.userData.IsClone = true; + this._CacheDrawObject.set(type, newObj); + } + this.NeedUpdateFlag = UpdateDraw.None; + } + get ReadFileIng() { + return this.__ReadFileIng__ || Entity_1.__ReadFileIng__; + } + ReadFile(file) { + this.__ReadFileIng__ = true; + this._ReadFile(file); + this.Update(); + this.__ReadFileIng__ = false; + } + //对象从文件中读取数据,初始化自身 + _ReadFile(file) { + let ver = file.Read(); + super.ReadFile(file); + this._Color = file.Read(); + this.materialId = file.ReadHardObjectId(); + this._Matrix.fromArray(file.Read()); + if (ver === 2) + this.Owner = file.ReadObjectId(); + if (ver > 3) + this.Template = file.ReadObjectId(); + if (ver > 4) + this.GroupId = file.ReadHardObjectId(); + if (ver > 5) + this._Visible = file.Read(); + if (ver > 6) + this._SpaceOCS.fromArray(file.Read()); + if (ver > 7) { + let count = file.Read(); + this.ProcessingGroupList.length = 0; + for (let i = 0; i < count; i++) + this.ProcessingGroupList.push(file.ReadHardObjectId()); + } + } + //对象将自身数据写入到文件. + WriteFile(file) { + file.Write(8); + super.WriteFile(file); + file.Write(this._Color); + file.WriteHardObjectId(this.materialId); + file.Write(this._Matrix.toArray()); + file.WriteObjectId(this.Template); + file.WriteHardObjectId(this.GroupId); + file.Write(this._Visible); + file.Write(this._SpaceOCS.toArray()); + file.Write(this.ProcessingGroupList.length); + for (let id of this.ProcessingGroupList) + file.WriteHardObjectId(id); + } + //局部撤销 + ApplyPartialUndo(undoData) { + super.ApplyPartialUndo(undoData); + } + CopyFrom(obj) { + let templateIdBak = this.Template; + super.CopyFrom(obj); + this.Update(); + this.Template = templateIdBak; + } +}; +__decorate([ + AutoRecord +], Entity.prototype, "GroupId", void 0); +__decorate([ + AutoRecord +], Entity.prototype, "Template", void 0); +__decorate([ + AutoRecord +], Entity.prototype, "ProcessingGroupList", void 0); +__decorate([ + xaop.iaop +], Entity.prototype, "Update", null); +__decorate([ + xaop.iaop +], Entity.prototype, "EraseEvent", null); +Entity = Entity_1 = __decorate([ + Factory +], Entity); + +function clamp(value, min, max) { + return Math.max(min, Math.min(max, value)); +} +function FixIndex(index, arr) { + let count = (arr instanceof Array) ? arr.length : arr; + if (index < 0) + return count + index; + else if (index >= count) + return index - count; + else + return index; +} + +class Shape2 extends three.Shape { + getPoints(divisions = 12) { + divisions = divisions || 12; + let points = [], last; + for (let i = 0, curves = this.curves; i < curves.length; i++) { + let curve = curves[i]; + //@ts-ignore + let resolution = (curve && curve.isEllipseCurve) ? clamp(curve.getLength() / 20, divisions * 2, 60) + //@ts-ignore + : (curve && (curve.isLineCurve || curve.isLineCurve3)) ? 1 + //@ts-ignore + : (curve && curve.isSplineCurve) ? divisions * curve.points.length + : divisions; + let pts = curve.getPoints(resolution); + for (let j = 0; j < pts.length; j++) { + let point = pts[j]; + if (last && equalv2(last, point, 1e-4)) + continue; // ensures no consecutive points are duplicates + points.push(point); + last = point; + if (j === pts.length - 1) + point["_mask_"] = true; + } + } + if (this.autoClose + && points.length > 1 + && !points[points.length - 1].equals(points[0])) { + points.push(points[0]); + } + return points; + } + absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { + let curve = new three.EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); + /* + if (this.curves.length > 0) + { + // if a previous curve is present, attempt to join + let firstPoint = curve.getPoint(0); + if (!equalv2(firstPoint, this.currentPoint)) + { + this.lineTo(firstPoint.x, firstPoint.y); + } + } + */ + this.curves.push(curve); + let lastPoint = curve.getPoint(1); + this.currentPoint.copy(lastPoint); + return this; + } +} + +class Matrix2 { + constructor() { + //column-major + this.el = [1, 0, 0, 1]; //ix iy jx jy [a c b d] + } + set(ix, iy, jx, jy) { + this.el[0] = ix; + this.el[1] = iy; + this.el[2] = jx; + this.el[3] = jy; + } + applyVector(vec) { + let x = vec.x; + let y = vec.y; + let e = this.el; + vec.x = e[0] * x + e[2] * y; + vec.y = e[1] * x + e[3] * y; + return this; + } + fromMatrix4(mtx4) { + this.set(mtx4.elements[0], mtx4.elements[1], mtx4.elements[3], mtx4.elements[4]); + } + setRotate(theta) { + let c = Math.cos(theta); + let s = Math.sin(theta); + this.set(c, s, -s, c); + return this; + } + //自我求逆矩阵,返回自身 + invert() { + //ref:https://www.mathsisfun.com/algebra/matrix-inverse.html + let [a, c, b, d] = this.el; + let det = 1 / (a * d - b * c); + this.set(d * det, -c * det, -b * det, a * det); + return this; + } +} + +let r = new Matrix2(); +function RotateUVs(geo) { + r.set(0, -1, 1, 0); + for (let uvs of geo.faceVertexUvs) { + for (let uv of uvs) { + for (let v of uv) + r.applyVector(v); + } + } + geo.uvsNeedUpdate = true; +} + +var CreateBoardUtil; +(function (CreateBoardUtil) { + //解析二维圆弧 + class Arc2d { + constructor(p1, p2, bul) { + this._StartPoint = p1.clone(); + this._EndPoint = p2.clone(); + let vec = p2.clone().sub(p1); + let len = vec.length(); + let an = vec.angle(); + this._Radius = len / Math.sin(2 * Math.atan(bul)) / 2; + let delDis = bul * len / 2; + let toDis = this._Radius - delDis; + an += Math.PI * 0.5; + this._Center = p1.clone().add(p2); + this._Center.multiplyScalar(0.5); + polar(this._Center, an, toDis); + this._StartAn = p1.clone().sub(this._Center).angle(); + this._EndAn = p2.clone().sub(this._Center).angle(); + if (bul < 0) { + //一个神奇的特性 它需要这么做 + this._StartAn -= Math.PI; + this._EndAn -= Math.PI; + } + } + } + CreateBoardUtil.Arc2d = Arc2d; + //创建轮廓 通过点表和凸度 + function CreatePath(pts, buls) { + let shape = new Shape2(); + if (pts.length === 0) + return shape; + let firstPt = pts[0]; + shape.moveTo(firstPt.x, firstPt.y); + for (let i = 0; i < pts.length - 1; i++) { + let nextPt = pts[i + 1]; + if (equaln(buls[i], 0, 1e-8)) { + shape.lineTo(nextPt.x, nextPt.y); + } + else { + let pt = pts[i]; + //参考 + //http://www.dorodnic.com/blog/tag/three-js/ 绘制一个齿轮 + //https://www.kirupa.com/html5/drawing_circles_canvas.htm //html5 + let arc2 = new Arc2d(pt, nextPt, buls[i]); + let cen = arc2._Center; + shape.absarc(cen.x, cen.y, arc2._Radius, arc2._StartAn, arc2._EndAn, buls[i] < 0); + } + } + return shape; + } + CreateBoardUtil.CreatePath = CreatePath; + //创建板件 暂时这么写 + function createBoard(boardData) { + var pts = new Array(); + var buls = new Array(); + var boardPts = boardData["Pts"]; + var boardBuls = boardData["Buls"]; + let boardHeight = boardData["H"]; + var boardMat = new three.Matrix4(); + var matInv = new three.Matrix4(); + //InitBoardMat + { + var xD = AsVector3(boardData["XVec"]); + var yD = AsVector3(boardData["YVec"]); + var ZD = AsVector3(boardData["ZVec"]); + var pBase = AsVector3(boardData["BasePoint"]).multiplyScalar(0.001); + boardMat.makeBasis(xD, yD, ZD); + boardMat.setPosition(pBase); + matInv.getInverse(boardMat); + } + for (let i = 0; i < boardPts.length; i++) { + var pt = AsVector3(boardPts[i]).multiplyScalar(0.001); + pt.applyMatrix4(matInv); + pts.push(new three.Vector2(pt.x, pt.y)); + buls.push(boardBuls[i]); + } + var sp = CreatePath(pts, buls); + var extrudeSettings = { + steps: 1, + bevelEnabled: false, + amount: boardHeight * 0.001 + }; + var ext = new three.ExtrudeGeometry(sp, extrudeSettings); + ext.translate(0, 0, -boardHeight * 0.001); + ext.applyMatrix4(boardMat); + if (boardData["BoardName"] === "地脚线") { + RotateUVs(ext); + } + var mesh = new three.Mesh(ext); + return mesh; + } + CreateBoardUtil.createBoard = createBoard; +})(CreateBoardUtil || (CreateBoardUtil = {})); + +/** + * 删除数组中指定的元素,返回数组本身 + * @param {Array} arr 需要操作的数组 + * @param {*} el 需要移除的元素 + */ +function arrayRemoveOnce(arr, el) { + let index = arr.indexOf(el); + if (index !== -1) + arr.splice(index, 1); + return arr; +} +/** + * 删除通过函数校验的元素 + * @param {(e: T) => boolean} checkFuntion 校验函数 + */ +function arrayRemoveIf(arr, checkFuntion) { + let j = 0; + for (let i = 0, l = arr.length; i < l; i++) { + if (!checkFuntion(arr[i])) { + arr[j++] = arr[i]; + } + } + arr.length = j; + return arr; +} +function arrayLast(arr) { + return arr[arr.length - 1]; +} +/** + * 根据数值从小到大排序数组 + * @param {Array} arr + * @returns {Array} 返回自身 + */ +function arraySortByNumber(arr) { + arr.sort(sortNumberCompart); + return arr; +} +/** + * 对排序好的数组进行去重操作 + * @param {(e1, e2) => boolean} [checkFuction] 校验对象相等函数 + * @returns {Array} 返回自身 + */ +function arrayRemoveDuplicateBySort(arr, checkFuction = checkEqual) { + if (arr.length < 2) + return arr; + let j = 1; + for (let i = 1, l = arr.length; i < l; i++) + if (!checkFuction(arr[j - 1], arr[i])) + arr[j++] = arr[i]; + arr.length = j; + return arr; +} +function sortNumberCompart(e1, e2) { + return e1 - e2; +} +function checkEqual(e1, e2) { + return e1 === e2; +} +/** + * 改变数组的值顺序 + * @param arr 需要改变初始值位置的数组 + * @param index //将index位置以后的值放到起始位置 + */ +function changeArrayStartIndex(arr, index) { + arr.unshift(...arr.splice(index)); + return arr; +} +function equalArray(a, b, checkF = checkEqual) { + if (a === b) + return true; + if (a.length !== b.length) + return false; + for (var i = 0; i < a.length; ++i) + if (!checkF(a[i], b[i])) + return false; + return true; +} + +function GetGoodShaderSimple(color = new three.Vector3) { + return { + uniforms: { + "SurfaceColor": { value: color } + }, + vertexShader: require("./GoodchSimple.vs"), + fragmentShader: require("./GoodchSimple.fs"), + polygonOffset: true, + polygonOffsetFactor: 1, + polygonOffsetUnits: 1 + }; +} + +const ColorPalette = [ + [255, 0, 0, 255], + //[255, 255, 255, 255],//----- 0 - ByBlock - White + [255, 0, 0, 255], + // [255, 0, 0, 255], //----- 1 - Red + [255, 255, 0, 255], + [0, 255, 0, 255], + [0, 255, 255, 255], + [0, 0, 255, 255], + [255, 0, 255, 255], + // [255, 0, 0, 255], //----- 7 - More red Red + // [255, 0, 0, 255], //----- 8 - More red Red + // [255, 0, 0, 255], //----- 9 - More red Red + [255, 255, 255, 255], + [128, 128, 128, 255], + [192, 192, 192, 255], + [255, 0, 0, 255], + [255, 127, 127, 255], + [165, 0, 0, 255], + [165, 82, 82, 255], + [127, 0, 0, 255], + [127, 63, 63, 255], + [76, 0, 0, 255], + [76, 38, 38, 255], + [38, 0, 0, 255], + [38, 19, 19, 255], + [255, 63, 0, 255], + [255, 159, 127, 255], + [165, 41, 0, 255], + [165, 103, 82, 255], + [127, 31, 0, 255], + [127, 79, 63, 255], + [76, 19, 0, 255], + [76, 47, 38, 255], + [38, 9, 0, 255], + [38, 23, 19, 255], + [255, 127, 0, 255], + [255, 191, 127, 255], + [165, 82, 0, 255], + [165, 124, 82, 255], + [127, 63, 0, 255], + [127, 95, 63, 255], + [76, 38, 0, 255], + [76, 57, 38, 255], + [38, 19, 0, 255], + [38, 28, 19, 255], + [255, 191, 0, 255], + [255, 223, 127, 255], + [165, 124, 0, 255], + [165, 145, 82, 255], + [127, 95, 0, 255], + [127, 111, 63, 255], + [76, 57, 0, 255], + [76, 66, 38, 255], + [38, 28, 0, 255], + [38, 33, 19, 255], + [255, 255, 0, 255], + [255, 255, 127, 255], + [165, 165, 0, 255], + [165, 165, 82, 255], + [127, 127, 0, 255], + [127, 127, 63, 255], + [76, 76, 0, 255], + [76, 76, 38, 255], + [38, 38, 0, 255], + [38, 38, 19, 255], + [191, 255, 0, 255], + [223, 255, 127, 255], + [124, 165, 0, 255], + [145, 165, 82, 255], + [95, 127, 0, 255], + [111, 127, 63, 255], + [57, 76, 0, 255], + [66, 76, 38, 255], + [28, 38, 0, 255], + [33, 38, 19, 255], + [127, 255, 0, 255], + [191, 255, 127, 255], + [82, 165, 0, 255], + [124, 165, 82, 255], + [63, 127, 0, 255], + [95, 127, 63, 255], + [38, 76, 0, 255], + [57, 76, 38, 255], + [19, 38, 0, 255], + [28, 38, 19, 255], + [63, 255, 0, 255], + [159, 255, 127, 255], + [41, 165, 0, 255], + [103, 165, 82, 255], + [31, 127, 0, 255], + [79, 127, 63, 255], + [19, 76, 0, 255], + [47, 76, 38, 255], + [9, 38, 0, 255], + [23, 38, 19, 255], + [0, 255, 0, 255], + [127, 255, 127, 255], + [0, 165, 0, 255], + [82, 165, 82, 255], + [0, 127, 0, 255], + [63, 127, 63, 255], + [0, 76, 0, 255], + [38, 76, 38, 255], + [0, 38, 0, 255], + [19, 38, 19, 255], + [0, 255, 63, 255], + [127, 255, 159, 255], + [0, 165, 41, 255], + [82, 165, 103, 255], + [0, 127, 31, 255], + [63, 127, 79, 255], + [0, 76, 19, 255], + [38, 76, 47, 255], + [0, 38, 9, 255], + [19, 38, 23, 255], + [0, 255, 127, 255], + [127, 255, 191, 255], + [0, 165, 82, 255], + [82, 165, 124, 255], + [0, 127, 63, 255], + [63, 127, 95, 255], + [0, 76, 38, 255], + [38, 76, 57, 255], + [0, 38, 19, 255], + [19, 38, 28, 255], + [0, 255, 191, 255], + [127, 255, 223, 255], + [0, 165, 124, 255], + [82, 165, 145, 255], + [0, 127, 95, 255], + [63, 127, 111, 255], + [0, 76, 57, 255], + [38, 76, 66, 255], + [0, 38, 28, 255], + [19, 38, 33, 255], + [0, 255, 255, 255], + [127, 255, 255, 255], + [0, 165, 165, 255], + [82, 165, 165, 255], + [0, 127, 127, 255], + [63, 127, 127, 255], + [0, 76, 76, 255], + [38, 76, 76, 255], + [0, 38, 38, 255], + [19, 38, 38, 255], + [0, 191, 255, 255], + [127, 223, 255, 255], + [0, 124, 165, 255], + [82, 145, 165, 255], + [0, 95, 127, 255], + [63, 111, 127, 255], + [0, 57, 76, 255], + [38, 66, 76, 255], + [0, 28, 38, 255], + [19, 33, 38, 255], + [0, 127, 255, 255], + [127, 191, 255, 255], + [0, 82, 165, 255], + [82, 124, 165, 255], + [0, 63, 127, 255], + [63, 95, 127, 255], + [0, 38, 76, 255], + [38, 57, 76, 255], + [0, 19, 38, 255], + [19, 28, 38, 255], + [0, 63, 255, 255], + [127, 159, 255, 255], + [0, 41, 165, 255], + [82, 103, 165, 255], + [0, 31, 127, 255], + [63, 79, 127, 255], + [0, 19, 76, 255], + [38, 47, 76, 255], + [0, 9, 38, 255], + [19, 23, 38, 255], + [0, 0, 255, 255], + [127, 127, 255, 255], + [0, 0, 165, 255], + [82, 82, 165, 255], + [0, 0, 127, 255], + [63, 63, 127, 255], + [0, 0, 76, 255], + [38, 38, 76, 255], + [0, 0, 38, 255], + [19, 19, 38, 255], + [63, 0, 255, 255], + [159, 127, 255, 255], + [41, 0, 165, 255], + [103, 82, 165, 255], + [31, 0, 127, 255], + [79, 63, 127, 255], + [19, 0, 76, 255], + [47, 38, 76, 255], + [9, 0, 38, 255], + [23, 19, 38, 255], + [127, 0, 255, 255], + [191, 127, 255, 255], + [82, 0, 165, 255], + [124, 82, 165, 255], + [63, 0, 127, 255], + [95, 63, 127, 255], + [38, 0, 76, 255], + [57, 38, 76, 255], + [19, 0, 38, 255], + [28, 19, 38, 255], + [191, 0, 255, 255], + [223, 127, 255, 255], + [124, 0, 165, 255], + [145, 82, 165, 255], + [95, 0, 127, 255], + [111, 63, 127, 255], + [57, 0, 76, 255], + [66, 38, 76, 255], + [28, 0, 38, 255], + [33, 19, 38, 255], + [255, 0, 255, 255], + [255, 127, 255, 255], + [165, 0, 165, 255], + [165, 82, 165, 255], + [127, 0, 127, 255], + [127, 63, 127, 255], + [76, 0, 76, 255], + [76, 38, 76, 255], + [38, 0, 38, 255], + [38, 19, 38, 255], + [255, 0, 191, 255], + [255, 127, 223, 255], + [165, 0, 124, 255], + [165, 82, 145, 255], + [127, 0, 95, 255], + [127, 63, 111, 255], + [76, 0, 57, 255], + [76, 38, 66, 255], + [38, 0, 28, 255], + [38, 19, 33, 255], + [255, 0, 127, 255], + [255, 127, 191, 255], + [165, 0, 82, 255], + [165, 82, 124, 255], + [127, 0, 63, 255], + [127, 63, 95, 255], + [76, 0, 38, 255], + [76, 38, 57, 255], + [38, 0, 19, 255], + [38, 19, 28, 255], + [255, 0, 63, 255], + [255, 127, 159, 255], + [165, 0, 41, 255], + [165, 82, 103, 255], + [127, 0, 31, 255], + [127, 63, 79, 255], + [76, 0, 19, 255], + [76, 38, 47, 255], + [38, 0, 9, 255], + [38, 19, 23, 255], + [84, 84, 84, 255], + [118, 118, 118, 255], + [152, 152, 152, 255], + [186, 186, 186, 255], + [220, 220, 220, 255], + [255, 255, 255, 255], + [0, 0, 0, 0] //----- ByLayer - White +]; +const LINE_WIDTH = 2; +//颜色材质,对于二维图像来说可能有用,应该不对三维对象使用该材质 +class ColorMaterial { + constructor() { } + static GetLineMaterial(color) { + if (this._LineMaterialMap.has(color)) + return this._LineMaterialMap.get(color); + let mat = new three.LineBasicMaterial({ color: this.GetColor(color) }); + this._LineMaterialMap.set(color, mat); + return mat; + } + static GetBasicMaterial(color) { + if (this._BasicMaterialMap.has(color)) + return this._BasicMaterialMap.get(color); + let mtl = new three.MeshBasicMaterial({ color: this.GetColor(color) }); + this._BasicMaterialMap.set(color, mtl); + return mtl; + } + static GetBasicMaterialDoubleSide(color) { + if (this._BasicDoubleSideMaterialMap.has(color)) + return this._BasicDoubleSideMaterialMap.get(color); + let mtl = new three.MeshBasicMaterial({ color: this.GetColor(color), side: three.DoubleSide }); + this._BasicDoubleSideMaterialMap.set(color, mtl); + return mtl; + } + static GetConceptualMaterial(color) { + if (this._ConceptualMaterial.has(color)) + return this._ConceptualMaterial.get(color); + let shaderParams = GetGoodShaderSimple(new three.Vector3().fromArray(this.GetColor(color).toArray())); + let mtl = new three.ShaderMaterial(shaderParams); + this._ConceptualMaterial.set(color, mtl); + return mtl; + } + static GetPrintConceptualMaterial() { + if (!this._printConceptualMaterial) { + this._printConceptualMaterial = new three.ShaderMaterial({ + uniforms: { + "SurfaceColor": { value: [1.0, 1.0, 1.0] } + }, + vertexShader: require("../GLSL/GoodchSimple.vs"), + fragmentShader: require("../GLSL/GoodchSimple2.fs"), + polygonOffset: true, + polygonOffsetFactor: 1, + polygonOffsetUnits: LINE_WIDTH + }); + } + return this._printConceptualMaterial; + } + static GetBasicMaterialTransparent(color, opacity) { + let key = `${color},${opacity}`; + let mat = this._BasicTransparentMaterialMap.get(key); + if (mat) + return mat; + mat = new three.MeshBasicMaterial({ transparent: true, opacity: opacity, side: three.DoubleSide }); + this._BasicTransparentMaterialMap.set(key, mat); + return mat; + } + static GetBasicMaterialTransparent2(color, opacity) { + let key = `${color},${opacity}`; + let mat = this._BasicTransparentMaterialMap2.get(key); + if (mat) + return mat; + mat = new three.MeshBasicMaterial({ transparent: true, opacity: opacity }); + this._BasicTransparentMaterialMap2.set(key, mat); + return mat; + } + static GetColor(color) { + let rgb = ColorPalette[color]; + if (rgb) + return new three.Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255); + } +} +ColorMaterial._LineMaterialMap = new Map(); +ColorMaterial._BasicMaterialMap = new Map(); +ColorMaterial._BasicDoubleSideMaterialMap = new Map(); +ColorMaterial._ConceptualMaterial = new Map(); +ColorMaterial._BasicTransparentMaterialMap = new Map(); +ColorMaterial._BasicTransparentMaterialMap2 = new Map(); +//橡皮筋材质: 黄色 点划线 +ColorMaterial.RubberBandMaterial = new three.LineDashedMaterial({ + color: 0xF0B41E, + dashSize: 20, + gapSize: 8, +}); +//极轴材质: 绿色 点划线 +ColorMaterial.SnapAxisMaterial = new three.LineDashedMaterial({ + color: 0x008B00, + dashSize: 5, + gapSize: 5 +}); +ColorMaterial.PrintLineMatrial = new LineMaterial.LineMaterial({ + color: 0x000000, + linewidth: LINE_WIDTH / 1000, + dashed: false +}); +ColorMaterial.GrayTransparentMeshMaterial = new three.MeshBasicMaterial({ + color: 0xcccccc, + transparent: true, + opacity: 0.3, +}); +ColorMaterial.TransparentMeshMaterial = new three.MeshBasicMaterial({ + transparent: true, + opacity: 0, +}); +ColorMaterial.TransparentLineMaterial = new three.MeshBasicMaterial({ + transparent: true, + opacity: 0, +}); + +/** + * OSMODE + */ +var ObjectSnapMode; +(function (ObjectSnapMode) { + ObjectSnapMode[ObjectSnapMode["None"] = 0] = "None"; + ObjectSnapMode[ObjectSnapMode["End"] = 1] = "End"; + ObjectSnapMode[ObjectSnapMode["Mid"] = 2] = "Mid"; + ObjectSnapMode[ObjectSnapMode["Cen"] = 4] = "Cen"; + ObjectSnapMode[ObjectSnapMode["Node"] = 8] = "Node"; + ObjectSnapMode[ObjectSnapMode["Qua"] = 16] = "Qua"; + ObjectSnapMode[ObjectSnapMode["Int"] = 32] = "Int"; + ObjectSnapMode[ObjectSnapMode["Ins"] = 64] = "Ins"; + ObjectSnapMode[ObjectSnapMode["Per"] = 128] = "Per"; + ObjectSnapMode[ObjectSnapMode["Tan"] = 256] = "Tan"; + ObjectSnapMode[ObjectSnapMode["Nea"] = 512] = "Nea"; + ObjectSnapMode[ObjectSnapMode["NotEntitySnap"] = 1024] = "NotEntitySnap"; + ObjectSnapMode[ObjectSnapMode["App"] = 2048] = "App"; + ObjectSnapMode[ObjectSnapMode["Ext"] = 4096] = "Ext"; + ObjectSnapMode[ObjectSnapMode["Par"] = 8192] = "Par"; + ObjectSnapMode[ObjectSnapMode["Axis"] = 16384] = "Axis"; + ObjectSnapMode[ObjectSnapMode["All"] = 31743] = "All"; +})(ObjectSnapMode || (ObjectSnapMode = {})); + +var BufferGeometryUtils; +(function (BufferGeometryUtils) { + function CreateFromPts(pts) { + return new three.BufferGeometry().setFromPoints(pts); + } + BufferGeometryUtils.CreateFromPts = CreateFromPts; + /** + * 更新BufferGeometry的顶点 + * @param geo + * @param pts + * @returns 当成功时返回true,更新失败时返回false + */ + function UpdatePts(geo, pts) { + let bf = geo.getAttribute("position"); + if (bf === undefined) + geo.setFromPoints(pts); + else if (bf.count >= pts.length) { + bf.copyVector3sArray(pts); + bf.needsUpdate = true; + geo.drawRange.count = pts.length; + } + else + return false; + return true; + } + BufferGeometryUtils.UpdatePts = UpdatePts; + let arrowGeometry; + function ArrowGeometry() { + if (arrowGeometry) + return arrowGeometry; + else { + let arrowShape = new three.Shape(); + arrowShape.lineTo(-0.5, -1.8); + arrowShape.lineTo(0.5, -1.8); + arrowGeometry = new three.ShapeGeometry(arrowShape); + arrowGeometry.computeBoundingBox(); + return arrowGeometry; + } + } + BufferGeometryUtils.ArrowGeometry = ArrowGeometry; + function MergeBufferGeometries(geometries, useGroups = false) { + if (geometries.length === 0) + return new three.BufferGeometry(); + let isIndexed = geometries[0].index !== null; + let attributesUsed = new Set(Object.keys(geometries[0].attributes)); + let morphAttributesUsed = new Set(Object.keys(geometries[0].morphAttributes)); + let attributes = {}; + let morphAttributes = {}; + let morphTargetsRelative = geometries[0].morphTargetsRelative; + let mergedGeometry = new three.BufferGeometry(); + let offset = 0; + for (let i = 0; i < geometries.length; ++i) { + let geometry = geometries[i]; + // ensure that all geometries are indexed, or none + if (isIndexed !== (geometry.index !== null)) + return null; + // gather attributes, exit early if they're different + for (let name in geometry.attributes) { + if (!attributesUsed.has(name)) + continue; + if (attributes[name] === undefined) + attributes[name] = []; + attributes[name].push(geometry.attributes[name]); + } + // gather morph attributes, exit early if they're different + if (morphTargetsRelative !== geometry.morphTargetsRelative) + return null; + for (let name in geometry.morphAttributes) { + if (!morphAttributesUsed.has(name)) + continue; + if (morphAttributes[name] === undefined) + morphAttributes[name] = []; + morphAttributes[name].push(geometry.morphAttributes[name]); + } + // gather .userData + mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || []; + mergedGeometry.userData.mergedUserData.push(geometry.userData); + if (useGroups) { + let count; + if (isIndexed) { + count = geometry.index.count; + } + else if (geometry.attributes.position !== undefined) { + count = geometry.attributes.position.count; + } + else { + return null; + } + mergedGeometry.addGroup(offset, count, i); + offset += count; + } + } + // merge indices + if (isIndexed) { + let indexOffset = 0; + let mergedIndex = []; + for (let i = 0; i < geometries.length; ++i) { + let index = geometries[i].index; + for (let j = 0; j < index.count; ++j) { + mergedIndex.push(index.getX(j) + indexOffset); + } + indexOffset += geometries[i].attributes.position.count; + } + mergedGeometry.setIndex(mergedIndex); + } + // merge attributes + for (let name in attributes) { + let mergedAttribute = MergeBufferAttributes(attributes[name]); + if (!mergedAttribute) + return null; + mergedGeometry.setAttribute(name, mergedAttribute); + } + // merge morph attributes + for (let name in morphAttributes) { + let numMorphTargets = morphAttributes[name][0].length; + if (numMorphTargets === 0) + break; + mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {}; + mergedGeometry.morphAttributes[name] = []; + for (let i = 0; i < numMorphTargets; ++i) { + let morphAttributesToMerge = []; + for (let j = 0; j < morphAttributes[name].length; ++j) { + morphAttributesToMerge.push(morphAttributes[name][j][i]); + } + let mergedMorphAttribute = MergeBufferAttributes(morphAttributesToMerge); + if (!mergedMorphAttribute) + return null; + mergedGeometry.morphAttributes[name].push(mergedMorphAttribute); + } + } + return mergedGeometry; + } + BufferGeometryUtils.MergeBufferGeometries = MergeBufferGeometries; + function MergeBufferAttributes(attributes) { + let TypedArray; + let itemSize; + let normalized; + let arrayLength = 0; + for (let i = 0; i < attributes.length; ++i) { + let attribute = attributes[i]; + if (TypedArray === undefined) + TypedArray = attribute.array.constructor; + if (TypedArray !== attribute.array.constructor) + return null; + if (itemSize === undefined) + itemSize = attribute.itemSize; + if (itemSize !== attribute.itemSize) + return null; + if (normalized === undefined) + normalized = attribute.normalized; + if (normalized !== attribute.normalized) + return null; + arrayLength += attribute.array.length; + } + let array = new TypedArray(arrayLength); + let offset = 0; + for (let i = 0; i < attributes.length; ++i) { + array.set(attributes[i].array, offset); + offset += attributes[i].array.length; + } + return new three.BufferAttribute(array, itemSize, normalized); + } + BufferGeometryUtils.MergeBufferAttributes = MergeBufferAttributes; +})(BufferGeometryUtils || (BufferGeometryUtils = {})); + +/** + * 相交延伸选项. + * + * @export + * @enum {number} + */ +var IntersectOption; +(function (IntersectOption) { + /** + * 两者都不延伸 + */ + IntersectOption[IntersectOption["OnBothOperands"] = 0] = "OnBothOperands"; + /** + * 延伸自身 + */ + IntersectOption[IntersectOption["ExtendThis"] = 1] = "ExtendThis"; + /** + * 延伸参数 + */ + IntersectOption[IntersectOption["ExtendArg"] = 2] = "ExtendArg"; + /** + * 延伸两者 + */ + IntersectOption[IntersectOption["ExtendBoth"] = 3] = "ExtendBoth"; +})(IntersectOption || (IntersectOption = {})); +//延伸自身还是参数反转 +function reverseIntersectOption(intType) { + if (intType === IntersectOption.ExtendThis) + intType = IntersectOption.ExtendArg; + else if (intType === IntersectOption.ExtendArg) + intType = IntersectOption.ExtendThis; + return intType; +} +/** + * 校验相交点是否满足延伸选项 + * 算法会计算无限延伸状态下的曲线交点,调用该方法进行校验返回校验后的点表 + * + * @param {Vector3[]} intRes 相交点.曲线当作完全状态下的相交点 + * @param {Curve} c1 曲线1 由this参数传入 + * @param {Curve} c2 曲线2 由arg 参数传入 + * @param {Intersect} extType 延伸选项. + * @returns {Array} 校验完成后的点表 + */ +function CheckPointOnCurve(intRes, c1, c2, extType, tolerance = 1e-6) { + return intRes.filter(r => { + if (!(extType & IntersectOption.ExtendThis)) + if (!c1.ParamOnCurve(r.thisParam, tolerance)) + return false; + if (!(extType & IntersectOption.ExtendArg)) + if (!c2.ParamOnCurve(r.argParam, tolerance)) + return false; + return true; + }); +} +function IntersectCircleAndCircle(cu1, cu2) { + if (!cu1.IsCoplaneTo(cu2)) + return []; + let c1OcsInv = cu1.OCSInv; + let c1Ocs = cu1.OCS; + let center1 = cu1.Center.applyMatrix4(c1OcsInv); + let center2 = cu2.Center.applyMatrix4(c1OcsInv); + let radius1 = cu1.Radius; + let radius2 = cu2.Radius; + let pts = []; + let dist = center2.distanceTo(center1); + if (dist < Math.abs(radius1 - radius2) - 1e-3 + || dist > (radius1 + radius2 + 1e-3)) + return pts; + if (equaln(dist, 0, 1e-6)) + return pts; + let dstsqr = dist * dist; + let r1sqr = radius1 * radius1; + let r2sqr = radius2 * radius2; + let a = (dstsqr - r2sqr + r1sqr) / (2 * dist); + let h = Math.sqrt(Math.abs(r1sqr - (a * a))); + let ratio_a = a / dist; + let ratio_h = h / dist; + let dx = center2.x - center1.x; + let dy = center2.y - center1.y; + let phix = center1.x + (ratio_a * dx); + let phiy = center1.y + (ratio_a * dy); + dx *= ratio_h; + dy *= ratio_h; + let p1 = new three.Vector3(phix + dy, phiy - dx); + let p2 = new three.Vector3(phix - dy, phiy + dx); + p1.applyMatrix4(c1Ocs); + p2.applyMatrix4(c1Ocs); + pts.push({ + pt: p1, + thisParam: cu1.GetParamAtPoint(p1), + argParam: cu2.GetParamAtPoint(p1), + }); + if (!equalv3(p1, p2)) //防止点重复 + pts.push({ + pt: p2, + thisParam: cu1.GetParamAtPoint(p2), + argParam: cu2.GetParamAtPoint(p2), + }); + return pts; +} +/** + * 计算圆与圆弧的交点. + * + * @export + * @param {Circle} circle 圆 + * @param {Arc} arc 圆弧 + * @param {IntersectOption} extType 延伸选项 + * @returns 交点集合 + */ +function IntersectCircleAndArc(circle, arc, extType, tolerance = 1e-6) { + let pts = IntersectCircleAndCircle(circle, arc); + return CheckPointOnCurve(pts, circle, arc, extType | IntersectOption.ExtendThis, tolerance); +} +/** + * 计算圆弧与圆弧的交点 + * + * @export + * @param {Arc} arc1 圆弧 + * @param {Arc} arc2 圆弧 + * @param {IntersectOption} extType 延伸选项 + * @returns 交点集合 + */ +function IntersectArcAndArc(arc1, arc2, extType, tolerance = 1e-6) { + let pts = IntersectCircleAndCircle(arc1, arc2); + return CheckPointOnCurve(pts, arc1, arc2, extType, tolerance); +} +function IntersectEllipseAndLine(l, el, extType, tolerance = 1e-6) { + let pts = IntersectLineAndEllipseFor2D(l, el); + return CheckPointOnCurve(pts, l, el, extType, tolerance); +} +/** + * 通用方法:计算直线与圆的交点,默认延伸全部 + * + * @export + * @param {Line} line 直线 + * @param {(Circle | Arc)} circle 圆或圆弧 + * @returns 交点集合 + */ +function IntersectLineAndCircleOrArc(line, circle) { + let lineOrg = line.StartPoint; + let lineDirection = line.EndPoint.sub(lineOrg); + let dirLen = lineDirection.length(); + if (equaln(dirLen, 0)) + return []; + lineDirection.divideScalar(dirLen); + let diff = lineOrg.clone().sub(circle.Center); + let a0 = diff.dot(diff) - circle.Radius ** 2; + let a1 = lineDirection.dot(diff); + let discr = a1 ** 2 - a0; + if (equaln(discr, 0, 1e-7)) { + let pt = lineOrg.add(lineDirection.multiplyScalar(-a1)); + return [{ + pt, + thisParam: -a1 / dirLen, + argParam: circle.GetParamAtPoint(pt) + }]; + } + else if (discr > 0) { + let root = Math.sqrt(discr); + let p1 = lineOrg.clone().add(lineDirection.clone().multiplyScalar(-a1 + root)); + let p2 = lineOrg.add(lineDirection.multiplyScalar(-a1 - root)); + return [ + { + pt: p1, + thisParam: (-a1 + root) / dirLen, + argParam: circle.GetParamAtPoint(p1) + }, { + pt: p2, + thisParam: (-a1 - root) / dirLen, + argParam: circle.GetParamAtPoint(p2) + } + ]; + } + return []; +} +//直线和圆 +function IntersectLineAndCircle(line, circle, extType, tolerance = 1e-6) { + let ptArr = IntersectLineAndCircleOrArc(line, circle); + return CheckPointOnCurve(ptArr, line, circle, extType | IntersectOption.ExtendArg); +} +//直线和圆弧 +function IntersectLineAndArc(line, arc, extType, tolerance = 1e-6) { + let ptArr = IntersectLineAndCircleOrArc(line, arc); + return CheckPointOnCurve(ptArr, line, arc, extType, tolerance); +} +function IntersectLAndLFor2D2(p1, p2, p3, p4) { + let dx1 = p1.x - p2.x; + let dx2 = p3.x - p4.x; + let dx3 = p4.x - p2.x; + let dy1 = p1.y - p2.y; + let dy2 = p3.y - p4.y; + let dy3 = p4.y - p2.y; + let det = (dx2 * dy1) - (dy2 * dx1); + if (equaln(det, 0.0, 1e-5)) { + if (equaln(dx2 * dy3, dy2 * dx3, 1e-5)) + return [p1, p2, p3, p4]; + return []; + } + let pt = new three.Vector3; + let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det; + pt.x = (ratio * dx2) + p4.x; + pt.y = (ratio * dy2) + p4.y; + return [pt]; +} +/** + * 三维中两行之间最短的直线 + * ref:https://stackoverflow.com/questions/2316490/the-algorithm-to-find-the-point-of-intersection-of-two-3d-line-segment + * ref:http://paulbourke.net/geometry/pointlineplane/ + * ref:http://paulbourke.net/geometry/pointlineplane/calclineline.cs + * + * @export + * @param {Vector3} p1 l1.start + * @param {Vector3} p2 l1.end + * @param {Vector3} p3 l2.start + * @param {Vector3} p4 l2.end + * @returns 交点集合 + */ +function ShortestLine3AndLine3(p1, p2, p3, p4, epsilon = 1e-6) { + let p43 = p4.clone().sub(p3); + if (p43.lengthSq() < epsilon) + return; + let p21 = p2.clone().sub(p1); + if (p21.lengthSq() < epsilon) + return; + let p13 = p1.clone().sub(p3); + let d1343 = p13.x * p43.x + p13.y * p43.y + p13.z * p43.z; + let d4321 = p43.x * p21.x + p43.y * p21.y + p43.z * p21.z; + let d1321 = p13.x * p21.x + p13.y * p21.y + p13.z * p21.z; + let d4343 = p43.x * p43.x + p43.y * p43.y + p43.z * p43.z; + let d2121 = p21.x * p21.x + p21.y * p21.y + p21.z * p21.z; + let denom = d2121 * d4343 - d4321 * d4321; + if (Math.abs(denom) < epsilon) + return; + let numer = d1343 * d4321 - d1321 * d4343; + let mua = numer / denom; + let mub = (d1343 + d4321 * (mua)) / d4343; + let resultSegmentPoint1 = new three.Vector3(); + resultSegmentPoint1.x = p1.x + mua * p21.x; + resultSegmentPoint1.y = p1.y + mua * p21.y; + resultSegmentPoint1.z = p1.z + mua * p21.z; + let resultSegmentPoint2 = new three.Vector3(); + resultSegmentPoint2.x = p3.x + mub * p43.x; + resultSegmentPoint2.y = p3.y + mub * p43.y; + resultSegmentPoint2.z = p3.z + mub * p43.z; + return [resultSegmentPoint1, resultSegmentPoint2]; +} +//直线和直线 +function IntersectLineAndLine(l1, l2, extType, fuzz = 1e-4) { + let [pt1, pt2, pt3, pt4] = [l1.StartPoint, l1.EndPoint, l2.StartPoint, l2.EndPoint]; + let ipts; + if (equaln(pt1.z, 0, fuzz) && equaln(pt2.z, 0, fuzz) && equaln(pt3.z, 0, fuzz) && equaln(pt4.z, 0, fuzz)) { + ipts = IntersectLAndLFor2D2(pt1, pt2, pt3, pt4); + ipts.sort(comparePoint("xy")); + arrayRemoveDuplicateBySort(ipts, (p1, p2) => equalv3(p1, p2, fuzz)); + } + else { + ipts = ShortestLine3AndLine3(pt1, pt2, pt3, pt4); + if (!ipts) + return []; + if (ipts.length === 2) + ipts.pop(); + } + let ints = []; + for (let pt of ipts) { + let { closestPt: p1, param: param1 } = l1.GetClosestAtPoint(pt, true); + if (!equalv3(pt, p1, fuzz)) + return []; + if (!(extType & IntersectOption.ExtendThis)) + if (!(l1.ParamOnCurve(param1, 0) || equalv3(pt1, pt, fuzz) || equalv3(pt2, pt, fuzz))) + return []; + let { closestPt: p2, param: param2 } = l2.GetClosestAtPoint(pt, true); + if (!equalv3(pt, p2, fuzz)) + return []; + if (!(extType & IntersectOption.ExtendArg)) + if (!(l2.ParamOnCurve(param2, 0) || equalv3(pt3, pt, fuzz) || equalv3(pt4, pt, fuzz))) + return []; + ints.push({ pt, thisParam: param1, argParam: param2 }); + } + return ints; +} +function IntersectPolylineAndCurve(pl, cu, extType, tolerance = 1e-6) { + let cus = pl.Explode(); + let cus2; + if (cu instanceof exports.Polyline) + cus2 = cu.Explode(); + else + cus2 = [cu]; + let intRes = []; + for (let i = 0; i < cus.length; i++) { + let cu1 = cus[i]; + for (let j = 0; j < cus2.length; j++) { + let cu2 = cus2[j]; + let ext = extType; + let isStart = i === 0; + let isEnd = i === cus.length - 1; + let isStart2 = j === 0; + let isEnd2 = j === cus2.length - 1; + //当曲线闭合时,或者当前的子曲线不是起始和不是结束,那么不延伸曲线. + if (pl.CloseMark || !(isStart || isEnd)) + ext = ext & ~IntersectOption.ExtendThis; + if ((cu instanceof exports.Polyline && cu.CloseMark) || !(isStart2 || isEnd2)) + ext = ext & ~IntersectOption.ExtendArg; + let ptPars = cu1.IntersectWith2(cu2, ext, tolerance).filter(r1 => intRes.every(r2 => !equalv3(r1.pt, r2.pt))); + //校验延伸 + if (IntersectOption.ExtendThis & ext) { + //如果曲线是起始又是结束,那么不校验. + if (isStart && isEnd) ; + else if (isStart) { + ptPars = ptPars.filter(res => res.thisParam <= 1); + } + else if (isEnd) { + ptPars = ptPars.filter(res => res.thisParam >= 0); + } + } + if (IntersectOption.ExtendArg & ext) { + //如果曲线是起始又是结束,那么不校验. + if (isStart2 && isEnd2) ; + else if (isStart2) { + ptPars = ptPars.filter(res => res.argParam + j <= cu2.EndParam); + } + else if (isEnd2) { + ptPars = ptPars.filter(res => res.argParam + j >= 0); + } + } + intRes.push(...ptPars.map(r => { + return { + pt: r.pt, + thisParam: i + r.thisParam, + argParam: j + r.argParam, + }; + })); + } + } + return intRes; +} +function IntersectLineAndEllipseFor2D(l, el) { + if (!l.IsCoplaneTo(el)) + return []; + let mat = new three.Matrix4().makeRotationZ(-el.Rotation).multiply(el.OCSInv); + let a = el.RadX; + let b = el.RadY; + let sp = l.StartPoint.applyMatrix4(mat); + let ep = l.EndPoint.applyMatrix4(mat); + let pts = []; + if (equaln(sp.x, ep.x)) { + let c = sp.x; + let j = (b ** 2) * (1 - (c ** 2) / (a ** 2)); + if (equaln(j, 0)) { + pts = [new three.Vector3(sp.x, 0)]; + } + else if (j < 0) + return []; + else { + let y1 = Math.sqrt(j); + let y2 = -Math.sqrt(j); + pts = [ + new three.Vector3(c, y1), + new three.Vector3(c, y2) + ]; + } + } + else { + let k = (sp.y - ep.y) / (sp.x - ep.x); + let c = sp.y - sp.x * k; + let j = (2 * a * a * k * c) * (2 * a * a * k * c) - 4 * (b * b + a * a * k * k) * a * a * (c * c - b * b); + if (equaln(j, 0)) { + let x1 = -2 * k * c * a * a / (2 * (b * b + a * a * k * k)); + let y1 = k * x1 + c; + pts = [new three.Vector3(x1, y1)]; + } + else if (j < 0) + return []; + else { + let x1 = (-2 * k * c * a * a + Math.sqrt(j)) / (2 * (b * b + a * a * k * k)); + let y1 = k * x1 + c; + let x2 = (-2 * k * c * a * a - Math.sqrt(j)) / (2 * (b * b + a * a * k * k)); + let y2 = k * x2 + c; + pts = [ + new three.Vector3(x1, y1), + new three.Vector3(x2, y2) + ]; + } + } + let matInv = new three.Matrix4().getInverse(mat); + return pts.map(p => { + let pt = p.applyMatrix4(matInv); + return { + pt, + thisParam: l.GetParamAtPoint(pt), + argParam: el.GetParamAtPoint(pt) + }; + }); +} +function IntersectEllipseAndCircleOrArc(el, cir, type) { + if (!el.IsCoplaneTo(cir)) + return []; + let a = Math.max(el.RadX, el.RadY); + let dist = el.Center.distanceTo(cir.Center); + let disVail = dist > (a + cir.Radius); + if (disVail) + return []; + if (equalv3(el.Center, cir.Center)) { + let a = el.RadX; + let b = el.RadY; + let r = cir.Radius; + let j = ((a * b) ** 2 - (b * r) ** 2) / (a ** 2 - b ** 2); + let pts = []; + if (equaln(j, 0) || equaln(j, r ** 2)) { + if (equaln(j, 0)) + pts = [ + new three.Vector3(a, 0), + new three.Vector3(-a, 0) + ]; + else + pts = [ + new three.Vector3(0, r), + new three.Vector3(0, -r) + ]; + } + else if (j < 0) + return []; + else { + let y1 = Math.sqrt(j); + let y2 = -Math.sqrt(j); + let n = r ** 2 - j; + let x1 = Math.sqrt(n); + let x2 = -Math.sqrt(n); + pts = [ + new three.Vector3(x1, y1), + new three.Vector3(x1, y2), + new three.Vector3(x2, y1), + new three.Vector3(x2, y2), + ]; + } + let ro = new three.Matrix4().makeRotationZ(el.Rotation); + let res = pts.map(p => { + let pt = p.applyMatrix4(ro).applyMatrix4(el.OCS); + return { + pt, + thisParam: el.GetParamAtPoint(pt), + argParam: cir.GetParamAtPoint(pt) + }; + }); + return CheckPointOnCurve(res, el, cir, type); + } + else { + let pts = el.Shape.getPoints(60); + let lineData = pts.map(p => { + return { pt: p, bul: 0 }; + }); + let pl = new exports.Polyline(lineData); + let cirClone = cir.Clone().ApplyMatrix(el.OCSInv); + if (type === IntersectOption.ExtendBoth) + type = IntersectOption.ExtendArg; + else if (type !== IntersectOption.ExtendArg) + type = IntersectOption.OnBothOperands; + let intPts = IntersectPolylineAndCurve(pl, cirClone, type); + intPts.forEach(r => r.pt.applyMatrix4(el.OCS)); + return intPts; + } +} +function IntersectEllipse(el1, el2, type) { + if (!el1.IsCoplaneTo(el2)) + return []; + let isEqul = equalv3(el1.Center, el2.Center) + && equaln(el1.RadX, el2.RadX) + && equaln(el1.RadY, el2.RadY) + && equalv3(el1.StartPoint, el2.StartPoint); + if (isEqul) + return []; + let a1 = Math.max(el1.RadX, el1.RadY); + let a2 = Math.max(el2.RadX, el2.RadY); + let dist = el1.Center.distanceToSquared(el2.Center); + if (dist > (a1 + a2) ** 2) { + return []; + } + if (!el1.BoundingBox.intersectsBox(el2.BoundingBox)) + return []; + let diffMat = el1.OCSInv.multiply(el2.OCS); + let pts1 = el1.Shape.getPoints(60); + let pts2 = el2.Shape.getPoints(60); + let lineData1 = pts1.map(p => { + return { pt: p, bul: 0 }; + }); + let lineData2 = pts2.map(p => { + return { pt: p, bul: 0 }; + }); + let pl1 = new exports.Polyline(lineData1); + let pl2 = new exports.Polyline(lineData2).ApplyMatrix(diffMat); + let intPts = pl1.IntersectWith2(pl2, 0); + intPts.forEach(r => r.pt.applyMatrix4(el1.OCS)); + return intPts; +} + +var ExtendType; +(function (ExtendType) { + /** + * 前后都不延伸 + */ + ExtendType[ExtendType["None"] = 0] = "None"; + /** + * 只允许延伸前面 + */ + ExtendType[ExtendType["Front"] = 1] = "Front"; + /** + * 只允许延伸后面 + */ + ExtendType[ExtendType["Back"] = 2] = "Back"; + /** + * 前后延伸 + */ + ExtendType[ExtendType["Both"] = 3] = "Both"; +})(ExtendType || (ExtendType = {})); +/** + * 曲线的基类,子类请实现以下方法. + */ +let Curve = class Curve extends Entity { + constructor() { + super(); + //------------------绘制相关------------------ + //重载 + this.OnlyRenderType = true; + } + get Is2D() { + return equaln(this._Matrix.elements[14], 0); + } + get StartPoint() { return; } + set StartPoint(v) { return; } + get StartParam() { return; } + get EndPoint() { return; } + set EndPoint(v) { return; } + /** 曲线中点 */ + get Midpoint() { + return this.GetPointAtParam(this.MidParam); + } + get MidParam() { + if (this.EndParam === 1) + return 0.5; + else + return this.GetParamAtDist(this.Length * 0.5); + } + get EndParam() { return; } + get Area() { return 0; } + /** + *获得曲线的面积,逆时针为正,顺时针为负. + */ + get Area2() { return 0; } + get Length() { return 0; } + get IsClose() { return false; } + /** 曲线为顺时针 */ + get IsClockWise() { return this.Area2 < 0; } + GetPointAtParam(param) { return; } + GetPointAtDistance(distance) { return; } + GetDistAtParam(param) { return; } + GetDistAtPoint(pt) { return; } + GetParamAtPoint(pt) { return; } + GetParamAtPoint2(pt) { return this.GetParamAtPoint(pt); } + GetParamAtDist(d) { return; } + /** + * 返回曲线在指定位置的一阶导数(在wcs内) + * + * @param {(number | Vector3)} param + * @returns {Vector3} + * @memberof Curve + */ + GetFistDeriv(param) { return; } + GetFistDerivAngle(param) { + let d = this.GetFistDeriv(param); + return Math.atan2(d.y, d.x); + } + /** + * 返回切割曲线后的结果.总是从起点开始切割,并且按顺序返回曲线. + * @param {(number[] | number)} param + * @returns {Array} + */ + GetSplitCurves(param) { return; } + //未完善 + GetCurveAtParamRange(startParam, EndParam) { return; } + GetSplitCurvesByPts(pt) { + let pts = Array.isArray(pt) ? pt : [pt]; + let pars = pts.map(p => this.GetParamAtPoint(p)); + return this.GetSplitCurves(pars); + } + SplitParamSort(param) { + if (Array.isArray(param)) { + param = param.filter(p => this.ParamOnCurve(p)); + if (param.length === 0) + return []; + param.push(0, this.EndParam); + arraySortByNumber(param); + arrayRemoveDuplicateBySort(param, (e1, e2) => equaln(e1, e2, 1e-7)); + return param; + } + else if (this.ParamOnCurve(param)) + return [0, param, this.EndParam]; + else + return []; + } + Extend(newParam) { } + /** + * 连接曲线到本曲线,如果成功返回true + * @param {Curve} cu 需要连接的曲线 + * @returns {boolean} 连接成功 + * @memberof Curve + */ + Join(cu, allowGap = false, tolerance = 1e-4) { return Status.False; } + //翻转曲线.首尾调换. + Reverse() { return this; } + //点在曲线上 + PtOnCurve(pt, fuzz = 1e-6) { + return equalv3(this.StartPoint, pt, fuzz) || equalv3(this.EndPoint, pt, fuzz) || this.ParamOnCurve(this.GetParamAtPoint(pt)); + } + //点在曲线中,不在起点或者终点. + PtOnCurve2(pt) { + return !(equalv3(this.StartPoint, pt, 1e-6) || equalv3(this.EndPoint, pt, 1e-6)) && this.ParamOnCurve(this.GetParamAtPoint(pt), 0); + } + //点在曲线上,已经确定点在曲线的延伸线上 + PtOnCurve3(p, fuzz = 1e-6) { + return this.PtOnCurve(p, fuzz); + } + //参数在曲线上 容差,1e-6 + ParamOnCurve(param, fuzz = 1e-6) { return !isNaN(param) && param >= -fuzz && param <= this.EndParam + fuzz; } + GetOffsetCurves(offsetDist) { return; } + GetClosestPointTo(pt, extend) { return; } + /** + * 曲线相交点 + */ + IntersectWith(curve, intType, tolerance = 1e-6) { + return this.IntersectWith2(curve, intType, tolerance).map(r => r.pt); + } + /** + * 曲线相交点和点的参数 + */ + IntersectWith2(curve, intType, tolerance = 1e-6) { return []; } + /** + * 拽托点个数 + */ + GetDragPointCount(drag) { return 0; } + /** + * 重载:更新实体材质 + */ + UpdateDrawObjectMaterial(type, obj, material) { + let m = obj; + m.material = material || ColorMaterial.GetLineMaterial(this._Color); + } + UpdateJigMaterial(color = 8) { + for (let [type, obj] of this._CacheDrawObject) { + this.UpdateDrawObjectMaterial(type, obj, ColorMaterial.GetLineMaterial(color)); + } + } +}; +Curve = __decorate([ + Factory +], Curve); + +var DragPointType; +(function (DragPointType) { + DragPointType[DragPointType["Grip"] = 0] = "Grip"; + DragPointType[DragPointType["Stretch"] = 1] = "Stretch"; +})(DragPointType || (DragPointType = {})); + +class PlaneExt extends three.Plane { + constructor(normal = new three.Vector3(0, 0, 1), constant) { + super(normal); + if (typeof constant === "number") + this.constant = constant; + else if (constant) + this.constant = -this.normal.dot(constant); + } + intersectLine(line, optionalTarget = new three.Vector3(), extendLine = false) { + let v1 = new three.Vector3(); + let direction = line.delta(v1); + let denominator = this.normal.dot(direction); + if (denominator === 0) { + // line is coplanar, return origin + if (this.distanceToPoint(line.start) === 0) { + return optionalTarget.copy(line.start); + } + // Unsure if this is the correct method to handle this case. + return undefined; + } + let t = -(line.start.dot(this.normal) + this.constant) / denominator; + //If you not extendLine,check intersect point in Line + if (!extendLine && (t < -1e-6 || t > 1)) { + return undefined; + } + return optionalTarget.copy(direction).multiplyScalar(t).add(line.start); + } + intersectRay(ray, optionalTarget, extendLine) { + // 从射线初始位置 + let line = new three.Line3(ray.origin.clone(), ray.origin.clone().add(ray.direction)); + return this.intersectLine(line, optionalTarget, extendLine); + } +} + +var Line_1; +let Line = Line_1 = class Line extends Curve { + constructor(sp, ep) { + super(); + this._StartPoint = sp || new three.Vector3(0, 0, 0); + this._EndPoint = ep || new three.Vector3(0, 0, 0); + } + get Is2D() { + return super.Is2D && equaln(this._StartPoint.z, 0) && equaln(this._EndPoint.z, 0); + } + get Shape() { + return new three.Shape([AsVector2(this._StartPoint), AsVector2(this._EndPoint)]); + } + Z0() { + this.WriteAllObjectRecord(); + this.StartPoint = this.StartPoint.setZ(0); + this.EndPoint = this.EndPoint.setZ(0); + return this; + } + ApplyScaleMatrix(m) { + this.WriteAllObjectRecord(); + this.StartPoint = this.StartPoint.applyMatrix4(m); + this.EndPoint = this.EndPoint.applyMatrix4(m); + return this; + } + ApplyMirrorMatrix(m) { + this.WriteAllObjectRecord(); + let sp = this.StartPoint; + let ep = this.EndPoint; + reviseMirrorMatrix(this._Matrix); + this.StartPoint = sp; + this.EndPoint = ep; + return this; + } + InitDrawObject(renderType = RenderType.Wireframe) { + let geo = BufferGeometryUtils.CreateFromPts([this._StartPoint, this._EndPoint]); + if (renderType === RenderType.Print) { + var geometry = new LineGeometry.LineGeometry(); + geometry.setPositions(geo.attributes.position.array); + return new Line2.Line2(geometry, ColorMaterial.PrintLineMatrial); + } + return new three.Line(geo, ColorMaterial.GetLineMaterial(this.ColorIndex)); + } + UpdateDrawObject(type, lineObj) { + BufferGeometryUtils.UpdatePts(lineObj.geometry, [this._StartPoint, this._EndPoint]); + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { + switch (snapMode) { + case ObjectSnapMode.End: + return [this.StartPoint, this.EndPoint]; + case ObjectSnapMode.Mid: + return [this.GetPointAtParam(0.5)]; + case ObjectSnapMode.Nea: + { + let derv = this.GetFistDeriv(0).normalize(); + let viewNormal = new three.Vector3().fromArray(viewXform.elements, 2 * 3); + //平行不捕捉 + if (isParallelTo(viewNormal, derv)) + return []; + let fNormal = new three.Vector3().crossVectors(viewNormal, derv); + fNormal.crossVectors(derv, fNormal); + let plane = new PlaneExt(fNormal, this.StartPoint); + let plocal = plane.intersectLine(new three.Line3(pickPoint, pickPoint.clone().add(viewNormal)), new three.Vector3(), true); + let pclosest = this.GetClosestPointTo(plocal, false); + return [pclosest]; + } + case ObjectSnapMode.Ext: + return [this.GetClosestPointTo(pickPoint, true)]; + case ObjectSnapMode.Per: + if (lastPoint) { + let { closestPt, param } = this.GetClosestAtPoint(lastPoint, true); + if (this.ParamOnCurve(param)) + return [closestPt]; + } + } + return []; + } + GetGripPoints() { + return [this.StartPoint, this.GetPointAtParam(0.5), this.EndPoint]; + } + MoveGripPoints(indexList, vec) { + this.WriteAllObjectRecord(); + for (let index of indexList) { + if (index === 0) + this.StartPoint = this.StartPoint.add(vec); + else if (index === 2) + this.EndPoint = this.EndPoint.add(vec); + else { + let m = MoveMatrix(vec); + this.ApplyMatrix(m); + } + } + } + GetStretchPoints() { + return [this.StartPoint, this.EndPoint]; + } + MoveStretchPoints(indexList, vec) { + this.WriteAllObjectRecord(); + for (let index of indexList) { + if (index === 0) + this.StartPoint = this.StartPoint.add(vec); + else + this.EndPoint = this.EndPoint.add(vec); + } + } + GetFistDeriv(param) { + return this.EndPoint.sub(this.StartPoint); + } + IntersectWith2(curve, intType, tolerance = 1e-4) { + if (curve instanceof Line_1) { + return IntersectLineAndLine(this, curve, intType, tolerance); + } + if (curve instanceof Arc) { + return IntersectLineAndArc(this, curve, intType, tolerance); + } + if (curve instanceof Circle) { + return IntersectLineAndCircle(this, curve, intType, tolerance); + } + if (curve instanceof exports.Polyline) { + return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance)); + } + if (curve instanceof Ellipse) + return IntersectEllipseAndLine(this, curve, intType, tolerance); + //其他的尚未实现. + return []; + } + //Param + GetPointAtParam(param) { + return this.StartPoint.add(this.GetFistDeriv(0).multiplyScalar(param)); + } + GetParamAtPoint(pt) { + let { closestPt, param } = this.GetClosestAtPoint(pt, true); + if (!equalv3(closestPt, pt, 1e-5)) + return NaN; + return param; + } + GetParamAtDist(d) { + return d / this.Length; + } + GetPointAtDistance(distance) { + return this.GetPointAtParam(this.GetParamAtDist(distance)); + } + GetDistAtParam(param) { + return this.Length * param; + } + GetDistAtPoint(pt) { + return this.GetDistAtParam(this.GetParamAtPoint(pt)); + } + GetSplitCurves(param) { + let params = this.SplitParamSort(param); + let pts = params.map(param => this.GetPointAtParam(param)); + let ret = new Array(); + if (pts.length >= 2) { + for (let i = 0; i < pts.length - 1; i++) { + let newLine = this.Clone(); + newLine.StartPoint = pts[i]; + newLine.EndPoint = pts[i + 1]; + ret.push(newLine); + } + } + return ret; + } + GetParamAtPoint2(pt) { + let { param } = this.GetClosestAtPoint(pt, true); + return param; + } + //点在曲线上,已经确定点在曲线的延伸线上 + PtOnCurve3(p, fuzz = 1e-6) { + let { param } = this.GetClosestAtPoint(p, true); + return this.ParamOnCurve(param, fuzz); + } + GetClosestAtPoint(pt, extend) { + let sp = this.StartPoint; + let ep = this.EndPoint; + if (equalv3(pt, sp, 1e-8)) + return { closestPt: sp, param: 0 }; + else if (equalv3(pt, ep, 1e-8)) + return { closestPt: ep, param: 1 }; + let direction = this.GetFistDeriv(0); + let length = direction.length(); + if (length === 0) { + let param = NaN; + if (equalv3(pt, this.StartPoint, 1e-6)) + param = 0; + return { closestPt: sp, param: param }; + } + direction.divideScalar(length); + let diff = pt.clone().sub(sp); + let param = direction.dot(diff); + let closestPt; + if (extend) + closestPt = sp.add(direction.multiplyScalar(param)); + else if (param < 0) { + closestPt = sp; + param = 0; + } + else if (param > length) { + closestPt = this.EndPoint; + param = length; + } + else + closestPt = sp.add(direction.multiplyScalar(param)); + return { + closestPt: closestPt, + param: param / length + }; + } + GetClosestPointTo(pt, extend) { + return this.GetClosestAtPoint(pt, extend).closestPt; + } + Extend(newParam) { + this.WriteAllObjectRecord(); + if (newParam < this.StartParam) { + this.StartPoint = this.GetPointAtParam(newParam); + } + else if (newParam > this.EndParam) { + this.EndPoint = this.GetPointAtParam(newParam); + } + } + Join(cu, allowGap = false, tolerance = 1e-5) { + if (cu instanceof Line_1) { + //平行 + if (!isParallelTo(this.GetFistDeriv(0).normalize(), cu.GetFistDeriv(0).normalize())) + return Status.False; + let sp = cu.StartPoint; + let { closestPt: cp1, param: param1 } = this.GetClosestAtPoint(sp, true); + if (!equalv3(sp, cp1, tolerance)) //点在曲线上,允许较低的精度 + return Status.False; + let ep = cu.EndPoint; + let { closestPt: cp2, param: param2 } = this.GetClosestAtPoint(ep, true); + if (!equalv3(ep, cp2, tolerance)) + return Status.False; + if (param1 > param2) { + [param1, param2] = [param2, param1]; + [sp, ep] = [ep, sp]; + } + if (allowGap || Math.max(0, param1) < Math.min(1, param2) + tolerance) { + if (param1 < 0) + this.StartPoint = sp; + if (param2 > 1) + this.EndPoint = ep; + return Status.True; + } + } + return Status.False; + } + Reverse() { + this.WriteAllObjectRecord(); + [this._StartPoint, this._EndPoint] = [this._EndPoint, this._StartPoint]; + return this; + } + GetOffsetCurves(offsetDist) { + let derv = this.GetFistDeriv(0).normalize().multiplyScalar(offsetDist); + derv.applyMatrix4(new three.Matrix4().makeRotationAxis(this.Normal, -Math.PI / 2)); + let newLine = this.Clone(); + newLine.StartPoint = this.StartPoint.add(derv); + newLine.EndPoint = this.EndPoint.add(derv); + return [newLine]; + } + get BoundingBox() { + return new three.Box3().setFromPoints([this.StartPoint, this.EndPoint]); + } + get StartParam() { + return 0; + } + get EndParam() { + return 1; + } + //属性 + get Length() { return this._StartPoint.distanceTo(this._EndPoint); } + //#region -----------------------------File----------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + _ReadFile(file) { + super._ReadFile(file); + let ver = file.Read(); //1 + this._StartPoint.fromArray(file.Read()); + this._EndPoint.fromArray(file.Read()); + } + //对象将自身数据写入到文件. + WriteFile(file) { + super.WriteFile(file); + file.Write(1); //ver + file.Write(this._StartPoint.toArray()); + file.Write(this._EndPoint.toArray()); + } + //#endregion-----------------------------File End----------------------------- + //#region 属性 + set StartPoint(p) { + this.WriteAllObjectRecord(); + this._StartPoint.copy(p).applyMatrix4(this.OCSInv); + this.Update(); + } + get StartPoint() { + return this._StartPoint.clone().applyMatrix4(this.OCS); + } + get EndPoint() { + return this._EndPoint.clone().applyMatrix4(this.OCS); + } + set EndPoint(p) { + this.WriteAllObjectRecord(); + this._EndPoint.copy(p).applyMatrix4(this.OCSInv); + this.Update(); + } +}; +Line = Line_1 = __decorate([ + Factory +], Line); + +var Ellipse_1; +let Ellipse = Ellipse_1 = class Ellipse extends Curve { + constructor(center, radX = 1e-3, radY = 1e-3, angle = 0) { + super(); + this._startAngle = 0; + this._endAngle = Math.PI * 2; + center && this._Matrix.setPosition(center); + this._radX = radX; + this._radY = radY; + this._rotate = angle; + } + get StartParam() { + return 0; + } + get EndParam() { + return 1; + } + get StartPoint() { + return this.GetPointAtParam(0); + } + get EndPoint() { + return this.GetPointAtParam(1); + } + get Shape() { + let sp = new three.Shape(); + sp.ellipse(0, 0, this._radX, this._radY, this._startAngle, this._endAngle, false, this._rotate); + return sp; + } + get IsClose() { + return equaln(this.TotalAngle, Math.PI * 2); + } + get Center() { + return new three.Vector3().setFromMatrixPosition(this._Matrix); + } + set Center(v) { + this.WriteAllObjectRecord(); + this._Matrix.setPosition(v); + this.Update(); + } + get RadX() { + return this._radX; + } + set RadX(v) { + this.WriteAllObjectRecord(); + this._radX = v; + this.Update(); + } + get RadY() { + return this._radY; + } + set RadY(v) { + this.WriteAllObjectRecord(); + this._radY = v; + this.Update(); + } + get Rotation() { + return this._rotate; + } + set Rotation(v) { + this.WriteAllObjectRecord(); + this._rotate = v; + this.Update(); + } + get StartAngle() { + return this._startAngle; + } + get EndAngle() { + return this._startAngle; + } + set StartAngle(v) { + this.WriteAllObjectRecord(); + this._startAngle = v; + this.Update(); + } + set EndAngle(v) { + this.WriteAllObjectRecord(); + this._endAngle = v; + this.Update(); + } + get Length() { + let a = this._radX; + let b = this._radY; + return Math.PI * Math.abs(3 * (a + b) - Math.sqrt((3 * a + b) * (a + 3 * b))) * this.TotalAngle / Math.PI * 0.5; + } + get Area() { + let area = Math.PI * this._radX * this._radY; + let an = this._endAngle - this._startAngle; + if (an < 0) + an = Math.PI * 2 + an; + area *= an / Math.PI * 0.5; + let area2 = Math.abs(getDeterminantFor2V(AsVector2(this.StartPoint.sub(this.Center)), AsVector2(this.EndPoint.sub(this.Center)))) / 2; + if (an < Math.PI) + area -= area2; + else + area += area2; + return area; + } + get TotalAngle() { + let totolAngle = this._endAngle - this._startAngle; + if (totolAngle < 0) + totolAngle = Math.PI * 2 + totolAngle; + return totolAngle; + } + get BoundingBox() { + return new three.Box3().setFromPoints(this.GetGripPoints()); + } + PtInCurve(pt) { + let p = rotatePoint(pt.clone().sub(this.Center), -this.Rotation); + return p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2 < 1; + } + PtOnCurve(pt) { + if (this.PtOnEllipse(pt)) { + let a = this.GetCircleAngleAtPoint(pt); + return a <= this.TotalAngle + 1e-6; + } + return false; + } + PtOnEllipse(pt) { + let p = rotatePoint(pt.clone().applyMatrix4(this.OCSInv), -this.Rotation); + return equaln(p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2, 1, 1e-3); + } + GetPointAtParam(param) { + let an = this.TotalAngle * param + this._startAngle; + if (an > Math.PI) + an -= 2 * Math.PI; + let a = this.RadX; + let b = this.RadY; + let pt = new three.Vector3(a * Math.cos(an), b * Math.sin(an), 0); + pt.applyMatrix4(new three.Matrix4().makeRotationZ(this._rotate)); + return pt.applyMatrix4(this.OCS); + } + GetParamAtPoint(pt) { + if (!this.PtOnEllipse(pt)) { + return NaN; + } + let an = this.GetCircleAngleAtPoint(pt); + let par = an / this.TotalAngle; + if (this.IsClose || par < 1 + 1e-6) + return par; + else { + let diffPar = Math.PI * 2 / this.TotalAngle - 1; + if (par - 1 < diffPar / 2) + return par; + else + return par - 1 - diffPar; + } + } + GetPointAtDistance(distance) { + let param = distance / this.Length; + return this.GetPointAtParam(param); + } + GetDistAtParam(param) { + return this.Length * param; + } + GetDistAtPoint(pt) { + let param = this.GetParamAtPoint(pt); + return this.GetDistAtParam(param); + } + GetParamAtDist(d) { + return d / this.Length; + } + GetAngleAtParam(par) { + let pt = this.GetPointAtParam(par).applyMatrix4(this.OCSInv).applyMatrix4(new three.Matrix4().makeRotationZ(-this.Rotation)); + return angle(pt) + this._startAngle; + } + GetCircleAngleAtPoint(pt) { + pt = pt.clone().applyMatrix4(this.OCSInv); + let an = angle(pt) - this._rotate; + if (an < 0) + an = Math.PI * 2 - an; + if (an > Math.PI * 2) + an -= Math.PI * 2; + let dist = pt.length(); + let k = dist * Math.cos(an) / this._radX; + if (Math.abs(k) > 1) + k = Math.floor(Math.abs(k)) * Math.sign(k); + if (Math.abs(an) <= Math.PI) + an = Math.acos(k); + else + an = Math.PI * 2 - Math.acos(k); + an -= this._startAngle; + if (an < 0) + an = Math.PI * 2 + an; + return an; + } + GetFistDeriv(pt) { + if (typeof pt === "number") + pt = this.GetPointAtParam(pt); + else + pt = pt.clone(); + let refPts = this.GetGripPoints(); + let p = pt.clone().applyMatrix4(this.OCSInv).applyMatrix4(new three.Matrix4().makeRotationZ(-this._rotate)); + let vec = new three.Vector3(); + if (equalv3(pt, refPts[0])) + vec.set(0, 1, 0); + else if (equalv3(pt, refPts[1])) { + vec.set(0, -1, 0); + } + else if (p.y > 0) { + let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y); + vec.set(-1, -k, 0); + } + else { + let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y); + vec.set(1, k, 0); + } + vec.applyMatrix4(new three.Matrix4().makeRotationZ(this._rotate)); + return vec.applyMatrix4(new three.Matrix4().extractRotation(this.OCS)); + } + GetClosestPointTo(p, extend) { + //参考:https://wet-robots.ghost.io/simple-method-for-distance-to-ellipse/ + let ro = new three.Matrix4().makeRotationZ(this._rotate); + let roInv = new three.Matrix4().getInverse(ro); + let pt = p.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(roInv); + let px = pt.x; + let py = pt.y; + let t = angle(pt); + let a = this._radX; + let b = this._radY; + let x, y; + for (let i = 0; i < 3; i++) { + x = a * Math.cos(t); + y = b * Math.sin(t); + let ex = (a ** 2 - b ** 2) * Math.cos(t) ** 3 / a; + let ey = (b * b - a * a) * Math.sin(t) ** 3 / b; + let rx = x - ex; + let ry = y - ey; + let qx = px - ex; + let qy = py - ey; + let r = Math.sqrt(ry ** 2 + rx ** 2); + let q = Math.sqrt(qy ** 2 + qx ** 2); + let dc = r * Math.asin((rx * qy - ry * qx) / (r * q)); + let dt = dc / Math.sqrt(a * a + b * b - x * x - y * y); + t += dt; + } + let retPt = new three.Vector3(x, y).applyMatrix4(ro).applyMatrix4(this.OCS); + if (this.IsClose || extend) { + return retPt; + } + else if (this.PtOnCurve(retPt)) { + return retPt; + } + else { + let d1 = p.distanceToSquared(this.StartPoint); + let d2 = p.distanceToSquared(this.EndPoint); + return d1 < d2 ? this.StartPoint : this.EndPoint; + } + } + GetOffsetCurves(offsetDist) { + if ((offsetDist + Math.min(this._radX, this._radY)) > 0) { + let el = this.Clone(); + el.RadX = this._radX + offsetDist; + el.RadY = this._radY + offsetDist; + return [el]; + } + return []; + } + GetSplitCurves(param) { + let params; + if (param instanceof Array) { + params = param.filter(p => this.ParamOnCurve(p)); + params.sort((a1, a2) => a2 - a1); //从大到小 + } + else + params = [param]; + //补上最后一个到第一个的弧 + if (this.IsClose) + params.unshift(arrayLast(params)); + else { + params.unshift(1); + params.push(0); + } + arrayRemoveDuplicateBySort(params); + let anglelist = params.map(param => this.TotalAngle * param + this._startAngle); + let elllist = []; + for (let i = 0; i < anglelist.length - 1; i++) { + let sa = anglelist[i]; + let ea = anglelist[i + 1]; + let el = this.Clone(); + if (!equaln(sa, ea, 1e-6)) { + el.StartAngle = ea; + el.EndAngle = equaln(sa, 0) ? Math.PI * 2 : sa; + elllist.push(el); + } + } + return elllist; + } + Join(el) { + if (this.IsClose || el.IsClose || !this.IsCoplaneTo(el) || !equalv3(el.Center, this.Center)) + return Status.False; + let status = Status.False; + if (equaln(this._endAngle, this._startAngle)) { + this.EndAngle = this._endAngle; + status = Status.True; + } + else if (equaln(this._startAngle, el._endAngle)) { + this.StartAngle = el._startAngle; + status = Status.True; + } + if (status === Status.True && !this.IsClose && equaln(this._startAngle, this._endAngle)) { + this.StartAngle = 0; + this.EndAngle = Math.PI * 2; + } + return status; + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { + switch (snapMode) { + case ObjectSnapMode.End: + { + let pts = this.GetGripPoints(); + return pts; + } + case ObjectSnapMode.Cen: + return [this.Center]; + case ObjectSnapMode.Nea: + { + return getArcOrCirNearPts(this, pickPoint, viewXform); + } + case ObjectSnapMode.Per: + if (lastPoint) { + if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) + return []; + return [this.GetClosestPointTo(lastPoint, false)]; + } + case ObjectSnapMode.Tan: + { + //TODO:过某点获取椭圆全部切点 + if (lastPoint) { + return getTanPtsOnEllipse(); + } + } + default: + return []; + } + } + IntersectWith2(curve, intType) { + //TODO:优化椭圆和椭圆,椭圆和圆相交 + if (curve instanceof Line) { + return SwapParam(IntersectEllipseAndLine(curve, this, reverseIntersectOption(intType))); + } + else if (curve instanceof Circle || curve instanceof Arc) { + return IntersectEllipseAndCircleOrArc(this, curve, intType); + } + else if (curve instanceof exports.Polyline) { + return SwapParam(IntersectPolylineAndCurve(curve, this, intType)); + } + else if (curve instanceof Ellipse_1) { + return IntersectEllipse(this, curve); + } + else + return []; + } + InitDrawObject(renderType = RenderType.Wireframe) { + let line = new three.Line(this.UpdateGeometry(), ColorMaterial.GetLineMaterial(this._Color)); + this.UpdateDrawObject(renderType, line); + return line; + } + UpdateDrawObject(type, obj) { + let geo = obj.geometry; + this.UpdateGeometry(geo); + } + //更新Geometry + UpdateGeometry(geo) { + if (!geo) + geo = new three.BufferGeometry(); + let curve = this.Shape; + geo.setFromPoints(curve.getPoints(60)); + return geo; + } + GetStretchPoints() { + return this.GetGripPoints(); + } + GetGripPoints() { + let tmpMat4 = new three.Matrix4().makeRotationZ(this.Rotation); + let pts = [ + new three.Vector3(this._radX, 0), + new three.Vector3(-this._radX, 0), + new three.Vector3(0, this._radY), + new three.Vector3(0, -this._radY) + ].map(p => p.applyMatrix4(tmpMat4).applyMatrix4(this.OCS)); + if (!equaln(0, this._startAngle)) + pts.push(this.StartPoint); + if (!equaln(0, this._endAngle)) + pts.push(this.EndPoint); + pts.push(this.Center); + return pts; + } + MoveStretchPoints(indexList, vec) { + this.ApplyMatrix(MoveMatrix(vec)); + } + MoveGripPoints(indexList, vec) { + let pts = this.GetStretchPoints(); + if (indexList.length > 0) { + let p = pts[indexList[0]].clone(); + p.add(vec); + if (indexList[0] <= 1) + this.RadX = p.distanceTo(this.Center); + else if (indexList[0] <= 3) + this.RadY = p.distanceTo(this.Center); + else { + let p1 = pts[indexList[0]]; + //TODO:跟cad不一致待优化 + if (equalv3(p1, this.StartPoint)) { + let v1 = p1.clone().sub(this.Center); + let v2 = p.clone().sub(this.Center); + let an = angleTo(v1, v2); + this.StartAngle = this.StartAngle + an; + } + else if (equalv3(p1, this.EndPoint)) { + let v1 = p1.clone().sub(this.Center); + let v2 = p.clone().sub(this.Center); + let an = angleTo(v2, v1); + this.EndAngle = this.EndAngle + an; + } + else + this.Center = p; + } + } + } + Convert2Polyline(count = 0) { + const MIN_LEN = 80; + const par = this.TotalAngle / Math.PI * 0.5; + if (!count) { + count = Math.floor(this.Length / par / MIN_LEN); + count = three.MathUtils.clamp(count, 15, 80); + } + count = Math.floor(count * par); + if ((count & 1) === 0) + count++; + let pts = this.Shape.getPoints(count); + if (this.IsClose) + pts.pop(); + let pl = Pts2Polyline(pts, this.IsClose); + pl.ApplyMatrix(this.OCS); + if (this.IsClose) + pl.CloseMark = true; + return pl; + } + _ReadFile(file) { + super._ReadFile(file); + let ver = file.Read(); + this._radX = file.Read(); + this._radY = file.Read(); + this._rotate = file.Read(); + this._startAngle = file.Read(); + this._endAngle = file.Read(); + this.Update(); + } + //对象将自身数据写入到文件. + WriteFile(file) { + super.WriteFile(file); + file.Write(1); + file.Write(this.RadX); + file.Write(this.RadY); + file.Write(this.Rotation); + file.Write(this._startAngle); + file.Write(this._endAngle); + } +}; +Ellipse = Ellipse_1 = __decorate([ + Factory +], Ellipse); + +var Circle_1; +let circleGeometry; +function GetCircleGeometry() { + if (!circleGeometry) + circleGeometry = BufferGeometryUtils.CreateFromPts(new three.EllipseCurve(0, 0, 1, 1, 0, 2 * Math.PI, false, 0).getPoints(360).map(AsVector3)); + return circleGeometry; +} +let Circle = Circle_1 = class Circle extends Curve { + constructor(center, radius = 1e-6) { + super(); + center && this._Matrix.setPosition(center); + this._Radius = radius; + } + get Shape() { + let sp = new Shape2(); + sp.ellipse(0, 0, this._Radius, this._Radius, 0, 2 * Math.PI, false, 0); + return sp; + } + get Center() { + return new three.Vector3().setFromMatrixPosition(this._Matrix); + } + set Center(v) { + this.WriteAllObjectRecord(); + this._Matrix.setPosition(v); + this.Update(); + } + get Radius() { + return this._Radius; + } + set Radius(v) { + this.WriteAllObjectRecord(); + this._Radius = clamp(v, 1e-9, 1e19); + this.Update(); + } + ApplyScaleMatrix(m) { + this.WriteAllObjectRecord(); + this.Center = this.Center.applyMatrix4(m); + this.Radius = this.Radius * m.getMaxScaleOnAxis(); + return this; + } + ApplyMirrorMatrix(m) { + this.WriteAllObjectRecord(); + reviseMirrorMatrix(this._Matrix); + return this; + } + //******************** Curve function start*****************// + get StartPoint() { + return this.GetPointAtParam(0); + } + get StartParam() { + return 0; + } + get EndPoint() { + return this.GetPointAtParam(0); + } + get EndParam() { + return 1; + } + PtInCurve(pt) { + return pt.distanceToSquared(this.Center) < Math.pow(this.Radius, 2); + } + get Area() { + return Math.PI * this._Radius ** 2; + } + get Area2() { + return Math.PI * this._Radius ** 2; + } + get Length() { + return Math.PI * 2 * this._Radius; + } + get IsClose() { + return true; + } + //曲线为顺时针 + get IsClockWise() { return false; } + GetPointAtParam(param) { + return polar(new three.Vector3(), param * 2 * Math.PI, this._Radius).applyMatrix4(this._Matrix); + } + GetPointAtDistance(distance) { + let param = distance / (Math.PI * 2 * this._Radius); + return this.GetPointAtParam(param); + } + GetDistAtParam(param) { + return Math.PI * 2 * this._Radius * param; + } + GetDistAtPoint(pt) { + let param = this.GetParamAtPoint(pt); + return this.GetDistAtParam(param); + } + GetParamAtDist(d) { + return d / (Math.PI * 2 * this._Radius); + } + GetSplitCurves(param) { + let params; + if (param instanceof Array) { + params = param.filter(p => this.ParamOnCurve(p)); + params.sort((a1, a2) => a2 - a1); //从大到小 + arrayRemoveDuplicateBySort(params); + if (params.length < 2) + return []; + } + else //圆不能被单个参数切割 + return []; + //补上最后一个到第一个的弧 + params.unshift(arrayLast(params)); + let anglelist = params.map(param => Math.PI * 2 * param); + let curvelist = new Array(); + for (let i = 0; i < anglelist.length - 1; i++) { + let sa = anglelist[i]; + let ea = anglelist[i + 1]; + if (!equaln(sa, ea, 1e-6)) { + let arc = new Arc(new three.Vector3(), this._Radius, ea, sa, false); + arc.ApplyMatrix(this.OCS); + curvelist.push(arc); + } + } + return curvelist; + } + GetParamAtPoint(pt) { + if (!this.PtOnCurve(pt)) + return NaN; + return angle(pt.clone().applyMatrix4(this.OCSInv)) / (Math.PI * 2); + } + PtOnCurve(pt) { + return equaln(pt.distanceToSquared(this.Center), this._Radius * this._Radius, 1e-5); + } + GetOffsetCurves(offsetDist) { + if ((offsetDist + this._Radius) > 0) { + let circle = this.Clone(); + circle.Radius = this._Radius + offsetDist; + return [circle]; + } + return []; + } + IntersectWith2(curve, intType) { + if (curve instanceof Arc) { + return IntersectCircleAndArc(this, curve, intType); + } + if (curve instanceof Line) { + return SwapParam(IntersectLineAndCircle(curve, this, reverseIntersectOption(intType))); + } + if (curve instanceof Circle_1) { + return IntersectCircleAndCircle(this, curve); + } + if (curve instanceof Ellipse) { + return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType)); + } + if (curve instanceof exports.Polyline) + return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType))); + return []; + } + //******************** Curve function end*****************// + get BoundingBox() { + return new three.Box3().setFromPoints(this.GetGripPoints()); + } + InitDrawObject(renderType = RenderType.Wireframe) { + let cirGeo = GetCircleGeometry(); + if (renderType === RenderType.Print) { + var geometry = new LineGeometry.LineGeometry().setPositions(cirGeo.attributes.position.array); + geometry.scale(this._Radius, this._Radius, this._Radius); + return new Line2.Line2(geometry, ColorMaterial.PrintLineMatrial); + } + let line = new three.Line(cirGeo, ColorMaterial.GetLineMaterial(this._Color)); + let obj = new three.Object3D().add(line); + this.UpdateDrawObject(renderType, obj); + return obj; + } + UpdateDrawObject(type, obj) { + obj.children[0].scale.set(this._Radius, this._Radius, this._Radius); + obj.children[0].updateMatrix(); + } + UpdateDrawObjectMaterial(type, obj, material) { + let m = obj.children[0]; + m.material = material ? material : ColorMaterial.GetLineMaterial(this._Color); + } + GetDragPointCount(drag) { + if (drag === DragPointType.Grip) + return 5; + else + return 1; + } + GetGripPoints() { + let pts = [ + new three.Vector3(), + new three.Vector3(0, this._Radius), + new three.Vector3(0, -this._Radius), + new three.Vector3(-this._Radius, 0), + new three.Vector3(this._Radius, 0), + ]; + let ocs = this.OCS; + pts.forEach(p => p.applyMatrix4(ocs)); + return pts; + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { + switch (snapMode) { + case ObjectSnapMode.Nea: + { + return getArcOrCirNearPts(this, pickPoint, viewXform); + } + case ObjectSnapMode.Cen: + return [this.Center]; + case ObjectSnapMode.Per: + if (lastPoint) { + if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) + return []; + let l = new Line(this.Center, lastPoint); + return l.IntersectWith(this, IntersectOption.ExtendBoth); + } + case ObjectSnapMode.Tan: + let pts = GetTanPtsOnArcOrCircle(this, lastPoint); + if (pts) + return pts; + case ObjectSnapMode.End: + { + let pts = this.GetGripPoints(); + pts.shift(); + return pts; + } + } + return []; + } + MoveGripPoints(indexList, vec) { + let pts = this.GetGripPoints(); + if (indexList.length > 0) { + let index = indexList[0]; + let p = pts[index]; + if (p) { + if (index > 0) { + p.add(vec); + this.Radius = p.distanceTo(this.Center); + } + else { + this.Center = this.Center.add(vec); + } + } + } + } + GetStretchPoints() { + let pts = [new three.Vector3()]; + let ocs = this.OCS; + pts.forEach(p => p.applyMatrix4(ocs)); + return pts; + } + MoveStretchPoints(indexList, vec) { + if (indexList.length > 0) { + let mat = MoveMatrix(vec); + this.ApplyMatrix(mat); + } + } + GetFistDeriv(pt) { + if (typeof pt === "number") + pt = this.GetPointAtParam(pt); + else + pt = pt.clone(); + pt.applyMatrix4(this.OCSInv); + let an = angle(pt) + Math.PI * 0.5; + return polar(new three.Vector3(), an, 1).applyMatrix4(new three.Matrix4().extractRotation(this.OCS)); + } + GetClosestPointTo(pt, extend) { + pt = pt.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(this.OCS); + if (equaln(pt.distanceToSquared(this.Center), 0, 1e-10)) + return this.GetPointAtParam(0); + let l = new Line(this.Center, pt); + let pts = l.IntersectWith(this, IntersectOption.ExtendBoth); + pts.sort((p1, p2) => { + return p1.distanceToSquared(pt) - p2.distanceToSquared(pt); + }); + return pts[0]; + } + //#region -------------------------File------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + _ReadFile(file) { + super._ReadFile(file); + let ver = file.Read(); + this._Radius = file.Read(); + } + //对象将自身数据写入到文件. + WriteFile(file) { + super.WriteFile(file); + file.Write(1); + file.Write(this._Radius); + } +}; +Circle = Circle_1 = __decorate([ + Factory +], Circle); + +var Arc_1; +/** + * 圆弧实体类 + * 与ACAD不同,这个类加入了时针变量,并且默认构造的圆弧为顺时针圆弧. + * + * 关于时针圆弧: + * 起始圆弧到终止圆弧总是在0-2PI之间.(一个完整的圆). + * 圆弧的绘制从起始圆弧绘制到终止圆弧. 按照时针绘制. + * 参考计算圆弧的完整角度方法查看该计算方式. + */ +let Arc = Arc_1 = class Arc extends Curve { + constructor(center = new three.Vector3(), radius = 0.1, startAngle = 0.1, endAngle = 0, clockwise = true) { + super(); + /** + * 曲线为顺时针 + */ + this.m_Clockwise = true; + this._Matrix.setPosition(center); + this.m_Radius = radius; + this.m_StartAngle = clampRad(startAngle); + this.m_EndAngle = clampRad(endAngle); + this.m_Clockwise = clockwise; + } + get Shape() { + let sp = new three.Shape(); + sp.absarc(0, 0, this.m_Radius, this.m_StartAngle, this.m_EndAngle, this.m_Clockwise); + return sp; + } + get Center() { + return this.Position; + } + set Center(v) { + this.Position = v; + } + get Normal() { + return new three.Vector3().setFromMatrixColumn(this._Matrix, 2); + } + set Normal(v) { + this.WriteAllObjectRecord(); + matrixSetVector(this._Matrix, 2, v); + this.Update(); + } + get Area() { + return 0.5 * this.AllAngle * this.Radius * this.Radius; + } + //获得曲线的面积,逆时针为正,顺时针为负. + get Area2() { + let clockwise = this.m_Clockwise ? -1 : 1; + return 0.5 * this.AllAngle * this.Radius * this.Radius * clockwise; + } + get IsClose() { + return false; + } + get BoundingBox() { + let pts = [this.StartPoint, this.EndPoint]; + //TODO:考虑三维圆弧. + let addPts = [ + this.Center.add(new three.Vector3(this.m_Radius, 0)), + this.Center.add(new three.Vector3(0, this.m_Radius)), + this.Center.add(new three.Vector3(-this.m_Radius, 0)), + this.Center.add(new three.Vector3(0, -this.m_Radius)), + ]; + addPts.forEach(p => { + if (this.PtOnCurve(p)) + pts.push(p); + }); + return new three.Box3().setFromPoints(pts); + } + get Radius() { + return this.m_Radius; + } + set Radius(v) { + this.WriteAllObjectRecord(); + this.m_Radius = v <= 0 ? 1e-19 : v; + this.Update(); + } + get IsClockWise() { + return this.m_Clockwise; + } + set IsClockWise(v) { + if (v !== this.m_Clockwise) { + this.WriteAllObjectRecord(); + this.m_Clockwise = v; + this.Update(); + } + } + get StartAngle() { + return this.m_StartAngle; + } + set StartAngle(v) { + this.WriteAllObjectRecord(); + this.m_StartAngle = v; + this.Update(); + } + get EndAngle() { + return this.m_EndAngle; + } + set EndAngle(v) { + this.WriteAllObjectRecord(); + this.m_EndAngle = v; + this.Update(); + } + //******************** Curve function start*****************// + get StartPoint() { + return polar(new three.Vector3(), this.m_StartAngle, this.m_Radius).applyMatrix4(this.OCS); + } + set StartPoint(v) { + let vTemp = v.clone().applyMatrix4(this.OCSInv); + this.StartAngle = angle(vTemp); + } + get EndPoint() { + return polar(new three.Vector3(), this.m_EndAngle, this.m_Radius).applyMatrix4(this.OCS); + } + set EndPoint(v) { + let vTemp = v.clone().applyMatrix4(this.OCSInv); + this.EndAngle = angle(vTemp); + } + get StartParam() { + return 0; + } + get EndParam() { + return 1; + } + get Length() { + return this.AllAngle * this.m_Radius; + } + GetParamAtPoint2(pt) { + return this.GetParamAtAngle(this.GetAngleAtPoint(pt)); + } + //点在曲线上,已经确定点在曲线的延伸线上 + PtOnCurve3(p, fuzz = 1e-6) { + let param = this.GetParamAtPoint2(p); + return this.ParamOnCurve(param, fuzz); + } + ApplyScaleMatrix(m) { + this.WriteAllObjectRecord(); + this.Center = this.Center.applyMatrix4(m); + this.Radius = this.Radius * m.getMaxScaleOnAxis(); + return this; + } + ApplyMirrorMatrix(m) { + this.WriteAllObjectRecord(); + let sp = this.StartPoint; + let ep = this.EndPoint; + reviseMirrorMatrix(this._Matrix); + this.m_Clockwise = !this.m_Clockwise; + this.StartPoint = sp; + this.EndPoint = ep; + return this; + } + GetPointAtParam(param) { + let an = this.GetAngleAtParam(param); + return polar(new three.Vector3(), an, this.m_Radius).applyMatrix4(this.OCS); + } + GetPointAtDistance(distance) { + let len = this.Length; + if (len == 0) + return; + return this.GetPointAtParam(distance / len); + } + GetDistAtParam(param) { + return Math.abs(param * this.Length); + } + GetDistAtPoint(pt) { + let param = this.GetParamAtPoint(pt); + return this.GetDistAtParam(param); + } + GetParamAtPoint(pt) { + if (this.m_Radius == 0 || + this.AllAngle == 0 || + !equaln(pt.distanceTo(this.Center), this.m_Radius, 1e-6)) + return NaN; + return this.GetParamAtAngle(this.GetAngleAtPoint(pt)); + } + /** + * 利用角度计算该角度在圆弧中代表的参数. + * 如果角度在圆弧内,那么返回0-1 + * 如果角度不在圆弧内,那么尝试返回离圆弧起始或者结束的较近的参数 + * + * @param {number} an + * @returns + * @memberof Arc + */ + GetParamAtAngle(an) { + //如果以pt为终点,那么所有的角度为 + let ptAllAn = this.ComputeAnlge(an); + let allAn = this.AllAngle; + //减去圆弧角度,剩余角度的一半 + let surplusAngleHalf = Math.PI - allAn / 2; + if (ptAllAn > allAn + surplusAngleHalf) //返回负数 + { + return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn; + } + else //返回正数 + return ptAllAn / allAn; + } + /** + * Gets param at angle2 + * @param an + * @param [isStart] true:返回负数,false 返回正数 + * @returns + */ + GetParamAtAngle2(an, isStart = true) { + //如果以pt为终点,那么所有的角度为 + let ptAllAn = this.ComputeAnlge(an); + let allAn = this.AllAngle; + //减去圆弧角度,剩余角度的一半 + let surplusAngleHalf = Math.PI - allAn / 2; + if (isStart) //返回负数 + { + return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn; + } + else //返回正数 + return ptAllAn / allAn; + } + GetAngleAtPoint(pt) { + let ptTmp = pt.clone().applyMatrix4(this.OCSInv); + return angle(ptTmp); + } + GetAngleAtParam(param) { + return clampRad(this.m_StartAngle + param * this.AllAngle * (this.m_Clockwise ? -1 : 1)); + } + GetSplitCurves(param) { + let params = this.SplitParamSort(param); + //角度列表 + let ans = params.map(p => this.GetAngleAtParam(p)); + //返回圆弧表 + let arcs = []; + for (let i = 0; i < ans.length - 1; i++) { + let arc = this.Clone(); + arc.StartAngle = ans[i]; + arc.EndAngle = ans[i + 1]; + arcs.push(arc); + } + return arcs; + } + GetOffsetCurves(offsetDist) { + if (this.m_Clockwise) + offsetDist *= -1; + if ((offsetDist + this.m_Radius) > 0) { + let arc = this.Clone(); + arc.Radius = offsetDist + this.m_Radius; + return [arc]; + } + return []; + } + Extend(newParam) { + this.WriteAllObjectRecord(); + if (newParam < 0) { + this.m_StartAngle = this.GetAngleAtParam(newParam); + } + else if (newParam > 1) { + this.m_EndAngle = this.GetAngleAtParam(newParam); + } + this.Update(); + } + Join(cu) { + if (cu instanceof Arc_1) { + if (equalv3(cu.Center, this.Center) && equaln(cu.m_Radius, this.m_Radius)) { + this.WriteAllObjectRecord(); + let [sa, ea] = [cu.StartAngle, cu.EndAngle]; + if (cu.m_Clockwise != this.m_Clockwise) + [sa, ea] = [ea, sa]; + let allAn = this.AllAngle; + let saAllan = this.ComputeAnlge(sa); + let eaAllan = this.ComputeAnlge(ea); + if (equaln(sa, this.m_StartAngle)) //this起点对起点 + { + if (eaAllan > allAn) + this.EndAngle = ea; + return Status.True; + } + else if (equaln(sa, this.m_EndAngle)) //this终点对起点 + { + if (eaAllan < allAn || equaln(ea, this.m_StartAngle)) + return Status.ConverToCircle; + else + this.EndAngle = ea; + return Status.True; + } + else if (equaln(ea, this.StartAngle)) //this起点对终点 + { + if (saAllan < allAn) + return Status.ConverToCircle; + else + this.StartAngle = sa; + return Status.True; + } + else if (equaln(ea, this.m_EndAngle)) //this终点对终点 + { + if (saAllan > allAn) + this.StartAngle = sa; + return Status.True; + } + else if (this.ParamOnCurve(this.GetParamAtAngle(sa))) { + if (eaAllan < saAllan) + return Status.ConverToCircle; + else if (eaAllan > allAn) + this.EndAngle = ea; + return Status.True; + } + else if (this.ParamOnCurve(this.GetParamAtAngle(ea))) { + this.StartAngle = sa; + return Status.True; + } + //使用按负方向去计算它的参数 + let saParam; + if (saAllan > allAn) + saParam = (saAllan - Math.PI * 2) / allAn; + else + saParam = saAllan / allAn; + let eaParam; + if (eaAllan > saAllan && saAllan > allAn) + eaParam = (eaAllan - Math.PI * 2) / allAn; + else + eaParam = eaAllan / allAn; + let pMin = Math.max(0, saParam); + let pMax = Math.min(1, eaParam); + if (pMin <= pMax + 1e-5) { + if (saParam < 0) + this.StartAngle = sa; + if (eaParam > 1) + this.EndAngle = ea; + return Status.True; + } + } + } + return Status.False; + } + Reverse() { + this.WriteAllObjectRecord(); + this.m_Clockwise = !this.m_Clockwise; + [this.m_StartAngle, this.m_EndAngle] = [this.m_EndAngle, this.m_StartAngle]; + return this; + } + IntersectWith2(curve, intType, tolerance = 1e-4) { + if (curve instanceof Arc_1) { + return IntersectArcAndArc(this, curve, intType); + } + if (curve instanceof Line) { + return SwapParam(IntersectLineAndArc(curve, this, reverseIntersectOption(intType), tolerance)); + } + if (curve instanceof Circle) { + return SwapParam(IntersectCircleAndArc(curve, this, reverseIntersectOption(intType), tolerance)); + } + if (curve instanceof exports.Polyline) + return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance)); + if (curve instanceof Ellipse) + return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType)); + return []; + } + /** + * 计算出圆弧所包含的角度 + * + * @readonly + * @type {number} + * @memberof Arc + */ + get AllAngle() { + return this.ComputeAnlge(this.m_EndAngle); + } + get Bul() { + if (equaln(this.AllAngle, Math.PI * 2)) + return 1; + return Math.tan(this.AllAngle * 0.25) * (this.IsClockWise ? -1 : 1); + } + /** + * 计算所包含的角度 + * + * @private + * @param {number} endAngle 结束的角度 + * @returns + * @memberof Arc + */ + ComputeAnlge(endAngle) { + //顺时针 + if (this.m_Clockwise) { + if (this.m_StartAngle > endAngle) + return this.StartAngle - endAngle; + else //越过0点绘制圆弧 + return (Math.PI * 2) - (endAngle - this.m_StartAngle); + } + else { + if (endAngle > this.m_StartAngle) + return endAngle - this.m_StartAngle; + else + return (Math.PI * 2) - (this.m_StartAngle - endAngle); + } + } + /** + * 解析两点和凸度所构成的圆弧 + * + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {number} bul 凸度,在cad中,凸度为 <(四分之一圆心角)的正切值> + */ + ParseFromBul(p1, p2, bul) { + if (p1 instanceof three.Vector2) + p1 = AsVector3(p1); + if (p2 instanceof three.Vector2) + p2 = AsVector3(p2); + let ocsInv = this.OCSInv; + p1 = p1.clone().applyMatrix4(ocsInv); + p2 = p2.clone().applyMatrix4(ocsInv); + //弦向量 + let chordV = p2.clone().sub(p1); + //弦角度 + let chordAn = angle(chordV); + //弦长度/2 + let chordLengthHalf = chordV.length() / 2; + let allAngle = Math.atan(bul) * 4; + let HalfAngle = allAngle * 0.5; + //半径 + this.m_Radius = chordLengthHalf / Math.sin(HalfAngle); + //指向圆心的角度 + let toCenterAn = chordAn + Math.PI * 0.5; //弦角度转90 + //圆心 + let center = midPoint(p1, p2); + polar(center, toCenterAn, this.m_Radius - (bul * chordLengthHalf)); + this.Center = center.clone().applyMatrix4(this.OCS); + this.m_Radius = Math.abs(this.m_Radius); + this.m_StartAngle = angle(p1.clone().sub(center)); + this.m_EndAngle = angle(p2.clone().sub(center)); + this.m_Clockwise = bul < 0; + return this; + } + FromThreePoint(pt1, pt2, pt3) { + if (!(pt1 && pt2 && pt3)) + return; + let ocsInv = this.OCSInv; + pt1 = pt1.clone().applyMatrix4(ocsInv); + pt2 = pt2.clone().applyMatrix4(ocsInv); + pt3 = pt3.clone().applyMatrix4(ocsInv); + let center = getCircleCenter(pt1, pt2, pt3); + this.Center = center.clone().applyMatrix4(this.OCS); + //用圆心和其中一个点求距离得到半径: + this.m_Radius = center.distanceTo(pt1); + //起始角度 端点角度 + this.m_StartAngle = angle(pt1.clone().sub(center)); + this.m_EndAngle = angle(pt3.clone().sub(center)); + //求出向量p1->p2,p1->p3 + let p1 = pt2.clone().sub(pt1); + let p2 = pt3.clone().sub(pt1); + this.m_Clockwise = p1.cross(p2).z < 0; + return this; + } + /** + * 重载: 初始化绘制实体. + * + * @param {RenderType} [renderType=RenderType.Wireframe] + */ + InitDrawObject(renderType = RenderType.Wireframe) { + let geo = BufferGeometryUtils.CreateFromPts(this.Shape.getPoints(60).map(AsVector3)); + if (renderType === RenderType.Print) { + var geometry = new LineGeometry.LineGeometry(); + geometry.setPositions(geo.attributes.position.array); + return new Line2.Line2(geometry, ColorMaterial.PrintLineMatrial); + } + return new three.Line(geo, ColorMaterial.GetLineMaterial(this._Color)); + } + //更新Geometry + UpdateGeometry(geo) { + let pts = this.Shape.getPoints(60).map(AsVector3); + BufferGeometryUtils.UpdatePts(geo, pts); + } + /** + * 重载:更新绘制的实体 + * + * @param {RenderType} type + * @param {Object3D} obj + * @memberof Arc + */ + UpdateDrawObject(type, obj) { + let geo = obj["geometry"]; + this.UpdateGeometry(geo); + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { + switch (snapMode) { + case ObjectSnapMode.End: + return [this.StartPoint, this.EndPoint]; + case ObjectSnapMode.Mid: + return [this.GetPointAtParam(0.5)]; + case ObjectSnapMode.Nea: + return getArcOrCirNearPts(this, pickPoint, viewXform) + .filter(p => this.PtOnCurve(p)); + case ObjectSnapMode.Ext: + return [this.GetClosestPointTo(pickPoint, true)]; + case ObjectSnapMode.Cen: + return [this.Center]; + case ObjectSnapMode.Per: + if (lastPoint) { + if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) + return []; + let l = new Line(this.Center, lastPoint); + return l.IntersectWith(this, IntersectOption.ExtendBoth).filter(p => this.PtOnCurve(p)); + } + case ObjectSnapMode.Tan: + let pts = GetTanPtsOnArcOrCircle(this, lastPoint); + if (pts) + return pts.filter(p => this.PtOnCurve(p)); + } + return []; + } + GetGripPoints() { + return [ + this.StartPoint, + this.GetPointAtParam(0.5), + this.EndPoint, + this.Center.clone(), + ]; + } + MoveGripPoints(indexList, vec) { + if (indexList.length > 0) { + this.WriteAllObjectRecord(); + let ptsArr = this.GetGripPoints(); + let index = indexList[0]; + let p = ptsArr[index]; + if (p) { + p.add(vec); + if (index > 2) + this.Center = this.Center.add(vec); + else + this.FromThreePoint(ptsArr[0], ptsArr[1], ptsArr[2]); + this.Update(); + } + } + } + GetStretchPoints() { + return [this.StartPoint, this.EndPoint]; + } + MoveStretchPoints(indexList, vec) { + if (indexList.length === 0) + return; + this.WriteAllObjectRecord(); + if (indexList.length === 2) + this.ApplyMatrix(MoveMatrix(vec)); + else + for (let index of indexList) { + let pts = [this.StartPoint, this.EndPoint]; + let [sp, ep] = pts; + let oldChordLengthHalf = sp.distanceTo(ep) * 0.5; + let arcHeight = oldChordLengthHalf * this.Bul; + pts[index].add(vec); + let newChordLengthHalf = sp.distanceTo(ep) * 0.5; + let newBul = arcHeight / newChordLengthHalf; + //根据凸度构造新的弧 + this.ParseFromBul(sp, ep, newBul); + this.Update(); + } + } + GetParamAtDist(d) { + return d / this.Length; + } + GetFistDeriv(pt) { + let an; + if (typeof pt === "number") + an = this.GetAngleAtParam(pt); + else + an = angle(pt.clone().applyMatrix4(this.OCSInv)); + an += Math.PI * 0.5 * (this.m_Clockwise ? -1 : 1); + let ocs = new three.Matrix4().extractRotation(this.OCS); + return polar(new three.Vector3(), an, this.m_Radius).applyMatrix4(ocs); + } + GetClosestPointTo(pt, extend) { + let l = new Line(this.Center, pt); + let inPts = this.IntersectWith(l, extend ? IntersectOption.ExtendBoth : IntersectOption.ExtendArg); + if (inPts.length < 2) + inPts.push(this.StartPoint, this.EndPoint); + return inPts.reduce((p1, p2) => p1.distanceToSquared(pt) < p2.distanceToSquared(pt) ? p1 : p2); + } + //#region -------------------------File------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + _ReadFile(file) { + super._ReadFile(file); + let ver = file.Read(); + if (ver === 1) { + this.Center = new three.Vector3().fromArray(file.Read()); + this.Normal = new three.Vector3().fromArray(file.Read()); + } + this.m_Radius = file.Read(); + this.m_StartAngle = file.Read(); + this.m_EndAngle = file.Read(); + this.m_Clockwise = file.Read(); + } + //对象将自身数据写入到文件. + WriteFile(file) { + super.WriteFile(file); + file.Write(2); + file.Write(this.m_Radius); + file.Write(this.m_StartAngle); + file.Write(this.m_EndAngle); + file.Write(this.m_Clockwise); + } +}; +Arc = Arc_1 = __decorate([ + Factory +], Arc); + +/** + * 判断点在多段线内外 + * @param pl 多段线 + * @param pt 点 + * @returns 点在多段线内部 + */ +function IsPointInPolyLine(pl, pt) { + let crossings = 0; + let insLine = new Line(pt, pt.clone().add(new three.Vector3(0, 10, 0))); + for (let i = 0; i < pl.EndParam; i++) { + if (equaln(pl.GetBuilgeAt(i), 0, 5e-6)) //直线 + { + let sp = pl.GetPointAtParam(i); + let ep = pl.GetPointAtParam(i + 1); + //点位于线上面 + if (pt.y > Math.max(sp.y, ep.y)) + continue; + //线垂直Y轴 + let derX = ep.x - sp.x; + if (equaln(derX, 0, 5e-6)) + continue; + //起点 + if (equaln(sp.x, pt.x, 5e-6)) { + if (sp.y > pt.y && derX < 0) + crossings++; + continue; + } + //终点 + if (equaln(ep.x, pt.x, 5e-6)) { + if (ep.y > pt.y && derX > 0) + crossings++; + continue; + } + //快速求交,只验证有没有交点 + let [x1, x2] = sp.x > ep.x ? [ep.x, sp.x] : [sp.x, ep.x]; + if (pt.x > x1 && pt.x < x2) { + let derY = ep.y - sp.y; + let k = derY / derX; + if ((pt.x - sp.x) * k + sp.y > pt.y) + crossings++; + } + } + else //圆弧 + { + let arc = pl.GetCurveAtIndex(i); + let sp = arc.StartPoint; + let ep = arc.EndPoint; + //如果相切 + if (equaln(Math.abs(pt.x - arc.Center.x), arc.Radius)) { + //当点和起点或者终点和点相切时 + if (equaln(sp.x, pt.x) && sp.y > pt.y) { + if (ep.x - sp.x < -1e-5) + crossings++; + } + else if (equaln(ep.x, pt.x) && ep.y > pt.y) { + if (ep.x - sp.x > 1e-5) + crossings++; + } + continue; + } + if (equaln(sp.x, pt.x) && sp.y > pt.y) { + let der = arc.GetFistDeriv(0); + if (der.x < -1e-5) + crossings++; + } + if (equaln(ep.x, pt.x) && ep.y > pt.y) { + let der = arc.GetFistDeriv(1); + if (der.x > 1e-5) + crossings++; + } + for (let pti of arc.IntersectWith(insLine, IntersectOption.ExtendArg)) { + if (pti.y < pt.y || equalv3(sp, pti, 1e-5) || equalv3(ep, pti, 1e-5)) + continue; + let der = arc.GetFistDeriv(pti); + if (!equaln(der.x, 0)) //相切. + crossings++; + } + } + } + return (crossings % 2) === 1; +} + +/** + * 一个简单的计数器实现,本质是使用一个Map来保存元素的个数 + * + * 例: + * let count = new Count(); + * count.AddCount("Test", 1); + * count.GetCount("Test");//现在 Test 的个数为1 + */ +class Count { + constructor() { + this.m_CountMap = new WeakMap(); + } + GetCount(obj) { + let count = this.m_CountMap.get(obj); + if (!count) { + this.m_CountMap.set(obj, 0); + count = 0; + } + return count; + } + AddCount(obj, add) { + this.m_CountMap.set(obj, this.GetCount(obj) + add); + } +} + +/** + * 曲线连接图 + * 所有的顶点和边的关系 + */ +class CurveMap { + constructor(numdimensions = 4, _RemoveSortLine = false, multiplier = 10 ** numdimensions) { + this.numdimensions = numdimensions; + this._RemoveSortLine = _RemoveSortLine; + this.multiplier = multiplier; + /* + 节点图. + 每个节点对应下一个路口的路线表. + 路口表使用逆时针排序,起始角度使用正x轴. + */ + this._VerticeMap = new Map(); + this._Vertices = []; + this._LookupTable = {}; + } + /** + * 得到节点图的所有站点列表 + */ + get Stands() { + return this._Vertices; + } + /** + * @param curve + * @param [isArc=curve instanceof Arc] + * @param [removeDuplicate=false] + * @returns 加入成功? + */ + AddCurveToMap(curve, isArc = curve instanceof Arc, removeDuplicate = false, parseAngle = false) { + let sp = curve.StartPoint; + let ep = curve.EndPoint; + let startS = this.GetOnlyVertice(sp); + let endS = this.GetOnlyVertice(ep); + //在面域分析中,路线指向同一个顶点已经没有意义了 + if (this._RemoveSortLine && startS === endS) + return false; + if (removeDuplicate) //删除重复 + { + let index = startS.routes.findIndex(r => { + if (r.to === endS && r.curve.constructor.name === curve.constructor.name) { + if (isArc) + return equalv3(curve.GetPointAtParam(0.5), r.curve.GetPointAtParam(0.5)); + return true; + } + }); + if (index !== -1) + return false; + } + let length = curve.Length; + curve.TempData = 0; + let routeS2E = { curve, isReverse: false, length, from: startS, to: endS, s: sp, e: ep }; + let routeE2S = { curve, isReverse: true, length, from: endS, to: startS, e: sp, s: ep }; + if (!isArc && parseAngle) { + let an = angle(endS.position.clone().sub(startS.position)); + routeS2E.an = an; + routeE2S.an = clampRad(an + Math.PI); + } + startS.routes.push(routeS2E); + endS.routes.push(routeE2S); + return true; + } + /** + * 获得唯一的顶点 + */ + GetOnlyVertice(p) { + let gp = this.GenerateP(p); + if (this._VerticeMap.has(gp)) + return this._VerticeMap.get(gp); + let vertice = { position: gp, routes: [] }; + this._VerticeMap.set(p, vertice); + this._Vertices.push(vertice); + return vertice; + } + /** + * 生成一个唯一的向量. + */ + GenerateP(p) { + let key = ""; + let els = p.toArray(); + for (let n of els) { + let valueQuantized = Math.round(n * this.multiplier); + key += valueQuantized + '/'; + } + if (key in this._LookupTable) + return this._LookupTable[key]; + let hashparts = els.map((el) => { + let q0 = Math.floor(el * this.multiplier); + let q1 = q0 + 1; + return ['' + q0 + '/', '' + q1 + '/']; + }); + let numelements = els.length; + let numhashes = 1 << numelements; + for (let hashmask = 0; hashmask < numhashes; ++hashmask) { + let hashmaskShifted = hashmask; + key = ''; + hashparts.forEach(function (hashpart) { + key += hashpart[hashmaskShifted & 1]; + hashmaskShifted >>= 1; + }); + this._LookupTable[key] = p; + } + return p; + } +} + +/** + * 轨道控制的数学类,观察向量和角度的互相转换 + * 当x当抬头或者低头到90度时,触发万向锁. + */ +class Orbit { + constructor() { + //抬头低头 正数抬头 负数低头 + this.phi = 0; //Φ + //身体旋转 0为正右边 逆时针旋转 + this.theta = 0; //θ + } + get RoX() { + return this.phi; + } + set RoX(v) { + this.phi = three.MathUtils.clamp(v, Math.PI * -0.49, Math.PI * 0.49); + } + /** + * 使用旋转角度 计算观察向量 + * @param [outDirection] 引用传入,如果传入,那么就不构造新的向量 + * @returns 返回观察向量 + */ + UpdateDirection(outDirection = new three.Vector3()) { + outDirection.z = Math.sin(this.phi); + //归一化专用. + let d = Math.abs(Math.cos(this.phi)); + outDirection.x = Math.cos(this.theta) * d; + outDirection.y = Math.sin(this.theta) * d; + return outDirection; + } + /** + * 使用观察向量,计算旋转角度 + * @param dir 这个向量会被修改成单位向量. + */ + SetFromDirection(dir) { + dir.normalize(); + this.phi = Math.asin(dir.z); + if (equaln(dir.x, 0) && equaln(dir.y, 0)) + if (dir.z > 0) + this.theta = Math.PI * -0.5; + else + this.theta = Math.PI * 0.5; + else + this.theta = Math.atan2(dir.y, dir.x); + } + /** + * 参考任意轴坐标系算法. + * http://help.autodesk.com/view/ACD/2017/CHS/?guid=GUID-E19E5B42-0CC7-4EBA-B29F-5E1D595149EE + */ + static ComputUpDirection(n, ay = new three.Vector3(), ax = new three.Vector3()) { + n.normalize(); + if (Math.abs(n.x) < 0.015625 && Math.abs(n.y) < 0.015625) + ax.crossVectors(YAxis, n); + else + ax.crossVectors(ZAxis, n); + ay.crossVectors(n, ax); + ax.normalize(); + ay.normalize(); + return ay; + } +} + +/** +面域分析,基于最小循环图重新实现的版本,拓展了实现求最大轮廓。 +当最大轮廓=最小轮廓时,只绘制最大轮廓(独立轮廓无分裂)。 + +算法只实现去重模式,业务场景应该没有非去重模式。 +如果需要非去重模式,那么应该获取到多个CurveMap,然后对多个CurveMap进行面域分析,得出多个重叠的面域。 + */ +class RegionParse { + /** + * @param cuList 请不要传递圆和椭圆. + * @param [numDimensions=3] 精度:小数点后个数 + * @param [removeDuplicate=true] 删除重复(现在必须是true,请不要修改它) + */ + constructor(cuList, numDimensions = 3, removeDuplicate = true) { + this.numDimensions = numDimensions; + this.removeDuplicate = removeDuplicate; + //区域列表 通常是外轮廓 + this.RegionsOutline = []; + //区域列表 通常是内轮廓 + this.RegionsInternal = []; + //碎线 曲线进入到这里会被炸开. + this.ExpLineMap = new Map(); + //需要搜索的站 + let vertices = this.GenerateVerticeMap(cuList); + //移除细丝 + while (true) { + let v = vertices.find(v => v.routes.length < 2); + if (v) + this.RemoveFilamentAt(v, vertices); + else + break; + } + let lowerVertice; + while (vertices.length > 0) { + lowerVertice = (lowerVertice === null || lowerVertice === void 0 ? void 0 : lowerVertice.routes.length) > 1 ? lowerVertice : this.FindLowerLeftStand(vertices); + let minWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Min); + let maxWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Max); + this.RemoveEdge(minWalk[0]); + this.RemoveFilamentAt(minWalk[0].from, vertices); + this.RemoveFilamentAt(minWalk[0].to, vertices); + minWalk = ReduceWalk(minWalk); + maxWalk = ReduceWalk(maxWalk); + if (maxWalk.length > 1) { + this.RegionsOutline.push(maxWalk); + if (minWalk.length === maxWalk.length && minWalk.every((w1, index) => w1 === maxWalk[index])) //大小重叠 + { + //直接remove,不用计算引用个数 + for (let w of minWalk) { + this.RemoveEdge(w); + this.RemoveFilamentAt(w.from, vertices); + this.RemoveFilamentAt(w.to, vertices); + } + continue; //继续循环 + } + else + for (let w of maxWalk) + w.curve.TempData = 1; + } + if (minWalk.length > 1) // && minWalk.every(w => (w.curve.TempData) < 2) 没有重复线应该不会被用2次 + { + this.RegionsInternal.push(minWalk); + for (let w of minWalk) { + w.curve.TempData++; + if (w.curve.TempData === 2) { + this.RemoveEdge(w); + this.RemoveFilamentAt(w.from, vertices); + this.RemoveFilamentAt(w.to, vertices); + } + } + } + } + } + RemoveFilamentAt(v, vertices) { + let current = v; + while (current && current.routes.length < 2) { + vertices = arrayRemoveOnce(vertices, current); + let r = current.routes[0]; + if (r) { + this.RemoveEdge(r); + current = r.to; + } + else + current = undefined; + } + } + RemoveEdge(r) { + let index = r.from.routes.findIndex(rr => rr.curve === r.curve); + if (index !== -1) + r.from.routes.splice(index, 1); + index = r.to.routes.findIndex(rr => rr.curve === r.curve); + if (index !== -1) + r.to.routes.splice(index, 1); + } + /** + * 找到最下方并且最左边的站 yx + */ + FindLowerLeftStand(vertices) { + return vertices.reduce((m, v) => { + let dy = v.position.y - m.position.y; + if (dy < 0) + return v; + if (dy > 0) + return m; + return v.position.x - m.position.x < 0 ? v : m; + }); + } + /** + * 构造路线图. 每个节点对应下一个路口的路线表. 路口表使用逆时针排序,起始角度使用正x轴. + * @returns 所有的顶点 + */ + GenerateVerticeMap(curveList) { + let curveMap = new CurveMap(this.numDimensions, true); + //将多段线炸开 + let plcus = []; + arrayRemoveIf(curveList, c => { + if (c instanceof exports.Polyline) { + let cus = c.Explode(); + //如果为圆弧,提前打断 + let arcs = []; + arrayRemoveIf(cus, c => { + if (c.Length < 1e-5) + return true; + if (c instanceof Arc) { + let arcBrs = this.BreakArc(c); + for (let arc of arcBrs) + arcs.push(arc); + } + return false; + }); + //加入到计算 + cus.push(...arcs); + this.ExpLineMap.set(c, cus); + plcus.push(...cus); + return true; + } + return false; + }); + curveList.push(...plcus); + this._CurveCount = curveList.length; + for (let cu of curveList) { + //由于圆弧可能导致最低点计算错误的问题. + if (cu instanceof Arc) { + let arcs = this.BreakArc(cu); + if (arcs.length > 1) { + arcs.forEach(a => curveMap.AddCurveToMap(a, true, this.removeDuplicate, true)); + this.ExpLineMap.set(cu, arcs); + continue; + } + else + curveMap.AddCurveToMap(cu, true, this.removeDuplicate, true); + } + else + curveMap.AddCurveToMap(cu, false, this.removeDuplicate, true); + } + //排序,根据角度逆时针排序. + for (let v of curveMap._Vertices) { + let minLength = Infinity; + for (let r of v.routes) + if (r.length < minLength) + minLength = r.length; + for (let r of v.routes) + CalcRouteAngle(r, minLength * 0.2); + v.routes.sort((r1, r2) => r1.an - r2.an); + } + return curveMap.Stands; + } + BreakArc(arc) { + let underPt = arc.Center.add(new three.Vector3(0, -arc.Radius)); + let param = arc.GetParamAtPoint(underPt); + if (param > 0.01 && param < 0.99) + return arc.GetSplitCurves(param); + else + return [arc]; + } + /** + * 曲线是否已经被算法使用 + */ + GetCueveUsed(cu) { + if (this.ExpLineMap.has(cu)) { + let use = this.ExpLineMap.get(cu).some(c => c.TempData > 0); + if (!use) + this.ExpLineMap.delete(cu); + return use; + } + else + return cu.TempData > 0; + } +} +function CalcRouteAngle(r, length) { + if (r.an !== undefined) + return; + let cu = r.curve; + let p = r.isReverse ? + cu.GetPointAtParam(cu.GetParamAtDist(r.length - length)) + : cu.GetPointAtParam(cu.GetParamAtDist(length)); + r.an = angle(p.sub(r.from.position)); +} +var WalkType; +(function (WalkType) { + WalkType[WalkType["Min"] = 1] = "Min"; + WalkType[WalkType["Max"] = -1] = "Max"; +})(WalkType || (WalkType = {})); +function ClosedWalkFrom(startVertice, maxRoute, type = WalkType.Min) { + let walk = []; + let curVertice = startVertice; + let preRoute; + // console.log("start", type, startVertice.position.toArray()); + do { + let route = GetNextRoute(curVertice, preRoute, type); + if (type === WalkType.Max && route.curve.TempData > 0) + return []; + // console.log(route.to.position.toArray()); + walk.push(route); + [curVertice, preRoute] = [route.to, route]; + if (walk.length > maxRoute * 2) + throw "超过计算次数限制"; + } while (curVertice !== startVertice); + return walk; +} +/** + * 删除中途回路 + */ +function ReduceWalk(w) { + if (w.length === 0) + return w; + //未构成回路,直接回家 + if (w[0].curve === arrayLast(w).curve) + return []; + for (let i = 0; i < w.length; i++) { + let r1 = w[i]; + for (let j = w.length; j--;) { + if (i === j) + break; + let r2 = w[j]; + if (r1.to === r2.to) { + if (j > i) + w.splice(i + 1, j - i); + break; + } + } + } + return w; +} +function GetNextRoute(v, prev, type = WalkType.Min) { + if (!prev) + return arrayLast(v.routes); //顺时针 cw \|/ 从左往右 + //逆时针 ccw 往左 + let index = v.routes.findIndex(r => r.curve === prev.curve); + let newIndex = FixIndex(index + 1 * type, v.routes); + return v.routes[newIndex]; +} + +var BoolOpeartionType; +(function (BoolOpeartionType) { + BoolOpeartionType[BoolOpeartionType["Intersection"] = 0] = "Intersection"; + BoolOpeartionType[BoolOpeartionType["Union"] = 1] = "Union"; + BoolOpeartionType[BoolOpeartionType["Subtract"] = 2] = "Subtract"; +})(BoolOpeartionType || (BoolOpeartionType = {})); +const fuzz = 1e-3; +let fuzzV3 = new three.Vector3(fuzz, fuzz, fuzz); +//判断曲线是否在源封闭曲线内 +function isTargetCurInOrOnSourceCur(sourceCur, targetCur) { + if (!sourceCur.BoundingBox.expandByVector(fuzzV3).containsBox(targetCur.BoundingBox)) + return false; + let cus = []; + if (targetCur instanceof exports.Polyline) + cus = targetCur.Explode(); + else + cus = [targetCur]; + return cus.every(c => { + let pts = getIntPtContextPts(sourceCur, c); + if (pts.length <= 1) + pts.push(c.StartPoint, c.EndPoint); + return IsPtsAllInOrOnReg(sourceCur, pts); + }); +} +//获取交点处上下距0.01par的点 +function getIntPtContextPts(sourceCur, cu, pts = []) { + let interPts = cu.IntersectWith(sourceCur, IntersectOption.OnBothOperands); + if (interPts.length > 0) { + let pars = interPts.map(pt => cu.GetParamAtPoint(pt)); + for (let par of pars) { + if (par >= 0.02) + pts.push(cu.GetPointAtParam(par - 0.01)); + if (par <= (cu.EndParam - 0.02)) + pts.push(cu.GetPointAtParam(par + 0.01)); + } + } + return pts; +} +//判断点点是否全部都在封闭区域内或者在曲线上 +function IsPtsAllInOrOnReg(sourceReg, pts) { + return pts.every(pt => { + //是否点在封闭曲线内 + return sourceReg.PtOnCurve(pt) || sourceReg.PtInCurve(pt); + }); +} + +let cache = new WeakMap(); +class Contour { + SetCurve(cu) { + if (cu instanceof exports.Polyline) { + if (cu.Area2 < 0) + cu.Reverse(); + } + this._Curve = cu; + } + /**会将传入的闭合轮廓改为逆时针 */ + static CreateContour(cus, needLink = true) { + if (cus instanceof Curve) { + if (cus.IsClose) { + let c = new Contour(); + c.SetCurve(cus); + return c; + } + return; + } + let closeCurve = Contour.Combine(cus, needLink, 1e-2); + if (closeCurve && closeCurve.IsClose) { + if (closeCurve instanceof exports.Polyline && closeCurve.CloseMark === false) { + closeCurve.CloseMark = true; + closeCurve.RemoveVertexAt(closeCurve.NumberOfVertices - 1); + } + let c = new Contour(); + c.SetCurve(closeCurve); + return c; + } + } + get Curve() { + return this._Curve; + } + get Area() { + return this._Curve.Area; + } + get BoundingBox() { + return this._Curve.BoundingBox; + } + /** + * 不等比例缩放 + * @param {number} ref 缩放参考值,大于该值的点缩放 + * @param {number} dist 缩放距离 + * @param {string} dir x y z + */ + UnEqualProportionScale(ref, dist, dir) { + let cu = this._Curve; + if (cu instanceof exports.Polyline) { + let lineData = cu.LineData; + let length = lineData.length; + let p = cu.Position[dir]; + let moveIndexs = []; + for (let i = 0; i < length; i++) { + if (lineData[i].pt[dir] + p > ref) + moveIndexs.push(i); + } + let moveVec = new three.Vector3(); + moveVec[dir] = dist; + cu.MoveStretchPoints(moveIndexs, moveVec); + return true; + } + return false; + } + Clone() { + return Contour.CreateContour([this._Curve.Clone()]); + } + //交集:结果数组为空则失败 + IntersectionBoolOperation(target) { + if (!IntersectBox2(this.BoundingBox, target.BoundingBox)) + return []; + let resultCus = this.GetIntersetAndUnionList(target); + return Contour.GetAllContour(resultCus.intersectionList); + } + //并集:结果轮廓数组长度大于2,则失败.等于1则成功. + UnionBoolOperation(target) { + let resultCus = this.GetIntersetAndUnionList(target); + //快速 + if (resultCus.unionList.every(c => c.IsClose)) + return { + contours: Contour.GetAllContour(resultCus.unionList), + holes: [], + }; + //并集后的线段表如果有共线的直接合并起来 + let cus = []; + for (let pl of resultCus.unionList) { + if (pl instanceof exports.Polyline) + cus.push(...pl.Explode()); + else + cus.push(pl); + } + let cuGroups = curveLinkGroup(cus); + for (let g of cuGroups) { + for (let i = 0; i < g.length; i++) { + let c1 = g[i]; + let nextI = FixIndex(i + 1, g); + let c2 = g[nextI]; + let status = c1.Join(c2); + if (status === Status.True) { + g.splice(nextI, 1); + i--; + } + else if (status === Status.ConverToCircle) { + g.length = 0; + let a = c1; + g.push(new Circle(a.Center, a.Radius)); + break; + } + } + } + let allContour = Contour.GetAllContour(cuGroups); + if (allContour.length < 2) { + return { + contours: allContour, + holes: [], + }; + } + else { + let cache = new WeakMap(); + for (let c of allContour) + cache.set(c, c.Area); + allContour.sort((a, b) => cache.get(b) - cache.get(a)); + return { + contours: [allContour[0]], + holes: allContour.slice(1) + }; + } + } + //差集:等于0完全被减去 + SubstactBoolOperation(target) { + let subtractList = this.GetSubtractList(target); + //纯网洞 + if (subtractList.every(c => c.IsClose)) + return Contour.GetAllContour(subtractList); + let regParse = new RegionParse(subtractList, 2); + let contours = []; + //分析封闭包围区域 + const parseRoute = (routeSet) => { + for (let routes of routeSet) { + let cs = routes.map(r => r.curve); + let c = Contour.CreateContour(cs, false); + if (c + && !equalCurve(c.Curve, this.Curve) + && !equalCurve(c.Curve, target.Curve) + && c.Area > 1e-3) + contours.push(c); + } + }; + parseRoute(regParse.RegionsOutline); + parseRoute(regParse.RegionsInternal); + return contours; + } + /** + * 计算与目标轮廓布尔运算后的结果曲线. + */ + GetIntersetAndUnionList(target) { + let intersectionList = []; + let unionList = []; + let sourceOutline = this._Curve; + let targetOutline = target.Curve; + let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3); + let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands); + let sourceContainerTarget = this.CuInOutline(targetOutline); + let targetContainerSource = target.CuInOutline(sourceOutline); + //包含.相交.分离(三种状态) + if (sourceContainerTarget) //源包含目标 + { + intersectionList.push(targetOutline); + unionList.push(sourceOutline); + } + else if (targetContainerSource) //目标包含源 + { + unionList.push(targetOutline); + intersectionList.push(sourceOutline); + } + else if (interPts.length <= 1) //分离 + { + unionList.push(sourceOutline, targetOutline); + } + else //相交 interPts.length > 0 + { + let pars1 = interPts.map(r => r.thisParam); + let pars2 = interPts.map(r => r.argParam); + let sourceCus = sourceOutline.GetSplitCurves(pars1); + let targetCus = targetOutline.GetSplitCurves(pars2); + for (let pl of sourceCus) { + let hasEqualCus = false; + for (let i = 0; i < targetCus.length; i++) { + let cu = targetCus[i]; + hasEqualCus = fastEqualCurve(cu, pl); + if (hasEqualCus) { + //方向相同 + if (equalv3(cu.GetFistDeriv(cu.EndParam * 0.5).normalize(), pl.GetFistDeriv(pl.EndParam * 0.5).normalize(), 1e-3) + === isEqualNormal) { + unionList.push(pl); + intersectionList.push(pl); + } + targetCus.splice(i, 1); + break; + } + } + if (hasEqualCus) + continue; + if (target.CuInOutline(pl)) + intersectionList.push(pl); + else + unionList.push(pl); + } + for (let pl of targetCus) { + if (this.CuInOutline(pl)) + intersectionList.push(pl); + else + unionList.push(pl); + } + //特殊的分离 + if (intersectionList.length === 0 && unionList.length === (sourceCus.length + targetCus.length)) { + return { intersectionList, unionList: [sourceOutline, targetOutline] }; + } + } + return { intersectionList, unionList }; + } + GetSubtractList(target) { + let sourceOutline = this._Curve; + let targetOutline = target.Curve; + let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3); + let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands, 1e-3); + if (interPts.length <= 1) { + //反包含 + if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline)) + return []; + //包含 + if (fastCurveInCurve2(sourceOutline, targetOutline)) + return [sourceOutline, targetOutline]; + else //分离 + return [sourceOutline]; + } + //相交 + let subtractList = []; + let sourceCus = sourceOutline.GetSplitCurves(interPts.map(r => r.thisParam)); + let targetCus = targetOutline.GetSplitCurves(interPts.map(r => r.argParam)); + for (let pl of sourceCus) { + let plMidParam = pl.MidParam; + let plDir = pl.GetFistDeriv(plMidParam).normalize(); + let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl)); + if (index !== -1) { + let cu = targetCus[index]; + let cuMidParam = cu.MidParam; + let cuDir = cu.GetFistDeriv(cuMidParam).normalize(); + if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3)) //不同向 + subtractList.push(pl); + targetCus.splice(index, 1); + continue; + } + if (!fastCurveInCurve(targetOutline, pl)) + subtractList.push(pl); + } + //源对象没有被破坏 + let sourceNotBreak = subtractList.length === sourceCus.length; + for (let pl of targetCus) + if (fastCurveInCurve(sourceOutline, pl)) + subtractList.push(pl); + if (sourceNotBreak && subtractList.length === sourceCus.length) + return [sourceOutline]; + return subtractList; + } + GetSubtractListByMoreTargets(targets) { + let { holes, subtractList } = this.GetSubListWithCus(targets); + //纯网洞 + if (subtractList.every(c => c.IsClose)) + return { + holes: holes.map(h => Contour.CreateContour(h)), + outlines: Contour.GetAllContour(subtractList) + }; + let regParse = new RegionParse(subtractList, 2); + let contours = []; + //分析封闭包围区域 + const parseRoute = (routeSet) => { + for (let routes of routeSet) { + let cs = routes.map(r => r.curve); + let c = Contour.CreateContour(cs, false); + if (c + && !equalCurve(c.Curve, this.Curve) + && targets.every(target => !equalCurve(c.Curve, target.Curve)) + && c.Area > 1e-3) + contours.push(c); + } + }; + parseRoute(regParse.RegionsOutline); + parseRoute(regParse.RegionsInternal); + return { + holes: holes.map(h => Contour.CreateContour(h)), + outlines: contours + }; + } + GetSubListWithCus(targets) { + let sourceOutline = this._Curve; + let subtractList = []; + let holes = []; + let intPars = []; + let cuMap = new Map(); + let outBox = sourceOutline.BoundingBox; + for (let con of targets) { + const targetOutline = con.Curve; + if (!IntersectBox2(outBox, targetOutline.BoundingBox)) + continue; + let pts = sourceOutline.IntersectWith2(con.Curve, IntersectOption.OnBothOperands, 1e-3); + if (pts.length <= 1) { + //反包含 + if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline)) + return { holes, subtractList }; + //包含 + if (fastCurveInCurve2(sourceOutline, targetOutline)) + holes.push(targetOutline); + } + else { + intPars.push(...pts.map(r => r.thisParam)); + cuMap.set(targetOutline, pts.map(r => r.argParam)); + } + } + intPars.sort((a, b) => a - b); + arrayRemoveDuplicateBySort(intPars, (e1, e2) => equaln(e1, e2, 1e-8)); + let sourceCus = sourceOutline.GetSplitCurves(intPars); + let targetCus = []; + let targetMap = new WeakMap(); + let isEqualNormal; + for (let [c, pars] of cuMap) { + let cus = c.GetSplitCurves(pars); + cus.forEach(cu => targetMap.set(cu, c)); + targetCus.push(...cus); + } + for (let pl of sourceCus) { + let plMidParam = pl.MidParam; + let plDir = pl.GetFistDeriv(plMidParam).normalize(); + let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl, 0.05)); + if (index !== -1) { + let cu = targetCus[index]; + isEqualNormal = equalv3(sourceOutline.Normal, targetMap.get(cu).Normal, 1e-3); + let cuMidParam = cu.MidParam; + let cuDir = cu.GetFistDeriv(cuMidParam).normalize(); + if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3)) //不同向 + subtractList.push(pl); + targetCus.splice(index, 1); + continue; + } + if (targets.every(t => !fastCurveInCurve(t.Curve, pl))) + subtractList.push(pl); + } + //源对象没有被破坏 + let sourceNotBreak = subtractList.length === sourceCus.length; + for (let pl of targetCus) + if (fastCurveInCurve(sourceOutline, pl)) + subtractList.push(pl); + if (sourceNotBreak && subtractList.length === sourceCus.length) + return { subtractList: [sourceOutline], holes }; + return { subtractList, holes }; + } + /** + * 获得全部闭合曲线 + * @若传入二维曲线数据,将默认子数组为闭合曲线段 + */ + static GetAllContour(cus) { + if (cus.length === 0) + return []; + let cuGroups; + if (Array.isArray(cus[0])) + cuGroups = cus; + else + cuGroups = curveLinkGroup(cus); + let contours = []; + for (let g of cuGroups) + contours.push(Contour.CreateContour(g, false)); + return contours.filter(c => c !== undefined && !equaln(c.Area, 0, 1e-6)); + } + /** + * 合并曲线组成为多段线 + * @param cus 曲线组 + * @param [needLink=true] 需要解析成首尾连接状态 + * @returns 单一曲线,如果返回超过1个,其他的将被遗弃. + */ + static Combine(cus, needLink = true, tolerance = 1e-3) { + if (cus.length === 0) + return undefined; + let groups = needLink ? curveLinkGroup(cus) : [cus]; + for (let g of groups) { + if (g.length === 1) + return g[0].Clone(); + else { + if (cache.has(g)) + return cache.get(g); + let gclone = g.map(c => c.Clone()); + arrayRemoveDuplicateBySort(gclone, (cu1, cu2) => cu1.Join(cu2, false, tolerance) === Status.True); + if (gclone.length > 1 && gclone[0].Join(arrayLast(gclone), false, tolerance)) + gclone.pop(); + let pl = exports.Polyline.Combine(gclone, tolerance); + cache.set(g, pl); + return pl; + } + } + } + get Shape() { + return this._Curve.Shape; + } + CuInOutline(targetCur) { + return isTargetCurInOrOnSourceCur(this._Curve, targetCur); + } + Equal(tar) { + return equalCurve(this._Curve, tar._Curve); + } +} +/** + * 对于轮廓切割后的曲线判断相同,使用这个函数进行快速判断 + */ +function fastEqualCurve(c1, c2, tolerance = 1e-3) { + let sp1 = c1.StartPoint; + let ep1 = c1.EndPoint; + let sp2 = c2.StartPoint; + let ep2 = c2.EndPoint; + if (!((equalv3(sp1, sp2, tolerance) && equalv3(ep1, ep2, tolerance)) + || (equalv3(sp1, ep2, tolerance) && equalv3(ep1, sp2, tolerance)))) + return false; + return equalv3(c1.Midpoint, c2.Midpoint, tolerance); +} +//对于双多段线互相切割后的结果,快速判断曲线是否在另一条曲线内部 +function fastCurveInCurve(sourceCu, targetCu) { + return sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5)); +} +function fastCurveInCurve2(sourceCu, targetCu) { + return sourceCu.PtInCurve(targetCu.StartPoint) && + sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5)); +} + +/** + * 根据盒子x排序盒子 + * @param {EBox[]} arr + */ +function SortEntityByBox(arr, sort = true) { + let boxMap = new Map(); + arr.forEach(e => boxMap.set(e, e.BoundingBox)); + if (sort) + arr.sort((e1, e2) => { + let b1 = boxMap.get(e1); + let b2 = boxMap.get(e2); + if (!equaln(b1.min.x, b2.min.x)) + return b1.min.x - b2.min.x; + else { + return b2.min.y - b1.min.y; + } + }); + return boxMap; +} + +class CurveTreeNode { + constructor(curve, box) { + this.curve = curve; + this.box = box || curve.BoundingBox; + } + TrimBy(contour, box) { + if (IntersectsBox(box, this.box)) { + if (this.children !== undefined) { + for (let c of this.children) + c.TrimBy(contour, box); + } + else { + if (contour.Curve instanceof Circle && this.curve instanceof Arc) { + if (equalv3(contour.Curve.Center, this.curve.Center)) { + if (contour.Curve.Radius > this.curve.Radius + 1e-4) + this.children = []; + return; + } + } + //交点参数列表 + let iParams = this.curve.IntersectWith(contour.Curve, IntersectOption.OnBothOperands) + .map(p => this.curve.GetParamAtPoint2(p)); + let cus = this.curve.GetSplitCurves(iParams); + if (cus.length === 0) { + let p = this.curve.GetPointAtParam(0.5); + if ((contour.Curve.PtInCurve(p) && !contour.Curve.PtOnCurve(p))) + this.children = []; + } + else { + this.children = []; + for (let c of cus) { + let p = c.GetPointAtParam(0.5); + if (c.Length > 1e-5 && (!contour.Curve.PtInCurve(p) || contour.Curve.PtOnCurve(p))) + this.children.push(new CurveTreeNode(c)); + } + if (this.children.length === cus.length) + this.children = undefined; + } + } + } + } + get Nodes() { + if (!this.children) + return [this]; + else { + let cus = []; + for (let c of this.children) + cus.push(...c.Nodes); + return cus; + } + } +} +class OffsetPolyline { + constructor(_Polyline, _OffsetDist, _ToolPath = false, _OffsetDistSq = (_OffsetDist ** 2) * 2.1 //对直角走刀不进行圆弧过度 + ) { + this._Polyline = _Polyline; + this._OffsetDist = _OffsetDist; + this._ToolPath = _ToolPath; + this._OffsetDistSq = _OffsetDistSq; + } + Do() { + this._OffsetDistSign = Math.sign(this._OffsetDist); + this._TrimPolylineContours = []; + this._TrimCircleContours = []; + this._TrimArcContours = []; + this._RetCurves = []; + this._CurveTreeNodes = []; + this.InitSubCurves(); + if (this._SubCurves.length === 0) + return this._RetCurves; + this.GeneralCirclesAndVertexs(); + this.OffsetSubCurves(); + this.LinkSubCurves(); + if (this._SubOffsetedCurves.length === 0) { + this._SubOffsetedCurves.push({ curve: this._Circles[0], index: 0, paddingCurve: this._Circles.slice(1) }); + this._TrimPolylineContours.push(...this._Circles.map(c => Contour.CreateContour(c, false)), ...this._SubCurves.map(c => Contour.CreateContour([c, new Line(c.StartPoint, c.EndPoint)], false))); + } + else + this.GeneralTrimContours(); + this.TrimByContours(); + this.FilterInvalidCurve(); + this.JoinCollinear(); + this.LinkResultPolyline(); + return this._RetCurves; + } + InitSubCurves() { + this._CacheOCS = this._Polyline.OCS; + this._IsClose = this._Polyline.IsClose; + this._Polyline.OCS = IdentityMtx4; + this._SubCurves = this._Polyline.Explode().filter(c => c.Length > 1e-4); + this._Polyline.OCS = this._CacheOCS; + return this; + } + GeneralCirclesAndVertexs() { + this._Vertexs = this._SubCurves.map(c => c.StartPoint); + let lastCu = arrayLast(this._SubCurves); + if (!equalv3(lastCu.EndPoint, this._Vertexs[0], 1e-3)) + this._Vertexs.push(lastCu.EndPoint); + let radius = Math.abs(this._OffsetDist); + this._Circles = this._Vertexs.map(p => new Circle(p, radius)); + } + OffsetSubCurves() { + this._SubOffsetedCurves = []; + for (let index = 0; index < this._SubCurves.length; index++) { + let curveOld = this._SubCurves[index]; + if (curveOld.Length > 1e-6) { + let curve = curveOld.GetOffsetCurves(this._OffsetDist)[0]; + if (curve) + this._SubOffsetedCurves.push({ curve, index }); + else + this._TrimArcContours.push(Contour.CreateContour([curveOld, new Line(curveOld.StartPoint, curveOld.EndPoint)], false)); + } + } + } + //连接(延伸)曲线,或者补(圆弧,直线) + LinkSubCurves() { + let count = this._SubOffsetedCurves.length; + if (!this._IsClose) + count--; + for (let i = 0; i < count; i++) { + let curveResNow = this._SubOffsetedCurves[i]; + let iNext = FixIndex(i + 1, this._SubOffsetedCurves); + let curveResNext = this._SubOffsetedCurves[iNext]; + let curveNow = curveResNow.curve; + let curveNext = curveResNext.curve; + let isNeighbor = FixIndex(curveResNow.index + 1, this._SubCurves) === curveResNext.index; + if (isNeighbor) { + let sp = curveNow.EndPoint; + let ep = curveNext.StartPoint; + //直连 + if (equalv3(sp, ep, 1e-3)) + continue; + let iPts = curveNow.IntersectWith(curveNext, IntersectOption.ExtendBoth); + let tPts = iPts.filter(p => curveNow.PtOnCurve3(p) && curveNext.PtOnCurve3(p)); + let code = EntityEncode2(curveNow, curveNext); + let tp; + if (code === 1) { + if (tPts.length > 0) //不走刀或者有真交点 this._ToolPath === false || + tp = iPts[0]; + else { + if (iPts.length > 0 && curveNow.GetParamAtPoint(iPts[0]) > 1) { + let refP = this._Vertexs[curveResNext.index]; + let distSq = iPts[0].distanceToSquared(refP); + if (this._ToolPath && distSq > this._OffsetDistSq) { + curveResNow.paddingCurve = [this.CreateArc(refP, sp, ep)]; + this._TrimCircleContours.push(this._Circles[curveResNext.index]); + } + else + tp = iPts[0]; + } + // else + // curveResNow.paddingCurve = [new Line(sp, ep)]; + } + } + else { + let refP = this._Vertexs[curveResNext.index]; + if (tPts.length > 0) //ipts = 1 or ipts = 2 + tp = SelectNearP(iPts, refP); + else //补单圆 或者尝试连接 + { + let arc = this.CreateArc(refP, sp, ep); + if (iPts.length > 0 && !this._ToolPath && this.IsSharpCorner(curveResNow, curveResNext, refP)) { + //设置新的连接点,并且备份旧点 + let oldp; + if (curveResNow.sp) { + oldp = curveNow.StartPoint; + curveNow.StartPoint = curveResNow.sp; + } + let oldp2; + if (curveResNext.ep) { + oldp2 = curveNext.EndPoint; + curveNext.EndPoint = curveResNext.ep; + } + let p; + if (code === 2 && iPts.length === 2) { + let c = curveNow; + let minArc = new Arc(c.Center, c.Radius, c.EndAngle, 0, c.IsClockWise); + let p1 = iPts[0]; + let a1 = minArc.GetAngleAtPoint(p1); + let anAll1 = c.ParamOnCurve(c.GetParamAtAngle(a1)) ? Infinity : minArc.ComputeAnlge(a1); + let p2 = iPts[1]; + let a2 = minArc.GetAngleAtPoint(p2); + let anAll2 = c.ParamOnCurve(c.GetParamAtAngle(a2)) ? Infinity : minArc.ComputeAnlge(a2); + if (anAll2 < anAll1) + p = p2; + else + p = p1; + } + else + p = SelectNearP(iPts, refP); + let onPre; + let param = curveNow.GetParamAtPoint2(p); + if (curveNow instanceof Line) + onPre = param > 1; + else + onPre = param < 0 || param > 1; + let onNext = false; + if (onPre) { + let param2 = curveNext.GetParamAtPoint2(p); + if (curveNext instanceof Line) + onNext = param2 < 0; + else + onNext = param2 < 0 || param2 > 1; + } + if (curveResNow.sp) + curveNow.StartPoint = oldp; + if (curveResNext.ep) + curveNext.EndPoint = oldp2; + if (onPre && onNext) + tp = p; + else + curveResNow.paddingCurve = [arc]; + } + else + curveResNow.paddingCurve = [arc]; + this._TrimCircleContours.push(this._Circles[curveResNext.index]); + } + } + if (tp) { + curveResNow.ep = tp; + curveResNext.sp = tp; + curveResNow.nextArc = curveNext; + curveResNext.preArc = curveNow; + } + } + else { + let padCirs = []; + for (let s = FixIndex(curveResNow.index + 1, this._Circles);; s = FixIndex(s + 1, this._Circles)) { + let c = this._Circles[s]; + this._TrimCircleContours.push(c); + padCirs.push(c); + if (s === curveResNext.index) + break; + } + curveResNow.paddingCurve = padCirs; + } + } + } + IsSharpCorner(curveResNow, curveResNext, refP) { + let v1 = this._SubCurves[curveResNow.index].GetPointAtParam(0.9); + let v2 = this._SubCurves[curveResNext.index].GetPointAtParam(0.1); + v1.subVectors(refP, v1); + v2.sub(refP); + v1.cross(v2); + return Math.sign(v1.z) === this._OffsetDistSign; + } + GeneralTrimContours() { + for (let d of this._SubOffsetedCurves) { + let cu2 = d.curve; + if (d.sp && d.ep) { + let param1 = cu2.GetParamAtPoint(d.sp); + let param2 = cu2.GetParamAtPoint(d.ep); + if (cu2.ParamOnCurve(param1) && cu2.ParamOnCurve(param2) && param1 > param2) + [d.sp, d.ep] = [d.ep, d.sp]; + } + if (d.sp) + cu2.StartPoint = d.sp; + if (d.ep) + cu2.EndPoint = d.ep; + } + for (let d of this._SubOffsetedCurves) { + let cu1 = this._SubCurves[d.index]; + let cu2 = d.curve; + let [p1, p2, p3, p4] = [cu1.StartPoint, cu2.StartPoint, cu1.EndPoint, cu2.EndPoint]; + let l1 = new Line(p1, p2); + let l2 = new Line(p3, p4); + let ipts = l1.IntersectWith(l2, IntersectOption.OnBothOperands, 1e-8); + if (ipts.length > 0) { + let p = ipts[0]; + l1.EndPoint = p; + l2.EndPoint = p; + let cus = [cu1, l1, l2]; + let contour = Contour.CreateContour(cus, false); + if (contour) { + this._TrimPolylineContours.push(contour); + continue; + } + else { + console.error("未预料到的错误,构建轮廓失败" + this._OffsetDist); + } + } + //真理1:针脚线不可能同时被两个圆弧所切割 + let l1Intact = true; + let l2Intact = true; + if (cu2 instanceof Arc) { + if (Math.sign(cu2.Bul) !== this._OffsetDistSign) { + let ipts1 = cu2.IntersectWith(l1, IntersectOption.OnBothOperands); + let ipts2 = cu2.IntersectWith(l2, IntersectOption.OnBothOperands); + let sp; + let ep; + if (ipts1.length === 2) + sp = SelectNearP(ipts1, p1); + if (ipts2.length === 2) + ep = SelectNearP(ipts2, p3); + if (sp || ep) + cu2 = cu2.Clone(); + if (sp) { + l1.EndPoint = sp; + cu2.StartPoint = sp; + l1Intact = false; + } + if (ep) { + l2.EndPoint = ep; + cu2.EndPoint = ep; + l2Intact = false; + } + } + } + let l1PadArc; + let l2PadArc; + //真理2:隔壁的圆弧不可能破坏当前的圆弧,只能破坏当前的针脚 + if (l1Intact && d.preArc && d.preArc instanceof Arc) { + let a = d.preArc; + if (Math.sign(a.Bul) !== this._OffsetDistSign) { + let ipts = a.IntersectWith(l1, IntersectOption.OnBothOperands); + if (ipts.length === 2) { + let sp = SelectNearP(ipts, p1); + l1.EndPoint = sp; + l1PadArc = a.Clone(); + l1PadArc.StartPoint = sp; + } + } + } + if (l2Intact && d.nextArc && d.nextArc instanceof Arc) { + let a = d.nextArc; + if (Math.sign(a.Bul) !== this._OffsetDistSign) { + let ipts = a.IntersectWith(l2, IntersectOption.OnBothOperands); + if (ipts.length === 2) { + let ep = SelectNearP(ipts, p3); + l2.EndPoint = ep; + l2PadArc = a.Clone(); + l2PadArc.EndPoint = ep; + } + } + } + let pl = new exports.Polyline(); + let cus = [cu1, l1]; + if (l1PadArc) + cus.push(l1PadArc); + cus.push(cu2, l2); + if (l2PadArc) + cus.push(l2PadArc); + for (let c of cus) + pl.Join(c); + let contour = Contour.CreateContour(pl, false); + if (contour) + this._TrimPolylineContours.push(contour); + else + console.error("未预料到的错误,构建轮廓失败" + this._OffsetDist); + } + if (!this._IsClose) { + if (this._TrimCircleContours[0] !== this._Circles[0]) + this._TrimCircleContours.push(this._Circles[0]); + let lastTrimCircle = arrayLast(this._TrimCircleContours); + let lastCircle = arrayLast(this._Circles); + if (lastTrimCircle !== lastCircle) + this._TrimCircleContours.push(lastCircle); + if (this._SubOffsetedCurves[0].index !== 0) + this._TrimCircleContours.push(this._Circles[this._SubOffsetedCurves[0].index]); + let lastIndex = this._Circles.length - 1; + let lastD = arrayLast(this._SubOffsetedCurves); + if (lastIndex !== lastD.index) + this._TrimCircleContours.push(this._Circles[lastD.index + 1]); + } + this._TrimPolylineContours.push(...this._TrimCircleContours.map(c => Contour.CreateContour(c, false)), ...this._TrimArcContours); + } + // 通过构建的轮廓对偏移曲线进行裁剪 + TrimByContours() { + for (let d of this._SubOffsetedCurves) { + let c = d.curve; + this._CurveTreeNodes.push(new CurveTreeNode(c)); + if (d.paddingCurve) + this._CurveTreeNodes.push(...d.paddingCurve.map(c => new CurveTreeNode(c))); + } + let boxContours = SortEntityByBox(this._TrimPolylineContours, false); + for (let i = 0; i < this._TrimPolylineContours.length; i++) { + let c = this._TrimPolylineContours[i]; + for (let curveNode of this._CurveTreeNodes) { + curveNode.TrimBy(c, boxContours.get(c)); + } + } + } + //过滤方向相反和0长度线 + FilterInvalidCurve() { + this._CurveTrimedTreeNodes = []; + for (let n of this._CurveTreeNodes) { + let ns = n.Nodes; + for (let sn of ns) { + let p = sn.curve.GetPointAtParam(0.5); + if (sn.curve.Length > 1e-5 && this.CheckPointDir(p)) + this._CurveTrimedTreeNodes.push(sn); + } + } + } + //合并共线 + JoinCollinear() { + for (let i = 0; i < this._CurveTrimedTreeNodes.length; i++) { + let n = this._CurveTrimedTreeNodes[i]; + if (n.used) + continue; + let sp = n.curve.StartPoint; + for (let j = i + 1; j < this._CurveTrimedTreeNodes.length; j++) { + let n2 = this._CurveTrimedTreeNodes[j]; + if (n2.used) + continue; + let status = n.curve.Join(n2.curve); + if (status === Status.ConverToCircle) { + n.used = true; + n2.used = true; + let circle = new Circle(n.curve.Center, n.curve.Radius); + n.curve = circle; + this._RetCurves.push(ConverCircleToPolyline(circle).ApplyMatrix(this._CacheOCS)); + } + else if (status === Status.True) { + if (equalv3(sp, n.curve.StartPoint)) + n2.used = true; + else { + n.used = true; + n2.curve = n.curve; + break; + } + } + } + } + } + //连接结果曲线,返回最终多段线 + LinkResultPolyline() { + let used = new Set(); + let cuMap = new CurveMap(1); + for (let n of this._CurveTrimedTreeNodes) { + if (!n.used) + cuMap.AddCurveToMap(n.curve); + } + let preP; + let searchNext = (s, pl) => { + let minDist = Infinity; + let minR; + for (let r of s.routes) { + if (used.has(r.curve)) + continue; + if (preP) { + let d = r.s.distanceToSquared(preP); + if (d < minDist) { + minR = r; + minDist = d; + } + } + else { + minR = r; + break; + } + } + if (minR) { + used.add(minR.curve); + preP = minR.e; + let status = pl.Join(minR.curve, false, 5e-2); + if (status !== Status.True) + console.warn("连接失败"); + return minR.to; + } + }; + for (let s of cuMap.Stands) { + preP = undefined; + let pl = new exports.Polyline(); + let ss = s; + while (ss && !pl.IsClose) + ss = searchNext(ss, pl); + ss = s; + while (ss && !pl.IsClose) + ss = searchNext(ss, pl); + if (pl.NumberOfVertices > 0) { + let d = pl.LineData; + let ld = arrayLast(d); + if (equalv2(d[0].pt, ld.pt, 1e-2)) + ld.pt.copy(d[0].pt); + this._RetCurves.push(pl.ApplyMatrix(this._CacheOCS)); + } + } + } + CheckPointDir(pt) { + return this.GetPointAtCurveDir(pt) === this._OffsetDistSign; + } + GetPointAtCurveDir(pt) { + let minIndex = Infinity; + let minDist = Infinity; + let minCp; + for (let i = 0; i < this._SubCurves.length; i++) { + let c = this._SubCurves[i]; + let cp = c.GetClosestPointTo(pt, false); + if (equalv3(cp, pt, 1e-5)) + return 0; + let dist = cp.distanceToSquared(pt); + if (dist < minDist) { + minDist = dist; + minIndex = i; + minCp = cp; + } + } + let c = this._SubCurves[minIndex]; + let param = c.GetParamAtPoint(minCp); + if (equaln(param, 0) && ((minIndex === 0) ? this._IsClose : true)) { + let preIndex = FixIndex(minIndex - 1, this._SubCurves); + let preCurve = this._SubCurves[preIndex]; + if (!equalv3(c.GetFistDeriv(0).normalize(), preCurve.GetFistDeriv(1).normalize())) { + let p = c.StartPoint; + let l1 = c.Length; + let l2 = preCurve.Length; + let minLength = Math.min(l1, l2) * 0.2; + let nextP; + let preP; + if (c instanceof Arc) + nextP = c.GetPointAtDistance(minLength); + else + nextP = c.EndPoint; + if (preCurve instanceof Arc) + preP = preCurve.GetPointAtDistance(l2 - minLength); + else + preP = preCurve.StartPoint; + let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p))); + let dir = arc.PtOnCurve3(pt) ? -1 : 1; + return dir; + } + } + else if (equaln(param, 1) && ((minIndex === this._SubCurves.length - 1) ? this._IsClose : true)) { + let nextIndex = FixIndex(minIndex + 1, this._SubCurves); + let nextCurve = this._SubCurves[nextIndex]; + if (!equalv3(c.GetFistDeriv(1).normalize(), nextCurve.GetFistDeriv(0).normalize())) { + let p = c.EndPoint; + let l1 = c.Length; + let l2 = nextCurve.Length; + let minLength = Math.min(l1, l2) * 0.2; + let nextP; + let preP; + if (c instanceof Arc) + preP = c.GetPointAtDistance(l1 - minLength); + else + preP = c.StartPoint; + if (nextCurve instanceof Arc) + nextP = nextCurve.GetPointAtDistance(minLength); + else + nextP = nextCurve.EndPoint; + let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p))); + let dir = arc.PtOnCurve3(pt) ? -1 : 1; + return dir; + } + } + let dri = c.GetFistDeriv(param); + let cross = dri.cross(pt.clone().sub(minCp)); + return -Math.sign(cross.z); + } + CreateArc(center, startP, endP) { + let sa = angle(startP.clone().sub(center)); + let ea = endP ? angle(endP.clone().sub(center)) : sa; + let arc = new Arc(center, Math.abs(this._OffsetDist), sa, ea, this._OffsetDist < 0); + return arc; + } +} +function EntityEncode(c) { + if (c instanceof Line) + return 1; + else + return 2; +} +function EntityEncode2(c1, c2) { + return EntityEncode(c1) & EntityEncode(c2); +} + +//3点获取圆心 +function getCircleCenter(pt1, pt2, pt3) { + if (!(pt1 && pt2 && pt3)) + return; + let A1 = pt1.x - pt2.x; + let B1 = pt1.y - pt2.y; + let C1 = (Math.pow(pt1.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt1.y, 2) - Math.pow(pt2.y, 2)) / 2; + let A2 = pt3.x - pt2.x; + let B2 = pt3.y - pt2.y; + let C2 = (Math.pow(pt3.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt3.y, 2) - Math.pow(pt2.y, 2)) / 2; + //令temp = A1*B2 - A2*B1 + let temp = A1 * B2 - A2 * B1; + let center = new three.Vector3(); + //判断三点是否共线 + if (temp === 0) { + //共线则将第一个点pt1作为圆心 + center.x = pt1.x; + center.y = pt1.y; + } + else { + //不共线则求出圆心: + center.x = (C1 * B2 - C2 * B1) / temp; + center.y = (A1 * C2 - A2 * C1) / temp; + } + return center; +} +//行列式 +function getDeterminantFor2V(v1, v2) { + return v1.x * v2.y - v1.y * v2.x; +} +/** + * 曲线根据连接来分组,每组都是一条首尾相连的曲线表. + * + * @export + * @param {Curve[]} cus 传入的分组的曲线表 + * @returns {Array>} 返回如下 + * [ + * [c1,c2,c3...],//后面的曲线的起点总是等于上一个曲线的终点 + * [c1,c2,c3...], + * ] + */ +function curveLinkGroup(cus) { + //返回的曲线组 + let groupCus = new Array(); + //将封闭的曲线先提取出来 + cus = cus.filter(c => { + let isClose = c.IsClose; + if (isClose) + groupCus.push([c]); + return !isClose; + }); + if (cus.length === 0) + return groupCus; + //曲线节点图 + let cuMap = new CurveMap(); + cus.forEach(c => cuMap.AddCurveToMap(c)); + //曲线站点表 + let stands = cuMap.Stands; + //曲线使用计数 + let cuCount = new Count(); + /** + * 从站点的路线中任意取一条,加入到曲线数组中. + * + * @param {Curve[]} cus 已经连接的曲线列表 + * @param {boolean} isEndSeach true:从终点搜索,false:从起点搜索 + * @returns {Stand} 如果站点中存在可以取得的曲线,返回下个站点,否则返回undefined + */ + function linkCurve(stand, cus, isEndSeach) { + for (let route of stand.routes) { + let cu = route.curve; + if (cuCount.GetCount(cu) === 0) { + if (isEndSeach) { + //保证曲线总是从起点连接到终点 + if (!equalv3(cu.StartPoint, stand.position)) + cu.Reverse(); + cus.push(cu); + } + else { + //保证曲线总是从起点连接到终点 + if (!equalv3(cu.EndPoint, stand.position)) + cu.Reverse(); + cus.unshift(cu); + } + cuCount.AddCount(cu, 1); + return route.to; + } + } + } + for (let stand of stands) { + let startStand = stand; + let cus = []; //形成合并轮廓的曲线组 + while (startStand) + startStand = linkCurve(startStand, cus, true); + if (cus.length > 0) { + startStand = cuMap.GetOnlyVertice(cus[0].StartPoint); + while (startStand) + startStand = linkCurve(startStand, cus, false); + } + if (cus.length > 0) + groupCus.push(cus); + } + return groupCus; +} +function equalCurve(cu1, cu2, tolerance = 1e-4) { + if ((cu1 instanceof exports.Polyline) && (cu2 instanceof exports.Polyline)) { + if (cu1.IsClose !== cu2.IsClose || !isParallelTo(cu1.Normal, cu2.Normal)) + return false; + let area1 = cu1.Area2; + let area2 = cu2.Area2; + if (!equaln(Math.abs(area1), Math.abs(area2), 0.1)) + return false; + let ptsBuls1 = cu1.PtsBuls; + let ptsBuls2 = cu2.PtsBuls; + let pts1 = ptsBuls1.pts; + let pts2 = ptsBuls2.pts; + let buls1 = ptsBuls1.buls; + let buls2 = ptsBuls2.buls; + let isEqualArea = equaln(area1, area2, 0.1); + if (!equalv3(cu1.Normal, cu2.Normal)) { + if (isEqualArea) { + pts2.reverse(); + buls2.reverse(); + buls2.push(buls2.shift()); + } + else + buls2 = buls2.map(bul => -bul); + } + else if (!isEqualArea) { + pts2.reverse(); + buls2.reverse(); + buls2 = buls2.map(bul => -bul); + buls2.push(buls2.shift()); + } + if (cu1.IsClose && equalv2(pts1[0], arrayLast(pts1), tolerance)) { + pts1.pop(); + buls1.pop(); + } + if (cu2.IsClose && equalv2(pts2[0], arrayLast(pts2), tolerance)) { + pts2.pop(); + buls2.pop(); + } + let cu1Sp = AsVector2(cu1.StartPoint.applyMatrix4(cu2.OCSInv)); + let index = pts2.findIndex(p => equalv2(cu1Sp, p, tolerance)); + changeArrayStartIndex(buls2, index); + changeArrayStartIndex(pts2, index); + return equalArray(buls1, buls2, equaln) && + equalArray(pts1, pts2, (p1, p2) => equalv3(AsVector3(p1).applyMatrix4(cu1.OCS), AsVector3(p2).applyMatrix4(cu2.OCS), tolerance)); + } + else if (cu1 instanceof Circle && cu2 instanceof Circle) { + return equalv3(cu1.Center, cu2.Center) && equaln(cu1.Radius, cu2.Radius, 1e-6); + } + else if (cu1 instanceof Arc && cu2 instanceof Arc) { + if (!equalv3(cu1.StartPoint, cu2.EndPoint)) + cu1.Reverse(); + return equalv3(cu1.Center, cu2.Center) + && equaln(cu1.Radius, cu2.Radius, 1e-6) + && equaln(cu1.StartAngle, cu2.StartAngle) + && equaln(cu1.EndAngle, cu2.EndAngle); + } + else if (cu1 instanceof Ellipse && cu2 instanceof Ellipse) { + return equalv3(cu1.Center, cu2.Center) + && equaln(cu1.RadX, cu2.RadX) + && equaln(cu1.RadY, cu2.RadY) + && equalv3(cu1.StartPoint, cu2.StartPoint); + } + else if (cu1 instanceof Line && cu2 instanceof Line) { + let ps1 = [cu1.StartPoint, cu1.EndPoint]; + let ps2 = [cu2.StartPoint, cu2.EndPoint]; + return ps1.every(p => ps2.some(p1 => equalv3(p1, p))); + } + return false; +} +function ConverCircleToPolyline(cir) { + //该写法不支持三维坐标系 + // let pl = new Polyline(); + // let bul = Math.tan(Math.PI * 0.125); + // for (let i = 0; i < 4; i++) + // { + // let p = cir.GetPointAtParam(i * 0.25); + // pl.AddVertexAt(i, Vec3DTo2D(p)); + // pl.SetBulgeAt(i, bul); + // } + // pl.CloseMark = true; + // return pl; + let arcs = cir.GetSplitCurves([0, 0.5]); + let pl = new exports.Polyline(); + pl.OCS = cir.OCS; + pl.Join(arcs[0]); + pl.Join(arcs[1]); + return pl; +} +function GetTanPtsOnArcOrCircle(cu, lastPoint) { + if (lastPoint) { + //ref:wykobi + let ocsInv = cu.OCSInv; + let v = lastPoint.clone().applyMatrix4(ocsInv); + let lengthSq = v.lengthSq(); + let radiusSq = cu.Radius ** 2; + if (lengthSq >= radiusSq) { + let ratio = 1 / lengthSq; + let deltaDist = Math.sqrt(lengthSq - radiusSq); + let pts = [ + new three.Vector3(cu.Radius * (cu.Radius * v.x - v.y * deltaDist) * ratio, cu.Radius * (cu.Radius * v.y + v.x * deltaDist) * ratio), + new three.Vector3(cu.Radius * (cu.Radius * v.x + v.y * deltaDist) * ratio, cu.Radius * (cu.Radius * v.y - v.x * deltaDist) * ratio), + ]; + for (let p of pts) + p.applyMatrix4(cu.OCS); + return pts; + } + } +} +function getArcOrCirNearPts(cu, pickPoint, viewXform) { + let viewNormal = new three.Vector3().fromArray(viewXform.elements, 2 * 3); + let plane = new PlaneExt(cu.Normal, cu.Center); + let pickLocal = plane.intersectLine(new three.Line3(pickPoint, pickPoint.clone().add(viewNormal)), new three.Vector3(), true); + if (pickLocal) { + let x = new three.Vector3().fromArray(viewXform.elements, 0).add(pickLocal); + let y = new three.Vector3().fromArray(viewXform.elements, 3).add(pickLocal); + x = plane.intersectLine(new three.Line3(x, x.clone().add(viewNormal)), new three.Vector3(), true); + y = plane.intersectLine(new three.Line3(y, y.clone().add(viewNormal)), new three.Vector3(), true); + let lx = new Line(pickLocal, x); + let ly = new Line(pickLocal, y); + let ins = cu.IntersectWith(lx, IntersectOption.ExtendBoth); + ins.push(...cu.IntersectWith(ly, IntersectOption.ExtendBoth)); + return ins; + } + else { + let ptLocal = plane.projectPoint(pickPoint, new three.Vector3()); + let lz = new Line(ptLocal, ptLocal.clone().add(viewNormal)); + return cu.IntersectWith(lz, IntersectOption.ExtendBoth); + } +} +function getTanPtsOnEllipse(cu, lastPoint) { + return []; +} +function SwapParam(res) { + for (let r of res) { + let p = r.thisParam; + r.thisParam = r.argParam; + r.argParam = p; + } + return res; +} +function ComputerCurvesNormalOCS(curves, allowAutoCalc = true) { + if (!curves || curves.length === 0) + return; + //准备计算多段线的法向量 + let normal; + let firstV; + for (let c of curves) { + if (c instanceof Arc) { + normal = c.Normal; + break; + } + else if (firstV) { + let v = c.GetFistDeriv(0); + v.cross(firstV); + if (!equalv3(v, ZeroVec)) { + normal = v.normalize(); + break; + } + } + else { + let cus = c.Explode(); + let ocs = ComputerCurvesNormalOCS(cus, false); + if (ocs) + return ocs; + firstV = c.GetFistDeriv(0); + } + } + if (!normal && !allowAutoCalc) + return; + let x = new three.Vector3(); + let y = new three.Vector3(); + if (!normal) { + normal = firstV.normalize(); + Orbit.ComputUpDirection(normal, y, x); + [x, y, normal] = [normal, x, y]; + } + else { + if (equalv3(normal, curves[0].Normal.negate())) + normal.negate(); + Orbit.ComputUpDirection(normal, y, x); + } + return new three.Matrix4().makeBasis(x, y, normal).setPosition(curves[0].StartPoint); +} +function Pts2Polyline(pts, isClose) { + let pl = new exports.Polyline(); + for (let i = 0; i < pts.length; i += 2) { + let p1 = AsVector3(pts[i]); + let arc; + let p2; + let p3; + if (isClose) { + p2 = AsVector3(pts[FixIndex(i + 1, pts.length)]); + p3 = AsVector3(pts[FixIndex(i + 2, pts.length)]); + } + else { + if (i >= pts.length - 2) + break; + p2 = AsVector3(pts[i + 1]); + p3 = AsVector3(pts[i + 2]); + } + let v1 = p1.clone().sub(p2); + let v2 = p2.clone().sub(p3); + if (equaln(v1.angleTo(v2), 0)) + arc = new Line(p1, p3); + else + arc = new Arc().FromThreePoint(p1, p2, p3); + pl.Join(arc); + } + return pl; +} + +var Polyline_1; +exports.Polyline = Polyline_1 = class Polyline extends Curve { + constructor(_LineData = []) { + super(); + this._LineData = _LineData; + this._ClosedMark = false; + } + UpdateMatrixTo(m) { + this.WriteAllObjectRecord(); + let p = new three.Vector3().setFromMatrixPosition(m); + p.applyMatrix4(this.OCSInv); + if (equaln(p.z, 0)) { + let dir = Math.sign(this.Area2); + let tm = matrixAlignCoordSys(this.OCS, m); + for (let p of this._LineData) { + let p3 = AsVector3(p.pt); + p3.applyMatrix4(tm); + p.pt.set(p3.x, p3.y); + } + this.OCS = m; + let newDir = Math.sign(this.Area2); + if (dir !== newDir) + for (let p of this._LineData) + p.bul *= -1; + } + } + /** + * 原地翻转,仅改变法向量 + */ + Flip() { + this.WriteAllObjectRecord(); + let x = new three.Vector3(); + let y = new three.Vector3(); + let z = new three.Vector3(); + this._Matrix.extractBasis(x, y, z); + z.negate(); + y.crossVectors(z, x); + let p = this.Position; + this._Matrix.makeBasis(x, y, z).setPosition(p); + for (let d of this._LineData) { + d.pt.y *= -1; + d.bul *= -1; + } + this.Update(); + return this; + } + //翻转曲线,首尾调换 + Reverse() { + if (this._LineData.length === 0) + return this; + this.WriteAllObjectRecord(); + let pts = []; + let buls = []; + for (let data of this._LineData) { + pts.push(data.pt); + buls.push(-data.bul); + } + let lastBul = buls.pop(); + buls.reverse(); + buls.push(lastBul); + pts.reverse(); + if (this._ClosedMark && !equalv2(pts[0], arrayLast(pts))) { + pts.unshift(pts.pop()); + buls.unshift(buls.pop()); + } + for (let i = 0; i < pts.length; i++) { + let d = this._LineData[i]; + d.pt = pts[i]; + d.bul = buls[i]; + } + return this; + } + set LineData(data) { + this.WriteAllObjectRecord(); + this._LineData = data; + this.Update(); + } + get LineData() { + return this._LineData; + } + get NumberOfVertices() { + return this._LineData.length; + } + /** + * 在指定位置插入点. + * 例如: + * pl.AddVertexAt(pl.NumberOfVerticesk,p);//在末尾插入一个点 + * + * @param {number} index 索引位置 + * @param {Vector2} pt 点 + * @returns {this} + * @memberof Polyline + */ + AddVertexAt(index, pt) { + this.WriteAllObjectRecord(); + let pts; + if (Array.isArray(pt)) { + pts = pt.map(p => { + return { + pt: p.clone(), + bul: 0 + }; + }); + } + else + pts = [{ pt: pt.clone(), bul: 0 }]; + this._LineData.splice(index, 0, ...pts); + this.Update(); + return this; + } + RemoveVertexAt(index) { + if (index < this._LineData.length) { + this.WriteAllObjectRecord(); + this._LineData.splice(index, 1); + this.Update(); + } + return this; + } + RemoveVertexIn(from, to) { + if (from + 1 < this._LineData.length && to > from) { + this.WriteAllObjectRecord(); + this._LineData.splice(from + 1, to - from - 1); + this.Update(); + } + return this; + } + /** + * 重设闭合多段线的起点 + * @param index 起始index,如果index非整数,将用最接近的整数作为起始索引 + */ + ResetStartPoint(index) { + if (!this.IsClose || index >= this.EndParam) + return false; + if (equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt)) + this._LineData.pop(); + changeArrayStartIndex(this._LineData, Math.floor(index + 0.5)); + this._LineData.push({ + pt: this._LineData[0].pt.clone(), + bul: 0 + }); + return true; + } + GetPoint2dAt(index) { + if (index >= 0 && this._LineData.length > index) + return this._LineData[index].pt.clone(); + } + /** + * 设置指定点的位置 + * + * @param {number} index + * @param {Vector2} pt + * @memberof Polyline + */ + SetPointAt(index, pt) { + let d = this._LineData[index]; + if (d) { + this.WriteAllObjectRecord(); + d.pt.copy(pt); + this.Update(); + } + return this; + } + ApplyScaleMatrix(m) { + this.WriteAllObjectRecord(); + for (let i = 0; i <= this.EndParam; i++) { + let p = this.GetPointAtParam(i); + p.applyMatrix4(m).applyMatrix4(this.OCSInv); + this.SetPointAt(i, AsVector2(p)); + } + return this; + } + ApplyMirrorMatrix(m) { + this.WriteAllObjectRecord(); + let oldPts = this.GetStretchPoints(); + reviseMirrorMatrix(this._Matrix); + for (let i = 0; i < oldPts.length; i++) { + let newP = oldPts[i].applyMatrix4(this.OCSInv); + let newBul = -this.GetBuilgeAt(i); + this.SetPointAt(i, AsVector2(newP)); + this.SetBulgeAt(i, newBul); + } + this.Reverse(); + return this; + } + SetBulgeAt(index, bul) { + let d = this._LineData[index]; + if (d) { + this.WriteAllObjectRecord(); + d.bul = bul; + this.Update(); + } + return this; + } + GetBuilgeAt(index) { + return this._LineData[index].bul; + } + Rectangle(length, height) { + this.LineData = [ + { pt: new three.Vector2(), bul: 0 }, + { pt: new three.Vector2(length), bul: 0 }, + { pt: new three.Vector2(length, height), bul: 0 }, + { pt: new three.Vector2(0, height), bul: 0 } + ]; + this.CloseMark = true; + return this; + } + RectangleFrom2Pt(p1, p2) { + let box = new three.Box3(); + box.setFromPoints([p2, p1].map((p) => p.clone().applyMatrix4(this.OCSInv))); + let px1 = AsVector2(box.min); + let px3 = AsVector2(box.max); + let px2 = new three.Vector2(px3.x, px1.y); + let px4 = new three.Vector2(px1.x, px3.y); + this.LineData = [ + { pt: px1, bul: 0 }, + { pt: px2, bul: 0 }, + { pt: px3, bul: 0 }, + { pt: px4, bul: 0 } + ]; + this.CloseMark = true; + return this; + } + //多段线起点 + get StartPoint() { + if (this._LineData.length > 0) + return AsVector3(this._LineData[0].pt).applyMatrix4(this.OCS); + return new three.Vector3(); + } + set StartPoint(p) { + this.WriteAllObjectRecord(); + p = p.clone().applyMatrix4(this.OCSInv); + if (this._LineData.length === 0) + this.AddVertexAt(0, AsVector2(p)); + else if (this._LineData.length === 1) + this.SetPointAt(0, AsVector2(p)); + else { + let bul = this.GetBuilgeAt(0); + if (bul !== 0) { + let arc = this.GetCurveAtParam(0); + arc.StartPoint = p; + //前面线的凸度调整 + this.SetBulgeAt(0, Math.tan(arc.AllAngle / 4) * Math.sign(bul)); + } + this.SetPointAt(0, AsVector2(p)); + } + } + get EndPoint() { + if (this._ClosedMark) + return this.StartPoint; + if (this._LineData.length > 0) + return AsVector3(this._LineData[this.EndParam].pt).applyMatrix4(this.OCS); + return new three.Vector3(); + } + set EndPoint(p) { + if (this._LineData.length < 2 || this.CloseMark) + return; + this.WriteAllObjectRecord(); + p = p.clone().applyMatrix4(this.OCSInv); + let bul = this.GetBuilgeAt(this.EndParam - 1); + if (bul !== 0) { + let arc = this.GetCurveAtParam(this.EndParam - 1); + arc.ApplyMatrix(this.OCSInv); + arc.EndPoint = p; + //前面线的凸度调整 + this.SetBulgeAt(this.EndParam - 1, Math.tan(arc.AllAngle / 4) * Math.sign(bul)); + } + this.SetPointAt(this.EndParam, AsVector2(p)); + } + get CurveCount() { + return this.EndParam; + } + get StartParam() { + return 0; + } + /** + * 表示最后一条曲线的终止参数,使用该参数可以直接遍历到多段线的所有子线段. for(i 1 && (equalv3(this.StartPoint, this.EndPoint, 1e-4))); + } + set CloseMark(v) { + this.WriteAllObjectRecord(); + this._ClosedMark = v; + this.Update(); + } + DigestionCloseMark() { + if (this._ClosedMark && this._LineData.length > 1) { + this.WriteAllObjectRecord(); + this._ClosedMark = false; + if (!equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt)) + this._LineData.push({ pt: AsVector2(this._LineData[0].pt), bul: 0 }); + } + } + get Length() { + return this.Explode().reduce((l, cu) => l + cu.Length, 0); + } + /** + * 获得指定参数所在的点. + * 当曲线存在闭合标志时,参数必须在曲线内部. + * 当曲线不存在闭合标志时,参数允许延伸出曲线. + * + * @param {number} param 参数 + * @returns {Vector3} 三维点,可为空 + * @memberof Polyline + */ + GetPointAtParam(param) { + if (param === Math.floor(param) && this.ParamOnCurve(param)) + return AsVector3(this.GetPoint2dAt(FixIndex(param, this.NumberOfVertices))).applyMatrix4(this.OCS); + let cu = this.GetCurveAtParam(param); + if (cu) + return cu.GetPointAtParam(this.GetCurveParamAtParam(param)); + return undefined; + } + GetDistAtParam(param) { + if (this._ClosedMark && !this.ParamOnCurve(param)) + return NaN; + //参数 整数 + let paramFloor = Math.floor(param); + //需要计算的曲线个数 + let cuCout = paramFloor > this.EndParam ? this.EndParam : paramFloor; + let dist = 0; + //首先计算完整曲线的长度 + for (let i = 0; i < cuCout; i++) { + dist += this.GetCurveAtIndex(i).Length; + } + //参数已经大于索引,证明参数在线外. + if (paramFloor !== cuCout) { + dist += this.GetCurveAtParam(param).GetDistAtParam(param - cuCout); + } + else if (param > paramFloor) { + let lastParam = param - paramFloor; + dist += this.GetCurveAtParam(param).GetDistAtParam(lastParam); + } + return dist; + } + GetPointAtDistance(dist) { + let param = this.GetParamAtDist(dist); + return this.GetPointAtParam(param); + } + /** + * 返回参数所在的点. 如果曲线不闭合,会试图返回延伸点参数 + * + * @param {Vector3} pt + * @returns {number} + * @memberof Polyline + */ + GetParamAtPoint(pt) { + let cus = this.Explode(); + if (cus.length === 0) + return NaN; + for (let i = 0; i < cus.length; i++) { + let cu = cus[i]; + let param = cu.GetParamAtPoint(pt); + if (cu.ParamOnCurve(param)) + return i + param; //返回点在曲线内部的参数 + } + //当曲线闭合时,不需要延伸首尾去判断参数 + if (this._ClosedMark) + return NaN; + //起点终点参数集合 + let seParams = []; + //点在第一条曲线上的参数 + let startParam = cus[0].GetParamAtPoint(pt); + if (!isNaN(startParam) && startParam < 0) + seParams.push(startParam); + //点在最后一条线上的参数 + let endParam = cus[cus.length - 1].GetParamAtPoint(pt); + if (!isNaN(endParam) && endParam > 0) + seParams.push(endParam + this.EndParam - 1); + if (seParams.length == 1) { + return seParams[0]; + } + else if (seParams.length == 2) { + //返回较近的参数 + if (pt.distanceToSquared(this.StartPoint) + < pt.distanceToSquared(this.EndPoint)) + return seParams[0]; + else + return seParams[1]; + } + return NaN; + } + GetParamAtDist(dist) { + let cus = this.Explode(); + for (let i = 0; i < cus.length; i++) { + let cu = cus[i]; + let len = cu.Length; + if (dist <= len) + return i + cu.GetParamAtDist(dist); + else if (equaln(dist, len, 1e-8)) + return i + 1; + dist -= len; + } + if (!this._ClosedMark) + return cus.length + cus[cus.length - 1].GetParamAtDist(dist); + return NaN; + } + GetDistAtPoint(pt) { + let param = this.GetParamAtPoint(pt); + if (!this.ParamOnCurve(param)) + return NaN; + return this.GetDistAtParam(param); + } + /** + * 返回曲线的一阶导数. + * 当曲线闭合(标志)且点不在曲线上. + * 或者曲线不闭合(标志) 且点不在曲线上也不在延伸上 + * + * @param {(number | Vector3)} param + * @returns {Vector3} + * @memberof Polyline + */ + GetFistDeriv(param) { + if (param instanceof three.Vector3) + param = this.GetParamAtPoint(param); + if (isNaN(param)) + return undefined; + let cu = this.GetCurveAtParam(param); + if (!cu) + return undefined; + return cu.GetFistDeriv(this.GetCurveParamAtParam(param)); + } + GetSplitCurves(param) { + //参数需要转化为参数数组 + let params; + if (typeof param == "number") + params = [param]; + else + params = param; + //校验参数在曲线中,修正参数 + let endParam = this.EndParam; + params = params.filter(p => this.ParamOnCurve(p) && p > -1e-6) + .map(a => { + if (a < 0) + return 0; + if (a > endParam) + return endParam; + if (equaln(a, Math.floor(a + 0.5), 1e-8)) + return Math.floor(a + 0.5); + return a; + }); + //排序 + params.sort((a, b) => a - b); + let hasEndParam = arrayLast(params) === this.EndParam; + //必须加入最后一个参数,保证切割后的曲线完整 + if (!hasEndParam) + params.push(this.EndParam); + arrayRemoveDuplicateBySort(params, (e1, e2) => equaln(e1, e2, 1e-8)); + params = params.filter(p => this.ParamOnCurve(p)); + if (params.length === 0) + return []; + //判断是否存在0参数 + let hasZeroParam = params[0] === 0; + if (hasZeroParam) + params.shift(); + let { pts, buls } = this.PtsBuls; + //返回的多段线集合 + let pls = []; + let len = 0; //已经走过的参数长度(整数) + //上一个切割参数的位置 0-1 + let prePa = 0; + for (let pa of params) { + //参数所在点 + let pt = AsVector2(this.GetPointAtParam(pa).applyMatrix4(this.OCSInv)); + pa -= len; + let pafloor = Math.floor(pa); + len += pafloor; + let plData = []; + //添加点 + for (let i = 0; i < pafloor; i++) { + if (i === 0 && !equaln(buls[0], 0, 1e-8)) { + buls[0] = Math.tan((1 - prePa) * Math.atan(buls[0])); + } + plData.push({ pt: pts[0], bul: buls[0] }); + pts.shift(); + buls.shift(); + } + if (equaln(pa, pafloor, 1e-8)) //如果pa在点上 + { + plData.push({ pt: pts[0].clone(), bul: buls[0] }); + } + else //在曲线上 + { + let bul = buls[0]; + if (!equaln(bul, 0, 1e-6)) + bul = Math.tan((pa - pafloor - (0 === pafloor ? prePa : 0)) * Math.atan(buls[0])); //->凸度 + //加入顶点+凸度 + plData.push({ pt: pts[0].clone(), bul }); + //终点 + plData.push({ pt, bul: 0 }); + //修正剩余的点表和凸度表 + pts[0].copy(pt); + } + prePa = pa - pafloor; + if (plData.length > 1) + pls.push(new Polyline_1(plData).ApplyMatrix(this.OCS)); + } + //当曲线为闭合曲线,并且不存在0切割参数时,首尾连接曲线 + if (this._ClosedMark && !hasZeroParam && !hasEndParam) { + let lastPl = pls[pls.length - 1]; + if (equalv2(arrayLast(lastPl._LineData).pt, pls[0]._LineData[0].pt)) + lastPl._LineData.pop(); + lastPl._LineData.push(...pls[0]._LineData); + pls.shift(); + } + return pls; + } + //未完善 + GetCurveAtParamRange(startParam, endParam) { + let sfloor = Math.floor(startParam + 0.5); + if (equaln(sfloor, startParam, 1e-8)) + startParam = sfloor; + else + sfloor = Math.floor(startParam); + let efloor = Math.floor(endParam + 0.5); + if (equaln(efloor, endParam, 1e-8)) + endParam = efloor; + else + efloor = Math.floor(efloor); + const GetCurve = (index) => { + let d = this._LineData[index]; + let next = this._LineData[index + 1]; + if (!equaln(d.bul, 0, 1e-8)) + return new Arc().ParseFromBul(d.pt, next.pt, d.bul); + else + return new Line(AsVector3(d.pt), AsVector3(next.pt)); + }; + let lined = []; + if (startParam === sfloor) { + let d = this._LineData[sfloor]; + lined.push({ pt: d.pt.clone(), bul: d.bul }); + } + else { + let d = this._LineData[sfloor]; + let cu = GetCurve(sfloor); + let remParam = startParam - sfloor; + let p = cu.GetPointAtParam(remParam); + let bul = d.bul; + if (!equaln(bul, 0)) + bul = Math.tan(Math.atan(bul) * (1 - remParam)); + lined.push({ pt: AsVector2(p), bul: bul }); + } + for (let i = sfloor + 1; i < efloor; i++) { + let d = this._LineData[i]; + lined.push({ pt: d.pt.clone(), bul: d.bul }); + } + if (efloor !== endParam) { + let d = this.LineData[efloor]; + let remParam = endParam - efloor; + let cu = GetCurve(efloor); + let p = cu.GetPointAtParam(remParam); + let bul = d.bul; + if (!equaln(bul, 0)) { + arrayLast(lined).bul = Math.tan(Math.atan(bul) * remParam); + bul = Math.tan(Math.atan(bul) * (1 - remParam)); + } + lined.push({ pt: AsVector2(p), bul }); + } + let pl = new Polyline_1(lined); + pl.OCS = this.OCSNoClone; + return; + } + Extend(newParam) { + if (this.CloseMark || this.ParamOnCurve(newParam)) + return; + this.WriteAllObjectRecord(); + let ptIndex; + let bulIndex; + if (newParam < 0) { + ptIndex = 0; + bulIndex = 0; + } + else if (newParam > this.EndParam) { + ptIndex = this.EndParam; + bulIndex = ptIndex - 1; + } + //修改顶点 + this._LineData[ptIndex].pt = AsVector2(this.GetPointAtParam(newParam).applyMatrix4(this.OCSInv)); + //修改凸度 + let oldBul = this._LineData[bulIndex].bul; + if (oldBul != 0) + this._LineData[bulIndex].bul = Math.tan(Math.atan(oldBul) * (1 + newParam - ptIndex)); + this.Update(); + } + //const this + MatrixAlignTo2(toMatrix) { + if (!matrixIsCoplane(this._Matrix, toMatrix, 1e-4)) + return this.PtsBuls; + let m = matrixAlignCoordSys(this._Matrix, toMatrix); + let z1 = this.Normal; + let z2 = new three.Vector3().setFromMatrixColumn(toMatrix, 2); + let isMirror = equalv3(z1, z2.negate()); + let pts = []; + let buls = []; + for (let d of this._LineData) { + let p = AsVector2(AsVector3(d.pt).applyMatrix4(m)); + pts.push(p); + buls.push(isMirror ? -d.bul : d.bul); + } + return { pts, buls }; + } + Join(cu, allowGap = false, tolerance = 1e-4) { + this.WriteAllObjectRecord(); + if (this._ClosedMark) + return Status.False; + let [sp, ep, cuSp, cuEp] = [this.StartPoint, this.EndPoint, cu.StartPoint, cu.EndPoint]; + let ocsInv = this.OCSInv; + let [cuSp2, cuEp2] = [cuSp, cuEp].map(p => AsVector2(p.clone().applyMatrix4(ocsInv))); + if (this._LineData.length === 0) { + if (cu instanceof Line) { + this._LineData.push({ pt: cuSp2, bul: 0 }); + this._LineData.push({ pt: cuEp2, bul: 0 }); + } + else if (cu instanceof Arc) { + this._LineData.push({ pt: cuSp2, bul: cu.Bul }); + this._LineData.push({ pt: cuEp2, bul: 0 }); + } + else if (cu instanceof Polyline_1) { + let f = new CADFiler(); + cu.WriteFile(f); + this.ReadFile(f); + } + else + return Status.False; + } + else { + let LinkType; + (function (LinkType) { + LinkType[LinkType["None"] = 0] = "None"; + LinkType[LinkType["SpSp"] = 1] = "SpSp"; + LinkType[LinkType["SpEp"] = 2] = "SpEp"; + LinkType[LinkType["EpSp"] = 3] = "EpSp"; + LinkType[LinkType["EpEp"] = 4] = "EpEp"; + })(LinkType || (LinkType = {})); + let spspDisSq = cuSp.distanceToSquared(sp); + let spepDisSq = cuSp.distanceToSquared(ep); + let epspDisSq = cuEp.distanceToSquared(sp); + let epepDisSq = cuEp.distanceToSquared(ep); + let minDis = tolerance * tolerance; + let linkType = LinkType.None; + if (spspDisSq < minDis) { + linkType = LinkType.SpSp; + minDis = spspDisSq; + } + if (spepDisSq < minDis) { + linkType = LinkType.SpEp; + minDis = spepDisSq; + } + if (epspDisSq < minDis) { + linkType = LinkType.EpSp; + minDis = epspDisSq; + } + if (epepDisSq < minDis) + linkType = LinkType.EpEp; + if (linkType === LinkType.None) + return Status.False; + if (cu instanceof Line) { + if (linkType === LinkType.SpSp) { + this._LineData.unshift({ pt: cuEp2, bul: 0 }); + } + else if (linkType === LinkType.SpEp) { + this._LineData.push({ pt: cuEp2, bul: 0 }); + } + else if (linkType === LinkType.EpSp) { + this._LineData.unshift({ pt: cuSp2, bul: 0 }); + } + else if (linkType === LinkType.EpEp) { + this._LineData.push({ pt: cuSp2, bul: 0 }); + } + } + else if (cu instanceof Arc) { + let dir = equalv3(this.Normal, cu.Normal.negate()) ? -1 : 1; + let bul = cu.Bul * dir; + if (linkType === LinkType.SpSp) { + this._LineData.unshift({ pt: cuEp2, bul: -bul }); + } + else if (linkType === LinkType.SpEp) { + arrayLast(this._LineData).bul = bul; + this._LineData.push({ pt: cuEp2, bul: 0 }); + } + else if (linkType === LinkType.EpSp) { + this._LineData.unshift({ pt: cuSp2, bul: bul }); + } + else if (linkType === LinkType.EpEp) { + arrayLast(this._LineData).bul = -bul; + this._LineData.push({ pt: cuSp2, bul: 0 }); + } + } + else if (cu instanceof Polyline_1) { + if (cu.CloseMark) + return Status.False; + let { pts, buls } = this.PtsBuls; + if (linkType === LinkType.SpSp) { + cu.Reverse(); + let cuPtsBul = cu.MatrixAlignTo2(this.OCS); + cuPtsBul.pts.pop(); + cuPtsBul.buls.pop(); + pts = cuPtsBul.pts.concat(pts); + buls = cuPtsBul.buls.concat(buls); + } + else if (linkType === LinkType.SpEp) { + pts.pop(); + buls.pop(); + let cuPtsBul = cu.MatrixAlignTo2(this.OCS); + pts = pts.concat(cuPtsBul.pts); + buls = buls.concat(cuPtsBul.buls); + } + else if (linkType === LinkType.EpSp) { + let cuPtsBul = cu.MatrixAlignTo2(this.OCS); + cuPtsBul.pts.pop(); + cuPtsBul.buls.pop(); + pts = cuPtsBul.pts.concat(pts); + buls = cuPtsBul.buls.concat(buls); + } + else if (linkType === LinkType.EpEp) { + pts.pop(); + buls.pop(); + cu.Reverse(); + let cuPtsBul = cu.MatrixAlignTo2(this.OCS); + pts = pts.concat(cuPtsBul.pts); + buls = buls.concat(cuPtsBul.buls); + } + this._LineData.length = 0; + for (let i = 0; i < pts.length; i++) { + this._LineData.push({ pt: pts[i], bul: buls[i] }); + } + } + else + return Status.False; + } + //在上面的其他分支已经返回了假 所以这里直接返回真. + this.Update(); + return Status.True; + } + /** + * 将曲线数组组合成多段线 + * @param curves 已经使用CurveLinked的数组,总是首尾相连 + * @returns + */ + static Combine(curves, tolerance = 1e-5) { + if (!curves || curves.length === 0) + return; + let pl = new Polyline_1; + pl.OCS = ComputerCurvesNormalOCS(curves); + for (let cu of curves) + pl.Join(cu, false, tolerance); + let d = pl.LineData; + if (d.length > 1) { + let ld = arrayLast(d).pt; + if (equalv2(d[0].pt, ld, tolerance)) + ld.copy(d[0].pt); + } + return pl; + } + PtOnCurve(pt) { + for (let i = 0; i < this.EndParam; i++) { + let c = this.GetCurveAtIndex(i); + if (c.PtOnCurve(pt)) + return true; + } + return false; + } + //点在曲线上,已经确定点在曲线的延伸线上 + PtOnCurve3(p, fuzz = 1e-6) { + for (let i = 0; i < this.EndParam; i++) { + let c = this.GetCurveAtIndex(i); + if (c.PtOnCurve3(p, fuzz)) + return true; + } + return false; + } + PtInCurve(pt) { + return this.IsClose && IsPointInPolyLine(this, pt); + } + GetClosestPointTo(pt, extend) { + return this.GetClosestPointTo2(pt, extend ? ExtendType.Both : ExtendType.None); + } + GetClosestPointTo2(pt, extType) { + //当曲线空时,返回空 + if (this.EndParam < 1) + return undefined; + //当有闭合标志时,曲线在任何位置都不延伸 + if (this._ClosedMark) + extType = ExtendType.None; + //最近点 + let ptC = undefined; + //最近点的距离 + let ptCDist = Infinity; + for (let i = 0; i < this.EndParam; i++) { + let cu = this.GetCurveAtIndex(i); + //前延伸 + if (i === 0 && (extType & ExtendType.Front) > 0) { + let ptCFirst = cu.GetClosestPointTo(pt, true); + if (cu.GetParamAtPoint(ptCFirst) <= 1) { + ptC = ptCFirst; + ptCDist = ptC.distanceToSquared(pt); + } + if (extType === ExtendType.Front) + continue; + } + let ptCloseNew; //新的最近点 + //后延伸 (此处与前延伸分开if 如果线只有一段,那么前后延伸都能同时触发) + if (i === (this.EndParam - 1) && (extType & ExtendType.Back) > 0) { + let ptCLast = cu.GetClosestPointTo(pt, true); + if (cu.GetParamAtPoint(ptCLast) >= 0) + ptCloseNew = ptCLast; + else //如果延伸之后并不在曲线或者曲线的后延伸上 + ptCloseNew = cu.EndPoint; + } + else { + ptCloseNew = cu.GetClosestPointTo(pt, false); + } + let newDist = ptCloseNew.distanceToSquared(pt); + if (newDist < ptCDist) { + ptC = ptCloseNew; + ptCDist = newDist; + } + } + return ptC; + } + //偏移 + GetOffsetCurves(offsetDist) { + if (equaln(offsetDist, 0)) + return []; + let polyOffestUtil = new OffsetPolyline(this, offsetDist); + let curves = polyOffestUtil.Do(); + for (let cu of curves) + cu.ColorIndex = this.ColorIndex; + return curves; + } + GetFeedingToolPath(offsetDist) { + if (equaln(offsetDist, 0)) + return []; + let polyOffestUtil = new OffsetPolyline(this, offsetDist, true); + return polyOffestUtil.Do(); + } + /** + * 分解 + */ + Explode() { + let exportCus = []; + for (let i = 0; i < this.EndParam; i++) { + exportCus.push(this.GetCurveAtIndex(i)); + } + return exportCus; + } + /** + * 根据参数得到参数所在的子曲线. + * + * 当曲线存在闭合标志时,参数必须在曲线内部,否则返回空. + * + * @param {number} param 参数值 + * @returns {Curve} 曲线(直线或者圆弧) 或空 + * @memberof Polyline + */ + GetCurveAtParam(param) { + if (this._ClosedMark && !this.ParamOnCurve(param)) + return undefined; + if (param < 0) + return this.GetCurveAtIndex(0); + else if (param >= this.EndParam) + return this.GetCurveAtIndex(this.EndParam - 1); + else + return this.GetCurveAtIndex(Math.floor(param)); + } + /** + * 得到参数在子曲线中的表示 + * + * @param {number} param 参数在多段线中表示 + * @returns {number} 参数在子曲线中表示 + * @memberof Polyline + */ + GetCurveParamAtParam(param) { + if (param >= this.EndParam) + param -= this.EndParam - 1; + else if (param > 0) + param -= Math.floor(param); + return param; + } + /** + * 获得曲线,来自索引位置. + * @param {number} i 索引位置 整数 + */ + GetCurveAtIndex(i) { + if (i >= this._LineData.length) + return undefined; + if (!this.ParamOnCurve(i)) + return undefined; + if (!this._ClosedMark && i === this._LineData.length - 1) + return undefined; + let d1 = this._LineData[i]; + let d2 = this._LineData[FixIndex(i + 1, this._LineData)]; + let curve; + if (equaln(d1.bul, 0, 1e-8)) + curve = new Line(AsVector3(d1.pt), AsVector3(d2.pt)).ApplyMatrix(this.OCS); + else + curve = new Arc().ParseFromBul(d1.pt, d2.pt, d1.bul).ApplyMatrix(this.OCS); + curve.ColorIndex = this._Color; + return curve; + } + IntersectWith2(curve, intType, tolerance = 1e-5) { + return IntersectPolylineAndCurve(this, curve, intType, tolerance); + } + //计算自交点. + IntersectSelf() { + let cus = this.Explode(); + if (cus.length === 0) + return []; + let intParams = []; + for (let i = 0; i < cus.length; i++) { + let c = cus[i]; + for (let j = i + 2; j < cus.length; j++) { + let c2 = cus[j]; + let pts = c.IntersectWith(c2, IntersectOption.OnBothOperands); + for (let p of pts) { + intParams.push(i + c.GetParamAtPoint(p)); + intParams.push(j + c2.GetParamAtPoint(p)); + } + } + } + return intParams; + } + get BoundingBox() { + let box = new three.Box3(); + for (let i = 0; i < this.EndParam; i++) { + let cu = this.GetCurveAtIndex(i); + box.union(cu.BoundingBox); + } + return box; + } + /** + * 得到曲线有用的点表和凸度(闭合曲线首尾重复) + */ + get PtsBuls() { + let pts = []; + let buls = []; + if (this._LineData.length === 0) + return { pts, buls }; + for (let data of this._LineData) { + pts.push(data.pt.clone()); + buls.push(data.bul); + } + //闭合且起点不等于终点 + if (this._ClosedMark && + !this._LineData[0].pt.equals(arrayLast(this._LineData).pt)) { + pts.push(pts[0].clone()); + buls.push(buls[0]); + } + return { pts, buls }; + } + get IsBulge() { + if (!this.IsClose) + return false; + let refDir = Math.sign(this.Area2); + let c1; + let c2; + for (let i = 0; i < this.EndParam; i++) { + c1 = this.GetCurveAtIndex(i); + c2 = this.GetCurveAtIndex(FixIndex(i + 1, this.EndParam)); + let len1 = c1.Length; + let len2 = c2.Length; + let minLen = Math.min(len1, len2) * 0.2; + let p = c1.EndPoint; + let p1; + let p2; + if (c1 instanceof Arc) { + let dir = c1.IsClockWise ? -1 : 1; + if (dir !== refDir) + return false; + p1 = c1.GetPointAtDistance(len1 - minLen); + } + else + p1 = c1.StartPoint; + if (c2 instanceof Arc) { + let dir = c2.IsClockWise ? -1 : 1; + if (dir !== refDir) + return false; + p2 = c2.GetPointAtDistance(minLen); + } + else + p2 = c2.EndPoint; + let vec1 = p.clone().sub(p1); + let vec2 = p2.sub(p); + let dir = Math.sign(vec1.cross(vec2).z); + if (dir !== 0 && dir !== refDir) + return false; + } + return true; + } + get Shape() { + let { pts, buls } = this.PtsBuls; + let curve = CreateBoardUtil.CreatePath(pts, buls); + return curve; + } + get SVG() { + let sp = this.StartPoint; + let str = `M${sp.x} ${sp.y} `; + for (let i = 1; i <= this.EndParam; i++) { + let bul = this.GetBuilgeAt(i - 1); + let p = this.GetPointAtParam(i); + if (bul === 0) + str += `L${p.x} ${p.y} `; + else { + let arc = this.GetCurveAtIndex(i - 1); + str += `A ${arc.Radius} ${arc.Radius} 0 ${Math.abs(bul) >= 1 ? 1 : 0} ${arc.IsClockWise ? 0 : 1} ${p.x} ${p.y}`; + } + } + return str; + } + InitDrawObject(renderType = RenderType.Wireframe) { + let shape = this.Shape; + let geo = BufferGeometryUtils.CreateFromPts(shape.getPoints(50).map(AsVector3)); + if (renderType === RenderType.Print) { + var geometry = new LineGeometry.LineGeometry().setPositions(geo.attributes.position.array); + return new Line2.Line2(geometry, ColorMaterial.PrintLineMatrial); + } + let obj = new three.Line(geo, ColorMaterial.GetLineMaterial(this._Color)); + return obj; + } + UpdateDrawObject(type, en) { + let shape = this.Shape; + let pts = shape.getPoints(50).map(AsVector3); + let plObj = en; + let geo = plObj.geometry; + if (!BufferGeometryUtils.UpdatePts(geo, pts)) { + updateGeometry(plObj, BufferGeometryUtils.CreateFromPts(pts)); + } + } + GetDragPointCount(drag) { + if (drag === DragPointType.Grip) { + let count = this.EndParam * 2 + 1; + if (this.CloseMark) + count--; + return count; + } + else { + return this._LineData.length; + } + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { + switch (snapMode) { + case ObjectSnapMode.End: + return this.GetStretchPoints(); + case ObjectSnapMode.Mid: + let midPts = []; + let enParam = this.EndParam; + for (let i = 0.5; i < enParam; i++) { + let p = this.GetPointAtParam(i); + p && midPts.push(p); + } + return midPts; + case ObjectSnapMode.Nea: + { + let nea = []; + for (let cu of this.Explode()) { + let neaa = cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform); + if (neaa) + nea.push(...neaa); + } + return nea; + } + case ObjectSnapMode.Ext: + { + let cp = this.GetClosestPointTo(pickPoint, true); + if (cp) + return [cp]; + break; + } + case ObjectSnapMode.Cen: + let cenPts = []; + for (let i = 0; i < this._LineData.length; i++) { + let data = this._LineData[i]; + if (!equaln(data.bul, 0)) { + let cu = this.GetCurveAtIndex(i); + if (cu) //end bul !== 0 但是并没有圆弧 + cenPts.push(cu.Center); + } + } + return cenPts; + case ObjectSnapMode.Per: + if (lastPoint) { + let cp = this.GetClosestPointTo(pickPoint, false); + if (!cp) + return []; + let cparam = this.GetParamAtPoint(cp); + let cu = this.GetCurveAtParam(cparam); + if (cu) { + let closestPt = cu.GetClosestPointTo(lastPoint, true); + if (closestPt && this.PtOnCurve(closestPt)) + return [closestPt]; + } + } + case ObjectSnapMode.Tan: + if (lastPoint) { + let clostPt = this.GetClosestPointTo(pickPoint, false); + if (!clostPt) + return []; + let par = this.GetParamAtPoint(clostPt); + let cu = this.GetCurveAtParam(par); + if (cu instanceof Arc) + return cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint); + return []; + } + } + return []; + } + GetGripPoints() { + let ptList = []; + if (this._LineData.length < 2) + return ptList; + let enParam = this.EndParam; + if (this.CloseMark) + enParam -= 0.5; + for (let i = 0; i < enParam + 0.5; i += 0.5) { + let p = this.GetPointAtParam(i); + ptList.push(p); + } + return ptList; + } + MoveGripPoints(indexList, moveVec) { + this.WriteAllObjectRecord(); + let moveVLoc = AsVector2(moveVec.clone().applyMatrix4(new three.Matrix4().extractRotation(this.OCSInv))); + let calcIndexList = indexList; + if (indexList.length > 1) { + let centerIndexes = indexList.filter(i => i % 2 === 0); + if (centerIndexes.length > 0) + calcIndexList = centerIndexes; + } + for (let index of calcIndexList) { + if (index % 2 === 0) { + let cuIndex = index / 2; + let ptCout = this._LineData.length; + let frontIndex = cuIndex - 1; + if (this._ClosedMark) + frontIndex = FixIndex(frontIndex, ptCout); + if (frontIndex >= 0 && this.GetBuilgeAt(frontIndex)) { + let arc = this.GetCurveAtIndex(frontIndex); + arc.MoveGripPoints([2], moveVec); + this._LineData[frontIndex].bul = arc.Bul; + } + if ((cuIndex !== ptCout - 1) && this.GetBuilgeAt(cuIndex)) { + let arc = this.GetCurveAtIndex(cuIndex); + arc.MoveGripPoints([0], moveVec); + this._LineData[cuIndex].bul = arc.Bul; + } + this._LineData[cuIndex].pt.add(moveVLoc); + } + else { + let ptIndex = (index - 1) / 2; + let nextIndex = (FixIndex(ptIndex + 1, this._LineData)); + let d = this._LineData[ptIndex]; + if (d.bul == 0) { + this._LineData[ptIndex].pt.add(moveVLoc); + this._LineData[nextIndex].pt.add(moveVLoc); + } + else { + let arc = this.GetCurveAtIndex(ptIndex); + arc.MoveGripPoints([1], moveVec); + this._LineData[ptIndex].bul = arc.Bul; + } + } + } + this.Update(); + } + GetStretchPoints() { + let ocs = this.OCS; + let ptList = []; + for (let data of this._LineData) { + ptList.push(AsVector3(data.pt).applyMatrix4(ocs)); + } + return ptList; + } + /** + * 范围拉伸(stretch),对夹点进行拉伸. + * 如果对圆弧的一侧进行拉伸,那么修改bul + * + * @param {Array} indexList + * @param {Vector3} vec + * @memberof Polyline + */ + MoveStretchPoints(indexList, vec) { + this.WriteAllObjectRecord(); + //本地坐标系移动向量 + let moveVLoc = vec.clone().applyMatrix4(new three.Matrix4().extractRotation(this.OCSInv)); + let ptCout = this._LineData.length; + for (let index of indexList) { + let frontIndex = index - 1; + let nextIndex = index + 1; + if (this._ClosedMark) { + frontIndex = FixIndex(frontIndex, ptCout); + nextIndex = FixIndex(nextIndex, ptCout); + } + /** + * 根据新的拉伸点修改凸度. + * + * @param {number} nextIndex 隔壁点索引 + * @param {number} bulIndex 需要修改凸度位置的索引 + * @returns + */ + const ChangeBul = (nextIndex, bulIndex) => { + //需要修改的点的数据 + let d = this._LineData[bulIndex]; + if (d === undefined || d.bul == 0) + return; + //如果隔壁点不在拉伸列表中 + if (indexList.indexOf(nextIndex) === -1) { + let needChangeP = this.GetPointAtParam(index); + let notChangeP = this.GetPointAtParam(nextIndex); + //原先的弦长的一半 + let oldChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5; + //弓高 + let arcHeight = oldChordLengthHalf * d.bul; + needChangeP.add(vec); + let newChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5; + d.bul = arcHeight / newChordLengthHalf; + } + }; + ChangeBul(frontIndex, frontIndex); + ChangeBul(nextIndex, index); + //修改顶点 + this._LineData[index].pt.add(AsVector2(moveVLoc)); + } + this.Update(); + } + _ReadFile(file) { + super._ReadFile(file); + let ver = file.Read(); + this._LineData.length = 0; + let cout = file.Read(); + for (let i = 0; i < cout; i++) { + let v = new three.Vector2().fromArray(file.Read()); + let bul = file.Read(); + this._LineData.push({ pt: v, bul: bul }); + } + if (ver > 1) + this._ClosedMark = file.Read(); + } + //对象将自身数据写入到文件. + WriteFile(file) { + super.WriteFile(file); + file.Write(2); + file.Write(this._LineData.length); + for (let l of this._LineData) { + file.Write(l.pt.toArray()); + file.Write(l.bul); + } + file.Write(this._ClosedMark); + } +}; +exports.Polyline = Polyline_1 = __decorate([ + Factory +], exports.Polyline); +const TempPolyline = new exports.Polyline(); + +exports.TempPolyline = TempPolyline; +//# sourceMappingURL=api.cjs.js.map diff --git a/api.cjs.js.map b/api.cjs.js.map new file mode 100644 index 0000000..df6f5a7 --- /dev/null +++ b/api.cjs.js.map @@ -0,0 +1 @@ +{"version":3,"file":"api.cjs.js","sources":["../src/ApplicationServices/HostApplicationServices.ts","../src/Common/Dispose.ts","../src/Geometry/CoordinateSystem.ts","../src/Geometry/GeUtils.ts","../src/Common/Matrix4Utils.ts","../src/Common/Status.ts","../src/GraphicsSystem/RenderType.ts","../src/Common/StoreageKeys.ts","../src/Common/SystemEnum.ts","../src/Editor/UserConfig.ts","../src/Geometry/Box.ts","../src/DatabaseServices/AutoRecord.ts","../src/DatabaseServices/CADFactory.ts","../src/DatabaseServices/ObjectId.ts","../src/DatabaseServices/CADFiler.ts","../src/DatabaseServices/AllObjectData.ts","../src/DatabaseServices/EraseEntityData.ts","../src/DatabaseServices/CADObject.ts","../src/DatabaseServices/Entity/Entity.ts","../src/Common/Utils.ts","../src/DatabaseServices/Shape2.ts","../src/Geometry/Matrix2.ts","../src/Geometry/RotateUV.ts","../src/ApplicationServices/mesh/createBoard.ts","../src/Common/ArrayExt.ts","../src/GLSL/GoochShader.ts","../src/Common/ColorPalette.ts","../src/Editor/ObjectSnapMode.ts","../src/Geometry/BufferGeometryUtils.ts","../src/GraphicsSystem/IntersectWith.ts","../src/DatabaseServices/Entity/Curve.ts","../src/DatabaseServices/Entity/DragPointType.ts","../src/Geometry/Plane.ts","../src/DatabaseServices/Entity/Line.ts","../src/DatabaseServices/Entity/Ellipse.ts","../src/DatabaseServices/Entity/Circle.ts","../src/DatabaseServices/Entity/Arc.ts","../src/DatabaseServices/PointInPolyline.ts","../src/Geometry/Count.ts","../src/Geometry/CurveMap.ts","../src/Geometry/Orbit.ts","../src/Geometry/RegionParse.ts","../src/GraphicsSystem/BoolOperateUtils.ts","../src/DatabaseServices/Contour.ts","../src/Geometry/SortEntityByBox.ts","../src/GraphicsSystem/OffsetPolyline.ts","../src/Common/CurveUtils.ts","../src/DatabaseServices/Entity/Polyline.ts"],"sourcesContent":["import { ApplicationService } from './Application';\r\nimport { MeshBasicMaterial, MeshStandardMaterial } from 'three';\r\n\r\ninterface IHostApplicationServices\r\n{\r\n Application?: ApplicationService;\r\n DefaultMeshMaterial?: MeshBasicMaterial | MeshStandardMaterial;\r\n UseShadow?: boolean;\r\n ShowHistoryLog?: boolean;\r\n}\r\n\r\nexport let HostApplicationServices: IHostApplicationServices = { ShowHistoryLog: true };\r\n","import { Object3D } from \"three\";\r\n\r\n/**\r\n * 销毁Object对象的Geometry,并不会销毁材质.\r\n */\r\nexport function DisposeThreeObj(obj: Object3D)\r\n{\r\n for (let o of obj.children)\r\n {\r\n let oany = o as any;\r\n //文字的geometry缓存保留下来\r\n if (oany.geometry && oany.geometry.name !== \"Text\")\r\n oany.geometry.dispose();\r\n DisposeThreeObj(o);\r\n o.parent = null;\r\n o.dispatchEvent({ type: \"removed\" });\r\n }\r\n obj.children.length = 0;\r\n return obj;\r\n}\r\n\r\nexport function Object3DRemoveAll(obj: Object3D)\r\n{\r\n for (let o of obj.children)\r\n {\r\n o.parent = null;\r\n o.dispatchEvent({ type: \"removed\" });\r\n }\r\n obj.children.length = 0;\r\n return obj;\r\n}\r\n","import { Matrix4, Vector3 } from 'three';\r\n\r\n/**\r\n * 坐标系运算.\r\n */\r\nexport class CoordinateSystem\r\n{\r\n Postion: Vector3;\r\n XAxis: Vector3;\r\n YAxis: Vector3;\r\n ZAxis: Vector3;\r\n\r\n constructor(postion?: Vector3, xAxis?: Vector3, yAxis?: Vector3, zAxis?: Vector3)\r\n {\r\n this.Postion = postion || new Vector3(0, 0, 0);\r\n this.XAxis = xAxis || new Vector3(1, 0, 0);\r\n this.YAxis = yAxis || new Vector3(0, 1, 0);\r\n this.ZAxis = zAxis || new Vector3(0, 0, 1);\r\n }\r\n\r\n applyMatrix4(mat4: Matrix4)\r\n {\r\n this.Postion.applyMatrix4(mat4);\r\n let roMat = mat4.clone().setPosition(new Vector3());\r\n this.XAxis.applyMatrix4(roMat);\r\n this.YAxis.applyMatrix4(roMat);\r\n this.ZAxis.applyMatrix4(roMat);\r\n return this;\r\n }\r\n\r\n getMatrix4(): Matrix4\r\n {\r\n let m = new Matrix4();\r\n m.makeBasis(this.XAxis, this.YAxis, this.ZAxis);\r\n m.setPosition(this.Postion);\r\n return m;\r\n }\r\n CopyForm(mat4: Matrix4)\r\n {\r\n this.Postion.setFromMatrixPosition(mat4);\r\n mat4.extractBasis(this.XAxis, this.YAxis, this.ZAxis);\r\n return this;\r\n }\r\n\r\n extractBasis(xAxisA: Vector3, yAxisA: Vector3, zAxisA: Vector3)\r\n {\r\n xAxisA.copy(this.XAxis);\r\n yAxisA.copy(this.YAxis);\r\n zAxisA.copy(this.ZAxis);\r\n }\r\n copy(cs: CoordinateSystem): CoordinateSystem\r\n {\r\n this.Postion.copy(cs.Postion);\r\n this.XAxis.copy(cs.XAxis);\r\n this.YAxis.copy(cs.YAxis);\r\n this.ZAxis.copy(cs.ZAxis);\r\n return this;\r\n }\r\n clone()\r\n {\r\n let r = new CoordinateSystem();\r\n r.Postion = this.Postion.clone();\r\n r.XAxis = this.XAxis.clone();\r\n r.YAxis = this.YAxis.clone();\r\n r.ZAxis = this.ZAxis.clone();\r\n return r;\r\n }\r\n}\r\n","import { Box3, BufferGeometry, Geometry, Line, Matrix4, Mesh, Object3D, Vector, Vector2, Vector3 } from 'three';\r\nimport { ToFixed } from '../Common/Utils';\r\n\r\nexport const IdentityMtx4 = new Matrix4();\r\nexport const ZeroVec = new Vector3();\r\nexport const XAxis = new Vector3(1, 0, 0);\r\nexport const XAxisN = new Vector3(-1, 0, 0);\r\nexport const YAxis = new Vector3(0, 1, 0);\r\nexport const YAxisN = new Vector3(0, -1, 0);\r\nexport const ZAxis = new Vector3(0, 0, 1);\r\n\r\nexport function AsVector2(p: { x: number, y: number; })\r\n{\r\n return new Vector2(p.x, p.y);\r\n}\r\nexport function AsVector3(p: { x: number, y: number, z?: number; })\r\n{\r\n return new Vector3(p.x, p.y, p.z);\r\n}\r\n\r\n/**\r\n * 判断一维线段a和b是否存在交集\r\n */\r\nexport function isIntersect(amin: number, amax: number, bmin: number, bmax: number, eps = 0)\r\n{\r\n return Math.max(amin, bmin) < Math.min(amax, bmax) + eps;\r\n}\r\n\r\nexport function isIntersect2(a1: number, a2: number, b1: number, b2: number, eps = 0)\r\n{\r\n if (a1 > a2) [a1, a2] = [a2, a1];\r\n if (b1 > b2) [b1, b2] = [b2, b1];\r\n return Math.max(a1, b1) < Math.min(a2, b2) + eps;\r\n}\r\n\r\n/**\r\n * 旋转一个点,旋转中心在原点\r\n * @param {Vector3} p 点\r\n * @param {number} a 角度.\r\n * @returns {Vector3} 返回pt不拷贝.\r\n */\r\nexport function rotatePoint(p: Vector3, a: number): Vector3\r\n{\r\n let s = Math.sin(a);\r\n let c = Math.cos(a);\r\n\r\n let x = p.x * c - p.y * s;\r\n let y = p.x * s + p.y * c;\r\n\r\n p.x = x;\r\n p.y = y;\r\n return p;\r\n}\r\n\r\nexport function equaln(v1: number, v2: number, fuzz = 1e-5)\r\n{\r\n return Math.abs(v1 - v2) <= fuzz;\r\n}\r\n\r\nexport function equalnn(dis = 5)\r\n{\r\n let fuzz = 0.1 ** dis;\r\n return function (v1: number, v2: number)\r\n {\r\n return Math.abs(v1 - v2) <= fuzz;\r\n };\r\n}\r\n\r\ninterface P2\r\n{\r\n x: number; y: number;\r\n}\r\n\r\nexport function equalv3(v1: Vector3, v2: Vector3, fuzz = 1e-8)\r\n{\r\n return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz) && equaln(v1.z, v2.z, fuzz);\r\n}\r\nexport function equalv2(v1: P2, v2: P2, fuzz = 1e-8)\r\n{\r\n return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz);\r\n}\r\n\r\n/**\r\n * 按照极坐标的方式移动一个点\r\n *\r\n * @export\r\n * @template\r\n * @param {T} v 向量(2d,3d)\r\n * @param {number} an 角度\r\n * @param {number} dis 距离\r\n * @returns {T}\r\n */\r\nexport function polar(v: T, an: number, dis: number): T\r\n{\r\n v.x += Math.cos(an) * dis;\r\n v.y += Math.sin(an) * dis;\r\n return v;\r\n}\r\n\r\nexport function angle(v: Vector3 | Vector2)\r\n{\r\n let angle = Math.atan2(v.y, v.x);\r\n if (equaln(angle, 0, 1e-8)) return 0;\r\n if (angle < 0) angle += Math.PI * 2;\r\n return angle;\r\n}\r\n\r\n/**\r\n * 求两个向量的夹角,顺时针为负,逆时针为正\r\n *\r\n * @param {Vector3} v1\r\n * @param {Vector3} v2\r\n * @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1\r\n * @returns\r\n */\r\nexport function angleTo(v1: Vector3, v2: Vector3, ref: Vector3 = new Vector3(0, 0, 1))\r\n{\r\n if (!ref.equals(new Vector3(0, 0, 1)))\r\n {\r\n ref = ref.clone();\r\n v1 = v1.clone();\r\n v2 = v2.clone();\r\n //任意轴坐标系. 使用相机的构造矩阵.\r\n ref.multiplyScalar(-1);\r\n let up = getLoocAtUpVec(ref);\r\n let refOcs = new Matrix4();\r\n refOcs.lookAt(ZeroVec, ref, up);\r\n let refOcsInv = new Matrix4().getInverse(refOcs);\r\n v1.applyMatrix4(refOcsInv);\r\n v2.applyMatrix4(refOcsInv);\r\n v1.z = 0;\r\n v2.z = 0;\r\n }\r\n if (v1.equals(ZeroVec) || v2.equals(ZeroVec))\r\n return 0;\r\n let cv = new Vector3().crossVectors(v1, v2).normalize();\r\n return cv.z === 0 ? v1.angleTo(v2) : v1.angleTo(v2) * cv.z;\r\n}\r\n\r\nexport function getLoocAtUpVec(dir: Vector3): Vector3\r\n{\r\n if (dir.equals(ZeroVec))\r\n {\r\n throw (\"zero vector\");\r\n }\r\n let norm = dir.clone().normalize();\r\n if (norm.equals(ZAxis))\r\n {\r\n return new Vector3(0, 1, 0);\r\n }\r\n else if (norm.equals(ZAxis.clone().negate()))\r\n {\r\n return new Vector3(0, -1, 0);\r\n }\r\n else\r\n {\r\n let xv: Vector3 = new Vector3();\r\n xv.crossVectors(ZAxis, norm);\r\n\r\n let up = new Vector3();\r\n up.crossVectors(norm, xv);\r\n return up;\r\n }\r\n}\r\n\r\nexport function createLookAtMat4(dir: Vector3): Matrix4\r\n{\r\n let up = getLoocAtUpVec(dir);\r\n let mat = new Matrix4();\r\n mat.lookAt(ZeroVec, dir, up);\r\n return mat;\r\n}\r\n\r\n/**\r\n * 判断2个向量是不是平行,尽量传入单位向量,才能保证计算精度\r\n */\r\nexport function isParallelTo(v1: Vector3, v2: Vector3, fuzz = 1e-8): boolean\r\n{\r\n return v1.clone().cross(v2).lengthSq() < fuzz;\r\n}\r\n\r\n/**\r\n * 垂直向量\r\n */\r\nexport function isPerpendicularityTo(v1: Vector3, v2: Vector3, fuzz = 1e-8)\r\n{\r\n return equaln(v1.dot(v2), 0, fuzz);\r\n}\r\n\r\nexport function ptToString(v: Vector3, fractionDigits: number = 3): string\r\n{\r\n return v.toArray().map(o => ToFixed(o, fractionDigits)).join(\",\");\r\n}\r\n\r\nexport function midPoint(v1: Vector3, v2: Vector3): Vector3\r\n{\r\n return v1.clone().add(v2).multiplyScalar(0.5);\r\n}\r\nexport function midPoint2(v1: Vector2, v2: Vector2): Vector2\r\n{\r\n return v1.clone().add(v2).multiplyScalar(0.5);\r\n}\r\n\r\n/**\r\n * 获得Three对象的包围盒.\r\n * @param obj\r\n * @param [updateMatrix] 是否应该更新对象矩阵\r\n * @returns box\r\n */\r\nexport function GetBox(obj: Object3D, updateMatrix?: boolean): Box3\r\n{\r\n let box = new Box3();\r\n if (updateMatrix) obj.updateMatrixWorld(false);\r\n if (!obj.visible) return box;\r\n\r\n obj.traverseVisible(o =>\r\n {\r\n if (!o.visible) return;\r\n //@ts-ignore\r\n let geo = o.geometry as BufferGeometry;\r\n if (geo)\r\n {\r\n if (!geo.boundingBox)\r\n geo.computeBoundingBox();\r\n let geoBox = geo.boundingBox.clone().applyMatrix4(o.matrixWorld);\r\n if (geoBox.max.z > 1e5)\r\n console.log();\r\n box.union(geoBox);\r\n }\r\n });\r\n return box;\r\n}\r\n\r\nexport function GetBoxArr(arr: Array): Box3\r\n{\r\n let box = new Box3();\r\n for (let o of arr)\r\n {\r\n let b = GetBox(o);\r\n if (!b.isEmpty())\r\n box.union(b);\r\n }\r\n return box;\r\n}\r\n\r\nexport function MoveMatrix(v: Vector3): Matrix4\r\n{\r\n return new Matrix4().setPosition(v);\r\n}\r\n\r\n//获得输入点在2线组成的4个区间的位置\r\nexport function getPtPostion(sp: Vector3, ep: Vector3, c: Vector3, inPt: Vector3)\r\n{\r\n let l1 = sp.clone().sub(c);\r\n let l2 = ep.clone().sub(c);\r\n let l3 = l1.clone().negate();\r\n let l4 = l2.clone().negate();\r\n let inputLine = inPt.clone().sub(c);\r\n let ang1 = angleTo(l1, l2);\r\n let ang2 = Math.PI;\r\n let ang3 = ang2 + Math.abs(ang1);\r\n let inputAng = angleTo(l1, inputLine);\r\n if (ang1 * inputAng < 0)\r\n inputAng = (Math.PI * 2 - Math.abs(inputAng));\r\n ang1 = Math.abs(ang1);\r\n inputAng = Math.abs(inputAng);\r\n if (inputAng <= ang1)\r\n return { sp, ep };\r\n else if (inputAng > ang1 && inputAng <= ang2)\r\n return { sp: c.clone().add(l3), ep };\r\n else if (inputAng > ang2 && inputAng <= ang3)\r\n return { sp: c.clone().add(l3), ep: c.clone().add(l4) };\r\n else\r\n return { sp, ep: c.clone().add(l4) };\r\n}\r\nexport function angleAndX(v: Vector3 | Vector2)\r\n{\r\n return v.x ? Math.atan(v.y / v.x) : Math.PI / 2;\r\n}\r\n\r\n/**\r\n * 将角度调整为0-2pi之间\r\n */\r\nexport function clampRad(an: number)\r\n{\r\n an = an % (Math.PI * 2);\r\n if (an < 0) an += Math.PI * 2;\r\n return an;\r\n}\r\n\r\nexport function updateGeometry(l: Line | Mesh, geometry: Geometry | BufferGeometry)\r\n{\r\n let geo = l.geometry as Geometry;\r\n geo.dispose();\r\n l.geometry = geometry;\r\n geometry.computeBoundingSphere();\r\n}\r\n\r\nexport function UpdateBoundingSphere(obj: Object3D)\r\n{\r\n //@ts-ignore\r\n let geo = obj.geometry as Geometry;\r\n if (geo)\r\n geo.computeBoundingSphere();\r\n}\r\n\r\n\r\nexport type compareVectorFn = (v1: Vector, v2: Vector3) => number;\r\n\r\nconst comparePointCache: Map = new Map();\r\n\r\n/**\r\n * 构建返回一个用来排序的函数.根据key创建排序规则.\r\n *\r\n * 当key = \"xyz\" 时,点集按 x从小到大,y从小到大 z从小到大\r\n * key = \"X\" 时,点集按 x从大到小\r\n * 以此类推.\r\n *\r\n * 例子:\r\n * let pts:Vector3[] =...;\r\n * pts.sort(comparePoint(\"x\")); //x从小到大排序\r\n * pts.sort(comparePoint(\"zX\")); //z从小到大 x从大到小\r\n *\r\n * @export\r\n * @param {string} sortKey\r\n * @returns {compareVectorFn}\r\n */\r\nexport function comparePoint(sortKey: string): compareVectorFn\r\n{\r\n if (comparePointCache.has(sortKey))\r\n return comparePointCache.get(sortKey);\r\n\r\n let sortIndex = [];\r\n\r\n const keys = ['x', 'X', 'y', 'Y', 'z', 'Z'];\r\n for (let char of sortKey)\r\n {\r\n let index = keys.indexOf(char);\r\n\r\n let i2 = index / 2;\r\n let ci = Math.floor(i2);\r\n sortIndex.push([ci, i2 > ci ? 1 : -1]);\r\n }\r\n\r\n let compareFunction = (v1: Vector, v2: Vector3): number =>\r\n {\r\n if (!v1) return -1;\r\n if (!v2) return 1;\r\n for (let s of sortIndex)\r\n {\r\n let vv1 = v1.getComponent(s[0]);\r\n let vv2 = v2.getComponent(s[0]);\r\n if (equaln(vv1, vv2)) continue;\r\n if (vv2 > vv1) return s[1];\r\n else return -s[1];\r\n }\r\n return 0;\r\n };\r\n\r\n comparePointCache.set(sortKey, compareFunction);\r\n return compareFunction;\r\n}\r\n\r\n/**\r\n *计算各轴旋转角度\r\n */\r\nexport function GetEulerAngle(x: Vector3, y: Vector3, z: Vector3)\r\n{\r\n let roY = Math.atan2(x.z, Math.sqrt(x.x ** 2 + x.y ** 2)) * -180 / Math.PI;\r\n let roZ = Math.atan2(x.y, x.x);\r\n let vec = YAxis.clone();\r\n let roMat = new Matrix4().makeRotationZ(roZ);\r\n roZ *= 180 / Math.PI;\r\n vec.applyMatrix4(roMat);\r\n let roX = Math.atan2(z.dot(vec), y.dot(vec)) * -180 / Math.PI;\r\n return { roX, roY, roZ };\r\n}\r\n\r\n/**\r\n * 方形框捕捉\r\n * @param sqCenter 正方形点\r\n * @param snapPt 被捕捉的点\r\n * @param size 捕捉框大小\r\n */\r\nexport function SnapPoint(sqCenter: Vector3, snapPt: Vector3, size: number): boolean\r\n{\r\n return Math.abs(sqCenter.x - snapPt.x) < size\r\n && Math.abs(sqCenter.y - snapPt.y) < size;\r\n}\r\n\r\nexport function SelectNearP(pts: Vector3[], refPt: Vector3): Vector3\r\n{\r\n if (pts.length > 1)\r\n {\r\n let dist1 = refPt.distanceToSquared(pts[0]);\r\n let dist2 = refPt.distanceToSquared(pts[1]);\r\n return dist1 <= dist2 ? pts[0] : pts[1];\r\n }\r\n return pts[0];\r\n}\r\n\r\nexport function IsBetweenA2B(n: number, A: number, B: number)\r\n{\r\n return n >= A && n <= B;\r\n}\r\n","import { Matrix4, Vector2, Vector3 } from 'three';\r\nimport { CoordinateSystem } from '../Geometry/CoordinateSystem';\r\nimport { equaln, isParallelTo } from '../Geometry/GeUtils';\r\n\r\n/**\r\n * 设置矩阵的某列的向量\r\n * @param {Matrix4} mat 矩阵\r\n * @param {number} col 列索引,0x 1y 2z 3org\r\n * @param {Vector3} v 向量或点\r\n */\r\nexport function matrixSetVector(mat: Matrix4, col: number, v: Vector3)\r\n{\r\n let index = col * 4;\r\n mat.elements[index] = v.x;\r\n mat.elements[index + 1] = v.y;\r\n mat.elements[index + 2] = v.z;\r\n}\r\n\r\n/**\r\n * 返回矩阵,该坐标系将坐标系与原点的坐标系映射为坐标系,\r\n * 并将坐标系与X轴坐标系,\r\n * Y轴坐标轴以及Z轴坐标系统之间的坐标系统坐标系统的原点坐标系和原点坐标系统坐标轴的坐标系分别设置为XAxis,YAxis和ZAxis\r\n * @returns {Matrix4} 返回新的矩阵\r\n */\r\nexport function matrixAlignCoordSys(matrixFrom: Matrix4, matrixTo: Matrix4): Matrix4\r\n{\r\n return new Matrix4().getInverse(matrixTo).multiply(matrixFrom);\r\n}\r\n\r\n/**\r\n * 判断2个矩形共面\r\n * @param {Matrix4} matrixFrom\r\n * @param {Matrix4} matrixTo\r\n * @returns {boolean} 2个矩阵共面\r\n */\r\nexport function matrixIsCoplane(matrixFrom: Matrix4, matrixTo: Matrix4, fuzz = 1e-5): boolean\r\n{\r\n let nor1 = new Vector3().setFromMatrixColumn(matrixFrom, 2);\r\n let nor2 = new Vector3().setFromMatrixColumn(matrixTo, 2);\r\n\r\n //法线共面\r\n if (!isParallelTo(nor1, nor2))\r\n return false;\r\n\r\n //高共面\r\n let pt = new Vector3().setFromMatrixPosition(matrixTo);\r\n //变换到自身对象坐标系.\r\n pt.applyMatrix4(new Matrix4().getInverse(matrixFrom));\r\n\r\n return equaln(pt.z, 0, fuzz);\r\n}\r\n\r\n//构造缩放矩阵\r\nexport function matrixScale(scale: number, center?: Vector3)\r\n{\r\n let scaleMat = new Matrix4().makeScale(scale, scale, scale);\r\n if (center)\r\n scaleMat.setPosition(center.clone().multiplyScalar(1 - scale));\r\n return scaleMat;\r\n}\r\n\r\n/**\r\n * 设置旋转矩阵,不改变矩阵的基点\r\n */\r\nexport function setRotationOnAxis(mtx: Matrix4, axis: Vector3, ro: number)\r\n{\r\n let pos = new Vector3().setFromMatrixPosition(mtx);\r\n mtx.makeRotationAxis(axis, ro);\r\n mtx.setPosition(pos);\r\n return mtx;\r\n}\r\n\r\n/**\r\n * 修正镜像后矩阵\r\n */\r\nexport function reviseMirrorMatrix(mtx: Matrix4): Matrix4\r\n{\r\n let cs = new CoordinateSystem().applyMatrix4(mtx);\r\n cs.YAxis.negate();\r\n mtx.copy(cs.getMatrix4());\r\n return mtx;\r\n}\r\n\r\nlet cacheVec: Vector3;\r\nexport function Vector2ApplyMatrix4(mtx: Matrix4, vec: Vector2)\r\n{\r\n if (!cacheVec) cacheVec = new Vector3();\r\n\r\n cacheVec.x = vec.x;\r\n cacheVec.y = vec.y;\r\n\r\n cacheVec.applyMatrix4(mtx);\r\n\r\n vec.x = cacheVec.x;\r\n vec.y = cacheVec.y;\r\n}\r\nexport function GetMirrorMat(v: Vector3)\r\n{\r\n let mirrorMat = new Matrix4();\r\n let xAxis = new Vector3(1 - 2 * v.x ** 2, -2 * v.x * v.y, -2 * v.x * v.z);\r\n let yAxis = new Vector3(-2 * v.x * v.y, 1 - 2 * v.y ** 2, -2 * v.y * v.z);\r\n let zAxis = new Vector3(-2 * v.x * v.z, -2 * v.y * v.z, 1 - 2 * v.z ** 2);\r\n mirrorMat.makeBasis(xAxis, yAxis, zAxis);\r\n return mirrorMat;\r\n}\r\n\r\nexport function ApplyMatrix4IgnorePosition(vec: { x: number, y: number, z: number; }, m: Matrix4)\r\n{\r\n let { x, y, z } = vec;\r\n let e = m.elements;\r\n vec.x = e[0] * x + e[4] * y + e[8] * z;\r\n vec.y = e[1] * x + e[5] * y + e[9] * z;\r\n vec.z = e[2] * x + e[6] * y + e[10] * z;\r\n return vec;\r\n}\r\n\r\n/**\r\n * 把变换矩阵展平成2d矩阵,避免出现三维坐标.\r\n */\r\nexport function MatrixPlanarizere(mtx: Matrix4, z0 = true)\r\n{\r\n mtx.elements[2] = 0;\r\n mtx.elements[6] = 0;\r\n mtx.elements[8] = 0;\r\n mtx.elements[9] = 0;\r\n mtx.elements[10] = Math.sign(mtx.elements[10]);\r\n\r\n if (z0)\r\n mtx.elements[14] = 0;\r\n\r\n return mtx;\r\n}\r\n\r\nexport const tempMatrix1 = new Matrix4;\r\n","\r\n\r\n\r\nexport enum Status\r\n{\r\n False = 0,\r\n True = 1,\r\n Canel = -1,\r\n\r\n ConverToCircle = 101,\r\n\r\n DuplicateRecordName = 102,\r\n}\r\n\r\nexport enum UpdateDraw\r\n{\r\n None = 0,\r\n Matrix = 1,\r\n Geometry = 2,\r\n Material = 4,\r\n All = ~(~0 << 6)\r\n}\r\n\r\n/**\r\n * WblockClne时,遇到重复记录的操作方式\r\n */\r\nexport enum DuplicateRecordCloning\r\n{\r\n Ignore = 1,\r\n Replace = 2,\r\n Rename = 3,\r\n}\r\n","/**\r\n * 场景的渲染类型.\r\n *\r\n * @export\r\n * @enum {number}\r\n */\r\nexport enum RenderType\r\n{\r\n /**\r\n * 线框模式\r\n */\r\n Wireframe = 1,\r\n\r\n /**\r\n * 概念\r\n */\r\n Conceptual = 2,\r\n\r\n\r\n /**\r\n * 物理着色PBR\r\n */\r\n Physical = 3,\r\n\r\n Jig = 4,\r\n Print = 5,\r\n /**物理带线框 */\r\n Physical2 = 6,\r\n}\r\n","export enum StoreageKeys\r\n{\r\n IsLogin = \"isLogin\",\r\n PlatSession = \"platSession\",\r\n PlatToken = \"platToken\",\r\n UserName = \"userName\",\r\n UserPhone = \"userPhone\",\r\n RenderType = \"renderType\",\r\n ExactDrill = \"openExactDrill\",\r\n ConfigName = \"configName_\",\r\n IsNewErp = \"isNewErp\",\r\n RoomName = \"roomName\",\r\n LastOpenFileId = \"lastfid\",\r\n Uid = \"uid\",\r\n Goods = \"Goods_\",\r\n DrillTemp = \"drilltemp_\",\r\n DrillReactor = \"drillRreactor\",\r\n kjlConfig = \"kjl\",\r\n}\r\n","export enum AAType\r\n{\r\n FXAA = 0,//快速近似抗锯齿(性能更好)\r\n SMAA = 1,//多重采样抗锯齿(质量更好)\r\n}\r\n\r\nexport enum ViewDirType\r\n{\r\n FS = 0,\r\n YAS = 1,\r\n ZS = 2,\r\n YS = 3,\r\n QS = 4,\r\n HS = 5,\r\n XN = 6,\r\n}\r\n","import { RenderType } from \"../GraphicsSystem/RenderType\";\r\nimport { DrillingOption } from \"../UI/Store/drillInterface\";\r\nimport { observable, toJS } from \"mobx\";\r\nimport { StoreageKeys } from \"../Common/StoreageKeys\";\r\nimport { IWineRackOption } from \"../UI/Store/WineRackInterface\";\r\nimport { IBaseOption, IGrooveOption } from \"../UI/Store/BoardInterface\";\r\nimport { IConfigStore } from \"../UI/Store/BoardStore\";\r\nimport { IConfigOption } from \"../UI/Components/Board/UserConfig\";\r\nimport { AAType, ViewDirType } from \"../Common/SystemEnum\";\r\n\r\nexport interface IMaxSizeProps extends IBaseOption\r\n{\r\n height: number;\r\n width: number;\r\n isShow: boolean;\r\n}\r\n\r\nexport interface ISystemConfig extends IBaseOption\r\n{\r\n aaType: AAType;\r\n maxHightightCount: number;\r\n snapSize: number;\r\n}\r\n\r\nexport interface ICursorConfig extends IBaseOption\r\n{\r\n D2: number;\r\n D3: number;\r\n}\r\n\r\nexport class UserConfig implements IConfigStore\r\n{\r\n private readonly _version = 10;\r\n _renderType: RenderType = RenderType.Wireframe;\r\n @observable maxSize: IMaxSizeProps = {\r\n isShow: false,\r\n height: 2440,\r\n width: 1220,\r\n };\r\n @observable private _drillConfigs: Map = new Map();\r\n @observable openDrillingReactor = true;\r\n @observable openAutoCuttingReactor = true;\r\n /**打开将检测排钻是否在板件内*/\r\n @observable openExactDrill = true;\r\n winerackConfig: IWineRackOption;\r\n userConfigName: { [key: string]: string; } = {};\r\n private modeling2HoleRad = 20; //圆造型小于等于该值拆成孔数据\r\n @observable isAdmin = false;\r\n @observable kjlConfig: IGrooveOption = {\r\n grooveAddLength: \"0\",\r\n grooveAddWidth: \"0\",\r\n grooveAddDepth: \"1\",\r\n };\r\n @observable SystemConfig: ISystemConfig = {\r\n maxHightightCount: 15000,\r\n snapSize: 15,\r\n aaType: AAType.FXAA\r\n };\r\n @observable viewDirType: ViewDirType = ViewDirType.XN;\r\n @observable useCtrlRotate = true;\r\n @observable cursorSize: ICursorConfig = {\r\n D2: 1000,\r\n D3: 100,\r\n };\r\n @observable autoSaveConfig = {\r\n enable: true,\r\n time: 1,\r\n };\r\n @observable showLines = false;\r\n @observable keepConfig = false;\r\n @observable autoClearHistory = true;\r\n @observable chaidanOption = {\r\n changXiuBian: 6,\r\n duanXiuBian: 6,\r\n useDefaultRad: false,\r\n radius: 2.5,\r\n modeling2HoleRad: 20, //圆造型小于等于该值拆成孔数据\r\n isCheckInterfere: false,\r\n };\r\n @observable autoLines = false;\r\n dimTextHeight = 60;\r\n constructor()\r\n {\r\n this.Init();\r\n }\r\n Init()\r\n {\r\n let type = localStorage.getItem(StoreageKeys.RenderType);\r\n if (type)\r\n this._renderType = parseFloat(type);\r\n }\r\n set RenderType(t: RenderType)\r\n {\r\n if (t !== this._renderType)\r\n {\r\n this._renderType = t;\r\n this.SetRenderTypeEvent();\r\n\r\n localStorage.setItem(StoreageKeys.RenderType, t.toString());\r\n }\r\n }\r\n\r\n get RenderType() { return this._renderType; }\r\n\r\n SetRenderTypeEvent() { }\r\n get DrillConfigs()\r\n {\r\n return this._drillConfigs || new Map();\r\n }\r\n set DrillConfigs(config: Map)\r\n {\r\n observable(this._drillConfigs).replace(config);\r\n this.SetDrillConfigsEvent();\r\n }\r\n SetDrillConfigsEvent() { }\r\n configName = \"default\";\r\n configsNames: string[] = [];\r\n InitOption()\r\n {\r\n this.openDrillingReactor = true;\r\n this.openAutoCuttingReactor = true;\r\n Object.assign(this.maxSize, {\r\n height: 2440,\r\n width: 1220\r\n });\r\n Object.assign(this.kjlConfig, {\r\n grooveAddLength: \"0\",\r\n grooveAddWidth: \"0\",\r\n grooveAddDepth: \"1\"\r\n });\r\n Object.assign(this.chaidanOption, {\r\n changXiuBian: 6,\r\n duanXiuBian: 6,\r\n useDefaultRad: false,\r\n radius: 2.5,\r\n modeling2HoleRad: 20,\r\n });\r\n this.dimTextHeight = 60;\r\n }\r\n SaveConfig()\r\n {\r\n return {\r\n option: {\r\n version: this._version,\r\n openDrillingReactor: this.openDrillingReactor,\r\n openAutoCuttingReactor: this.openAutoCuttingReactor,\r\n maxSize: toJS(this.maxSize),\r\n kjlConfig: toJS(this.kjlConfig),\r\n systemConfig: toJS(this.SystemConfig),\r\n viewDirType: this.viewDirType,\r\n useCtrlRotate: this.useCtrlRotate,\r\n cursorSize: toJS(this.cursorSize),\r\n autoSaveConfig: toJS(this.autoSaveConfig),\r\n showLines: this.showLines,\r\n keepConfig: this.keepConfig,\r\n autoClearHistory: this.autoClearHistory,\r\n chaidanOption: toJS(this.chaidanOption),\r\n autoLines: this.autoLines,\r\n dimTextHeight: this.dimTextHeight,\r\n }\r\n };\r\n }\r\n UpdateOption(config: IConfigOption)\r\n {\r\n this.openDrillingReactor = config.option.openDrillingReactor;\r\n this.openAutoCuttingReactor = config.option.openAutoCuttingReactor;\r\n Object.assign(this.maxSize, config.option.maxSize);\r\n Object.assign(this.kjlConfig, config.option.kjlConfig);\r\n this.modeling2HoleRad = config.option.modeling2HoleRad;\r\n\r\n if (config.option.version > 1)\r\n {\r\n Object.assign(this.SystemConfig, config.option.systemConfig);\r\n }\r\n if (config.option.version > 2)\r\n {\r\n this.viewDirType = config.option.viewDirType;\r\n this.useCtrlRotate = config.option.useCtrlRotate;\r\n }\r\n\r\n if (config.option.version > 3)\r\n {\r\n Object.assign(this.cursorSize, config.option.cursorSize);\r\n }\r\n if (config.option.version > 4)\r\n {\r\n Object.assign(this.autoSaveConfig, config.option.autoSaveConfig);\r\n }\r\n if (config.option.version > 5)\r\n {\r\n this.showLines = config.option.showLines;\r\n }\r\n if (config.option.version > 6)\r\n {\r\n this.keepConfig = config.option.keepConfig;\r\n }\r\n if (config.option.version > 7)\r\n {\r\n this.autoClearHistory = config.option.autoClearHistory;\r\n }\r\n if (config.option.version > 8)\r\n {\r\n Object.assign(this.chaidanOption, config.option.chaidanOption);\r\n this.autoLines = config.option.autoLines;\r\n }\r\n else\r\n this.chaidanOption.modeling2HoleRad = this.modeling2HoleRad;\r\n\r\n if (config.option.version > 9)\r\n this.dimTextHeight = config.option.dimTextHeight;\r\n }\r\n}\r\n\r\nexport const userConfig = new UserConfig();\r\n","import { Vector3, Box3 } from 'three';\r\n\r\n/**\r\n * 盒子的切割类型\r\n */\r\nexport enum SplitType\r\n{\r\n X = 0,\r\n Y = 1,\r\n Z = 2,\r\n}\r\n\r\n/**\r\n * 扩展Box3,添加切割方法,体积等\r\n */\r\nexport class Box3Ext extends Box3\r\n{\r\n TempData: any;\r\n get Volume()\r\n {\r\n let size = this.getSize(new Vector3());\r\n return size.x * size.y * size.z;\r\n }\r\n\r\n //每个轴的大小必须大于最小的size\r\n isSolid(minSize = 1)\r\n {\r\n return this.getSize(new Vector3()).toArray().every(x => x > minSize);\r\n }\r\n substract(b: Box3Ext, spaceType: SplitType)\r\n {\r\n let interBox = this.clone().intersect(b) as this;\r\n if (interBox.isEmpty() || !interBox.isSolid())\r\n return [this];\r\n\r\n let p1 = interBox.min.clone().setComponent(spaceType, this.min.getComponent(spaceType));\r\n let p2 = interBox.max.clone().setComponent(spaceType, interBox.min.getComponent(spaceType));\r\n\r\n let p3 = interBox.min.clone().setComponent(spaceType, interBox.max.getComponent(spaceType));\r\n let p4 = interBox.max.clone().setComponent(spaceType, this.max.getComponent(spaceType));\r\n\r\n return [\r\n new Box3Ext(p1, p2),\r\n new Box3Ext(p3, p4)\r\n ].filter(b => b.isSolid());\r\n }\r\n clampSpace(b2: Box3Ext, splitType: SplitType)\r\n {\r\n let interBox = this.clone();\r\n interBox.min.max(b2.min);\r\n interBox.max.min(b2.max);\r\n interBox.min.setComponent(splitType, Math.min(this.max.getComponent(splitType), b2.max.getComponent(splitType)));\r\n interBox.max.setComponent(splitType, Math.max(this.min.getComponent(splitType), b2.min.getComponent(splitType)));\r\n return interBox;\r\n }\r\n intersectsBox(box: Box3, fuzz = 1e-8): boolean\r\n {\r\n return IntersectsBox(this, box, fuzz);\r\n }\r\n}\r\n\r\nexport function IntersectsBox(box1: Box3, box2: Box3, fuzz = 1e-6): boolean\r\n{\r\n return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz ||\r\n box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ||\r\n box2.max.z < box1.min.z - fuzz || box2.min.z > box1.max.z + fuzz ? false : true;\r\n}\r\n\r\n/**盒子二维面是否相交 */\r\nexport function IntersectBox2(box1: Box3, box2: Box3, fuzz = 1e-3)\r\n{\r\n return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz ||\r\n box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ? false : true;\r\n}\r\n","\r\n\r\nexport const ISPROXYKEY = \"_isProxy\";\r\n\r\n/**\r\n * 自动对CADObject的属性添加属性记录器,自动调用 `WriteAllObjectRecord`\r\n * 如果属性是数组,那么自动添加`Proxy`.\r\n * 可以使用`ISPROXYKEY`覆盖这个函数的代理行为(使用CADObject.CreateProxyArray快速覆盖)\r\n *\r\n * @param target\r\n * @param property\r\n * @param [descriptor]\r\n */\r\nexport function AutoRecord(\r\n target: { WriteAllObjectRecord: () => void; },\r\n property: string,\r\n descriptor?: PropertyDecorator)\r\n{\r\n let privateKey = '__' + property;\r\n Object.defineProperty(target, property,\r\n {\r\n set: function (value)\r\n {\r\n if (value instanceof Array)\r\n {\r\n if (!this[privateKey])\r\n {\r\n if (value[ISPROXYKEY])\r\n this[privateKey] = value;\r\n else\r\n this[privateKey] = new Proxy(value, {\r\n set: (target, key, value, receiver) =>\r\n {\r\n if (Reflect.get(target, key, receiver) !== value)\r\n this.WriteAllObjectRecord();\r\n return Reflect.set(target, key, value, receiver);\r\n },\r\n get: (target, key, receiver) =>\r\n {\r\n if (key === ISPROXYKEY)\r\n return true;\r\n //实体先被删除后在触发length = xxx\r\n if (key === \"splice\" || key === \"pop\" || key === \"shift\")\r\n this.WriteAllObjectRecord();\r\n return Reflect.get(target, key, receiver);\r\n }\r\n });\r\n }\r\n else\r\n {\r\n let arr = this[privateKey] as Array;\r\n arr.length = 0;\r\n arr.push(...value);\r\n }\r\n }\r\n else\r\n {\r\n let oldv = this[privateKey];\r\n if (oldv !== value)\r\n {\r\n this.WriteAllObjectRecord();\r\n this[privateKey] = value;\r\n }\r\n }\r\n },\r\n get: function ()\r\n {\r\n return this[privateKey];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n }\r\n );\r\n}\r\n","\r\n/**\r\n * CAD对象工厂,通过注册 和暴露的创建方法,动态创建对象\r\n */\r\nexport class CADFactory\r\n{\r\n private constructor() { }\r\n private objectNameMap = new Map();\r\n private static factory = new CADFactory();\r\n static RegisterObject(C: any)\r\n {\r\n this.factory.objectNameMap.set(C.name, C);\r\n }\r\n static RegisterObjectAlias(C: any, name: string)\r\n {\r\n this.factory.objectNameMap.set(name, C);\r\n }\r\n static CreateObject(name: string): any\r\n {\r\n let C = this.factory.objectNameMap.get(name);\r\n if (C) return new C();\r\n }\r\n}\r\n\r\n//可以通过添加装饰器 在类前面(@Factory),自动注册工厂的序列化\r\nexport function Factory(target: Object)\r\n{\r\n CADFactory.RegisterObject(target);\r\n}\r\n","import { CADObject } from './CADObject';\r\n\r\nexport enum RelevancyType\r\n{\r\n General = 0,\r\n Soft = 1,\r\n Hard = 2,\r\n}\r\n\r\n/*\r\nCADObject对象拥有Id属性,用来记录引用关系.\r\n通过id可以得到对应的关联实体,或者记录实体的关联关系.\r\n\r\nObjectId必须使用 Database分配(db里面会存id的列表,以便同时更新id指向实体)\r\n\r\n*/\r\nexport class ObjectId\r\n{\r\n _RelevancyType = RelevancyType.General;\r\n constructor(private index = 0, private obj?: CADObject)\r\n {\r\n }\r\n\r\n get IsErase(): boolean\r\n {\r\n return !this.obj || this.obj.IsErase;\r\n }\r\n set Object(obj: CADObject)\r\n {\r\n this.obj = obj;\r\n }\r\n get Object(): CADObject\r\n {\r\n return this.obj;\r\n }\r\n get Index(): number\r\n {\r\n return this.index;\r\n }\r\n set Index(index: number)\r\n {\r\n this.index = index;\r\n }\r\n}\r\n","import { CADFactory } from './CADFactory';\r\nimport { CADObject } from './CADObject';\r\nimport { Database } from './Database';\r\nimport { ISerialize } from './ISerialize';\r\nimport { ObjectId } from './ObjectId';\r\nimport { Entity } from './Entity/Entity';\r\n\r\n/**\r\n * CAD文件数据\r\n */\r\nexport class CADFiler\r\n{\r\n database: Database;\r\n private readIndex: number = 0;\r\n constructor(protected _datas: any[] = [])\r\n {\r\n }\r\n\r\n Destroy()\r\n {\r\n delete this._datas;\r\n delete this.readIndex;\r\n }\r\n\r\n get Data(): any[]\r\n {\r\n return this._datas;\r\n }\r\n\r\n set Data(data: any[])\r\n {\r\n this._datas = data;\r\n this.Reset();\r\n }\r\n\r\n Clear()\r\n {\r\n this._datas.length = 0;\r\n return this.Reset();\r\n }\r\n Reset()\r\n {\r\n this.readIndex = 0;\r\n return this;\r\n }\r\n\r\n WriteString(str: string)\r\n {\r\n this._datas.push(str);\r\n return this;\r\n }\r\n\r\n ReadString(): string\r\n {\r\n return this._datas[this.readIndex++] as string;\r\n }\r\n\r\n WriteObject(obj: ISerialize)\r\n {\r\n if (!obj)\r\n {\r\n this.Write(\"\");\r\n return;\r\n }\r\n this.WriteString(obj.constructor.name);\r\n obj.WriteFile(this);\r\n\r\n return this;\r\n }\r\n\r\n ReadObject(obj?: T): T\r\n {\r\n let className = this.ReadString();\r\n if (className)\r\n {\r\n if (obj === undefined)\r\n {\r\n obj = CADFactory.CreateObject(className);\r\n if (this.database !== undefined && obj instanceof CADObject)\r\n obj.SetDefaultDb(this.database);\r\n }\r\n obj.ReadFile(this);\r\n return obj;\r\n }\r\n }\r\n\r\n CloneObjects(objects: CADObject[], clonedObjects: CADObject[] = [])\r\n {\r\n for (let o of objects)\r\n this.WriteObject(o);\r\n let count = objects.length;\r\n for (let i = 0; i < count; i++)\r\n {\r\n let obj = this.ReadObject();\r\n if (obj instanceof Entity)\r\n obj.CloneDrawObject(objects[i] as Entity);\r\n clonedObjects.push(obj);\r\n }\r\n\r\n return clonedObjects;\r\n }\r\n\r\n Write(data: any)\r\n {\r\n if (data instanceof ObjectId)\r\n this._datas.push(data.Index);\r\n else\r\n this._datas.push(data);\r\n\r\n return this;\r\n }\r\n\r\n Read(): any\r\n {\r\n return this._datas[this.readIndex++];\r\n }\r\n\r\n ReadArray(count: number): any[]\r\n {\r\n let arr = this._datas.slice(this.readIndex, this.readIndex + count);\r\n this.readIndex += count;\r\n return arr;\r\n }\r\n\r\n //------------------------ID序列化------------------------\r\n /*\r\n Id关联分为三种情况:\r\n 1.普通关联:关联对象未被拷贝时,关联到空对象.\r\n 2.软关联 :关联对象未被拷贝时,关联到原先的对象.\r\n 3.硬关联 :对象被拷贝时,被关联的对象必须也被拷贝.\r\n */\r\n\r\n //-------1.普通关联\r\n WriteObjectId(id: ObjectId): this\r\n {\r\n if (id)\r\n this.Write(id.Index);\r\n else\r\n this.Write(0);\r\n return this;\r\n }\r\n\r\n ReadObjectId(): ObjectId\r\n {\r\n let index = this.Read();\r\n if (this.database)\r\n return this.database.GetObjectId(index, true);\r\n }\r\n\r\n //-------2.软关联\r\n WriteSoftObjectId(id: ObjectId): this\r\n {\r\n return this.WriteObjectId(id);\r\n }\r\n ReadSoftObjectId(): ObjectId\r\n {\r\n return this.ReadObjectId();\r\n }\r\n\r\n //-------3.硬关联\r\n WriteHardObjectId(id: ObjectId): this\r\n {\r\n return this.WriteObjectId(id);\r\n }\r\n ReadHardObjectId()\r\n {\r\n return this.ReadObjectId();\r\n }\r\n\r\n //序列化\r\n ToString()\r\n {\r\n return JSON.stringify(this._datas);\r\n }\r\n FromString(str: string)\r\n {\r\n this._datas = JSON.parse(str);\r\n }\r\n}\r\n","import { Factory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { ISerialize } from './ISerialize';\r\nimport { CADObject } from './CADObject';\r\n\r\n/**\r\n * 保存对象创建或者修改时的所有数据记录\r\n */\r\n@Factory\r\nexport class AllObjectData implements ISerialize\r\n{\r\n file: CADFiler;\r\n constructor(obj?: CADObject)\r\n {\r\n this.file = new CADFiler();\r\n if (obj)\r\n obj.WriteFile(this.file);\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n //对象从文件中读取数据,初始化自身\r\n ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n let data = file.Read();\r\n this.file.Data = data;\r\n return this;\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(1);\r\n file.Write(this.file.Data);\r\n return this;\r\n }\r\n}\r\n","import { Factory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { ISerialize } from './ISerialize';\r\n@Factory\r\nexport class EraseEntityData implements ISerialize\r\n{\r\n ReadFile(file: CADFiler): this\r\n {\r\n this.isErase = file.Read();\r\n return this;\r\n }\r\n WriteFile(file: CADFiler): this\r\n {\r\n file.Write(this.isErase);\r\n return this;\r\n }\r\n constructor(public isErase = true)\r\n {\r\n }\r\n}\r\n","import { iaop } from 'xaop';\r\nimport { AllObjectData } from './AllObjectData';\r\nimport { ISPROXYKEY } from './AutoRecord';\r\nimport { CADFactory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { CommandHistoryRecord } from './CommandHistoryRecord';\r\nimport { Database } from './Database';\r\nimport { EraseEntityData } from './EraseEntityData';\r\nimport { ISerialize } from './ISerialize';\r\nimport { ObjectId } from './ObjectId';\r\n\r\nexport abstract class CADObject\r\n{\r\n protected _Owner: ObjectId;\r\n /**\r\n * 用于储存临时数据\r\n */\r\n public TempData: any;\r\n\r\n //下面的三个数据由Rect2Board使用\r\n __CacheBox__: any;\r\n __CacheBoard__: any;\r\n __CacheSize__: any;\r\n __CachePolyline__: any;\r\n\r\n set Owner(owner: ObjectId)\r\n {\r\n this._Owner = owner;\r\n }\r\n get Owner()\r\n {\r\n return this._Owner;\r\n }\r\n\r\n Destroy()\r\n {\r\n //在效果图同步反应器中,需要知道被删除的实体的id,所以不删除这个属性\r\n // this.objectId = undefined;\r\n this._db = undefined;\r\n }\r\n\r\n //对象被彻底遗弃\r\n GoodBye(): any\r\n {\r\n this.Destroy();\r\n this.Erase(true);\r\n }\r\n\r\n /**\r\n * 当实体异步更新绘制实体完成后触发这个函数.\r\n * Application通过注入的方式得知这个事件,刷新视图显示.\r\n */\r\n @iaop\r\n AsyncUpdated()\r\n {\r\n }\r\n\r\n //-------------------------DB-------------------------\r\n protected _db: Database;\r\n get Db(): Database\r\n {\r\n return this._db;\r\n }\r\n\r\n //对象在加入数据库时,必须指定一个源数据库,否则无法读取引用id.\r\n SetDefaultDb(db: Database)\r\n {\r\n if (!this._db)\r\n this._db = db;\r\n else\r\n console.warn(\"重复设置默认Database!\");\r\n\r\n return this;\r\n }\r\n\r\n //private 私有的方法,暴露给Db的添加对象,方法使用.\r\n //只用对象加入到db中,我们才初始化ObjectId.\r\n //从db池中分配id给自身使用. 除非你创建对象往db里面加,否则不要调用该方法\r\n SetOwnerDatabase(db: Database)\r\n {\r\n if (!this._db)\r\n {\r\n this._db = db;\r\n this.objectId = db.AllocateId();\r\n this.objectId.Object = this;\r\n }\r\n else\r\n console.warn(\"重复设置源Database!\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * WblockClone 的时候,id是db分配的,此刻我们只需要设置它的db\r\n */\r\n SetDatabase(db: Database)\r\n {\r\n this._db = db;\r\n }\r\n\r\n //-------------------------DB End-------------------------\r\n\r\n // -------------------------isErase-------------------------\r\n protected _isErase: boolean = false;\r\n get IsErase(): boolean\r\n {\r\n return this._isErase;\r\n }\r\n Erase(isErase: boolean = true)\r\n {\r\n if (isErase === this._isErase)\r\n return;\r\n let undoData = this.UndoRecord();\r\n if (undoData)\r\n undoData.CreateEraseHistory(this, isErase);\r\n this._isErase = isErase;\r\n }\r\n //-------------------------isErase End-------------------------\r\n\r\n // -------------------------id-------------------------\r\n\r\n //操作这个需要谨慎!\r\n objectId: ObjectId;\r\n\r\n get Id(): ObjectId\r\n {\r\n return this.objectId;\r\n }\r\n\r\n // -------------------------id End-------------------------\r\n\r\n // -------------------------File-------------------------\r\n\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n //对象从文件中读取数据,初始化自身\r\n ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n //write Id;\r\n let id = file.ReadObjectId();\r\n if (!this.objectId && id)//避免CopyFrom时错误的修改自身Id\r\n {\r\n this.objectId = id;\r\n id.Object = this;\r\n }\r\n this._isErase = file.Read();\r\n if (ver > 1)\r\n this.Owner = file.ReadObjectId();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(2);\r\n file.WriteObjectId(this.objectId);\r\n file.Write(this._isErase);\r\n file.WriteObjectId(this.Owner);\r\n }\r\n //局部撤销\r\n ApplyPartialUndo(undoData: ISerialize)\r\n {\r\n if (undoData instanceof AllObjectData)\r\n {\r\n undoData.file.database = this._db;\r\n undoData.file.Reset();\r\n this.ReadFile(undoData.file);\r\n }\r\n else if (undoData instanceof EraseEntityData)\r\n {\r\n this.Erase(undoData.isErase);\r\n }\r\n }\r\n\r\n //撤销所保存的位置\r\n UndoRecord(): CommandHistoryRecord\r\n {\r\n if (this._db && this.objectId)\r\n return this._db.hm.UndoData;\r\n }\r\n //写入所有的对象数据 以便还原对象\r\n WriteAllObjectRecord(): boolean\r\n {\r\n let undoData = this.UndoRecord();\r\n if (undoData)\r\n {\r\n undoData.WriteObjectSnapshoot(this);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n //复制出一个实体,如果存在关联,则指向原关联实体\r\n Clone(): this\r\n {\r\n let newObject = CADFactory.CreateObject(this.constructor.name) as this;\r\n\r\n //备份\r\n let bakId = this.objectId;\r\n this.objectId = undefined;\r\n\r\n let file = new CADFiler();\r\n file.database = this._db;\r\n this.WriteFile(file);\r\n file.Reset();\r\n newObject.ReadFile(file);\r\n\r\n newObject.objectId = undefined;\r\n newObject._db = undefined;\r\n\r\n this.objectId = bakId;\r\n return newObject;\r\n }\r\n\r\n DeepClone(\r\n ownerObject: CADObject,\r\n cloneObejct: CADObject,\r\n idMaping: Map = undefined,\r\n isPrimary = true\r\n ): this\r\n {\r\n return this;\r\n }\r\n\r\n //从一个实体拷贝数据,实体类型必须相同.\r\n CopyFrom(obj: CADObject)\r\n {\r\n let idBak = this.objectId;\r\n let ownerBak = this._Owner;\r\n this.WriteAllObjectRecord();\r\n let f = new CADFiler();\r\n obj.WriteFile(f);\r\n this.ReadFile(f);\r\n this.objectId = idBak;\r\n this._Owner = ownerBak;\r\n }\r\n\r\n //-------------------------File End-------------------------\r\n\r\n //Utils\r\n /**\r\n * 配合 `@AutoRecord` 使用\r\n * 使用这个方法来覆盖AutoRecord的监听行为.\r\n * 这个行为只能用来监听实体添加和实体修改.\r\n * 实体删除行为暂时无法监听\r\n * @param setCallback 设置新的实体到数组时的回调函数\r\n */\r\n protected CreateProxyArray(setCallback: (v: any) => void)\r\n {\r\n return new Proxy([], {\r\n set: (target, key, value, receiver) =>\r\n {\r\n if (Reflect.get(target, key, receiver) !== value)\r\n {\r\n this.WriteAllObjectRecord();\r\n setCallback(value);\r\n }\r\n return Reflect.set(target, key, value, receiver);\r\n },\r\n get: (target, key, receiver) =>\r\n {\r\n if (key === ISPROXYKEY)\r\n return true;\r\n //实体先被删除后在触发length = xxx\r\n if (key === \"splice\" || key === \"pop\" || key === \"shift\")\r\n {\r\n this.WriteAllObjectRecord();\r\n setCallback(undefined);\r\n }\r\n return Reflect.get(target, key, receiver);\r\n }\r\n });\r\n }\r\n}\r\n","import { Box3, Material, Matrix3, Matrix4, MeshStandardMaterial, Object3D, Vector3 } from 'three';\r\nimport { iaop } from 'xaop';\r\nimport { HostApplicationServices } from '../../ApplicationServices/HostApplicationServices';\r\nimport { DisposeThreeObj, Object3DRemoveAll } from '../../Common/Dispose';\r\nimport { matrixIsCoplane, MatrixPlanarizere } from '../../Common/Matrix4Utils';\r\nimport { UpdateDraw } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { userConfig } from '../../Editor/UserConfig';\r\nimport { Box3Ext } from '../../Geometry/Box';\r\nimport { equaln, equalv3, UpdateBoundingSphere, IdentityMtx4 } from '../../Geometry/GeUtils';\r\nimport { IntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { AutoRecord } from '../AutoRecord';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { CADObject } from '../CADObject';\r\nimport { ObjectId } from '../ObjectId';\r\nimport { PhysicalMaterialRecord } from '../PhysicalMaterialRecord';\r\n\r\n/**\r\n * Entity 是所有图元的基类,绘制的实体都集成该类.\r\n */\r\n@Factory\r\nexport class Entity extends CADObject\r\n{\r\n\r\n IsEmbedEntity = false;\r\n\r\n /**\r\n * 该实体的只有一个渲染类型,任何渲染类型都一个样\r\n */\r\n protected OnlyRenderType = false;\r\n protected _CacheDrawObject = new Map();\r\n //材质id\r\n protected materialId: ObjectId;\r\n protected _Color: number = 7;\r\n\r\n //自身坐标系\r\n protected _Matrix = new Matrix4();\r\n\r\n //模块空间的标系\r\n protected _SpaceOCS: Matrix4 = new Matrix4();\r\n __CacheRenderType__: RenderType;\r\n get SpaceOCS()\r\n {\r\n return this._SpaceOCS.clone();\r\n }\r\n get SpaceOCSInv()\r\n {\r\n return new Matrix4().getInverse(this._SpaceOCS);\r\n }\r\n set SpaceOCS(m: Matrix4)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._SpaceOCS.copy(m);\r\n }\r\n\r\n protected _Visible = true;\r\n\r\n @AutoRecord GroupId: ObjectId;\r\n @AutoRecord Template: ObjectId;\r\n //加工组\r\n @AutoRecord ProcessingGroupList: ObjectId[] = [];\r\n\r\n /**\r\n * 当AutoUpdate为false时,记录需要更新的标志.\r\n * 以便延迟更新时找到相应的更新标志.\r\n */\r\n NeedUpdateFlag: UpdateDraw = UpdateDraw.None;\r\n AutoUpdate = true;\r\n\r\n set Material(materialId: ObjectId)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.materialId = materialId;\r\n this.Update();\r\n }\r\n\r\n get Material()\r\n {\r\n return this.materialId;\r\n }\r\n\r\n set ColorIndex(color: number)\r\n {\r\n if (color !== this._Color)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Color = color;\r\n this.Update(UpdateDraw.Material);\r\n }\r\n }\r\n get ColorIndex(): number\r\n {\r\n return this._Color;\r\n }\r\n /**\r\n * 炸开实体\r\n */\r\n Explode(): Entity[] { return []; }\r\n\r\n /**\r\n * 返回对象的包围框.\r\n */\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3();\r\n }\r\n\r\n /**\r\n * 返回对象在自身坐标系下的Box\r\n */\r\n get BoundingBoxInOCS(): Box3Ext\r\n {\r\n let mtxBak = this._Matrix;\r\n this._Matrix = IdentityMtx4;\r\n let box = this.BoundingBox;\r\n this._Matrix = mtxBak;\r\n return new Box3Ext().copy(box);\r\n }\r\n\r\n GetBoundingBoxInMtx(mtx: Matrix4): Box3Ext\r\n {\r\n return this.BoundingBoxInOCS.applyMatrix4(this.OCS.premultiply(mtx));\r\n }\r\n\r\n get BoundingBoxInSpaceCS(): Box3Ext\r\n {\r\n return this.GetBoundingBoxInMtx(this.SpaceOCSInv);\r\n }\r\n\r\n get OCS(): Matrix4\r\n {\r\n return this._Matrix.clone();\r\n }\r\n\r\n get OCSNoClone()\r\n {\r\n return this._Matrix;\r\n }\r\n\r\n //直接设置实体的矩阵,谨慎使用该函数,没有更新实体.\r\n set OCS(mat4: Matrix4)\r\n {\r\n this._Matrix.copy(mat4);\r\n }\r\n get Normal(): Vector3\r\n {\r\n return new Vector3().setFromMatrixColumn(this._Matrix, 2);\r\n }\r\n get Position(): Vector3\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n\r\n set Position(pt: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n let moveX = pt.x - this._Matrix.elements[12];\r\n let moveY = pt.y - this._Matrix.elements[13];\r\n let moveZ = pt.z - this._Matrix.elements[14];\r\n this._Matrix.setPosition(pt);\r\n this._SpaceOCS.elements[12] += moveX;\r\n this._SpaceOCS.elements[13] += moveY;\r\n this._SpaceOCS.elements[14] += moveZ;\r\n this.Update(UpdateDraw.Matrix);\r\n }\r\n\r\n //Z轴归0\r\n Z0()\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.elements[14] = 0;\r\n this.Update(UpdateDraw.Matrix);\r\n return this;\r\n }\r\n\r\n //坐标系二维化\r\n MatrixPlanarizere()\r\n {\r\n let z = this._Matrix.elements[10];\r\n if (equaln(Math.abs(z), 1, 1e-4))\r\n {\r\n this.WriteAllObjectRecord();\r\n MatrixPlanarizere(this._Matrix, false);\r\n }\r\n return this;\r\n }\r\n\r\n get OCSInv(): Matrix4\r\n {\r\n return new Matrix4().getInverse(this._Matrix);\r\n }\r\n\r\n /**\r\n * 与指定实体是否共面.\r\n */\r\n IsCoplaneTo(e: Entity): boolean\r\n {\r\n return matrixIsCoplane(this._Matrix, e.OCS, 1e-4);\r\n }\r\n\r\n /**\r\n * 测试两个实体的包围盒是否相交.\r\n */\r\n BoundingBoxIntersectWith(en: Entity): boolean\r\n {\r\n let box = this.BoundingBox;\r\n let box2 = en.BoundingBox;\r\n return box && box2 && box.intersectsBox(box2);\r\n }\r\n\r\n //#region Draw\r\n\r\n ClearDraw()\r\n {\r\n if (this._drawObject)\r\n {\r\n DisposeThreeObj(this._drawObject);\r\n this._drawObject = undefined;\r\n }\r\n\r\n for (let [, obj] of this._CacheDrawObject)\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.clear();\r\n return this;\r\n }\r\n ClearDrawOfJig()\r\n {\r\n let jig = this._CacheDrawObject.get(RenderType.Jig);\r\n if (jig)\r\n this._CacheDrawObject.delete(RenderType.Jig);\r\n for (let [type, obj] of this._CacheDrawObject)\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.clear();\r\n if (jig)\r\n this._CacheDrawObject.set(RenderType.Jig, jig);\r\n }\r\n\r\n _drawObject: Object3D;\r\n\r\n get DrawObject()\r\n {\r\n if (this._drawObject)\r\n return this._drawObject;\r\n\r\n this._drawObject = new Object3D();\r\n if (!this.IsEmbedEntity)\r\n this._drawObject.userData.Entity = this;\r\n if (this.IsVisible)\r\n {\r\n let obj = this.GetDrawObjectFromRenderType(this.__CacheRenderType__ ?? userConfig.RenderType);\r\n if (obj) this._drawObject.add(obj);\r\n }\r\n else\r\n this._drawObject.visible = false;\r\n return this._drawObject;\r\n }\r\n\r\n get JigObject()\r\n {\r\n let obj = this.GetDrawObjectFromRenderType(RenderType.Jig);\r\n if (obj && !this.IsEmbedEntity)\r\n obj.userData.Entity = this;\r\n return obj;\r\n }\r\n DestroyJigObject()\r\n {\r\n let obj = this._CacheDrawObject.get(RenderType.Jig);\r\n if (obj)\r\n {\r\n this._CacheDrawObject.delete(RenderType.Jig);\r\n DisposeThreeObj(obj);\r\n if (obj.parent)\r\n obj.parent.remove(obj);\r\n }\r\n }\r\n UpdateRenderType(type: RenderType)\r\n {\r\n if ((this.OnlyRenderType && this.DrawObject.children.length > 0) || !this.Visible) return;\r\n Object3DRemoveAll(this.DrawObject);\r\n let obj = this.GetDrawObjectFromRenderType(type);\r\n if (obj) this.DrawObject.add(obj);\r\n }\r\n\r\n GetDrawObjectFromRenderType(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n if (this.OnlyRenderType)\r\n {\r\n if (renderType === RenderType.Jig)\r\n return;\r\n renderType = this.__CacheRenderType__ ?? userConfig.RenderType;\r\n }\r\n\r\n if (this._CacheDrawObject.has(renderType))\r\n {\r\n return this._CacheDrawObject.get(renderType);\r\n }\r\n else\r\n {\r\n let drawObj = this.InitDrawObject(renderType);\r\n if (drawObj === undefined) return;\r\n\r\n //矩阵直接使用指针,因为已经关闭自动更新,所以矩阵不会被Object3D修改.\r\n drawObj.matrixAutoUpdate = false;\r\n drawObj.matrix = this._Matrix;\r\n drawObj.updateMatrixWorld(true);\r\n drawObj.traverse(UpdateBoundingSphere);\r\n\r\n if (!this.IsEmbedEntity)\r\n drawObj.userData.Entity = this;\r\n\r\n this._CacheDrawObject.set(renderType, drawObj);\r\n return drawObj;\r\n }\r\n }\r\n\r\n /**\r\n * 初始化绘制的threejs实体,子类型重载该函数初始化绘制实体.\r\n */\r\n protected InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n return undefined;\r\n }\r\n\r\n //实体绘制更新版本号\r\n __UpdateVersion__ = 0;\r\n\r\n /**\r\n * 当实体数据改变时,绘制的实体必须做出改变.供框架调用\r\n */\r\n @iaop\r\n Update(mode = UpdateDraw.All)\r\n {\r\n this.__UpdateVersion__++;\r\n this.NeedUpdateFlag |= mode;\r\n if (this.AutoUpdate)\r\n this.DeferUpdate();\r\n }\r\n\r\n //三维实体总是一起生成线框实体和网格实体,这个通知更新,然后统一更新就好了\r\n //避免重复更新\r\n UpdateDrawGeometry() { }\r\n\r\n DeferUpdate()\r\n {\r\n let mode = this.NeedUpdateFlag;\r\n if (mode === 0) return;\r\n\r\n if (mode & UpdateDraw.Geometry && this._CacheDrawObject.size > 0)\r\n this.UpdateDrawGeometry();\r\n\r\n this.UpdateVisible();\r\n\r\n let isJigIng = this._CacheDrawObject.has(RenderType.Jig);\r\n for (let [type, obj] of this._CacheDrawObject)\r\n {\r\n if (isJigIng && type !== RenderType.Jig)\r\n continue;\r\n\r\n if (mode & UpdateDraw.Geometry)\r\n {\r\n if (obj.userData.IsClone)\r\n {\r\n let parent = obj.parent;\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.delete(type);\r\n let newObj = this.GetDrawObjectFromRenderType(type);\r\n if (parent)\r\n {\r\n parent.remove(obj);\r\n parent.add(newObj);\r\n }\r\n obj = newObj;\r\n }\r\n else\r\n this.UpdateDrawObject(type, obj);\r\n }\r\n\r\n if (mode & UpdateDraw.Material)\r\n this.UpdateDrawObjectMaterial(type, obj);\r\n\r\n if (mode & UpdateDraw.Matrix || mode & UpdateDraw.Geometry)\r\n {\r\n obj.updateMatrixWorld(true);\r\n obj.traverse(UpdateBoundingSphere);\r\n }\r\n\r\n }\r\n this.NeedUpdateFlag = UpdateDraw.None;\r\n }\r\n\r\n /**\r\n * 当实体需要更新时,需要重载该方法,实现实体更新\r\n */\r\n UpdateDrawObject(type: RenderType, en: Object3D)\r\n {\r\n\r\n }\r\n\r\n /**\r\n * 当实体需要被更新时,更新实体材质\r\n */\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material?: Material)\r\n {\r\n\r\n }\r\n\r\n protected get MeshMaterial()\r\n {\r\n if (this.materialId && this.materialId.Object)\r\n return (this.materialId.Object).Material as MeshStandardMaterial;\r\n return HostApplicationServices.DefaultMeshMaterial;\r\n }\r\n\r\n /**\r\n * 更新实体Jig状态时的材质\r\n */\r\n UpdateJigMaterial(color = 8)\r\n {\r\n }\r\n RestoreJigMaterial()\r\n {\r\n for (let [type, en] of this._CacheDrawObject)\r\n this.UpdateDrawObjectMaterial(type, en);\r\n }\r\n get Visible()\r\n {\r\n return this._Visible;\r\n }\r\n set Visible(v: boolean)\r\n {\r\n if (v !== this._Visible)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Visible = v;\r\n this.UpdateVisible();\r\n }\r\n }\r\n\r\n private get IsVisible()\r\n {\r\n return !this._isErase && this._Visible;\r\n }\r\n\r\n UpdateVisible()\r\n {\r\n if (this._drawObject)\r\n {\r\n this._drawObject.visible = this.IsVisible;\r\n if (this.IsVisible)\r\n this.UpdateRenderType(this.__CacheRenderType__ ?? userConfig.RenderType);\r\n }\r\n }\r\n\r\n //#endregion\r\n\r\n GoodBye()\r\n {\r\n super.GoodBye();\r\n if (this._drawObject && this._drawObject.parent)\r\n this._drawObject.parent.remove(this._drawObject);\r\n this.ClearDraw();\r\n }\r\n\r\n Erase(isErase: boolean = true)\r\n {\r\n if (isErase === this._isErase)\r\n return;\r\n this.__UpdateVersion__++;\r\n super.Erase(isErase);\r\n this.UpdateVisible();\r\n this.EraseEvent(isErase);\r\n }\r\n\r\n @iaop\r\n EraseEvent(isErase: boolean)\r\n {\r\n\r\n }\r\n /**\r\n * 使用统一的方法设置对象的矩阵.\r\n * 需要对缩放矩形进行重载.避免对象矩阵不是单位矩阵\r\n */\r\n ApplyMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n if (equaln(m.getMaxScaleOnAxis(), 1))\r\n {\r\n let xA = new Vector3();\r\n let yA = new Vector3();\r\n let zA = new Vector3();\r\n m.extractBasis(xA, yA, zA);\r\n this._Matrix.multiplyMatrices(m, this._Matrix);\r\n this._SpaceOCS.multiplyMatrices(m, this._SpaceOCS);\r\n if (!equalv3(xA.clone().cross(yA).normalize(), zA))\r\n this.ApplyMirrorMatrix(m);\r\n else\r\n this.Update(UpdateDraw.Matrix);\r\n }\r\n else\r\n {\r\n this.ApplyScaleMatrix(m);\r\n }\r\n return this;\r\n }\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n return this;\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [];\r\n }\r\n\r\n MoveGripPoints(indexList: number[], vec: Vector3)\r\n {\r\n\r\n }\r\n\r\n /**\r\n *\r\n * @param snapMode 捕捉模式(单一)\r\n * @param pickPoint const\r\n * @param lastPoint const\r\n * @param viewXform const 最近点捕捉需要这个变量\r\n * @returns object snap points\r\n */\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n return [];\r\n }\r\n\r\n GetStretchPoints(): Array\r\n {\r\n return [];\r\n }\r\n\r\n /**\r\n * 拉伸夹点,用于Stretch命令\r\n *\r\n * @param {Array} indexList 拉伸点索引列表.\r\n * @param {Vector3} vec 移动向量\r\n * @memberof Entity\r\n */\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n\r\n }\r\n IntersectWith(curve: Entity, intType: IntersectOption): Vector3[] { return; }\r\n\r\n //#region -------------------------File-------------------------\r\n\r\n Clone(): this\r\n {\r\n let ent = super.Clone();\r\n ent.Template = undefined;\r\n ent.CloneDrawObject(this);\r\n return ent;\r\n }\r\n\r\n CloneDrawObject(from: this)\r\n {\r\n for (let [type, obj] of from._CacheDrawObject)\r\n {\r\n let oldUserDaata = obj.userData;\r\n obj.traverse(o => o.userData = {});\r\n let newObj = obj.clone();\r\n obj.userData = oldUserDaata;\r\n obj.userData.IsClone = true;\r\n\r\n newObj.matrix = this._Matrix;\r\n newObj.userData = { Entity: this };\r\n newObj.userData.IsClone = true;\r\n this._CacheDrawObject.set(type, newObj);\r\n }\r\n this.NeedUpdateFlag = UpdateDraw.None;\r\n }\r\n\r\n static __ReadFileIng__: boolean;\r\n __ReadFileIng__: boolean;\r\n\r\n get ReadFileIng()\r\n {\r\n return this.__ReadFileIng__ || Entity.__ReadFileIng__;\r\n }\r\n\r\n ReadFile(file: CADFiler)\r\n {\r\n this.__ReadFileIng__ = true;\r\n this._ReadFile(file);\r\n this.Update();\r\n this.__ReadFileIng__ = false;\r\n }\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n super.ReadFile(file);\r\n this._Color = file.Read();\r\n this.materialId = file.ReadHardObjectId();\r\n this._Matrix.fromArray(file.Read());\r\n\r\n if (ver === 2)\r\n this.Owner = file.ReadObjectId();\r\n\r\n if (ver > 3)\r\n this.Template = file.ReadObjectId();\r\n\r\n if (ver > 4)\r\n this.GroupId = file.ReadHardObjectId();\r\n\r\n if (ver > 5)\r\n this._Visible = file.Read();\r\n if (ver > 6)\r\n this._SpaceOCS.fromArray(file.Read());\r\n if (ver > 7)\r\n {\r\n let count = file.Read();\r\n this.ProcessingGroupList.length = 0;\r\n for (let i = 0; i < count; i++)\r\n this.ProcessingGroupList.push(file.ReadHardObjectId());\r\n }\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(8);\r\n super.WriteFile(file);\r\n file.Write(this._Color);\r\n file.WriteHardObjectId(this.materialId);\r\n file.Write(this._Matrix.toArray());\r\n file.WriteObjectId(this.Template);\r\n file.WriteHardObjectId(this.GroupId);\r\n file.Write(this._Visible);\r\n file.Write(this._SpaceOCS.toArray());\r\n\r\n file.Write(this.ProcessingGroupList.length);\r\n for (let id of this.ProcessingGroupList)\r\n file.WriteHardObjectId(id);\r\n }\r\n //局部撤销\r\n ApplyPartialUndo(undoData: CADObject)\r\n {\r\n super.ApplyPartialUndo(undoData);\r\n }\r\n\r\n CopyFrom(obj: CADObject)\r\n {\r\n let templateIdBak = this.Template;\r\n super.CopyFrom(obj);\r\n this.Update();\r\n this.Template = templateIdBak;\r\n }\r\n\r\n //#endregion\r\n}\r\n","import { Object3D } from \"three\";\r\nimport { Entity } from \"../DatabaseServices/Entity/Entity\";\r\nimport { equaln } from \"../Geometry/GeUtils\";\r\nimport { safeEval } from \"./eval\";\r\nimport { StoreageKeys } from \"./StoreageKeys\";\r\nimport { ObjectId } from \"../DatabaseServices/ObjectId\";\r\n\r\n//仅数字构成的3位字符串(不以0开头)\r\nexport const digitStrReg = /^[^0\\D]\\d{0,2}$/;\r\nexport const commandReg = /[^A-Za-z0-9]/g;\r\n//仅可输入英文\r\nexport const onlyEnExpReg = /[^A-Za-z]/g;\r\n/**替换收口条柜名后缀 */\r\nexport const ClosingStripReg = /[左|右|上]{1}收口$/;\r\nexport const FileFormatReg = /^\\[(\\d+,){5}[(true)|(false)].+\\]$/;\r\n\r\nexport function IsNumber(keyCode: number)\r\n{\r\n return (keyCode >= 48 && keyCode <= 57) || (keyCode >= 96 && keyCode <= 105);\r\n}\r\nexport function IsChar(keyCode: number)\r\n{\r\n return keyCode >= 65 && keyCode <= 90;\r\n}\r\nexport function isLetter(s: string)\r\n{\r\n let code = s.charCodeAt(0);\r\n return (code >= 97 && code <= 122) || (code >= 65 && code <= 90);\r\n}\r\nexport function isNum(s: string)\r\n{\r\n return !isNaN(safeEval(s));\r\n}\r\n\r\nexport function clamp(value: number, min: number, max: number)\r\n{\r\n return Math.max(min, Math.min(max, value));\r\n}\r\n\r\nexport function FixIndex(index: number, arr: Array | number)\r\n{\r\n let count = (arr instanceof Array) ? arr.length : arr;\r\n if (index < 0)\r\n return count + index;\r\n else if (index >= count)\r\n return index - count;\r\n else\r\n return index;\r\n}\r\n//格式化日期\r\nexport function formateDate(date: Date, fmt: string)\r\n{\r\n let o = {\r\n \"M+\": date.getMonth() + 1, //月份\r\n \"d+\": date.getDate(), //日\r\n \"h+\": date.getHours(), //小时\r\n \"m+\": date.getMinutes(), //分\r\n \"s+\": date.getSeconds(), //秒\r\n \"q+\": Math.floor((date.getMonth() + 3) / 3), //季度\r\n \"S\": date.getMilliseconds() //毫秒\r\n };\r\n //如:yyyy\r\n if (/(y+)/.test(fmt))\r\n {\r\n fmt = fmt.replace(RegExp.$1, (date.getFullYear().toString()).substr(4 - RegExp.$1.length));\r\n }\r\n //yyyy-MM-dd hh:mm:ss\r\n for (let k in o)\r\n {\r\n if (new RegExp(\"(\" + k + \")\").test(fmt))\r\n {\r\n fmt = fmt.replace(RegExp.$1, (RegExp.$1.length == 1) ? (o[k]) : ((\"00\" + o[k]).substr((\"\" + o[k]).length)));\r\n }\r\n }\r\n return fmt;\r\n}\r\n\r\n//判断v在v1和v2之间.(v1>v2 or v2>v1)\r\nexport function isBetweenNums(v1: number, v2: number, v: number, fuzz = 1e-8)\r\n{\r\n if (v1 > v2) [v1, v2] = [v2, v1];\r\n return equaln(v, clamp(v, v1, v2), fuzz);\r\n}\r\n\r\n//深复制对象数组\r\nexport function sliceDeep(arr: object[], start?: number, end?: number): object[]\r\n{\r\n return arr.slice(start, end).map((obj) => Object.assign({}, obj));\r\n}\r\n\r\nfunction fallbackCopyTextToClipboard(text)\r\n{\r\n let textArea = document.createElement(\"textarea\");\r\n textArea.value = text;\r\n document.body.appendChild(textArea);\r\n textArea.focus();\r\n textArea.select();\r\n\r\n try\r\n {\r\n let successful = document.execCommand('copy');\r\n } catch (err)\r\n {\r\n }\r\n document.body.removeChild(textArea);\r\n}\r\nexport async function copyTextToClipboard(text: string)\r\n{\r\n if (!navigator[\"clipboard\"])\r\n {\r\n fallbackCopyTextToClipboard(text);\r\n return;\r\n }\r\n return await navigator[\"clipboard\"].writeText(text);\r\n}\r\n\r\n//ref: https://stackoverflow.com/questions/400212/how-do-i-copy-to-the-clipboard-in-javascript\r\n\r\n/**\r\n * 读取剪切板的字符串\r\n */\r\nexport async function readClipboardText()\r\n{\r\n if (navigator[\"clipboard\"])\r\n return await navigator[\"clipboard\"].readText();\r\n return \"\";\r\n}\r\n\r\n//使用定点表示法来格式化一个数,小数点后面不尾随0. 如 FixedNotZero(1.1 , 3) => 1.1\r\nexport function FixedNotZero(v: number | string, fractionDigits: number = 0)\r\n{\r\n if (typeof v === \"string\")\r\n v = parseFloat(v);\r\n if (isNaN(v)) return \"\";\r\n if (equaln(v, 0)) return \"0\";\r\n let str = v.toFixed(fractionDigits);\r\n let commonIndex = str.indexOf(\".\");\r\n if (commonIndex !== -1)\r\n {\r\n let zeroCount = 0;\r\n let strCount = str.length;\r\n for (let l = strCount; l--;)\r\n {\r\n if (str[l] === \"0\")\r\n zeroCount++;\r\n else\r\n break;\r\n }\r\n if (zeroCount > 0)\r\n {\r\n if (zeroCount === (strCount - commonIndex - 1))\r\n zeroCount++;\r\n return str.slice(0, strCount - zeroCount);\r\n }\r\n }\r\n return str;\r\n}\r\n\r\n/**\r\n * To fixed\r\n * @param v\r\n * @param [fractionDigits]\r\n * @returns\r\n */\r\nexport function ToFixed(v: number, fractionDigits: number = 5)\r\n{\r\n if (equaln(v, 0, Math.pow(0.1, fractionDigits))) return \"0\";\r\n return v.toFixed(fractionDigits);\r\n}\r\n\r\nexport function GetEntity(obj: Object3D): Entity | undefined\r\n{\r\n while (obj)\r\n {\r\n if (obj.userData.Entity)\r\n return obj.userData.Entity;\r\n\r\n obj = obj.parent;\r\n }\r\n}\r\n\r\nexport function IsEntity(obj: Object3D): boolean\r\n{\r\n return GetEntity(obj) instanceof Entity;\r\n}\r\n\r\nexport function IsNoErase(id: ObjectId): boolean\r\n{\r\n return id && !id.IsErase;\r\n}\r\n\r\n/**\r\n * 原图地址转换为对应缩略图地址\r\n */\r\nexport function getThumbsUrl(url: string)\r\n{\r\n return url ? url.replace(/\\/\\w*\\.\\w*$/, mat => \"/thumbs\" + mat.replace(\".\", \"_100.\")) : \"\";\r\n}\r\n\r\n/**\r\n * 快速判断a是不是被修改了\r\n */\r\nexport function equalObject(a: Object, b: Object)\r\n{\r\n for (let key in a)\r\n {\r\n if (a[key] !== b[key])\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function cloneObject(a: T): T\r\n{\r\n return Object.assign({}, a);\r\n}\r\n\r\nexport function Uint8ArrayToBase64(bytes: Uint8Array)\r\n{\r\n let binary = \"\";\r\n let len = bytes.byteLength;\r\n for (let i = 0; i < len; i++)\r\n binary += String.fromCharCode(bytes[i]);\r\n return window.btoa(binary);\r\n}\r\n\r\n/**转换服务端获取的文件大小 */\r\nexport function getFileSize(size: number)\r\n{\r\n let units = [\"B\", \"KB\", \"MB\", \"GB\"];\r\n for (let u of units)\r\n {\r\n if (size > 1 && size < 1024)\r\n return FixedNotZero(size, 2) + u;\r\n else\r\n size /= 1024;\r\n }\r\n}\r\n\r\nexport function GetIndexDBID(id: string)\r\n{\r\n return localStorage.getItem(StoreageKeys.Uid) + \":\" + id;\r\n}\r\n\r\nexport function FixDigits(v: number, fractionDigits = 2)\r\n{\r\n return parseFloat(v.toFixed(fractionDigits));\r\n}\r\n","import { EllipseCurve, Shape, Vector2 } from \"three\";\r\nimport { clamp } from \"../Common/Utils\";\r\nimport { equalv2 } from \"../Geometry/GeUtils\";\r\n\r\nexport class Shape2 extends Shape\r\n{\r\n getPoints(divisions: number = 12)\r\n {\r\n divisions = divisions || 12;\r\n let points = [], last: Vector2;\r\n for (let i = 0, curves = this.curves; i < curves.length; i++)\r\n {\r\n let curve = curves[i];\r\n //@ts-ignore\r\n let resolution = (curve && curve.isEllipseCurve) ? clamp(curve.getLength() / 20, divisions * 2, 60)\r\n //@ts-ignore\r\n : (curve && (curve.isLineCurve || curve.isLineCurve3)) ? 1\r\n //@ts-ignore\r\n : (curve && curve.isSplineCurve) ? divisions * curve.points.length\r\n : divisions;\r\n\r\n let pts = curve.getPoints(resolution);\r\n\r\n for (let j = 0; j < pts.length; j++)\r\n {\r\n let point = pts[j];\r\n if (last && equalv2(last, point, 1e-4))\r\n continue; // ensures no consecutive points are duplicates\r\n\r\n points.push(point);\r\n last = point;\r\n\r\n if (j === pts.length - 1)\r\n point[\"_mask_\"] = true;\r\n }\r\n }\r\n if (this.autoClose\r\n && points.length > 1\r\n && !points[points.length - 1].equals(points[0]))\r\n {\r\n points.push(points[0]);\r\n }\r\n return points;\r\n }\r\n\r\n\r\n absellipse(aX: number, aY: number, xRadius: number, yRadius: number, aStartAngle: number, aEndAngle: number, aClockwise: boolean, aRotation: number): this\r\n {\r\n let curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\r\n\r\n /*\r\n if (this.curves.length > 0)\r\n {\r\n // if a previous curve is present, attempt to join\r\n let firstPoint = curve.getPoint(0);\r\n if (!equalv2(firstPoint, this.currentPoint))\r\n {\r\n this.lineTo(firstPoint.x, firstPoint.y);\r\n }\r\n }\r\n */\r\n\r\n this.curves.push(curve);\r\n\r\n let lastPoint = curve.getPoint(1);\r\n this.currentPoint.copy(lastPoint);\r\n\r\n return this;\r\n }\r\n}\r\n","import { Vector2, Vector3, Matrix4 } from \"three\";\r\n\r\nexport class Matrix2\r\n{\r\n //column-major\r\n el = [1, 0, 0, 1]; //ix iy jx jy [a c b d]\r\n\r\n set(ix: number, iy: number, jx: number, jy: number)\r\n {\r\n this.el[0] = ix;\r\n this.el[1] = iy;\r\n this.el[2] = jx;\r\n this.el[3] = jy;\r\n }\r\n\r\n applyVector(vec: Vector2 | Vector3)\r\n {\r\n let x = vec.x;\r\n let y = vec.y;\r\n let e = this.el;\r\n vec.x = e[0] * x + e[2] * y;\r\n vec.y = e[1] * x + e[3] * y;\r\n return this;\r\n }\r\n\r\n fromMatrix4(mtx4: Matrix4)\r\n {\r\n this.set(mtx4.elements[0], mtx4.elements[1],\r\n mtx4.elements[3], mtx4.elements[4]\r\n );\r\n }\r\n\r\n setRotate(theta: number): this\r\n {\r\n let c = Math.cos(theta);\r\n let s = Math.sin(theta);\r\n this.set(c, s, -s, c);\r\n return this;\r\n }\r\n\r\n //自我求逆矩阵,返回自身\r\n invert(): this\r\n {\r\n //ref:https://www.mathsisfun.com/algebra/matrix-inverse.html\r\n let [a, c, b, d] = this.el;\r\n let det = 1 / (a * d - b * c);\r\n this.set(d * det, -c * det,\r\n -b * det, a * det\r\n );\r\n return this;\r\n }\r\n}\r\n","import { Matrix2 } from './Matrix2';\r\n\r\nlet r = new Matrix2();\r\nexport function RotateUVs(geo: THREE.Geometry)\r\n{\r\n r.set(0, -1,\r\n 1, 0);\r\n\r\n for (let uvs of geo.faceVertexUvs)\r\n {\r\n for (let uv of uvs)\r\n {\r\n for (let v of uv)\r\n r.applyVector(v);\r\n }\r\n }\r\n geo.uvsNeedUpdate = true;\r\n}\r\n","import { ExtrudeGeometry, Matrix4, Mesh, Shape, Vector2 } from 'three';\r\nimport { Shape2 } from '../../DatabaseServices/Shape2';\r\nimport { AsVector3, equaln, polar } from '../../Geometry/GeUtils';\r\nimport { RotateUVs } from '../../Geometry/RotateUV';\r\n\r\nexport namespace CreateBoardUtil\r\n{\r\n //解析二维圆弧\r\n export class Arc2d\r\n {\r\n _StartAn: number;\r\n _EndAn: number;\r\n _StartPoint: Vector2;\r\n _EndPoint: Vector2;\r\n _Center: Vector2;\r\n _Radius: number;\r\n constructor(p1: Vector2, p2: Vector2, bul: number)\r\n {\r\n this._StartPoint = p1.clone();\r\n this._EndPoint = p2.clone();\r\n\r\n let vec: Vector2 = p2.clone().sub(p1);\r\n let len = vec.length();\r\n let an = vec.angle();\r\n this._Radius = len / Math.sin(2 * Math.atan(bul)) / 2;\r\n let allAngle = Math.atan(bul) * 4;\r\n let delDis = bul * len / 2;\r\n let toDis = this._Radius - delDis;\r\n an += Math.PI * 0.5;\r\n\r\n this._Center = p1.clone().add(p2);\r\n this._Center.multiplyScalar(0.5);\r\n\r\n polar(this._Center, an, toDis);\r\n\r\n this._StartAn = p1.clone().sub(this._Center).angle();\r\n this._EndAn = p2.clone().sub(this._Center).angle();\r\n if (bul < 0)\r\n {\r\n //一个神奇的特性 它需要这么做\r\n this._StartAn -= Math.PI;\r\n this._EndAn -= Math.PI;\r\n }\r\n }\r\n }\r\n\r\n\r\n //创建轮廓 通过点表和凸度\r\n export function CreatePath(pts: Vector2[], buls: number[]): Shape\r\n {\r\n let shape = new Shape2();\r\n if (pts.length === 0) return shape;\r\n let firstPt = pts[0];\r\n\r\n shape.moveTo(firstPt.x, firstPt.y);\r\n for (let i = 0; i < pts.length - 1; i++)\r\n {\r\n let nextPt = pts[i + 1];\r\n if (equaln(buls[i], 0, 1e-8))\r\n {\r\n shape.lineTo(nextPt.x, nextPt.y);\r\n }\r\n else\r\n {\r\n let pt = pts[i];\r\n //参考\r\n //http://www.dorodnic.com/blog/tag/three-js/ 绘制一个齿轮\r\n //https://www.kirupa.com/html5/drawing_circles_canvas.htm //html5\r\n let arc2 = new Arc2d(pt, nextPt, buls[i]);\r\n let cen = arc2._Center;\r\n shape.absarc(cen.x, cen.y, arc2._Radius, arc2._StartAn, arc2._EndAn, buls[i] < 0);\r\n }\r\n }\r\n return shape;\r\n }\r\n\r\n //创建板件 暂时这么写\r\n export function createBoard(boardData: object)\r\n {\r\n var pts: Vector2[] = new Array();\r\n var buls: number[] = new Array();\r\n var boardPts = boardData[\"Pts\"];\r\n var boardBuls = boardData[\"Buls\"];\r\n\r\n let boardHeight = boardData[\"H\"];\r\n\r\n var boardMat = new Matrix4();\r\n var matInv: Matrix4 = new Matrix4();\r\n //InitBoardMat\r\n {\r\n\r\n var xD = AsVector3(boardData[\"XVec\"]);\r\n var yD = AsVector3(boardData[\"YVec\"]);\r\n var ZD = AsVector3(boardData[\"ZVec\"]);\r\n var pBase = AsVector3(boardData[\"BasePoint\"]).multiplyScalar(0.001);\r\n\r\n boardMat.makeBasis(xD, yD, ZD);\r\n boardMat.setPosition(pBase);\r\n matInv.getInverse(boardMat);\r\n }\r\n\r\n for (let i = 0; i < boardPts.length; i++)\r\n {\r\n var pt = AsVector3(boardPts[i]).multiplyScalar(0.001);\r\n pt.applyMatrix4(matInv);\r\n pts.push(new Vector2(pt.x, pt.y));\r\n buls.push(boardBuls[i]);\r\n }\r\n\r\n var sp = CreatePath(pts, buls);\r\n var extrudeSettings = {\r\n steps: 1,\r\n bevelEnabled: false,\r\n amount: boardHeight * 0.001\r\n };\r\n\r\n var ext = new ExtrudeGeometry(sp, extrudeSettings);\r\n ext.translate(0, 0, -boardHeight * 0.001);\r\n ext.applyMatrix4(boardMat);\r\n\r\n if (boardData[\"BoardName\"] === \"地脚线\")\r\n {\r\n RotateUVs(ext);\r\n }\r\n\r\n var mesh = new Mesh(ext);\r\n return mesh;\r\n }\r\n}\r\n","/**\r\n * 删除数组中指定的元素,返回数组本身\r\n * @param {Array} arr 需要操作的数组\r\n * @param {*} el 需要移除的元素\r\n */\r\nexport function arrayRemove(arr: Array, el: T): Array\r\n{\r\n let j = 0;\r\n for (let i = 0, l = arr.length; i < l; i++)\r\n {\r\n if (arr[i] !== el)\r\n {\r\n arr[j++] = arr[i];\r\n }\r\n }\r\n arr.length = j;\r\n\r\n return arr;\r\n}\r\n\r\n\r\nexport function arrayRemoveOnce(arr: Array, el: T): Array\r\n{\r\n let index = arr.indexOf(el);\r\n if (index !== -1)\r\n arr.splice(index, 1);\r\n return arr;\r\n}\r\n\r\n/**\r\n * 删除通过函数校验的元素\r\n * @param {(e: T) => boolean} checkFuntion 校验函数\r\n */\r\nexport function arrayRemoveIf(arr: Array, checkFuntion: (e: T) => boolean): Array\r\n{\r\n let j = 0;\r\n for (let i = 0, l = arr.length; i < l; i++)\r\n {\r\n if (!checkFuntion(arr[i]))\r\n {\r\n arr[j++] = arr[i];\r\n }\r\n }\r\n arr.length = j;\r\n\r\n return arr;\r\n}\r\n\r\nexport function arrayFirst(arr: Array): T\r\n{\r\n return arr[0];\r\n}\r\n\r\nexport function arrayLast(arr: { [key: number]: T, length: number; }): T\r\n{\r\n return arr[arr.length - 1];\r\n}\r\n\r\n/**\r\n * 根据数值从小到大排序数组\r\n * @param {Array} arr\r\n * @returns {Array} 返回自身\r\n */\r\nexport function arraySortByNumber(arr: Array): Array\r\n{\r\n arr.sort(sortNumberCompart);\r\n return arr;\r\n}\r\n\r\n/**\r\n * 对排序好的数组进行去重操作\r\n * @param {(e1, e2) => boolean} [checkFuction] 校验对象相等函数\r\n * @returns {Array} 返回自身\r\n */\r\nexport function arrayRemoveDuplicateBySort(arr: Array, checkFuction: (e1: T, e2: T) => boolean = checkEqual): Array\r\n{\r\n if (arr.length < 2) return arr;\r\n let j = 1;\r\n for (let i = 1, l = arr.length; i < l; i++)\r\n if (!checkFuction(arr[j - 1], arr[i]))\r\n arr[j++] = arr[i];\r\n arr.length = j;\r\n return arr;\r\n}\r\n\r\n//原地更新数组,注意这个函数并不会比map快.\r\nexport function arrayMap(arr: Array, mapFunc: (v: T) => T): Array\r\n{\r\n for (let i = 0, count = arr.length; i < count; i++)\r\n arr[i] = mapFunc(arr[i]);\r\n return arr;\r\n}\r\n\r\nfunction sortNumberCompart(e1: any, e2: any)\r\n{\r\n return e1 - e2;\r\n}\r\n\r\nfunction checkEqual(e1: any, e2: any): boolean\r\n{\r\n return e1 === e2;\r\n}\r\n\r\n/**\r\n * 改变数组的值顺序\r\n * @param arr 需要改变初始值位置的数组\r\n * @param index //将index位置以后的值放到起始位置\r\n */\r\nexport function changeArrayStartIndex(arr: T[], index: number): T[]\r\n{\r\n arr.unshift(...arr.splice(index));\r\n return arr;\r\n}\r\n\r\nexport function equalArray(a: T[], b: T[], checkF = checkEqual)\r\n{\r\n if (a === b) return true;\r\n if (a.length !== b.length) return false;\r\n for (var i = 0; i < a.length; ++i)\r\n if (!checkF(a[i], b[i])) return false;\r\n return true;\r\n}\r\n\r\nexport function arrayClone(arr: T[]): T[]\r\n{\r\n return arr.slice();\r\n}\r\n\r\n//https://jsperf.com/merge-array-implementations/30\r\nexport function arrayPushArray(arr1: T[], arr2: T[]): T[]\r\n{\r\n let arr1Length = arr1.length;\r\n let arr2Length = arr2.length;\r\n arr1.length = arr1Length + arr2Length;\r\n for (let i = 0; i < arr2Length; i++)\r\n arr1[arr1Length + i] = arr2[i];\r\n\r\n return arr1;\r\n}\r\n\r\nexport function arraySum(arr: number[])\r\n{\r\n let sum = 0;\r\n for (let n of arr) sum += n;\r\n return sum;\r\n}\r\n\r\nexport function FilterSet(s: Set, fn: (el: T) => boolean): Set\r\n{\r\n let ns = new Set();\r\n for (let el of s)\r\n {\r\n if (fn(el))\r\n ns.add(el);\r\n }\r\n return ns;\r\n}\r\n","import { ShaderMaterialParameters, Vector3 } from \"three\";\r\n\r\n//https://github.com/arefin86/arefin86.github.io/blob/master/js/shaders/GoochShader.js\r\nexport function GetGoochShader()\r\n{\r\n return {\r\n uniforms: {\r\n \"LightPosition\": { type: \"v3\", value: new Vector3(-200, 0, 200) },\r\n \"SurfaceColor\": { type: \"v3\", value: new Vector3(1.0, 1.0, 0.) },\r\n \"WarmColor\": { type: \"v3\", value: new Vector3(1.0, 0.5, 0.0) },\r\n \"CoolColor\": { type: \"v3\", value: new Vector3(0, 0, 0.7) },\r\n \"DiffuseWarm\": { type: \"f\", value: 0.45 },\r\n \"DiffuseCool\": { type: \"f\", value: 0.1 }\r\n },\r\n\r\n vertexShader: require(\"./Goodch2.vs\"),\r\n fragmentShader: require(\"./Goodch2.fs\")\r\n };\r\n}\r\n\r\nexport function GetGoodShaderSimple(color: Vector3 = new Vector3): ShaderMaterialParameters\r\n{\r\n return {\r\n uniforms: {\r\n \"SurfaceColor\": { value: color }\r\n },\r\n vertexShader: require(\"./GoodchSimple.vs\"),\r\n fragmentShader: require(\"./GoodchSimple.fs\"),\r\n\r\n polygonOffset: true,\r\n polygonOffsetFactor: 1,\r\n polygonOffsetUnits: 1\r\n };\r\n}\r\n","import { Color, DoubleSide, LineBasicMaterial, LineDashedMaterial, MeshBasicMaterial, ShaderMaterial, Vector3 } from 'three';\r\nimport { GetGoodShaderSimple } from '../GLSL/GoochShader';\r\nimport { LineMaterial } from 'three/examples/jsm/lines/LineMaterial';\r\n\r\nconst ColorPalette = [\r\n [255, 0, 0, 255], //----- 0 - lets make it red for an example\r\n //[255, 255, 255, 255],//----- 0 - ByBlock - White\r\n [255, 0, 0, 255], //----- 1 - Red\r\n // [255, 0, 0, 255], //----- 1 - Red\r\n [255, 255, 0, 255], //----- 2 - Yellow\r\n [0, 255, 0, 255], //----- 3 - Green\r\n [0, 255, 255, 255], //----- 4 - Cyan\r\n [0, 0, 255, 255], //----- 5 - Blue\r\n [255, 0, 255, 255], //----- 6 - Magenta\r\n // [255, 0, 0, 255], //----- 7 - More red Red\r\n // [255, 0, 0, 255], //----- 8 - More red Red\r\n // [255, 0, 0, 255], //----- 9 - More red Red\r\n [255, 255, 255, 255],//----- 7 - White\r\n [128, 128, 128, 255],//----- 8\r\n [192, 192, 192, 255],//----- 9\r\n [255, 0, 0, 255], //----- 10\r\n [255, 127, 127, 255],//----- 11\r\n [165, 0, 0, 255], //----- 12\r\n [165, 82, 82, 255], //----- 13\r\n [127, 0, 0, 255], //----- 14\r\n [127, 63, 63, 255], //----- 15\r\n [76, 0, 0, 255], //----- 16\r\n [76, 38, 38, 255], //----- 17\r\n [38, 0, 0, 255], //----- 18\r\n [38, 19, 19, 255], //----- 19\r\n [255, 63, 0, 255], //----- 20\r\n [255, 159, 127, 255],//----- 21\r\n [165, 41, 0, 255], //----- 22\r\n [165, 103, 82, 255], //----- 23\r\n [127, 31, 0, 255], //----- 24\r\n [127, 79, 63, 255], //----- 25\r\n [76, 19, 0, 255], //----- 26\r\n [76, 47, 38, 255], //----- 27\r\n [38, 9, 0, 255], //----- 28\r\n [38, 23, 19, 255], //----- 29\r\n [255, 127, 0, 255], //----- 30\r\n [255, 191, 127, 255],//----- 31\r\n [165, 82, 0, 255], //----- 32\r\n [165, 124, 82, 255], //----- 33\r\n [127, 63, 0, 255], //----- 34\r\n [127, 95, 63, 255], //----- 35\r\n [76, 38, 0, 255], //----- 36\r\n [76, 57, 38, 255], //----- 37\r\n [38, 19, 0, 255], //----- 38\r\n [38, 28, 19, 255], //----- 39\r\n [255, 191, 0, 255], //----- 40\r\n [255, 223, 127, 255],//----- 41\r\n [165, 124, 0, 255], //----- 42\r\n [165, 145, 82, 255], //----- 43\r\n [127, 95, 0, 255], //----- 44\r\n [127, 111, 63, 255], //----- 45\r\n [76, 57, 0, 255], //----- 46\r\n [76, 66, 38, 255], //----- 47\r\n [38, 28, 0, 255], //----- 48\r\n [38, 33, 19, 255], //----- 49\r\n [255, 255, 0, 255], //----- 50\r\n [255, 255, 127, 255],//----- 51\r\n [165, 165, 0, 255], //----- 52\r\n [165, 165, 82, 255], //----- 53\r\n [127, 127, 0, 255], //----- 54\r\n [127, 127, 63, 255], //----- 55\r\n [76, 76, 0, 255], //----- 56\r\n [76, 76, 38, 255], //----- 57\r\n [38, 38, 0, 255], //----- 58\r\n [38, 38, 19, 255], //----- 59\r\n [191, 255, 0, 255], //----- 60\r\n [223, 255, 127, 255],//----- 61\r\n [124, 165, 0, 255], //----- 62\r\n [145, 165, 82, 255], //----- 63\r\n [95, 127, 0, 255], //----- 64\r\n [111, 127, 63, 255], //----- 65\r\n [57, 76, 0, 255], //----- 66\r\n [66, 76, 38, 255], //----- 67\r\n [28, 38, 0, 255], //----- 68\r\n [33, 38, 19, 255], //----- 69\r\n [127, 255, 0, 255], //----- 70\r\n [191, 255, 127, 255],//----- 71\r\n [82, 165, 0, 255], //----- 72\r\n [124, 165, 82, 255], //----- 73\r\n [63, 127, 0, 255], //----- 74\r\n [95, 127, 63, 255], //----- 75\r\n [38, 76, 0, 255], //----- 76\r\n [57, 76, 38, 255], //----- 77\r\n [19, 38, 0, 255], //----- 78\r\n [28, 38, 19, 255], //----- 79\r\n [63, 255, 0, 255], //----- 80\r\n [159, 255, 127, 255],//----- 81\r\n [41, 165, 0, 255], //----- 82\r\n [103, 165, 82, 255], //----- 83\r\n [31, 127, 0, 255], //----- 84\r\n [79, 127, 63, 255], //----- 85\r\n [19, 76, 0, 255], //----- 86\r\n [47, 76, 38, 255], //----- 87\r\n [9, 38, 0, 255], //----- 88\r\n [23, 38, 19, 255], //----- 89\r\n [0, 255, 0, 255], //----- 90\r\n [127, 255, 127, 255],//----- 91\r\n [0, 165, 0, 255], //----- 92\r\n [82, 165, 82, 255], //----- 93\r\n [0, 127, 0, 255], //----- 94\r\n [63, 127, 63, 255], //----- 95\r\n [0, 76, 0, 255], //----- 96\r\n [38, 76, 38, 255], //----- 97\r\n [0, 38, 0, 255], //----- 98\r\n [19, 38, 19, 255], //----- 99\r\n [0, 255, 63, 255], //----- 100\r\n [127, 255, 159, 255],//----- 101\r\n [0, 165, 41, 255], //----- 102\r\n [82, 165, 103, 255], //----- 103\r\n [0, 127, 31, 255], //----- 104\r\n [63, 127, 79, 255], //----- 105\r\n [0, 76, 19, 255], //----- 106\r\n [38, 76, 47, 255], //----- 107\r\n [0, 38, 9, 255], //----- 108\r\n [19, 38, 23, 255], //----- 109\r\n [0, 255, 127, 255], //----- 110\r\n [127, 255, 191, 255],//----- 111\r\n [0, 165, 82, 255], //----- 112\r\n [82, 165, 124, 255], //----- 113\r\n [0, 127, 63, 255], //----- 114\r\n [63, 127, 95, 255], //----- 115\r\n [0, 76, 38, 255], //----- 116\r\n [38, 76, 57, 255], //----- 117\r\n [0, 38, 19, 255], //----- 118\r\n [19, 38, 28, 255], //----- 119\r\n [0, 255, 191, 255], //----- 120\r\n [127, 255, 223, 255],//----- 121\r\n [0, 165, 124, 255], //----- 122\r\n [82, 165, 145, 255], //----- 123\r\n [0, 127, 95, 255], //----- 124\r\n [63, 127, 111, 255], //----- 125\r\n [0, 76, 57, 255], //----- 126\r\n [38, 76, 66, 255], //----- 127\r\n [0, 38, 28, 255], //----- 128\r\n [19, 38, 33, 255], //----- 129\r\n [0, 255, 255, 255], //----- 130\r\n [127, 255, 255, 255],//----- 131\r\n [0, 165, 165, 255], //----- 132\r\n [82, 165, 165, 255], //----- 133\r\n [0, 127, 127, 255], //----- 134\r\n [63, 127, 127, 255], //----- 135\r\n [0, 76, 76, 255], //----- 136\r\n [38, 76, 76, 255], //----- 137\r\n [0, 38, 38, 255], //----- 138\r\n [19, 38, 38, 255], //----- 139\r\n [0, 191, 255, 255], //----- 140\r\n [127, 223, 255, 255],//----- 141\r\n [0, 124, 165, 255], //----- 142\r\n [82, 145, 165, 255], //----- 143\r\n [0, 95, 127, 255], //----- 144\r\n [63, 111, 127, 255], //----- 145\r\n [0, 57, 76, 255], //----- 146\r\n [38, 66, 76, 255], //----- 147\r\n [0, 28, 38, 255], //----- 148\r\n [19, 33, 38, 255], //----- 149\r\n [0, 127, 255, 255], //----- 150\r\n [127, 191, 255, 255],//----- 151\r\n [0, 82, 165, 255], //----- 152\r\n [82, 124, 165, 255], //----- 153\r\n [0, 63, 127, 255], //----- 154\r\n [63, 95, 127, 255], //----- 155\r\n [0, 38, 76, 255], //----- 156\r\n [38, 57, 76, 255], //----- 157\r\n [0, 19, 38, 255], //----- 158\r\n [19, 28, 38, 255], //----- 159\r\n [0, 63, 255, 255], //----- 160\r\n [127, 159, 255, 255],//----- 161\r\n [0, 41, 165, 255], //----- 162\r\n [82, 103, 165, 255], //----- 163\r\n [0, 31, 127, 255], //----- 164\r\n [63, 79, 127, 255], //----- 165\r\n [0, 19, 76, 255], //----- 166\r\n [38, 47, 76, 255], //----- 167\r\n [0, 9, 38, 255], //----- 168\r\n [19, 23, 38, 255], //----- 169\r\n [0, 0, 255, 255], //----- 170\r\n [127, 127, 255, 255],//----- 171\r\n [0, 0, 165, 255], //----- 172\r\n [82, 82, 165, 255], //----- 173\r\n [0, 0, 127, 255], //----- 174\r\n [63, 63, 127, 255], //----- 175\r\n [0, 0, 76, 255], //----- 176\r\n [38, 38, 76, 255], //----- 177\r\n [0, 0, 38, 255], //----- 178\r\n [19, 19, 38, 255], //----- 179\r\n [63, 0, 255, 255], //----- 180\r\n [159, 127, 255, 255],//----- 181\r\n [41, 0, 165, 255], //----- 182\r\n [103, 82, 165, 255], //----- 183\r\n [31, 0, 127, 255], //----- 184\r\n [79, 63, 127, 255], //----- 185\r\n [19, 0, 76, 255], //----- 186\r\n [47, 38, 76, 255], //----- 187\r\n [9, 0, 38, 255], //----- 188\r\n [23, 19, 38, 255], //----- 189\r\n [127, 0, 255, 255], //----- 190\r\n [191, 127, 255, 255],//----- 191\r\n [82, 0, 165, 255], //----- 192\r\n [124, 82, 165, 255], //----- 193\r\n [63, 0, 127, 255], //----- 194\r\n [95, 63, 127, 255], //----- 195\r\n [38, 0, 76, 255], //----- 196\r\n [57, 38, 76, 255], //----- 197\r\n [19, 0, 38, 255], //----- 198\r\n [28, 19, 38, 255], //----- 199\r\n [191, 0, 255, 255], //----- 200\r\n [223, 127, 255, 255],//----- 201\r\n [124, 0, 165, 255], //----- 202\r\n [145, 82, 165, 255], //----- 203\r\n [95, 0, 127, 255], //----- 204\r\n [111, 63, 127, 255], //----- 205\r\n [57, 0, 76, 255], //----- 206\r\n [66, 38, 76, 255], //----- 207\r\n [28, 0, 38, 255], //----- 208\r\n [33, 19, 38, 255], //----- 209\r\n [255, 0, 255, 255], //----- 210\r\n [255, 127, 255, 255],//----- 211\r\n [165, 0, 165, 255], //----- 212\r\n [165, 82, 165, 255], //----- 213\r\n [127, 0, 127, 255], //----- 214\r\n [127, 63, 127, 255], //----- 215\r\n [76, 0, 76, 255], //----- 216\r\n [76, 38, 76, 255], //----- 217\r\n [38, 0, 38, 255], //----- 218\r\n [38, 19, 38, 255], //----- 219\r\n [255, 0, 191, 255], //----- 220\r\n [255, 127, 223, 255],//----- 221\r\n [165, 0, 124, 255], //----- 222\r\n [165, 82, 145, 255], //----- 223\r\n [127, 0, 95, 255], //----- 224\r\n [127, 63, 111, 255], //----- 225\r\n [76, 0, 57, 255], //----- 226\r\n [76, 38, 66, 255], //----- 227\r\n [38, 0, 28, 255], //----- 228\r\n [38, 19, 33, 255], //----- 229\r\n [255, 0, 127, 255], //----- 230\r\n [255, 127, 191, 255],//----- 231\r\n [165, 0, 82, 255], //----- 232\r\n [165, 82, 124, 255], //----- 233\r\n [127, 0, 63, 255], //----- 234\r\n [127, 63, 95, 255], //----- 235\r\n [76, 0, 38, 255], //----- 236\r\n [76, 38, 57, 255], //----- 237\r\n [38, 0, 19, 255], //----- 238\r\n [38, 19, 28, 255], //----- 239\r\n [255, 0, 63, 255], //----- 240\r\n [255, 127, 159, 255],//----- 241\r\n [165, 0, 41, 255], //----- 242\r\n [165, 82, 103, 255], //----- 243\r\n [127, 0, 31, 255], //----- 244\r\n [127, 63, 79, 255], //----- 245\r\n [76, 0, 19, 255], //----- 246\r\n [76, 38, 47, 255], //----- 247\r\n [38, 0, 9, 255], //----- 248\r\n [38, 19, 23, 255], //----- 249\r\n [84, 84, 84, 255], //----- 250\r\n [118, 118, 118, 255],//----- 251\r\n [152, 152, 152, 255],//----- 252\r\n [186, 186, 186, 255],//----- 253\r\n [220, 220, 220, 255],//----- 254\r\n [255, 255, 255, 255],//----- 255\r\n [0, 0, 0, 0] //----- ByLayer - White\r\n];\r\n\r\nexport const LINE_WIDTH = 2;\r\n\r\n//颜色材质,对于二维图像来说可能有用,应该不对三维对象使用该材质\r\nexport class ColorMaterial\r\n{\r\n private constructor() { }\r\n private static _LineMaterialMap = new Map();\r\n private static _BasicMaterialMap = new Map();\r\n static GetLineMaterial(color: number): LineBasicMaterial\r\n {\r\n if (this._LineMaterialMap.has(color))\r\n return this._LineMaterialMap.get(color);\r\n let mat = new LineBasicMaterial({ color: this.GetColor(color) });\r\n this._LineMaterialMap.set(color, mat);\r\n return mat;\r\n }\r\n\r\n static GetBasicMaterial(color: number): MeshBasicMaterial\r\n {\r\n if (this._BasicMaterialMap.has(color))\r\n return this._BasicMaterialMap.get(color);\r\n let mtl = new MeshBasicMaterial({ color: this.GetColor(color) });\r\n this._BasicMaterialMap.set(color, mtl);\r\n return mtl;\r\n }\r\n\r\n private static _BasicDoubleSideMaterialMap = new Map();\r\n static GetBasicMaterialDoubleSide(color: number): MeshBasicMaterial\r\n {\r\n if (this._BasicDoubleSideMaterialMap.has(color))\r\n return this._BasicDoubleSideMaterialMap.get(color);\r\n let mtl = new MeshBasicMaterial({ color: this.GetColor(color), side: DoubleSide });\r\n this._BasicDoubleSideMaterialMap.set(color, mtl);\r\n return mtl;\r\n }\r\n\r\n private static _ConceptualMaterial: Map = new Map();\r\n static GetConceptualMaterial(color: number)\r\n {\r\n if (this._ConceptualMaterial.has(color))\r\n return this._ConceptualMaterial.get(color);\r\n\r\n let shaderParams = GetGoodShaderSimple(\r\n new Vector3().fromArray(this.GetColor(color).toArray())\r\n );\r\n let mtl = new ShaderMaterial(shaderParams);\r\n this._ConceptualMaterial.set(color, mtl);\r\n return mtl;\r\n }\r\n private static _printConceptualMaterial: ShaderMaterial;\r\n static GetPrintConceptualMaterial()\r\n {\r\n if (!this._printConceptualMaterial)\r\n {\r\n this._printConceptualMaterial = new ShaderMaterial({\r\n uniforms: {\r\n \"SurfaceColor\": { value: [1.0, 1.0, 1.0] }\r\n },\r\n vertexShader: require(\"../GLSL/GoodchSimple.vs\"),\r\n fragmentShader: require(\"../GLSL/GoodchSimple2.fs\"),\r\n polygonOffset: true,\r\n polygonOffsetFactor: 1,\r\n polygonOffsetUnits: LINE_WIDTH\r\n });\r\n }\r\n return this._printConceptualMaterial;\r\n }\r\n\r\n private static _BasicTransparentMaterialMap: Map = new Map();\r\n static GetBasicMaterialTransparent(color: number, opacity: number)\r\n {\r\n let key = `${color},${opacity}`;\r\n let mat = this._BasicTransparentMaterialMap.get(key);\r\n if (mat) return mat;\r\n mat = new MeshBasicMaterial({ transparent: true, opacity: opacity, side: DoubleSide });\r\n this._BasicTransparentMaterialMap.set(key, mat);\r\n return mat;\r\n }\r\n\r\n private static _BasicTransparentMaterialMap2: Map = new Map();\r\n static GetBasicMaterialTransparent2(color: number, opacity: number)\r\n {\r\n let key = `${color},${opacity}`;\r\n let mat = this._BasicTransparentMaterialMap2.get(key);\r\n if (mat) return mat;\r\n mat = new MeshBasicMaterial({ transparent: true, opacity: opacity });\r\n this._BasicTransparentMaterialMap2.set(key, mat);\r\n return mat;\r\n }\r\n\r\n static GetColor(color: number)\r\n {\r\n let rgb = ColorPalette[color];\r\n if (rgb)\r\n return new Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255);\r\n }\r\n\r\n //橡皮筋材质: 黄色 点划线\r\n static RubberBandMaterial = new LineDashedMaterial({\r\n color: 0xF0B41E,\r\n dashSize: 20,\r\n gapSize: 8,\r\n });\r\n\r\n //极轴材质: 绿色 点划线\r\n static SnapAxisMaterial = new LineDashedMaterial({\r\n color: 0x008B00,\r\n dashSize: 5,\r\n gapSize: 5\r\n });\r\n static PrintLineMatrial = new LineMaterial({\r\n\r\n color: 0x000000,\r\n linewidth: LINE_WIDTH / 1000,\r\n dashed: false\r\n });\r\n static GrayTransparentMeshMaterial = new MeshBasicMaterial({\r\n color: 0xcccccc,\r\n transparent: true,\r\n opacity: 0.3,\r\n });\r\n static TransparentMeshMaterial = new MeshBasicMaterial({\r\n transparent: true,\r\n opacity: 0,\r\n });\r\n static TransparentLineMaterial = new MeshBasicMaterial({\r\n transparent: true,\r\n opacity: 0,\r\n });\r\n}\r\n","\r\n/**\r\n * OSMODE\r\n */\r\nexport enum ObjectSnapMode\r\n{\r\n None = 0, //无\r\n End = 1, //端点\r\n Mid = 2, //中点\r\n Cen = 4, //圆心\r\n Node = 8,//节点\r\n Qua = 16,//象限点\r\n Int = 32,//交点\r\n Ins = 64,//插入点\r\n Per = 128,//垂足\r\n Tan = 256,//切点\r\n Nea = 512,//最近点\r\n NotEntitySnap = 1024,//清除所有对象捕捉\r\n App = 2048,//外观交点\r\n Ext = 4096,//延伸\r\n Par = 8192,//平行\r\n Axis = 16384,//极轴\r\n All = ~(~0 << 15) - 1024,\r\n}\r\n","import { BufferGeometry, Vector3, BufferAttribute, ShapeGeometry, Shape } from \"three\";\r\n\r\nexport namespace BufferGeometryUtils\r\n{\r\n export function CreateFromPts(pts: Vector3[]): BufferGeometry\r\n {\r\n return new BufferGeometry().setFromPoints(pts);\r\n }\r\n\r\n /**\r\n * 更新BufferGeometry的顶点\r\n * @param geo\r\n * @param pts\r\n * @returns 当成功时返回true,更新失败时返回false\r\n */\r\n export function UpdatePts(geo: BufferGeometry, pts: Vector3[]): boolean\r\n {\r\n let bf = geo.getAttribute(\"position\") as BufferAttribute;\r\n if (bf === undefined)\r\n geo.setFromPoints(pts);\r\n else if (bf.count >= pts.length)\r\n {\r\n bf.copyVector3sArray(pts);\r\n bf.needsUpdate = true;\r\n geo.drawRange.count = pts.length;\r\n }\r\n else\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n let arrowGeometry: ShapeGeometry;\r\n export function ArrowGeometry()\r\n {\r\n if (arrowGeometry)\r\n return arrowGeometry;\r\n else\r\n {\r\n let arrowShape = new Shape();\r\n arrowShape.lineTo(-0.5, -1.8);\r\n arrowShape.lineTo(0.5, -1.8);\r\n arrowGeometry = new ShapeGeometry(arrowShape);\r\n arrowGeometry.computeBoundingBox();\r\n return arrowGeometry;\r\n }\r\n }\r\n\r\n export function MergeBufferGeometries(geometries: BufferGeometry[], useGroups: boolean = false): BufferGeometry\r\n {\r\n if (geometries.length === 0)\r\n return new BufferGeometry();\r\n let isIndexed = geometries[0].index !== null;\r\n\r\n let attributesUsed = new Set(Object.keys(geometries[0].attributes));\r\n let morphAttributesUsed = new Set(Object.keys(geometries[0].morphAttributes));\r\n\r\n let attributes = {};\r\n let morphAttributes = {};\r\n\r\n let morphTargetsRelative = geometries[0].morphTargetsRelative;\r\n\r\n let mergedGeometry = new BufferGeometry();\r\n\r\n let offset = 0;\r\n\r\n for (let i = 0; i < geometries.length; ++i)\r\n {\r\n\r\n let geometry = geometries[i];\r\n\r\n // ensure that all geometries are indexed, or none\r\n\r\n if (isIndexed !== (geometry.index !== null)) return null;\r\n\r\n // gather attributes, exit early if they're different\r\n\r\n for (let name in geometry.attributes)\r\n {\r\n\r\n if (!attributesUsed.has(name)) continue;\r\n\r\n if (attributes[name] === undefined) attributes[name] = [];\r\n\r\n attributes[name].push(geometry.attributes[name]);\r\n\r\n }\r\n\r\n // gather morph attributes, exit early if they're different\r\n\r\n if (morphTargetsRelative !== geometry.morphTargetsRelative) return null;\r\n\r\n for (let name in geometry.morphAttributes)\r\n {\r\n\r\n if (!morphAttributesUsed.has(name)) continue;\r\n\r\n if (morphAttributes[name] === undefined) morphAttributes[name] = [];\r\n\r\n morphAttributes[name].push(geometry.morphAttributes[name]);\r\n\r\n }\r\n\r\n // gather .userData\r\n\r\n mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || [];\r\n mergedGeometry.userData.mergedUserData.push(geometry.userData);\r\n\r\n if (useGroups)\r\n {\r\n\r\n let count: number;\r\n\r\n if (isIndexed)\r\n {\r\n\r\n count = geometry.index.count;\r\n\r\n } else if (geometry.attributes.position !== undefined)\r\n {\r\n\r\n count = geometry.attributes.position.count;\r\n\r\n } else\r\n {\r\n\r\n return null;\r\n\r\n }\r\n\r\n mergedGeometry.addGroup(offset, count, i);\r\n\r\n offset += count;\r\n\r\n }\r\n\r\n }\r\n\r\n // merge indices\r\n\r\n if (isIndexed)\r\n {\r\n\r\n let indexOffset = 0;\r\n let mergedIndex = [];\r\n\r\n for (let i = 0; i < geometries.length; ++i)\r\n {\r\n\r\n let index = geometries[i].index;\r\n\r\n for (let j = 0; j < index.count; ++j)\r\n {\r\n\r\n mergedIndex.push(index.getX(j) + indexOffset);\r\n\r\n }\r\n\r\n indexOffset += geometries[i].attributes.position.count;\r\n\r\n }\r\n\r\n mergedGeometry.setIndex(mergedIndex);\r\n\r\n }\r\n\r\n // merge attributes\r\n\r\n for (let name in attributes)\r\n {\r\n\r\n let mergedAttribute = MergeBufferAttributes(attributes[name]);\r\n\r\n if (!mergedAttribute) return null;\r\n\r\n mergedGeometry.setAttribute(name, mergedAttribute);\r\n\r\n }\r\n\r\n // merge morph attributes\r\n\r\n for (let name in morphAttributes)\r\n {\r\n\r\n let numMorphTargets = morphAttributes[name][0].length;\r\n\r\n if (numMorphTargets === 0) break;\r\n\r\n mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};\r\n mergedGeometry.morphAttributes[name] = [];\r\n\r\n for (let i = 0; i < numMorphTargets; ++i)\r\n {\r\n\r\n let morphAttributesToMerge: any[] = [];\r\n\r\n for (let j = 0; j < morphAttributes[name].length; ++j)\r\n {\r\n\r\n morphAttributesToMerge.push(morphAttributes[name][j][i]);\r\n\r\n }\r\n\r\n let mergedMorphAttribute = MergeBufferAttributes(morphAttributesToMerge);\r\n\r\n if (!mergedMorphAttribute) return null;\r\n\r\n mergedGeometry.morphAttributes[name].push(mergedMorphAttribute);\r\n\r\n }\r\n\r\n }\r\n\r\n return mergedGeometry;\r\n\r\n }\r\n\r\n export function MergeBufferAttributes(attributes: BufferAttribute[]): BufferAttribute\r\n {\r\n let TypedArray;\r\n let itemSize: number;\r\n let normalized: boolean;\r\n let arrayLength = 0;\r\n\r\n for (let i = 0; i < attributes.length; ++i)\r\n {\r\n\r\n let attribute = attributes[i];\r\n\r\n if (TypedArray === undefined) TypedArray = attribute.array.constructor;\r\n if (TypedArray !== attribute.array.constructor) return null;\r\n\r\n if (itemSize === undefined) itemSize = attribute.itemSize;\r\n if (itemSize !== attribute.itemSize) return null;\r\n\r\n if (normalized === undefined) normalized = attribute.normalized;\r\n if (normalized !== attribute.normalized) return null;\r\n\r\n arrayLength += attribute.array.length;\r\n\r\n }\r\n\r\n let array = new TypedArray(arrayLength);\r\n let offset = 0;\r\n\r\n for (let i = 0; i < attributes.length; ++i)\r\n {\r\n\r\n array.set(attributes[i].array, offset);\r\n\r\n offset += attributes[i].array.length;\r\n\r\n }\r\n\r\n return new BufferAttribute(array, itemSize, normalized);\r\n\r\n }\r\n\r\n}\r\n","import { Matrix4, Vector3 } from 'three';\r\nimport { arrayRemoveDuplicateBySort } from '../Common/ArrayExt';\r\nimport { Arc } from '../DatabaseServices/Entity/Arc';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Line } from '../DatabaseServices/Entity/Line';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { comparePoint, equaln, equalv3 } from '../Geometry/GeUtils';\r\n\r\n/**\r\n * 相交延伸选项.\r\n *\r\n * @export\r\n * @enum {number}\r\n */\r\nexport enum IntersectOption\r\n{\r\n /**\r\n * 两者都不延伸\r\n */\r\n OnBothOperands = 0,\r\n /**\r\n * 延伸自身\r\n */\r\n ExtendThis = 1,\r\n /**\r\n * 延伸参数\r\n */\r\n ExtendArg = 2,\r\n /**\r\n * 延伸两者\r\n */\r\n ExtendBoth = 3,\r\n}\r\n\r\nexport interface IntersectResult\r\n{\r\n pt: Vector3,\r\n thisParam: number,\r\n argParam: number,\r\n}\r\n\r\n//延伸自身还是参数反转\r\nexport function reverseIntersectOption(intType: IntersectOption)\r\n{\r\n if (intType === IntersectOption.ExtendThis)\r\n intType = IntersectOption.ExtendArg;\r\n else if (intType === IntersectOption.ExtendArg)\r\n intType = IntersectOption.ExtendThis;\r\n return intType;\r\n}\r\n/**\r\n * 校验相交点是否满足延伸选项\r\n * 算法会计算无限延伸状态下的曲线交点,调用该方法进行校验返回校验后的点表\r\n *\r\n * @param {Vector3[]} intRes 相交点.曲线当作完全状态下的相交点\r\n * @param {Curve} c1 曲线1 由this参数传入\r\n * @param {Curve} c2 曲线2 由arg 参数传入\r\n * @param {Intersect} extType 延伸选项.\r\n * @returns {Array} 校验完成后的点表\r\n */\r\nfunction CheckPointOnCurve(intRes: IntersectResult[], c1: Curve, c2: Curve, extType: IntersectOption, tolerance = 1e-6): Array\r\n{\r\n return intRes.filter(r =>\r\n {\r\n if (!(extType & IntersectOption.ExtendThis))\r\n if (!c1.ParamOnCurve(r.thisParam, tolerance))\r\n return false;\r\n\r\n if (!(extType & IntersectOption.ExtendArg))\r\n if (!c2.ParamOnCurve(r.argParam, tolerance))\r\n return false;\r\n return true;\r\n });\r\n}\r\nexport function IntersectCircleAndCircle(cu1: Circle | Arc, cu2: Circle | Arc): IntersectResult[]\r\n{\r\n if (!cu1.IsCoplaneTo(cu2)) return [];\r\n\r\n let c1OcsInv = cu1.OCSInv;\r\n let c1Ocs = cu1.OCS;\r\n\r\n let center1 = cu1.Center.applyMatrix4(c1OcsInv);\r\n let center2 = cu2.Center.applyMatrix4(c1OcsInv);\r\n let radius1 = cu1.Radius;\r\n let radius2 = cu2.Radius;\r\n\r\n let pts: IntersectResult[] = [];\r\n let dist = center2.distanceTo(center1);\r\n\r\n if (dist < Math.abs(radius1 - radius2) - 1e-3\r\n || dist > (radius1 + radius2 + 1e-3))\r\n return pts;\r\n if (equaln(dist, 0, 1e-6)) return pts;\r\n\r\n let dstsqr = dist * dist;\r\n let r1sqr = radius1 * radius1;\r\n let r2sqr = radius2 * radius2;\r\n\r\n let a = (dstsqr - r2sqr + r1sqr) / (2 * dist);\r\n let h = Math.sqrt(Math.abs(r1sqr - (a * a)));\r\n\r\n let ratio_a = a / dist;\r\n let ratio_h = h / dist;\r\n\r\n let dx = center2.x - center1.x;\r\n let dy = center2.y - center1.y;\r\n\r\n let phix = center1.x + (ratio_a * dx);\r\n let phiy = center1.y + (ratio_a * dy);\r\n\r\n dx *= ratio_h;\r\n dy *= ratio_h;\r\n\r\n let p1 = new Vector3(phix + dy, phiy - dx);\r\n let p2 = new Vector3(phix - dy, phiy + dx);\r\n p1.applyMatrix4(c1Ocs);\r\n p2.applyMatrix4(c1Ocs);\r\n\r\n pts.push({\r\n pt: p1,\r\n thisParam: cu1.GetParamAtPoint(p1),\r\n argParam: cu2.GetParamAtPoint(p1),\r\n });\r\n if (!equalv3(p1, p2))//防止点重复\r\n pts.push({\r\n pt: p2,\r\n thisParam: cu1.GetParamAtPoint(p2),\r\n argParam: cu2.GetParamAtPoint(p2),\r\n });\r\n\r\n return pts;\r\n}\r\n/**\r\n * 计算圆与圆弧的交点.\r\n *\r\n * @export\r\n * @param {Circle} circle 圆\r\n * @param {Arc} arc 圆弧\r\n * @param {IntersectOption} extType 延伸选项\r\n * @returns 交点集合\r\n */\r\nexport function IntersectCircleAndArc(circle: Circle, arc: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectCircleAndCircle(circle, arc);\r\n return CheckPointOnCurve(pts, circle, arc, extType | IntersectOption.ExtendThis, tolerance);\r\n}\r\n\r\n/**\r\n * 计算圆弧与圆弧的交点\r\n *\r\n * @export\r\n * @param {Arc} arc1 圆弧\r\n * @param {Arc} arc2 圆弧\r\n * @param {IntersectOption} extType 延伸选项\r\n * @returns 交点集合\r\n */\r\nexport function IntersectArcAndArc(arc1: Arc, arc2: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectCircleAndCircle(arc1, arc2);\r\n return CheckPointOnCurve(pts, arc1, arc2, extType, tolerance);\r\n}\r\n\r\nexport function IntersectEllipseAndLine(l: Line, el: Ellipse, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectLineAndEllipseFor2D(l, el);\r\n return CheckPointOnCurve(pts, l, el, extType, tolerance);\r\n}\r\n\r\n/**\r\n * 通用方法:计算直线与圆的交点,默认延伸全部\r\n *\r\n * @export\r\n * @param {Line} line 直线\r\n * @param {(Circle | Arc)} circle 圆或圆弧\r\n * @returns 交点集合\r\n */\r\nfunction IntersectLineAndCircleOrArc(line: Line, circle: Circle | Arc): IntersectResult[]\r\n{\r\n let lineOrg = line.StartPoint;\r\n let lineDirection = line.EndPoint.sub(lineOrg);\r\n let dirLen = lineDirection.length();\r\n if (equaln(dirLen, 0)) return [];\r\n lineDirection.divideScalar(dirLen);\r\n\r\n let diff = lineOrg.clone().sub(circle.Center);\r\n let a0 = diff.dot(diff) - circle.Radius ** 2;\r\n let a1 = lineDirection.dot(diff);\r\n let discr = a1 ** 2 - a0;\r\n\r\n if (equaln(discr, 0, 1e-7))\r\n {\r\n let pt = lineOrg.add(lineDirection.multiplyScalar(-a1));\r\n\r\n return [{\r\n pt,\r\n thisParam: -a1 / dirLen,\r\n argParam: circle.GetParamAtPoint(pt)\r\n }];\r\n }\r\n else if (discr > 0)\r\n {\r\n let root = Math.sqrt(discr);\r\n let p1 = lineOrg.clone().add(lineDirection.clone().multiplyScalar(-a1 + root));\r\n let p2 = lineOrg.add(lineDirection.multiplyScalar(-a1 - root));\r\n\r\n return [\r\n {\r\n pt: p1,\r\n thisParam: (-a1 + root) / dirLen,\r\n argParam: circle.GetParamAtPoint(p1)\r\n }, {\r\n pt: p2,\r\n thisParam: (-a1 - root) / dirLen,\r\n argParam: circle.GetParamAtPoint(p2)\r\n }\r\n ];\r\n }\r\n return [];\r\n}\r\n\r\n//直线和圆\r\nexport function IntersectLineAndCircle(line: Line, circle: Circle, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let ptArr = IntersectLineAndCircleOrArc(line, circle);\r\n return CheckPointOnCurve(ptArr, line, circle, extType | IntersectOption.ExtendArg);\r\n}\r\n//直线和圆弧\r\nexport function IntersectLineAndArc(line: Line, arc: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let ptArr = IntersectLineAndCircleOrArc(line, arc);\r\n return CheckPointOnCurve(ptArr, line, arc, extType, tolerance);\r\n}\r\n//直线和直线\r\nexport function IntersectLAndLFor2D(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3): Vector3\r\n{\r\n let dx1 = p1.x - p2.x;\r\n let dx2 = p3.x - p4.x;\r\n let dx3 = p4.x - p2.x;\r\n let dy1 = p1.y - p2.y;\r\n let dy2 = p3.y - p4.y;\r\n let dy3 = p4.y - p2.y;\r\n\r\n let det = (dx2 * dy1) - (dy2 * dx1);\r\n\r\n if (equaln(det, 0.0, 1e-5))\r\n {\r\n // if (equaln(dx2 * dy3, dy2 * dx3, 1e-5))\r\n // {\r\n // return midPoint(midPoint(p1, p2), midPoint(p3, p4));\r\n // }\r\n return;\r\n }\r\n\r\n let pt = new Vector3;\r\n let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det;\r\n pt.x = (ratio * dx2) + p4.x;\r\n pt.y = (ratio * dy2) + p4.y;\r\n\r\n return pt;\r\n}\r\n\r\nexport function IntersectLAndLFor2D2(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3): Vector3[]\r\n{\r\n let dx1 = p1.x - p2.x;\r\n let dx2 = p3.x - p4.x;\r\n let dx3 = p4.x - p2.x;\r\n let dy1 = p1.y - p2.y;\r\n let dy2 = p3.y - p4.y;\r\n let dy3 = p4.y - p2.y;\r\n\r\n let det = (dx2 * dy1) - (dy2 * dx1);\r\n\r\n if (equaln(det, 0.0, 1e-5))\r\n {\r\n if (equaln(dx2 * dy3, dy2 * dx3, 1e-5))\r\n return [p1, p2, p3, p4];\r\n return [];\r\n }\r\n\r\n let pt = new Vector3;\r\n let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det;\r\n pt.x = (ratio * dx2) + p4.x;\r\n pt.y = (ratio * dy2) + p4.y;\r\n\r\n return [pt];\r\n}\r\n\r\nexport function IntersectLine3AndLine3(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3, epsilon = 1e-6)\r\n{\r\n let pts = ShortestLine3AndLine3(p1, p2, p3, p4);\r\n if (pts) return pts[0];\r\n}\r\n\r\n/**\r\n * 三维中两行之间最短的直线\r\n * ref:https://stackoverflow.com/questions/2316490/the-algorithm-to-find-the-point-of-intersection-of-two-3d-line-segment\r\n * ref:http://paulbourke.net/geometry/pointlineplane/\r\n * ref:http://paulbourke.net/geometry/pointlineplane/calclineline.cs\r\n *\r\n * @export\r\n * @param {Vector3} p1 l1.start\r\n * @param {Vector3} p2 l1.end\r\n * @param {Vector3} p3 l2.start\r\n * @param {Vector3} p4 l2.end\r\n * @returns 交点集合\r\n */\r\nfunction ShortestLine3AndLine3(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3, epsilon = 1e-6)\r\n{\r\n let p43 = p4.clone().sub(p3);\r\n if (p43.lengthSq() < epsilon)\r\n return;\r\n let p21 = p2.clone().sub(p1);\r\n if (p21.lengthSq() < epsilon)\r\n return;\r\n\r\n let p13 = p1.clone().sub(p3);\r\n\r\n let d1343 = p13.x * p43.x + p13.y * p43.y + p13.z * p43.z;\r\n let d4321 = p43.x * p21.x + p43.y * p21.y + p43.z * p21.z;\r\n let d1321 = p13.x * p21.x + p13.y * p21.y + p13.z * p21.z;\r\n let d4343 = p43.x * p43.x + p43.y * p43.y + p43.z * p43.z;\r\n let d2121 = p21.x * p21.x + p21.y * p21.y + p21.z * p21.z;\r\n\r\n let denom = d2121 * d4343 - d4321 * d4321;\r\n if (Math.abs(denom) < epsilon)\r\n return;\r\n let numer = d1343 * d4321 - d1321 * d4343;\r\n\r\n let mua = numer / denom;\r\n let mub = (d1343 + d4321 * (mua)) / d4343;\r\n\r\n let resultSegmentPoint1 = new Vector3();\r\n resultSegmentPoint1.x = p1.x + mua * p21.x;\r\n resultSegmentPoint1.y = p1.y + mua * p21.y;\r\n resultSegmentPoint1.z = p1.z + mua * p21.z;\r\n let resultSegmentPoint2 = new Vector3();\r\n resultSegmentPoint2.x = p3.x + mub * p43.x;\r\n resultSegmentPoint2.y = p3.y + mub * p43.y;\r\n resultSegmentPoint2.z = p3.z + mub * p43.z;\r\n\r\n return [resultSegmentPoint1, resultSegmentPoint2];\r\n}\r\n\r\n//直线和直线\r\nexport function IntersectLineAndLine(l1: Line, l2: Line, extType: IntersectOption, fuzz = 1e-4): IntersectResult[]\r\n{\r\n let [pt1, pt2, pt3, pt4] = [l1.StartPoint, l1.EndPoint, l2.StartPoint, l2.EndPoint];\r\n\r\n let ipts: Vector3[];\r\n if (equaln(pt1.z, 0, fuzz) && equaln(pt2.z, 0, fuzz) && equaln(pt3.z, 0, fuzz) && equaln(pt4.z, 0, fuzz))\r\n {\r\n ipts = IntersectLAndLFor2D2(pt1, pt2, pt3, pt4);\r\n ipts.sort(comparePoint(\"xy\"));\r\n arrayRemoveDuplicateBySort(ipts, (p1, p2) => equalv3(p1, p2, fuzz));\r\n }\r\n else\r\n {\r\n ipts = ShortestLine3AndLine3(pt1, pt2, pt3, pt4);\r\n if (!ipts) return [];\r\n if (ipts.length === 2)\r\n ipts.pop();\r\n }\r\n\r\n let ints: IntersectResult[] = [];\r\n for (let pt of ipts)\r\n {\r\n let { closestPt: p1, param: param1 } = l1.GetClosestAtPoint(pt, true);\r\n if (!equalv3(pt, p1, fuzz)) return [];\r\n if (!(extType & IntersectOption.ExtendThis))\r\n if (!(l1.ParamOnCurve(param1, 0) || equalv3(pt1, pt, fuzz) || equalv3(pt2, pt, fuzz)))\r\n return [];\r\n let { closestPt: p2, param: param2 } = l2.GetClosestAtPoint(pt, true);\r\n if (!equalv3(pt, p2, fuzz)) return [];\r\n if (!(extType & IntersectOption.ExtendArg))\r\n if (!(l2.ParamOnCurve(param2, 0) || equalv3(pt3, pt, fuzz) || equalv3(pt4, pt, fuzz)))\r\n return [];\r\n ints.push({ pt, thisParam: param1, argParam: param2 });\r\n }\r\n return ints;\r\n}\r\n\r\nexport function IntersectPolylineAndCurve(pl: Polyline, cu: Curve, extType: IntersectOption, tolerance = 1e-6): IntersectResult[]\r\n{\r\n let cus: Curve[] = pl.Explode();\r\n let cus2: Curve[];\r\n if (cu instanceof Polyline)\r\n cus2 = cu.Explode();\r\n else\r\n cus2 = [cu];\r\n\r\n let intRes: IntersectResult[] = [];\r\n\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu1 = cus[i];\r\n for (let j = 0; j < cus2.length; j++)\r\n {\r\n let cu2 = cus2[j];\r\n let ext = extType;\r\n\r\n let isStart = i === 0;\r\n let isEnd = i === cus.length - 1;\r\n\r\n let isStart2 = j === 0;\r\n let isEnd2 = j === cus2.length - 1;\r\n\r\n //当曲线闭合时,或者当前的子曲线不是起始和不是结束,那么不延伸曲线.\r\n if (pl.CloseMark || !(isStart || isEnd))\r\n ext = ext & ~IntersectOption.ExtendThis;\r\n if ((cu instanceof Polyline && cu.CloseMark) || !(isStart2 || isEnd2))\r\n ext = ext & ~IntersectOption.ExtendArg;\r\n\r\n let ptPars = cu1.IntersectWith2(cu2, ext, tolerance).filter(r1 => intRes.every(r2 => !equalv3(r1.pt, r2.pt)));\r\n\r\n //校验延伸\r\n if (IntersectOption.ExtendThis & ext)\r\n {\r\n //如果曲线是起始又是结束,那么不校验.\r\n if (isStart && isEnd)\r\n {\r\n }\r\n else if (isStart)\r\n {\r\n ptPars = ptPars.filter(res => res.thisParam <= 1);\r\n }\r\n else if (isEnd)\r\n {\r\n ptPars = ptPars.filter(res => res.thisParam >= 0);\r\n }\r\n }\r\n if (IntersectOption.ExtendArg & ext)\r\n {\r\n //如果曲线是起始又是结束,那么不校验.\r\n if (isStart2 && isEnd2)\r\n {\r\n }\r\n else if (isStart2)\r\n {\r\n ptPars = ptPars.filter(res => res.argParam + j <= cu2.EndParam);\r\n }\r\n else if (isEnd2)\r\n {\r\n ptPars = ptPars.filter(res => res.argParam + j >= 0);\r\n }\r\n }\r\n\r\n intRes.push(...ptPars.map(r =>\r\n {\r\n return {\r\n pt: r.pt,\r\n thisParam: i + r.thisParam,\r\n argParam: j + r.argParam,\r\n };\r\n }));\r\n }\r\n }\r\n return intRes;\r\n}\r\n\r\nexport function IntersectLineAndEllipseFor2D(l: Line, el: Ellipse)\r\n{\r\n if (!l.IsCoplaneTo(el)) return [];\r\n\r\n let mat = new Matrix4().makeRotationZ(-el.Rotation).multiply(el.OCSInv);\r\n let a = el.RadX;\r\n let b = el.RadY;\r\n let sp = l.StartPoint.applyMatrix4(mat);\r\n let ep = l.EndPoint.applyMatrix4(mat);\r\n let pts: Vector3[] = [];\r\n if (equaln(sp.x, ep.x))\r\n {\r\n let c = sp.x;\r\n let j = (b ** 2) * (1 - (c ** 2) / (a ** 2));\r\n if (equaln(j, 0))\r\n {\r\n pts = [new Vector3(sp.x, 0)];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let y1 = Math.sqrt(j);\r\n let y2 = -Math.sqrt(j);\r\n pts = [\r\n new Vector3(c, y1),\r\n new Vector3(c, y2)\r\n ];\r\n }\r\n }\r\n else\r\n {\r\n let k = (sp.y - ep.y) / (sp.x - ep.x);\r\n let c = sp.y - sp.x * k;\r\n let j = (2 * a * a * k * c) * (2 * a * a * k * c) - 4 * (b * b + a * a * k * k) * a * a * (c * c - b * b);\r\n if (equaln(j, 0))\r\n {\r\n let x1 = -2 * k * c * a * a / (2 * (b * b + a * a * k * k));\r\n let y1 = k * x1 + c;\r\n pts = [new Vector3(x1, y1)];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let x1 = (-2 * k * c * a * a + Math.sqrt(j)) / (2 * (b * b + a * a * k * k));\r\n let y1 = k * x1 + c;\r\n let x2 = (-2 * k * c * a * a - Math.sqrt(j)) / (2 * (b * b + a * a * k * k));\r\n let y2 = k * x2 + c;\r\n pts = [\r\n new Vector3(x1, y1),\r\n new Vector3(x2, y2)\r\n ];\r\n }\r\n }\r\n\r\n let matInv = new Matrix4().getInverse(mat);\r\n return pts.map(p =>\r\n {\r\n let pt = p.applyMatrix4(matInv);\r\n return {\r\n pt,\r\n thisParam: l.GetParamAtPoint(pt),\r\n argParam: el.GetParamAtPoint(pt)\r\n };\r\n });\r\n}\r\nexport function IntersectEllipseAndCircleOrArc(el: Ellipse, cir: Circle | Arc, type: IntersectOption)\r\n{\r\n if (!el.IsCoplaneTo(cir)) return [];\r\n\r\n let a = Math.max(el.RadX, el.RadY);\r\n let dist = el.Center.distanceTo(cir.Center);\r\n\r\n let disVail = dist > (a + cir.Radius);\r\n\r\n if (disVail)\r\n return [];\r\n\r\n if (equalv3(el.Center, cir.Center))\r\n {\r\n let a = el.RadX;\r\n let b = el.RadY;\r\n let r = cir.Radius;\r\n let j = ((a * b) ** 2 - (b * r) ** 2) / (a ** 2 - b ** 2);\r\n let pts: Vector3[] = [];\r\n if (equaln(j, 0) || equaln(j, r ** 2))\r\n {\r\n if (equaln(j, 0))\r\n pts = [\r\n new Vector3(a, 0),\r\n new Vector3(-a, 0)\r\n ];\r\n else\r\n pts = [\r\n new Vector3(0, r),\r\n new Vector3(0, -r)\r\n ];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let y1 = Math.sqrt(j);\r\n let y2 = - Math.sqrt(j);\r\n let n = r ** 2 - j;\r\n let x1 = Math.sqrt(n);\r\n let x2 = - Math.sqrt(n);\r\n pts = [\r\n new Vector3(x1, y1),\r\n new Vector3(x1, y2),\r\n new Vector3(x2, y1),\r\n new Vector3(x2, y2),\r\n ];\r\n }\r\n let ro = new Matrix4().makeRotationZ(el.Rotation);\r\n let res = pts.map(p =>\r\n {\r\n let pt = p.applyMatrix4(ro).applyMatrix4(el.OCS);\r\n return {\r\n pt,\r\n thisParam: el.GetParamAtPoint(pt),\r\n argParam: cir.GetParamAtPoint(pt)\r\n };\r\n });\r\n return CheckPointOnCurve(res, el, cir, type);\r\n }\r\n else\r\n {\r\n let pts = el.Shape.getPoints(60);\r\n let lineData = pts.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n let pl = new Polyline(lineData);\r\n let cirClone = cir.Clone().ApplyMatrix(el.OCSInv);\r\n\r\n if (type === IntersectOption.ExtendBoth)\r\n type = IntersectOption.ExtendArg;\r\n else if (type !== IntersectOption.ExtendArg)\r\n type = IntersectOption.OnBothOperands;\r\n\r\n let intPts = IntersectPolylineAndCurve(pl, cirClone, type);\r\n intPts.forEach(r => r.pt.applyMatrix4(el.OCS));\r\n return intPts;\r\n }\r\n}\r\nexport function IntersectEllipse(el1: Ellipse, el2: Ellipse, type: IntersectOption)\r\n{\r\n if (!el1.IsCoplaneTo(el2)) return [];\r\n\r\n let isEqul = equalv3(el1.Center, el2.Center)\r\n && equaln(el1.RadX, el2.RadX)\r\n && equaln(el1.RadY, el2.RadY)\r\n && equalv3(el1.StartPoint, el2.StartPoint);\r\n\r\n if (isEqul)\r\n return [];\r\n\r\n let a1 = Math.max(el1.RadX, el1.RadY);\r\n let a2 = Math.max(el2.RadX, el2.RadY);\r\n\r\n let dist = el1.Center.distanceToSquared(el2.Center);\r\n if (dist > (a1 + a2) ** 2)\r\n {\r\n return [];\r\n }\r\n\r\n if (!el1.BoundingBox.intersectsBox(el2.BoundingBox))\r\n return [];\r\n\r\n let diffMat = el1.OCSInv.multiply(el2.OCS);\r\n let pts1 = el1.Shape.getPoints(60);\r\n let pts2 = el2.Shape.getPoints(60);\r\n\r\n let lineData1 = pts1.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n let lineData2 = pts2.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n\r\n let pl1 = new Polyline(lineData1);\r\n let pl2 = new Polyline(lineData2).ApplyMatrix(diffMat);\r\n\r\n let intPts = pl1.IntersectWith2(pl2, 0);\r\n intPts.forEach(r => r.pt.applyMatrix4(el1.OCS));\r\n return intPts;\r\n}\r\n","import { Line, Material, Object3D, Shape, Vector3 } from 'three';\r\nimport { arrayRemoveDuplicateBySort, arraySortByNumber } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { Status } from '../../Common/Status';\r\nimport { equaln, equalv3 } from '../../Geometry/GeUtils';\r\nimport { IntersectOption, IntersectResult } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Entity } from './Entity';\r\n\r\nexport enum ExtendType\r\n{\r\n /**\r\n * 前后都不延伸\r\n */\r\n None = 0,\r\n /**\r\n * 只允许延伸前面\r\n */\r\n Front = 1,\r\n /**\r\n * 只允许延伸后面\r\n */\r\n Back = 2,\r\n /**\r\n * 前后延伸\r\n */\r\n Both = 3,\r\n}\r\n\r\n/**\r\n * 曲线的基类,子类请实现以下方法.\r\n */\r\n@Factory\r\nexport abstract class Curve extends Entity\r\n{\r\n constructor()\r\n {\r\n super();\r\n }\r\n\r\n get Is2D()\r\n {\r\n return equaln(this._Matrix.elements[14], 0);\r\n }\r\n\r\n get StartPoint(): Vector3 { return; }\r\n set StartPoint(v: Vector3) { return; }\r\n get StartParam(): number { return; }\r\n get EndPoint(): Vector3 { return; }\r\n set EndPoint(v: Vector3) { return; }\r\n\r\n /** 曲线中点 */\r\n get Midpoint()\r\n {\r\n return this.GetPointAtParam(this.MidParam);\r\n }\r\n\r\n get MidParam()\r\n {\r\n if (this.EndParam === 1)\r\n return 0.5;\r\n else\r\n return this.GetParamAtDist(this.Length * 0.5);\r\n }\r\n\r\n get EndParam(): number { return; }\r\n get Area(): number { return 0; }\r\n /**\r\n *获得曲线的面积,逆时针为正,顺时针为负.\r\n */\r\n get Area2(): number { return 0; }\r\n get Length(): number { return 0; }\r\n get IsClose(): boolean { return false; }\r\n /** 曲线为顺时针 */\r\n get IsClockWise(): boolean { return this.Area2 < 0; }\r\n\r\n abstract get Shape(): Shape;\r\n\r\n GetPointAtParam(param: number): Vector3 { return; }\r\n GetPointAtDistance(distance: number): Vector3 { return; }\r\n GetDistAtParam(param: number): number { return; }\r\n GetDistAtPoint(pt: Vector3): number { return; }\r\n GetParamAtPoint(pt: Vector3): number { return; }\r\n GetParamAtPoint2(pt: Vector3): number { return this.GetParamAtPoint(pt); }\r\n\r\n GetParamAtDist(d: number): number { return; }\r\n\r\n /**\r\n * 返回曲线在指定位置的一阶导数(在wcs内)\r\n *\r\n * @param {(number | Vector3)} param\r\n * @returns {Vector3}\r\n * @memberof Curve\r\n */\r\n GetFistDeriv(param: number | Vector3): Vector3 { return; }\r\n GetFistDerivAngle(param: number | Vector3): number\r\n {\r\n let d = this.GetFistDeriv(param);\r\n return Math.atan2(d.y, d.x);\r\n }\r\n\r\n /**\r\n * 返回切割曲线后的结果.总是从起点开始切割,并且按顺序返回曲线.\r\n * @param {(number[] | number)} param\r\n * @returns {Array}\r\n */\r\n GetSplitCurves(param: number[] | number): Array { return; }\r\n //未完善\r\n GetCurveAtParamRange(startParam: number, EndParam: number): Array { return; }\r\n GetSplitCurvesByPts(pt: Vector3[] | Vector3): Array\r\n {\r\n let pts = Array.isArray(pt) ? pt : [pt];\r\n let pars = pts.map(p => this.GetParamAtPoint(p));\r\n return this.GetSplitCurves(pars);\r\n }\r\n protected SplitParamSort(param: number[] | number): number[]\r\n {\r\n if (Array.isArray(param))\r\n {\r\n param = param.filter(p => this.ParamOnCurve(p));\r\n if (param.length === 0)\r\n return [];\r\n param.push(0, this.EndParam);\r\n arraySortByNumber(param);\r\n arrayRemoveDuplicateBySort(param, (e1, e2) => equaln(e1, e2, 1e-7));\r\n return param;\r\n }\r\n else if (this.ParamOnCurve(param))\r\n return [0, param, this.EndParam];\r\n else\r\n return [];\r\n }\r\n Extend(newParam: number) { }\r\n /**\r\n * 连接曲线到本曲线,如果成功返回true\r\n * @param {Curve} cu 需要连接的曲线\r\n * @returns {boolean} 连接成功\r\n * @memberof Curve\r\n */\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-4): Status { return Status.False; }\r\n\r\n //翻转曲线.首尾调换.\r\n Reverse(): this { return this; }\r\n\r\n //点在曲线上\r\n PtOnCurve(pt: Vector3, fuzz = 1e-6): boolean\r\n {\r\n return equalv3(this.StartPoint, pt, fuzz) || equalv3(this.EndPoint, pt, fuzz) || this.ParamOnCurve(this.GetParamAtPoint(pt));\r\n }\r\n\r\n //点在曲线中,不在起点或者终点.\r\n PtOnCurve2(pt: Vector3): boolean\r\n {\r\n return !(equalv3(this.StartPoint, pt, 1e-6) || equalv3(this.EndPoint, pt, 1e-6)) && this.ParamOnCurve(this.GetParamAtPoint(pt), 0);\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n return this.PtOnCurve(p, fuzz);\r\n }\r\n\r\n //参数在曲线上 容差,1e-6\r\n ParamOnCurve(param: number, fuzz = 1e-6): boolean { return !isNaN(param) && param >= -fuzz && param <= this.EndParam + fuzz; }\r\n GetOffsetCurves(offsetDist: number): Array { return; }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3 { return; }\r\n\r\n /**\r\n * 曲线相交点\r\n */\r\n IntersectWith(curve: Curve, intType: IntersectOption, tolerance = 1e-6): Vector3[]\r\n {\r\n return this.IntersectWith2(curve, intType, tolerance).map(r => r.pt);\r\n }\r\n\r\n /**\r\n * 曲线相交点和点的参数\r\n */\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-6): IntersectResult[] { return []; }\r\n\r\n\r\n /**\r\n * 拽托点个数\r\n */\r\n GetDragPointCount(drag: DragPointType): number { return 0; }\r\n\r\n //------------------绘制相关------------------\r\n //重载\r\n protected OnlyRenderType = true;\r\n\r\n /**\r\n * 重载:更新实体材质\r\n */\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material?: Material)\r\n {\r\n let m = obj as Line;\r\n m.material = material || ColorMaterial.GetLineMaterial(this._Color);\r\n }\r\n\r\n UpdateJigMaterial(color = 8)\r\n {\r\n for (let [type, obj] of this._CacheDrawObject)\r\n {\r\n this.UpdateDrawObjectMaterial(type, obj, ColorMaterial.GetLineMaterial(color));\r\n }\r\n }\r\n}\r\n","export enum DragPointType\r\n{\r\n Grip = 0,\r\n Stretch = 1\r\n}\r\n","import { Line3, Plane, Ray, Vector3 } from \"three\";\r\n\r\nexport class PlaneExt extends Plane\r\n{\r\n constructor(normal = new Vector3(0, 0, 1), constant?: number | Vector3)\r\n {\r\n super(normal);\r\n if (typeof constant === \"number\")\r\n this.constant = constant;\r\n else if (constant)\r\n this.constant = -this.normal.dot(constant);\r\n }\r\n\r\n intersectLine(line: Line3, optionalTarget = new Vector3(), extendLine = false): Vector3\r\n {\r\n let v1 = new Vector3();\r\n\r\n let direction = line.delta(v1);\r\n\r\n let denominator = this.normal.dot(direction);\r\n\r\n if (denominator === 0)\r\n {\r\n // line is coplanar, return origin\r\n if (this.distanceToPoint(line.start) === 0)\r\n {\r\n return optionalTarget.copy(line.start);\r\n }\r\n // Unsure if this is the correct method to handle this case.\r\n return undefined;\r\n }\r\n\r\n let t = - (line.start.dot(this.normal) + this.constant) / denominator;\r\n //If you not extendLine,check intersect point in Line\r\n if (!extendLine && (t < -1e-6 || t > 1))\r\n {\r\n return undefined;\r\n }\r\n\r\n return optionalTarget.copy(direction).multiplyScalar(t).add(line.start);\r\n }\r\n intersectRay(ray: Ray, optionalTarget?: Vector3, extendLine?: boolean): Vector3\r\n {\r\n // 从射线初始位置\r\n let line = new Line3(ray.origin.clone(), ray.origin.clone().add(ray.direction));\r\n return this.intersectLine(line, optionalTarget, extendLine);\r\n }\r\n}\r\n","import { Box3, BufferGeometry, Line as TLine, Line3, Matrix3, Matrix4, Object3D, Shape, Vector3 } from 'three';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { AsVector2, equaln, equalv3, isParallelTo, MoveMatrix } from '../../Geometry/GeUtils';\r\nimport { PlaneExt } from '../../Geometry/Plane';\r\nimport { IntersectEllipseAndLine, IntersectLineAndArc, IntersectLineAndCircle, IntersectLineAndLine, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { Arc } from './Arc';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Ellipse } from './Ellipse';\r\nimport { Polyline } from './Polyline';\r\n\r\n@Factory\r\nexport class Line extends Curve\r\n{\r\n private _StartPoint: Vector3;\r\n private _EndPoint: Vector3;\r\n constructor(sp?: Vector3, ep?: Vector3)\r\n {\r\n super();\r\n this._StartPoint = sp || new Vector3(0, 0, 0);\r\n this._EndPoint = ep || new Vector3(0, 0, 0);\r\n }\r\n get Is2D()\r\n {\r\n return super.Is2D && equaln(this._StartPoint.z, 0) && equaln(this._EndPoint.z, 0);\r\n }\r\n\r\n get Shape()\r\n {\r\n return new Shape([AsVector2(this._StartPoint), AsVector2(this._EndPoint)]);\r\n }\r\n\r\n Z0()\r\n {\r\n this.WriteAllObjectRecord();\r\n this.StartPoint = this.StartPoint.setZ(0);\r\n this.EndPoint = this.EndPoint.setZ(0);\r\n return this;\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.StartPoint = this.StartPoint.applyMatrix4(m);\r\n this.EndPoint = this.EndPoint.applyMatrix4(m);\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n this.StartPoint = sp;\r\n this.EndPoint = ep;\r\n return this;\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n let geo = BufferGeometryUtils.CreateFromPts([this._StartPoint, this._EndPoint]);\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry();\r\n geometry.setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n return new TLine(geo, ColorMaterial.GetLineMaterial(this.ColorIndex));\r\n }\r\n\r\n UpdateDrawObject(type: RenderType, lineObj: TLine)\r\n {\r\n BufferGeometryUtils.UpdatePts(lineObj.geometry as BufferGeometry, [this._StartPoint, this._EndPoint]);\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return [this.StartPoint, this.EndPoint];\r\n case ObjectSnapMode.Mid:\r\n return [this.GetPointAtParam(0.5)];\r\n case ObjectSnapMode.Nea:\r\n {\r\n let derv = this.GetFistDeriv(0).normalize();\r\n let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3);\r\n\r\n //平行不捕捉\r\n if (isParallelTo(viewNormal, derv))\r\n return [];\r\n\r\n let fNormal = new Vector3().crossVectors(viewNormal, derv);\r\n fNormal.crossVectors(derv, fNormal);\r\n\r\n let plane = new PlaneExt(fNormal, this.StartPoint);\r\n let plocal = plane.intersectLine(new Line3(pickPoint, pickPoint.clone().add(viewNormal)), new Vector3(), true);\r\n let pclosest = this.GetClosestPointTo(plocal, false);\r\n return [pclosest];\r\n }\r\n case ObjectSnapMode.Ext:\r\n return [this.GetClosestPointTo(pickPoint, true)];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n let { closestPt, param } = this.GetClosestAtPoint(lastPoint, true);\r\n if (this.ParamOnCurve(param))\r\n return [closestPt];\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [this.StartPoint, this.GetPointAtParam(0.5), this.EndPoint];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n for (let index of indexList)\r\n {\r\n if (index === 0)\r\n this.StartPoint = this.StartPoint.add(vec);\r\n else if (index === 2)\r\n this.EndPoint = this.EndPoint.add(vec);\r\n else\r\n {\r\n let m = MoveMatrix(vec);\r\n this.ApplyMatrix(m);\r\n }\r\n }\r\n }\r\n\r\n GetStretchPoints(): Array\r\n {\r\n return [this.StartPoint, this.EndPoint];\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n for (let index of indexList)\r\n {\r\n if (index === 0)\r\n this.StartPoint = this.StartPoint.add(vec);\r\n else\r\n this.EndPoint = this.EndPoint.add(vec);\r\n }\r\n }\r\n\r\n GetFistDeriv(param: number | Vector3): Vector3\r\n {\r\n return this.EndPoint.sub(this.StartPoint);\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-4)\r\n {\r\n if (curve instanceof Line)\r\n {\r\n return IntersectLineAndLine(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectLineAndArc(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return IntersectLineAndCircle(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Polyline)\r\n {\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n\r\n if (curve instanceof Ellipse)\r\n return IntersectEllipseAndLine(this, curve, intType, tolerance);\r\n\r\n //其他的尚未实现.\r\n return [];\r\n }\r\n\r\n //Param\r\n GetPointAtParam(param: number): Vector3\r\n {\r\n return this.StartPoint.add(this.GetFistDeriv(0).multiplyScalar(param));\r\n }\r\n GetParamAtPoint(pt: Vector3): number\r\n {\r\n let { closestPt, param } = this.GetClosestAtPoint(pt, true);\r\n if (!equalv3(closestPt, pt, 1e-5))\r\n return NaN;\r\n return param;\r\n }\r\n GetParamAtDist(d: number): number\r\n {\r\n return d / this.Length;\r\n }\r\n GetPointAtDistance(distance: number): Vector3\r\n {\r\n return this.GetPointAtParam(this.GetParamAtDist(distance));\r\n }\r\n GetDistAtParam(param: number): number\r\n {\r\n return this.Length * param;\r\n }\r\n GetDistAtPoint(pt: Vector3): number\r\n {\r\n return this.GetDistAtParam(this.GetParamAtPoint(pt));\r\n }\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params = this.SplitParamSort(param);\r\n let pts = params.map(param => this.GetPointAtParam(param));\r\n let ret = new Array();\r\n if (pts.length >= 2)\r\n {\r\n for (let i = 0; i < pts.length - 1; i++)\r\n {\r\n let newLine = this.Clone() as Line;\r\n newLine.StartPoint = pts[i];\r\n newLine.EndPoint = pts[i + 1];\r\n ret.push(newLine);\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n GetParamAtPoint2(pt: Vector3): number\r\n {\r\n let { param } = this.GetClosestAtPoint(pt, true);\r\n return param;\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n let { param } = this.GetClosestAtPoint(p, true);\r\n return this.ParamOnCurve(param, fuzz);\r\n }\r\n\r\n GetClosestAtPoint(pt: Vector3, extend: boolean): { closestPt: Vector3, param: number; }\r\n {\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n if (equalv3(pt, sp, 1e-8))\r\n return { closestPt: sp, param: 0 };\r\n else if (equalv3(pt, ep, 1e-8))\r\n return { closestPt: ep, param: 1 };\r\n\r\n let direction = this.GetFistDeriv(0);\r\n let length = direction.length();\r\n\r\n if (length === 0)\r\n {\r\n let param = NaN;\r\n if (equalv3(pt, this.StartPoint, 1e-6))\r\n param = 0;\r\n return { closestPt: sp, param: param };\r\n }\r\n\r\n direction.divideScalar(length);\r\n\r\n let diff = pt.clone().sub(sp);\r\n let param = direction.dot(diff);\r\n\r\n let closestPt: Vector3;\r\n if (extend)\r\n closestPt = sp.add(direction.multiplyScalar(param));\r\n else\r\n if (param < 0)\r\n {\r\n closestPt = sp;\r\n param = 0;\r\n }\r\n else if (param > length)\r\n {\r\n closestPt = this.EndPoint;\r\n param = length;\r\n }\r\n else\r\n closestPt = sp.add(direction.multiplyScalar(param));\r\n return {\r\n closestPt: closestPt,\r\n param: param / length\r\n };\r\n }\r\n\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n return this.GetClosestAtPoint(pt, extend).closestPt;\r\n }\r\n\r\n Extend(newParam: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (newParam < this.StartParam)\r\n {\r\n this.StartPoint = this.GetPointAtParam(newParam);\r\n }\r\n else if (newParam > this.EndParam)\r\n {\r\n this.EndPoint = this.GetPointAtParam(newParam);\r\n }\r\n }\r\n\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-5): Status\r\n {\r\n if (cu instanceof Line)\r\n {\r\n //平行\r\n if (!isParallelTo(this.GetFistDeriv(0).normalize(), cu.GetFistDeriv(0).normalize()))\r\n return Status.False;\r\n\r\n let sp = cu.StartPoint;\r\n let { closestPt: cp1, param: param1 } = this.GetClosestAtPoint(sp, true);\r\n if (!equalv3(sp, cp1, tolerance))//点在曲线上,允许较低的精度\r\n return Status.False;\r\n\r\n let ep = cu.EndPoint;\r\n let { closestPt: cp2, param: param2 } = this.GetClosestAtPoint(ep, true);\r\n if (!equalv3(ep, cp2, tolerance))\r\n return Status.False;\r\n\r\n if (param1 > param2)\r\n {\r\n [param1, param2] = [param2, param1];\r\n [sp, ep] = [ep, sp];\r\n }\r\n\r\n if (allowGap || Math.max(0, param1) < Math.min(1, param2) + tolerance)\r\n {\r\n if (param1 < 0)\r\n this.StartPoint = sp;\r\n if (param2 > 1)\r\n this.EndPoint = ep;\r\n return Status.True;\r\n }\r\n }\r\n return Status.False;\r\n }\r\n\r\n Reverse(): this\r\n {\r\n this.WriteAllObjectRecord();\r\n [this._StartPoint, this._EndPoint] = [this._EndPoint, this._StartPoint];\r\n return this;\r\n }\r\n\r\n GetOffsetCurves(offsetDist: number): Array\r\n {\r\n let derv = this.GetFistDeriv(0).normalize().multiplyScalar(offsetDist);\r\n derv.applyMatrix4(new Matrix4().makeRotationAxis(this.Normal, -Math.PI / 2));\r\n let newLine = this.Clone() as Line;\r\n newLine.StartPoint = this.StartPoint.add(derv);\r\n newLine.EndPoint = this.EndPoint.add(derv);\r\n return [newLine];\r\n }\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints([this.StartPoint, this.EndPoint]);\r\n }\r\n\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n get EndParam()\r\n {\r\n return 1;\r\n }\r\n //属性\r\n get Length(): number { return this._StartPoint.distanceTo(this._EndPoint); }\r\n\r\n //#region -----------------------------File-----------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();//1\r\n this._StartPoint.fromArray(file.Read());\r\n this._EndPoint.fromArray(file.Read());\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);//ver\r\n file.Write(this._StartPoint.toArray());\r\n file.Write(this._EndPoint.toArray());\r\n }\r\n //#endregion-----------------------------File End-----------------------------\r\n\r\n //#region 属性\r\n set StartPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._StartPoint.copy(p).applyMatrix4(this.OCSInv);\r\n this.Update();\r\n }\r\n get StartPoint(): Vector3\r\n {\r\n return this._StartPoint.clone().applyMatrix4(this.OCS);\r\n }\r\n\r\n get EndPoint(): Vector3\r\n {\r\n return this._EndPoint.clone().applyMatrix4(this.OCS);\r\n }\r\n set EndPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._EndPoint.copy(p).applyMatrix4(this.OCSInv);\r\n this.Update();\r\n }\r\n\r\n //#endregion\r\n}\r\n","import { Box3, BufferGeometry, Matrix3, Matrix4, Object3D, Shape, Vector3, Line as TLine, MathUtils } from 'three';\r\nimport { arrayLast, arrayRemoveDuplicateBySort } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getDeterminantFor2V, getArcOrCirNearPts, getTanPtsOnEllipse, Pts2Polyline } from '../../Common/CurveUtils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { angle, equaln, equalv3, MoveMatrix, rotatePoint, angleTo, AsVector2, AsVector3 } from '../../Geometry/GeUtils';\r\nimport { IntersectEllipse, IntersectEllipseAndCircleOrArc, IntersectEllipseAndLine, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Arc } from './Arc';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\n\r\n@Factory\r\nexport class Ellipse extends Curve\r\n{\r\n private _radX: number;\r\n private _radY: number;\r\n private _rotate: number;\r\n private _startAngle = 0;\r\n private _endAngle = Math.PI * 2;\r\n constructor(\r\n center?: Vector3,\r\n radX: number = 1e-3,\r\n radY: number = 1e-3,\r\n angle: number = 0)\r\n {\r\n super();\r\n center && this._Matrix.setPosition(center);\r\n this._radX = radX;\r\n this._radY = radY;\r\n this._rotate = angle;\r\n }\r\n get StartParam(): number\r\n {\r\n return 0;\r\n }\r\n get EndParam(): number\r\n {\r\n return 1;\r\n }\r\n get StartPoint()\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get EndPoint()\r\n {\r\n return this.GetPointAtParam(1);\r\n }\r\n get Shape(): Shape\r\n {\r\n let sp = new Shape();\r\n sp.ellipse(0, 0, this._radX, this._radY, this._startAngle, this._endAngle, false, this._rotate);\r\n return sp;\r\n }\r\n get IsClose(): boolean\r\n {\r\n return equaln(this.TotalAngle, Math.PI * 2);\r\n }\r\n get Center()\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.setPosition(v);\r\n this.Update();\r\n }\r\n get RadX()\r\n {\r\n return this._radX;\r\n }\r\n set RadX(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._radX = v;\r\n this.Update();\r\n }\r\n get RadY()\r\n {\r\n return this._radY;\r\n }\r\n set RadY(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._radY = v;\r\n this.Update();\r\n }\r\n get Rotation()\r\n {\r\n return this._rotate;\r\n }\r\n set Rotation(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._rotate = v;\r\n this.Update();\r\n }\r\n get StartAngle()\r\n {\r\n return this._startAngle;\r\n }\r\n get EndAngle()\r\n {\r\n return this._startAngle;\r\n }\r\n set StartAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._startAngle = v;\r\n this.Update();\r\n }\r\n set EndAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._endAngle = v;\r\n this.Update();\r\n }\r\n get Length()\r\n {\r\n let a = this._radX;\r\n let b = this._radY;\r\n return Math.PI * Math.abs(3 * (a + b) - Math.sqrt((3 * a + b) * (a + 3 * b))) * this.TotalAngle / Math.PI * 0.5;\r\n }\r\n get Area()\r\n {\r\n let area = Math.PI * this._radX * this._radY;\r\n let an = this._endAngle - this._startAngle;\r\n if (an < 0)\r\n an = Math.PI * 2 + an;\r\n area *= an / Math.PI * 0.5;\r\n let area2 = Math.abs(\r\n getDeterminantFor2V(\r\n AsVector2(this.StartPoint.sub(this.Center)),\r\n AsVector2(this.EndPoint.sub(this.Center)))\r\n ) / 2;\r\n if (an < Math.PI)\r\n area -= area2;\r\n else\r\n area += area2;\r\n return area;\r\n }\r\n get TotalAngle()\r\n {\r\n let totolAngle = this._endAngle - this._startAngle;\r\n if (totolAngle < 0)\r\n totolAngle = Math.PI * 2 + totolAngle;\r\n return totolAngle;\r\n }\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints(this.GetGripPoints());\r\n }\r\n PtInCurve(pt: Vector3)\r\n {\r\n let p = rotatePoint(pt.clone().sub(this.Center), -this.Rotation);\r\n return p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2 < 1;\r\n }\r\n PtOnCurve(pt: Vector3)\r\n {\r\n if (this.PtOnEllipse(pt))\r\n {\r\n let a = this.GetCircleAngleAtPoint(pt);\r\n return a <= this.TotalAngle + 1e-6;\r\n }\r\n return false;\r\n }\r\n PtOnEllipse(pt: Vector3)\r\n {\r\n let p = rotatePoint(pt.clone().applyMatrix4(this.OCSInv), -this.Rotation);\r\n return equaln(p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2, 1, 1e-3);\r\n }\r\n GetPointAtParam(param: number)\r\n {\r\n let an = this.TotalAngle * param + this._startAngle;\r\n\r\n if (an > Math.PI)\r\n an -= 2 * Math.PI;\r\n\r\n let a = this.RadX;\r\n let b = this.RadY;\r\n let pt = new Vector3(a * Math.cos(an), b * Math.sin(an), 0);\r\n\r\n pt.applyMatrix4(new Matrix4().makeRotationZ(this._rotate));\r\n\r\n return pt.applyMatrix4(this.OCS);\r\n }\r\n GetParamAtPoint(pt?: Vector3)\r\n {\r\n if (!this.PtOnEllipse(pt))\r\n {\r\n return NaN;\r\n }\r\n let an = this.GetCircleAngleAtPoint(pt);\r\n let par = an / this.TotalAngle;\r\n\r\n if (this.IsClose || par < 1 + 1e-6)\r\n return par;\r\n else\r\n {\r\n let diffPar = Math.PI * 2 / this.TotalAngle - 1;\r\n if (par - 1 < diffPar / 2)\r\n return par;\r\n else\r\n return par - 1 - diffPar;\r\n }\r\n }\r\n GetPointAtDistance(distance: number)\r\n {\r\n let param = distance / this.Length;\r\n return this.GetPointAtParam(param);\r\n }\r\n GetDistAtParam(param: number)\r\n {\r\n return this.Length * param;\r\n }\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n GetParamAtDist(d: number)\r\n {\r\n return d / this.Length;\r\n }\r\n GetAngleAtParam(par: number)\r\n {\r\n let pt = this.GetPointAtParam(par).applyMatrix4(this.OCSInv).applyMatrix4(new Matrix4().makeRotationZ(-this.Rotation));\r\n return angle(pt) + this._startAngle;\r\n }\r\n GetCircleAngleAtPoint(pt: Vector3)\r\n {\r\n pt = pt.clone().applyMatrix4(this.OCSInv);\r\n let an = angle(pt) - this._rotate;\r\n if (an < 0)\r\n an = Math.PI * 2 - an;\r\n if (an > Math.PI * 2)\r\n an -= Math.PI * 2;\r\n let dist = pt.length();\r\n let k = dist * Math.cos(an) / this._radX;\r\n if (Math.abs(k) > 1)\r\n k = Math.floor(Math.abs(k)) * Math.sign(k);\r\n if (Math.abs(an) <= Math.PI)\r\n an = Math.acos(k);\r\n else\r\n an = Math.PI * 2 - Math.acos(k);\r\n\r\n an -= this._startAngle;\r\n\r\n if (an < 0)\r\n an = Math.PI * 2 + an;\r\n return an;\r\n }\r\n\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n if (typeof pt === \"number\")\r\n pt = this.GetPointAtParam(pt);\r\n else\r\n pt = pt.clone();\r\n\r\n let refPts = this.GetGripPoints();\r\n\r\n let p = pt.clone().applyMatrix4(this.OCSInv).applyMatrix4(new Matrix4().makeRotationZ(-this._rotate));\r\n let vec = new Vector3();\r\n if (equalv3(pt, refPts[0]))\r\n vec.set(0, 1, 0);\r\n else if (equalv3(pt, refPts[1]))\r\n {\r\n vec.set(0, -1, 0);\r\n }\r\n else if (p.y > 0)\r\n {\r\n let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y);\r\n vec.set(-1, -k, 0);\r\n }\r\n else\r\n {\r\n let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y);\r\n vec.set(1, k, 0);\r\n }\r\n vec.applyMatrix4(new Matrix4().makeRotationZ(this._rotate));\r\n\r\n return vec.applyMatrix4(new Matrix4().extractRotation(this.OCS));\r\n }\r\n GetClosestPointTo(p: Vector3, extend: boolean): Vector3\r\n {\r\n //参考:https://wet-robots.ghost.io/simple-method-for-distance-to-ellipse/\r\n let ro = new Matrix4().makeRotationZ(this._rotate);\r\n let roInv = new Matrix4().getInverse(ro);\r\n let pt = p.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(roInv);\r\n let px = pt.x;\r\n let py = pt.y;\r\n let t = angle(pt);\r\n let a = this._radX;\r\n let b = this._radY;\r\n let x: number, y: number;\r\n for (let i = 0; i < 3; i++)\r\n {\r\n x = a * Math.cos(t);\r\n y = b * Math.sin(t);\r\n let ex = (a ** 2 - b ** 2) * Math.cos(t) ** 3 / a;\r\n let ey = (b * b - a * a) * Math.sin(t) ** 3 / b;\r\n let rx = x - ex;\r\n let ry = y - ey;\r\n let qx = px - ex;\r\n let qy = py - ey;\r\n\r\n let r = Math.sqrt(ry ** 2 + rx ** 2);\r\n let q = Math.sqrt(qy ** 2 + qx ** 2);\r\n\r\n let dc = r * Math.asin((rx * qy - ry * qx) / (r * q));\r\n let dt = dc / Math.sqrt(a * a + b * b - x * x - y * y);\r\n\r\n t += dt;\r\n }\r\n let retPt = new Vector3(x, y).applyMatrix4(ro).applyMatrix4(this.OCS);\r\n if (this.IsClose || extend)\r\n {\r\n return retPt;\r\n }\r\n else if (this.PtOnCurve(retPt))\r\n {\r\n return retPt;\r\n }\r\n else\r\n {\r\n let d1 = p.distanceToSquared(this.StartPoint);\r\n let d2 = p.distanceToSquared(this.EndPoint);\r\n return d1 < d2 ? this.StartPoint : this.EndPoint;\r\n }\r\n }\r\n GetOffsetCurves(offsetDist: number)\r\n {\r\n if ((offsetDist + Math.min(this._radX, this._radY)) > 0)\r\n {\r\n let el = this.Clone();\r\n el.RadX = this._radX + offsetDist;\r\n el.RadY = this._radY + offsetDist;\r\n return [el];\r\n }\r\n return [];\r\n }\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params: number[];\r\n if (param instanceof Array)\r\n {\r\n params = param.filter(p => this.ParamOnCurve(p));\r\n params.sort((a1, a2) => a2 - a1);//从大到小\r\n }\r\n else\r\n params = [param];\r\n\r\n //补上最后一个到第一个的弧\r\n if (this.IsClose)\r\n params.unshift(arrayLast(params));\r\n else\r\n {\r\n params.unshift(1);\r\n params.push(0);\r\n }\r\n arrayRemoveDuplicateBySort(params);\r\n\r\n let anglelist = params.map(param => this.TotalAngle * param + this._startAngle);\r\n let elllist: this[] = [];\r\n for (let i = 0; i < anglelist.length - 1; i++)\r\n {\r\n let sa = anglelist[i];\r\n let ea = anglelist[i + 1];\r\n let el = this.Clone();\r\n if (!equaln(sa, ea, 1e-6))\r\n {\r\n el.StartAngle = ea;\r\n el.EndAngle = equaln(sa, 0) ? Math.PI * 2 : sa;\r\n elllist.push(el);\r\n }\r\n }\r\n return elllist;\r\n }\r\n Join(el: Ellipse)\r\n {\r\n if (this.IsClose || el.IsClose || !this.IsCoplaneTo(el) || !equalv3(el.Center, this.Center))\r\n return Status.False;\r\n\r\n let status = Status.False;\r\n\r\n if (equaln(this._endAngle, this._startAngle))\r\n {\r\n this.EndAngle = this._endAngle;\r\n status = Status.True;\r\n }\r\n else if (equaln(this._startAngle, el._endAngle))\r\n {\r\n this.StartAngle = el._startAngle;\r\n status = Status.True;\r\n }\r\n if (status === Status.True && !this.IsClose && equaln(this._startAngle, this._endAngle))\r\n {\r\n this.StartAngle = 0;\r\n this.EndAngle = Math.PI * 2;\r\n }\r\n return status;\r\n }\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n {\r\n let pts = this.GetGripPoints();\r\n return pts;\r\n }\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Nea:\r\n {\r\n return getArcOrCirNearPts(this, pickPoint, viewXform);\r\n }\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n return [this.GetClosestPointTo(lastPoint, false)];\r\n }\r\n case ObjectSnapMode.Tan:\r\n {\r\n //TODO:过某点获取椭圆全部切点\r\n if (lastPoint)\r\n {\r\n return getTanPtsOnEllipse(this, lastPoint);\r\n }\r\n }\r\n default:\r\n return [];\r\n }\r\n }\r\n IntersectWith2(curve: Curve, intType: IntersectOption)\r\n {\r\n //TODO:优化椭圆和椭圆,椭圆和圆相交\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectEllipseAndLine(curve, this, reverseIntersectOption(intType)));\r\n }\r\n else if (curve instanceof Circle || curve instanceof Arc)\r\n {\r\n return IntersectEllipseAndCircleOrArc(this, curve, intType);\r\n }\r\n else if (curve instanceof Polyline)\r\n {\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, intType));\r\n }\r\n else if (curve instanceof Ellipse)\r\n {\r\n return IntersectEllipse(this, curve, intType);\r\n }\r\n else\r\n return [];\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n let line = new TLine(this.UpdateGeometry(), ColorMaterial.GetLineMaterial(this._Color));\r\n this.UpdateDrawObject(renderType, line);\r\n return line;\r\n }\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n let geo = (obj as TLine).geometry as BufferGeometry;\r\n this.UpdateGeometry(geo);\r\n }\r\n //更新Geometry\r\n private UpdateGeometry(geo?: BufferGeometry)\r\n {\r\n if (!geo)\r\n geo = new BufferGeometry();\r\n let curve = this.Shape;\r\n geo.setFromPoints(curve.getPoints(60));\r\n return geo;\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n return this.GetGripPoints();\r\n }\r\n GetGripPoints(): Array\r\n {\r\n let tmpMat4 = new Matrix4().makeRotationZ(this.Rotation);\r\n let pts = [\r\n new Vector3(this._radX, 0),\r\n new Vector3(-this._radX, 0),\r\n new Vector3(0, this._radY),\r\n new Vector3(0, -this._radY)\r\n ].map(p => p.applyMatrix4(tmpMat4).applyMatrix4(this.OCS));\r\n\r\n if (!equaln(0, this._startAngle))\r\n pts.push(this.StartPoint);\r\n if (!equaln(0, this._endAngle))\r\n pts.push(this.EndPoint);\r\n\r\n pts.push(this.Center);\r\n return pts;\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.ApplyMatrix(MoveMatrix(vec));\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n let pts = this.GetStretchPoints();\r\n\r\n if (indexList.length > 0)\r\n {\r\n let p = pts[indexList[0]].clone();\r\n p.add(vec);\r\n\r\n if (indexList[0] <= 1)\r\n this.RadX = p.distanceTo(this.Center);\r\n else if (indexList[0] <= 3)\r\n this.RadY = p.distanceTo(this.Center);\r\n else\r\n {\r\n let p1 = pts[indexList[0]];\r\n //TODO:跟cad不一致待优化\r\n if (equalv3(p1, this.StartPoint))\r\n {\r\n let v1 = p1.clone().sub(this.Center);\r\n let v2 = p.clone().sub(this.Center);\r\n let an = angleTo(v1, v2);\r\n this.StartAngle = this.StartAngle + an;\r\n }\r\n else if (equalv3(p1, this.EndPoint))\r\n {\r\n let v1 = p1.clone().sub(this.Center);\r\n let v2 = p.clone().sub(this.Center);\r\n let an = angleTo(v2, v1);\r\n this.EndAngle = this.EndAngle + an;\r\n }\r\n else\r\n this.Center = p;\r\n }\r\n }\r\n }\r\n Convert2Polyline(count = 0)\r\n {\r\n const MIN_LEN = 80;\r\n const par = this.TotalAngle / Math.PI * 0.5;\r\n if (!count)\r\n {\r\n count = Math.floor(this.Length / par / MIN_LEN);\r\n count = MathUtils.clamp(count, 15, 80);\r\n }\r\n\r\n count = Math.floor(count * par);\r\n\r\n if ((count & 1) === 0)\r\n count++;\r\n\r\n let pts = this.Shape.getPoints(count);\r\n if (this.IsClose)\r\n pts.pop();\r\n\r\n let pl = Pts2Polyline(pts, this.IsClose);\r\n pl.ApplyMatrix(this.OCS);\r\n if (this.IsClose)\r\n pl.CloseMark = true;\r\n return pl;\r\n }\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._radX = file.Read();\r\n this._radY = file.Read();\r\n this._rotate = file.Read();\r\n this._startAngle = file.Read();\r\n this._endAngle = file.Read();\r\n this.Update();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);\r\n file.Write(this.RadX);\r\n file.Write(this.RadY);\r\n file.Write(this.Rotation);\r\n file.Write(this._startAngle);\r\n file.Write(this._endAngle);\r\n }\r\n\r\n}\r\n","import { Box3, BufferGeometry, EllipseCurve, Line as TLine, Material, Matrix3, Matrix4, Object3D, Vector3 } from 'three';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { arrayLast, arrayRemoveDuplicateBySort } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getArcOrCirNearPts, GetTanPtsOnArcOrCircle } from '../../Common/CurveUtils';\r\nimport { reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { clamp } from '../../Common/Utils';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { angle, AsVector3, equaln, MoveMatrix, polar } from '../../Geometry/GeUtils';\r\nimport { IntersectCircleAndArc, IntersectCircleAndCircle, IntersectEllipseAndCircleOrArc, IntersectLineAndCircle, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Shape2 } from '../Shape2';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { Arc } from './Arc';\r\nimport { Curve } from './Curve';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Ellipse } from './Ellipse';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\n\r\nlet circleGeometry: BufferGeometry;\r\nfunction GetCircleGeometry()\r\n{\r\n if (!circleGeometry)\r\n circleGeometry = BufferGeometryUtils.CreateFromPts(\r\n new EllipseCurve(0, 0, 1, 1, 0, 2 * Math.PI, false, 0).getPoints(360).map(AsVector3)\r\n );\r\n return circleGeometry;\r\n}\r\n\r\n@Factory\r\nexport class Circle extends Curve\r\n{\r\n constructor(center?: Vector3, radius: number = 1e-6)\r\n {\r\n super();\r\n center && this._Matrix.setPosition(center);\r\n this._Radius = radius;\r\n }\r\n private _Radius: number;\r\n\r\n get Shape()\r\n {\r\n let sp = new Shape2();\r\n sp.ellipse(0, 0, this._Radius, this._Radius, 0, 2 * Math.PI, false, 0);\r\n return sp;\r\n }\r\n\r\n get Center()\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.setPosition(v);\r\n this.Update();\r\n }\r\n get Radius()\r\n {\r\n return this._Radius;\r\n }\r\n set Radius(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Radius = clamp(v, 1e-9, 1e19);\r\n this.Update();\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.Center = this.Center.applyMatrix4(m);\r\n this.Radius = this.Radius * m.getMaxScaleOnAxis();\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n return this;\r\n }\r\n\r\n //******************** Curve function start*****************//\r\n\r\n get StartPoint(): Vector3\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get StartParam(): number\r\n {\r\n return 0;\r\n }\r\n get EndPoint(): Vector3\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get EndParam(): number\r\n {\r\n return 1;\r\n }\r\n PtInCurve(pt: Vector3)\r\n {\r\n return pt.distanceToSquared(this.Center) < Math.pow(this.Radius, 2);\r\n }\r\n get Area()\r\n {\r\n return Math.PI * this._Radius ** 2;\r\n }\r\n get Area2()\r\n {\r\n return Math.PI * this._Radius ** 2;\r\n }\r\n get Length()\r\n {\r\n return Math.PI * 2 * this._Radius;\r\n }\r\n\r\n get IsClose(): boolean\r\n {\r\n return true;\r\n }\r\n\r\n //曲线为顺时针\r\n get IsClockWise(): boolean { return false; }\r\n\r\n GetPointAtParam(param: number)\r\n {\r\n return (polar(new Vector3(), param * 2 * Math.PI, this._Radius) as Vector3).applyMatrix4(this._Matrix);\r\n }\r\n\r\n GetPointAtDistance(distance: number)\r\n {\r\n let param = distance / (Math.PI * 2 * this._Radius);\r\n return this.GetPointAtParam(param);\r\n }\r\n\r\n GetDistAtParam(param: number)\r\n {\r\n return Math.PI * 2 * this._Radius * param;\r\n }\r\n\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n GetParamAtDist(d: number)\r\n {\r\n return d / (Math.PI * 2 * this._Radius);\r\n }\r\n\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params: number[];\r\n if (param instanceof Array)\r\n {\r\n params = param.filter(p => this.ParamOnCurve(p));\r\n params.sort((a1, a2) => a2 - a1);//从大到小\r\n arrayRemoveDuplicateBySort(params);\r\n if (params.length < 2) return [];\r\n }\r\n else //圆不能被单个参数切割\r\n return [];\r\n\r\n //补上最后一个到第一个的弧\r\n params.unshift(arrayLast(params));\r\n\r\n let anglelist = params.map(param => Math.PI * 2 * param);\r\n\r\n let curvelist = new Array();\r\n for (let i = 0; i < anglelist.length - 1; i++)\r\n {\r\n let sa = anglelist[i];\r\n let ea = anglelist[i + 1];\r\n if (!equaln(sa, ea, 1e-6))\r\n {\r\n let arc = new Arc(new Vector3(), this._Radius, ea, sa, false);\r\n arc.ApplyMatrix(this.OCS);\r\n curvelist.push(arc);\r\n }\r\n }\r\n return curvelist;\r\n }\r\n\r\n GetParamAtPoint(pt?: Vector3)\r\n {\r\n if (!this.PtOnCurve(pt))\r\n return NaN;\r\n return angle(pt.clone().applyMatrix4(this.OCSInv)) / (Math.PI * 2);\r\n }\r\n\r\n PtOnCurve(pt: Vector3)\r\n {\r\n return equaln(pt.distanceToSquared(this.Center), this._Radius * this._Radius, 1e-5);\r\n }\r\n GetOffsetCurves(offsetDist: number): Curve[]\r\n {\r\n if ((offsetDist + this._Radius) > 0)\r\n {\r\n let circle = this.Clone();\r\n circle.Radius = this._Radius + offsetDist;\r\n return [circle];\r\n }\r\n return [];\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption)\r\n {\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectCircleAndArc(this, curve, intType);\r\n }\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectLineAndCircle(curve, this, reverseIntersectOption(intType)));\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return IntersectCircleAndCircle(this, curve);\r\n }\r\n if (curve instanceof Ellipse)\r\n {\r\n return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType));\r\n }\r\n if (curve instanceof Polyline)\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType)));\r\n return [];\r\n }\r\n //******************** Curve function end*****************//\r\n\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints(this.GetGripPoints());\r\n }\r\n\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let cirGeo = GetCircleGeometry();\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry().setPositions(cirGeo.attributes.position.array as number[]);\r\n geometry.scale(this._Radius, this._Radius, this._Radius);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n let line = new TLine(cirGeo, ColorMaterial.GetLineMaterial(this._Color));\r\n let obj = new Object3D().add(line);\r\n this.UpdateDrawObject(renderType, obj);\r\n return obj;\r\n }\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n obj.children[0].scale.set(this._Radius, this._Radius, this._Radius);\r\n obj.children[0].updateMatrix();\r\n }\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material: Material)\r\n {\r\n let m = obj.children[0] as TLine;\r\n m.material = material ? material : ColorMaterial.GetLineMaterial(this._Color);\r\n }\r\n\r\n GetDragPointCount(drag: DragPointType): number\r\n {\r\n if (drag === DragPointType.Grip)\r\n return 5;\r\n else\r\n return 1;\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n let pts = [\r\n new Vector3(),\r\n new Vector3(0, this._Radius),\r\n new Vector3(0, -this._Radius),\r\n new Vector3(-this._Radius, 0),\r\n new Vector3(this._Radius, 0),\r\n ];\r\n\r\n let ocs = this.OCS;\r\n pts.forEach(p => p.applyMatrix4(ocs));\r\n return pts;\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.Nea:\r\n {\r\n return getArcOrCirNearPts(this, pickPoint, viewXform);\r\n }\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n let l = new Line(this.Center, lastPoint);\r\n return l.IntersectWith(this, IntersectOption.ExtendBoth);\r\n }\r\n case ObjectSnapMode.Tan:\r\n let pts = GetTanPtsOnArcOrCircle(this, lastPoint);\r\n if (pts)\r\n return pts;\r\n case ObjectSnapMode.End:\r\n {\r\n let pts = this.GetGripPoints();\r\n pts.shift();\r\n return pts;\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n\r\n let pts = this.GetGripPoints();\r\n if (indexList.length > 0)\r\n {\r\n let index = indexList[0];\r\n let p = pts[index];\r\n if (p)\r\n {\r\n if (index > 0)\r\n {\r\n p.add(vec);\r\n this.Radius = p.distanceTo(this.Center);\r\n }\r\n else\r\n {\r\n this.Center = this.Center.add(vec);\r\n }\r\n }\r\n }\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n let pts = [new Vector3()];\r\n let ocs = this.OCS;\r\n pts.forEach(p => p.applyMatrix4(ocs));\r\n return pts;\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length > 0)\r\n {\r\n let mat = MoveMatrix(vec);\r\n this.ApplyMatrix(mat);\r\n }\r\n }\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n if (typeof pt === \"number\")\r\n pt = this.GetPointAtParam(pt);\r\n else\r\n pt = pt.clone();\r\n\r\n pt.applyMatrix4(this.OCSInv);\r\n\r\n let an = angle(pt) + Math.PI * 0.5;\r\n\r\n return polar(new Vector3(), an, 1).applyMatrix4(new Matrix4().extractRotation(this.OCS));\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n pt = pt.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(this.OCS);\r\n if (equaln(pt.distanceToSquared(this.Center), 0, 1e-10))\r\n return this.GetPointAtParam(0);\r\n let l = new Line(this.Center, pt);\r\n let pts = l.IntersectWith(this, IntersectOption.ExtendBoth);\r\n pts.sort((p1, p2) =>\r\n {\r\n return p1.distanceToSquared(pt) - p2.distanceToSquared(pt);\r\n });\r\n return pts[0];\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._Radius = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);\r\n file.Write(this._Radius);\r\n }\r\n //#endregion\r\n}\r\n","import { Box3, BufferGeometry, Matrix4, Object3D, Shape, Vector2, Vector3, Matrix3, Line as TLine } from 'three';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getCircleCenter, GetTanPtsOnArcOrCircle, getArcOrCirNearPts } from '../../Common/CurveUtils';\r\nimport { matrixSetVector, reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { angle, clampRad, equaln, equalv3, midPoint, MoveMatrix, polar, AsVector3 } from '../../Geometry/GeUtils';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { IntersectArcAndArc, IntersectCircleAndArc, IntersectLineAndArc, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption, IntersectEllipseAndCircleOrArc } from '../../GraphicsSystem/IntersectWith';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\nimport { Ellipse } from './Ellipse';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\n\r\n/**\r\n * 圆弧实体类\r\n * 与ACAD不同,这个类加入了时针变量,并且默认构造的圆弧为顺时针圆弧.\r\n *\r\n * 关于时针圆弧:\r\n * 起始圆弧到终止圆弧总是在0-2PI之间.(一个完整的圆).\r\n * 圆弧的绘制从起始圆弧绘制到终止圆弧. 按照时针绘制.\r\n * 参考计算圆弧的完整角度方法查看该计算方式.\r\n */\r\n@Factory\r\nexport class Arc extends Curve\r\n{\r\n constructor(center: Vector3 = new Vector3(), radius: number = 0.1, startAngle: number = 0.1, endAngle: number = 0, clockwise = true)\r\n {\r\n super();\r\n this._Matrix.setPosition(center);\r\n this.m_Radius = radius;\r\n this.m_StartAngle = clampRad(startAngle);\r\n this.m_EndAngle = clampRad(endAngle);\r\n this.m_Clockwise = clockwise;\r\n }\r\n private m_Radius: number;\r\n private m_StartAngle: number;\r\n private m_EndAngle: number;\r\n /**\r\n * 曲线为顺时针\r\n */\r\n private m_Clockwise = true;\r\n\r\n get Shape()\r\n {\r\n let sp = new Shape();\r\n sp.absarc(0, 0, this.m_Radius, this.m_StartAngle, this.m_EndAngle, this.m_Clockwise);\r\n return sp;\r\n }\r\n\r\n get Center()\r\n {\r\n return this.Position;\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.Position = v;\r\n }\r\n\r\n get Normal()\r\n {\r\n return new Vector3().setFromMatrixColumn(this._Matrix, 2);\r\n }\r\n set Normal(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n matrixSetVector(this._Matrix, 2, v);\r\n this.Update();\r\n }\r\n\r\n get Area(): number\r\n {\r\n return 0.5 * this.AllAngle * this.Radius * this.Radius;\r\n }\r\n //获得曲线的面积,逆时针为正,顺时针为负.\r\n get Area2(): number\r\n {\r\n let clockwise = this.m_Clockwise ? -1 : 1;\r\n return 0.5 * this.AllAngle * this.Radius * this.Radius * clockwise;\r\n }\r\n get IsClose(): boolean\r\n {\r\n return false;\r\n }\r\n\r\n get BoundingBox(): Box3\r\n {\r\n let pts = [this.StartPoint, this.EndPoint];\r\n\r\n //TODO:考虑三维圆弧.\r\n let addPts = [\r\n this.Center.add(new Vector3(this.m_Radius, 0)),\r\n this.Center.add(new Vector3(0, this.m_Radius)),\r\n this.Center.add(new Vector3(-this.m_Radius, 0)),\r\n this.Center.add(new Vector3(0, -this.m_Radius)),\r\n ];\r\n addPts.forEach(p =>\r\n {\r\n if (this.PtOnCurve(p))\r\n pts.push(p);\r\n });\r\n return new Box3().setFromPoints(pts);\r\n }\r\n\r\n get Radius()\r\n {\r\n return this.m_Radius;\r\n }\r\n set Radius(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Radius = v <= 0 ? 1e-19 : v;\r\n this.Update();\r\n }\r\n\r\n get IsClockWise()\r\n {\r\n return this.m_Clockwise;\r\n }\r\n set IsClockWise(v: boolean)\r\n {\r\n if (v !== this.m_Clockwise)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Clockwise = v;\r\n this.Update();\r\n }\r\n }\r\n\r\n get StartAngle()\r\n {\r\n return this.m_StartAngle;\r\n }\r\n set StartAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_StartAngle = v;\r\n this.Update();\r\n }\r\n\r\n get EndAngle()\r\n {\r\n return this.m_EndAngle;\r\n }\r\n set EndAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_EndAngle = v;\r\n this.Update();\r\n }\r\n\r\n //******************** Curve function start*****************//\r\n get StartPoint()\r\n {\r\n return polar(new Vector3(), this.m_StartAngle, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n set StartPoint(v: Vector3)\r\n {\r\n let vTemp = v.clone().applyMatrix4(this.OCSInv);\r\n this.StartAngle = angle(vTemp);\r\n }\r\n get EndPoint()\r\n {\r\n return polar(new Vector3(), this.m_EndAngle, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n set EndPoint(v: Vector3)\r\n {\r\n let vTemp = v.clone().applyMatrix4(this.OCSInv);\r\n this.EndAngle = angle(vTemp);\r\n }\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n get EndParam()\r\n {\r\n return 1;\r\n }\r\n get Length()\r\n {\r\n return this.AllAngle * this.m_Radius;\r\n }\r\n\r\n GetParamAtPoint2(pt: Vector3): number\r\n {\r\n return this.GetParamAtAngle(this.GetAngleAtPoint(pt));\r\n }\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n let param = this.GetParamAtPoint2(p);\r\n return this.ParamOnCurve(param, fuzz);\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.Center = this.Center.applyMatrix4(m);\r\n this.Radius = this.Radius * m.getMaxScaleOnAxis();\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n this.m_Clockwise = !this.m_Clockwise;\r\n this.StartPoint = sp;\r\n this.EndPoint = ep;\r\n return this;\r\n }\r\n GetPointAtParam(param: number)\r\n {\r\n let an = this.GetAngleAtParam(param);\r\n return polar(new Vector3(), an, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n GetPointAtDistance(distance: number)\r\n {\r\n let len = this.Length;\r\n if (len == 0) return;\r\n return this.GetPointAtParam(distance / len);\r\n }\r\n\r\n GetDistAtParam(param: number)\r\n {\r\n return Math.abs(param * this.Length);\r\n }\r\n\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n GetParamAtPoint(pt: Vector3)\r\n {\r\n if (this.m_Radius == 0 ||\r\n this.AllAngle == 0 ||\r\n !equaln(pt.distanceTo(this.Center), this.m_Radius, 1e-6))\r\n return NaN;\r\n\r\n return this.GetParamAtAngle(this.GetAngleAtPoint(pt));\r\n }\r\n\r\n /**\r\n * 利用角度计算该角度在圆弧中代表的参数.\r\n * 如果角度在圆弧内,那么返回0-1\r\n * 如果角度不在圆弧内,那么尝试返回离圆弧起始或者结束的较近的参数\r\n *\r\n * @param {number} an\r\n * @returns\r\n * @memberof Arc\r\n */\r\n GetParamAtAngle(an: number)\r\n {\r\n //如果以pt为终点,那么所有的角度为\r\n let ptAllAn = this.ComputeAnlge(an);\r\n let allAn = this.AllAngle;\r\n\r\n //减去圆弧角度,剩余角度的一半\r\n let surplusAngleHalf = Math.PI - allAn / 2;\r\n\r\n if (ptAllAn > allAn + surplusAngleHalf)//返回负数\r\n {\r\n return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn;\r\n }\r\n else//返回正数\r\n return ptAllAn / allAn;\r\n }\r\n\r\n /**\r\n * Gets param at angle2\r\n * @param an\r\n * @param [isStart] true:返回负数,false 返回正数\r\n * @returns\r\n */\r\n GetParamAtAngle2(an: number, isStart = true)\r\n {\r\n //如果以pt为终点,那么所有的角度为\r\n let ptAllAn = this.ComputeAnlge(an);\r\n let allAn = this.AllAngle;\r\n\r\n //减去圆弧角度,剩余角度的一半\r\n let surplusAngleHalf = Math.PI - allAn / 2;\r\n\r\n if (isStart)//返回负数\r\n {\r\n return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn;\r\n }\r\n else//返回正数\r\n return ptAllAn / allAn;\r\n }\r\n\r\n GetAngleAtPoint(pt: Vector3)\r\n {\r\n let ptTmp = pt.clone().applyMatrix4(this.OCSInv);\r\n return angle(ptTmp);\r\n }\r\n\r\n GetAngleAtParam(param: number)\r\n {\r\n return clampRad(this.m_StartAngle + param * this.AllAngle * (this.m_Clockwise ? -1 : 1));\r\n }\r\n\r\n GetSplitCurves(param: number[] | number): Arc[]\r\n {\r\n let params = this.SplitParamSort(param);\r\n //角度列表\r\n let ans = params.map(p => this.GetAngleAtParam(p));\r\n //返回圆弧表\r\n let arcs: Arc[] = [];\r\n for (let i = 0; i < ans.length - 1; i++)\r\n {\r\n let arc = this.Clone() as Arc;\r\n arc.StartAngle = ans[i];\r\n arc.EndAngle = ans[i + 1];\r\n arcs.push(arc);\r\n }\r\n return arcs;\r\n }\r\n GetOffsetCurves(offsetDist: number)\r\n {\r\n if (this.m_Clockwise) offsetDist *= -1;\r\n if ((offsetDist + this.m_Radius) > 0)\r\n {\r\n let arc = this.Clone() as Arc;\r\n arc.Radius = offsetDist + this.m_Radius;\r\n return [arc];\r\n }\r\n return [];\r\n }\r\n Extend(newParam: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (newParam < 0)\r\n {\r\n this.m_StartAngle = this.GetAngleAtParam(newParam);\r\n }\r\n else if (newParam > 1)\r\n {\r\n this.m_EndAngle = this.GetAngleAtParam(newParam);\r\n }\r\n this.Update();\r\n }\r\n\r\n Join(cu: Curve): Status\r\n {\r\n if (cu instanceof Arc)\r\n {\r\n if (equalv3(cu.Center, this.Center) && equaln(cu.m_Radius, this.m_Radius))\r\n {\r\n this.WriteAllObjectRecord();\r\n let [sa, ea] = [cu.StartAngle, cu.EndAngle];\r\n if (cu.m_Clockwise != this.m_Clockwise)\r\n [sa, ea] = [ea, sa];\r\n\r\n let allAn = this.AllAngle;\r\n let saAllan = this.ComputeAnlge(sa);\r\n let eaAllan = this.ComputeAnlge(ea);\r\n\r\n if (equaln(sa, this.m_StartAngle)) //this起点对起点\r\n {\r\n if (eaAllan > allAn)\r\n this.EndAngle = ea;\r\n\r\n return Status.True;\r\n }\r\n else if (equaln(sa, this.m_EndAngle))//this终点对起点\r\n {\r\n if (eaAllan < allAn || equaln(ea, this.m_StartAngle))\r\n return Status.ConverToCircle;\r\n else\r\n this.EndAngle = ea;\r\n\r\n return Status.True;\r\n }\r\n else if (equaln(ea, this.StartAngle))//this起点对终点\r\n {\r\n if (saAllan < allAn)\r\n return Status.ConverToCircle;\r\n else\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n else if (equaln(ea, this.m_EndAngle))//this终点对终点\r\n {\r\n if (saAllan > allAn)\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n else if (this.ParamOnCurve(this.GetParamAtAngle(sa)))\r\n {\r\n if (eaAllan < saAllan)\r\n return Status.ConverToCircle;\r\n else if (eaAllan > allAn)\r\n this.EndAngle = ea;\r\n return Status.True;\r\n }\r\n else if (this.ParamOnCurve(this.GetParamAtAngle(ea)))\r\n {\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n\r\n //使用按负方向去计算它的参数\r\n let saParam: number;\r\n if (saAllan > allAn)\r\n saParam = (saAllan - Math.PI * 2) / allAn;\r\n else\r\n saParam = saAllan / allAn;\r\n\r\n let eaParam: number;\r\n if (eaAllan > saAllan && saAllan > allAn)\r\n eaParam = (eaAllan - Math.PI * 2) / allAn;\r\n else\r\n eaParam = eaAllan / allAn;\r\n\r\n let pMin = Math.max(0, saParam);\r\n let pMax = Math.min(1, eaParam);\r\n\r\n if (pMin <= pMax + 1e-5)\r\n {\r\n if (saParam < 0)\r\n this.StartAngle = sa;\r\n if (eaParam > 1)\r\n this.EndAngle = ea;\r\n return Status.True;\r\n }\r\n }\r\n }\r\n return Status.False;\r\n }\r\n\r\n Reverse(): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Clockwise = !this.m_Clockwise;\r\n [this.m_StartAngle, this.m_EndAngle] = [this.m_EndAngle, this.m_StartAngle];\r\n return this;\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-4)\r\n {\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectArcAndArc(this, curve, intType);\r\n }\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectLineAndArc(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return SwapParam(IntersectCircleAndArc(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n if (curve instanceof Polyline)\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance));\r\n\r\n if (curve instanceof Ellipse)\r\n return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType));\r\n return [];\r\n }\r\n\r\n /**\r\n * 计算出圆弧所包含的角度\r\n *\r\n * @readonly\r\n * @type {number}\r\n * @memberof Arc\r\n */\r\n get AllAngle(): number\r\n {\r\n return this.ComputeAnlge(this.m_EndAngle);\r\n }\r\n\r\n get Bul(): number\r\n {\r\n if (equaln(this.AllAngle, Math.PI * 2))\r\n return 1;\r\n return Math.tan(this.AllAngle * 0.25) * (this.IsClockWise ? -1 : 1);\r\n }\r\n\r\n /**\r\n * 计算所包含的角度\r\n *\r\n * @private\r\n * @param {number} endAngle 结束的角度\r\n * @returns\r\n * @memberof Arc\r\n */\r\n ComputeAnlge(endAngle: number)\r\n {\r\n //顺时针\r\n if (this.m_Clockwise)\r\n {\r\n if (this.m_StartAngle > endAngle)\r\n return this.StartAngle - endAngle;\r\n else //越过0点绘制圆弧\r\n return (Math.PI * 2) - (endAngle - this.m_StartAngle);\r\n }\r\n else\r\n {\r\n if (endAngle > this.m_StartAngle)\r\n return endAngle - this.m_StartAngle;\r\n else\r\n return (Math.PI * 2) - (this.m_StartAngle - endAngle);\r\n }\r\n }\r\n\r\n /**\r\n * 解析两点和凸度所构成的圆弧\r\n *\r\n * @param {Vector2} p1\r\n * @param {Vector2} p2\r\n * @param {number} bul 凸度,在cad中,凸度为 <(四分之一圆心角)的正切值>\r\n */\r\n ParseFromBul(p1: Vector3 | Vector2, p2: Vector3 | Vector2, bul: number): Arc\r\n {\r\n if (p1 instanceof Vector2)\r\n p1 = AsVector3(p1);\r\n if (p2 instanceof Vector2)\r\n p2 = AsVector3(p2);\r\n\r\n let ocsInv = this.OCSInv;\r\n p1 = p1.clone().applyMatrix4(ocsInv);\r\n p2 = p2.clone().applyMatrix4(ocsInv);\r\n\r\n //弦向量\r\n let chordV = p2.clone().sub(p1);\r\n //弦角度\r\n let chordAn = angle(chordV);\r\n //弦长度/2\r\n let chordLengthHalf = chordV.length() / 2;\r\n\r\n let allAngle = Math.atan(bul) * 4;\r\n let HalfAngle = allAngle * 0.5;\r\n //半径\r\n this.m_Radius = chordLengthHalf / Math.sin(HalfAngle);\r\n\r\n //指向圆心的角度\r\n let toCenterAn = chordAn + Math.PI * 0.5;//弦角度转90\r\n\r\n //圆心\r\n let center = midPoint(p1, p2);\r\n polar(center, toCenterAn, this.m_Radius - (bul * chordLengthHalf));\r\n this.Center = center.clone().applyMatrix4(this.OCS);\r\n\r\n this.m_Radius = Math.abs(this.m_Radius);\r\n\r\n this.m_StartAngle = angle(p1.clone().sub(center));\r\n this.m_EndAngle = angle(p2.clone().sub(center));\r\n\r\n this.m_Clockwise = bul < 0;\r\n\r\n return this;\r\n }\r\n FromThreePoint(pt1: Vector3, pt2: Vector3, pt3: Vector3)\r\n {\r\n if (!(pt1 && pt2 && pt3))\r\n return;\r\n\r\n let ocsInv = this.OCSInv;\r\n pt1 = pt1.clone().applyMatrix4(ocsInv);\r\n pt2 = pt2.clone().applyMatrix4(ocsInv);\r\n pt3 = pt3.clone().applyMatrix4(ocsInv);\r\n\r\n let center = getCircleCenter(pt1, pt2, pt3);\r\n this.Center = center.clone().applyMatrix4(this.OCS);\r\n //用圆心和其中一个点求距离得到半径:\r\n this.m_Radius = center.distanceTo(pt1);\r\n //起始角度 端点角度\r\n this.m_StartAngle = angle(pt1.clone().sub(center));\r\n this.m_EndAngle = angle(pt3.clone().sub(center));\r\n //求出向量p1->p2,p1->p3\r\n let p1 = pt2.clone().sub(pt1);\r\n let p2 = pt3.clone().sub(pt1);\r\n\r\n this.m_Clockwise = p1.cross(p2).z < 0;\r\n return this;\r\n }\r\n\r\n /**\r\n * 重载: 初始化绘制实体.\r\n *\r\n * @param {RenderType} [renderType=RenderType.Wireframe]\r\n */\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let geo = BufferGeometryUtils.CreateFromPts(this.Shape.getPoints(60).map(AsVector3));\r\n\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry();\r\n geometry.setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n\r\n return new TLine(geo, ColorMaterial.GetLineMaterial(this._Color));\r\n }\r\n\r\n //更新Geometry\r\n private UpdateGeometry(geo: BufferGeometry)\r\n {\r\n let pts = this.Shape.getPoints(60).map(AsVector3);\r\n BufferGeometryUtils.UpdatePts(geo, pts);\r\n }\r\n\r\n /**\r\n * 重载:更新绘制的实体\r\n *\r\n * @param {RenderType} type\r\n * @param {Object3D} obj\r\n * @memberof Arc\r\n */\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n let geo = obj[\"geometry\"] as BufferGeometry;\r\n this.UpdateGeometry(geo);\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return [this.StartPoint, this.EndPoint];\r\n case ObjectSnapMode.Mid:\r\n return [this.GetPointAtParam(0.5)];\r\n case ObjectSnapMode.Nea:\r\n return getArcOrCirNearPts(this, pickPoint, viewXform)\r\n .filter(p => this.PtOnCurve(p));\r\n case ObjectSnapMode.Ext:\r\n return [this.GetClosestPointTo(pickPoint, true)];\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n let l = new Line(this.Center, lastPoint);\r\n return l.IntersectWith(this, IntersectOption.ExtendBoth).filter(p => this.PtOnCurve(p));\r\n }\r\n case ObjectSnapMode.Tan:\r\n let pts = GetTanPtsOnArcOrCircle(this, lastPoint);\r\n if (pts)\r\n return pts.filter(p => this.PtOnCurve(p));\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [\r\n this.StartPoint,\r\n this.GetPointAtParam(0.5),\r\n this.EndPoint,\r\n this.Center.clone(),\r\n ];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length > 0)\r\n {\r\n this.WriteAllObjectRecord();\r\n let ptsArr = this.GetGripPoints();\r\n let index = indexList[0];\r\n let p = ptsArr[index];\r\n if (p)\r\n {\r\n p.add(vec);\r\n if (index > 2)\r\n this.Center = this.Center.add(vec);\r\n else\r\n this.FromThreePoint(ptsArr[0], ptsArr[1], ptsArr[2]);\r\n this.Update();\r\n }\r\n }\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n return [this.StartPoint, this.EndPoint];\r\n }\r\n\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length === 0)\r\n return;\r\n\r\n this.WriteAllObjectRecord();\r\n\r\n if (indexList.length === 2)\r\n this.ApplyMatrix(MoveMatrix(vec));\r\n else\r\n for (let index of indexList)\r\n {\r\n let pts = [this.StartPoint, this.EndPoint];\r\n let [sp, ep] = pts;\r\n\r\n let oldChordLengthHalf = sp.distanceTo(ep) * 0.5;\r\n\r\n let arcHeight = oldChordLengthHalf * this.Bul;\r\n\r\n pts[index].add(vec);\r\n\r\n let newChordLengthHalf = sp.distanceTo(ep) * 0.5;\r\n\r\n let newBul = arcHeight / newChordLengthHalf;\r\n\r\n //根据凸度构造新的弧\r\n this.ParseFromBul(sp, ep, newBul);\r\n this.Update();\r\n }\r\n }\r\n\r\n GetParamAtDist(d: number)\r\n {\r\n return d / this.Length;\r\n }\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n let an: number;\r\n if (typeof pt === \"number\")\r\n an = this.GetAngleAtParam(pt);\r\n else\r\n an = angle(pt.clone().applyMatrix4(this.OCSInv));\r\n\r\n an += Math.PI * 0.5 * (this.m_Clockwise ? -1 : 1);\r\n\r\n let ocs = new Matrix4().extractRotation(this.OCS);\r\n return polar(new Vector3(), an, this.m_Radius).applyMatrix4(ocs);\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n let l = new Line(this.Center, pt);\r\n let inPts: Vector3[] = this.IntersectWith(l, extend ? IntersectOption.ExtendBoth : IntersectOption.ExtendArg);\r\n if (inPts.length < 2)\r\n inPts.push(this.StartPoint, this.EndPoint);\r\n return inPts.reduce((p1, p2) => p1.distanceToSquared(pt) < p2.distanceToSquared(pt) ? p1 : p2);\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n if (ver === 1)\r\n {\r\n this.Center = new Vector3().fromArray(file.Read());\r\n this.Normal = new Vector3().fromArray(file.Read());\r\n }\r\n this.m_Radius = file.Read();\r\n this.m_StartAngle = file.Read();\r\n this.m_EndAngle = file.Read();\r\n this.m_Clockwise = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(2);\r\n file.Write(this.m_Radius);\r\n file.Write(this.m_StartAngle);\r\n file.Write(this.m_EndAngle);\r\n file.Write(this.m_Clockwise);\r\n }\r\n //#endregion\r\n}\r\n","import { Vector2, Vector3 } from 'three';\r\nimport { angle, equaln, equalv3 } from '../Geometry/GeUtils';\r\nimport { IntersectOption } from '../GraphicsSystem/IntersectWith';\r\nimport { Arc } from './Entity/Arc';\r\nimport { Line } from './Entity/Line';\r\nimport { Polyline } from './Entity/Polyline';\r\n\r\n/**\r\n * 点在扇形内部,提供一个简单实现的版本.\r\n * 优化版本请参照:http://www.cnblogs.com/miloyip/archive/2013/04/19/3029852.html\r\n * \r\n * @param arc 二维圆弧\r\n * @param pt \r\n * @returns 点在扇形内部.\r\n */\r\nfunction IsPointInCircularSector(arc: Arc, pt: Vector3): boolean\r\n{\r\n let center = arc.Center;\r\n let disSq = center.distanceTo(pt);\r\n if (disSq > arc.Radius * arc.Radius) return false;\r\n let an = angle(pt.clone().sub(center));\r\n let param = arc.GetParamAtAngle(an);\r\n return arc.ParamOnCurve(param);\r\n}\r\n\r\n/**\r\n * 点在弓型内部\r\n * \r\n * @param arc 二维圆弧\r\n * @param pt 点\r\n * @param isInChrodIsTrue 当点在弦上也认为在弓形内部\r\n * @returns 点在内部\r\n */\r\nexport function IsPointInBowArc(arc: Arc, pt: Vector3, isInChrodIsTrue = false): boolean\r\n{\r\n let pv = pt.clone().sub(arc.StartPoint);\r\n let av = arc.EndPoint.sub(arc.StartPoint);\r\n\r\n pv.cross(av);\r\n\r\n //未优化的代码\r\n // if (pv.z > 0 && arc.IsClockWise)\r\n // return false;\r\n // else if (pv.z < 0 && !arc.IsClockWise)\r\n // return false;\r\n // else\r\n // return arc.Center.distanceToSquared(pt) < arc.Radius * arc.Radius;\r\n\r\n //简化的代码\r\n if ((pv.z > 0) !== arc.IsClockWise || (isInChrodIsTrue && equaln(pv.z, 0)))\r\n {\r\n return arc.Center.distanceToSquared(pt) < arc.Radius * arc.Radius;\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * 判断点在多段线内外\r\n * @param pl 多段线\r\n * @param pt 点\r\n * @returns 点在多段线内部\r\n */\r\nexport function IsPointInPolyLine(pl: Polyline, pt: Vector3): boolean\r\n{\r\n let crossings = 0;\r\n\r\n let insLine = new Line(pt, pt.clone().add(new Vector3(0, 10, 0)));\r\n\r\n for (let i = 0; i < pl.EndParam; i++)\r\n {\r\n if (equaln(pl.GetBuilgeAt(i), 0, 5e-6))//直线\r\n {\r\n let sp = pl.GetPointAtParam(i);\r\n let ep = pl.GetPointAtParam(i + 1);\r\n //点位于线上面\r\n if (pt.y > Math.max(sp.y, ep.y))\r\n continue;\r\n //线垂直Y轴\r\n let derX = ep.x - sp.x;\r\n if (equaln(derX, 0, 5e-6))\r\n continue;\r\n\r\n //起点\r\n if (equaln(sp.x, pt.x, 5e-6))\r\n {\r\n if (sp.y > pt.y && derX < 0) crossings++;\r\n continue;\r\n }\r\n //终点\r\n if (equaln(ep.x, pt.x, 5e-6))\r\n {\r\n if (ep.y > pt.y && derX > 0) crossings++;\r\n continue;\r\n }\r\n\r\n //快速求交,只验证有没有交点\r\n let [x1, x2] = sp.x > ep.x ? [ep.x, sp.x] : [sp.x, ep.x];\r\n if (pt.x > x1 && pt.x < x2)\r\n {\r\n let derY = ep.y - sp.y;\r\n let k = derY / derX;\r\n\r\n if ((pt.x - sp.x) * k + sp.y > pt.y)\r\n crossings++;\r\n }\r\n }\r\n else //圆弧\r\n {\r\n let arc = pl.GetCurveAtIndex(i) as Arc;\r\n let sp = arc.StartPoint;\r\n let ep = arc.EndPoint;\r\n\r\n //如果相切\r\n if (equaln(Math.abs(pt.x - arc.Center.x), arc.Radius))\r\n {\r\n //当点和起点或者终点和点相切时\r\n if (equaln(sp.x, pt.x) && sp.y > pt.y)\r\n {\r\n if (ep.x - sp.x < -1e-5)\r\n crossings++;\r\n }\r\n else if (equaln(ep.x, pt.x) && ep.y > pt.y)\r\n {\r\n if (ep.x - sp.x > 1e-5)\r\n crossings++;\r\n }\r\n continue;\r\n }\r\n if (equaln(sp.x, pt.x) && sp.y > pt.y)\r\n {\r\n let der = arc.GetFistDeriv(0);\r\n if (der.x < -1e-5)\r\n crossings++;\r\n }\r\n if (equaln(ep.x, pt.x) && ep.y > pt.y)\r\n {\r\n let der = arc.GetFistDeriv(1);\r\n if (der.x > 1e-5)\r\n crossings++;\r\n }\r\n\r\n for (let pti of arc.IntersectWith(insLine, IntersectOption.ExtendArg))\r\n {\r\n if (pti.y < pt.y || equalv3(sp, pti, 1e-5) || equalv3(ep, pti, 1e-5))\r\n continue;\r\n\r\n let der = arc.GetFistDeriv(pti);\r\n if (!equaln(der.x, 0)) //相切.\r\n crossings++;\r\n }\r\n }\r\n }\r\n\r\n return (crossings % 2) === 1;\r\n}\r\n\r\n/**\r\n * 点在区域内部\r\n * \r\n * @param pt \r\n * @param pts \r\n * @returns \r\n */\r\nfunction IsPointInPolygon(pt: Vector3, pts: Vector2[])\r\n{\r\n let crossings = 0; //int\r\n let [px, py] = [pt.x, pt.y];\r\n\r\n let ptCout = pts.length;\r\n for (let i = 0; i < ptCout; i++)\r\n {\r\n let pti = pts[i];\r\n let ptn = pts[(i + 1) % ptCout];\r\n\r\n let [x1, x2] = [pti.x, ptn.x];\r\n\r\n /* This is done to ensure that we get the same result when\r\n the line goes from left to right and right to left */\r\n if (x1 > x2) [x1, x2] = [x2, x1];\r\n\r\n /* First check if the ray is possible to cross the line */\r\n if (px > x1 && px <= x2 && (py < pti.y || py <= ptn.y))\r\n {\r\n const eps = 0.000001;\r\n\r\n /* Calculate the equation of the line */\r\n let dx = ptn.x - pti.x;\r\n let dy = ptn.y - pti.y;\r\n let k;\r\n\r\n if (Math.abs(dx) < eps)\r\n k = 1e300;\r\n else\r\n k = dy / dx;\r\n\r\n let m = pti.y - k * pts[i].x;\r\n\r\n /* Find if the ray crosses the line */\r\n let y2 = k * px + m;\r\n if (py <= y2)\r\n crossings++;\r\n }\r\n }\r\n\r\n return crossings % 2 === 1;\r\n}\r\n","\r\n/**\r\n * 一个简单的计数器实现,本质是使用一个Map来保存元素的个数\r\n * \r\n * 例:\r\n * let count = new Count();\r\n * count.AddCount(\"Test\", 1);\r\n * count.GetCount(\"Test\");//现在 Test 的个数为1\r\n */\r\nexport class Count\r\n{\r\n private m_CountMap = new WeakMap();\r\n GetCount(obj: any): number\r\n {\r\n let count = this.m_CountMap.get(obj);\r\n if (!count)\r\n {\r\n this.m_CountMap.set(obj, 0);\r\n count = 0;\r\n }\r\n return count;\r\n }\r\n AddCount(obj: any, add: number)\r\n {\r\n this.m_CountMap.set(obj, this.GetCount(obj) + add);\r\n }\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { angle, clampRad, equalv3 } from \"./GeUtils\";\r\n\r\n//顶点\r\nexport interface Vertice\r\n{\r\n //位置\r\n position: Vector3;\r\n //路径\r\n routes: Route[];\r\n}\r\n\r\n//路线\r\nexport interface Route\r\n{\r\n curve: Curve; //路线的曲线\r\n from: Vertice;\r\n to: Vertice; //终点的点\r\n length: number;\r\n isReverse: boolean;\r\n an?: number; //角度\r\n\r\n s: Vector3;\r\n e: Vector3;\r\n}\r\n\r\n/**\r\n * 曲线连接图\r\n * 所有的顶点和边的关系\r\n */\r\nexport class CurveMap\r\n{\r\n constructor(\r\n public numdimensions = 4,\r\n public _RemoveSortLine = false,\r\n private multiplier = 10 ** numdimensions,\r\n ) { }\r\n\r\n /*\r\n 节点图.\r\n 每个节点对应下一个路口的路线表.\r\n 路口表使用逆时针排序,起始角度使用正x轴.\r\n */\r\n _VerticeMap = new Map();\r\n\r\n _Vertices: Vertice[] = [];\r\n\r\n /**\r\n * 得到节点图的所有站点列表\r\n */\r\n get Stands(): Vertice[]\r\n {\r\n return this._Vertices;\r\n }\r\n\r\n /**\r\n * @param curve\r\n * @param [isArc=curve instanceof Arc]\r\n * @param [removeDuplicate=false]\r\n * @returns 加入成功?\r\n */\r\n AddCurveToMap(curve: Curve, isArc: boolean = curve instanceof Arc, removeDuplicate: boolean = false, parseAngle = false): boolean\r\n {\r\n let sp = curve.StartPoint;\r\n let ep = curve.EndPoint;\r\n let startS = this.GetOnlyVertice(sp);\r\n let endS = this.GetOnlyVertice(ep);\r\n\r\n //在面域分析中,路线指向同一个顶点已经没有意义了\r\n if (this._RemoveSortLine && startS === endS)\r\n return false;\r\n\r\n if (removeDuplicate)//删除重复\r\n {\r\n let index = startS.routes.findIndex(r =>\r\n {\r\n if (r.to === endS && r.curve.constructor.name === curve.constructor.name)\r\n {\r\n if (isArc)\r\n return equalv3(curve.GetPointAtParam(0.5), r.curve.GetPointAtParam(0.5));\r\n return true;\r\n }\r\n });\r\n if (index !== -1) return false;\r\n }\r\n\r\n let length = curve.Length;\r\n curve.TempData = 0;\r\n\r\n let routeS2E: Route = { curve, isReverse: false, length, from: startS, to: endS, s: sp, e: ep };\r\n let routeE2S: Route = { curve, isReverse: true, length, from: endS, to: startS, e: sp, s: ep };\r\n\r\n if (!isArc && parseAngle)\r\n {\r\n let an = angle(endS.position.clone().sub(startS.position));\r\n routeS2E.an = an;\r\n routeE2S.an = clampRad(an + Math.PI);\r\n }\r\n startS.routes.push(routeS2E);\r\n endS.routes.push(routeE2S);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * 获得唯一的顶点\r\n */\r\n GetOnlyVertice(p: Vector3): Vertice\r\n {\r\n let gp = this.GenerateP(p);\r\n if (this._VerticeMap.has(gp))\r\n return this._VerticeMap.get(gp);\r\n\r\n let vertice: Vertice = { position: gp, routes: [] };\r\n this._VerticeMap.set(p, vertice);\r\n this._Vertices.push(vertice);\r\n return vertice;\r\n }\r\n\r\n _LookupTable: { [key: string]: Vector3; } = {};\r\n\r\n /**\r\n * 生成一个唯一的向量.\r\n */\r\n GenerateP(p: Vector3): Vector3\r\n {\r\n let key = \"\";\r\n let els = p.toArray();\r\n for (let n of els)\r\n {\r\n let valueQuantized = Math.round(n * this.multiplier);\r\n key += valueQuantized + '/';\r\n }\r\n\r\n if (key in this._LookupTable)\r\n return this._LookupTable[key];\r\n\r\n let hashparts = els.map((el) =>\r\n {\r\n let q0 = Math.floor(el * this.multiplier);\r\n let q1 = q0 + 1;\r\n return ['' + q0 + '/', '' + q1 + '/'];\r\n });\r\n\r\n let numelements = els.length;\r\n let numhashes = 1 << numelements;\r\n for (let hashmask = 0; hashmask < numhashes; ++hashmask)\r\n {\r\n let hashmaskShifted = hashmask;\r\n key = '';\r\n hashparts.forEach(function (hashpart)\r\n {\r\n key += hashpart[hashmaskShifted & 1];\r\n hashmaskShifted >>= 1;\r\n });\r\n this._LookupTable[key] = p;\r\n }\r\n return p;\r\n }\r\n}\r\n","import { Vector3, MathUtils } from \"three\";\r\nimport { YAxis, ZAxis, equaln } from \"./GeUtils\";\r\n\r\n/**\r\n * 轨道控制的数学类,观察向量和角度的互相转换\r\n * 当x当抬头或者低头到90度时,触发万向锁.\r\n */\r\nexport class Orbit\r\n{\r\n //抬头低头 正数抬头 负数低头\r\n private phi: number = 0;//Φ\r\n\r\n //身体旋转 0为正右边 逆时针旋转\r\n theta: number = 0;//θ\r\n\r\n get RoX()\r\n {\r\n return this.phi;\r\n }\r\n set RoX(v)\r\n {\r\n this.phi = MathUtils.clamp(v, Math.PI * -0.49, Math.PI * 0.49);\r\n }\r\n\r\n /**\r\n * 使用旋转角度 计算观察向量\r\n * @param [outDirection] 引用传入,如果传入,那么就不构造新的向量\r\n * @returns 返回观察向量\r\n */\r\n UpdateDirection(outDirection = new Vector3()): Vector3\r\n {\r\n outDirection.z = Math.sin(this.phi);\r\n //归一化专用.\r\n let d = Math.abs(Math.cos(this.phi));\r\n\r\n outDirection.x = Math.cos(this.theta) * d;\r\n outDirection.y = Math.sin(this.theta) * d;\r\n\r\n return outDirection;\r\n }\r\n\r\n /**\r\n * 使用观察向量,计算旋转角度\r\n * @param dir 这个向量会被修改成单位向量.\r\n */\r\n SetFromDirection(dir: Vector3): void\r\n {\r\n dir.normalize();\r\n this.phi = Math.asin(dir.z);\r\n if (equaln(dir.x, 0) && equaln(dir.y, 0))\r\n if (dir.z > 0)\r\n this.theta = Math.PI * -0.5;\r\n else\r\n this.theta = Math.PI * 0.5;\r\n else\r\n this.theta = Math.atan2(dir.y, dir.x);\r\n }\r\n\r\n /**\r\n * 参考任意轴坐标系算法.\r\n * http://help.autodesk.com/view/ACD/2017/CHS/?guid=GUID-E19E5B42-0CC7-4EBA-B29F-5E1D595149EE\r\n */\r\n static ComputUpDirection(n: Vector3, ay: Vector3 = new Vector3(), ax: Vector3 = new Vector3()): Vector3\r\n {\r\n n.normalize();\r\n if (Math.abs(n.x) < 0.015625 && Math.abs(n.y) < 0.015625)\r\n ax.crossVectors(YAxis, n);\r\n else\r\n ax.crossVectors(ZAxis, n);\r\n ay.crossVectors(n, ax);\r\n ax.normalize();\r\n ay.normalize();\r\n return ay;\r\n }\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { arrayLast, arrayRemoveIf, arrayRemoveOnce } from \"../Common/ArrayExt\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { Polyline } from \"../DatabaseServices/Entity/Polyline\";\r\nimport { CurveMap, Route, Vertice } from \"./CurveMap\";\r\nimport { angle } from \"./GeUtils\";\r\n\r\n//区域的路线表 表示了一个区域\r\ntype RegionRouteS = Route[][];\r\n\r\n/**\r\n面域分析,基于最小循环图重新实现的版本,拓展了实现求最大轮廓。\r\n当最大轮廓=最小轮廓时,只绘制最大轮廓(独立轮廓无分裂)。\r\n\r\n算法只实现去重模式,业务场景应该没有非去重模式。\r\n如果需要非去重模式,那么应该获取到多个CurveMap,然后对多个CurveMap进行面域分析,得出多个重叠的面域。\r\n */\r\nexport class RegionParse\r\n{\r\n //区域列表 通常是外轮廓\r\n RegionsOutline: RegionRouteS = [];\r\n //区域列表 通常是内轮廓\r\n RegionsInternal: RegionRouteS = [];\r\n\r\n //碎线 曲线进入到这里会被炸开.\r\n ExpLineMap: Map = new Map();\r\n\r\n private _CurveCount: number;\r\n\r\n /**\r\n * @param cuList 请不要传递圆和椭圆.\r\n * @param [numDimensions=3] 精度:小数点后个数\r\n * @param [removeDuplicate=true] 删除重复(现在必须是true,请不要修改它)\r\n */\r\n constructor(cuList: Curve[], public numDimensions = 3, private removeDuplicate = true)\r\n {\r\n //需要搜索的站\r\n let vertices = this.GenerateVerticeMap(cuList);\r\n\r\n //移除细丝\r\n while (true)\r\n {\r\n let v = vertices.find(v => v.routes.length < 2);\r\n if (v) this.RemoveFilamentAt(v, vertices);\r\n else break;\r\n }\r\n let lowerVertice: Vertice;\r\n while (vertices.length > 0)\r\n {\r\n lowerVertice = lowerVertice?.routes.length > 1 ? lowerVertice : this.FindLowerLeftStand(vertices);\r\n let minWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Min);\r\n let maxWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Max);\r\n\r\n this.RemoveEdge(minWalk[0]);\r\n this.RemoveFilamentAt(minWalk[0].from, vertices);\r\n this.RemoveFilamentAt(minWalk[0].to, vertices);\r\n\r\n minWalk = ReduceWalk(minWalk);\r\n maxWalk = ReduceWalk(maxWalk);\r\n if (maxWalk.length > 1)\r\n {\r\n this.RegionsOutline.push(maxWalk);\r\n if (minWalk.length === maxWalk.length && minWalk.every((w1, index) => w1 === maxWalk[index]))//大小重叠\r\n {\r\n //直接remove,不用计算引用个数\r\n for (let w of minWalk)\r\n {\r\n this.RemoveEdge(w);\r\n this.RemoveFilamentAt(w.from, vertices);\r\n this.RemoveFilamentAt(w.to, vertices);\r\n }\r\n continue;//继续循环\r\n }\r\n else\r\n for (let w of maxWalk)\r\n w.curve.TempData = 1;\r\n }\r\n\r\n if (minWalk.length > 1)// && minWalk.every(w => (w.curve.TempData) < 2) 没有重复线应该不会被用2次\r\n {\r\n this.RegionsInternal.push(minWalk);\r\n for (let w of minWalk)\r\n {\r\n w.curve.TempData++;\r\n if (w.curve.TempData === 2)\r\n {\r\n this.RemoveEdge(w);\r\n this.RemoveFilamentAt(w.from, vertices);\r\n this.RemoveFilamentAt(w.to, vertices);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n RemoveFilamentAt(v: Vertice, vertices: Vertice[])\r\n {\r\n let current = v;\r\n while (current && current.routes.length < 2)\r\n {\r\n vertices = arrayRemoveOnce(vertices, current);\r\n let r = current.routes[0];\r\n if (r)\r\n {\r\n this.RemoveEdge(r);\r\n current = r.to;\r\n }\r\n else\r\n current = undefined;\r\n }\r\n }\r\n\r\n RemoveEdge(r: Route)\r\n {\r\n let index = r.from.routes.findIndex(rr => rr.curve === r.curve);\r\n if (index !== -1)\r\n r.from.routes.splice(index, 1);\r\n\r\n index = r.to.routes.findIndex(rr => rr.curve === r.curve);\r\n if (index !== -1)\r\n r.to.routes.splice(index, 1);\r\n }\r\n\r\n /**\r\n * 找到最下方并且最左边的站 yx\r\n */\r\n private FindLowerLeftStand(vertices: Vertice[]): Vertice\r\n {\r\n return vertices.reduce((m, v) =>\r\n {\r\n let dy = v.position.y - m.position.y;\r\n if (dy < 0) return v;\r\n if (dy > 0) return m;\r\n return v.position.x - m.position.x < 0 ? v : m;\r\n });\r\n }\r\n\r\n /**\r\n * 构造路线图. 每个节点对应下一个路口的路线表. 路口表使用逆时针排序,起始角度使用正x轴.\r\n * @returns 所有的顶点\r\n */\r\n private GenerateVerticeMap(curveList: Curve[]): Array\r\n {\r\n let curveMap = new CurveMap(this.numDimensions, true);\r\n\r\n //将多段线炸开\r\n let plcus: Curve[] = [];\r\n arrayRemoveIf(curveList, c =>\r\n {\r\n if (c instanceof Polyline)\r\n {\r\n let cus = c.Explode();\r\n\r\n //如果为圆弧,提前打断\r\n let arcs: Arc[] = [];\r\n arrayRemoveIf(cus, c =>\r\n {\r\n if (c.Length < 1e-5) return true;\r\n\r\n if (c instanceof Arc)\r\n {\r\n let arcBrs = this.BreakArc(c);\r\n for (let arc of arcBrs)\r\n arcs.push(arc);\r\n }\r\n\r\n return false;\r\n });\r\n //加入到计算\r\n cus.push(...arcs);\r\n\r\n this.ExpLineMap.set(c, cus);\r\n plcus.push(...cus);\r\n return true;\r\n }\r\n return false;\r\n });\r\n curveList.push(...plcus);\r\n\r\n this._CurveCount = curveList.length;\r\n\r\n for (let cu of curveList)\r\n {\r\n //由于圆弧可能导致最低点计算错误的问题.\r\n if (cu instanceof Arc)\r\n {\r\n let arcs = this.BreakArc(cu);\r\n if (arcs.length > 1)\r\n {\r\n arcs.forEach(a => curveMap.AddCurveToMap(a, true, this.removeDuplicate, true));\r\n this.ExpLineMap.set(cu, arcs);\r\n continue;\r\n }\r\n else\r\n curveMap.AddCurveToMap(cu, true, this.removeDuplicate, true);\r\n }\r\n else\r\n curveMap.AddCurveToMap(cu, false, this.removeDuplicate, true);\r\n }\r\n\r\n //排序,根据角度逆时针排序.\r\n for (let v of curveMap._Vertices)\r\n {\r\n let minLength = Infinity;\r\n for (let r of v.routes)\r\n if (r.length < minLength) minLength = r.length;\r\n for (let r of v.routes)\r\n CalcRouteAngle(r, minLength * 0.2);\r\n v.routes.sort((r1, r2) => r1.an - r2.an);\r\n }\r\n return curveMap.Stands;\r\n }\r\n\r\n private BreakArc(arc: Arc): Arc[]\r\n {\r\n let underPt = arc.Center.add(new Vector3(0, -arc.Radius));\r\n let param = arc.GetParamAtPoint(underPt);\r\n if (param > 0.01 && param < 0.99)\r\n return arc.GetSplitCurves(param);\r\n else\r\n return [arc];\r\n }\r\n\r\n /**\r\n * 曲线是否已经被算法使用\r\n */\r\n GetCueveUsed(cu: Curve): boolean\r\n {\r\n if (this.ExpLineMap.has(cu))\r\n {\r\n let use = this.ExpLineMap.get(cu).some(c => c.TempData > 0);\r\n if (!use)\r\n this.ExpLineMap.delete(cu);\r\n return use;\r\n }\r\n else\r\n return cu.TempData > 0;\r\n }\r\n}\r\n\r\nfunction CalcRouteAngle(r: Route, length: number)\r\n{\r\n if (r.an !== undefined) return;\r\n let cu = r.curve;\r\n let p = r.isReverse ?\r\n cu.GetPointAtParam(cu.GetParamAtDist(r.length - length))\r\n : cu.GetPointAtParam(cu.GetParamAtDist(length));\r\n r.an = angle(p.sub(r.from.position));\r\n}\r\n\r\nenum WalkType\r\n{\r\n Min = 1,\r\n Max = -1,\r\n}\r\n\r\nfunction ClosedWalkFrom(startVertice: Vertice, maxRoute: number, type = WalkType.Min): Route[]\r\n{\r\n let walk: Route[] = [];\r\n let curVertice: Vertice = startVertice;\r\n let preRoute: Route;\r\n // console.log(\"start\", type, startVertice.position.toArray());\r\n do\r\n {\r\n let route = GetNextRoute(curVertice, preRoute, type);\r\n if (type === WalkType.Max && route.curve.TempData > 0)\r\n return [];\r\n // console.log(route.to.position.toArray());\r\n walk.push(route);\r\n [curVertice, preRoute] = [route.to, route];\r\n if (walk.length > maxRoute * 2)\r\n throw \"超过计算次数限制\";\r\n }\r\n while (curVertice !== startVertice);\r\n\r\n return walk;\r\n}\r\n\r\n/**\r\n * 删除中途回路\r\n */\r\nfunction ReduceWalk(w: Route[]): Route[]\r\n{\r\n if (w.length === 0) return w;\r\n //未构成回路,直接回家\r\n if (w[0].curve === arrayLast(w).curve) return [];\r\n\r\n for (let i = 0; i < w.length; i++)\r\n {\r\n let r1 = w[i];\r\n for (let j = w.length; j--;)\r\n {\r\n if (i === j) break;\r\n let r2 = w[j];\r\n if (r1.to === r2.to)\r\n {\r\n if (j > i)\r\n w.splice(i + 1, j - i);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return w;\r\n}\r\n\r\nfunction GetNextRoute(v: Vertice, prev?: Route, type: WalkType = WalkType.Min): Route\r\n{\r\n if (!prev)\r\n return arrayLast(v.routes); //顺时针 cw \\|/ 从左往右\r\n\r\n //逆时针 ccw 往左\r\n let index = v.routes.findIndex(r => r.curve === prev.curve);\r\n let newIndex = FixIndex(index + 1 * type, v.routes);\r\n return v.routes[newIndex];\r\n}\r\n","import { Vector3 } from 'three';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { IntersectOption } from './IntersectWith';\r\n\r\nexport enum BoolOpeartionType\r\n{\r\n Intersection = 0,\r\n Union = 1,\r\n Subtract = 2\r\n}\r\n\r\nconst fuzz = 1e-3;\r\nlet fuzzV3 = new Vector3(fuzz, fuzz, fuzz);\r\n\r\n//判断曲线是否在源封闭曲线内\r\nexport function isTargetCurInOrOnSourceCur(sourceCur: Polyline | Circle | Ellipse, targetCur: Curve)\r\n{\r\n if (!sourceCur.BoundingBox.expandByVector(fuzzV3).containsBox(targetCur.BoundingBox))\r\n return false;\r\n\r\n let cus: Curve[] = [];\r\n if (targetCur instanceof Polyline)\r\n cus = targetCur.Explode();\r\n else\r\n cus = [targetCur];\r\n\r\n return cus.every(c =>\r\n {\r\n let pts = getIntPtContextPts(sourceCur, c);\r\n if (pts.length <= 1)\r\n pts.push(c.StartPoint, c.EndPoint);\r\n return IsPtsAllInOrOnReg(sourceCur, pts);\r\n });\r\n}\r\n\r\n//获取交点处上下距0.01par的点\r\nfunction getIntPtContextPts(sourceCur: Curve, cu: Curve, pts: Vector3[] = [])\r\n{\r\n let interPts = cu.IntersectWith(sourceCur, IntersectOption.OnBothOperands);\r\n if (interPts.length > 0)\r\n {\r\n let pars = interPts.map(pt => cu.GetParamAtPoint(pt));\r\n for (let par of pars)\r\n {\r\n if (par >= 0.02)\r\n pts.push(cu.GetPointAtParam(par - 0.01));\r\n\r\n if (par <= (cu.EndParam - 0.02))\r\n pts.push(cu.GetPointAtParam(par + 0.01));\r\n }\r\n }\r\n return pts;\r\n}\r\n//判断点点是否全部都在封闭区域内或者在曲线上\r\nfunction IsPtsAllInOrOnReg(sourceReg: Polyline | Circle | Ellipse, pts: Vector3[])\r\n{\r\n return pts.every(pt =>\r\n {\r\n //是否点在封闭曲线内\r\n return sourceReg.PtOnCurve(pt) || sourceReg.PtInCurve(pt);\r\n });\r\n}\r\n\r\n//判断点是否全部都在封闭区域外或者在曲线上\r\nexport function IsPtsAllOutOrOnReg(sourceReg: Polyline | Circle, pts: Vector3[])\r\n{\r\n return pts.every(pt =>\r\n {\r\n //是否点在封闭曲线内\r\n return sourceReg.PtOnCurve(pt) || !sourceReg.PtInCurve(pt);\r\n });\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { arrayLast, arrayRemoveDuplicateBySort, arrayRemoveIf } from \"../Common/ArrayExt\";\r\nimport { curveLinkGroup, equalCurve } from \"../Common/CurveUtils\";\r\nimport { Status } from \"../Common/Status\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Route } from \"../Geometry/CurveMap\";\r\nimport { equaln, equalv3 } from \"../Geometry/GeUtils\";\r\nimport { RegionParse } from \"../Geometry/RegionParse\";\r\nimport { isTargetCurInOrOnSourceCur } from \"../GraphicsSystem/BoolOperateUtils\";\r\nimport { IntersectOption } from \"../GraphicsSystem/IntersectWith\";\r\nimport { Arc } from \"./Entity/Arc\";\r\nimport { Circle } from \"./Entity/Circle\";\r\nimport { Curve } from \"./Entity/Curve\";\r\nimport { Polyline } from \"./Entity/Polyline\";\r\nimport { IntersectBox2 } from \"../Geometry/Box\";\r\n\r\nlet cache = new WeakMap();\r\n\r\nexport class Contour\r\n{\r\n private _Curve: Polyline | Circle;\r\n\r\n protected SetCurve(cu: Polyline | Circle)\r\n {\r\n if (cu instanceof Polyline)\r\n {\r\n if (cu.Area2 < 0)\r\n cu.Reverse();\r\n }\r\n this._Curve = cu;\r\n }\r\n /**会将传入的闭合轮廓改为逆时针 */\r\n static CreateContour(cus: Curve[] | Polyline | Circle, needLink = true)\r\n {\r\n if (cus instanceof Curve)\r\n {\r\n if (cus.IsClose)\r\n {\r\n let c = new Contour();\r\n c.SetCurve(cus);\r\n return c;\r\n }\r\n return;\r\n }\r\n\r\n let closeCurve = Contour.Combine(cus, needLink, 1e-2) as Polyline | Circle;\r\n if (closeCurve && closeCurve.IsClose)\r\n {\r\n if (closeCurve instanceof Polyline && closeCurve.CloseMark === false)\r\n {\r\n closeCurve.CloseMark = true;\r\n closeCurve.RemoveVertexAt(closeCurve.NumberOfVertices - 1);\r\n }\r\n\r\n let c = new Contour();\r\n c.SetCurve(closeCurve);\r\n return c;\r\n }\r\n }\r\n get Curve(): Polyline | Circle\r\n {\r\n return this._Curve;\r\n }\r\n get Area()\r\n {\r\n return this._Curve.Area;\r\n }\r\n get BoundingBox()\r\n {\r\n return this._Curve.BoundingBox;\r\n }\r\n /**\r\n * 不等比例缩放\r\n * @param {number} ref 缩放参考值,大于该值的点缩放\r\n * @param {number} dist 缩放距离\r\n * @param {string} dir x y z\r\n */\r\n UnEqualProportionScale(ref: number, dist: number, dir: \"x\" | \"y\")\r\n {\r\n let cu = this._Curve;\r\n if (cu instanceof Polyline)\r\n {\r\n let lineData = cu.LineData;\r\n let length = lineData.length;\r\n let p = cu.Position[dir];\r\n\r\n let moveIndexs: number[] = [];\r\n for (let i = 0; i < length; i++)\r\n {\r\n if (lineData[i].pt[dir] + p > ref)\r\n moveIndexs.push(i);\r\n }\r\n let moveVec = new Vector3();\r\n moveVec[dir] = dist;\r\n cu.MoveStretchPoints(moveIndexs, moveVec);\r\n return true;\r\n }\r\n return false;\r\n }\r\n Clone()\r\n {\r\n return Contour.CreateContour([this._Curve.Clone()]);\r\n }\r\n //交集:结果数组为空则失败\r\n IntersectionBoolOperation(target: Contour): Contour[]\r\n {\r\n if (!IntersectBox2(this.BoundingBox, target.BoundingBox))\r\n return [];\r\n let resultCus = this.GetIntersetAndUnionList(target);\r\n return Contour.GetAllContour(resultCus.intersectionList);\r\n }\r\n //并集:结果轮廓数组长度大于2,则失败.等于1则成功.\r\n UnionBoolOperation(target: Contour): { contours: Contour[], holes: Contour[]; }\r\n {\r\n let resultCus = this.GetIntersetAndUnionList(target);\r\n\r\n //快速\r\n if (resultCus.unionList.every(c => c.IsClose))\r\n return {\r\n contours: Contour.GetAllContour(resultCus.unionList),\r\n holes: [],\r\n };\r\n\r\n //并集后的线段表如果有共线的直接合并起来\r\n let cus: Curve[] = [];\r\n for (let pl of resultCus.unionList)\r\n {\r\n if (pl instanceof Polyline)\r\n cus.push(...pl.Explode());\r\n else\r\n cus.push(pl);\r\n }\r\n let cuGroups = curveLinkGroup(cus);\r\n for (let g of cuGroups)\r\n {\r\n for (let i = 0; i < g.length; i++)\r\n {\r\n let c1 = g[i];\r\n let nextI = FixIndex(i + 1, g);\r\n let c2 = g[nextI];\r\n\r\n let status = c1.Join(c2);\r\n if (status === Status.True)\r\n {\r\n g.splice(nextI, 1);\r\n i--;\r\n }\r\n else if (status === Status.ConverToCircle)\r\n {\r\n g.length = 0;\r\n let a = c1 as Arc;\r\n g.push(new Circle(a.Center, a.Radius));\r\n break;\r\n }\r\n }\r\n }\r\n let allContour = Contour.GetAllContour(cuGroups);\r\n if (allContour.length < 2)\r\n {\r\n return {\r\n contours: allContour,\r\n holes: [],\r\n };\r\n }\r\n else\r\n {\r\n let cache = new WeakMap();\r\n for (let c of allContour)\r\n cache.set(c, c.Area);\r\n allContour.sort((a, b) => cache.get(b) - cache.get(a));\r\n return {\r\n contours: [allContour[0]],\r\n holes: allContour.slice(1)\r\n };\r\n }\r\n\r\n }\r\n //差集:等于0完全被减去\r\n SubstactBoolOperation(target: Contour): Contour[]\r\n {\r\n let subtractList = this.GetSubtractList(target);\r\n\r\n //纯网洞\r\n if (subtractList.every(c => c.IsClose))\r\n return Contour.GetAllContour(subtractList);\r\n\r\n let regParse = new RegionParse(subtractList, 2);\r\n\r\n let contours: Contour[] = [];\r\n //分析封闭包围区域\r\n const parseRoute = (routeSet: Array[]) =>\r\n {\r\n for (let routes of routeSet)\r\n {\r\n let cs: Curve[] = routes.map(r => r.curve);\r\n let c = Contour.CreateContour(cs, false);\r\n if (c\r\n && !equalCurve(c.Curve, this.Curve)\r\n && !equalCurve(c.Curve, target.Curve)\r\n && c.Area > 1e-3)\r\n contours.push(c);\r\n }\r\n };\r\n parseRoute(regParse.RegionsOutline);\r\n parseRoute(regParse.RegionsInternal);\r\n\r\n return contours;\r\n }\r\n /**\r\n * 计算与目标轮廓布尔运算后的结果曲线.\r\n */\r\n GetIntersetAndUnionList(target: Contour): { intersectionList: Curve[], unionList: Curve[]; }\r\n {\r\n let intersectionList: Curve[] = [];\r\n let unionList: Curve[] = [];\r\n\r\n let sourceOutline = this._Curve;\r\n let targetOutline = target.Curve;\r\n let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3);\r\n\r\n let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands);\r\n\r\n let sourceContainerTarget = this.CuInOutline(targetOutline);\r\n let targetContainerSource = target.CuInOutline(sourceOutline);\r\n\r\n //包含.相交.分离(三种状态)\r\n if (sourceContainerTarget)//源包含目标\r\n {\r\n intersectionList.push(targetOutline);\r\n unionList.push(sourceOutline);\r\n }\r\n else if (targetContainerSource)//目标包含源\r\n {\r\n unionList.push(targetOutline);\r\n intersectionList.push(sourceOutline);\r\n }\r\n else if (interPts.length <= 1)//分离\r\n {\r\n unionList.push(sourceOutline, targetOutline);\r\n }\r\n else//相交 interPts.length > 0\r\n {\r\n let pars1 = interPts.map(r => r.thisParam);\r\n let pars2 = interPts.map(r => r.argParam);\r\n\r\n let sourceCus: Array = sourceOutline.GetSplitCurves(pars1);\r\n let targetCus: Array = targetOutline.GetSplitCurves(pars2);\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let hasEqualCus = false;\r\n for (let i = 0; i < targetCus.length; i++)\r\n {\r\n let cu = targetCus[i];\r\n hasEqualCus = fastEqualCurve(cu, pl);\r\n if (hasEqualCus)\r\n {\r\n //方向相同\r\n if (\r\n equalv3(cu.GetFistDeriv(cu.EndParam * 0.5).normalize(), pl.GetFistDeriv(pl.EndParam * 0.5).normalize(), 1e-3)\r\n === isEqualNormal\r\n )\r\n {\r\n unionList.push(pl);\r\n intersectionList.push(pl);\r\n }\r\n targetCus.splice(i, 1);\r\n break;\r\n }\r\n }\r\n\r\n if (hasEqualCus)\r\n continue;\r\n\r\n if (target.CuInOutline(pl))\r\n intersectionList.push(pl);\r\n else\r\n unionList.push(pl);\r\n }\r\n\r\n for (let pl of targetCus)\r\n {\r\n if (this.CuInOutline(pl))\r\n intersectionList.push(pl);\r\n else\r\n unionList.push(pl);\r\n }\r\n\r\n //特殊的分离\r\n if (intersectionList.length === 0 && unionList.length === (sourceCus.length + targetCus.length))\r\n {\r\n return { intersectionList, unionList: [sourceOutline, targetOutline] };\r\n }\r\n }\r\n return { intersectionList, unionList };\r\n }\r\n GetSubtractList(target: Contour): Polyline[]\r\n {\r\n let sourceOutline = this._Curve as Polyline;\r\n let targetOutline = target.Curve as Polyline;\r\n\r\n let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3);\r\n\r\n let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands, 1e-3);\r\n\r\n if (interPts.length <= 1)\r\n {\r\n //反包含\r\n if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline))\r\n return [];\r\n //包含\r\n if (fastCurveInCurve2(sourceOutline, targetOutline))\r\n return [sourceOutline, targetOutline];\r\n else//分离\r\n return [sourceOutline];\r\n }\r\n\r\n //相交\r\n let subtractList: Polyline[] = [];\r\n let sourceCus = sourceOutline.GetSplitCurves(interPts.map(r => r.thisParam)) as Polyline[];\r\n let targetCus = targetOutline.GetSplitCurves(interPts.map(r => r.argParam)) as Polyline[];\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let plMidParam = pl.MidParam;\r\n let plDir = pl.GetFistDeriv(plMidParam).normalize();\r\n\r\n let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl));\r\n if (index !== -1)\r\n {\r\n let cu = targetCus[index];\r\n let cuMidParam = cu.MidParam;\r\n let cuDir = cu.GetFistDeriv(cuMidParam).normalize();\r\n\r\n if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3))//不同向\r\n subtractList.push(pl);\r\n\r\n targetCus.splice(index, 1);\r\n\r\n continue;\r\n }\r\n if (!fastCurveInCurve(targetOutline, pl))\r\n subtractList.push(pl);\r\n }\r\n\r\n //源对象没有被破坏\r\n let sourceNotBreak = subtractList.length === sourceCus.length;\r\n\r\n for (let pl of targetCus)\r\n if (fastCurveInCurve(sourceOutline, pl))\r\n subtractList.push(pl);\r\n\r\n if (sourceNotBreak && subtractList.length === sourceCus.length)\r\n return [sourceOutline];\r\n\r\n return subtractList;\r\n }\r\n GetSubtractListByMoreTargets(targets: Contour[])\r\n {\r\n let { holes, subtractList } = this.GetSubListWithCus(targets);\r\n\r\n //纯网洞\r\n if (subtractList.every(c => c.IsClose))\r\n return {\r\n holes: holes.map(h => Contour.CreateContour(h)),\r\n outlines: Contour.GetAllContour(subtractList)\r\n };\r\n\r\n let regParse = new RegionParse(subtractList, 2);\r\n\r\n let contours: Contour[] = [];\r\n //分析封闭包围区域\r\n const parseRoute = (routeSet: Array[]) =>\r\n {\r\n for (let routes of routeSet)\r\n {\r\n let cs: Curve[] = routes.map(r => r.curve);\r\n let c = Contour.CreateContour(cs, false);\r\n if (c\r\n && !equalCurve(c.Curve, this.Curve)\r\n && targets.every(target => !equalCurve(c.Curve, target.Curve))\r\n && c.Area > 1e-3)\r\n contours.push(c);\r\n }\r\n };\r\n parseRoute(regParse.RegionsOutline);\r\n parseRoute(regParse.RegionsInternal);\r\n\r\n return {\r\n holes: holes.map(h => Contour.CreateContour(h)),\r\n outlines: contours\r\n };\r\n\r\n }\r\n GetSubListWithCus(targets: Contour[])\r\n {\r\n let sourceOutline = this._Curve as Polyline;\r\n let subtractList: Polyline[] = [];\r\n let holes: Polyline[] = [];\r\n let intPars: number[] = [];\r\n let cuMap = new Map();\r\n\r\n let outBox = sourceOutline.BoundingBox;\r\n\r\n for (let con of targets)\r\n {\r\n const targetOutline = con.Curve as Polyline;\r\n\r\n if (!IntersectBox2(outBox, targetOutline.BoundingBox))\r\n continue;\r\n\r\n let pts = sourceOutline.IntersectWith2(con.Curve, IntersectOption.OnBothOperands, 1e-3);\r\n if (pts.length <= 1)\r\n {\r\n //反包含\r\n if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline))\r\n return { holes, subtractList };\r\n //包含\r\n if (fastCurveInCurve2(sourceOutline, targetOutline))\r\n holes.push(targetOutline);\r\n else//分离\r\n {\r\n\r\n }\r\n }\r\n else\r\n {\r\n intPars.push(...pts.map(r => r.thisParam));\r\n cuMap.set(targetOutline, pts.map(r => r.argParam));\r\n }\r\n }\r\n intPars.sort((a, b) => a - b);\r\n arrayRemoveDuplicateBySort(intPars, (e1, e2) => equaln(e1, e2, 1e-8));\r\n let sourceCus = sourceOutline.GetSplitCurves(intPars) as Polyline[];\r\n let targetCus: Polyline[] = [];\r\n\r\n let targetMap = new WeakMap();\r\n\r\n let isEqualNormal: boolean;\r\n\r\n for (let [c, pars] of cuMap)\r\n {\r\n let cus = c.GetSplitCurves(pars) as Polyline[];\r\n cus.forEach(cu => targetMap.set(cu, c));\r\n targetCus.push(...cus);\r\n }\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let plMidParam = pl.MidParam;\r\n let plDir = pl.GetFistDeriv(plMidParam).normalize();\r\n\r\n let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl, 0.05));\r\n if (index !== -1)\r\n {\r\n let cu = targetCus[index];\r\n isEqualNormal = equalv3(sourceOutline.Normal, targetMap.get(cu).Normal, 1e-3);\r\n let cuMidParam = cu.MidParam;\r\n let cuDir = cu.GetFistDeriv(cuMidParam).normalize();\r\n\r\n if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3))//不同向\r\n subtractList.push(pl);\r\n\r\n targetCus.splice(index, 1);\r\n\r\n continue;\r\n }\r\n\r\n if (targets.every(t => !fastCurveInCurve(t.Curve as Polyline, pl)))\r\n subtractList.push(pl);\r\n }\r\n\r\n //源对象没有被破坏\r\n let sourceNotBreak = subtractList.length === sourceCus.length;\r\n\r\n for (let pl of targetCus)\r\n if (fastCurveInCurve(sourceOutline, pl))\r\n subtractList.push(pl);\r\n\r\n if (sourceNotBreak && subtractList.length === sourceCus.length)\r\n return { subtractList: [sourceOutline], holes };\r\n\r\n return { subtractList, holes };\r\n\r\n }\r\n /**\r\n * 获得全部闭合曲线\r\n * @若传入二维曲线数据,将默认子数组为闭合曲线段\r\n */\r\n static GetAllContour(cus: Curve[] | Curve[][]): Contour[]\r\n {\r\n if (cus.length === 0)\r\n return [];\r\n\r\n let cuGroups: Curve[][];\r\n if (Array.isArray(cus[0]))\r\n cuGroups = cus as Curve[][];\r\n else\r\n cuGroups = curveLinkGroup(cus as Curve[]);\r\n\r\n let contours: Contour[] = [];\r\n\r\n for (let g of cuGroups)\r\n contours.push(Contour.CreateContour(g, false));\r\n return contours.filter(c => c !== undefined && !equaln(c.Area, 0, 1e-6));\r\n }\r\n /**\r\n * 合并曲线组成为多段线\r\n * @param cus 曲线组\r\n * @param [needLink=true] 需要解析成首尾连接状态\r\n * @returns 单一曲线,如果返回超过1个,其他的将被遗弃.\r\n */\r\n static Combine(cus: Curve[], needLink = true, tolerance = 1e-3): Curve\r\n {\r\n if (cus.length === 0) return undefined;\r\n\r\n let groups = needLink ? curveLinkGroup(cus) : [cus];\r\n for (let g of groups)\r\n {\r\n if (g.length === 1)\r\n return g[0].Clone();\r\n else\r\n {\r\n if (cache.has(g))\r\n return cache.get(g);\r\n\r\n let gclone = g.map(c => c.Clone());\r\n\r\n arrayRemoveDuplicateBySort(gclone, (cu1: Curve, cu2: Curve) => cu1.Join(cu2, false, tolerance) === Status.True);\r\n\r\n if (gclone.length > 1 && gclone[0].Join(arrayLast(gclone), false, tolerance))\r\n gclone.pop();\r\n\r\n let pl = Polyline.Combine(gclone, tolerance);\r\n\r\n cache.set(g, pl);\r\n\r\n return pl;\r\n }\r\n }\r\n }\r\n get Shape(): THREE.Shape\r\n {\r\n return this._Curve.Shape;\r\n }\r\n CuInOutline(targetCur: Curve)\r\n {\r\n return isTargetCurInOrOnSourceCur(this._Curve, targetCur);\r\n }\r\n Equal(tar: Contour)\r\n {\r\n return equalCurve(this._Curve, tar._Curve);\r\n }\r\n}\r\n\r\n/**\r\n * 对于轮廓切割后的曲线判断相同,使用这个函数进行快速判断\r\n */\r\nfunction fastEqualCurve(c1: Curve, c2: Curve, tolerance = 1e-3)\r\n{\r\n let sp1 = c1.StartPoint;\r\n let ep1 = c1.EndPoint;\r\n let sp2 = c2.StartPoint;\r\n let ep2 = c2.EndPoint;\r\n\r\n if (!(\r\n (equalv3(sp1, sp2, tolerance) && equalv3(ep1, ep2, tolerance))\r\n || (equalv3(sp1, ep2, tolerance) && equalv3(ep1, sp2, tolerance))\r\n ))\r\n return false;\r\n\r\n return equalv3(c1.Midpoint, c2.Midpoint, tolerance);\r\n}\r\n\r\n\r\n//对于双多段线互相切割后的结果,快速判断曲线是否在另一条曲线内部\r\nfunction fastCurveInCurve(sourceCu: Polyline, targetCu: Polyline)\r\n{\r\n return sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5));\r\n}\r\n\r\nfunction fastCurveInCurve2(sourceCu: Polyline, targetCu: Polyline)\r\n{\r\n return sourceCu.PtInCurve(targetCu.StartPoint) &&\r\n sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5));\r\n}\r\n","import { Box3 } from \"three\";\r\nimport { equaln } from \"./GeUtils\";\r\n\r\nexport interface EBox\r\n{\r\n BoundingBox: Box3;\r\n}\r\n\r\n/**\r\n * 根据盒子x排序盒子\r\n * @param {EBox[]} arr\r\n */\r\nexport function SortEntityByBox(arr: T[], sort: boolean = true)\r\n{\r\n let boxMap: Map = new Map();\r\n arr.forEach(e => boxMap.set(e, e.BoundingBox));\r\n\r\n if (sort)\r\n arr.sort((e1, e2) =>\r\n {\r\n let b1 = boxMap.get(e1);\r\n let b2 = boxMap.get(e2);\r\n if (!equaln(b1.min.x, b2.min.x))\r\n return b1.min.x - b2.min.x;\r\n else\r\n {\r\n return b2.min.y - b1.min.y;\r\n }\r\n });\r\n\r\n return boxMap;\r\n}\r\n","import { Box3, Matrix4, Vector3 } from \"three\";\r\nimport { arrayLast } from \"../Common/ArrayExt\";\r\nimport { ConverCircleToPolyline } from \"../Common/CurveUtils\";\r\nimport { Status } from \"../Common/Status\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Contour } from \"../DatabaseServices/Contour\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Circle } from \"../DatabaseServices/Entity/Circle\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { Line } from \"../DatabaseServices/Entity/Line\";\r\nimport { Polyline } from \"../DatabaseServices/Entity/Polyline\";\r\nimport { IntersectsBox } from \"../Geometry/Box\";\r\nimport { CurveMap, Vertice, Route } from \"../Geometry/CurveMap\";\r\nimport { angle, equaln, equalv2, equalv3, IdentityMtx4, SelectNearP } from \"../Geometry/GeUtils\";\r\nimport { SortEntityByBox } from \"../Geometry/SortEntityByBox\";\r\nimport { IntersectOption } from \"../GraphicsSystem/IntersectWith\";\r\n\r\ninterface IOffsetResult\r\n{\r\n index: number;\r\n curve: Curve;\r\n sp?: Vector3;\r\n preArc?: Curve;\r\n ep?: Vector3;\r\n nextArc?: Curve;\r\n paddingCurve?: Curve[];\r\n}\r\n\r\nclass CurveTreeNode\r\n{\r\n children: CurveTreeNode[];\r\n box: Box3;\r\n used: boolean;\r\n constructor(public curve: Curve, box?: Box3)\r\n {\r\n this.box = box || curve.BoundingBox;\r\n }\r\n\r\n TrimBy(contour: Contour, box: Box3)\r\n {\r\n if (IntersectsBox(box, this.box))\r\n {\r\n if (this.children !== undefined)\r\n {\r\n for (let c of this.children)\r\n c.TrimBy(contour, box);\r\n }\r\n else\r\n {\r\n if (contour.Curve instanceof Circle && this.curve instanceof Arc)\r\n {\r\n if (equalv3(contour.Curve.Center, this.curve.Center))\r\n {\r\n if (contour.Curve.Radius > this.curve.Radius + 1e-4)\r\n this.children = [];\r\n\r\n return;\r\n }\r\n }\r\n\r\n //交点参数列表\r\n let iParams = this.curve.IntersectWith(contour.Curve, IntersectOption.OnBothOperands)\r\n .map(p => this.curve.GetParamAtPoint2(p));\r\n\r\n let cus = this.curve.GetSplitCurves(iParams);\r\n if (cus.length === 0)\r\n {\r\n let p = this.curve.GetPointAtParam(0.5);\r\n if ((contour.Curve.PtInCurve(p) && !contour.Curve.PtOnCurve(p)))\r\n this.children = [];\r\n }\r\n else\r\n {\r\n this.children = [];\r\n for (let c of cus)\r\n {\r\n let p = c.GetPointAtParam(0.5);\r\n if (c.Length > 1e-5 && (!contour.Curve.PtInCurve(p) || contour.Curve.PtOnCurve(p)))\r\n this.children.push(new CurveTreeNode(c));\r\n }\r\n if (this.children.length === cus.length)\r\n this.children = undefined;\r\n }\r\n }\r\n }\r\n }\r\n\r\n get Nodes()\r\n {\r\n if (!this.children) return [this];\r\n else\r\n {\r\n let cus: CurveTreeNode[] = [];\r\n for (let c of this.children)\r\n cus.push(...c.Nodes);\r\n return cus;\r\n }\r\n }\r\n}\r\n\r\nexport class OffsetPolyline\r\n{\r\n //多段线信息\r\n _CacheOCS: Matrix4;\r\n _Vertexs: Vector3[];\r\n _SubCurves: Curve[];\r\n _Circles: Circle[];\r\n\r\n //偏移子曲线\r\n _SubOffsetedCurves: IOffsetResult[];\r\n //用于裁剪的曲线节点\r\n _CurveTreeNodes: CurveTreeNode[];\r\n //裁剪完的曲线节点\r\n _CurveTrimedTreeNodes: CurveTreeNode[];\r\n\r\n //裁剪轮廓\r\n _TrimPolylineContours: Contour[];\r\n _TrimCircleContours: Circle[];\r\n _TrimArcContours: Contour[];\r\n\r\n //结果曲线\r\n _RetCurves: Polyline[];\r\n\r\n _IsClose: boolean;\r\n _OffsetDistSign: number;\r\n\r\n constructor(public _Polyline: Polyline, public _OffsetDist: number, public _ToolPath = false,\r\n private _OffsetDistSq = (_OffsetDist ** 2) * 2.1//对直角走刀不进行圆弧过度\r\n )\r\n {\r\n }\r\n\r\n Do()\r\n {\r\n this._OffsetDistSign = Math.sign(this._OffsetDist);\r\n this._TrimPolylineContours = [];\r\n this._TrimCircleContours = [];\r\n this._TrimArcContours = [];\r\n\r\n this._RetCurves = [];\r\n this._CurveTreeNodes = [];\r\n\r\n this.InitSubCurves();\r\n if (this._SubCurves.length === 0)\r\n return this._RetCurves;\r\n\r\n this.GeneralCirclesAndVertexs();\r\n this.OffsetSubCurves();\r\n this.LinkSubCurves();\r\n\r\n if (this._SubOffsetedCurves.length === 0)\r\n {\r\n this._SubOffsetedCurves.push({ curve: this._Circles[0], index: 0, paddingCurve: this._Circles.slice(1) });\r\n\r\n this._TrimPolylineContours.push(\r\n ...this._Circles.map(c => Contour.CreateContour(c, false)),\r\n ...this._SubCurves.map(c => Contour.CreateContour([c, new Line(c.StartPoint, c.EndPoint)], false))\r\n );\r\n }\r\n else\r\n this.GeneralTrimContours();\r\n this.TrimByContours();\r\n this.FilterInvalidCurve();\r\n this.JoinCollinear();\r\n this.LinkResultPolyline();\r\n return this._RetCurves;\r\n }\r\n\r\n InitSubCurves()\r\n {\r\n this._CacheOCS = this._Polyline.OCS;\r\n this._IsClose = this._Polyline.IsClose;\r\n this._Polyline.OCS = IdentityMtx4;\r\n this._SubCurves = this._Polyline.Explode().filter(c => c.Length > 1e-4);\r\n this._Polyline.OCS = this._CacheOCS;\r\n return this;\r\n }\r\n\r\n protected GeneralCirclesAndVertexs()\r\n {\r\n this._Vertexs = this._SubCurves.map(c => c.StartPoint);\r\n let lastCu = arrayLast(this._SubCurves);\r\n if (!equalv3(lastCu.EndPoint, this._Vertexs[0], 1e-3))\r\n this._Vertexs.push(lastCu.EndPoint);\r\n\r\n let radius = Math.abs(this._OffsetDist);\r\n this._Circles = this._Vertexs.map(p => new Circle(p, radius));\r\n }\r\n\r\n protected OffsetSubCurves()\r\n {\r\n this._SubOffsetedCurves = [];\r\n for (let index = 0; index < this._SubCurves.length; index++)\r\n {\r\n let curveOld = this._SubCurves[index];\r\n if (curveOld.Length > 1e-6)\r\n {\r\n let curve = curveOld.GetOffsetCurves(this._OffsetDist)[0];\r\n if (curve)\r\n this._SubOffsetedCurves.push({ curve, index });\r\n else\r\n this._TrimArcContours.push(Contour.CreateContour([curveOld, new Line(curveOld.StartPoint, curveOld.EndPoint)], false));\r\n }\r\n }\r\n }\r\n\r\n //连接(延伸)曲线,或者补(圆弧,直线)\r\n protected LinkSubCurves()\r\n {\r\n let count = this._SubOffsetedCurves.length;\r\n if (!this._IsClose) count--;\r\n\r\n for (let i = 0; i < count; i++)\r\n {\r\n let curveResNow = this._SubOffsetedCurves[i];\r\n let iNext = FixIndex(i + 1, this._SubOffsetedCurves);\r\n let curveResNext = this._SubOffsetedCurves[iNext];\r\n let curveNow = curveResNow.curve;\r\n let curveNext = curveResNext.curve;\r\n let isNeighbor = FixIndex(curveResNow.index + 1, this._SubCurves) === curveResNext.index;\r\n\r\n if (isNeighbor)\r\n {\r\n let sp = curveNow.EndPoint;\r\n let ep = curveNext.StartPoint;\r\n //直连\r\n if (equalv3(sp, ep, 1e-3))\r\n continue;\r\n\r\n let iPts = curveNow.IntersectWith(curveNext, IntersectOption.ExtendBoth);\r\n let tPts = iPts.filter(p => curveNow.PtOnCurve3(p) && curveNext.PtOnCurve3(p));\r\n\r\n let code = EntityEncode2(curveNow, curveNext);\r\n\r\n let tp: Vector3;\r\n if (code === 1)\r\n {\r\n if (tPts.length > 0)//不走刀或者有真交点 this._ToolPath === false ||\r\n tp = iPts[0];\r\n else\r\n {\r\n if (iPts.length > 0 && curveNow.GetParamAtPoint(iPts[0]) > 1)\r\n {\r\n let refP = this._Vertexs[curveResNext.index];\r\n let distSq = iPts[0].distanceToSquared(refP);\r\n if (this._ToolPath && distSq > this._OffsetDistSq)\r\n {\r\n curveResNow.paddingCurve = [this.CreateArc(refP, sp, ep)];\r\n this._TrimCircleContours.push(this._Circles[curveResNext.index]);\r\n }\r\n else\r\n tp = iPts[0];\r\n }\r\n // else\r\n // curveResNow.paddingCurve = [new Line(sp, ep)];\r\n }\r\n }\r\n else\r\n {\r\n let refP = this._Vertexs[curveResNext.index];\r\n if (tPts.length > 0) //ipts = 1 or ipts = 2\r\n tp = SelectNearP(iPts, refP);\r\n else //补单圆 或者尝试连接\r\n {\r\n let arc = this.CreateArc(refP, sp, ep);\r\n\r\n if (iPts.length > 0 && !this._ToolPath && this.IsSharpCorner(curveResNow, curveResNext, refP))\r\n {\r\n //设置新的连接点,并且备份旧点\r\n let oldp: Vector3;\r\n if (curveResNow.sp)\r\n {\r\n oldp = curveNow.StartPoint;\r\n curveNow.StartPoint = curveResNow.sp;\r\n }\r\n let oldp2: Vector3;\r\n if (curveResNext.ep)\r\n {\r\n oldp2 = curveNext.EndPoint;\r\n curveNext.EndPoint = curveResNext.ep;\r\n }\r\n\r\n let p: Vector3;\r\n\r\n if (code === 2 && iPts.length === 2)\r\n {\r\n let c = curveNow as Arc;\r\n let minArc = new Arc(c.Center, c.Radius, c.EndAngle, 0, c.IsClockWise);\r\n\r\n let p1 = iPts[0];\r\n let a1 = minArc.GetAngleAtPoint(p1);\r\n let anAll1 = c.ParamOnCurve(c.GetParamAtAngle(a1)) ? Infinity : minArc.ComputeAnlge(a1);\r\n\r\n let p2 = iPts[1];\r\n let a2 = minArc.GetAngleAtPoint(p2);\r\n let anAll2 = c.ParamOnCurve(c.GetParamAtAngle(a2)) ? Infinity : minArc.ComputeAnlge(a2);\r\n\r\n if (anAll2 < anAll1)\r\n p = p2;\r\n else\r\n p = p1;\r\n }\r\n else\r\n p = SelectNearP(iPts, refP);\r\n\r\n let onPre: boolean;\r\n let param = curveNow.GetParamAtPoint2(p);\r\n if (curveNow instanceof Line)\r\n onPre = param > 1;\r\n else\r\n onPre = param < 0 || param > 1;\r\n\r\n let onNext: boolean = false;\r\n if (onPre)\r\n {\r\n let param2 = curveNext.GetParamAtPoint2(p);\r\n if (curveNext instanceof Line)\r\n onNext = param2 < 0;\r\n else\r\n onNext = param2 < 0 || param2 > 1;\r\n }\r\n\r\n if (curveResNow.sp)\r\n curveNow.StartPoint = oldp;\r\n if (curveResNext.ep)\r\n curveNext.EndPoint = oldp2;\r\n\r\n if (onPre && onNext)\r\n tp = p;\r\n else\r\n curveResNow.paddingCurve = [arc];\r\n }\r\n else\r\n curveResNow.paddingCurve = [arc];\r\n\r\n this._TrimCircleContours.push(this._Circles[curveResNext.index]);\r\n }\r\n }\r\n if (tp)\r\n {\r\n curveResNow.ep = tp;\r\n curveResNext.sp = tp;\r\n\r\n curveResNow.nextArc = curveNext;\r\n curveResNext.preArc = curveNow;\r\n }\r\n }\r\n else\r\n {\r\n let padCirs: Circle[] = [];\r\n for (let s = FixIndex(curveResNow.index + 1, this._Circles); ; s = FixIndex(s + 1, this._Circles))\r\n {\r\n let c = this._Circles[s];\r\n this._TrimCircleContours.push(c);\r\n padCirs.push(c);\r\n if (s === curveResNext.index)\r\n break;\r\n }\r\n curveResNow.paddingCurve = padCirs;\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n private IsSharpCorner(curveResNow: IOffsetResult, curveResNext: IOffsetResult, refP: Vector3): boolean\r\n {\r\n let v1 = this._SubCurves[curveResNow.index].GetPointAtParam(0.9);\r\n let v2 = this._SubCurves[curveResNext.index].GetPointAtParam(0.1);\r\n v1.subVectors(refP, v1);\r\n v2.sub(refP);\r\n v1.cross(v2);\r\n return Math.sign(v1.z) === this._OffsetDistSign;\r\n }\r\n\r\n protected GeneralTrimContours()\r\n {\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let cu2 = d.curve;\r\n if (d.sp && d.ep)\r\n {\r\n let param1 = cu2.GetParamAtPoint(d.sp);\r\n let param2 = cu2.GetParamAtPoint(d.ep);\r\n\r\n if (cu2.ParamOnCurve(param1) && cu2.ParamOnCurve(param2) && param1 > param2)\r\n [d.sp, d.ep] = [d.ep, d.sp];\r\n }\r\n if (d.sp) cu2.StartPoint = d.sp;\r\n if (d.ep) cu2.EndPoint = d.ep;\r\n }\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let cu1 = this._SubCurves[d.index];\r\n let cu2 = d.curve;\r\n\r\n let [p1, p2, p3, p4] = [cu1.StartPoint, cu2.StartPoint, cu1.EndPoint, cu2.EndPoint];\r\n let l1 = new Line(p1, p2);\r\n let l2 = new Line(p3, p4);\r\n\r\n let ipts = l1.IntersectWith(l2, IntersectOption.OnBothOperands, 1e-8);\r\n if (ipts.length > 0)\r\n {\r\n let p = ipts[0];\r\n l1.EndPoint = p;\r\n l2.EndPoint = p;\r\n let cus = [cu1, l1, l2];\r\n let contour = Contour.CreateContour(cus, false);\r\n if (contour)\r\n {\r\n this._TrimPolylineContours.push(contour);\r\n continue;\r\n }\r\n else\r\n {\r\n console.error(\"未预料到的错误,构建轮廓失败\" + this._OffsetDist);\r\n }\r\n }\r\n\r\n //真理1:针脚线不可能同时被两个圆弧所切割\r\n let l1Intact = true;\r\n let l2Intact = true;\r\n if (cu2 instanceof Arc)\r\n {\r\n if (Math.sign(cu2.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts1 = cu2.IntersectWith(l1, IntersectOption.OnBothOperands);\r\n let ipts2 = cu2.IntersectWith(l2, IntersectOption.OnBothOperands);\r\n\r\n let sp: Vector3;\r\n let ep: Vector3;\r\n if (ipts1.length === 2)\r\n sp = SelectNearP(ipts1, p1);\r\n if (ipts2.length === 2)\r\n ep = SelectNearP(ipts2, p3);\r\n\r\n if (sp || ep) cu2 = cu2.Clone();\r\n if (sp)\r\n {\r\n l1.EndPoint = sp;\r\n cu2.StartPoint = sp;\r\n l1Intact = false;\r\n }\r\n if (ep)\r\n {\r\n l2.EndPoint = ep;\r\n cu2.EndPoint = ep;\r\n l2Intact = false;\r\n }\r\n }\r\n }\r\n\r\n let l1PadArc: Arc;\r\n let l2PadArc: Arc;\r\n //真理2:隔壁的圆弧不可能破坏当前的圆弧,只能破坏当前的针脚\r\n if (l1Intact && d.preArc && d.preArc instanceof Arc)\r\n {\r\n let a = d.preArc;\r\n if (Math.sign(a.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts = a.IntersectWith(l1, IntersectOption.OnBothOperands);\r\n if (ipts.length === 2)\r\n {\r\n let sp = SelectNearP(ipts, p1);\r\n l1.EndPoint = sp;\r\n l1PadArc = a.Clone();\r\n l1PadArc.StartPoint = sp;\r\n }\r\n }\r\n }\r\n if (l2Intact && d.nextArc && d.nextArc instanceof Arc)\r\n {\r\n let a = d.nextArc;\r\n if (Math.sign(a.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts = a.IntersectWith(l2, IntersectOption.OnBothOperands);\r\n if (ipts.length === 2)\r\n {\r\n let ep = SelectNearP(ipts, p3);\r\n l2.EndPoint = ep;\r\n l2PadArc = a.Clone();\r\n l2PadArc.EndPoint = ep;\r\n }\r\n }\r\n }\r\n\r\n let pl = new Polyline();\r\n let cus = [cu1, l1];\r\n if (l1PadArc) cus.push(l1PadArc);\r\n cus.push(cu2, l2);\r\n if (l2PadArc) cus.push(l2PadArc);\r\n\r\n for (let c of cus)\r\n pl.Join(c);\r\n\r\n let contour = Contour.CreateContour(pl, false);\r\n if (contour)\r\n this._TrimPolylineContours.push(contour);\r\n else\r\n console.error(\"未预料到的错误,构建轮廓失败\" + this._OffsetDist);\r\n }\r\n\r\n if (!this._IsClose)\r\n {\r\n if (this._TrimCircleContours[0] !== this._Circles[0])\r\n this._TrimCircleContours.push(this._Circles[0]);\r\n let lastTrimCircle = arrayLast(this._TrimCircleContours);\r\n let lastCircle = arrayLast(this._Circles);\r\n if (lastTrimCircle !== lastCircle)\r\n this._TrimCircleContours.push(lastCircle);\r\n if (this._SubOffsetedCurves[0].index !== 0)\r\n this._TrimCircleContours.push(this._Circles[this._SubOffsetedCurves[0].index]);\r\n\r\n let lastIndex = this._Circles.length - 1;\r\n let lastD = arrayLast(this._SubOffsetedCurves);\r\n if (lastIndex !== lastD.index)\r\n this._TrimCircleContours.push(this._Circles[lastD.index + 1]);\r\n }\r\n\r\n this._TrimPolylineContours.push(\r\n ...this._TrimCircleContours.map(c => Contour.CreateContour(c, false)),\r\n ...this._TrimArcContours\r\n );\r\n }\r\n\r\n // 通过构建的轮廓对偏移曲线进行裁剪\r\n protected TrimByContours()\r\n {\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let c = d.curve;\r\n this._CurveTreeNodes.push(new CurveTreeNode(c));\r\n if (d.paddingCurve)\r\n this._CurveTreeNodes.push(...d.paddingCurve.map(c => new CurveTreeNode(c)));\r\n }\r\n let boxContours = SortEntityByBox(this._TrimPolylineContours, false);\r\n\r\n for (let i = 0; i < this._TrimPolylineContours.length; i++)\r\n {\r\n let c = this._TrimPolylineContours[i];\r\n for (let curveNode of this._CurveTreeNodes)\r\n {\r\n curveNode.TrimBy(c, boxContours.get(c));\r\n }\r\n }\r\n }\r\n\r\n //过滤方向相反和0长度线\r\n private FilterInvalidCurve()\r\n {\r\n this._CurveTrimedTreeNodes = [];\r\n for (let n of this._CurveTreeNodes)\r\n {\r\n let ns = n.Nodes;\r\n for (let sn of ns)\r\n {\r\n let p = sn.curve.GetPointAtParam(0.5);\r\n if (sn.curve.Length > 1e-5 && this.CheckPointDir(p))\r\n this._CurveTrimedTreeNodes.push(sn);\r\n }\r\n }\r\n }\r\n\r\n //合并共线\r\n private JoinCollinear()\r\n {\r\n for (let i = 0; i < this._CurveTrimedTreeNodes.length; i++)\r\n {\r\n let n = this._CurveTrimedTreeNodes[i];\r\n if (n.used) continue;\r\n let sp = n.curve.StartPoint;\r\n for (let j = i + 1; j < this._CurveTrimedTreeNodes.length; j++)\r\n {\r\n let n2 = this._CurveTrimedTreeNodes[j];\r\n if (n2.used) continue;\r\n let status = n.curve.Join(n2.curve);\r\n if (status === Status.ConverToCircle)\r\n {\r\n n.used = true;\r\n n2.used = true;\r\n let circle = new Circle((n.curve).Center, (n.curve).Radius);\r\n n.curve = circle;\r\n this._RetCurves.push(ConverCircleToPolyline(circle).ApplyMatrix(this._CacheOCS));\r\n }\r\n else if (status === Status.True)\r\n {\r\n if (equalv3(sp, n.curve.StartPoint))\r\n n2.used = true;\r\n else\r\n {\r\n n.used = true;\r\n n2.curve = n.curve;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n //连接结果曲线,返回最终多段线\r\n private LinkResultPolyline()\r\n {\r\n let used = new Set();\r\n let cuMap = new CurveMap(1);\r\n for (let n of this._CurveTrimedTreeNodes)\r\n {\r\n if (!n.used)\r\n cuMap.AddCurveToMap(n.curve);\r\n }\r\n\r\n let preP: Vector3;\r\n\r\n let searchNext = (s: Vertice, pl: Polyline): Vertice =>\r\n {\r\n let minDist = Infinity;\r\n let minR: Route;\r\n for (let r of s.routes)\r\n {\r\n if (used.has(r.curve)) continue;\r\n\r\n if (preP)\r\n {\r\n let d = r.s.distanceToSquared(preP);\r\n if (d < minDist)\r\n {\r\n minR = r;\r\n minDist = d;\r\n }\r\n }\r\n else\r\n {\r\n minR = r;\r\n break;\r\n }\r\n }\r\n\r\n if (minR)\r\n {\r\n used.add(minR.curve);\r\n preP = minR.e;\r\n let status = pl.Join(minR.curve, false, 5e-2);\r\n if (status !== Status.True)\r\n console.warn(\"连接失败\");\r\n return minR.to;\r\n }\r\n };\r\n\r\n for (let s of cuMap.Stands)\r\n {\r\n preP = undefined;\r\n let pl = new Polyline();\r\n let ss = s;\r\n while (ss && !pl.IsClose)\r\n ss = searchNext(ss, pl);\r\n ss = s;\r\n while (ss && !pl.IsClose)\r\n ss = searchNext(ss, pl);\r\n\r\n if (pl.NumberOfVertices > 0)\r\n {\r\n let d = pl.LineData;\r\n let ld = arrayLast(d);\r\n if (equalv2(d[0].pt, ld.pt, 1e-2))\r\n ld.pt.copy(d[0].pt);\r\n this._RetCurves.push(pl.ApplyMatrix(this._CacheOCS));\r\n }\r\n }\r\n }\r\n\r\n CheckPointDir(pt: Vector3): boolean\r\n {\r\n return this.GetPointAtCurveDir(pt) === this._OffsetDistSign;\r\n }\r\n\r\n GetPointAtCurveDir(pt: Vector3): number\r\n {\r\n let minIndex = Infinity;\r\n let minDist = Infinity;\r\n let minCp: Vector3;\r\n for (let i = 0; i < this._SubCurves.length; i++)\r\n {\r\n let c = this._SubCurves[i];\r\n let cp = c.GetClosestPointTo(pt, false);\r\n if (equalv3(cp, pt, 1e-5)) return 0;\r\n\r\n let dist = cp.distanceToSquared(pt);\r\n if (dist < minDist)\r\n {\r\n minDist = dist;\r\n minIndex = i;\r\n minCp = cp;\r\n }\r\n }\r\n\r\n let c = this._SubCurves[minIndex];\r\n let param = c.GetParamAtPoint(minCp);\r\n\r\n if (equaln(param, 0) && ((minIndex === 0) ? this._IsClose : true))\r\n {\r\n let preIndex = FixIndex(minIndex - 1, this._SubCurves);\r\n let preCurve = this._SubCurves[preIndex];\r\n\r\n if (!equalv3(c.GetFistDeriv(0).normalize(), preCurve.GetFistDeriv(1).normalize()))\r\n {\r\n let p = c.StartPoint;\r\n let l1 = c.Length;\r\n let l2 = preCurve.Length;\r\n let minLength = Math.min(l1, l2) * 0.2;\r\n\r\n let nextP: Vector3;\r\n let preP: Vector3;\r\n if (c instanceof Arc)\r\n nextP = c.GetPointAtDistance(minLength);\r\n else\r\n nextP = c.EndPoint;\r\n\r\n if (preCurve instanceof Arc)\r\n preP = preCurve.GetPointAtDistance(l2 - minLength);\r\n else\r\n preP = preCurve.StartPoint;\r\n\r\n let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p)));\r\n\r\n let dir = arc.PtOnCurve3(pt) ? -1 : 1;\r\n return dir;\r\n }\r\n }\r\n else if (equaln(param, 1) && ((minIndex === this._SubCurves.length - 1) ? this._IsClose : true))\r\n {\r\n let nextIndex = FixIndex(minIndex + 1, this._SubCurves);\r\n let nextCurve = this._SubCurves[nextIndex];\r\n\r\n if (!equalv3(c.GetFistDeriv(1).normalize(), nextCurve.GetFistDeriv(0).normalize()))\r\n {\r\n let p = c.EndPoint;\r\n\r\n let l1 = c.Length;\r\n let l2 = nextCurve.Length;\r\n let minLength = Math.min(l1, l2) * 0.2;\r\n\r\n let nextP: Vector3;\r\n let preP: Vector3;\r\n if (c instanceof Arc)\r\n preP = c.GetPointAtDistance(l1 - minLength);\r\n else\r\n preP = c.StartPoint;\r\n\r\n if (nextCurve instanceof Arc)\r\n nextP = nextCurve.GetPointAtDistance(minLength);\r\n else\r\n nextP = nextCurve.EndPoint;\r\n\r\n let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p)));\r\n\r\n let dir = arc.PtOnCurve3(pt) ? -1 : 1;\r\n return dir;\r\n }\r\n }\r\n\r\n let dri = c.GetFistDeriv(param);\r\n let cross = dri.cross(pt.clone().sub(minCp));\r\n return -Math.sign(cross.z);\r\n }\r\n\r\n protected CreateArc(center: Vector3, startP: Vector3, endP?: Vector3)\r\n {\r\n let sa = angle(startP.clone().sub(center));\r\n let ea = endP ? angle(endP.clone().sub(center)) : sa;\r\n let arc = new Arc(center, Math.abs(this._OffsetDist), sa, ea, this._OffsetDist < 0);\r\n return arc;\r\n }\r\n}\r\n\r\nfunction EntityEncode(c: Curve)\r\n{\r\n if (c instanceof Line) return 1;\r\n else return 2;\r\n}\r\nfunction EntityEncode2(c1: Curve, c2: Curve)\r\n{\r\n return EntityEncode(c1) & EntityEncode(c2);\r\n}\r\n","import { Box3, Line3, Matrix3, Matrix4, Vector2, Vector3 } from 'three';\r\nimport { Arc } from '../DatabaseServices/Entity/Arc';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Line } from '../DatabaseServices/Entity/Line';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { IsPointInBowArc } from '../DatabaseServices/PointInPolyline';\r\nimport { Count } from '../Geometry/Count';\r\nimport { CurveMap, Vertice } from '../Geometry/CurveMap';\r\nimport { AsVector2, AsVector3, equaln, equalv2, equalv3, isParallelTo, XAxis, ZeroVec, isPerpendicularityTo, YAxis, isIntersect } from '../Geometry/GeUtils';\r\nimport { Orbit } from '../Geometry/Orbit';\r\nimport { PlaneExt } from '../Geometry/Plane';\r\nimport { IntersectOption, IntersectResult } from '../GraphicsSystem/IntersectWith';\r\nimport { OffsetPolyline } from '../GraphicsSystem/OffsetPolyline';\r\nimport { arrayLast, changeArrayStartIndex, equalArray } from './ArrayExt';\r\nimport { Status } from './Status';\r\nimport { FixIndex } from './Utils';\r\n\r\n//3点获取圆心\r\nexport function getCircleCenter(pt1: Vector3, pt2: Vector3, pt3: Vector3)\r\n{\r\n if (!(pt1 && pt2 && pt3))\r\n return;\r\n let A1 = pt1.x - pt2.x;\r\n let B1 = pt1.y - pt2.y;\r\n let C1 = (Math.pow(pt1.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt1.y, 2) - Math.pow(pt2.y, 2)) / 2;\r\n let A2 = pt3.x - pt2.x;\r\n let B2 = pt3.y - pt2.y;\r\n let C2 = (Math.pow(pt3.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt3.y, 2) - Math.pow(pt2.y, 2)) / 2;\r\n //令temp = A1*B2 - A2*B1\r\n let temp = A1 * B2 - A2 * B1;\r\n let center = new Vector3();\r\n //判断三点是否共线\r\n if (temp === 0)\r\n {\r\n //共线则将第一个点pt1作为圆心\r\n center.x = pt1.x;\r\n center.y = pt1.y;\r\n }\r\n else\r\n {\r\n //不共线则求出圆心:\r\n center.x = (C1 * B2 - C2 * B1) / temp;\r\n center.y = (A1 * C2 - A2 * C1) / temp;\r\n }\r\n\r\n return center;\r\n}\r\n\r\n// 弦长+切线获取圆心角\r\nexport function getCirAngleByChordAndTangent(chord: Vector3, tangentLine: Vector3)\r\n{\r\n let dir = tangentLine.clone().cross(chord).normalize();\r\n\r\n let ctAngle = chord.angleTo(tangentLine);\r\n\r\n // 圆心角\r\n let cirAng = Math.PI - 2 * Math.abs(ctAngle - Math.PI / 2);\r\n\r\n if (ctAngle > Math.PI / 2)\r\n {\r\n cirAng = Math.PI * 2 - cirAng;\r\n }\r\n return cirAng *= dir.z;\r\n}\r\n//行列式\r\nexport function getDeterminantFor2V(v1: Vector2, v2: Vector2): number\r\n{\r\n return v1.x * v2.y - v1.y * v2.x;\r\n}\r\n\r\nexport function getDeterminantFor3V(v1: Vector3, v2: Vector3, v3: Vector3)\r\n{\r\n let mat = new Matrix3();\r\n mat.set(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, v3.x, v3.y, v3.z);\r\n return mat.determinant();\r\n}\r\n\r\n/**\r\n * 曲线根据连接来分组,每组都是一条首尾相连的曲线表.\r\n *\r\n * @export\r\n * @param {Curve[]} cus 传入的分组的曲线表\r\n * @returns {Array>} 返回如下\r\n * [\r\n * [c1,c2,c3...],//后面的曲线的起点总是等于上一个曲线的终点\r\n * [c1,c2,c3...],\r\n * ]\r\n */\r\nexport function curveLinkGroup(cus: Curve[]): Array>\r\n{\r\n //返回的曲线组\r\n let groupCus = new Array>();\r\n\r\n //将封闭的曲线先提取出来\r\n cus = cus.filter(c =>\r\n {\r\n let isClose = c.IsClose;\r\n if (isClose)\r\n groupCus.push([c]);\r\n return !isClose;\r\n });\r\n if (cus.length === 0) return groupCus;\r\n //曲线节点图\r\n let cuMap = new CurveMap();\r\n cus.forEach(c => cuMap.AddCurveToMap(c));\r\n\r\n //曲线站点表\r\n let stands = cuMap.Stands;\r\n //曲线使用计数\r\n let cuCount = new Count();\r\n\r\n /**\r\n * 从站点的路线中任意取一条,加入到曲线数组中.\r\n *\r\n * @param {Curve[]} cus 已经连接的曲线列表\r\n * @param {boolean} isEndSeach true:从终点搜索,false:从起点搜索\r\n * @returns {Stand} 如果站点中存在可以取得的曲线,返回下个站点,否则返回undefined\r\n */\r\n function linkCurve(stand: Vertice, cus: Curve[], isEndSeach: boolean): Vertice | undefined\r\n {\r\n for (let route of stand.routes)\r\n {\r\n let cu = route.curve;\r\n if (cuCount.GetCount(cu) === 0)\r\n {\r\n if (isEndSeach)\r\n {\r\n //保证曲线总是从起点连接到终点\r\n if (!equalv3(cu.StartPoint, stand.position))\r\n cu.Reverse();\r\n cus.push(cu);\r\n }\r\n else\r\n {\r\n //保证曲线总是从起点连接到终点\r\n if (!equalv3(cu.EndPoint, stand.position))\r\n cu.Reverse();\r\n cus.unshift(cu);\r\n }\r\n\r\n cuCount.AddCount(cu, 1);\r\n return route.to;\r\n }\r\n }\r\n }\r\n\r\n for (let stand of stands)\r\n {\r\n let startStand = stand;\r\n let cus: Curve[] = []; //形成合并轮廓的曲线组\r\n while (startStand)\r\n startStand = linkCurve(startStand, cus, true);\r\n\r\n if (cus.length > 0)\r\n {\r\n startStand = cuMap.GetOnlyVertice(cus[0].StartPoint);\r\n while (startStand)\r\n startStand = linkCurve(startStand, cus, false);\r\n }\r\n\r\n if (cus.length > 0)\r\n groupCus.push(cus);\r\n }\r\n\r\n return groupCus;\r\n}\r\n\r\nexport function equalCurve(cu1: Curve, cu2: Curve, tolerance = 1e-4)\r\n{\r\n if ((cu1 instanceof Polyline) && (cu2 instanceof Polyline))\r\n {\r\n if (cu1.IsClose !== cu2.IsClose || !isParallelTo(cu1.Normal, cu2.Normal))\r\n return false;\r\n\r\n let area1 = cu1.Area2;\r\n let area2 = cu2.Area2;\r\n\r\n if (!equaln(Math.abs(area1), Math.abs(area2), 0.1))\r\n return false;\r\n\r\n let ptsBuls1 = cu1.PtsBuls;\r\n let ptsBuls2 = cu2.PtsBuls;\r\n\r\n let pts1 = ptsBuls1.pts;\r\n let pts2 = ptsBuls2.pts;\r\n let buls1 = ptsBuls1.buls;\r\n let buls2 = ptsBuls2.buls;\r\n\r\n let isEqualArea = equaln(area1, area2, 0.1);\r\n if (!equalv3(cu1.Normal, cu2.Normal))\r\n {\r\n if (isEqualArea)\r\n {\r\n pts2.reverse();\r\n buls2.reverse();\r\n buls2.push(buls2.shift());\r\n }\r\n else\r\n buls2 = buls2.map(bul => -bul);\r\n }\r\n else if (!isEqualArea)\r\n {\r\n pts2.reverse();\r\n buls2.reverse();\r\n buls2 = buls2.map(bul => -bul);\r\n buls2.push(buls2.shift());\r\n }\r\n\r\n if (cu1.IsClose && equalv2(pts1[0], arrayLast(pts1), tolerance))\r\n {\r\n pts1.pop();\r\n buls1.pop();\r\n }\r\n if (cu2.IsClose && equalv2(pts2[0], arrayLast(pts2), tolerance))\r\n {\r\n pts2.pop();\r\n buls2.pop();\r\n }\r\n\r\n let cu1Sp = AsVector2(cu1.StartPoint.applyMatrix4(cu2.OCSInv));\r\n\r\n let index = pts2.findIndex(p => equalv2(cu1Sp, p, tolerance));\r\n changeArrayStartIndex(buls2, index);\r\n changeArrayStartIndex(pts2, index);\r\n\r\n return equalArray(buls1, buls2, equaln) &&\r\n equalArray(pts1, pts2, (p1: Vector2, p2: Vector2) =>\r\n equalv3(\r\n AsVector3(p1).applyMatrix4(cu1.OCS),\r\n AsVector3(p2).applyMatrix4(cu2.OCS),\r\n tolerance\r\n )\r\n );\r\n }\r\n else if (cu1 instanceof Circle && cu2 instanceof Circle)\r\n {\r\n return equalv3(cu1.Center, cu2.Center) && equaln(cu1.Radius, cu2.Radius, 1e-6);\r\n }\r\n else if (cu1 instanceof Arc && cu2 instanceof Arc)\r\n {\r\n if (!equalv3(cu1.StartPoint, cu2.EndPoint)) cu1.Reverse();\r\n return equalv3(cu1.Center, cu2.Center)\r\n && equaln(cu1.Radius, cu2.Radius, 1e-6)\r\n && equaln(cu1.StartAngle, cu2.StartAngle)\r\n && equaln(cu1.EndAngle, cu2.EndAngle);\r\n }\r\n else if (cu1 instanceof Ellipse && cu2 instanceof Ellipse)\r\n {\r\n return equalv3(cu1.Center, cu2.Center)\r\n && equaln(cu1.RadX, cu2.RadX)\r\n && equaln(cu1.RadY, cu2.RadY)\r\n && equalv3(cu1.StartPoint, cu2.StartPoint);\r\n }\r\n else if (cu1 instanceof Line && cu2 instanceof Line)\r\n {\r\n let ps1 = [cu1.StartPoint, cu1.EndPoint];\r\n let ps2 = [cu2.StartPoint, cu2.EndPoint];\r\n return ps1.every(p => ps2.some(p1 => equalv3(p1, p)));\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n* 计算点在曲线前进方向的方位,左边或者右边\r\n*\r\n* @param {Curve} cu\r\n* @param {Vector3} pt\r\n* @returns {boolean} 左边为-1,右边为1\r\n*/\r\nexport function GetPointAtCurveDir(cu: Curve, pt: Vector3): number\r\n{\r\n if (cu instanceof Circle)\r\n return cu.PtInCurve(pt) ? -1 : 1;\r\n else if (cu instanceof Polyline)\r\n {\r\n let u = new OffsetPolyline(cu, 1);\r\n u.InitSubCurves();\r\n return u.GetPointAtCurveDir(pt.clone().applyMatrix4(cu.OCSInv).setZ(0));\r\n }\r\n //最近点\r\n let cp = cu.GetClosestPointTo(pt, false);\r\n if (equalv3(cp, pt, 1e-6)) return 0;\r\n //最近点参数\r\n let cparam = cu.GetParamAtPoint(cp);\r\n let dri = cu.GetFistDeriv(cparam);\r\n let cross = dri.cross(pt.clone().sub(cp)).applyMatrix4(cu.OCSInv);\r\n return -Math.sign(cross.z);\r\n}\r\n\r\n/**\r\n * 点在多段线的某个索引的圆弧(弓形)内\r\n *\r\n * @param {Polyline} pl\r\n * @param {number} index\r\n * @param {Vector3} pt\r\n * @returns {number}\r\n */\r\nfunction PointInPolylineArc(pl: Polyline, index: number, pt: Vector3): number\r\n{\r\n let bul = pl.GetBuilgeAt(index);\r\n if (equaln(bul, 0, 1e-8)) return 0;\r\n\r\n let arc = pl.GetCurveAtIndex(index) as Arc;\r\n\r\n if (IsPointInBowArc(arc, pt, true))\r\n return Math.sign(bul);\r\n\r\n return 0;\r\n}\r\n\r\nexport function ConverCircleToPolyline(cir: Circle): Polyline\r\n{\r\n //该写法不支持三维坐标系\r\n // let pl = new Polyline();\r\n // let bul = Math.tan(Math.PI * 0.125);\r\n // for (let i = 0; i < 4; i++)\r\n // {\r\n // let p = cir.GetPointAtParam(i * 0.25);\r\n // pl.AddVertexAt(i, Vec3DTo2D(p));\r\n // pl.SetBulgeAt(i, bul);\r\n // }\r\n // pl.CloseMark = true;\r\n // return pl;\r\n\r\n let arcs = cir.GetSplitCurves([0, 0.5]);\r\n let pl = new Polyline();\r\n pl.OCS = cir.OCS;\r\n pl.Join(arcs[0]);\r\n pl.Join(arcs[1]);\r\n return pl;\r\n}\r\n\r\nexport function GetTanPtsOnArcOrCircle(cu: Arc | Circle, lastPoint?: Vector3)\r\n{\r\n if (lastPoint)\r\n {\r\n //ref:wykobi\r\n let ocsInv = cu.OCSInv;\r\n let v = lastPoint.clone().applyMatrix4(ocsInv);\r\n\r\n let lengthSq = v.lengthSq();\r\n let radiusSq = cu.Radius ** 2;\r\n\r\n if (lengthSq >= radiusSq)\r\n {\r\n let ratio = 1 / lengthSq;\r\n let deltaDist = Math.sqrt(lengthSq - radiusSq);\r\n\r\n let pts = [\r\n new Vector3(\r\n cu.Radius * (cu.Radius * v.x - v.y * deltaDist) * ratio,\r\n cu.Radius * (cu.Radius * v.y + v.x * deltaDist) * ratio,\r\n ),\r\n new Vector3(\r\n cu.Radius * (cu.Radius * v.x + v.y * deltaDist) * ratio,\r\n cu.Radius * (cu.Radius * v.y - v.x * deltaDist) * ratio,\r\n ),\r\n ];\r\n for (let p of pts)\r\n p.applyMatrix4(cu.OCS);\r\n return pts;\r\n }\r\n }\r\n}\r\n\r\nexport function CircleInternalTangentLines(cir0: Circle, cir1: Circle): Line[]\r\n{\r\n let c0 = new Vector3();\r\n let c1 = cir1.Center.applyMatrix4(cir0.OCSInv);\r\n\r\n let dist = c0.distanceTo(c1);\r\n\r\n if (dist - (cir0.Radius + cir1.Radius) < 0)\r\n return [];\r\n else if (equaln(dist - (cir0.Radius + cir1.Radius), 0))\r\n return [];\r\n else\r\n {\r\n let m = cir0.Radius / cir1.Radius;\r\n let h0 = (m * dist) / (m + 1);\r\n let h1 = dist / (m + 1);\r\n\r\n let i = new Vector3(\r\n (h1 * c0.x + h0 * c1.x) / dist,\r\n (h1 * c0.y + h0 * c1.y) / dist\r\n ).applyMatrix4(cir0.OCS);\r\n\r\n let [c0p0, c0p1] = GetTanPtsOnArcOrCircle(cir0, i);\r\n let [c1p0, c1p1] = GetTanPtsOnArcOrCircle(cir1, i);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n}\r\n\r\nexport function CircleOuterTangentLines(circle0: Circle, circle1: Circle): Line[]\r\n{\r\n let c0 = circle0.Center;\r\n let c1 = circle1.Center;\r\n\r\n let dist = c0.distanceTo(c1);\r\n\r\n let rd = Math.abs(circle0.Radius - circle1.Radius);\r\n if (dist < rd)\r\n return [];\r\n else if (equaln(Math.abs(dist - rd), 0))\r\n return [];\r\n else if (equaln(circle0.Radius, circle1.Radius))\r\n {\r\n let cp = circle0.GetClosestPointTo(c1, true);\r\n let derv = circle0.GetFistDeriv(cp).multiplyScalar(circle0.Radius);\r\n let dervn = derv.clone().negate();\r\n\r\n let c0p0 = c0.clone().add(derv);\r\n let c0p1 = c0.clone().add(dervn);\r\n\r\n let c1p0 = c1.clone().add(derv);\r\n let c1p1 = c1.clone().add(dervn);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n else\r\n {\r\n let c0 = new Vector3();\r\n let c1 = circle1.Center.applyMatrix4(circle0.OCSInv);\r\n\r\n let p: Vector3;\r\n if (circle0.Radius > circle1.Radius)\r\n p = new Vector3(\r\n c1.x * circle0.Radius - c0.x * circle1.Radius,\r\n c1.y * circle0.Radius - c0.y * circle1.Radius\r\n );\r\n else\r\n p = new Vector3(\r\n c0.x * circle1.Radius - c1.x * circle0.Radius,\r\n c0.y * circle1.Radius - c1.y * circle0.Radius\r\n );\r\n\r\n let diff = Math.abs(circle0.Radius - circle1.Radius);\r\n\r\n p.x /= diff;\r\n p.y /= diff;\r\n\r\n p.applyMatrix4(circle0.OCS);\r\n\r\n let [c0p0, c0p1] = GetTanPtsOnArcOrCircle(circle0, p);\r\n let [c1p0, c1p1] = GetTanPtsOnArcOrCircle(circle1, p);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n}\r\n\r\nexport function getArcOrCirNearPts(cu: Circle | Arc | Ellipse, pickPoint: Vector3, viewXform: Matrix3)\r\n{\r\n let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3);\r\n\r\n let plane = new PlaneExt(cu.Normal, cu.Center);\r\n\r\n let pickLocal = plane.intersectLine(new Line3(pickPoint, pickPoint.clone().add(viewNormal)), new Vector3(), true);\r\n\r\n if (pickLocal)\r\n {\r\n let x = new Vector3().fromArray(viewXform.elements, 0).add(pickLocal);\r\n let y = new Vector3().fromArray(viewXform.elements, 3).add(pickLocal);\r\n\r\n x = plane.intersectLine(new Line3(x, x.clone().add(viewNormal)), new Vector3(), true);\r\n y = plane.intersectLine(new Line3(y, y.clone().add(viewNormal)), new Vector3(), true);\r\n\r\n let lx = new Line(pickLocal, x);\r\n let ly = new Line(pickLocal, y);\r\n\r\n let ins = cu.IntersectWith(lx, IntersectOption.ExtendBoth);\r\n ins.push(...cu.IntersectWith(ly, IntersectOption.ExtendBoth));\r\n return ins;\r\n }\r\n else\r\n {\r\n let ptLocal = plane.projectPoint(pickPoint, new Vector3());\r\n let lz = new Line(ptLocal, ptLocal.clone().add(viewNormal));\r\n return cu.IntersectWith(lz, IntersectOption.ExtendBoth);\r\n }\r\n}\r\n\r\nexport function getTanPtsOnEllipse(cu: Ellipse, lastPoint: Vector3)\r\n{\r\n return [];\r\n}\r\n\r\nexport function IsRect(cu: Curve): { isRect: boolean, size?: Vector3, box?: Box3, OCS?: Matrix4; }\r\n{\r\n if (cu instanceof Polyline)\r\n {\r\n if (!cu.IsClose) return { isRect: false };\r\n\r\n let pts = cu.GetStretchPoints();\r\n\r\n if (pts.length < 4) return { isRect: false };\r\n\r\n let xVec: Vector3;\r\n let p1 = pts[0];\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n xVec = pts[i].clone().sub(p1).normalize();\r\n if (!equalv3(xVec, ZeroVec))\r\n break;\r\n }\r\n\r\n if (!xVec) return { isRect: false };\r\n\r\n let zVec = cu.Normal;\r\n let yVec = zVec.clone().cross(xVec).normalize();\r\n\r\n let rectOCS = new Matrix4().makeBasis(xVec, yVec, zVec);\r\n let rectOCSInv = new Matrix4().getInverse(rectOCS);\r\n\r\n for (let p of pts)\r\n p.applyMatrix4(rectOCSInv);\r\n\r\n let box = new Box3().setFromPoints(pts);\r\n\r\n let size = box.getSize(new Vector3);\r\n if (equaln(size.x * size.y, cu.Area, 0.1))\r\n {\r\n return {\r\n isRect: true,\r\n size,\r\n box,\r\n OCS: rectOCS,\r\n };\r\n }\r\n }\r\n return { isRect: false };\r\n}\r\n\r\n/**用4个矩形点构造矩形 */\r\nexport function getRectFrom4Pts(pts: Vector3[])\r\n{\r\n if (pts.length !== 4) return;\r\n let p = pts.shift();\r\n pts.sort((p1, p2) => p.distanceTo(p1) - p.distanceTo(p2));\r\n pts.splice(1, 0, p);\r\n let lineData = pts.map(p =>\r\n {\r\n return {\r\n pt: new Vector2(p.x, p.y),\r\n bul: 0\r\n };\r\n });\r\n let l = new Polyline(lineData);\r\n l.CloseMark = true;\r\n return l;\r\n}\r\n\r\nexport function MergeCurvelist(cus: Curve[])\r\n{\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let c1 = cus[i];\r\n let nextI = FixIndex(i + 1, cus);\r\n let c2 = cus[nextI];\r\n\r\n\r\n let status = equaln(c2.Length, 0) ? Status.True : c1.Join(c2, false, 1e-4);\r\n if (status === Status.True)\r\n {\r\n cus.splice(nextI, 1);\r\n i--;\r\n }\r\n else if (status === Status.ConverToCircle)\r\n {\r\n cus.length = 0;\r\n let a = c1 as Arc;\r\n cus.push(new Circle(a.Center, a.Radius));\r\n break;\r\n }\r\n }\r\n return cus;\r\n}\r\n\r\nexport function SwapParam(res: IntersectResult[])\r\n{\r\n for (let r of res)\r\n {\r\n let p = r.thisParam;\r\n r.thisParam = r.argParam;\r\n r.argParam = p;\r\n }\r\n return res;\r\n}\r\n\r\nexport function ComputerCurvesNormalOCS(curves: Curve[], allowAutoCalc: boolean = true): Matrix4 | undefined\r\n{\r\n if (!curves || curves.length === 0) return;\r\n\r\n //准备计算多段线的法向量\r\n let normal: Vector3;\r\n let firstV: Vector3;\r\n for (let c of curves)\r\n {\r\n if (c instanceof Arc)\r\n {\r\n normal = c.Normal;\r\n break;\r\n }\r\n else if (firstV)\r\n {\r\n let v = c.GetFistDeriv(0);\r\n v.cross(firstV);\r\n if (!equalv3(v, ZeroVec))\r\n {\r\n normal = v.normalize();\r\n break;\r\n }\r\n }\r\n else\r\n {\r\n let cus = c.Explode() as Curve[];\r\n let ocs = ComputerCurvesNormalOCS(cus, false);\r\n if (ocs)\r\n return ocs;\r\n firstV = c.GetFistDeriv(0);\r\n }\r\n }\r\n\r\n if (!normal && !allowAutoCalc) return;\r\n\r\n let x = new Vector3();\r\n let y = new Vector3();\r\n if (!normal)\r\n {\r\n normal = firstV.normalize();\r\n Orbit.ComputUpDirection(normal, y, x);\r\n [x, y, normal] = [normal, x, y];\r\n }\r\n else\r\n {\r\n if (equalv3(normal, curves[0].Normal.negate()))\r\n normal.negate();\r\n Orbit.ComputUpDirection(normal, y, x);\r\n }\r\n return new Matrix4().makeBasis(x, y, normal).setPosition(curves[0].StartPoint);\r\n}\r\n\r\n\r\nexport function Pts2Polyline(pts: (Vector3 | Vector2)[], isClose: boolean)\r\n{\r\n let pl = new Polyline();\r\n for (let i = 0; i < pts.length; i += 2)\r\n {\r\n let p1 = AsVector3(pts[i]);\r\n let arc: Arc | Line;\r\n let p2: Vector3;\r\n let p3: Vector3;\r\n\r\n if (isClose)\r\n {\r\n p2 = AsVector3(pts[FixIndex(i + 1, pts.length)]);\r\n p3 = AsVector3(pts[FixIndex(i + 2, pts.length)]);\r\n }\r\n else\r\n {\r\n if (i >= pts.length - 2) break;\r\n p2 = AsVector3(pts[i + 1]);\r\n p3 = AsVector3(pts[i + 2]);\r\n }\r\n let v1 = p1.clone().sub(p2);\r\n let v2 = p2.clone().sub(p3);\r\n\r\n if (equaln(v1.angleTo(v2), 0))\r\n arc = new Line(p1, p3);\r\n else\r\n arc = new Arc().FromThreePoint(p1, p2, p3);\r\n pl.Join(arc);\r\n }\r\n return pl;\r\n}\r\n\r\n/**获取矩形信息 */\r\nexport function GetRectData(cu: Curve): { isRect: boolean, size?: Vector3, box?: Box3, OCS?: Matrix4; }\r\n{\r\n if (cu instanceof Polyline)\r\n {\r\n if (!cu.IsClose) return { isRect: false };\r\n\r\n let pts = cu.GetStretchPoints();\r\n if (cu.Area2 < 0)\r\n pts.reverse();\r\n\r\n if (equalv3(pts[0], arrayLast(pts)))\r\n pts.pop();\r\n\r\n if (pts.length < 4) return { isRect: false };\r\n\r\n let xVec: Vector3;\r\n let p1 = pts[0];\r\n\r\n let originIndex = 0;\r\n\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n if (pts[i].y < p1.y)\r\n {\r\n p1 = pts[i];\r\n originIndex = i;\r\n }\r\n else if (equaln(pts[i].y, p1.y))\r\n {\r\n if (pts[i].x < p1.x)\r\n {\r\n p1 = pts[i];\r\n originIndex = i;\r\n }\r\n }\r\n }\r\n\r\n let tempPts = pts.splice(0, originIndex);\r\n pts.push(...tempPts);\r\n\r\n p1 = pts[0];\r\n\r\n\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n let v = pts[i].clone().sub(p1);\r\n if (equalv3(v, ZeroVec))\r\n continue;\r\n if (!xVec)\r\n xVec = v;\r\n else\r\n {\r\n if (isParallelTo(v, xVec))\r\n xVec.copy(v);\r\n else\r\n break;\r\n }\r\n }\r\n\r\n let yVec: Vector3;\r\n\r\n for (let i = pts.length - 1; i > 0; i--)\r\n {\r\n let v = pts[i].clone().sub(p1);\r\n if (equalv3(v, ZeroVec))\r\n continue;\r\n if (!yVec)\r\n yVec = v;\r\n else\r\n {\r\n if (isParallelTo(v, yVec))\r\n yVec.copy(v);\r\n else\r\n break;\r\n }\r\n }\r\n\r\n if (!xVec || !yVec) return { isRect: false };\r\n\r\n //2向量必须垂直\r\n if (!isPerpendicularityTo(xVec.clone().normalize(), yVec.clone().normalize()))\r\n return { isRect: false };\r\n\r\n if (yVec.length() > xVec.length())\r\n [xVec, yVec] = [yVec.negate(), xVec];\r\n\r\n if (xVec.angleTo(XAxis) > Math.PI / 4)\r\n [xVec, yVec] = [yVec.negate(), xVec];\r\n\r\n\r\n let rectOCS = new Matrix4().makeBasis(xVec.normalize(), yVec.normalize(), xVec.clone().cross(yVec));\r\n let rectOCSInv = new Matrix4().getInverse(rectOCS);\r\n\r\n for (let p of pts)\r\n p.applyMatrix4(rectOCSInv);\r\n\r\n let box = new Box3().setFromPoints(pts);\r\n\r\n let size = box.getSize(new Vector3);\r\n if (equaln(size.x * size.y, cu.Area, 0.1))\r\n {\r\n return {\r\n isRect: true,\r\n size,\r\n box,\r\n OCS: rectOCS,\r\n };\r\n }\r\n }\r\n return { isRect: false };\r\n}\r\n\r\nconst PolylineSpliteRectFuzz = 1e-3;\r\n/**封闭多段线 分割成矩形 */\r\nexport function PolylineSpliteRect(outline: Polyline): Polyline[]\r\n{\r\n if (!outline.IsClose || IsRect(outline).isRect)\r\n return [outline];\r\n\r\n let firstDerv = outline.GetFistDeriv(0).normalize();\r\n if (!isParallelTo(firstDerv, XAxis, PolylineSpliteRectFuzz) && !isParallelTo(firstDerv, YAxis, PolylineSpliteRectFuzz)) return [outline];\r\n\r\n let cus = outline.Explode();\r\n let yCus: Curve[] = [];\r\n\r\n for (let c of cus)\r\n {\r\n if (c instanceof Arc) return [outline];\r\n let derv = c.GetFistDeriv(0).normalize();\r\n if (isParallelTo(derv, YAxis, PolylineSpliteRectFuzz))\r\n yCus.push(c);\r\n else\r\n if (!isParallelTo(derv, XAxis, PolylineSpliteRectFuzz))\r\n {\r\n return [outline];\r\n }\r\n }\r\n\r\n yCus.sort((c1, c2) => c1.StartPoint.x - c2.StartPoint.x);\r\n\r\n\r\n let rects: Polyline[] = [];\r\n\r\n for (let i = 0; i < yCus.length - 1; i++)\r\n {\r\n let c1 = yCus[i];\r\n let c2 = yCus[i + 1];\r\n\r\n let x1 = c1.StartPoint.x;\r\n let x2 = c2.StartPoint.x;\r\n if (equaln(x1, x2))\r\n continue;\r\n\r\n let y1: number;\r\n let y2: number;\r\n\r\n let res = c1.IntersectWith2(outline, IntersectOption.ExtendThis);\r\n\r\n let res2 = c2.IntersectWith2(outline, IntersectOption.ExtendThis);\r\n let pars = [...res.map(r => Math.floor(r.argParam)), ...res2.map(r => Math.floor(r.argParam))];\r\n pars = [...new Set(pars)];\r\n pars.sort((a, b) => a - b);\r\n\r\n let ys: number[] = [];\r\n for (let par of pars)\r\n {\r\n let c = outline.GetCurveAtParam(par);\r\n let derv = c.GetFistDeriv(0).normalize();\r\n if (isParallelTo(derv, XAxis, PolylineSpliteRectFuzz))\r\n {\r\n let x3 = c.StartPoint.x;\r\n let x4 = c.EndPoint.x;\r\n if (x3 > x4)\r\n [x3, x4] = [x4, x3];\r\n if (isIntersect(x1, x2, x3, x4, -PolylineSpliteRectFuzz))\r\n ys.push(c.StartPoint.y);\r\n }\r\n }\r\n\r\n if (ys.length < 2) return [outline];\r\n\r\n ys.sort((a, b) => a - b);\r\n\r\n y1 = ys[0];\r\n y2 = arrayLast(ys);\r\n\r\n rects.push(new Polyline().RectangleFrom2Pt(new Vector3(x1, y1), new Vector3(x2, y2)));\r\n }\r\n\r\n return rects;\r\n\r\n}\r\n","import { Box3, BufferGeometry, Line as TLine, Matrix3, Matrix4, Object3D, Vector2, Vector3 } from 'three';\r\nimport { CreateBoardUtil } from '../../ApplicationServices/mesh/createBoard';\r\nimport { arrayLast, arrayRemoveDuplicateBySort, changeArrayStartIndex } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { ComputerCurvesNormalOCS, getDeterminantFor2V } from '../../Common/CurveUtils';\r\nimport { matrixAlignCoordSys, matrixIsCoplane, reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { FixIndex } from '../../Common/Utils';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { AsVector2, AsVector3, equaln, equalv2, equalv3, updateGeometry } from '../../Geometry/GeUtils';\r\nimport { IntersectOption, IntersectPolylineAndCurve } from '../../GraphicsSystem/IntersectWith';\r\nimport { OffsetPolyline } from '../../GraphicsSystem/OffsetPolyline';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { IsPointInPolyLine } from '../PointInPolyline';\r\nimport { Arc } from './Arc';\r\nimport { Curve, ExtendType } from './Curve';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Line } from './Line';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\n\r\nexport interface PolylineProps\r\n{\r\n pt: Vector2,\r\n bul: number;\r\n}\r\n@Factory\r\nexport class Polyline extends Curve\r\n{\r\n private _ClosedMark: boolean = false;\r\n constructor(private _LineData: PolylineProps[] = [])\r\n {\r\n super();\r\n }\r\n\r\n UpdateMatrixTo(m: Matrix4)\r\n {\r\n this.WriteAllObjectRecord();\r\n let p = new Vector3().setFromMatrixPosition(m);\r\n p.applyMatrix4(this.OCSInv);\r\n if (equaln(p.z, 0))\r\n {\r\n let dir = Math.sign(this.Area2);\r\n let tm = matrixAlignCoordSys(this.OCS, m);\r\n for (let p of this._LineData)\r\n {\r\n let p3 = AsVector3(p.pt);\r\n p3.applyMatrix4(tm);\r\n p.pt.set(p3.x, p3.y);\r\n }\r\n this.OCS = m;\r\n let newDir = Math.sign(this.Area2);\r\n if (dir !== newDir)\r\n for (let p of this._LineData)\r\n p.bul *= -1;\r\n }\r\n }\r\n\r\n /**\r\n * 原地翻转,仅改变法向量\r\n */\r\n Flip()\r\n {\r\n this.WriteAllObjectRecord();\r\n let x = new Vector3();\r\n let y = new Vector3();\r\n let z = new Vector3();\r\n this._Matrix.extractBasis(x, y, z);\r\n z.negate();\r\n y.crossVectors(z, x);\r\n let p = this.Position;\r\n this._Matrix.makeBasis(x, y, z).setPosition(p);\r\n\r\n for (let d of this._LineData)\r\n {\r\n d.pt.y *= -1;\r\n d.bul *= -1;\r\n }\r\n this.Update();\r\n return this;\r\n }\r\n\r\n //翻转曲线,首尾调换\r\n Reverse(): this\r\n {\r\n if (this._LineData.length === 0)\r\n return this;\r\n this.WriteAllObjectRecord();\r\n\r\n let pts = [];\r\n let buls = [];\r\n for (let data of this._LineData)\r\n {\r\n pts.push(data.pt);\r\n buls.push(-data.bul);\r\n }\r\n\r\n let lastBul = buls.pop();\r\n buls.reverse();\r\n buls.push(lastBul);\r\n\r\n pts.reverse();\r\n\r\n if (this._ClosedMark && !equalv2(pts[0], arrayLast(pts)))\r\n {\r\n pts.unshift(pts.pop());\r\n buls.unshift(buls.pop());\r\n }\r\n\r\n for (let i = 0; i < pts.length; i++)\r\n {\r\n let d = this._LineData[i];\r\n d.pt = pts[i];\r\n d.bul = buls[i];\r\n }\r\n\r\n return this;\r\n }\r\n set LineData(data: PolylineProps[])\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData = data;\r\n this.Update();\r\n }\r\n get LineData()\r\n {\r\n return this._LineData;\r\n }\r\n\r\n get NumberOfVertices(): number\r\n {\r\n return this._LineData.length;\r\n }\r\n\r\n /**\r\n * 在指定位置插入点.\r\n * 例如:\r\n * pl.AddVertexAt(pl.NumberOfVerticesk,p);//在末尾插入一个点\r\n *\r\n * @param {number} index 索引位置\r\n * @param {Vector2} pt 点\r\n * @returns {this}\r\n * @memberof Polyline\r\n */\r\n AddVertexAt(index: number, pt: Vector2 | Vector2[]): this\r\n {\r\n this.WriteAllObjectRecord();\r\n let pts: PolylineProps[];\r\n if (Array.isArray(pt))\r\n {\r\n pts = pt.map(p =>\r\n {\r\n return {\r\n pt: p.clone(),\r\n bul: 0\r\n };\r\n });\r\n }\r\n else\r\n pts = [{ pt: pt.clone(), bul: 0 }];\r\n\r\n this._LineData.splice(index, 0, ...pts);\r\n this.Update();\r\n return this;\r\n }\r\n RemoveVertexAt(index: number): this\r\n {\r\n if (index < this._LineData.length)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData.splice(index, 1);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n RemoveVertexIn(from: number, to: number): this\r\n {\r\n if (from + 1 < this._LineData.length && to > from)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData.splice(from + 1, to - from - 1);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * 重设闭合多段线的起点\r\n * @param index 起始index,如果index非整数,将用最接近的整数作为起始索引\r\n */\r\n ResetStartPoint(index: number)\r\n {\r\n if (!this.IsClose || index >= this.EndParam) return false;\r\n\r\n if (equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt))\r\n this._LineData.pop();\r\n\r\n changeArrayStartIndex(this._LineData, Math.floor(index + 0.5));\r\n this._LineData.push({\r\n pt: this._LineData[0].pt.clone(),\r\n bul: 0\r\n });\r\n return true;\r\n }\r\n GetPoint2dAt(index: number): Vector2 | undefined\r\n {\r\n if (index >= 0 && this._LineData.length > index)\r\n return this._LineData[index].pt.clone();\r\n }\r\n /**\r\n * 设置指定点的位置\r\n *\r\n * @param {number} index\r\n * @param {Vector2} pt\r\n * @memberof Polyline\r\n */\r\n SetPointAt(index: number, pt: Vector2): this\r\n {\r\n let d = this._LineData[index];\r\n if (d)\r\n {\r\n this.WriteAllObjectRecord();\r\n d.pt.copy(pt);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n for (let i = 0; i <= this.EndParam; i++)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n p.applyMatrix4(m).applyMatrix4(this.OCSInv);\r\n this.SetPointAt(i, AsVector2(p));\r\n }\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n let oldPts = this.GetStretchPoints();\r\n reviseMirrorMatrix(this._Matrix);\r\n for (let i = 0; i < oldPts.length; i++)\r\n {\r\n let newP = oldPts[i].applyMatrix4(this.OCSInv);\r\n let newBul = -this.GetBuilgeAt(i);\r\n this.SetPointAt(i, AsVector2(newP));\r\n this.SetBulgeAt(i, newBul);\r\n }\r\n this.Reverse();\r\n return this;\r\n }\r\n SetBulgeAt(index: number, bul: number): this\r\n {\r\n let d = this._LineData[index];\r\n if (d)\r\n {\r\n this.WriteAllObjectRecord();\r\n d.bul = bul;\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n GetBuilgeAt(index: number): number\r\n {\r\n return this._LineData[index].bul;\r\n }\r\n Rectangle(length: number, height: number): this\r\n {\r\n this.LineData = [\r\n { pt: new Vector2(), bul: 0 },\r\n { pt: new Vector2(length), bul: 0 },\r\n { pt: new Vector2(length, height), bul: 0 },\r\n { pt: new Vector2(0, height), bul: 0 }];\r\n this.CloseMark = true;\r\n return this;\r\n }\r\n RectangleFrom2Pt(p1: Vector3, p2: Vector3): this\r\n {\r\n let box = new Box3();\r\n box.setFromPoints([p2, p1].map((p: Vector3) => p.clone().applyMatrix4(this.OCSInv)));\r\n\r\n let px1 = AsVector2(box.min);\r\n let px3 = AsVector2(box.max);\r\n let px2 = new Vector2(px3.x, px1.y);\r\n let px4 = new Vector2(px1.x, px3.y);\r\n\r\n this.LineData = [\r\n { pt: px1, bul: 0 },\r\n { pt: px2, bul: 0 },\r\n { pt: px3, bul: 0 },\r\n { pt: px4, bul: 0 }];\r\n\r\n this.CloseMark = true;\r\n return this;\r\n }\r\n //多段线起点\r\n get StartPoint()\r\n {\r\n if (this._LineData.length > 0)\r\n return AsVector3(this._LineData[0].pt).applyMatrix4(this.OCS);\r\n return new Vector3();\r\n }\r\n set StartPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n p = p.clone().applyMatrix4(this.OCSInv);\r\n\r\n if (this._LineData.length === 0)\r\n this.AddVertexAt(0, AsVector2(p));\r\n else if (this._LineData.length === 1)\r\n this.SetPointAt(0, AsVector2(p));\r\n else\r\n {\r\n let bul = this.GetBuilgeAt(0);\r\n if (bul !== 0)\r\n {\r\n let arc = this.GetCurveAtParam(0) as Arc;\r\n arc.StartPoint = p;\r\n //前面线的凸度调整\r\n this.SetBulgeAt(0, Math.tan(arc.AllAngle / 4) * Math.sign(bul));\r\n }\r\n this.SetPointAt(0, AsVector2(p));\r\n }\r\n }\r\n get EndPoint()\r\n {\r\n if (this._ClosedMark) return this.StartPoint;\r\n if (this._LineData.length > 0)\r\n return AsVector3(this._LineData[this.EndParam].pt).applyMatrix4(this.OCS);\r\n return new Vector3();\r\n }\r\n set EndPoint(p: Vector3)\r\n {\r\n if (this._LineData.length < 2 || this.CloseMark)\r\n return;\r\n\r\n this.WriteAllObjectRecord();\r\n p = p.clone().applyMatrix4(this.OCSInv);\r\n\r\n let bul = this.GetBuilgeAt(this.EndParam - 1);\r\n if (bul !== 0)\r\n {\r\n let arc = this.GetCurveAtParam(this.EndParam - 1) as Arc;\r\n arc.ApplyMatrix(this.OCSInv);\r\n arc.EndPoint = p;\r\n //前面线的凸度调整\r\n this.SetBulgeAt(this.EndParam - 1, Math.tan(arc.AllAngle / 4) * Math.sign(bul));\r\n }\r\n this.SetPointAt(this.EndParam, AsVector2(p));\r\n }\r\n\r\n get CurveCount(): number\r\n {\r\n return this.EndParam;\r\n }\r\n\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n\r\n /**\r\n * 表示最后一条曲线的终止参数,使用该参数可以直接遍历到多段线的所有子线段. for(i 1 && (equalv3(this.StartPoint, this.EndPoint, 1e-4)));\r\n }\r\n set CloseMark(v: boolean)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._ClosedMark = v;\r\n this.Update();\r\n }\r\n\r\n DigestionCloseMark()\r\n {\r\n if (this._ClosedMark && this._LineData.length > 1)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._ClosedMark = false;\r\n\r\n if (!equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt))\r\n this._LineData.push({ pt: AsVector2(this._LineData[0].pt), bul: 0 });\r\n }\r\n }\r\n\r\n get Length()\r\n {\r\n return this.Explode().reduce((l, cu) => l + cu.Length, 0);\r\n }\r\n\r\n /**\r\n * 获得指定参数所在的点.\r\n * 当曲线存在闭合标志时,参数必须在曲线内部.\r\n * 当曲线不存在闭合标志时,参数允许延伸出曲线.\r\n *\r\n * @param {number} param 参数\r\n * @returns {Vector3} 三维点,可为空\r\n * @memberof Polyline\r\n */\r\n GetPointAtParam(param: number): Vector3\r\n {\r\n if (param === Math.floor(param) && this.ParamOnCurve(param))\r\n return AsVector3(this.GetPoint2dAt(FixIndex(param, this.NumberOfVertices))).applyMatrix4(this.OCS);\r\n let cu: Curve = this.GetCurveAtParam(param);\r\n if (cu)\r\n return cu.GetPointAtParam(this.GetCurveParamAtParam(param));\r\n return undefined;\r\n }\r\n\r\n GetDistAtParam(param: number): number\r\n {\r\n if (this._ClosedMark && !this.ParamOnCurve(param))\r\n return NaN;\r\n\r\n //参数 整数\r\n let paramFloor = Math.floor(param);\r\n //需要计算的曲线个数\r\n let cuCout = paramFloor > this.EndParam ? this.EndParam : paramFloor;\r\n\r\n let dist = 0;\r\n //首先计算完整曲线的长度\r\n for (let i = 0; i < cuCout; i++)\r\n {\r\n dist += this.GetCurveAtIndex(i).Length;\r\n }\r\n\r\n //参数已经大于索引,证明参数在线外.\r\n if (paramFloor !== cuCout)\r\n {\r\n dist += this.GetCurveAtParam(param).GetDistAtParam(param - cuCout);\r\n }\r\n else if (param > paramFloor)\r\n {\r\n let lastParam = param - paramFloor;\r\n dist += this.GetCurveAtParam(param).GetDistAtParam(lastParam);\r\n }\r\n\r\n return dist;\r\n }\r\n GetPointAtDistance(dist: number): Vector3\r\n {\r\n let param = this.GetParamAtDist(dist);\r\n return this.GetPointAtParam(param);\r\n }\r\n\r\n /**\r\n * 返回参数所在的点. 如果曲线不闭合,会试图返回延伸点参数\r\n *\r\n * @param {Vector3} pt\r\n * @returns {number}\r\n * @memberof Polyline\r\n */\r\n GetParamAtPoint(pt: Vector3): number\r\n {\r\n let cus = this.Explode();\r\n if (cus.length === 0) return NaN;\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu = cus[i];\r\n let param = cu.GetParamAtPoint(pt);\r\n if (cu.ParamOnCurve(param))\r\n return i + param; //返回点在曲线内部的参数\r\n }\r\n\r\n //当曲线闭合时,不需要延伸首尾去判断参数\r\n if (this._ClosedMark) return NaN;\r\n\r\n //起点终点参数集合\r\n let seParams: number[] = [];\r\n //点在第一条曲线上的参数\r\n let startParam = cus[0].GetParamAtPoint(pt);\r\n if (!isNaN(startParam) && startParam < 0)\r\n seParams.push(startParam);\r\n //点在最后一条线上的参数\r\n let endParam = cus[cus.length - 1].GetParamAtPoint(pt);\r\n if (!isNaN(endParam) && endParam > 0)\r\n seParams.push(endParam + this.EndParam - 1);\r\n\r\n if (seParams.length == 1)\r\n {\r\n return seParams[0];\r\n }\r\n else if (seParams.length == 2)\r\n {\r\n //返回较近的参数\r\n if (pt.distanceToSquared(this.StartPoint)\r\n < pt.distanceToSquared(this.EndPoint))\r\n return seParams[0];\r\n else\r\n return seParams[1];\r\n }\r\n return NaN;\r\n }\r\n GetParamAtDist(dist: number): number\r\n {\r\n let cus = this.Explode();\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu = cus[i];\r\n let len = cu.Length;\r\n if (dist <= len)\r\n return i + cu.GetParamAtDist(dist);\r\n else if (equaln(dist, len, 1e-8))\r\n return i + 1;\r\n dist -= len;\r\n }\r\n if (!this._ClosedMark)\r\n return cus.length + cus[cus.length - 1].GetParamAtDist(dist);\r\n\r\n return NaN;\r\n }\r\n GetDistAtPoint(pt: Vector3): number\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n if (!this.ParamOnCurve(param)) return NaN;\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n /**\r\n * 返回曲线的一阶导数.\r\n * 当曲线闭合(标志)且点不在曲线上.\r\n * 或者曲线不闭合(标志) 且点不在曲线上也不在延伸上\r\n *\r\n * @param {(number | Vector3)} param\r\n * @returns {Vector3}\r\n * @memberof Polyline\r\n */\r\n GetFistDeriv(param: number | Vector3): Vector3\r\n {\r\n if (param instanceof Vector3)\r\n param = this.GetParamAtPoint(param);\r\n\r\n if (isNaN(param))\r\n return undefined;\r\n\r\n let cu = this.GetCurveAtParam(param);\r\n\r\n if (!cu) return undefined;\r\n\r\n return cu.GetFistDeriv(this.GetCurveParamAtParam(param));\r\n }\r\n GetSplitCurves(param: number[] | number): Array\r\n {\r\n //参数需要转化为参数数组\r\n let params: number[];\r\n if (typeof param == \"number\")\r\n params = [param];\r\n else\r\n params = param;\r\n\r\n //校验参数在曲线中,修正参数\r\n let endParam = this.EndParam;\r\n params = params.filter(p => this.ParamOnCurve(p) && p > -1e-6)\r\n .map(a =>\r\n {\r\n if (a < 0) return 0;\r\n if (a > endParam) return endParam;\r\n if (equaln(a, Math.floor(a + 0.5), 1e-8))\r\n return Math.floor(a + 0.5);\r\n return a;\r\n });\r\n //排序\r\n params.sort((a, b) => a - b);\r\n let hasEndParam = arrayLast(params) === this.EndParam;\r\n //必须加入最后一个参数,保证切割后的曲线完整\r\n if (!hasEndParam)\r\n params.push(this.EndParam);\r\n arrayRemoveDuplicateBySort(params, (e1, e2) => equaln(e1, e2, 1e-8));\r\n params = params.filter(p => this.ParamOnCurve(p));\r\n if (params.length === 0)\r\n return [];\r\n\r\n //判断是否存在0参数\r\n let hasZeroParam = params[0] === 0;\r\n if (hasZeroParam)\r\n params.shift();\r\n\r\n let { pts, buls } = this.PtsBuls;\r\n\r\n //返回的多段线集合\r\n let pls: Polyline[] = [];\r\n\r\n let len = 0;//已经走过的参数长度(整数)\r\n\r\n //上一个切割参数的位置 0-1\r\n let prePa = 0;\r\n for (let pa of params)\r\n {\r\n //参数所在点\r\n let pt = AsVector2(this.GetPointAtParam(pa).applyMatrix4(this.OCSInv));\r\n pa -= len;\r\n let pafloor = Math.floor(pa);\r\n len += pafloor;\r\n\r\n let plData: PolylineProps[] = [];\r\n\r\n //添加点\r\n for (let i = 0; i < pafloor; i++)\r\n {\r\n if (i === 0 && !equaln(buls[0], 0, 1e-8))\r\n {\r\n buls[0] = Math.tan((1 - prePa) * Math.atan(buls[0]));\r\n }\r\n plData.push({ pt: pts[0], bul: buls[0] });\r\n pts.shift();\r\n buls.shift();\r\n }\r\n\r\n if (equaln(pa, pafloor, 1e-8))//如果pa在点上\r\n {\r\n plData.push({ pt: pts[0].clone(), bul: buls[0] });\r\n }\r\n else //在曲线上\r\n {\r\n let bul: number = buls[0];\r\n if (!equaln(bul, 0, 1e-6))\r\n bul = Math.tan((pa - pafloor - (0 === pafloor ? prePa : 0)) * Math.atan(buls[0])); //->凸度\r\n\r\n //加入顶点+凸度\r\n plData.push({ pt: pts[0].clone(), bul });\r\n //终点\r\n plData.push({ pt, bul: 0 });\r\n\r\n //修正剩余的点表和凸度表\r\n pts[0].copy(pt);\r\n }\r\n\r\n prePa = pa - pafloor;\r\n if (plData.length > 1)\r\n pls.push(new Polyline(plData).ApplyMatrix(this.OCS));\r\n }\r\n\r\n //当曲线为闭合曲线,并且不存在0切割参数时,首尾连接曲线\r\n if (this._ClosedMark && !hasZeroParam && !hasEndParam)\r\n {\r\n let lastPl = pls[pls.length - 1];\r\n if (equalv2(arrayLast(lastPl._LineData).pt, pls[0]._LineData[0].pt))\r\n lastPl._LineData.pop();\r\n\r\n lastPl._LineData.push(...pls[0]._LineData);\r\n\r\n pls.shift();\r\n }\r\n return pls;\r\n }\r\n\r\n //未完善\r\n GetCurveAtParamRange(startParam: number, endParam: number): Array\r\n {\r\n let sfloor = Math.floor(startParam + 0.5);\r\n if (equaln(sfloor, startParam, 1e-8)) startParam = sfloor;\r\n else sfloor = Math.floor(startParam);\r\n let efloor = Math.floor(endParam + 0.5);\r\n if (equaln(efloor, endParam, 1e-8)) endParam = efloor;\r\n else efloor = Math.floor(efloor);\r\n\r\n const GetCurve = (index: number) =>\r\n {\r\n let d = this._LineData[index];\r\n let next = this._LineData[index + 1];\r\n if (!equaln(d.bul, 0, 1e-8))\r\n return new Arc().ParseFromBul(d.pt, next.pt, d.bul);\r\n else\r\n return new Line(AsVector3(d.pt), AsVector3(next.pt));\r\n };\r\n\r\n let lined: PolylineProps[] = [];\r\n if (startParam === sfloor)\r\n {\r\n let d = this._LineData[sfloor];\r\n lined.push({ pt: d.pt.clone(), bul: d.bul });\r\n }\r\n else\r\n {\r\n let d = this._LineData[sfloor];\r\n let cu = GetCurve(sfloor);\r\n let remParam = startParam - sfloor;\r\n let p = cu.GetPointAtParam(remParam);\r\n let bul = d.bul;\r\n if (!equaln(bul, 0))\r\n bul = Math.tan(Math.atan(bul) * (1 - remParam));\r\n lined.push({ pt: AsVector2(p), bul: bul });\r\n }\r\n\r\n for (let i = sfloor + 1; i < efloor; i++)\r\n {\r\n let d = this._LineData[i];\r\n lined.push({ pt: d.pt.clone(), bul: d.bul });\r\n }\r\n\r\n if (efloor !== endParam)\r\n {\r\n let d = this.LineData[efloor];\r\n let remParam = endParam - efloor;\r\n let cu = GetCurve(efloor);\r\n let p = cu.GetPointAtParam(remParam);\r\n let bul = d.bul;\r\n if (!equaln(bul, 0))\r\n {\r\n arrayLast(lined).bul = Math.tan(Math.atan(bul) * remParam);\r\n bul = Math.tan(Math.atan(bul) * (1 - remParam));\r\n }\r\n lined.push({ pt: AsVector2(p), bul });\r\n }\r\n\r\n let pl = new Polyline(lined);\r\n pl.OCS = this.OCSNoClone;\r\n return;\r\n }\r\n\r\n Extend(newParam: number)\r\n {\r\n if (this.CloseMark || this.ParamOnCurve(newParam)) return;\r\n\r\n this.WriteAllObjectRecord();\r\n\r\n let ptIndex: number;\r\n let bulIndex: number;\r\n\r\n if (newParam < 0)\r\n {\r\n ptIndex = 0;\r\n bulIndex = 0;\r\n }\r\n else if (newParam > this.EndParam)\r\n {\r\n ptIndex = this.EndParam;\r\n bulIndex = ptIndex - 1;\r\n }\r\n\r\n //修改顶点\r\n this._LineData[ptIndex].pt = AsVector2(this.GetPointAtParam(newParam).applyMatrix4(this.OCSInv));\r\n\r\n //修改凸度\r\n let oldBul = this._LineData[bulIndex].bul;\r\n if (oldBul != 0)\r\n this._LineData[bulIndex].bul = Math.tan(Math.atan(oldBul) * (1 + newParam - ptIndex));\r\n\r\n this.Update();\r\n }\r\n\r\n //const this\r\n MatrixAlignTo2(toMatrix: Matrix4)\r\n {\r\n if (!matrixIsCoplane(this._Matrix, toMatrix, 1e-4))\r\n return this.PtsBuls;\r\n\r\n let m = matrixAlignCoordSys(this._Matrix, toMatrix);\r\n\r\n let z1 = this.Normal;\r\n let z2 = new Vector3().setFromMatrixColumn(toMatrix, 2);\r\n let isMirror = equalv3(z1, z2.negate());\r\n\r\n let pts: Vector2[] = [];\r\n let buls: number[] = [];\r\n for (let d of this._LineData)\r\n {\r\n let p = AsVector2(AsVector3(d.pt).applyMatrix4(m));\r\n pts.push(p);\r\n buls.push(isMirror ? -d.bul : d.bul);\r\n }\r\n return { pts, buls };\r\n }\r\n\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-4)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (this._ClosedMark)\r\n return Status.False;\r\n\r\n let [sp, ep, cuSp, cuEp] = [this.StartPoint, this.EndPoint, cu.StartPoint, cu.EndPoint];\r\n\r\n let ocsInv = this.OCSInv;\r\n let [cuSp2, cuEp2] = [cuSp, cuEp].map(p => AsVector2(p.clone().applyMatrix4(ocsInv)));\r\n\r\n if (this._LineData.length === 0)\r\n {\r\n if (cu instanceof Line)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (cu instanceof Arc)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: cu.Bul });\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (cu instanceof Polyline)\r\n {\r\n let f = new CADFiler();\r\n cu.WriteFile(f);\r\n this.ReadFile(f);\r\n }\r\n else\r\n return Status.False;\r\n }\r\n else\r\n {\r\n enum LinkType\r\n {\r\n None = 0,\r\n SpSp = 1,\r\n SpEp = 2,\r\n EpSp = 3,\r\n EpEp = 4,\r\n };\r\n\r\n let spspDisSq = cuSp.distanceToSquared(sp);\r\n let spepDisSq = cuSp.distanceToSquared(ep);\r\n let epspDisSq = cuEp.distanceToSquared(sp);\r\n let epepDisSq = cuEp.distanceToSquared(ep);\r\n let minDis = tolerance * tolerance;\r\n\r\n let linkType = LinkType.None;\r\n\r\n if (spspDisSq < minDis)\r\n {\r\n linkType = LinkType.SpSp;\r\n minDis = spspDisSq;\r\n }\r\n\r\n if (spepDisSq < minDis)\r\n {\r\n linkType = LinkType.SpEp;\r\n minDis = spepDisSq;\r\n }\r\n\r\n if (epspDisSq < minDis)\r\n {\r\n linkType = LinkType.EpSp;\r\n minDis = epspDisSq;\r\n }\r\n\r\n if (epepDisSq < minDis)\r\n linkType = LinkType.EpEp;\r\n\r\n if (linkType === LinkType.None)\r\n return Status.False;\r\n\r\n if (cu instanceof Line)\r\n {\r\n if (linkType === LinkType.SpSp)\r\n {\r\n this._LineData.unshift({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n this._LineData.unshift({ pt: cuSp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n }\r\n }\r\n else if (cu instanceof Arc)\r\n {\r\n let dir = equalv3(this.Normal, cu.Normal.negate()) ? -1 : 1;\r\n let bul = cu.Bul * dir;\r\n if (linkType === LinkType.SpSp)\r\n {\r\n this._LineData.unshift({ pt: cuEp2, bul: -bul });\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n arrayLast(this._LineData).bul = bul;\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n this._LineData.unshift({ pt: cuSp2, bul: bul });\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n arrayLast(this._LineData).bul = -bul;\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n }\r\n }\r\n else if (cu instanceof Polyline)\r\n {\r\n if (cu.CloseMark) return Status.False;\r\n\r\n let { pts, buls } = this.PtsBuls;\r\n\r\n if (linkType === LinkType.SpSp)\r\n {\r\n cu.Reverse();\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n cuPtsBul.pts.pop();\r\n cuPtsBul.buls.pop();\r\n pts = cuPtsBul.pts.concat(pts);\r\n buls = cuPtsBul.buls.concat(buls);\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n pts.pop();\r\n buls.pop();\r\n\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n pts = pts.concat(cuPtsBul.pts);\r\n buls = buls.concat(cuPtsBul.buls);\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n cuPtsBul.pts.pop();\r\n cuPtsBul.buls.pop();\r\n pts = cuPtsBul.pts.concat(pts);\r\n buls = cuPtsBul.buls.concat(buls);\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n pts.pop();\r\n buls.pop();\r\n\r\n cu.Reverse();\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n pts = pts.concat(cuPtsBul.pts);\r\n buls = buls.concat(cuPtsBul.buls);\r\n }\r\n\r\n this._LineData.length = 0;\r\n for (let i = 0; i < pts.length; i++)\r\n {\r\n this._LineData.push({ pt: pts[i], bul: buls[i] });\r\n }\r\n }\r\n else\r\n return Status.False;\r\n }\r\n\r\n //在上面的其他分支已经返回了假 所以这里直接返回真.\r\n this.Update();\r\n return Status.True;\r\n }\r\n\r\n /**\r\n * 将曲线数组组合成多段线\r\n * @param curves 已经使用CurveLinked的数组,总是首尾相连\r\n * @returns\r\n */\r\n static Combine(curves: Curve[], tolerance = 1e-5): Polyline | undefined\r\n {\r\n if (!curves || curves.length === 0) return;\r\n\r\n let pl = new Polyline;\r\n pl.OCS = ComputerCurvesNormalOCS(curves);\r\n\r\n for (let cu of curves)\r\n pl.Join(cu, false, tolerance);\r\n\r\n let d = pl.LineData;\r\n if (d.length > 1)\r\n {\r\n let ld = arrayLast(d).pt;\r\n if (equalv2(d[0].pt, ld, tolerance))\r\n ld.copy(d[0].pt);\r\n }\r\n\r\n return pl;\r\n }\r\n\r\n PtOnCurve(pt: Vector3): boolean\r\n {\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let c = this.GetCurveAtIndex(i);\r\n if (c.PtOnCurve(pt))\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let c = this.GetCurveAtIndex(i);\r\n if (c.PtOnCurve3(p, fuzz))\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n PtInCurve(pt: Vector3)\r\n {\r\n return this.IsClose && IsPointInPolyLine(this, pt);\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n return this.GetClosestPointTo2(pt, extend ? ExtendType.Both : ExtendType.None);\r\n }\r\n GetClosestPointTo2(pt: Vector3, extType: ExtendType): Vector3\r\n {\r\n //当曲线空时,返回空\r\n if (this.EndParam < 1) return undefined;\r\n //当有闭合标志时,曲线在任何位置都不延伸\r\n if (this._ClosedMark) extType = ExtendType.None;\r\n\r\n //最近点\r\n let ptC = undefined;\r\n //最近点的距离\r\n let ptCDist = Infinity;\r\n\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let cu = this.GetCurveAtIndex(i);\r\n\r\n //前延伸\r\n if (i === 0 && (extType & ExtendType.Front) > 0)\r\n {\r\n let ptCFirst = cu.GetClosestPointTo(pt, true);\r\n if (cu.GetParamAtPoint(ptCFirst) <= 1)\r\n {\r\n ptC = ptCFirst;\r\n ptCDist = ptC.distanceToSquared(pt);\r\n }\r\n if (extType === ExtendType.Front)\r\n continue;\r\n }\r\n\r\n let ptCloseNew: Vector3; //新的最近点\r\n\r\n //后延伸 (此处与前延伸分开if 如果线只有一段,那么前后延伸都能同时触发)\r\n if (i === (this.EndParam - 1) && (extType & ExtendType.Back) > 0)\r\n {\r\n let ptCLast = cu.GetClosestPointTo(pt, true);\r\n if (cu.GetParamAtPoint(ptCLast) >= 0)\r\n ptCloseNew = ptCLast;\r\n else //如果延伸之后并不在曲线或者曲线的后延伸上\r\n ptCloseNew = cu.EndPoint;\r\n }\r\n else\r\n {\r\n ptCloseNew = cu.GetClosestPointTo(pt, false);\r\n }\r\n\r\n let newDist = ptCloseNew.distanceToSquared(pt);\r\n if (newDist < ptCDist)\r\n {\r\n ptC = ptCloseNew;\r\n ptCDist = newDist;\r\n }\r\n }\r\n\r\n return ptC;\r\n }\r\n //偏移\r\n GetOffsetCurves(offsetDist: number): Array\r\n {\r\n if (equaln(offsetDist, 0)) return [];\r\n let polyOffestUtil = new OffsetPolyline(this, offsetDist);\r\n let curves = polyOffestUtil.Do();\r\n for (let cu of curves)\r\n cu.ColorIndex = this.ColorIndex;\r\n return curves;\r\n }\r\n GetFeedingToolPath(offsetDist: number): Array\r\n {\r\n if (equaln(offsetDist, 0)) return [];\r\n let polyOffestUtil = new OffsetPolyline(this, offsetDist, true);\r\n return polyOffestUtil.Do();\r\n }\r\n /**\r\n * 分解\r\n */\r\n Explode(): Curve[]\r\n {\r\n let exportCus: Curve[] = [];\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n exportCus.push(this.GetCurveAtIndex(i));\r\n }\r\n return exportCus;\r\n }\r\n\r\n /**\r\n * 根据参数得到参数所在的子曲线.\r\n *\r\n * 当曲线存在闭合标志时,参数必须在曲线内部,否则返回空.\r\n *\r\n * @param {number} param 参数值\r\n * @returns {Curve} 曲线(直线或者圆弧) 或空\r\n * @memberof Polyline\r\n */\r\n GetCurveAtParam(param: number): Curve\r\n {\r\n if (this._ClosedMark && !this.ParamOnCurve(param))\r\n return undefined;\r\n\r\n if (param < 0)\r\n return this.GetCurveAtIndex(0);\r\n else if (param >= this.EndParam)\r\n return this.GetCurveAtIndex(this.EndParam - 1);\r\n else return this.GetCurveAtIndex(Math.floor(param));\r\n }\r\n\r\n /**\r\n * 得到参数在子曲线中的表示\r\n *\r\n * @param {number} param 参数在多段线中表示\r\n * @returns {number} 参数在子曲线中表示\r\n * @memberof Polyline\r\n */\r\n GetCurveParamAtParam(param: number): number\r\n {\r\n if (param >= this.EndParam) param -= this.EndParam - 1;\r\n else if (param > 0) param -= Math.floor(param);\r\n\r\n return param;\r\n }\r\n\r\n /**\r\n * 获得曲线,来自索引位置.\r\n * @param {number} i 索引位置 整数\r\n */\r\n GetCurveAtIndex(i: number): Curve\r\n {\r\n if (i >= this._LineData.length) return undefined;\r\n\r\n if (!this.ParamOnCurve(i)) return undefined;\r\n\r\n if (!this._ClosedMark && i === this._LineData.length - 1) return undefined;\r\n\r\n let d1 = this._LineData[i];\r\n let d2 = this._LineData[FixIndex(i + 1, this._LineData)];\r\n\r\n let curve: Curve;\r\n if (equaln(d1.bul, 0, 1e-8))\r\n curve = new Line(AsVector3(d1.pt), AsVector3(d2.pt)).ApplyMatrix(this.OCS);\r\n else\r\n curve = new Arc().ParseFromBul(d1.pt, d2.pt, d1.bul).ApplyMatrix(this.OCS);\r\n\r\n curve.ColorIndex = this._Color;\r\n return curve;\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-5)\r\n {\r\n return IntersectPolylineAndCurve(this, curve, intType, tolerance);\r\n }\r\n\r\n //计算自交点.\r\n IntersectSelf(): number[]\r\n {\r\n let cus = this.Explode();\r\n if (cus.length === 0) return [];\r\n\r\n let intParams: number[] = [];\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let c = cus[i];\r\n for (let j = i + 2; j < cus.length; j++)\r\n {\r\n let c2 = cus[j];\r\n let pts = c.IntersectWith(c2, IntersectOption.OnBothOperands);\r\n\r\n for (let p of pts)\r\n {\r\n intParams.push(i + c.GetParamAtPoint(p));\r\n intParams.push(j + c2.GetParamAtPoint(p));\r\n }\r\n }\r\n }\r\n return intParams;\r\n }\r\n\r\n get BoundingBox()\r\n {\r\n let box = new Box3();\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let cu = this.GetCurveAtIndex(i);\r\n box.union(cu.BoundingBox);\r\n }\r\n return box;\r\n }\r\n\r\n /**\r\n * 得到曲线有用的点表和凸度(闭合曲线首尾重复)\r\n */\r\n get PtsBuls(): { pts: Vector2[], buls: number[]; }\r\n {\r\n let pts: Vector2[] = [];\r\n let buls: number[] = [];\r\n\r\n if (this._LineData.length === 0)\r\n return { pts, buls };\r\n\r\n for (let data of this._LineData)\r\n {\r\n pts.push(data.pt.clone());\r\n buls.push(data.bul);\r\n }\r\n //闭合且起点不等于终点\r\n if (this._ClosedMark &&\r\n !this._LineData[0].pt.equals(arrayLast(this._LineData).pt))\r\n {\r\n pts.push(pts[0].clone());\r\n buls.push(buls[0]);\r\n }\r\n\r\n return { pts, buls };\r\n }\r\n get IsBulge()\r\n {\r\n if (!this.IsClose) return false;\r\n\r\n let refDir = Math.sign(this.Area2);\r\n let c1: Curve;\r\n let c2: Curve;\r\n\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n c1 = this.GetCurveAtIndex(i);\r\n c2 = this.GetCurveAtIndex(FixIndex(i + 1, this.EndParam));\r\n\r\n let len1 = c1.Length;\r\n let len2 = c2.Length;\r\n let minLen = Math.min(len1, len2) * 0.2;\r\n\r\n let p = c1.EndPoint;\r\n let p1: Vector3;\r\n let p2: Vector3;\r\n\r\n if (c1 instanceof Arc)\r\n {\r\n let dir = c1.IsClockWise ? -1 : 1;\r\n if (dir !== refDir)\r\n return false;\r\n p1 = c1.GetPointAtDistance(len1 - minLen);\r\n }\r\n else\r\n p1 = c1.StartPoint;\r\n\r\n if (c2 instanceof Arc)\r\n {\r\n let dir = c2.IsClockWise ? -1 : 1;\r\n if (dir !== refDir)\r\n return false;\r\n p2 = c2.GetPointAtDistance(minLen);\r\n }\r\n else\r\n p2 = c2.EndPoint;\r\n\r\n let vec1 = p.clone().sub(p1);\r\n let vec2 = p2.sub(p);\r\n let dir = Math.sign(vec1.cross(vec2).z);\r\n\r\n if (dir !== 0 && dir !== refDir)\r\n return false;\r\n }\r\n return true;\r\n }\r\n get Shape()\r\n {\r\n let { pts, buls } = this.PtsBuls;\r\n let curve = CreateBoardUtil.CreatePath(pts, buls);\r\n return curve;\r\n }\r\n get SVG()\r\n {\r\n let sp = this.StartPoint;\r\n let str = `M${sp.x} ${sp.y} `;\r\n for (let i = 1; i <= this.EndParam; i++)\r\n {\r\n let bul = this.GetBuilgeAt(i - 1);\r\n let p = this.GetPointAtParam(i);\r\n if (bul === 0)\r\n str += `L${p.x} ${p.y} `;\r\n else\r\n {\r\n let arc = this.GetCurveAtIndex(i - 1) as Arc;\r\n str += `A ${arc.Radius} ${arc.Radius} 0 ${Math.abs(bul) >= 1 ? 1 : 0} ${arc.IsClockWise ? 0 : 1} ${p.x} ${p.y}`;\r\n }\r\n }\r\n return str;\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let shape = this.Shape;\r\n\r\n let geo = BufferGeometryUtils.CreateFromPts(shape.getPoints(50).map(AsVector3));\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry().setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n let obj = new TLine(geo, ColorMaterial.GetLineMaterial(this._Color));\r\n return obj;\r\n }\r\n UpdateDrawObject(type: RenderType, en: Object3D)\r\n {\r\n let shape = this.Shape;\r\n let pts = shape.getPoints(50).map(AsVector3);\r\n let plObj = en as TLine;\r\n let geo = plObj.geometry as BufferGeometry;\r\n if (!BufferGeometryUtils.UpdatePts(geo, pts))\r\n {\r\n updateGeometry(plObj, BufferGeometryUtils.CreateFromPts(pts));\r\n }\r\n }\r\n\r\n GetDragPointCount(drag: DragPointType): number\r\n {\r\n if (drag === DragPointType.Grip)\r\n {\r\n let count = this.EndParam * 2 + 1;\r\n if (this.CloseMark) count--;\r\n return count;\r\n }\r\n else\r\n {\r\n return this._LineData.length;\r\n }\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return this.GetStretchPoints();\r\n case ObjectSnapMode.Mid:\r\n let midPts = [];\r\n let enParam = this.EndParam;\r\n for (let i = 0.5; i < enParam; i++)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n p && midPts.push(p);\r\n }\r\n return midPts;\r\n case ObjectSnapMode.Nea:\r\n {\r\n let nea: Vector3[] = [];\r\n for (let cu of this.Explode())\r\n {\r\n let neaa = cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform);\r\n if (neaa)\r\n nea.push(...neaa);\r\n }\r\n return nea;\r\n }\r\n case ObjectSnapMode.Ext:\r\n {\r\n let cp = this.GetClosestPointTo(pickPoint, true);\r\n if (cp)\r\n return [cp];\r\n break;\r\n }\r\n case ObjectSnapMode.Cen:\r\n let cenPts: Vector3[] = [];\r\n for (let i = 0; i < this._LineData.length; i++)\r\n {\r\n let data = this._LineData[i];\r\n if (!equaln(data.bul, 0))\r\n {\r\n let cu = this.GetCurveAtIndex(i) as Arc;\r\n if (cu)//end bul !== 0 但是并没有圆弧\r\n cenPts.push(cu.Center);\r\n }\r\n }\r\n return cenPts;\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n let cp = this.GetClosestPointTo(pickPoint, false);\r\n if (!cp) return [];\r\n let cparam = this.GetParamAtPoint(cp);\r\n let cu = this.GetCurveAtParam(cparam);\r\n if (cu)\r\n {\r\n let closestPt = cu.GetClosestPointTo(lastPoint, true);\r\n if (closestPt && this.PtOnCurve(closestPt))\r\n return [closestPt];\r\n }\r\n }\r\n case ObjectSnapMode.Tan:\r\n if (lastPoint)\r\n {\r\n let clostPt = this.GetClosestPointTo(pickPoint, false);\r\n if (!clostPt) return [];\r\n let par = this.GetParamAtPoint(clostPt);\r\n let cu = this.GetCurveAtParam(par);\r\n if (cu instanceof Arc)\r\n return cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint);\r\n return [];\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n GetGripPoints(): Array\r\n {\r\n let ptList: Vector3[] = [];\r\n if (this._LineData.length < 2)\r\n return ptList;\r\n\r\n let enParam = this.EndParam;\r\n if (this.CloseMark) enParam -= 0.5;\r\n for (let i = 0; i < enParam + 0.5; i += 0.5)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n ptList.push(p);\r\n }\r\n return ptList;\r\n }\r\n MoveGripPoints(indexList: number[], moveVec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let moveVLoc = AsVector2(moveVec.clone().applyMatrix4(new Matrix4().extractRotation(this.OCSInv)));\r\n\r\n let calcIndexList = indexList;\r\n if (indexList.length > 1)\r\n {\r\n let centerIndexes = indexList.filter(i => i % 2 === 0);\r\n if (centerIndexes.length > 0)\r\n calcIndexList = centerIndexes;\r\n }\r\n\r\n for (let index of calcIndexList)\r\n {\r\n if (index % 2 === 0)\r\n {\r\n let cuIndex = index / 2;\r\n\r\n let ptCout = this._LineData.length;\r\n\r\n let frontIndex = cuIndex - 1;\r\n if (this._ClosedMark)\r\n frontIndex = FixIndex(frontIndex, ptCout);\r\n\r\n if (frontIndex >= 0 && this.GetBuilgeAt(frontIndex))\r\n {\r\n let arc = this.GetCurveAtIndex(frontIndex) as Arc;\r\n arc.MoveGripPoints([2], moveVec);\r\n this._LineData[frontIndex].bul = arc.Bul;\r\n }\r\n if ((cuIndex !== ptCout - 1) && this.GetBuilgeAt(cuIndex))\r\n {\r\n let arc = this.GetCurveAtIndex(cuIndex) as Arc;\r\n arc.MoveGripPoints([0], moveVec);\r\n this._LineData[cuIndex].bul = arc.Bul;\r\n }\r\n this._LineData[cuIndex].pt.add(moveVLoc);\r\n }\r\n else\r\n {\r\n let ptIndex = (index - 1) / 2;\r\n let nextIndex = (FixIndex(ptIndex + 1, this._LineData));\r\n let d = this._LineData[ptIndex];\r\n if (d.bul == 0)\r\n {\r\n this._LineData[ptIndex].pt.add(moveVLoc);\r\n this._LineData[nextIndex].pt.add(moveVLoc);\r\n }\r\n else\r\n {\r\n let arc = this.GetCurveAtIndex(ptIndex) as Arc;\r\n arc.MoveGripPoints([1], moveVec);\r\n this._LineData[ptIndex].bul = arc.Bul;\r\n }\r\n }\r\n }\r\n\r\n this.Update();\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n let ocs = this.OCS;\r\n let ptList: Vector3[] = [];\r\n for (let data of this._LineData)\r\n {\r\n ptList.push(AsVector3(data.pt).applyMatrix4(ocs));\r\n }\r\n return ptList;\r\n }\r\n\r\n /**\r\n * 范围拉伸(stretch),对夹点进行拉伸.\r\n * 如果对圆弧的一侧进行拉伸,那么修改bul\r\n *\r\n * @param {Array} indexList\r\n * @param {Vector3} vec\r\n * @memberof Polyline\r\n */\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n //本地坐标系移动向量\r\n let moveVLoc = vec.clone().applyMatrix4(new Matrix4().extractRotation(this.OCSInv));\r\n\r\n let ptCout = this._LineData.length;\r\n\r\n for (let index of indexList)\r\n {\r\n let frontIndex = index - 1;\r\n let nextIndex = index + 1;\r\n if (this._ClosedMark)\r\n {\r\n frontIndex = FixIndex(frontIndex, ptCout);\r\n nextIndex = FixIndex(nextIndex, ptCout);\r\n }\r\n\r\n /**\r\n * 根据新的拉伸点修改凸度.\r\n *\r\n * @param {number} nextIndex 隔壁点索引\r\n * @param {number} bulIndex 需要修改凸度位置的索引\r\n * @returns\r\n */\r\n const ChangeBul = (nextIndex: number, bulIndex: number) =>\r\n {\r\n //需要修改的点的数据\r\n let d = this._LineData[bulIndex];\r\n if (d === undefined || d.bul == 0) return;\r\n\r\n //如果隔壁点不在拉伸列表中\r\n if (indexList.indexOf(nextIndex) === -1)\r\n {\r\n let needChangeP = this.GetPointAtParam(index);\r\n let notChangeP = this.GetPointAtParam(nextIndex);\r\n\r\n //原先的弦长的一半\r\n let oldChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5;\r\n\r\n //弓高\r\n let arcHeight = oldChordLengthHalf * d.bul;\r\n\r\n needChangeP.add(vec);\r\n\r\n let newChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5;\r\n\r\n d.bul = arcHeight / newChordLengthHalf;\r\n }\r\n };\r\n\r\n ChangeBul(frontIndex, frontIndex);\r\n ChangeBul(nextIndex, index);\r\n\r\n //修改顶点\r\n this._LineData[index].pt.add(AsVector2(moveVLoc));\r\n }\r\n this.Update();\r\n }\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._LineData.length = 0;\r\n let cout = file.Read();\r\n for (let i = 0; i < cout; i++)\r\n {\r\n let v = new Vector2().fromArray(file.Read());\r\n let bul = file.Read();\r\n\r\n this._LineData.push({ pt: v, bul: bul });\r\n }\r\n if (ver > 1)\r\n this._ClosedMark = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(2);\r\n file.Write(this._LineData.length);\r\n\r\n for (let l of this._LineData)\r\n {\r\n file.Write(l.pt.toArray());\r\n file.Write(l.bul);\r\n }\r\n file.Write(this._ClosedMark);\r\n }\r\n}\r\n\r\nexport const TempPolyline = new 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\ No newline at end of file diff --git a/api.esm.js b/api.esm.js new file mode 100644 index 0000000..b6360a0 --- /dev/null +++ b/api.esm.js @@ -0,0 +1,8785 @@ +import { Vector3, Matrix4, Vector2, Box3, Object3D, Shape, EllipseCurve, ExtrudeGeometry, Mesh, LineDashedMaterial, MeshBasicMaterial, LineBasicMaterial, DoubleSide, ShaderMaterial, Color, BufferGeometry, ShapeGeometry, BufferAttribute, Plane, Line3, Line as Line$1, MathUtils } from 'three'; +import { iaop } from 'xaop'; +import { LineMaterial } from 'three/examples/jsm/lines/LineMaterial'; +import { Line2 } from 'three/examples/jsm/lines/Line2'; +import { LineGeometry } from 'three/examples/jsm/lines/LineGeometry'; + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. + +Permission to use, copy, modify, and/or distribute this software for any +purpose with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY +AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM +LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR +OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THIS SOFTWARE. +***************************************************************************** */ + +function __decorate(decorators, target, key, desc) +{ + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +} + +let HostApplicationServices = { ShowHistoryLog: true }; + +function observable() { }; +function toJS() { }; + +/** + * 销毁Object对象的Geometry,并不会销毁材质. + */ +function DisposeThreeObj(obj) +{ + for (let o of obj.children) { + let oany = o; + //文字的geometry缓存保留下来 + if (oany.geometry && oany.geometry.name !== "Text") + oany.geometry.dispose(); + DisposeThreeObj(o); + o.parent = null; + o.dispatchEvent({ type: "removed" }); + } + obj.children.length = 0; + return obj; +} +function Object3DRemoveAll(obj) +{ + for (let o of obj.children) { + o.parent = null; + o.dispatchEvent({ type: "removed" }); + } + obj.children.length = 0; + return obj; +} + +/** + * 坐标系运算. + */ +class CoordinateSystem +{ + constructor(postion, xAxis, yAxis, zAxis) + { + this.Postion = postion || new Vector3(0, 0, 0); + this.XAxis = xAxis || new Vector3(1, 0, 0); + this.YAxis = yAxis || new Vector3(0, 1, 0); + this.ZAxis = zAxis || new Vector3(0, 0, 1); + } + applyMatrix4(mat4) + { + this.Postion.applyMatrix4(mat4); + let roMat = mat4.clone().setPosition(new Vector3()); + this.XAxis.applyMatrix4(roMat); + this.YAxis.applyMatrix4(roMat); + this.ZAxis.applyMatrix4(roMat); + return this; + } + getMatrix4() + { + let m = new Matrix4(); + m.makeBasis(this.XAxis, this.YAxis, this.ZAxis); + m.setPosition(this.Postion); + return m; + } + CopyForm(mat4) + { + this.Postion.setFromMatrixPosition(mat4); + mat4.extractBasis(this.XAxis, this.YAxis, this.ZAxis); + return this; + } + extractBasis(xAxisA, yAxisA, zAxisA) + { + xAxisA.copy(this.XAxis); + yAxisA.copy(this.YAxis); + zAxisA.copy(this.ZAxis); + } + copy(cs) + { + this.Postion.copy(cs.Postion); + this.XAxis.copy(cs.XAxis); + this.YAxis.copy(cs.YAxis); + this.ZAxis.copy(cs.ZAxis); + return this; + } + clone() + { + let r = new CoordinateSystem(); + r.Postion = this.Postion.clone(); + r.XAxis = this.XAxis.clone(); + r.YAxis = this.YAxis.clone(); + r.ZAxis = this.ZAxis.clone(); + return r; + } +} + +const IdentityMtx4 = new Matrix4(); +const ZeroVec = new Vector3(); +const XAxis = new Vector3(1, 0, 0); +const XAxisN = new Vector3(-1, 0, 0); +const YAxis = new Vector3(0, 1, 0); +const YAxisN = new Vector3(0, -1, 0); +const ZAxis = new Vector3(0, 0, 1); +function AsVector2(p) +{ + return new Vector2(p.x, p.y); +} +function AsVector3(p) +{ + return new Vector3(p.x, p.y, p.z); +} +/** + * 旋转一个点,旋转中心在原点 + * @param {Vector3} p 点 + * @param {number} a 角度. + * @returns {Vector3} 返回pt不拷贝. + */ +function rotatePoint(p, a) +{ + let s = Math.sin(a); + let c = Math.cos(a); + let x = p.x * c - p.y * s; + let y = p.x * s + p.y * c; + p.x = x; + p.y = y; + return p; +} +function equaln(v1, v2, fuzz = 1e-5) +{ + return Math.abs(v1 - v2) <= fuzz; +} +function equalv3(v1, v2, fuzz = 1e-8) +{ + return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz) && equaln(v1.z, v2.z, fuzz); +} +function equalv2(v1, v2, fuzz = 1e-8) +{ + return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz); +} +/** + * 按照极坐标的方式移动一个点 + * + * @export + * @template + * @param {T} v 向量(2d,3d) + * @param {number} an 角度 + * @param {number} dis 距离 + * @returns {T} + */ +function polar(v, an, dis) +{ + v.x += Math.cos(an) * dis; + v.y += Math.sin(an) * dis; + return v; +} +function angle(v) +{ + let angle = Math.atan2(v.y, v.x); + if (equaln(angle, 0, 1e-8)) + return 0; + if (angle < 0) + angle += Math.PI * 2; + return angle; +} +/** + * 求两个向量的夹角,顺时针为负,逆时针为正 + * + * @param {Vector3} v1 + * @param {Vector3} v2 + * @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1 + * @returns + */ +function angleTo(v1, v2, ref = new Vector3(0, 0, 1)) +{ + if (!ref.equals(new Vector3(0, 0, 1))) { + ref = ref.clone(); + v1 = v1.clone(); + v2 = v2.clone(); + //任意轴坐标系. 使用相机的构造矩阵. + ref.multiplyScalar(-1); + let up = getLoocAtUpVec(ref); + let refOcs = new Matrix4(); + refOcs.lookAt(ZeroVec, ref, up); + let refOcsInv = new Matrix4().getInverse(refOcs); + v1.applyMatrix4(refOcsInv); + v2.applyMatrix4(refOcsInv); + v1.z = 0; + v2.z = 0; + } + if (v1.equals(ZeroVec) || v2.equals(ZeroVec)) + return 0; + let cv = new Vector3().crossVectors(v1, v2).normalize(); + return cv.z === 0 ? v1.angleTo(v2) : v1.angleTo(v2) * cv.z; +} +function getLoocAtUpVec(dir) +{ + if (dir.equals(ZeroVec)) { + throw ("zero vector"); + } + let norm = dir.clone().normalize(); + if (norm.equals(ZAxis)) { + return new Vector3(0, 1, 0); + } + else if (norm.equals(ZAxis.clone().negate())) { + return new Vector3(0, -1, 0); + } + else { + let xv = new Vector3(); + xv.crossVectors(ZAxis, norm); + let up = new Vector3(); + up.crossVectors(norm, xv); + return up; + } +} +/** + * 判断2个向量是不是平行,尽量传入单位向量,才能保证计算精度 + */ +function isParallelTo(v1, v2, fuzz = 1e-8) +{ + return v1.clone().cross(v2).lengthSq() < fuzz; +} +function midPoint(v1, v2) +{ + return v1.clone().add(v2).multiplyScalar(0.5); +} +function MoveMatrix(v) +{ + return new Matrix4().setPosition(v); +} +/** + * 将角度调整为0-2pi之间 + */ +function clampRad(an) +{ + an = an % (Math.PI * 2); + if (an < 0) + an += Math.PI * 2; + return an; +} +function updateGeometry(l, geometry) +{ + let geo = l.geometry; + geo.dispose(); + l.geometry = geometry; + geometry.computeBoundingSphere(); +} +function UpdateBoundingSphere(obj) +{ + //@ts-ignore + let geo = obj.geometry; + if (geo) + geo.computeBoundingSphere(); +} +const comparePointCache = new Map(); +/** + * 构建返回一个用来排序的函数.根据key创建排序规则. + * + * 当key = "xyz" 时,点集按 x从小到大,y从小到大 z从小到大 + * key = "X" 时,点集按 x从大到小 + * 以此类推. + * + * 例子: + * let pts:Vector3[] =...; + * pts.sort(comparePoint("x")); //x从小到大排序 + * pts.sort(comparePoint("zX")); //z从小到大 x从大到小 + * + * @export + * @param {string} sortKey + * @returns {compareVectorFn} + */ +function comparePoint(sortKey) +{ + if (comparePointCache.has(sortKey)) + return comparePointCache.get(sortKey); + let sortIndex = []; + const keys = ['x', 'X', 'y', 'Y', 'z', 'Z']; + for (let char of sortKey) { + let index = keys.indexOf(char); + let i2 = index / 2; + let ci = Math.floor(i2); + sortIndex.push([ci, i2 > ci ? 1 : -1]); + } + let compareFunction = (v1, v2) => + { + if (!v1) + return -1; + if (!v2) + return 1; + for (let s of sortIndex) { + let vv1 = v1.getComponent(s[0]); + let vv2 = v2.getComponent(s[0]); + if (equaln(vv1, vv2)) + continue; + if (vv2 > vv1) + return s[1]; + else + return -s[1]; + } + return 0; + }; + comparePointCache.set(sortKey, compareFunction); + return compareFunction; +} +function SelectNearP(pts, refPt) +{ + if (pts.length > 1) { + let dist1 = refPt.distanceToSquared(pts[0]); + let dist2 = refPt.distanceToSquared(pts[1]); + return dist1 <= dist2 ? pts[0] : pts[1]; + } + return pts[0]; +} + +/** + * 设置矩阵的某列的向量 + * @param {Matrix4} mat 矩阵 + * @param {number} col 列索引,0x 1y 2z 3org + * @param {Vector3} v 向量或点 + */ +function matrixSetVector(mat, col, v) +{ + let index = col * 4; + mat.elements[index] = v.x; + mat.elements[index + 1] = v.y; + mat.elements[index + 2] = v.z; +} +/** + * 返回矩阵,该坐标系将坐标系与原点的坐标系映射为坐标系, + * 并将坐标系与X轴坐标系, + * Y轴坐标轴以及Z轴坐标系统之间的坐标系统坐标系统的原点坐标系和原点坐标系统坐标轴的坐标系分别设置为XAxis,YAxis和ZAxis + * @returns {Matrix4} 返回新的矩阵 + */ +function matrixAlignCoordSys(matrixFrom, matrixTo) +{ + return new Matrix4().getInverse(matrixTo).multiply(matrixFrom); +} +/** + * 判断2个矩形共面 + * @param {Matrix4} matrixFrom + * @param {Matrix4} matrixTo + * @returns {boolean} 2个矩阵共面 + */ +function matrixIsCoplane(matrixFrom, matrixTo, fuzz = 1e-5) +{ + let nor1 = new Vector3().setFromMatrixColumn(matrixFrom, 2); + let nor2 = new Vector3().setFromMatrixColumn(matrixTo, 2); + //法线共面 + if (!isParallelTo(nor1, nor2)) + return false; + //高共面 + let pt = new Vector3().setFromMatrixPosition(matrixTo); + //变换到自身对象坐标系. + pt.applyMatrix4(new Matrix4().getInverse(matrixFrom)); + return equaln(pt.z, 0, fuzz); +} +/** + * 修正镜像后矩阵 + */ +function reviseMirrorMatrix(mtx) +{ + let cs = new CoordinateSystem().applyMatrix4(mtx); + cs.YAxis.negate(); + mtx.copy(cs.getMatrix4()); + return mtx; +} +/** + * 把变换矩阵展平成2d矩阵,避免出现三维坐标. + */ +function MatrixPlanarizere(mtx, z0 = true) +{ + mtx.elements[2] = 0; + mtx.elements[6] = 0; + mtx.elements[8] = 0; + mtx.elements[9] = 0; + mtx.elements[10] = Math.sign(mtx.elements[10]); + if (z0) + mtx.elements[14] = 0; + return mtx; +} +const tempMatrix1 = new Matrix4; + +var Status; +(function (Status) +{ + Status[Status["False"] = 0] = "False"; + Status[Status["True"] = 1] = "True"; + Status[Status["Canel"] = -1] = "Canel"; + Status[Status["ConverToCircle"] = 101] = "ConverToCircle"; + Status[Status["DuplicateRecordName"] = 102] = "DuplicateRecordName"; +})(Status || (Status = {})); +var UpdateDraw; +(function (UpdateDraw) +{ + UpdateDraw[UpdateDraw["None"] = 0] = "None"; + UpdateDraw[UpdateDraw["Matrix"] = 1] = "Matrix"; + UpdateDraw[UpdateDraw["Geometry"] = 2] = "Geometry"; + UpdateDraw[UpdateDraw["Material"] = 4] = "Material"; + UpdateDraw[UpdateDraw["All"] = 63] = "All"; +})(UpdateDraw || (UpdateDraw = {})); +/** + * WblockClne时,遇到重复记录的操作方式 + */ +var DuplicateRecordCloning; +(function (DuplicateRecordCloning) +{ + DuplicateRecordCloning[DuplicateRecordCloning["Ignore"] = 1] = "Ignore"; + DuplicateRecordCloning[DuplicateRecordCloning["Replace"] = 2] = "Replace"; + DuplicateRecordCloning[DuplicateRecordCloning["Rename"] = 3] = "Rename"; +})(DuplicateRecordCloning || (DuplicateRecordCloning = {})); + +/** + * 场景的渲染类型. + * + * @export + * @enum {number} + */ +var RenderType; +(function (RenderType) +{ + /** + * 线框模式 + */ + RenderType[RenderType["Wireframe"] = 1] = "Wireframe"; + /** + * 概念 + */ + RenderType[RenderType["Conceptual"] = 2] = "Conceptual"; + /** + * 物理着色PBR + */ + RenderType[RenderType["Physical"] = 3] = "Physical"; + RenderType[RenderType["Jig"] = 4] = "Jig"; + RenderType[RenderType["Print"] = 5] = "Print"; + /**物理带线框 */ + RenderType[RenderType["Physical2"] = 6] = "Physical2"; +})(RenderType || (RenderType = {})); + +var StoreageKeys; +(function (StoreageKeys) +{ + StoreageKeys["IsLogin"] = "isLogin"; + StoreageKeys["PlatSession"] = "platSession"; + StoreageKeys["PlatToken"] = "platToken"; + StoreageKeys["UserName"] = "userName"; + StoreageKeys["UserPhone"] = "userPhone"; + StoreageKeys["RenderType"] = "renderType"; + StoreageKeys["ExactDrill"] = "openExactDrill"; + StoreageKeys["ConfigName"] = "configName_"; + StoreageKeys["IsNewErp"] = "isNewErp"; + StoreageKeys["RoomName"] = "roomName"; + StoreageKeys["LastOpenFileId"] = "lastfid"; + StoreageKeys["Uid"] = "uid"; + StoreageKeys["Goods"] = "Goods_"; + StoreageKeys["DrillTemp"] = "drilltemp_"; + StoreageKeys["DrillReactor"] = "drillRreactor"; + StoreageKeys["kjlConfig"] = "kjl"; +})(StoreageKeys || (StoreageKeys = {})); + +var AAType; +(function (AAType) +{ + AAType[AAType["FXAA"] = 0] = "FXAA"; + AAType[AAType["SMAA"] = 1] = "SMAA"; +})(AAType || (AAType = {})); +var ViewDirType; +(function (ViewDirType) +{ + ViewDirType[ViewDirType["FS"] = 0] = "FS"; + ViewDirType[ViewDirType["YAS"] = 1] = "YAS"; + ViewDirType[ViewDirType["ZS"] = 2] = "ZS"; + ViewDirType[ViewDirType["YS"] = 3] = "YS"; + ViewDirType[ViewDirType["QS"] = 4] = "QS"; + ViewDirType[ViewDirType["HS"] = 5] = "HS"; + ViewDirType[ViewDirType["XN"] = 6] = "XN"; +})(ViewDirType || (ViewDirType = {})); + +class UserConfig +{ + constructor() + { + this._version = 10; + this._renderType = RenderType.Wireframe; + this.maxSize = { + isShow: false, + height: 2440, + width: 1220, + }; + this._drillConfigs = new Map(); + this.openDrillingReactor = true; + this.openAutoCuttingReactor = true; + /**打开将检测排钻是否在板件内*/ + this.openExactDrill = true; + this.userConfigName = {}; + this.modeling2HoleRad = 20; //圆造型小于等于该值拆成孔数据 + this.isAdmin = false; + this.kjlConfig = { + grooveAddLength: "0", + grooveAddWidth: "0", + grooveAddDepth: "1", + }; + this.SystemConfig = { + maxHightightCount: 15000, + snapSize: 15, + aaType: AAType.FXAA + }; + this.viewDirType = ViewDirType.XN; + this.useCtrlRotate = true; + this.cursorSize = { + D2: 1000, + D3: 100, + }; + this.autoSaveConfig = { + enable: true, + time: 1, + }; + this.showLines = false; + this.keepConfig = false; + this.autoClearHistory = true; + this.chaidanOption = { + changXiuBian: 6, + duanXiuBian: 6, + useDefaultRad: false, + radius: 2.5, + modeling2HoleRad: 20, + isCheckInterfere: false, + }; + this.autoLines = false; + this.dimTextHeight = 60; + this.configName = "default"; + this.configsNames = []; + this.Init(); + } + Init() + { + let type = localStorage.getItem(StoreageKeys.RenderType); + if (type) + this._renderType = parseFloat(type); + } + set RenderType(t) + { + if (t !== this._renderType) { + this._renderType = t; + this.SetRenderTypeEvent(); + localStorage.setItem(StoreageKeys.RenderType, t.toString()); + } + } + get RenderType() { return this._renderType; } + SetRenderTypeEvent() { } + get DrillConfigs() + { + return this._drillConfigs || new Map(); + } + set DrillConfigs(config) + { + observable(this._drillConfigs).replace(config); + this.SetDrillConfigsEvent(); + } + SetDrillConfigsEvent() { } + InitOption() + { + this.openDrillingReactor = true; + this.openAutoCuttingReactor = true; + Object.assign(this.maxSize, { + height: 2440, + width: 1220 + }); + Object.assign(this.kjlConfig, { + grooveAddLength: "0", + grooveAddWidth: "0", + grooveAddDepth: "1" + }); + Object.assign(this.chaidanOption, { + changXiuBian: 6, + duanXiuBian: 6, + useDefaultRad: false, + radius: 2.5, + modeling2HoleRad: 20, + }); + this.dimTextHeight = 60; + } + SaveConfig() + { + return { + option: { + version: this._version, + openDrillingReactor: this.openDrillingReactor, + openAutoCuttingReactor: this.openAutoCuttingReactor, + maxSize: toJS(this.maxSize), + kjlConfig: toJS(this.kjlConfig), + systemConfig: toJS(this.SystemConfig), + viewDirType: this.viewDirType, + useCtrlRotate: this.useCtrlRotate, + cursorSize: toJS(this.cursorSize), + autoSaveConfig: toJS(this.autoSaveConfig), + showLines: this.showLines, + keepConfig: this.keepConfig, + autoClearHistory: this.autoClearHistory, + chaidanOption: toJS(this.chaidanOption), + autoLines: this.autoLines, + dimTextHeight: this.dimTextHeight, + } + }; + } + UpdateOption(config) + { + this.openDrillingReactor = config.option.openDrillingReactor; + this.openAutoCuttingReactor = config.option.openAutoCuttingReactor; + Object.assign(this.maxSize, config.option.maxSize); + Object.assign(this.kjlConfig, config.option.kjlConfig); + this.modeling2HoleRad = config.option.modeling2HoleRad; + if (config.option.version > 1) { + Object.assign(this.SystemConfig, config.option.systemConfig); + } + if (config.option.version > 2) { + this.viewDirType = config.option.viewDirType; + this.useCtrlRotate = config.option.useCtrlRotate; + } + if (config.option.version > 3) { + Object.assign(this.cursorSize, config.option.cursorSize); + } + if (config.option.version > 4) { + Object.assign(this.autoSaveConfig, config.option.autoSaveConfig); + } + if (config.option.version > 5) { + this.showLines = config.option.showLines; + } + if (config.option.version > 6) { + this.keepConfig = config.option.keepConfig; + } + if (config.option.version > 7) { + this.autoClearHistory = config.option.autoClearHistory; + } + if (config.option.version > 8) { + Object.assign(this.chaidanOption, config.option.chaidanOption); + this.autoLines = config.option.autoLines; + } + else + this.chaidanOption.modeling2HoleRad = this.modeling2HoleRad; + if (config.option.version > 9) + this.dimTextHeight = config.option.dimTextHeight; + } +} +__decorate([ + observable +], UserConfig.prototype, "maxSize", void 0); +__decorate([ + observable +], UserConfig.prototype, "_drillConfigs", void 0); +__decorate([ + observable +], UserConfig.prototype, "openDrillingReactor", void 0); +__decorate([ + observable +], UserConfig.prototype, "openAutoCuttingReactor", void 0); +__decorate([ + observable +], UserConfig.prototype, "openExactDrill", void 0); +__decorate([ + observable +], UserConfig.prototype, "isAdmin", void 0); +__decorate([ + observable +], UserConfig.prototype, "kjlConfig", void 0); +__decorate([ + observable +], UserConfig.prototype, "SystemConfig", void 0); +__decorate([ + observable +], UserConfig.prototype, "viewDirType", void 0); +__decorate([ + observable +], UserConfig.prototype, "useCtrlRotate", void 0); +__decorate([ + observable +], UserConfig.prototype, "cursorSize", void 0); +__decorate([ + observable +], UserConfig.prototype, "autoSaveConfig", void 0); +__decorate([ + observable +], UserConfig.prototype, "showLines", void 0); +__decorate([ + observable +], UserConfig.prototype, "keepConfig", void 0); +__decorate([ + observable +], UserConfig.prototype, "autoClearHistory", void 0); +__decorate([ + observable +], UserConfig.prototype, "chaidanOption", void 0); +__decorate([ + observable +], UserConfig.prototype, "autoLines", void 0); +const userConfig = new UserConfig(); + +/** + * 盒子的切割类型 + */ +var SplitType; +(function (SplitType) +{ + SplitType[SplitType["X"] = 0] = "X"; + SplitType[SplitType["Y"] = 1] = "Y"; + SplitType[SplitType["Z"] = 2] = "Z"; +})(SplitType || (SplitType = {})); +/** + * 扩展Box3,添加切割方法,体积等 + */ +class Box3Ext extends Box3 +{ + get Volume() + { + let size = this.getSize(new Vector3()); + return size.x * size.y * size.z; + } + //每个轴的大小必须大于最小的size + isSolid(minSize = 1) + { + return this.getSize(new Vector3()).toArray().every(x => x > minSize); + } + substract(b, spaceType) + { + let interBox = this.clone().intersect(b); + if (interBox.isEmpty() || !interBox.isSolid()) + return [this]; + let p1 = interBox.min.clone().setComponent(spaceType, this.min.getComponent(spaceType)); + let p2 = interBox.max.clone().setComponent(spaceType, interBox.min.getComponent(spaceType)); + let p3 = interBox.min.clone().setComponent(spaceType, interBox.max.getComponent(spaceType)); + let p4 = interBox.max.clone().setComponent(spaceType, this.max.getComponent(spaceType)); + return [ + new Box3Ext(p1, p2), + new Box3Ext(p3, p4) + ].filter(b => b.isSolid()); + } + clampSpace(b2, splitType) + { + let interBox = this.clone(); + interBox.min.max(b2.min); + interBox.max.min(b2.max); + interBox.min.setComponent(splitType, Math.min(this.max.getComponent(splitType), b2.max.getComponent(splitType))); + interBox.max.setComponent(splitType, Math.max(this.min.getComponent(splitType), b2.min.getComponent(splitType))); + return interBox; + } + intersectsBox(box, fuzz = 1e-8) + { + return IntersectsBox(this, box, fuzz); + } +} +function IntersectsBox(box1, box2, fuzz = 1e-6) +{ + return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz || + box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz || + box2.max.z < box1.min.z - fuzz || box2.min.z > box1.max.z + fuzz ? false : true; +} +/**盒子二维面是否相交 */ +function IntersectBox2(box1, box2, fuzz = 1e-3) +{ + return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz || + box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ? false : true; +} + +const ISPROXYKEY = "_isProxy"; +/** + * 自动对CADObject的属性添加属性记录器,自动调用 `WriteAllObjectRecord` + * 如果属性是数组,那么自动添加`Proxy`. + * 可以使用`ISPROXYKEY`覆盖这个函数的代理行为(使用CADObject.CreateProxyArray快速覆盖) + * + * @param target + * @param property + * @param [descriptor] + */ +function AutoRecord(target, property, descriptor) +{ + let privateKey = '__' + property; + Object.defineProperty(target, property, { + set: function (value) + { + if (value instanceof Array) { + if (!this[privateKey]) { + if (value[ISPROXYKEY]) + this[privateKey] = value; + else + this[privateKey] = new Proxy(value, { + set: (target, key, value, receiver) => + { + if (Reflect.get(target, key, receiver) !== value) + this.WriteAllObjectRecord(); + return Reflect.set(target, key, value, receiver); + }, + get: (target, key, receiver) => + { + if (key === ISPROXYKEY) + return true; + //实体先被删除后在触发length = xxx + if (key === "splice" || key === "pop" || key === "shift") + this.WriteAllObjectRecord(); + return Reflect.get(target, key, receiver); + } + }); + } + else { + let arr = this[privateKey]; + arr.length = 0; + arr.push(...value); + } + } + else { + let oldv = this[privateKey]; + if (oldv !== value) { + this.WriteAllObjectRecord(); + this[privateKey] = value; + } + } + }, + get: function () + { + return this[privateKey]; + }, + enumerable: true, + configurable: true + }); +} + +/** + * CAD对象工厂,通过注册 和暴露的创建方法,动态创建对象 + */ +class CADFactory +{ + constructor() + { + this.objectNameMap = new Map(); + } + static RegisterObject(C) + { + this.factory.objectNameMap.set(C.name, C); + } + static RegisterObjectAlias(C, name) + { + this.factory.objectNameMap.set(name, C); + } + static CreateObject(name) + { + let C = this.factory.objectNameMap.get(name); + if (C) + return new C(); + } +} +CADFactory.factory = new CADFactory(); +//可以通过添加装饰器 在类前面(@Factory),自动注册工厂的序列化 +function Factory(target) +{ + CADFactory.RegisterObject(target); +} + +var RelevancyType; +(function (RelevancyType) +{ + RelevancyType[RelevancyType["General"] = 0] = "General"; + RelevancyType[RelevancyType["Soft"] = 1] = "Soft"; + RelevancyType[RelevancyType["Hard"] = 2] = "Hard"; +})(RelevancyType || (RelevancyType = {})); +/* +CADObject对象拥有Id属性,用来记录引用关系. +通过id可以得到对应的关联实体,或者记录实体的关联关系. + +ObjectId必须使用 Database分配(db里面会存id的列表,以便同时更新id指向实体) + +*/ +class ObjectId +{ + constructor(index = 0, obj) + { + this.index = index; + this.obj = obj; + this._RelevancyType = RelevancyType.General; + } + get IsErase() + { + return !this.obj || this.obj.IsErase; + } + set Object(obj) + { + this.obj = obj; + } + get Object() + { + return this.obj; + } + get Index() + { + return this.index; + } + set Index(index) + { + this.index = index; + } +} + +/** + * CAD文件数据 + */ +class CADFiler +{ + constructor(_datas = []) + { + this._datas = _datas; + this.readIndex = 0; + } + Destroy() + { + delete this._datas; + delete this.readIndex; + } + get Data() + { + return this._datas; + } + set Data(data) + { + this._datas = data; + this.Reset(); + } + Clear() + { + this._datas.length = 0; + return this.Reset(); + } + Reset() + { + this.readIndex = 0; + return this; + } + WriteString(str) + { + this._datas.push(str); + return this; + } + ReadString() + { + return this._datas[this.readIndex++]; + } + WriteObject(obj) + { + if (!obj) { + this.Write(""); + return; + } + this.WriteString(obj.constructor.name); + obj.WriteFile(this); + return this; + } + ReadObject(obj) + { + let className = this.ReadString(); + if (className) { + if (obj === undefined) { + obj = CADFactory.CreateObject(className); + if (this.database !== undefined && obj instanceof CADObject) + obj.SetDefaultDb(this.database); + } + obj.ReadFile(this); + return obj; + } + } + CloneObjects(objects, clonedObjects = []) + { + for (let o of objects) + this.WriteObject(o); + let count = objects.length; + for (let i = 0; i < count; i++) { + let obj = this.ReadObject(); + if (obj instanceof Entity) + obj.CloneDrawObject(objects[i]); + clonedObjects.push(obj); + } + return clonedObjects; + } + Write(data) + { + if (data instanceof ObjectId) + this._datas.push(data.Index); + else + this._datas.push(data); + return this; + } + Read() + { + return this._datas[this.readIndex++]; + } + ReadArray(count) + { + let arr = this._datas.slice(this.readIndex, this.readIndex + count); + this.readIndex += count; + return arr; + } + //------------------------ID序列化------------------------ + /* + Id关联分为三种情况: + 1.普通关联:关联对象未被拷贝时,关联到空对象. + 2.软关联 :关联对象未被拷贝时,关联到原先的对象. + 3.硬关联 :对象被拷贝时,被关联的对象必须也被拷贝. + */ + //-------1.普通关联 + WriteObjectId(id) + { + if (id) + this.Write(id.Index); + else + this.Write(0); + return this; + } + ReadObjectId() + { + let index = this.Read(); + if (this.database) + return this.database.GetObjectId(index, true); + } + //-------2.软关联 + WriteSoftObjectId(id) + { + return this.WriteObjectId(id); + } + ReadSoftObjectId() + { + return this.ReadObjectId(); + } + //-------3.硬关联 + WriteHardObjectId(id) + { + return this.WriteObjectId(id); + } + ReadHardObjectId() + { + return this.ReadObjectId(); + } + //序列化 + ToString() + { + return JSON.stringify(this._datas); + } + FromString(str) + { + this._datas = JSON.parse(str); + } +} + +/** + * 保存对象创建或者修改时的所有数据记录 + */ +let AllObjectData = class AllObjectData +{ + constructor(obj) + { + this.file = new CADFiler(); + if (obj) + obj.WriteFile(this.file); + } + //#region -------------------------File------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + ReadFile(file) + { + let ver = file.Read(); + let data = file.Read(); + this.file.Data = data; + return this; + } + //对象将自身数据写入到文件. + WriteFile(file) + { + file.Write(1); + file.Write(this.file.Data); + return this; + } +}; +AllObjectData = __decorate([ + Factory +], AllObjectData); + +let EraseEntityData = class EraseEntityData +{ + constructor(isErase = true) + { + this.isErase = isErase; + } + ReadFile(file) + { + this.isErase = file.Read(); + return this; + } + WriteFile(file) + { + file.Write(this.isErase); + return this; + } +}; +EraseEntityData = __decorate([ + Factory +], EraseEntityData); + +class CADObject +{ + constructor() + { + //-------------------------DB End------------------------- + // -------------------------isErase------------------------- + this._isErase = false; + } + set Owner(owner) + { + this._Owner = owner; + } + get Owner() + { + return this._Owner; + } + Destroy() + { + //在效果图同步反应器中,需要知道被删除的实体的id,所以不删除这个属性 + // this.objectId = undefined; + this._db = undefined; + } + //对象被彻底遗弃 + GoodBye() + { + this.Destroy(); + this.Erase(true); + } + /** + * 当实体异步更新绘制实体完成后触发这个函数. + * Application通过注入的方式得知这个事件,刷新视图显示. + */ + AsyncUpdated() + { + } + get Db() + { + return this._db; + } + //对象在加入数据库时,必须指定一个源数据库,否则无法读取引用id. + SetDefaultDb(db) + { + if (!this._db) + this._db = db; + else + console.warn("重复设置默认Database!"); + return this; + } + //private 私有的方法,暴露给Db的添加对象,方法使用. + //只用对象加入到db中,我们才初始化ObjectId. + //从db池中分配id给自身使用. 除非你创建对象往db里面加,否则不要调用该方法 + SetOwnerDatabase(db) + { + if (!this._db) { + this._db = db; + this.objectId = db.AllocateId(); + this.objectId.Object = this; + } + else + console.warn("重复设置源Database!"); + return this; + } + /** + * WblockClone 的时候,id是db分配的,此刻我们只需要设置它的db + */ + SetDatabase(db) + { + this._db = db; + } + get IsErase() + { + return this._isErase; + } + Erase(isErase = true) + { + if (isErase === this._isErase) + return; + let undoData = this.UndoRecord(); + if (undoData) + undoData.CreateEraseHistory(this, isErase); + this._isErase = isErase; + } + get Id() + { + return this.objectId; + } + // -------------------------id End------------------------- + // -------------------------File------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + ReadFile(file) + { + let ver = file.Read(); + //write Id; + let id = file.ReadObjectId(); + if (!this.objectId && id) //避免CopyFrom时错误的修改自身Id + { + this.objectId = id; + id.Object = this; + } + this._isErase = file.Read(); + if (ver > 1) + this.Owner = file.ReadObjectId(); + } + //对象将自身数据写入到文件. + WriteFile(file) + { + file.Write(2); + file.WriteObjectId(this.objectId); + file.Write(this._isErase); + file.WriteObjectId(this.Owner); + } + //局部撤销 + ApplyPartialUndo(undoData) + { + if (undoData instanceof AllObjectData) { + undoData.file.database = this._db; + undoData.file.Reset(); + this.ReadFile(undoData.file); + } + else if (undoData instanceof EraseEntityData) { + this.Erase(undoData.isErase); + } + } + //撤销所保存的位置 + UndoRecord() + { + if (this._db && this.objectId) + return this._db.hm.UndoData; + } + //写入所有的对象数据 以便还原对象 + WriteAllObjectRecord() + { + let undoData = this.UndoRecord(); + if (undoData) { + undoData.WriteObjectSnapshoot(this); + return true; + } + return false; + } + //复制出一个实体,如果存在关联,则指向原关联实体 + Clone() + { + let newObject = CADFactory.CreateObject(this.constructor.name); + //备份 + let bakId = this.objectId; + this.objectId = undefined; + let file = new CADFiler(); + file.database = this._db; + this.WriteFile(file); + file.Reset(); + newObject.ReadFile(file); + newObject.objectId = undefined; + newObject._db = undefined; + this.objectId = bakId; + return newObject; + } + DeepClone(ownerObject, cloneObejct, idMaping = undefined, isPrimary = true) + { + return this; + } + //从一个实体拷贝数据,实体类型必须相同. + CopyFrom(obj) + { + let idBak = this.objectId; + let ownerBak = this._Owner; + this.WriteAllObjectRecord(); + let f = new CADFiler(); + obj.WriteFile(f); + this.ReadFile(f); + this.objectId = idBak; + this._Owner = ownerBak; + } + //-------------------------File End------------------------- + //Utils + /** + * 配合 `@AutoRecord` 使用 + * 使用这个方法来覆盖AutoRecord的监听行为. + * 这个行为只能用来监听实体添加和实体修改. + * 实体删除行为暂时无法监听 + * @param setCallback 设置新的实体到数组时的回调函数 + */ + CreateProxyArray(setCallback) + { + return new Proxy([], { + set: (target, key, value, receiver) => + { + if (Reflect.get(target, key, receiver) !== value) { + this.WriteAllObjectRecord(); + setCallback(value); + } + return Reflect.set(target, key, value, receiver); + }, + get: (target, key, receiver) => + { + if (key === ISPROXYKEY) + return true; + //实体先被删除后在触发length = xxx + if (key === "splice" || key === "pop" || key === "shift") { + this.WriteAllObjectRecord(); + setCallback(undefined); + } + return Reflect.get(target, key, receiver); + } + }); + } +} +__decorate([ + iaop +], CADObject.prototype, "AsyncUpdated", null); + +var Entity_1; +/** + * Entity 是所有图元的基类,绘制的实体都集成该类. + */ +let Entity = Entity_1 = class Entity extends CADObject +{ + constructor() + { + super(...arguments); + this.IsEmbedEntity = false; + /** + * 该实体的只有一个渲染类型,任何渲染类型都一个样 + */ + this.OnlyRenderType = false; + this._CacheDrawObject = new Map(); + this._Color = 7; + //自身坐标系 + this._Matrix = new Matrix4(); + //模块空间的标系 + this._SpaceOCS = new Matrix4(); + this._Visible = true; + //加工组 + this.ProcessingGroupList = []; + /** + * 当AutoUpdate为false时,记录需要更新的标志. + * 以便延迟更新时找到相应的更新标志. + */ + this.NeedUpdateFlag = UpdateDraw.None; + this.AutoUpdate = true; + //实体绘制更新版本号 + this.__UpdateVersion__ = 0; + //#endregion + } + get SpaceOCS() + { + return this._SpaceOCS.clone(); + } + get SpaceOCSInv() + { + return new Matrix4().getInverse(this._SpaceOCS); + } + set SpaceOCS(m) + { + this.WriteAllObjectRecord(); + this._SpaceOCS.copy(m); + } + set Material(materialId) + { + this.WriteAllObjectRecord(); + this.materialId = materialId; + this.Update(); + } + get Material() + { + return this.materialId; + } + set ColorIndex(color) + { + if (color !== this._Color) { + this.WriteAllObjectRecord(); + this._Color = color; + this.Update(UpdateDraw.Material); + } + } + get ColorIndex() + { + return this._Color; + } + /** + * 炸开实体 + */ + Explode() { return []; } + /** + * 返回对象的包围框. + */ + get BoundingBox() + { + return new Box3(); + } + /** + * 返回对象在自身坐标系下的Box + */ + get BoundingBoxInOCS() + { + let mtxBak = this._Matrix; + this._Matrix = IdentityMtx4; + let box = this.BoundingBox; + this._Matrix = mtxBak; + return new Box3Ext().copy(box); + } + GetBoundingBoxInMtx(mtx) + { + return this.BoundingBoxInOCS.applyMatrix4(this.OCS.premultiply(mtx)); + } + get BoundingBoxInSpaceCS() + { + return this.GetBoundingBoxInMtx(this.SpaceOCSInv); + } + get OCS() + { + return this._Matrix.clone(); + } + get OCSNoClone() + { + return this._Matrix; + } + //直接设置实体的矩阵,谨慎使用该函数,没有更新实体. + set OCS(mat4) + { + this._Matrix.copy(mat4); + } + get Normal() + { + return new Vector3().setFromMatrixColumn(this._Matrix, 2); + } + get Position() + { + return new Vector3().setFromMatrixPosition(this._Matrix); + } + set Position(pt) + { + this.WriteAllObjectRecord(); + let moveX = pt.x - this._Matrix.elements[12]; + let moveY = pt.y - this._Matrix.elements[13]; + let moveZ = pt.z - this._Matrix.elements[14]; + this._Matrix.setPosition(pt); + this._SpaceOCS.elements[12] += moveX; + this._SpaceOCS.elements[13] += moveY; + this._SpaceOCS.elements[14] += moveZ; + this.Update(UpdateDraw.Matrix); + } + //Z轴归0 + Z0() + { + this.WriteAllObjectRecord(); + this._Matrix.elements[14] = 0; + this.Update(UpdateDraw.Matrix); + return this; + } + //坐标系二维化 + MatrixPlanarizere() + { + let z = this._Matrix.elements[10]; + if (equaln(Math.abs(z), 1, 1e-4)) { + this.WriteAllObjectRecord(); + MatrixPlanarizere(this._Matrix, false); + } + return this; + } + get OCSInv() + { + return new Matrix4().getInverse(this._Matrix); + } + /** + * 与指定实体是否共面. + */ + IsCoplaneTo(e) + { + return matrixIsCoplane(this._Matrix, e.OCS, 1e-4); + } + /** + * 测试两个实体的包围盒是否相交. + */ + BoundingBoxIntersectWith(en) + { + let box = this.BoundingBox; + let box2 = en.BoundingBox; + return box && box2 && box.intersectsBox(box2); + } + //#region Draw + ClearDraw() + { + if (this._drawObject) { + DisposeThreeObj(this._drawObject); + this._drawObject = undefined; + } + for (let [, obj] of this._CacheDrawObject) + DisposeThreeObj(obj); + this._CacheDrawObject.clear(); + return this; + } + ClearDrawOfJig() + { + let jig = this._CacheDrawObject.get(RenderType.Jig); + if (jig) + this._CacheDrawObject.delete(RenderType.Jig); + for (let [type, obj] of this._CacheDrawObject) + DisposeThreeObj(obj); + this._CacheDrawObject.clear(); + if (jig) + this._CacheDrawObject.set(RenderType.Jig, jig); + } + get DrawObject() + { + var _a; + if (this._drawObject) + return this._drawObject; + this._drawObject = new Object3D(); + if (!this.IsEmbedEntity) + this._drawObject.userData.Entity = this; + if (this.IsVisible) { + let obj = this.GetDrawObjectFromRenderType((_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : userConfig.RenderType); + if (obj) + this._drawObject.add(obj); + } + else + this._drawObject.visible = false; + return this._drawObject; + } + get JigObject() + { + let obj = this.GetDrawObjectFromRenderType(RenderType.Jig); + if (obj && !this.IsEmbedEntity) + obj.userData.Entity = this; + return obj; + } + DestroyJigObject() + { + let obj = this._CacheDrawObject.get(RenderType.Jig); + if (obj) { + this._CacheDrawObject.delete(RenderType.Jig); + DisposeThreeObj(obj); + if (obj.parent) + obj.parent.remove(obj); + } + } + UpdateRenderType(type) + { + if ((this.OnlyRenderType && this.DrawObject.children.length > 0) || !this.Visible) + return; + Object3DRemoveAll(this.DrawObject); + let obj = this.GetDrawObjectFromRenderType(type); + if (obj) + this.DrawObject.add(obj); + } + GetDrawObjectFromRenderType(renderType = RenderType.Wireframe) + { + var _a; + if (this.OnlyRenderType) { + if (renderType === RenderType.Jig) + return; + renderType = (_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : userConfig.RenderType; + } + if (this._CacheDrawObject.has(renderType)) { + return this._CacheDrawObject.get(renderType); + } + else { + let drawObj = this.InitDrawObject(renderType); + if (drawObj === undefined) + return; + //矩阵直接使用指针,因为已经关闭自动更新,所以矩阵不会被Object3D修改. + drawObj.matrixAutoUpdate = false; + drawObj.matrix = this._Matrix; + drawObj.updateMatrixWorld(true); + drawObj.traverse(UpdateBoundingSphere); + if (!this.IsEmbedEntity) + drawObj.userData.Entity = this; + this._CacheDrawObject.set(renderType, drawObj); + return drawObj; + } + } + /** + * 初始化绘制的threejs实体,子类型重载该函数初始化绘制实体. + */ + InitDrawObject(renderType = RenderType.Wireframe) + { + return undefined; + } + /** + * 当实体数据改变时,绘制的实体必须做出改变.供框架调用 + */ + Update(mode = UpdateDraw.All) + { + this.__UpdateVersion__++; + this.NeedUpdateFlag |= mode; + if (this.AutoUpdate) + this.DeferUpdate(); + } + //三维实体总是一起生成线框实体和网格实体,这个通知更新,然后统一更新就好了 + //避免重复更新 + UpdateDrawGeometry() { } + DeferUpdate() + { + let mode = this.NeedUpdateFlag; + if (mode === 0) + return; + if (mode & UpdateDraw.Geometry && this._CacheDrawObject.size > 0) + this.UpdateDrawGeometry(); + this.UpdateVisible(); + let isJigIng = this._CacheDrawObject.has(RenderType.Jig); + for (let [type, obj] of this._CacheDrawObject) { + if (isJigIng && type !== RenderType.Jig) + continue; + if (mode & UpdateDraw.Geometry) { + if (obj.userData.IsClone) { + let parent = obj.parent; + DisposeThreeObj(obj); + this._CacheDrawObject.delete(type); + let newObj = this.GetDrawObjectFromRenderType(type); + if (parent) { + parent.remove(obj); + parent.add(newObj); + } + obj = newObj; + } + else + this.UpdateDrawObject(type, obj); + } + if (mode & UpdateDraw.Material) + this.UpdateDrawObjectMaterial(type, obj); + if (mode & UpdateDraw.Matrix || mode & UpdateDraw.Geometry) { + obj.updateMatrixWorld(true); + obj.traverse(UpdateBoundingSphere); + } + } + this.NeedUpdateFlag = UpdateDraw.None; + } + /** + * 当实体需要更新时,需要重载该方法,实现实体更新 + */ + UpdateDrawObject(type, en) + { + } + /** + * 当实体需要被更新时,更新实体材质 + */ + UpdateDrawObjectMaterial(type, obj, material) + { + } + get MeshMaterial() + { + if (this.materialId && this.materialId.Object) + return this.materialId.Object.Material; + return HostApplicationServices.DefaultMeshMaterial; + } + /** + * 更新实体Jig状态时的材质 + */ + UpdateJigMaterial(color = 8) + { + } + RestoreJigMaterial() + { + for (let [type, en] of this._CacheDrawObject) + this.UpdateDrawObjectMaterial(type, en); + } + get Visible() + { + return this._Visible; + } + set Visible(v) + { + if (v !== this._Visible) { + this.WriteAllObjectRecord(); + this._Visible = v; + this.UpdateVisible(); + } + } + get IsVisible() + { + return !this._isErase && this._Visible; + } + UpdateVisible() + { + var _a; + if (this._drawObject) { + this._drawObject.visible = this.IsVisible; + if (this.IsVisible) + this.UpdateRenderType((_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : userConfig.RenderType); + } + } + //#endregion + GoodBye() + { + super.GoodBye(); + if (this._drawObject && this._drawObject.parent) + this._drawObject.parent.remove(this._drawObject); + this.ClearDraw(); + } + Erase(isErase = true) + { + if (isErase === this._isErase) + return; + this.__UpdateVersion__++; + super.Erase(isErase); + this.UpdateVisible(); + this.EraseEvent(isErase); + } + EraseEvent(isErase) + { + } + /** + * 使用统一的方法设置对象的矩阵. + * 需要对缩放矩形进行重载.避免对象矩阵不是单位矩阵 + */ + ApplyMatrix(m) + { + this.WriteAllObjectRecord(); + if (equaln(m.getMaxScaleOnAxis(), 1)) { + let xA = new Vector3(); + let yA = new Vector3(); + let zA = new Vector3(); + m.extractBasis(xA, yA, zA); + this._Matrix.multiplyMatrices(m, this._Matrix); + this._SpaceOCS.multiplyMatrices(m, this._SpaceOCS); + if (!equalv3(xA.clone().cross(yA).normalize(), zA)) + this.ApplyMirrorMatrix(m); + else + this.Update(UpdateDraw.Matrix); + } + else { + this.ApplyScaleMatrix(m); + } + return this; + } + ApplyScaleMatrix(m) + { + return this; + } + ApplyMirrorMatrix(m) + { + return this; + } + GetGripPoints() + { + return []; + } + MoveGripPoints(indexList, vec) + { + } + /** + * + * @param snapMode 捕捉模式(单一) + * @param pickPoint const + * @param lastPoint const + * @param viewXform const 最近点捕捉需要这个变量 + * @returns object snap points + */ + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) + { + return []; + } + GetStretchPoints() + { + return []; + } + /** + * 拉伸夹点,用于Stretch命令 + * + * @param {Array} indexList 拉伸点索引列表. + * @param {Vector3} vec 移动向量 + * @memberof Entity + */ + MoveStretchPoints(indexList, vec) + { + } + IntersectWith(curve, intType) { return; } + //#region -------------------------File------------------------- + Clone() + { + let ent = super.Clone(); + ent.Template = undefined; + ent.CloneDrawObject(this); + return ent; + } + CloneDrawObject(from) + { + for (let [type, obj] of from._CacheDrawObject) { + let oldUserDaata = obj.userData; + obj.traverse(o => o.userData = {}); + let newObj = obj.clone(); + obj.userData = oldUserDaata; + obj.userData.IsClone = true; + newObj.matrix = this._Matrix; + newObj.userData = { Entity: this }; + newObj.userData.IsClone = true; + this._CacheDrawObject.set(type, newObj); + } + this.NeedUpdateFlag = UpdateDraw.None; + } + get ReadFileIng() + { + return this.__ReadFileIng__ || Entity_1.__ReadFileIng__; + } + ReadFile(file) + { + this.__ReadFileIng__ = true; + this._ReadFile(file); + this.Update(); + this.__ReadFileIng__ = false; + } + //对象从文件中读取数据,初始化自身 + _ReadFile(file) + { + let ver = file.Read(); + super.ReadFile(file); + this._Color = file.Read(); + this.materialId = file.ReadHardObjectId(); + this._Matrix.fromArray(file.Read()); + if (ver === 2) + this.Owner = file.ReadObjectId(); + if (ver > 3) + this.Template = file.ReadObjectId(); + if (ver > 4) + this.GroupId = file.ReadHardObjectId(); + if (ver > 5) + this._Visible = file.Read(); + if (ver > 6) + this._SpaceOCS.fromArray(file.Read()); + if (ver > 7) { + let count = file.Read(); + this.ProcessingGroupList.length = 0; + for (let i = 0; i < count; i++) + this.ProcessingGroupList.push(file.ReadHardObjectId()); + } + } + //对象将自身数据写入到文件. + WriteFile(file) + { + file.Write(8); + super.WriteFile(file); + file.Write(this._Color); + file.WriteHardObjectId(this.materialId); + file.Write(this._Matrix.toArray()); + file.WriteObjectId(this.Template); + file.WriteHardObjectId(this.GroupId); + file.Write(this._Visible); + file.Write(this._SpaceOCS.toArray()); + file.Write(this.ProcessingGroupList.length); + for (let id of this.ProcessingGroupList) + file.WriteHardObjectId(id); + } + //局部撤销 + ApplyPartialUndo(undoData) + { + super.ApplyPartialUndo(undoData); + } + CopyFrom(obj) + { + let templateIdBak = this.Template; + super.CopyFrom(obj); + this.Update(); + this.Template = templateIdBak; + } +}; +__decorate([ + AutoRecord +], Entity.prototype, "GroupId", void 0); +__decorate([ + AutoRecord +], Entity.prototype, "Template", void 0); +__decorate([ + AutoRecord +], Entity.prototype, "ProcessingGroupList", void 0); +__decorate([ + iaop +], Entity.prototype, "Update", null); +__decorate([ + iaop +], Entity.prototype, "EraseEvent", null); +Entity = Entity_1 = __decorate([ + Factory +], Entity); + +function clamp(value, min, max) +{ + return Math.max(min, Math.min(max, value)); +} +function FixIndex(index, arr) +{ + let count = (arr instanceof Array) ? arr.length : arr; + if (index < 0) + return count + index; + else if (index >= count) + return index - count; + else + return index; +} + +class Shape2 extends Shape +{ + getPoints(divisions = 12) + { + divisions = divisions || 12; + let points = [], last; + for (let i = 0, curves = this.curves; i < curves.length; i++) { + let curve = curves[i]; + //@ts-ignore + let resolution = (curve && curve.isEllipseCurve) ? clamp(curve.getLength() / 20, divisions * 2, 60) + //@ts-ignore + : (curve && (curve.isLineCurve || curve.isLineCurve3)) ? 1 + //@ts-ignore + : (curve && curve.isSplineCurve) ? divisions * curve.points.length + : divisions; + let pts = curve.getPoints(resolution); + for (let j = 0; j < pts.length; j++) { + let point = pts[j]; + if (last && equalv2(last, point, 1e-4)) + continue; // ensures no consecutive points are duplicates + points.push(point); + last = point; + if (j === pts.length - 1) + point["_mask_"] = true; + } + } + if (this.autoClose + && points.length > 1 + && !points[points.length - 1].equals(points[0])) { + points.push(points[0]); + } + return points; + } + absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) + { + let curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); + /* + if (this.curves.length > 0) + { + // if a previous curve is present, attempt to join + let firstPoint = curve.getPoint(0); + if (!equalv2(firstPoint, this.currentPoint)) + { + this.lineTo(firstPoint.x, firstPoint.y); + } + } + */ + this.curves.push(curve); + let lastPoint = curve.getPoint(1); + this.currentPoint.copy(lastPoint); + return this; + } +} + +class Matrix2 +{ + constructor() + { + //column-major + this.el = [1, 0, 0, 1]; //ix iy jx jy [a c b d] + } + set(ix, iy, jx, jy) + { + this.el[0] = ix; + this.el[1] = iy; + this.el[2] = jx; + this.el[3] = jy; + } + applyVector(vec) + { + let x = vec.x; + let y = vec.y; + let e = this.el; + vec.x = e[0] * x + e[2] * y; + vec.y = e[1] * x + e[3] * y; + return this; + } + fromMatrix4(mtx4) + { + this.set(mtx4.elements[0], mtx4.elements[1], mtx4.elements[3], mtx4.elements[4]); + } + setRotate(theta) + { + let c = Math.cos(theta); + let s = Math.sin(theta); + this.set(c, s, -s, c); + return this; + } + //自我求逆矩阵,返回自身 + invert() + { + //ref:https://www.mathsisfun.com/algebra/matrix-inverse.html + let [a, c, b, d] = this.el; + let det = 1 / (a * d - b * c); + this.set(d * det, -c * det, -b * det, a * det); + return this; + } +} + +let r = new Matrix2(); +function RotateUVs(geo) +{ + r.set(0, -1, 1, 0); + for (let uvs of geo.faceVertexUvs) { + for (let uv of uvs) { + for (let v of uv) + r.applyVector(v); + } + } + geo.uvsNeedUpdate = true; +} + +var CreateBoardUtil; +(function (CreateBoardUtil) +{ + //解析二维圆弧 + class Arc2d + { + constructor(p1, p2, bul) + { + this._StartPoint = p1.clone(); + this._EndPoint = p2.clone(); + let vec = p2.clone().sub(p1); + let len = vec.length(); + let an = vec.angle(); + this._Radius = len / Math.sin(2 * Math.atan(bul)) / 2; + let delDis = bul * len / 2; + let toDis = this._Radius - delDis; + an += Math.PI * 0.5; + this._Center = p1.clone().add(p2); + this._Center.multiplyScalar(0.5); + polar(this._Center, an, toDis); + this._StartAn = p1.clone().sub(this._Center).angle(); + this._EndAn = p2.clone().sub(this._Center).angle(); + if (bul < 0) { + //一个神奇的特性 它需要这么做 + this._StartAn -= Math.PI; + this._EndAn -= Math.PI; + } + } + } + CreateBoardUtil.Arc2d = Arc2d; + //创建轮廓 通过点表和凸度 + function CreatePath(pts, buls) + { + let shape = new Shape2(); + if (pts.length === 0) + return shape; + let firstPt = pts[0]; + shape.moveTo(firstPt.x, firstPt.y); + for (let i = 0; i < pts.length - 1; i++) { + let nextPt = pts[i + 1]; + if (equaln(buls[i], 0, 1e-8)) { + shape.lineTo(nextPt.x, nextPt.y); + } + else { + let pt = pts[i]; + //参考 + //http://www.dorodnic.com/blog/tag/three-js/ 绘制一个齿轮 + //https://www.kirupa.com/html5/drawing_circles_canvas.htm //html5 + let arc2 = new Arc2d(pt, nextPt, buls[i]); + let cen = arc2._Center; + shape.absarc(cen.x, cen.y, arc2._Radius, arc2._StartAn, arc2._EndAn, buls[i] < 0); + } + } + return shape; + } + CreateBoardUtil.CreatePath = CreatePath; + //创建板件 暂时这么写 + function createBoard(boardData) + { + var pts = new Array(); + var buls = new Array(); + var boardPts = boardData["Pts"]; + var boardBuls = boardData["Buls"]; + let boardHeight = boardData["H"]; + var boardMat = new Matrix4(); + var matInv = new Matrix4(); + //InitBoardMat + { + var xD = AsVector3(boardData["XVec"]); + var yD = AsVector3(boardData["YVec"]); + var ZD = AsVector3(boardData["ZVec"]); + var pBase = AsVector3(boardData["BasePoint"]).multiplyScalar(0.001); + boardMat.makeBasis(xD, yD, ZD); + boardMat.setPosition(pBase); + matInv.getInverse(boardMat); + } + for (let i = 0; i < boardPts.length; i++) { + var pt = AsVector3(boardPts[i]).multiplyScalar(0.001); + pt.applyMatrix4(matInv); + pts.push(new Vector2(pt.x, pt.y)); + buls.push(boardBuls[i]); + } + var sp = CreatePath(pts, buls); + var extrudeSettings = { + steps: 1, + bevelEnabled: false, + amount: boardHeight * 0.001 + }; + var ext = new ExtrudeGeometry(sp, extrudeSettings); + ext.translate(0, 0, -boardHeight * 0.001); + ext.applyMatrix4(boardMat); + if (boardData["BoardName"] === "地脚线") { + RotateUVs(ext); + } + var mesh = new Mesh(ext); + return mesh; + } + CreateBoardUtil.createBoard = createBoard; +})(CreateBoardUtil || (CreateBoardUtil = {})); + +/** + * 删除数组中指定的元素,返回数组本身 + * @param {Array} arr 需要操作的数组 + * @param {*} el 需要移除的元素 + */ +function arrayRemoveOnce(arr, el) +{ + let index = arr.indexOf(el); + if (index !== -1) + arr.splice(index, 1); + return arr; +} +/** + * 删除通过函数校验的元素 + * @param {(e: T) => boolean} checkFuntion 校验函数 + */ +function arrayRemoveIf(arr, checkFuntion) +{ + let j = 0; + for (let i = 0, l = arr.length; i < l; i++) { + if (!checkFuntion(arr[i])) { + arr[j++] = arr[i]; + } + } + arr.length = j; + return arr; +} +function arrayLast(arr) +{ + return arr[arr.length - 1]; +} +/** + * 根据数值从小到大排序数组 + * @param {Array} arr + * @returns {Array} 返回自身 + */ +function arraySortByNumber(arr) +{ + arr.sort(sortNumberCompart); + return arr; +} +/** + * 对排序好的数组进行去重操作 + * @param {(e1, e2) => boolean} [checkFuction] 校验对象相等函数 + * @returns {Array} 返回自身 + */ +function arrayRemoveDuplicateBySort(arr, checkFuction = checkEqual) +{ + if (arr.length < 2) + return arr; + let j = 1; + for (let i = 1, l = arr.length; i < l; i++) + if (!checkFuction(arr[j - 1], arr[i])) + arr[j++] = arr[i]; + arr.length = j; + return arr; +} +function sortNumberCompart(e1, e2) +{ + return e1 - e2; +} +function checkEqual(e1, e2) +{ + return e1 === e2; +} +/** + * 改变数组的值顺序 + * @param arr 需要改变初始值位置的数组 + * @param index //将index位置以后的值放到起始位置 + */ +function changeArrayStartIndex(arr, index) +{ + arr.unshift(...arr.splice(index)); + return arr; +} +function equalArray(a, b, checkF = checkEqual) +{ + if (a === b) + return true; + if (a.length !== b.length) + return false; + for (var i = 0; i < a.length; ++i) + if (!checkF(a[i], b[i])) + return false; + return true; +} + +function GetGoodShaderSimple(color = new Vector3) +{ + return { + uniforms: { + "SurfaceColor": { value: color } + }, + polygonOffset: true, + polygonOffsetFactor: 1, + polygonOffsetUnits: 1 + }; +} + +const ColorPalette = [ + [255, 0, 0, 255], + //[255, 255, 255, 255],//----- 0 - ByBlock - White + [255, 0, 0, 255], + // [255, 0, 0, 255], //----- 1 - Red + [255, 255, 0, 255], + [0, 255, 0, 255], + [0, 255, 255, 255], + [0, 0, 255, 255], + [255, 0, 255, 255], + // [255, 0, 0, 255], //----- 7 - More red Red + // [255, 0, 0, 255], //----- 8 - More red Red + // [255, 0, 0, 255], //----- 9 - More red Red + [255, 255, 255, 255], + [128, 128, 128, 255], + [192, 192, 192, 255], + [255, 0, 0, 255], + [255, 127, 127, 255], + [165, 0, 0, 255], + [165, 82, 82, 255], + [127, 0, 0, 255], + [127, 63, 63, 255], + [76, 0, 0, 255], + [76, 38, 38, 255], + [38, 0, 0, 255], + [38, 19, 19, 255], + [255, 63, 0, 255], + [255, 159, 127, 255], + [165, 41, 0, 255], + [165, 103, 82, 255], + [127, 31, 0, 255], + [127, 79, 63, 255], + [76, 19, 0, 255], + [76, 47, 38, 255], + [38, 9, 0, 255], + [38, 23, 19, 255], + [255, 127, 0, 255], + [255, 191, 127, 255], + [165, 82, 0, 255], + [165, 124, 82, 255], + [127, 63, 0, 255], + [127, 95, 63, 255], + [76, 38, 0, 255], + [76, 57, 38, 255], + [38, 19, 0, 255], + [38, 28, 19, 255], + [255, 191, 0, 255], + [255, 223, 127, 255], + [165, 124, 0, 255], + [165, 145, 82, 255], + [127, 95, 0, 255], + [127, 111, 63, 255], + [76, 57, 0, 255], + [76, 66, 38, 255], + [38, 28, 0, 255], + [38, 33, 19, 255], + [255, 255, 0, 255], + [255, 255, 127, 255], + [165, 165, 0, 255], + [165, 165, 82, 255], + [127, 127, 0, 255], + [127, 127, 63, 255], + [76, 76, 0, 255], + [76, 76, 38, 255], + [38, 38, 0, 255], + [38, 38, 19, 255], + [191, 255, 0, 255], + [223, 255, 127, 255], + [124, 165, 0, 255], + [145, 165, 82, 255], + [95, 127, 0, 255], + [111, 127, 63, 255], + [57, 76, 0, 255], + [66, 76, 38, 255], + [28, 38, 0, 255], + [33, 38, 19, 255], + [127, 255, 0, 255], + [191, 255, 127, 255], + [82, 165, 0, 255], + [124, 165, 82, 255], + [63, 127, 0, 255], + [95, 127, 63, 255], + [38, 76, 0, 255], + [57, 76, 38, 255], + [19, 38, 0, 255], + [28, 38, 19, 255], + [63, 255, 0, 255], + [159, 255, 127, 255], + [41, 165, 0, 255], + [103, 165, 82, 255], + [31, 127, 0, 255], + [79, 127, 63, 255], + [19, 76, 0, 255], + [47, 76, 38, 255], + [9, 38, 0, 255], + [23, 38, 19, 255], + [0, 255, 0, 255], + [127, 255, 127, 255], + [0, 165, 0, 255], + [82, 165, 82, 255], + [0, 127, 0, 255], + [63, 127, 63, 255], + [0, 76, 0, 255], + [38, 76, 38, 255], + [0, 38, 0, 255], + [19, 38, 19, 255], + [0, 255, 63, 255], + [127, 255, 159, 255], + [0, 165, 41, 255], + [82, 165, 103, 255], + [0, 127, 31, 255], + [63, 127, 79, 255], + [0, 76, 19, 255], + [38, 76, 47, 255], + [0, 38, 9, 255], + [19, 38, 23, 255], + [0, 255, 127, 255], + [127, 255, 191, 255], + [0, 165, 82, 255], + [82, 165, 124, 255], + [0, 127, 63, 255], + [63, 127, 95, 255], + [0, 76, 38, 255], + [38, 76, 57, 255], + [0, 38, 19, 255], + [19, 38, 28, 255], + [0, 255, 191, 255], + [127, 255, 223, 255], + [0, 165, 124, 255], + [82, 165, 145, 255], + [0, 127, 95, 255], + [63, 127, 111, 255], + [0, 76, 57, 255], + [38, 76, 66, 255], + [0, 38, 28, 255], + [19, 38, 33, 255], + [0, 255, 255, 255], + [127, 255, 255, 255], + [0, 165, 165, 255], + [82, 165, 165, 255], + [0, 127, 127, 255], + [63, 127, 127, 255], + [0, 76, 76, 255], + [38, 76, 76, 255], + [0, 38, 38, 255], + [19, 38, 38, 255], + [0, 191, 255, 255], + [127, 223, 255, 255], + [0, 124, 165, 255], + [82, 145, 165, 255], + [0, 95, 127, 255], + [63, 111, 127, 255], + [0, 57, 76, 255], + [38, 66, 76, 255], + [0, 28, 38, 255], + [19, 33, 38, 255], + [0, 127, 255, 255], + [127, 191, 255, 255], + [0, 82, 165, 255], + [82, 124, 165, 255], + [0, 63, 127, 255], + [63, 95, 127, 255], + [0, 38, 76, 255], + [38, 57, 76, 255], + [0, 19, 38, 255], + [19, 28, 38, 255], + [0, 63, 255, 255], + [127, 159, 255, 255], + [0, 41, 165, 255], + [82, 103, 165, 255], + [0, 31, 127, 255], + [63, 79, 127, 255], + [0, 19, 76, 255], + [38, 47, 76, 255], + [0, 9, 38, 255], + [19, 23, 38, 255], + [0, 0, 255, 255], + [127, 127, 255, 255], + [0, 0, 165, 255], + [82, 82, 165, 255], + [0, 0, 127, 255], + [63, 63, 127, 255], + [0, 0, 76, 255], + [38, 38, 76, 255], + [0, 0, 38, 255], + [19, 19, 38, 255], + [63, 0, 255, 255], + [159, 127, 255, 255], + [41, 0, 165, 255], + [103, 82, 165, 255], + [31, 0, 127, 255], + [79, 63, 127, 255], + [19, 0, 76, 255], + [47, 38, 76, 255], + [9, 0, 38, 255], + [23, 19, 38, 255], + [127, 0, 255, 255], + [191, 127, 255, 255], + [82, 0, 165, 255], + [124, 82, 165, 255], + [63, 0, 127, 255], + [95, 63, 127, 255], + [38, 0, 76, 255], + [57, 38, 76, 255], + [19, 0, 38, 255], + [28, 19, 38, 255], + [191, 0, 255, 255], + [223, 127, 255, 255], + [124, 0, 165, 255], + [145, 82, 165, 255], + [95, 0, 127, 255], + [111, 63, 127, 255], + [57, 0, 76, 255], + [66, 38, 76, 255], + [28, 0, 38, 255], + [33, 19, 38, 255], + [255, 0, 255, 255], + [255, 127, 255, 255], + [165, 0, 165, 255], + [165, 82, 165, 255], + [127, 0, 127, 255], + [127, 63, 127, 255], + [76, 0, 76, 255], + [76, 38, 76, 255], + [38, 0, 38, 255], + [38, 19, 38, 255], + [255, 0, 191, 255], + [255, 127, 223, 255], + [165, 0, 124, 255], + [165, 82, 145, 255], + [127, 0, 95, 255], + [127, 63, 111, 255], + [76, 0, 57, 255], + [76, 38, 66, 255], + [38, 0, 28, 255], + [38, 19, 33, 255], + [255, 0, 127, 255], + [255, 127, 191, 255], + [165, 0, 82, 255], + [165, 82, 124, 255], + [127, 0, 63, 255], + [127, 63, 95, 255], + [76, 0, 38, 255], + [76, 38, 57, 255], + [38, 0, 19, 255], + [38, 19, 28, 255], + [255, 0, 63, 255], + [255, 127, 159, 255], + [165, 0, 41, 255], + [165, 82, 103, 255], + [127, 0, 31, 255], + [127, 63, 79, 255], + [76, 0, 19, 255], + [76, 38, 47, 255], + [38, 0, 9, 255], + [38, 19, 23, 255], + [84, 84, 84, 255], + [118, 118, 118, 255], + [152, 152, 152, 255], + [186, 186, 186, 255], + [220, 220, 220, 255], + [255, 255, 255, 255], + [0, 0, 0, 0] //----- ByLayer - White +]; +const LINE_WIDTH = 2; +//颜色材质,对于二维图像来说可能有用,应该不对三维对象使用该材质 +class ColorMaterial +{ + constructor() { } + static GetLineMaterial(color) + { + if (this._LineMaterialMap.has(color)) + return this._LineMaterialMap.get(color); + let mat = new LineBasicMaterial({ color: this.GetColor(color) }); + this._LineMaterialMap.set(color, mat); + return mat; + } + static GetBasicMaterial(color) + { + if (this._BasicMaterialMap.has(color)) + return this._BasicMaterialMap.get(color); + let mtl = new MeshBasicMaterial({ color: this.GetColor(color) }); + this._BasicMaterialMap.set(color, mtl); + return mtl; + } + static GetBasicMaterialDoubleSide(color) + { + if (this._BasicDoubleSideMaterialMap.has(color)) + return this._BasicDoubleSideMaterialMap.get(color); + let mtl = new MeshBasicMaterial({ color: this.GetColor(color), side: DoubleSide }); + this._BasicDoubleSideMaterialMap.set(color, mtl); + return mtl; + } + static GetConceptualMaterial(color) + { + if (this._ConceptualMaterial.has(color)) + return this._ConceptualMaterial.get(color); + let shaderParams = GetGoodShaderSimple(new Vector3().fromArray(this.GetColor(color).toArray())); + let mtl = new ShaderMaterial(shaderParams); + this._ConceptualMaterial.set(color, mtl); + return mtl; + } + static GetPrintConceptualMaterial() + { + if (!this._printConceptualMaterial) { + this._printConceptualMaterial = new ShaderMaterial({ + uniforms: { + "SurfaceColor": { value: [1.0, 1.0, 1.0] } + }, + polygonOffset: true, + polygonOffsetFactor: 1, + polygonOffsetUnits: LINE_WIDTH + }); + } + return this._printConceptualMaterial; + } + static GetBasicMaterialTransparent(color, opacity) + { + let key = `${color},${opacity}`; + let mat = this._BasicTransparentMaterialMap.get(key); + if (mat) + return mat; + mat = new MeshBasicMaterial({ transparent: true, opacity: opacity, side: DoubleSide }); + this._BasicTransparentMaterialMap.set(key, mat); + return mat; + } + static GetBasicMaterialTransparent2(color, opacity) + { + let key = `${color},${opacity}`; + let mat = this._BasicTransparentMaterialMap2.get(key); + if (mat) + return mat; + mat = new MeshBasicMaterial({ transparent: true, opacity: opacity }); + this._BasicTransparentMaterialMap2.set(key, mat); + return mat; + } + static GetColor(color) + { + let rgb = ColorPalette[color]; + if (rgb) + return new Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255); + } +} +ColorMaterial._LineMaterialMap = new Map(); +ColorMaterial._BasicMaterialMap = new Map(); +ColorMaterial._BasicDoubleSideMaterialMap = new Map(); +ColorMaterial._ConceptualMaterial = new Map(); +ColorMaterial._BasicTransparentMaterialMap = new Map(); +ColorMaterial._BasicTransparentMaterialMap2 = new Map(); +//橡皮筋材质: 黄色 点划线 +ColorMaterial.RubberBandMaterial = new LineDashedMaterial({ + color: 0xF0B41E, + dashSize: 20, + gapSize: 8, +}); +//极轴材质: 绿色 点划线 +ColorMaterial.SnapAxisMaterial = new LineDashedMaterial({ + color: 0x008B00, + dashSize: 5, + gapSize: 5 +}); +ColorMaterial.PrintLineMatrial = new LineMaterial({ + color: 0x000000, + linewidth: LINE_WIDTH / 1000, + dashed: false +}); +ColorMaterial.GrayTransparentMeshMaterial = new MeshBasicMaterial({ + color: 0xcccccc, + transparent: true, + opacity: 0.3, +}); +ColorMaterial.TransparentMeshMaterial = new MeshBasicMaterial({ + transparent: true, + opacity: 0, +}); +ColorMaterial.TransparentLineMaterial = new MeshBasicMaterial({ + transparent: true, + opacity: 0, +}); + +/** + * OSMODE + */ +var ObjectSnapMode; +(function (ObjectSnapMode) +{ + ObjectSnapMode[ObjectSnapMode["None"] = 0] = "None"; + ObjectSnapMode[ObjectSnapMode["End"] = 1] = "End"; + ObjectSnapMode[ObjectSnapMode["Mid"] = 2] = "Mid"; + ObjectSnapMode[ObjectSnapMode["Cen"] = 4] = "Cen"; + ObjectSnapMode[ObjectSnapMode["Node"] = 8] = "Node"; + ObjectSnapMode[ObjectSnapMode["Qua"] = 16] = "Qua"; + ObjectSnapMode[ObjectSnapMode["Int"] = 32] = "Int"; + ObjectSnapMode[ObjectSnapMode["Ins"] = 64] = "Ins"; + ObjectSnapMode[ObjectSnapMode["Per"] = 128] = "Per"; + ObjectSnapMode[ObjectSnapMode["Tan"] = 256] = "Tan"; + ObjectSnapMode[ObjectSnapMode["Nea"] = 512] = "Nea"; + ObjectSnapMode[ObjectSnapMode["NotEntitySnap"] = 1024] = "NotEntitySnap"; + ObjectSnapMode[ObjectSnapMode["App"] = 2048] = "App"; + ObjectSnapMode[ObjectSnapMode["Ext"] = 4096] = "Ext"; + ObjectSnapMode[ObjectSnapMode["Par"] = 8192] = "Par"; + ObjectSnapMode[ObjectSnapMode["Axis"] = 16384] = "Axis"; + ObjectSnapMode[ObjectSnapMode["All"] = 31743] = "All"; +})(ObjectSnapMode || (ObjectSnapMode = {})); + +var BufferGeometryUtils; +(function (BufferGeometryUtils) +{ + function CreateFromPts(pts) + { + return new BufferGeometry().setFromPoints(pts); + } + BufferGeometryUtils.CreateFromPts = CreateFromPts; + /** + * 更新BufferGeometry的顶点 + * @param geo + * @param pts + * @returns 当成功时返回true,更新失败时返回false + */ + function UpdatePts(geo, pts) + { + let bf = geo.getAttribute("position"); + if (bf === undefined) + geo.setFromPoints(pts); + else if (bf.count >= pts.length) { + bf.copyVector3sArray(pts); + bf.needsUpdate = true; + geo.drawRange.count = pts.length; + } + else + return false; + return true; + } + BufferGeometryUtils.UpdatePts = UpdatePts; + let arrowGeometry; + function ArrowGeometry() + { + if (arrowGeometry) + return arrowGeometry; + else { + let arrowShape = new Shape(); + arrowShape.lineTo(-0.5, -1.8); + arrowShape.lineTo(0.5, -1.8); + arrowGeometry = new ShapeGeometry(arrowShape); + arrowGeometry.computeBoundingBox(); + return arrowGeometry; + } + } + BufferGeometryUtils.ArrowGeometry = ArrowGeometry; + function MergeBufferGeometries(geometries, useGroups = false) + { + if (geometries.length === 0) + return new BufferGeometry(); + let isIndexed = geometries[0].index !== null; + let attributesUsed = new Set(Object.keys(geometries[0].attributes)); + let morphAttributesUsed = new Set(Object.keys(geometries[0].morphAttributes)); + let attributes = {}; + let morphAttributes = {}; + let morphTargetsRelative = geometries[0].morphTargetsRelative; + let mergedGeometry = new BufferGeometry(); + let offset = 0; + for (let i = 0; i < geometries.length; ++i) { + let geometry = geometries[i]; + // ensure that all geometries are indexed, or none + if (isIndexed !== (geometry.index !== null)) + return null; + // gather attributes, exit early if they're different + for (let name in geometry.attributes) { + if (!attributesUsed.has(name)) + continue; + if (attributes[name] === undefined) + attributes[name] = []; + attributes[name].push(geometry.attributes[name]); + } + // gather morph attributes, exit early if they're different + if (morphTargetsRelative !== geometry.morphTargetsRelative) + return null; + for (let name in geometry.morphAttributes) { + if (!morphAttributesUsed.has(name)) + continue; + if (morphAttributes[name] === undefined) + morphAttributes[name] = []; + morphAttributes[name].push(geometry.morphAttributes[name]); + } + // gather .userData + mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || []; + mergedGeometry.userData.mergedUserData.push(geometry.userData); + if (useGroups) { + let count; + if (isIndexed) { + count = geometry.index.count; + } + else if (geometry.attributes.position !== undefined) { + count = geometry.attributes.position.count; + } + else { + return null; + } + mergedGeometry.addGroup(offset, count, i); + offset += count; + } + } + // merge indices + if (isIndexed) { + let indexOffset = 0; + let mergedIndex = []; + for (let i = 0; i < geometries.length; ++i) { + let index = geometries[i].index; + for (let j = 0; j < index.count; ++j) { + mergedIndex.push(index.getX(j) + indexOffset); + } + indexOffset += geometries[i].attributes.position.count; + } + mergedGeometry.setIndex(mergedIndex); + } + // merge attributes + for (let name in attributes) { + let mergedAttribute = MergeBufferAttributes(attributes[name]); + if (!mergedAttribute) + return null; + mergedGeometry.setAttribute(name, mergedAttribute); + } + // merge morph attributes + for (let name in morphAttributes) { + let numMorphTargets = morphAttributes[name][0].length; + if (numMorphTargets === 0) + break; + mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {}; + mergedGeometry.morphAttributes[name] = []; + for (let i = 0; i < numMorphTargets; ++i) { + let morphAttributesToMerge = []; + for (let j = 0; j < morphAttributes[name].length; ++j) { + morphAttributesToMerge.push(morphAttributes[name][j][i]); + } + let mergedMorphAttribute = MergeBufferAttributes(morphAttributesToMerge); + if (!mergedMorphAttribute) + return null; + mergedGeometry.morphAttributes[name].push(mergedMorphAttribute); + } + } + return mergedGeometry; + } + BufferGeometryUtils.MergeBufferGeometries = MergeBufferGeometries; + function MergeBufferAttributes(attributes) + { + let TypedArray; + let itemSize; + let normalized; + let arrayLength = 0; + for (let i = 0; i < attributes.length; ++i) { + let attribute = attributes[i]; + if (TypedArray === undefined) + TypedArray = attribute.array.constructor; + if (TypedArray !== attribute.array.constructor) + return null; + if (itemSize === undefined) + itemSize = attribute.itemSize; + if (itemSize !== attribute.itemSize) + return null; + if (normalized === undefined) + normalized = attribute.normalized; + if (normalized !== attribute.normalized) + return null; + arrayLength += attribute.array.length; + } + let array = new TypedArray(arrayLength); + let offset = 0; + for (let i = 0; i < attributes.length; ++i) { + array.set(attributes[i].array, offset); + offset += attributes[i].array.length; + } + return new BufferAttribute(array, itemSize, normalized); + } + BufferGeometryUtils.MergeBufferAttributes = MergeBufferAttributes; +})(BufferGeometryUtils || (BufferGeometryUtils = {})); + +/** + * 相交延伸选项. + * + * @export + * @enum {number} + */ +var IntersectOption; +(function (IntersectOption) +{ + /** + * 两者都不延伸 + */ + IntersectOption[IntersectOption["OnBothOperands"] = 0] = "OnBothOperands"; + /** + * 延伸自身 + */ + IntersectOption[IntersectOption["ExtendThis"] = 1] = "ExtendThis"; + /** + * 延伸参数 + */ + IntersectOption[IntersectOption["ExtendArg"] = 2] = "ExtendArg"; + /** + * 延伸两者 + */ + IntersectOption[IntersectOption["ExtendBoth"] = 3] = "ExtendBoth"; +})(IntersectOption || (IntersectOption = {})); +//延伸自身还是参数反转 +function reverseIntersectOption(intType) +{ + if (intType === IntersectOption.ExtendThis) + intType = IntersectOption.ExtendArg; + else if (intType === IntersectOption.ExtendArg) + intType = IntersectOption.ExtendThis; + return intType; +} +/** + * 校验相交点是否满足延伸选项 + * 算法会计算无限延伸状态下的曲线交点,调用该方法进行校验返回校验后的点表 + * + * @param {Vector3[]} intRes 相交点.曲线当作完全状态下的相交点 + * @param {Curve} c1 曲线1 由this参数传入 + * @param {Curve} c2 曲线2 由arg 参数传入 + * @param {Intersect} extType 延伸选项. + * @returns {Array} 校验完成后的点表 + */ +function CheckPointOnCurve(intRes, c1, c2, extType, tolerance = 1e-6) +{ + return intRes.filter(r => + { + if (!(extType & IntersectOption.ExtendThis)) + if (!c1.ParamOnCurve(r.thisParam, tolerance)) + return false; + if (!(extType & IntersectOption.ExtendArg)) + if (!c2.ParamOnCurve(r.argParam, tolerance)) + return false; + return true; + }); +} +function IntersectCircleAndCircle(cu1, cu2) +{ + if (!cu1.IsCoplaneTo(cu2)) + return []; + let c1OcsInv = cu1.OCSInv; + let c1Ocs = cu1.OCS; + let center1 = cu1.Center.applyMatrix4(c1OcsInv); + let center2 = cu2.Center.applyMatrix4(c1OcsInv); + let radius1 = cu1.Radius; + let radius2 = cu2.Radius; + let pts = []; + let dist = center2.distanceTo(center1); + if (dist < Math.abs(radius1 - radius2) - 1e-3 + || dist > (radius1 + radius2 + 1e-3)) + return pts; + if (equaln(dist, 0, 1e-6)) + return pts; + let dstsqr = dist * dist; + let r1sqr = radius1 * radius1; + let r2sqr = radius2 * radius2; + let a = (dstsqr - r2sqr + r1sqr) / (2 * dist); + let h = Math.sqrt(Math.abs(r1sqr - (a * a))); + let ratio_a = a / dist; + let ratio_h = h / dist; + let dx = center2.x - center1.x; + let dy = center2.y - center1.y; + let phix = center1.x + (ratio_a * dx); + let phiy = center1.y + (ratio_a * dy); + dx *= ratio_h; + dy *= ratio_h; + let p1 = new Vector3(phix + dy, phiy - dx); + let p2 = new Vector3(phix - dy, phiy + dx); + p1.applyMatrix4(c1Ocs); + p2.applyMatrix4(c1Ocs); + pts.push({ + pt: p1, + thisParam: cu1.GetParamAtPoint(p1), + argParam: cu2.GetParamAtPoint(p1), + }); + if (!equalv3(p1, p2)) //防止点重复 + pts.push({ + pt: p2, + thisParam: cu1.GetParamAtPoint(p2), + argParam: cu2.GetParamAtPoint(p2), + }); + return pts; +} +/** + * 计算圆与圆弧的交点. + * + * @export + * @param {Circle} circle 圆 + * @param {Arc} arc 圆弧 + * @param {IntersectOption} extType 延伸选项 + * @returns 交点集合 + */ +function IntersectCircleAndArc(circle, arc, extType, tolerance = 1e-6) +{ + let pts = IntersectCircleAndCircle(circle, arc); + return CheckPointOnCurve(pts, circle, arc, extType | IntersectOption.ExtendThis, tolerance); +} +/** + * 计算圆弧与圆弧的交点 + * + * @export + * @param {Arc} arc1 圆弧 + * @param {Arc} arc2 圆弧 + * @param {IntersectOption} extType 延伸选项 + * @returns 交点集合 + */ +function IntersectArcAndArc(arc1, arc2, extType, tolerance = 1e-6) +{ + let pts = IntersectCircleAndCircle(arc1, arc2); + return CheckPointOnCurve(pts, arc1, arc2, extType, tolerance); +} +function IntersectEllipseAndLine(l, el, extType, tolerance = 1e-6) +{ + let pts = IntersectLineAndEllipseFor2D(l, el); + return CheckPointOnCurve(pts, l, el, extType, tolerance); +} +/** + * 通用方法:计算直线与圆的交点,默认延伸全部 + * + * @export + * @param {Line} line 直线 + * @param {(Circle | Arc)} circle 圆或圆弧 + * @returns 交点集合 + */ +function IntersectLineAndCircleOrArc(line, circle) +{ + let lineOrg = line.StartPoint; + let lineDirection = line.EndPoint.sub(lineOrg); + let dirLen = lineDirection.length(); + if (equaln(dirLen, 0)) + return []; + lineDirection.divideScalar(dirLen); + let diff = lineOrg.clone().sub(circle.Center); + let a0 = diff.dot(diff) - circle.Radius ** 2; + let a1 = lineDirection.dot(diff); + let discr = a1 ** 2 - a0; + if (equaln(discr, 0, 1e-7)) { + let pt = lineOrg.add(lineDirection.multiplyScalar(-a1)); + return [{ + pt, + thisParam: -a1 / dirLen, + argParam: circle.GetParamAtPoint(pt) + }]; + } + else if (discr > 0) { + let root = Math.sqrt(discr); + let p1 = lineOrg.clone().add(lineDirection.clone().multiplyScalar(-a1 + root)); + let p2 = lineOrg.add(lineDirection.multiplyScalar(-a1 - root)); + return [ + { + pt: p1, + thisParam: (-a1 + root) / dirLen, + argParam: circle.GetParamAtPoint(p1) + }, { + pt: p2, + thisParam: (-a1 - root) / dirLen, + argParam: circle.GetParamAtPoint(p2) + } + ]; + } + return []; +} +//直线和圆 +function IntersectLineAndCircle(line, circle, extType, tolerance = 1e-6) +{ + let ptArr = IntersectLineAndCircleOrArc(line, circle); + return CheckPointOnCurve(ptArr, line, circle, extType | IntersectOption.ExtendArg); +} +//直线和圆弧 +function IntersectLineAndArc(line, arc, extType, tolerance = 1e-6) +{ + let ptArr = IntersectLineAndCircleOrArc(line, arc); + return CheckPointOnCurve(ptArr, line, arc, extType, tolerance); +} +function IntersectLAndLFor2D2(p1, p2, p3, p4) +{ + let dx1 = p1.x - p2.x; + let dx2 = p3.x - p4.x; + let dx3 = p4.x - p2.x; + let dy1 = p1.y - p2.y; + let dy2 = p3.y - p4.y; + let dy3 = p4.y - p2.y; + let det = (dx2 * dy1) - (dy2 * dx1); + if (equaln(det, 0.0, 1e-5)) { + if (equaln(dx2 * dy3, dy2 * dx3, 1e-5)) + return [p1, p2, p3, p4]; + return []; + } + let pt = new Vector3; + let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det; + pt.x = (ratio * dx2) + p4.x; + pt.y = (ratio * dy2) + p4.y; + return [pt]; +} +/** + * 三维中两行之间最短的直线 + * ref:https://stackoverflow.com/questions/2316490/the-algorithm-to-find-the-point-of-intersection-of-two-3d-line-segment + * ref:http://paulbourke.net/geometry/pointlineplane/ + * ref:http://paulbourke.net/geometry/pointlineplane/calclineline.cs + * + * @export + * @param {Vector3} p1 l1.start + * @param {Vector3} p2 l1.end + * @param {Vector3} p3 l2.start + * @param {Vector3} p4 l2.end + * @returns 交点集合 + */ +function ShortestLine3AndLine3(p1, p2, p3, p4, epsilon = 1e-6) +{ + let p43 = p4.clone().sub(p3); + if (p43.lengthSq() < epsilon) + return; + let p21 = p2.clone().sub(p1); + if (p21.lengthSq() < epsilon) + return; + let p13 = p1.clone().sub(p3); + let d1343 = p13.x * p43.x + p13.y * p43.y + p13.z * p43.z; + let d4321 = p43.x * p21.x + p43.y * p21.y + p43.z * p21.z; + let d1321 = p13.x * p21.x + p13.y * p21.y + p13.z * p21.z; + let d4343 = p43.x * p43.x + p43.y * p43.y + p43.z * p43.z; + let d2121 = p21.x * p21.x + p21.y * p21.y + p21.z * p21.z; + let denom = d2121 * d4343 - d4321 * d4321; + if (Math.abs(denom) < epsilon) + return; + let numer = d1343 * d4321 - d1321 * d4343; + let mua = numer / denom; + let mub = (d1343 + d4321 * (mua)) / d4343; + let resultSegmentPoint1 = new Vector3(); + resultSegmentPoint1.x = p1.x + mua * p21.x; + resultSegmentPoint1.y = p1.y + mua * p21.y; + resultSegmentPoint1.z = p1.z + mua * p21.z; + let resultSegmentPoint2 = new Vector3(); + resultSegmentPoint2.x = p3.x + mub * p43.x; + resultSegmentPoint2.y = p3.y + mub * p43.y; + resultSegmentPoint2.z = p3.z + mub * p43.z; + return [resultSegmentPoint1, resultSegmentPoint2]; +} +//直线和直线 +function IntersectLineAndLine(l1, l2, extType, fuzz = 1e-4) +{ + let [pt1, pt2, pt3, pt4] = [l1.StartPoint, l1.EndPoint, l2.StartPoint, l2.EndPoint]; + let ipts; + if (equaln(pt1.z, 0, fuzz) && equaln(pt2.z, 0, fuzz) && equaln(pt3.z, 0, fuzz) && equaln(pt4.z, 0, fuzz)) { + ipts = IntersectLAndLFor2D2(pt1, pt2, pt3, pt4); + ipts.sort(comparePoint("xy")); + arrayRemoveDuplicateBySort(ipts, (p1, p2) => equalv3(p1, p2, fuzz)); + } + else { + ipts = ShortestLine3AndLine3(pt1, pt2, pt3, pt4); + if (!ipts) + return []; + if (ipts.length === 2) + ipts.pop(); + } + let ints = []; + for (let pt of ipts) { + let { closestPt: p1, param: param1 } = l1.GetClosestAtPoint(pt, true); + if (!equalv3(pt, p1, fuzz)) + return []; + if (!(extType & IntersectOption.ExtendThis)) + if (!(l1.ParamOnCurve(param1, 0) || equalv3(pt1, pt, fuzz) || equalv3(pt2, pt, fuzz))) + return []; + let { closestPt: p2, param: param2 } = l2.GetClosestAtPoint(pt, true); + if (!equalv3(pt, p2, fuzz)) + return []; + if (!(extType & IntersectOption.ExtendArg)) + if (!(l2.ParamOnCurve(param2, 0) || equalv3(pt3, pt, fuzz) || equalv3(pt4, pt, fuzz))) + return []; + ints.push({ pt, thisParam: param1, argParam: param2 }); + } + return ints; +} +function IntersectPolylineAndCurve(pl, cu, extType, tolerance = 1e-6) +{ + let cus = pl.Explode(); + let cus2; + if (cu instanceof Polyline) + cus2 = cu.Explode(); + else + cus2 = [cu]; + let intRes = []; + for (let i = 0; i < cus.length; i++) { + let cu1 = cus[i]; + for (let j = 0; j < cus2.length; j++) { + let cu2 = cus2[j]; + let ext = extType; + let isStart = i === 0; + let isEnd = i === cus.length - 1; + let isStart2 = j === 0; + let isEnd2 = j === cus2.length - 1; + //当曲线闭合时,或者当前的子曲线不是起始和不是结束,那么不延伸曲线. + if (pl.CloseMark || !(isStart || isEnd)) + ext = ext & ~IntersectOption.ExtendThis; + if ((cu instanceof Polyline && cu.CloseMark) || !(isStart2 || isEnd2)) + ext = ext & ~IntersectOption.ExtendArg; + let ptPars = cu1.IntersectWith2(cu2, ext, tolerance).filter(r1 => intRes.every(r2 => !equalv3(r1.pt, r2.pt))); + //校验延伸 + if (IntersectOption.ExtendThis & ext) { + //如果曲线是起始又是结束,那么不校验. + if (isStart && isEnd); + else if (isStart) { + ptPars = ptPars.filter(res => res.thisParam <= 1); + } + else if (isEnd) { + ptPars = ptPars.filter(res => res.thisParam >= 0); + } + } + if (IntersectOption.ExtendArg & ext) { + //如果曲线是起始又是结束,那么不校验. + if (isStart2 && isEnd2); + else if (isStart2) { + ptPars = ptPars.filter(res => res.argParam + j <= cu2.EndParam); + } + else if (isEnd2) { + ptPars = ptPars.filter(res => res.argParam + j >= 0); + } + } + intRes.push(...ptPars.map(r => + { + return { + pt: r.pt, + thisParam: i + r.thisParam, + argParam: j + r.argParam, + }; + })); + } + } + return intRes; +} +function IntersectLineAndEllipseFor2D(l, el) +{ + if (!l.IsCoplaneTo(el)) + return []; + let mat = new Matrix4().makeRotationZ(-el.Rotation).multiply(el.OCSInv); + let a = el.RadX; + let b = el.RadY; + let sp = l.StartPoint.applyMatrix4(mat); + let ep = l.EndPoint.applyMatrix4(mat); + let pts = []; + if (equaln(sp.x, ep.x)) { + let c = sp.x; + let j = (b ** 2) * (1 - (c ** 2) / (a ** 2)); + if (equaln(j, 0)) { + pts = [new Vector3(sp.x, 0)]; + } + else if (j < 0) + return []; + else { + let y1 = Math.sqrt(j); + let y2 = -Math.sqrt(j); + pts = [ + new Vector3(c, y1), + new Vector3(c, y2) + ]; + } + } + else { + let k = (sp.y - ep.y) / (sp.x - ep.x); + let c = sp.y - sp.x * k; + let j = (2 * a * a * k * c) * (2 * a * a * k * c) - 4 * (b * b + a * a * k * k) * a * a * (c * c - b * b); + if (equaln(j, 0)) { + let x1 = -2 * k * c * a * a / (2 * (b * b + a * a * k * k)); + let y1 = k * x1 + c; + pts = [new Vector3(x1, y1)]; + } + else if (j < 0) + return []; + else { + let x1 = (-2 * k * c * a * a + Math.sqrt(j)) / (2 * (b * b + a * a * k * k)); + let y1 = k * x1 + c; + let x2 = (-2 * k * c * a * a - Math.sqrt(j)) / (2 * (b * b + a * a * k * k)); + let y2 = k * x2 + c; + pts = [ + new Vector3(x1, y1), + new Vector3(x2, y2) + ]; + } + } + let matInv = new Matrix4().getInverse(mat); + return pts.map(p => + { + let pt = p.applyMatrix4(matInv); + return { + pt, + thisParam: l.GetParamAtPoint(pt), + argParam: el.GetParamAtPoint(pt) + }; + }); +} +function IntersectEllipseAndCircleOrArc(el, cir, type) +{ + if (!el.IsCoplaneTo(cir)) + return []; + let a = Math.max(el.RadX, el.RadY); + let dist = el.Center.distanceTo(cir.Center); + let disVail = dist > (a + cir.Radius); + if (disVail) + return []; + if (equalv3(el.Center, cir.Center)) { + let a = el.RadX; + let b = el.RadY; + let r = cir.Radius; + let j = ((a * b) ** 2 - (b * r) ** 2) / (a ** 2 - b ** 2); + let pts = []; + if (equaln(j, 0) || equaln(j, r ** 2)) { + if (equaln(j, 0)) + pts = [ + new Vector3(a, 0), + new Vector3(-a, 0) + ]; + else + pts = [ + new Vector3(0, r), + new Vector3(0, -r) + ]; + } + else if (j < 0) + return []; + else { + let y1 = Math.sqrt(j); + let y2 = -Math.sqrt(j); + let n = r ** 2 - j; + let x1 = Math.sqrt(n); + let x2 = -Math.sqrt(n); + pts = [ + new Vector3(x1, y1), + new Vector3(x1, y2), + new Vector3(x2, y1), + new Vector3(x2, y2), + ]; + } + let ro = new Matrix4().makeRotationZ(el.Rotation); + let res = pts.map(p => + { + let pt = p.applyMatrix4(ro).applyMatrix4(el.OCS); + return { + pt, + thisParam: el.GetParamAtPoint(pt), + argParam: cir.GetParamAtPoint(pt) + }; + }); + return CheckPointOnCurve(res, el, cir, type); + } + else { + let pts = el.Shape.getPoints(60); + let lineData = pts.map(p => + { + return { pt: p, bul: 0 }; + }); + let pl = new Polyline(lineData); + let cirClone = cir.Clone().ApplyMatrix(el.OCSInv); + if (type === IntersectOption.ExtendBoth) + type = IntersectOption.ExtendArg; + else if (type !== IntersectOption.ExtendArg) + type = IntersectOption.OnBothOperands; + let intPts = IntersectPolylineAndCurve(pl, cirClone, type); + intPts.forEach(r => r.pt.applyMatrix4(el.OCS)); + return intPts; + } +} +function IntersectEllipse(el1, el2, type) +{ + if (!el1.IsCoplaneTo(el2)) + return []; + let isEqul = equalv3(el1.Center, el2.Center) + && equaln(el1.RadX, el2.RadX) + && equaln(el1.RadY, el2.RadY) + && equalv3(el1.StartPoint, el2.StartPoint); + if (isEqul) + return []; + let a1 = Math.max(el1.RadX, el1.RadY); + let a2 = Math.max(el2.RadX, el2.RadY); + let dist = el1.Center.distanceToSquared(el2.Center); + if (dist > (a1 + a2) ** 2) { + return []; + } + if (!el1.BoundingBox.intersectsBox(el2.BoundingBox)) + return []; + let diffMat = el1.OCSInv.multiply(el2.OCS); + let pts1 = el1.Shape.getPoints(60); + let pts2 = el2.Shape.getPoints(60); + let lineData1 = pts1.map(p => + { + return { pt: p, bul: 0 }; + }); + let lineData2 = pts2.map(p => + { + return { pt: p, bul: 0 }; + }); + let pl1 = new Polyline(lineData1); + let pl2 = new Polyline(lineData2).ApplyMatrix(diffMat); + let intPts = pl1.IntersectWith2(pl2, 0); + intPts.forEach(r => r.pt.applyMatrix4(el1.OCS)); + return intPts; +} + +var ExtendType; +(function (ExtendType) +{ + /** + * 前后都不延伸 + */ + ExtendType[ExtendType["None"] = 0] = "None"; + /** + * 只允许延伸前面 + */ + ExtendType[ExtendType["Front"] = 1] = "Front"; + /** + * 只允许延伸后面 + */ + ExtendType[ExtendType["Back"] = 2] = "Back"; + /** + * 前后延伸 + */ + ExtendType[ExtendType["Both"] = 3] = "Both"; +})(ExtendType || (ExtendType = {})); +/** + * 曲线的基类,子类请实现以下方法. + */ +let Curve = class Curve extends Entity +{ + constructor() + { + super(); + //------------------绘制相关------------------ + //重载 + this.OnlyRenderType = true; + } + get Is2D() + { + return equaln(this._Matrix.elements[14], 0); + } + get StartPoint() { return; } + set StartPoint(v) { return; } + get StartParam() { return; } + get EndPoint() { return; } + set EndPoint(v) { return; } + /** 曲线中点 */ + get Midpoint() + { + return this.GetPointAtParam(this.MidParam); + } + get MidParam() + { + if (this.EndParam === 1) + return 0.5; + else + return this.GetParamAtDist(this.Length * 0.5); + } + get EndParam() { return; } + get Area() { return 0; } + /** + *获得曲线的面积,逆时针为正,顺时针为负. + */ + get Area2() { return 0; } + get Length() { return 0; } + get IsClose() { return false; } + /** 曲线为顺时针 */ + get IsClockWise() { return this.Area2 < 0; } + GetPointAtParam(param) { return; } + GetPointAtDistance(distance) { return; } + GetDistAtParam(param) { return; } + GetDistAtPoint(pt) { return; } + GetParamAtPoint(pt) { return; } + GetParamAtPoint2(pt) { return this.GetParamAtPoint(pt); } + GetParamAtDist(d) { return; } + /** + * 返回曲线在指定位置的一阶导数(在wcs内) + * + * @param {(number | Vector3)} param + * @returns {Vector3} + * @memberof Curve + */ + GetFistDeriv(param) { return; } + GetFistDerivAngle(param) + { + let d = this.GetFistDeriv(param); + return Math.atan2(d.y, d.x); + } + /** + * 返回切割曲线后的结果.总是从起点开始切割,并且按顺序返回曲线. + * @param {(number[] | number)} param + * @returns {Array} + */ + GetSplitCurves(param) { return; } + //未完善 + GetCurveAtParamRange(startParam, EndParam) { return; } + GetSplitCurvesByPts(pt) + { + let pts = Array.isArray(pt) ? pt : [pt]; + let pars = pts.map(p => this.GetParamAtPoint(p)); + return this.GetSplitCurves(pars); + } + SplitParamSort(param) + { + if (Array.isArray(param)) { + param = param.filter(p => this.ParamOnCurve(p)); + if (param.length === 0) + return []; + param.push(0, this.EndParam); + arraySortByNumber(param); + arrayRemoveDuplicateBySort(param, (e1, e2) => equaln(e1, e2, 1e-7)); + return param; + } + else if (this.ParamOnCurve(param)) + return [0, param, this.EndParam]; + else + return []; + } + Extend(newParam) { } + /** + * 连接曲线到本曲线,如果成功返回true + * @param {Curve} cu 需要连接的曲线 + * @returns {boolean} 连接成功 + * @memberof Curve + */ + Join(cu, allowGap = false, tolerance = 1e-4) { return Status.False; } + //翻转曲线.首尾调换. + Reverse() { return this; } + //点在曲线上 + PtOnCurve(pt, fuzz = 1e-6) + { + return equalv3(this.StartPoint, pt, fuzz) || equalv3(this.EndPoint, pt, fuzz) || this.ParamOnCurve(this.GetParamAtPoint(pt)); + } + //点在曲线中,不在起点或者终点. + PtOnCurve2(pt) + { + return !(equalv3(this.StartPoint, pt, 1e-6) || equalv3(this.EndPoint, pt, 1e-6)) && this.ParamOnCurve(this.GetParamAtPoint(pt), 0); + } + //点在曲线上,已经确定点在曲线的延伸线上 + PtOnCurve3(p, fuzz = 1e-6) + { + return this.PtOnCurve(p, fuzz); + } + //参数在曲线上 容差,1e-6 + ParamOnCurve(param, fuzz = 1e-6) { return !isNaN(param) && param >= -fuzz && param <= this.EndParam + fuzz; } + GetOffsetCurves(offsetDist) { return; } + GetClosestPointTo(pt, extend) { return; } + /** + * 曲线相交点 + */ + IntersectWith(curve, intType, tolerance = 1e-6) + { + return this.IntersectWith2(curve, intType, tolerance).map(r => r.pt); + } + /** + * 曲线相交点和点的参数 + */ + IntersectWith2(curve, intType, tolerance = 1e-6) { return []; } + /** + * 拽托点个数 + */ + GetDragPointCount(drag) { return 0; } + /** + * 重载:更新实体材质 + */ + UpdateDrawObjectMaterial(type, obj, material) + { + let m = obj; + m.material = material || ColorMaterial.GetLineMaterial(this._Color); + } + UpdateJigMaterial(color = 8) + { + for (let [type, obj] of this._CacheDrawObject) { + this.UpdateDrawObjectMaterial(type, obj, ColorMaterial.GetLineMaterial(color)); + } + } +}; +Curve = __decorate([ + Factory +], Curve); + +var DragPointType; +(function (DragPointType) +{ + DragPointType[DragPointType["Grip"] = 0] = "Grip"; + DragPointType[DragPointType["Stretch"] = 1] = "Stretch"; +})(DragPointType || (DragPointType = {})); + +class PlaneExt extends Plane +{ + constructor(normal = new Vector3(0, 0, 1), constant) + { + super(normal); + if (typeof constant === "number") + this.constant = constant; + else if (constant) + this.constant = -this.normal.dot(constant); + } + intersectLine(line, optionalTarget = new Vector3(), extendLine = false) + { + let v1 = new Vector3(); + let direction = line.delta(v1); + let denominator = this.normal.dot(direction); + if (denominator === 0) { + // line is coplanar, return origin + if (this.distanceToPoint(line.start) === 0) { + return optionalTarget.copy(line.start); + } + // Unsure if this is the correct method to handle this case. + return undefined; + } + let t = -(line.start.dot(this.normal) + this.constant) / denominator; + //If you not extendLine,check intersect point in Line + if (!extendLine && (t < -1e-6 || t > 1)) { + return undefined; + } + return optionalTarget.copy(direction).multiplyScalar(t).add(line.start); + } + intersectRay(ray, optionalTarget, extendLine) + { + // 从射线初始位置 + let line = new Line3(ray.origin.clone(), ray.origin.clone().add(ray.direction)); + return this.intersectLine(line, optionalTarget, extendLine); + } +} + +var Line_1; +let Line = Line_1 = class Line extends Curve +{ + constructor(sp, ep) + { + super(); + this._StartPoint = sp || new Vector3(0, 0, 0); + this._EndPoint = ep || new Vector3(0, 0, 0); + } + get Is2D() + { + return super.Is2D && equaln(this._StartPoint.z, 0) && equaln(this._EndPoint.z, 0); + } + get Shape() + { + return new Shape([AsVector2(this._StartPoint), AsVector2(this._EndPoint)]); + } + Z0() + { + this.WriteAllObjectRecord(); + this.StartPoint = this.StartPoint.setZ(0); + this.EndPoint = this.EndPoint.setZ(0); + return this; + } + ApplyScaleMatrix(m) + { + this.WriteAllObjectRecord(); + this.StartPoint = this.StartPoint.applyMatrix4(m); + this.EndPoint = this.EndPoint.applyMatrix4(m); + return this; + } + ApplyMirrorMatrix(m) + { + this.WriteAllObjectRecord(); + let sp = this.StartPoint; + let ep = this.EndPoint; + reviseMirrorMatrix(this._Matrix); + this.StartPoint = sp; + this.EndPoint = ep; + return this; + } + InitDrawObject(renderType = RenderType.Wireframe) + { + let geo = BufferGeometryUtils.CreateFromPts([this._StartPoint, this._EndPoint]); + if (renderType === RenderType.Print) { + var geometry = new LineGeometry(); + geometry.setPositions(geo.attributes.position.array); + return new Line2(geometry, ColorMaterial.PrintLineMatrial); + } + return new Line$1(geo, ColorMaterial.GetLineMaterial(this.ColorIndex)); + } + UpdateDrawObject(type, lineObj) + { + BufferGeometryUtils.UpdatePts(lineObj.geometry, [this._StartPoint, this._EndPoint]); + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) + { + switch (snapMode) { + case ObjectSnapMode.End: + return [this.StartPoint, this.EndPoint]; + case ObjectSnapMode.Mid: + return [this.GetPointAtParam(0.5)]; + case ObjectSnapMode.Nea: + { + let derv = this.GetFistDeriv(0).normalize(); + let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3); + //平行不捕捉 + if (isParallelTo(viewNormal, derv)) + return []; + let fNormal = new Vector3().crossVectors(viewNormal, derv); + fNormal.crossVectors(derv, fNormal); + let plane = new PlaneExt(fNormal, this.StartPoint); + let plocal = plane.intersectLine(new Line3(pickPoint, pickPoint.clone().add(viewNormal)), new Vector3(), true); + let pclosest = this.GetClosestPointTo(plocal, false); + return [pclosest]; + } + case ObjectSnapMode.Ext: + return [this.GetClosestPointTo(pickPoint, true)]; + case ObjectSnapMode.Per: + if (lastPoint) { + let { closestPt, param } = this.GetClosestAtPoint(lastPoint, true); + if (this.ParamOnCurve(param)) + return [closestPt]; + } + } + return []; + } + GetGripPoints() + { + return [this.StartPoint, this.GetPointAtParam(0.5), this.EndPoint]; + } + MoveGripPoints(indexList, vec) + { + this.WriteAllObjectRecord(); + for (let index of indexList) { + if (index === 0) + this.StartPoint = this.StartPoint.add(vec); + else if (index === 2) + this.EndPoint = this.EndPoint.add(vec); + else { + let m = MoveMatrix(vec); + this.ApplyMatrix(m); + } + } + } + GetStretchPoints() + { + return [this.StartPoint, this.EndPoint]; + } + MoveStretchPoints(indexList, vec) + { + this.WriteAllObjectRecord(); + for (let index of indexList) { + if (index === 0) + this.StartPoint = this.StartPoint.add(vec); + else + this.EndPoint = this.EndPoint.add(vec); + } + } + GetFistDeriv(param) + { + return this.EndPoint.sub(this.StartPoint); + } + IntersectWith2(curve, intType, tolerance = 1e-4) + { + if (curve instanceof Line_1) { + return IntersectLineAndLine(this, curve, intType, tolerance); + } + if (curve instanceof Arc) { + return IntersectLineAndArc(this, curve, intType, tolerance); + } + if (curve instanceof Circle) { + return IntersectLineAndCircle(this, curve, intType, tolerance); + } + if (curve instanceof Polyline) { + return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance)); + } + if (curve instanceof Ellipse) + return IntersectEllipseAndLine(this, curve, intType, tolerance); + //其他的尚未实现. + return []; + } + //Param + GetPointAtParam(param) + { + return this.StartPoint.add(this.GetFistDeriv(0).multiplyScalar(param)); + } + GetParamAtPoint(pt) + { + let { closestPt, param } = this.GetClosestAtPoint(pt, true); + if (!equalv3(closestPt, pt, 1e-5)) + return NaN; + return param; + } + GetParamAtDist(d) + { + return d / this.Length; + } + GetPointAtDistance(distance) + { + return this.GetPointAtParam(this.GetParamAtDist(distance)); + } + GetDistAtParam(param) + { + return this.Length * param; + } + GetDistAtPoint(pt) + { + return this.GetDistAtParam(this.GetParamAtPoint(pt)); + } + GetSplitCurves(param) + { + let params = this.SplitParamSort(param); + let pts = params.map(param => this.GetPointAtParam(param)); + let ret = new Array(); + if (pts.length >= 2) { + for (let i = 0; i < pts.length - 1; i++) { + let newLine = this.Clone(); + newLine.StartPoint = pts[i]; + newLine.EndPoint = pts[i + 1]; + ret.push(newLine); + } + } + return ret; + } + GetParamAtPoint2(pt) + { + let { param } = this.GetClosestAtPoint(pt, true); + return param; + } + //点在曲线上,已经确定点在曲线的延伸线上 + PtOnCurve3(p, fuzz = 1e-6) + { + let { param } = this.GetClosestAtPoint(p, true); + return this.ParamOnCurve(param, fuzz); + } + GetClosestAtPoint(pt, extend) + { + let sp = this.StartPoint; + let ep = this.EndPoint; + if (equalv3(pt, sp, 1e-8)) + return { closestPt: sp, param: 0 }; + else if (equalv3(pt, ep, 1e-8)) + return { closestPt: ep, param: 1 }; + let direction = this.GetFistDeriv(0); + let length = direction.length(); + if (length === 0) { + let param = NaN; + if (equalv3(pt, this.StartPoint, 1e-6)) + param = 0; + return { closestPt: sp, param: param }; + } + direction.divideScalar(length); + let diff = pt.clone().sub(sp); + let param = direction.dot(diff); + let closestPt; + if (extend) + closestPt = sp.add(direction.multiplyScalar(param)); + else if (param < 0) { + closestPt = sp; + param = 0; + } + else if (param > length) { + closestPt = this.EndPoint; + param = length; + } + else + closestPt = sp.add(direction.multiplyScalar(param)); + return { + closestPt: closestPt, + param: param / length + }; + } + GetClosestPointTo(pt, extend) + { + return this.GetClosestAtPoint(pt, extend).closestPt; + } + Extend(newParam) + { + this.WriteAllObjectRecord(); + if (newParam < this.StartParam) { + this.StartPoint = this.GetPointAtParam(newParam); + } + else if (newParam > this.EndParam) { + this.EndPoint = this.GetPointAtParam(newParam); + } + } + Join(cu, allowGap = false, tolerance = 1e-5) + { + if (cu instanceof Line_1) { + //平行 + if (!isParallelTo(this.GetFistDeriv(0).normalize(), cu.GetFistDeriv(0).normalize())) + return Status.False; + let sp = cu.StartPoint; + let { closestPt: cp1, param: param1 } = this.GetClosestAtPoint(sp, true); + if (!equalv3(sp, cp1, tolerance)) //点在曲线上,允许较低的精度 + return Status.False; + let ep = cu.EndPoint; + let { closestPt: cp2, param: param2 } = this.GetClosestAtPoint(ep, true); + if (!equalv3(ep, cp2, tolerance)) + return Status.False; + if (param1 > param2) { + [param1, param2] = [param2, param1]; + [sp, ep] = [ep, sp]; + } + if (allowGap || Math.max(0, param1) < Math.min(1, param2) + tolerance) { + if (param1 < 0) + this.StartPoint = sp; + if (param2 > 1) + this.EndPoint = ep; + return Status.True; + } + } + return Status.False; + } + Reverse() + { + this.WriteAllObjectRecord(); + [this._StartPoint, this._EndPoint] = [this._EndPoint, this._StartPoint]; + return this; + } + GetOffsetCurves(offsetDist) + { + let derv = this.GetFistDeriv(0).normalize().multiplyScalar(offsetDist); + derv.applyMatrix4(new Matrix4().makeRotationAxis(this.Normal, -Math.PI / 2)); + let newLine = this.Clone(); + newLine.StartPoint = this.StartPoint.add(derv); + newLine.EndPoint = this.EndPoint.add(derv); + return [newLine]; + } + get BoundingBox() + { + return new Box3().setFromPoints([this.StartPoint, this.EndPoint]); + } + get StartParam() + { + return 0; + } + get EndParam() + { + return 1; + } + //属性 + get Length() { return this._StartPoint.distanceTo(this._EndPoint); } + //#region -----------------------------File----------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + _ReadFile(file) + { + super._ReadFile(file); + let ver = file.Read(); //1 + this._StartPoint.fromArray(file.Read()); + this._EndPoint.fromArray(file.Read()); + } + //对象将自身数据写入到文件. + WriteFile(file) + { + super.WriteFile(file); + file.Write(1); //ver + file.Write(this._StartPoint.toArray()); + file.Write(this._EndPoint.toArray()); + } + //#endregion-----------------------------File End----------------------------- + //#region 属性 + set StartPoint(p) + { + this.WriteAllObjectRecord(); + this._StartPoint.copy(p).applyMatrix4(this.OCSInv); + this.Update(); + } + get StartPoint() + { + return this._StartPoint.clone().applyMatrix4(this.OCS); + } + get EndPoint() + { + return this._EndPoint.clone().applyMatrix4(this.OCS); + } + set EndPoint(p) + { + this.WriteAllObjectRecord(); + this._EndPoint.copy(p).applyMatrix4(this.OCSInv); + this.Update(); + } +}; +Line = Line_1 = __decorate([ + Factory +], Line); + +var Ellipse_1; +let Ellipse = Ellipse_1 = class Ellipse extends Curve +{ + constructor(center, radX = 1e-3, radY = 1e-3, angle = 0) + { + super(); + this._startAngle = 0; + this._endAngle = Math.PI * 2; + center && this._Matrix.setPosition(center); + this._radX = radX; + this._radY = radY; + this._rotate = angle; + } + get StartParam() + { + return 0; + } + get EndParam() + { + return 1; + } + get StartPoint() + { + return this.GetPointAtParam(0); + } + get EndPoint() + { + return this.GetPointAtParam(1); + } + get Shape() + { + let sp = new Shape(); + sp.ellipse(0, 0, this._radX, this._radY, this._startAngle, this._endAngle, false, this._rotate); + return sp; + } + get IsClose() + { + return equaln(this.TotalAngle, Math.PI * 2); + } + get Center() + { + return new Vector3().setFromMatrixPosition(this._Matrix); + } + set Center(v) + { + this.WriteAllObjectRecord(); + this._Matrix.setPosition(v); + this.Update(); + } + get RadX() + { + return this._radX; + } + set RadX(v) + { + this.WriteAllObjectRecord(); + this._radX = v; + this.Update(); + } + get RadY() + { + return this._radY; + } + set RadY(v) + { + this.WriteAllObjectRecord(); + this._radY = v; + this.Update(); + } + get Rotation() + { + return this._rotate; + } + set Rotation(v) + { + this.WriteAllObjectRecord(); + this._rotate = v; + this.Update(); + } + get StartAngle() + { + return this._startAngle; + } + get EndAngle() + { + return this._startAngle; + } + set StartAngle(v) + { + this.WriteAllObjectRecord(); + this._startAngle = v; + this.Update(); + } + set EndAngle(v) + { + this.WriteAllObjectRecord(); + this._endAngle = v; + this.Update(); + } + get Length() + { + let a = this._radX; + let b = this._radY; + return Math.PI * Math.abs(3 * (a + b) - Math.sqrt((3 * a + b) * (a + 3 * b))) * this.TotalAngle / Math.PI * 0.5; + } + get Area() + { + let area = Math.PI * this._radX * this._radY; + let an = this._endAngle - this._startAngle; + if (an < 0) + an = Math.PI * 2 + an; + area *= an / Math.PI * 0.5; + let area2 = Math.abs(getDeterminantFor2V(AsVector2(this.StartPoint.sub(this.Center)), AsVector2(this.EndPoint.sub(this.Center)))) / 2; + if (an < Math.PI) + area -= area2; + else + area += area2; + return area; + } + get TotalAngle() + { + let totolAngle = this._endAngle - this._startAngle; + if (totolAngle < 0) + totolAngle = Math.PI * 2 + totolAngle; + return totolAngle; + } + get BoundingBox() + { + return new Box3().setFromPoints(this.GetGripPoints()); + } + PtInCurve(pt) + { + let p = rotatePoint(pt.clone().sub(this.Center), -this.Rotation); + return p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2 < 1; + } + PtOnCurve(pt) + { + if (this.PtOnEllipse(pt)) { + let a = this.GetCircleAngleAtPoint(pt); + return a <= this.TotalAngle + 1e-6; + } + return false; + } + PtOnEllipse(pt) + { + let p = rotatePoint(pt.clone().applyMatrix4(this.OCSInv), -this.Rotation); + return equaln(p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2, 1, 1e-3); + } + GetPointAtParam(param) + { + let an = this.TotalAngle * param + this._startAngle; + if (an > Math.PI) + an -= 2 * Math.PI; + let a = this.RadX; + let b = this.RadY; + let pt = new Vector3(a * Math.cos(an), b * Math.sin(an), 0); + pt.applyMatrix4(new Matrix4().makeRotationZ(this._rotate)); + return pt.applyMatrix4(this.OCS); + } + GetParamAtPoint(pt) + { + if (!this.PtOnEllipse(pt)) { + return NaN; + } + let an = this.GetCircleAngleAtPoint(pt); + let par = an / this.TotalAngle; + if (this.IsClose || par < 1 + 1e-6) + return par; + else { + let diffPar = Math.PI * 2 / this.TotalAngle - 1; + if (par - 1 < diffPar / 2) + return par; + else + return par - 1 - diffPar; + } + } + GetPointAtDistance(distance) + { + let param = distance / this.Length; + return this.GetPointAtParam(param); + } + GetDistAtParam(param) + { + return this.Length * param; + } + GetDistAtPoint(pt) + { + let param = this.GetParamAtPoint(pt); + return this.GetDistAtParam(param); + } + GetParamAtDist(d) + { + return d / this.Length; + } + GetAngleAtParam(par) + { + let pt = this.GetPointAtParam(par).applyMatrix4(this.OCSInv).applyMatrix4(new Matrix4().makeRotationZ(-this.Rotation)); + return angle(pt) + this._startAngle; + } + GetCircleAngleAtPoint(pt) + { + pt = pt.clone().applyMatrix4(this.OCSInv); + let an = angle(pt) - this._rotate; + if (an < 0) + an = Math.PI * 2 - an; + if (an > Math.PI * 2) + an -= Math.PI * 2; + let dist = pt.length(); + let k = dist * Math.cos(an) / this._radX; + if (Math.abs(k) > 1) + k = Math.floor(Math.abs(k)) * Math.sign(k); + if (Math.abs(an) <= Math.PI) + an = Math.acos(k); + else + an = Math.PI * 2 - Math.acos(k); + an -= this._startAngle; + if (an < 0) + an = Math.PI * 2 + an; + return an; + } + GetFistDeriv(pt) + { + if (typeof pt === "number") + pt = this.GetPointAtParam(pt); + else + pt = pt.clone(); + let refPts = this.GetGripPoints(); + let p = pt.clone().applyMatrix4(this.OCSInv).applyMatrix4(new Matrix4().makeRotationZ(-this._rotate)); + let vec = new Vector3(); + if (equalv3(pt, refPts[0])) + vec.set(0, 1, 0); + else if (equalv3(pt, refPts[1])) { + vec.set(0, -1, 0); + } + else if (p.y > 0) { + let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y); + vec.set(-1, -k, 0); + } + else { + let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y); + vec.set(1, k, 0); + } + vec.applyMatrix4(new Matrix4().makeRotationZ(this._rotate)); + return vec.applyMatrix4(new Matrix4().extractRotation(this.OCS)); + } + GetClosestPointTo(p, extend) + { + //参考:https://wet-robots.ghost.io/simple-method-for-distance-to-ellipse/ + let ro = new Matrix4().makeRotationZ(this._rotate); + let roInv = new Matrix4().getInverse(ro); + let pt = p.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(roInv); + let px = pt.x; + let py = pt.y; + let t = angle(pt); + let a = this._radX; + let b = this._radY; + let x, y; + for (let i = 0; i < 3; i++) { + x = a * Math.cos(t); + y = b * Math.sin(t); + let ex = (a ** 2 - b ** 2) * Math.cos(t) ** 3 / a; + let ey = (b * b - a * a) * Math.sin(t) ** 3 / b; + let rx = x - ex; + let ry = y - ey; + let qx = px - ex; + let qy = py - ey; + let r = Math.sqrt(ry ** 2 + rx ** 2); + let q = Math.sqrt(qy ** 2 + qx ** 2); + let dc = r * Math.asin((rx * qy - ry * qx) / (r * q)); + let dt = dc / Math.sqrt(a * a + b * b - x * x - y * y); + t += dt; + } + let retPt = new Vector3(x, y).applyMatrix4(ro).applyMatrix4(this.OCS); + if (this.IsClose || extend) { + return retPt; + } + else if (this.PtOnCurve(retPt)) { + return retPt; + } + else { + let d1 = p.distanceToSquared(this.StartPoint); + let d2 = p.distanceToSquared(this.EndPoint); + return d1 < d2 ? this.StartPoint : this.EndPoint; + } + } + GetOffsetCurves(offsetDist) + { + if ((offsetDist + Math.min(this._radX, this._radY)) > 0) { + let el = this.Clone(); + el.RadX = this._radX + offsetDist; + el.RadY = this._radY + offsetDist; + return [el]; + } + return []; + } + GetSplitCurves(param) + { + let params; + if (param instanceof Array) { + params = param.filter(p => this.ParamOnCurve(p)); + params.sort((a1, a2) => a2 - a1); //从大到小 + } + else + params = [param]; + //补上最后一个到第一个的弧 + if (this.IsClose) + params.unshift(arrayLast(params)); + else { + params.unshift(1); + params.push(0); + } + arrayRemoveDuplicateBySort(params); + let anglelist = params.map(param => this.TotalAngle * param + this._startAngle); + let elllist = []; + for (let i = 0; i < anglelist.length - 1; i++) { + let sa = anglelist[i]; + let ea = anglelist[i + 1]; + let el = this.Clone(); + if (!equaln(sa, ea, 1e-6)) { + el.StartAngle = ea; + el.EndAngle = equaln(sa, 0) ? Math.PI * 2 : sa; + elllist.push(el); + } + } + return elllist; + } + Join(el) + { + if (this.IsClose || el.IsClose || !this.IsCoplaneTo(el) || !equalv3(el.Center, this.Center)) + return Status.False; + let status = Status.False; + if (equaln(this._endAngle, this._startAngle)) { + this.EndAngle = this._endAngle; + status = Status.True; + } + else if (equaln(this._startAngle, el._endAngle)) { + this.StartAngle = el._startAngle; + status = Status.True; + } + if (status === Status.True && !this.IsClose && equaln(this._startAngle, this._endAngle)) { + this.StartAngle = 0; + this.EndAngle = Math.PI * 2; + } + return status; + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) + { + switch (snapMode) { + case ObjectSnapMode.End: + { + let pts = this.GetGripPoints(); + return pts; + } + case ObjectSnapMode.Cen: + return [this.Center]; + case ObjectSnapMode.Nea: + { + return getArcOrCirNearPts(this, pickPoint, viewXform); + } + case ObjectSnapMode.Per: + if (lastPoint) { + if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) + return []; + return [this.GetClosestPointTo(lastPoint, false)]; + } + case ObjectSnapMode.Tan: + { + //TODO:过某点获取椭圆全部切点 + if (lastPoint) { + return getTanPtsOnEllipse(); + } + } + default: + return []; + } + } + IntersectWith2(curve, intType) + { + //TODO:优化椭圆和椭圆,椭圆和圆相交 + if (curve instanceof Line) { + return SwapParam(IntersectEllipseAndLine(curve, this, reverseIntersectOption(intType))); + } + else if (curve instanceof Circle || curve instanceof Arc) { + return IntersectEllipseAndCircleOrArc(this, curve, intType); + } + else if (curve instanceof Polyline) { + return SwapParam(IntersectPolylineAndCurve(curve, this, intType)); + } + else if (curve instanceof Ellipse_1) { + return IntersectEllipse(this, curve); + } + else + return []; + } + InitDrawObject(renderType = RenderType.Wireframe) + { + let line = new Line$1(this.UpdateGeometry(), ColorMaterial.GetLineMaterial(this._Color)); + this.UpdateDrawObject(renderType, line); + return line; + } + UpdateDrawObject(type, obj) + { + let geo = obj.geometry; + this.UpdateGeometry(geo); + } + //更新Geometry + UpdateGeometry(geo) + { + if (!geo) + geo = new BufferGeometry(); + let curve = this.Shape; + geo.setFromPoints(curve.getPoints(60)); + return geo; + } + GetStretchPoints() + { + return this.GetGripPoints(); + } + GetGripPoints() + { + let tmpMat4 = new Matrix4().makeRotationZ(this.Rotation); + let pts = [ + new Vector3(this._radX, 0), + new Vector3(-this._radX, 0), + new Vector3(0, this._radY), + new Vector3(0, -this._radY) + ].map(p => p.applyMatrix4(tmpMat4).applyMatrix4(this.OCS)); + if (!equaln(0, this._startAngle)) + pts.push(this.StartPoint); + if (!equaln(0, this._endAngle)) + pts.push(this.EndPoint); + pts.push(this.Center); + return pts; + } + MoveStretchPoints(indexList, vec) + { + this.ApplyMatrix(MoveMatrix(vec)); + } + MoveGripPoints(indexList, vec) + { + let pts = this.GetStretchPoints(); + if (indexList.length > 0) { + let p = pts[indexList[0]].clone(); + p.add(vec); + if (indexList[0] <= 1) + this.RadX = p.distanceTo(this.Center); + else if (indexList[0] <= 3) + this.RadY = p.distanceTo(this.Center); + else { + let p1 = pts[indexList[0]]; + //TODO:跟cad不一致待优化 + if (equalv3(p1, this.StartPoint)) { + let v1 = p1.clone().sub(this.Center); + let v2 = p.clone().sub(this.Center); + let an = angleTo(v1, v2); + this.StartAngle = this.StartAngle + an; + } + else if (equalv3(p1, this.EndPoint)) { + let v1 = p1.clone().sub(this.Center); + let v2 = p.clone().sub(this.Center); + let an = angleTo(v2, v1); + this.EndAngle = this.EndAngle + an; + } + else + this.Center = p; + } + } + } + Convert2Polyline(count = 0) + { + const MIN_LEN = 80; + const par = this.TotalAngle / Math.PI * 0.5; + if (!count) { + count = Math.floor(this.Length / par / MIN_LEN); + count = MathUtils.clamp(count, 15, 80); + } + count = Math.floor(count * par); + if ((count & 1) === 0) + count++; + let pts = this.Shape.getPoints(count); + if (this.IsClose) + pts.pop(); + let pl = Pts2Polyline(pts, this.IsClose); + pl.ApplyMatrix(this.OCS); + if (this.IsClose) + pl.CloseMark = true; + return pl; + } + _ReadFile(file) + { + super._ReadFile(file); + let ver = file.Read(); + this._radX = file.Read(); + this._radY = file.Read(); + this._rotate = file.Read(); + this._startAngle = file.Read(); + this._endAngle = file.Read(); + this.Update(); + } + //对象将自身数据写入到文件. + WriteFile(file) + { + super.WriteFile(file); + file.Write(1); + file.Write(this.RadX); + file.Write(this.RadY); + file.Write(this.Rotation); + file.Write(this._startAngle); + file.Write(this._endAngle); + } +}; +Ellipse = Ellipse_1 = __decorate([ + Factory +], Ellipse); + +var Circle_1; +let circleGeometry; +function GetCircleGeometry() +{ + if (!circleGeometry) + circleGeometry = BufferGeometryUtils.CreateFromPts(new EllipseCurve(0, 0, 1, 1, 0, 2 * Math.PI, false, 0).getPoints(360).map(AsVector3)); + return circleGeometry; +} +let Circle = Circle_1 = class Circle extends Curve +{ + constructor(center, radius = 1e-6) + { + super(); + center && this._Matrix.setPosition(center); + this._Radius = radius; + } + get Shape() + { + let sp = new Shape2(); + sp.ellipse(0, 0, this._Radius, this._Radius, 0, 2 * Math.PI, false, 0); + return sp; + } + get Center() + { + return new Vector3().setFromMatrixPosition(this._Matrix); + } + set Center(v) + { + this.WriteAllObjectRecord(); + this._Matrix.setPosition(v); + this.Update(); + } + get Radius() + { + return this._Radius; + } + set Radius(v) + { + this.WriteAllObjectRecord(); + this._Radius = clamp(v, 1e-9, 1e19); + this.Update(); + } + ApplyScaleMatrix(m) + { + this.WriteAllObjectRecord(); + this.Center = this.Center.applyMatrix4(m); + this.Radius = this.Radius * m.getMaxScaleOnAxis(); + return this; + } + ApplyMirrorMatrix(m) + { + this.WriteAllObjectRecord(); + reviseMirrorMatrix(this._Matrix); + return this; + } + //******************** Curve function start*****************// + get StartPoint() + { + return this.GetPointAtParam(0); + } + get StartParam() + { + return 0; + } + get EndPoint() + { + return this.GetPointAtParam(0); + } + get EndParam() + { + return 1; + } + PtInCurve(pt) + { + return pt.distanceToSquared(this.Center) < Math.pow(this.Radius, 2); + } + get Area() + { + return Math.PI * this._Radius ** 2; + } + get Area2() + { + return Math.PI * this._Radius ** 2; + } + get Length() + { + return Math.PI * 2 * this._Radius; + } + get IsClose() + { + return true; + } + //曲线为顺时针 + get IsClockWise() { return false; } + GetPointAtParam(param) + { + return polar(new Vector3(), param * 2 * Math.PI, this._Radius).applyMatrix4(this._Matrix); + } + GetPointAtDistance(distance) + { + let param = distance / (Math.PI * 2 * this._Radius); + return this.GetPointAtParam(param); + } + GetDistAtParam(param) + { + return Math.PI * 2 * this._Radius * param; + } + GetDistAtPoint(pt) + { + let param = this.GetParamAtPoint(pt); + return this.GetDistAtParam(param); + } + GetParamAtDist(d) + { + return d / (Math.PI * 2 * this._Radius); + } + GetSplitCurves(param) + { + let params; + if (param instanceof Array) { + params = param.filter(p => this.ParamOnCurve(p)); + params.sort((a1, a2) => a2 - a1); //从大到小 + arrayRemoveDuplicateBySort(params); + if (params.length < 2) + return []; + } + else //圆不能被单个参数切割 + return []; + //补上最后一个到第一个的弧 + params.unshift(arrayLast(params)); + let anglelist = params.map(param => Math.PI * 2 * param); + let curvelist = new Array(); + for (let i = 0; i < anglelist.length - 1; i++) { + let sa = anglelist[i]; + let ea = anglelist[i + 1]; + if (!equaln(sa, ea, 1e-6)) { + let arc = new Arc(new Vector3(), this._Radius, ea, sa, false); + arc.ApplyMatrix(this.OCS); + curvelist.push(arc); + } + } + return curvelist; + } + GetParamAtPoint(pt) + { + if (!this.PtOnCurve(pt)) + return NaN; + return angle(pt.clone().applyMatrix4(this.OCSInv)) / (Math.PI * 2); + } + PtOnCurve(pt) + { + return equaln(pt.distanceToSquared(this.Center), this._Radius * this._Radius, 1e-5); + } + GetOffsetCurves(offsetDist) + { + if ((offsetDist + this._Radius) > 0) { + let circle = this.Clone(); + circle.Radius = this._Radius + offsetDist; + return [circle]; + } + return []; + } + IntersectWith2(curve, intType) + { + if (curve instanceof Arc) { + return IntersectCircleAndArc(this, curve, intType); + } + if (curve instanceof Line) { + return SwapParam(IntersectLineAndCircle(curve, this, reverseIntersectOption(intType))); + } + if (curve instanceof Circle_1) { + return IntersectCircleAndCircle(this, curve); + } + if (curve instanceof Ellipse) { + return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType)); + } + if (curve instanceof Polyline) + return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType))); + return []; + } + //******************** Curve function end*****************// + get BoundingBox() + { + return new Box3().setFromPoints(this.GetGripPoints()); + } + InitDrawObject(renderType = RenderType.Wireframe) + { + let cirGeo = GetCircleGeometry(); + if (renderType === RenderType.Print) { + var geometry = new LineGeometry().setPositions(cirGeo.attributes.position.array); + geometry.scale(this._Radius, this._Radius, this._Radius); + return new Line2(geometry, ColorMaterial.PrintLineMatrial); + } + let line = new Line$1(cirGeo, ColorMaterial.GetLineMaterial(this._Color)); + let obj = new Object3D().add(line); + this.UpdateDrawObject(renderType, obj); + return obj; + } + UpdateDrawObject(type, obj) + { + obj.children[0].scale.set(this._Radius, this._Radius, this._Radius); + obj.children[0].updateMatrix(); + } + UpdateDrawObjectMaterial(type, obj, material) + { + let m = obj.children[0]; + m.material = material ? material : ColorMaterial.GetLineMaterial(this._Color); + } + GetDragPointCount(drag) + { + if (drag === DragPointType.Grip) + return 5; + else + return 1; + } + GetGripPoints() + { + let pts = [ + new Vector3(), + new Vector3(0, this._Radius), + new Vector3(0, -this._Radius), + new Vector3(-this._Radius, 0), + new Vector3(this._Radius, 0), + ]; + let ocs = this.OCS; + pts.forEach(p => p.applyMatrix4(ocs)); + return pts; + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) + { + switch (snapMode) { + case ObjectSnapMode.Nea: + { + return getArcOrCirNearPts(this, pickPoint, viewXform); + } + case ObjectSnapMode.Cen: + return [this.Center]; + case ObjectSnapMode.Per: + if (lastPoint) { + if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) + return []; + let l = new Line(this.Center, lastPoint); + return l.IntersectWith(this, IntersectOption.ExtendBoth); + } + case ObjectSnapMode.Tan: + let pts = GetTanPtsOnArcOrCircle(this, lastPoint); + if (pts) + return pts; + case ObjectSnapMode.End: + { + let pts = this.GetGripPoints(); + pts.shift(); + return pts; + } + } + return []; + } + MoveGripPoints(indexList, vec) + { + let pts = this.GetGripPoints(); + if (indexList.length > 0) { + let index = indexList[0]; + let p = pts[index]; + if (p) { + if (index > 0) { + p.add(vec); + this.Radius = p.distanceTo(this.Center); + } + else { + this.Center = this.Center.add(vec); + } + } + } + } + GetStretchPoints() + { + let pts = [new Vector3()]; + let ocs = this.OCS; + pts.forEach(p => p.applyMatrix4(ocs)); + return pts; + } + MoveStretchPoints(indexList, vec) + { + if (indexList.length > 0) { + let mat = MoveMatrix(vec); + this.ApplyMatrix(mat); + } + } + GetFistDeriv(pt) + { + if (typeof pt === "number") + pt = this.GetPointAtParam(pt); + else + pt = pt.clone(); + pt.applyMatrix4(this.OCSInv); + let an = angle(pt) + Math.PI * 0.5; + return polar(new Vector3(), an, 1).applyMatrix4(new Matrix4().extractRotation(this.OCS)); + } + GetClosestPointTo(pt, extend) + { + pt = pt.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(this.OCS); + if (equaln(pt.distanceToSquared(this.Center), 0, 1e-10)) + return this.GetPointAtParam(0); + let l = new Line(this.Center, pt); + let pts = l.IntersectWith(this, IntersectOption.ExtendBoth); + pts.sort((p1, p2) => + { + return p1.distanceToSquared(pt) - p2.distanceToSquared(pt); + }); + return pts[0]; + } + //#region -------------------------File------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + _ReadFile(file) + { + super._ReadFile(file); + let ver = file.Read(); + this._Radius = file.Read(); + } + //对象将自身数据写入到文件. + WriteFile(file) + { + super.WriteFile(file); + file.Write(1); + file.Write(this._Radius); + } +}; +Circle = Circle_1 = __decorate([ + Factory +], Circle); + +var Arc_1; +/** + * 圆弧实体类 + * 与ACAD不同,这个类加入了时针变量,并且默认构造的圆弧为顺时针圆弧. + * + * 关于时针圆弧: + * 起始圆弧到终止圆弧总是在0-2PI之间.(一个完整的圆). + * 圆弧的绘制从起始圆弧绘制到终止圆弧. 按照时针绘制. + * 参考计算圆弧的完整角度方法查看该计算方式. + */ +let Arc = Arc_1 = class Arc extends Curve +{ + constructor(center = new Vector3(), radius = 0.1, startAngle = 0.1, endAngle = 0, clockwise = true) + { + super(); + /** + * 曲线为顺时针 + */ + this.m_Clockwise = true; + this._Matrix.setPosition(center); + this.m_Radius = radius; + this.m_StartAngle = clampRad(startAngle); + this.m_EndAngle = clampRad(endAngle); + this.m_Clockwise = clockwise; + } + get Shape() + { + let sp = new Shape(); + sp.absarc(0, 0, this.m_Radius, this.m_StartAngle, this.m_EndAngle, this.m_Clockwise); + return sp; + } + get Center() + { + return this.Position; + } + set Center(v) + { + this.Position = v; + } + get Normal() + { + return new Vector3().setFromMatrixColumn(this._Matrix, 2); + } + set Normal(v) + { + this.WriteAllObjectRecord(); + matrixSetVector(this._Matrix, 2, v); + this.Update(); + } + get Area() + { + return 0.5 * this.AllAngle * this.Radius * this.Radius; + } + //获得曲线的面积,逆时针为正,顺时针为负. + get Area2() + { + let clockwise = this.m_Clockwise ? -1 : 1; + return 0.5 * this.AllAngle * this.Radius * this.Radius * clockwise; + } + get IsClose() + { + return false; + } + get BoundingBox() + { + let pts = [this.StartPoint, this.EndPoint]; + //TODO:考虑三维圆弧. + let addPts = [ + this.Center.add(new Vector3(this.m_Radius, 0)), + this.Center.add(new Vector3(0, this.m_Radius)), + this.Center.add(new Vector3(-this.m_Radius, 0)), + this.Center.add(new Vector3(0, -this.m_Radius)), + ]; + addPts.forEach(p => + { + if (this.PtOnCurve(p)) + pts.push(p); + }); + return new Box3().setFromPoints(pts); + } + get Radius() + { + return this.m_Radius; + } + set Radius(v) + { + this.WriteAllObjectRecord(); + this.m_Radius = v <= 0 ? 1e-19 : v; + this.Update(); + } + get IsClockWise() + { + return this.m_Clockwise; + } + set IsClockWise(v) + { + if (v !== this.m_Clockwise) { + this.WriteAllObjectRecord(); + this.m_Clockwise = v; + this.Update(); + } + } + get StartAngle() + { + return this.m_StartAngle; + } + set StartAngle(v) + { + this.WriteAllObjectRecord(); + this.m_StartAngle = v; + this.Update(); + } + get EndAngle() + { + return this.m_EndAngle; + } + set EndAngle(v) + { + this.WriteAllObjectRecord(); + this.m_EndAngle = v; + this.Update(); + } + //******************** Curve function start*****************// + get StartPoint() + { + return polar(new Vector3(), this.m_StartAngle, this.m_Radius).applyMatrix4(this.OCS); + } + set StartPoint(v) + { + let vTemp = v.clone().applyMatrix4(this.OCSInv); + this.StartAngle = angle(vTemp); + } + get EndPoint() + { + return polar(new Vector3(), this.m_EndAngle, this.m_Radius).applyMatrix4(this.OCS); + } + set EndPoint(v) + { + let vTemp = v.clone().applyMatrix4(this.OCSInv); + this.EndAngle = angle(vTemp); + } + get StartParam() + { + return 0; + } + get EndParam() + { + return 1; + } + get Length() + { + return this.AllAngle * this.m_Radius; + } + GetParamAtPoint2(pt) + { + return this.GetParamAtAngle(this.GetAngleAtPoint(pt)); + } + //点在曲线上,已经确定点在曲线的延伸线上 + PtOnCurve3(p, fuzz = 1e-6) + { + let param = this.GetParamAtPoint2(p); + return this.ParamOnCurve(param, fuzz); + } + ApplyScaleMatrix(m) + { + this.WriteAllObjectRecord(); + this.Center = this.Center.applyMatrix4(m); + this.Radius = this.Radius * m.getMaxScaleOnAxis(); + return this; + } + ApplyMirrorMatrix(m) + { + this.WriteAllObjectRecord(); + let sp = this.StartPoint; + let ep = this.EndPoint; + reviseMirrorMatrix(this._Matrix); + this.m_Clockwise = !this.m_Clockwise; + this.StartPoint = sp; + this.EndPoint = ep; + return this; + } + GetPointAtParam(param) + { + let an = this.GetAngleAtParam(param); + return polar(new Vector3(), an, this.m_Radius).applyMatrix4(this.OCS); + } + GetPointAtDistance(distance) + { + let len = this.Length; + if (len == 0) + return; + return this.GetPointAtParam(distance / len); + } + GetDistAtParam(param) + { + return Math.abs(param * this.Length); + } + GetDistAtPoint(pt) + { + let param = this.GetParamAtPoint(pt); + return this.GetDistAtParam(param); + } + GetParamAtPoint(pt) + { + if (this.m_Radius == 0 || + this.AllAngle == 0 || + !equaln(pt.distanceTo(this.Center), this.m_Radius, 1e-6)) + return NaN; + return this.GetParamAtAngle(this.GetAngleAtPoint(pt)); + } + /** + * 利用角度计算该角度在圆弧中代表的参数. + * 如果角度在圆弧内,那么返回0-1 + * 如果角度不在圆弧内,那么尝试返回离圆弧起始或者结束的较近的参数 + * + * @param {number} an + * @returns + * @memberof Arc + */ + GetParamAtAngle(an) + { + //如果以pt为终点,那么所有的角度为 + let ptAllAn = this.ComputeAnlge(an); + let allAn = this.AllAngle; + //减去圆弧角度,剩余角度的一半 + let surplusAngleHalf = Math.PI - allAn / 2; + if (ptAllAn > allAn + surplusAngleHalf) //返回负数 + { + return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn; + } + else //返回正数 + return ptAllAn / allAn; + } + /** + * Gets param at angle2 + * @param an + * @param [isStart] true:返回负数,false 返回正数 + * @returns + */ + GetParamAtAngle2(an, isStart = true) + { + //如果以pt为终点,那么所有的角度为 + let ptAllAn = this.ComputeAnlge(an); + let allAn = this.AllAngle; + //减去圆弧角度,剩余角度的一半 + let surplusAngleHalf = Math.PI - allAn / 2; + if (isStart) //返回负数 + { + return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn; + } + else //返回正数 + return ptAllAn / allAn; + } + GetAngleAtPoint(pt) + { + let ptTmp = pt.clone().applyMatrix4(this.OCSInv); + return angle(ptTmp); + } + GetAngleAtParam(param) + { + return clampRad(this.m_StartAngle + param * this.AllAngle * (this.m_Clockwise ? -1 : 1)); + } + GetSplitCurves(param) + { + let params = this.SplitParamSort(param); + //角度列表 + let ans = params.map(p => this.GetAngleAtParam(p)); + //返回圆弧表 + let arcs = []; + for (let i = 0; i < ans.length - 1; i++) { + let arc = this.Clone(); + arc.StartAngle = ans[i]; + arc.EndAngle = ans[i + 1]; + arcs.push(arc); + } + return arcs; + } + GetOffsetCurves(offsetDist) + { + if (this.m_Clockwise) + offsetDist *= -1; + if ((offsetDist + this.m_Radius) > 0) { + let arc = this.Clone(); + arc.Radius = offsetDist + this.m_Radius; + return [arc]; + } + return []; + } + Extend(newParam) + { + this.WriteAllObjectRecord(); + if (newParam < 0) { + this.m_StartAngle = this.GetAngleAtParam(newParam); + } + else if (newParam > 1) { + this.m_EndAngle = this.GetAngleAtParam(newParam); + } + this.Update(); + } + Join(cu) + { + if (cu instanceof Arc_1) { + if (equalv3(cu.Center, this.Center) && equaln(cu.m_Radius, this.m_Radius)) { + this.WriteAllObjectRecord(); + let [sa, ea] = [cu.StartAngle, cu.EndAngle]; + if (cu.m_Clockwise != this.m_Clockwise) + [sa, ea] = [ea, sa]; + let allAn = this.AllAngle; + let saAllan = this.ComputeAnlge(sa); + let eaAllan = this.ComputeAnlge(ea); + if (equaln(sa, this.m_StartAngle)) //this起点对起点 + { + if (eaAllan > allAn) + this.EndAngle = ea; + return Status.True; + } + else if (equaln(sa, this.m_EndAngle)) //this终点对起点 + { + if (eaAllan < allAn || equaln(ea, this.m_StartAngle)) + return Status.ConverToCircle; + else + this.EndAngle = ea; + return Status.True; + } + else if (equaln(ea, this.StartAngle)) //this起点对终点 + { + if (saAllan < allAn) + return Status.ConverToCircle; + else + this.StartAngle = sa; + return Status.True; + } + else if (equaln(ea, this.m_EndAngle)) //this终点对终点 + { + if (saAllan > allAn) + this.StartAngle = sa; + return Status.True; + } + else if (this.ParamOnCurve(this.GetParamAtAngle(sa))) { + if (eaAllan < saAllan) + return Status.ConverToCircle; + else if (eaAllan > allAn) + this.EndAngle = ea; + return Status.True; + } + else if (this.ParamOnCurve(this.GetParamAtAngle(ea))) { + this.StartAngle = sa; + return Status.True; + } + //使用按负方向去计算它的参数 + let saParam; + if (saAllan > allAn) + saParam = (saAllan - Math.PI * 2) / allAn; + else + saParam = saAllan / allAn; + let eaParam; + if (eaAllan > saAllan && saAllan > allAn) + eaParam = (eaAllan - Math.PI * 2) / allAn; + else + eaParam = eaAllan / allAn; + let pMin = Math.max(0, saParam); + let pMax = Math.min(1, eaParam); + if (pMin <= pMax + 1e-5) { + if (saParam < 0) + this.StartAngle = sa; + if (eaParam > 1) + this.EndAngle = ea; + return Status.True; + } + } + } + return Status.False; + } + Reverse() + { + this.WriteAllObjectRecord(); + this.m_Clockwise = !this.m_Clockwise; + [this.m_StartAngle, this.m_EndAngle] = [this.m_EndAngle, this.m_StartAngle]; + return this; + } + IntersectWith2(curve, intType, tolerance = 1e-4) + { + if (curve instanceof Arc_1) { + return IntersectArcAndArc(this, curve, intType); + } + if (curve instanceof Line) { + return SwapParam(IntersectLineAndArc(curve, this, reverseIntersectOption(intType), tolerance)); + } + if (curve instanceof Circle) { + return SwapParam(IntersectCircleAndArc(curve, this, reverseIntersectOption(intType), tolerance)); + } + if (curve instanceof Polyline) + return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance)); + if (curve instanceof Ellipse) + return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType)); + return []; + } + /** + * 计算出圆弧所包含的角度 + * + * @readonly + * @type {number} + * @memberof Arc + */ + get AllAngle() + { + return this.ComputeAnlge(this.m_EndAngle); + } + get Bul() + { + if (equaln(this.AllAngle, Math.PI * 2)) + return 1; + return Math.tan(this.AllAngle * 0.25) * (this.IsClockWise ? -1 : 1); + } + /** + * 计算所包含的角度 + * + * @private + * @param {number} endAngle 结束的角度 + * @returns + * @memberof Arc + */ + ComputeAnlge(endAngle) + { + //顺时针 + if (this.m_Clockwise) { + if (this.m_StartAngle > endAngle) + return this.StartAngle - endAngle; + else //越过0点绘制圆弧 + return (Math.PI * 2) - (endAngle - this.m_StartAngle); + } + else { + if (endAngle > this.m_StartAngle) + return endAngle - this.m_StartAngle; + else + return (Math.PI * 2) - (this.m_StartAngle - endAngle); + } + } + /** + * 解析两点和凸度所构成的圆弧 + * + * @param {Vector2} p1 + * @param {Vector2} p2 + * @param {number} bul 凸度,在cad中,凸度为 <(四分之一圆心角)的正切值> + */ + ParseFromBul(p1, p2, bul) + { + if (p1 instanceof Vector2) + p1 = AsVector3(p1); + if (p2 instanceof Vector2) + p2 = AsVector3(p2); + let ocsInv = this.OCSInv; + p1 = p1.clone().applyMatrix4(ocsInv); + p2 = p2.clone().applyMatrix4(ocsInv); + //弦向量 + let chordV = p2.clone().sub(p1); + //弦角度 + let chordAn = angle(chordV); + //弦长度/2 + let chordLengthHalf = chordV.length() / 2; + let allAngle = Math.atan(bul) * 4; + let HalfAngle = allAngle * 0.5; + //半径 + this.m_Radius = chordLengthHalf / Math.sin(HalfAngle); + //指向圆心的角度 + let toCenterAn = chordAn + Math.PI * 0.5; //弦角度转90 + //圆心 + let center = midPoint(p1, p2); + polar(center, toCenterAn, this.m_Radius - (bul * chordLengthHalf)); + this.Center = center.clone().applyMatrix4(this.OCS); + this.m_Radius = Math.abs(this.m_Radius); + this.m_StartAngle = angle(p1.clone().sub(center)); + this.m_EndAngle = angle(p2.clone().sub(center)); + this.m_Clockwise = bul < 0; + return this; + } + FromThreePoint(pt1, pt2, pt3) + { + if (!(pt1 && pt2 && pt3)) + return; + let ocsInv = this.OCSInv; + pt1 = pt1.clone().applyMatrix4(ocsInv); + pt2 = pt2.clone().applyMatrix4(ocsInv); + pt3 = pt3.clone().applyMatrix4(ocsInv); + let center = getCircleCenter(pt1, pt2, pt3); + this.Center = center.clone().applyMatrix4(this.OCS); + //用圆心和其中一个点求距离得到半径: + this.m_Radius = center.distanceTo(pt1); + //起始角度 端点角度 + this.m_StartAngle = angle(pt1.clone().sub(center)); + this.m_EndAngle = angle(pt3.clone().sub(center)); + //求出向量p1->p2,p1->p3 + let p1 = pt2.clone().sub(pt1); + let p2 = pt3.clone().sub(pt1); + this.m_Clockwise = p1.cross(p2).z < 0; + return this; + } + /** + * 重载: 初始化绘制实体. + * + * @param {RenderType} [renderType=RenderType.Wireframe] + */ + InitDrawObject(renderType = RenderType.Wireframe) + { + let geo = BufferGeometryUtils.CreateFromPts(this.Shape.getPoints(60).map(AsVector3)); + if (renderType === RenderType.Print) { + var geometry = new LineGeometry(); + geometry.setPositions(geo.attributes.position.array); + return new Line2(geometry, ColorMaterial.PrintLineMatrial); + } + return new Line$1(geo, ColorMaterial.GetLineMaterial(this._Color)); + } + //更新Geometry + UpdateGeometry(geo) + { + let pts = this.Shape.getPoints(60).map(AsVector3); + BufferGeometryUtils.UpdatePts(geo, pts); + } + /** + * 重载:更新绘制的实体 + * + * @param {RenderType} type + * @param {Object3D} obj + * @memberof Arc + */ + UpdateDrawObject(type, obj) + { + let geo = obj["geometry"]; + this.UpdateGeometry(geo); + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) + { + switch (snapMode) { + case ObjectSnapMode.End: + return [this.StartPoint, this.EndPoint]; + case ObjectSnapMode.Mid: + return [this.GetPointAtParam(0.5)]; + case ObjectSnapMode.Nea: + return getArcOrCirNearPts(this, pickPoint, viewXform) + .filter(p => this.PtOnCurve(p)); + case ObjectSnapMode.Ext: + return [this.GetClosestPointTo(pickPoint, true)]; + case ObjectSnapMode.Cen: + return [this.Center]; + case ObjectSnapMode.Per: + if (lastPoint) { + if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) + return []; + let l = new Line(this.Center, lastPoint); + return l.IntersectWith(this, IntersectOption.ExtendBoth).filter(p => this.PtOnCurve(p)); + } + case ObjectSnapMode.Tan: + let pts = GetTanPtsOnArcOrCircle(this, lastPoint); + if (pts) + return pts.filter(p => this.PtOnCurve(p)); + } + return []; + } + GetGripPoints() + { + return [ + this.StartPoint, + this.GetPointAtParam(0.5), + this.EndPoint, + this.Center.clone(), + ]; + } + MoveGripPoints(indexList, vec) + { + if (indexList.length > 0) { + this.WriteAllObjectRecord(); + let ptsArr = this.GetGripPoints(); + let index = indexList[0]; + let p = ptsArr[index]; + if (p) { + p.add(vec); + if (index > 2) + this.Center = this.Center.add(vec); + else + this.FromThreePoint(ptsArr[0], ptsArr[1], ptsArr[2]); + this.Update(); + } + } + } + GetStretchPoints() + { + return [this.StartPoint, this.EndPoint]; + } + MoveStretchPoints(indexList, vec) + { + if (indexList.length === 0) + return; + this.WriteAllObjectRecord(); + if (indexList.length === 2) + this.ApplyMatrix(MoveMatrix(vec)); + else + for (let index of indexList) { + let pts = [this.StartPoint, this.EndPoint]; + let [sp, ep] = pts; + let oldChordLengthHalf = sp.distanceTo(ep) * 0.5; + let arcHeight = oldChordLengthHalf * this.Bul; + pts[index].add(vec); + let newChordLengthHalf = sp.distanceTo(ep) * 0.5; + let newBul = arcHeight / newChordLengthHalf; + //根据凸度构造新的弧 + this.ParseFromBul(sp, ep, newBul); + this.Update(); + } + } + GetParamAtDist(d) + { + return d / this.Length; + } + GetFistDeriv(pt) + { + let an; + if (typeof pt === "number") + an = this.GetAngleAtParam(pt); + else + an = angle(pt.clone().applyMatrix4(this.OCSInv)); + an += Math.PI * 0.5 * (this.m_Clockwise ? -1 : 1); + let ocs = new Matrix4().extractRotation(this.OCS); + return polar(new Vector3(), an, this.m_Radius).applyMatrix4(ocs); + } + GetClosestPointTo(pt, extend) + { + let l = new Line(this.Center, pt); + let inPts = this.IntersectWith(l, extend ? IntersectOption.ExtendBoth : IntersectOption.ExtendArg); + if (inPts.length < 2) + inPts.push(this.StartPoint, this.EndPoint); + return inPts.reduce((p1, p2) => p1.distanceToSquared(pt) < p2.distanceToSquared(pt) ? p1 : p2); + } + //#region -------------------------File------------------------- + //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 + //对象从文件中读取数据,初始化自身 + _ReadFile(file) + { + super._ReadFile(file); + let ver = file.Read(); + if (ver === 1) { + this.Center = new Vector3().fromArray(file.Read()); + this.Normal = new Vector3().fromArray(file.Read()); + } + this.m_Radius = file.Read(); + this.m_StartAngle = file.Read(); + this.m_EndAngle = file.Read(); + this.m_Clockwise = file.Read(); + } + //对象将自身数据写入到文件. + WriteFile(file) + { + super.WriteFile(file); + file.Write(2); + file.Write(this.m_Radius); + file.Write(this.m_StartAngle); + file.Write(this.m_EndAngle); + file.Write(this.m_Clockwise); + } +}; +Arc = Arc_1 = __decorate([ + Factory +], Arc); + +/** + * 判断点在多段线内外 + * @param pl 多段线 + * @param pt 点 + * @returns 点在多段线内部 + */ +function IsPointInPolyLine(pl, pt) +{ + let crossings = 0; + let insLine = new Line(pt, pt.clone().add(new Vector3(0, 10, 0))); + for (let i = 0; i < pl.EndParam; i++) { + if (equaln(pl.GetBuilgeAt(i), 0, 5e-6)) //直线 + { + let sp = pl.GetPointAtParam(i); + let ep = pl.GetPointAtParam(i + 1); + //点位于线上面 + if (pt.y > Math.max(sp.y, ep.y)) + continue; + //线垂直Y轴 + let derX = ep.x - sp.x; + if (equaln(derX, 0, 5e-6)) + continue; + //起点 + if (equaln(sp.x, pt.x, 5e-6)) { + if (sp.y > pt.y && derX < 0) + crossings++; + continue; + } + //终点 + if (equaln(ep.x, pt.x, 5e-6)) { + if (ep.y > pt.y && derX > 0) + crossings++; + continue; + } + //快速求交,只验证有没有交点 + let [x1, x2] = sp.x > ep.x ? [ep.x, sp.x] : [sp.x, ep.x]; + if (pt.x > x1 && pt.x < x2) { + let derY = ep.y - sp.y; + let k = derY / derX; + if ((pt.x - sp.x) * k + sp.y > pt.y) + crossings++; + } + } + else //圆弧 + { + let arc = pl.GetCurveAtIndex(i); + let sp = arc.StartPoint; + let ep = arc.EndPoint; + //如果相切 + if (equaln(Math.abs(pt.x - arc.Center.x), arc.Radius)) { + //当点和起点或者终点和点相切时 + if (equaln(sp.x, pt.x) && sp.y > pt.y) { + if (ep.x - sp.x < -1e-5) + crossings++; + } + else if (equaln(ep.x, pt.x) && ep.y > pt.y) { + if (ep.x - sp.x > 1e-5) + crossings++; + } + continue; + } + if (equaln(sp.x, pt.x) && sp.y > pt.y) { + let der = arc.GetFistDeriv(0); + if (der.x < -1e-5) + crossings++; + } + if (equaln(ep.x, pt.x) && ep.y > pt.y) { + let der = arc.GetFistDeriv(1); + if (der.x > 1e-5) + crossings++; + } + for (let pti of arc.IntersectWith(insLine, IntersectOption.ExtendArg)) { + if (pti.y < pt.y || equalv3(sp, pti, 1e-5) || equalv3(ep, pti, 1e-5)) + continue; + let der = arc.GetFistDeriv(pti); + if (!equaln(der.x, 0)) //相切. + crossings++; + } + } + } + return (crossings % 2) === 1; +} + +/** + * 一个简单的计数器实现,本质是使用一个Map来保存元素的个数 + * + * 例: + * let count = new Count(); + * count.AddCount("Test", 1); + * count.GetCount("Test");//现在 Test 的个数为1 + */ +class Count +{ + constructor() + { + this.m_CountMap = new WeakMap(); + } + GetCount(obj) + { + let count = this.m_CountMap.get(obj); + if (!count) { + this.m_CountMap.set(obj, 0); + count = 0; + } + return count; + } + AddCount(obj, add) + { + this.m_CountMap.set(obj, this.GetCount(obj) + add); + } +} + +/** + * 曲线连接图 + * 所有的顶点和边的关系 + */ +class CurveMap +{ + constructor(numdimensions = 4, _RemoveSortLine = false, multiplier = 10 ** numdimensions) + { + this.numdimensions = numdimensions; + this._RemoveSortLine = _RemoveSortLine; + this.multiplier = multiplier; + /* + 节点图. + 每个节点对应下一个路口的路线表. + 路口表使用逆时针排序,起始角度使用正x轴. + */ + this._VerticeMap = new Map(); + this._Vertices = []; + this._LookupTable = {}; + } + /** + * 得到节点图的所有站点列表 + */ + get Stands() + { + return this._Vertices; + } + /** + * @param curve + * @param [isArc=curve instanceof Arc] + * @param [removeDuplicate=false] + * @returns 加入成功? + */ + AddCurveToMap(curve, isArc = curve instanceof Arc, removeDuplicate = false, parseAngle = false) + { + let sp = curve.StartPoint; + let ep = curve.EndPoint; + let startS = this.GetOnlyVertice(sp); + let endS = this.GetOnlyVertice(ep); + //在面域分析中,路线指向同一个顶点已经没有意义了 + if (this._RemoveSortLine && startS === endS) + return false; + if (removeDuplicate) //删除重复 + { + let index = startS.routes.findIndex(r => + { + if (r.to === endS && r.curve.constructor.name === curve.constructor.name) { + if (isArc) + return equalv3(curve.GetPointAtParam(0.5), r.curve.GetPointAtParam(0.5)); + return true; + } + }); + if (index !== -1) + return false; + } + let length = curve.Length; + curve.TempData = 0; + let routeS2E = { curve, isReverse: false, length, from: startS, to: endS, s: sp, e: ep }; + let routeE2S = { curve, isReverse: true, length, from: endS, to: startS, e: sp, s: ep }; + if (!isArc && parseAngle) { + let an = angle(endS.position.clone().sub(startS.position)); + routeS2E.an = an; + routeE2S.an = clampRad(an + Math.PI); + } + startS.routes.push(routeS2E); + endS.routes.push(routeE2S); + return true; + } + /** + * 获得唯一的顶点 + */ + GetOnlyVertice(p) + { + let gp = this.GenerateP(p); + if (this._VerticeMap.has(gp)) + return this._VerticeMap.get(gp); + let vertice = { position: gp, routes: [] }; + this._VerticeMap.set(p, vertice); + this._Vertices.push(vertice); + return vertice; + } + /** + * 生成一个唯一的向量. + */ + GenerateP(p) + { + let key = ""; + let els = p.toArray(); + for (let n of els) { + let valueQuantized = Math.round(n * this.multiplier); + key += valueQuantized + '/'; + } + if (key in this._LookupTable) + return this._LookupTable[key]; + let hashparts = els.map((el) => + { + let q0 = Math.floor(el * this.multiplier); + let q1 = q0 + 1; + return ['' + q0 + '/', '' + q1 + '/']; + }); + let numelements = els.length; + let numhashes = 1 << numelements; + for (let hashmask = 0; hashmask < numhashes; ++hashmask) { + let hashmaskShifted = hashmask; + key = ''; + hashparts.forEach(function (hashpart) + { + key += hashpart[hashmaskShifted & 1]; + hashmaskShifted >>= 1; + }); + this._LookupTable[key] = p; + } + return p; + } +} + +/** + * 轨道控制的数学类,观察向量和角度的互相转换 + * 当x当抬头或者低头到90度时,触发万向锁. + */ +class Orbit +{ + constructor() + { + //抬头低头 正数抬头 负数低头 + this.phi = 0; //Φ + //身体旋转 0为正右边 逆时针旋转 + this.theta = 0; //θ + } + get RoX() + { + return this.phi; + } + set RoX(v) + { + this.phi = MathUtils.clamp(v, Math.PI * -0.49, Math.PI * 0.49); + } + /** + * 使用旋转角度 计算观察向量 + * @param [outDirection] 引用传入,如果传入,那么就不构造新的向量 + * @returns 返回观察向量 + */ + UpdateDirection(outDirection = new Vector3()) + { + outDirection.z = Math.sin(this.phi); + //归一化专用. + let d = Math.abs(Math.cos(this.phi)); + outDirection.x = Math.cos(this.theta) * d; + outDirection.y = Math.sin(this.theta) * d; + return outDirection; + } + /** + * 使用观察向量,计算旋转角度 + * @param dir 这个向量会被修改成单位向量. + */ + SetFromDirection(dir) + { + dir.normalize(); + this.phi = Math.asin(dir.z); + if (equaln(dir.x, 0) && equaln(dir.y, 0)) + if (dir.z > 0) + this.theta = Math.PI * -0.5; + else + this.theta = Math.PI * 0.5; + else + this.theta = Math.atan2(dir.y, dir.x); + } + /** + * 参考任意轴坐标系算法. + * http://help.autodesk.com/view/ACD/2017/CHS/?guid=GUID-E19E5B42-0CC7-4EBA-B29F-5E1D595149EE + */ + static ComputUpDirection(n, ay = new Vector3(), ax = new Vector3()) + { + n.normalize(); + if (Math.abs(n.x) < 0.015625 && Math.abs(n.y) < 0.015625) + ax.crossVectors(YAxis, n); + else + ax.crossVectors(ZAxis, n); + ay.crossVectors(n, ax); + ax.normalize(); + ay.normalize(); + return ay; + } +} + +/** +面域分析,基于最小循环图重新实现的版本,拓展了实现求最大轮廓。 +当最大轮廓=最小轮廓时,只绘制最大轮廓(独立轮廓无分裂)。 + +算法只实现去重模式,业务场景应该没有非去重模式。 +如果需要非去重模式,那么应该获取到多个CurveMap,然后对多个CurveMap进行面域分析,得出多个重叠的面域。 + */ +class RegionParse +{ + /** + * @param cuList 请不要传递圆和椭圆. + * @param [numDimensions=3] 精度:小数点后个数 + * @param [removeDuplicate=true] 删除重复(现在必须是true,请不要修改它) + */ + constructor(cuList, numDimensions = 3, removeDuplicate = true) + { + this.numDimensions = numDimensions; + this.removeDuplicate = removeDuplicate; + //区域列表 通常是外轮廓 + this.RegionsOutline = []; + //区域列表 通常是内轮廓 + this.RegionsInternal = []; + //碎线 曲线进入到这里会被炸开. + this.ExpLineMap = new Map(); + //需要搜索的站 + let vertices = this.GenerateVerticeMap(cuList); + //移除细丝 + while (true) { + let v = vertices.find(v => v.routes.length < 2); + if (v) + this.RemoveFilamentAt(v, vertices); + else + break; + } + let lowerVertice; + while (vertices.length > 0) { + lowerVertice = (lowerVertice === null || lowerVertice === void 0 ? void 0 : lowerVertice.routes.length) > 1 ? lowerVertice : this.FindLowerLeftStand(vertices); + let minWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Min); + let maxWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Max); + this.RemoveEdge(minWalk[0]); + this.RemoveFilamentAt(minWalk[0].from, vertices); + this.RemoveFilamentAt(minWalk[0].to, vertices); + minWalk = ReduceWalk(minWalk); + maxWalk = ReduceWalk(maxWalk); + if (maxWalk.length > 1) { + this.RegionsOutline.push(maxWalk); + if (minWalk.length === maxWalk.length && minWalk.every((w1, index) => w1 === maxWalk[index])) //大小重叠 + { + //直接remove,不用计算引用个数 + for (let w of minWalk) { + this.RemoveEdge(w); + this.RemoveFilamentAt(w.from, vertices); + this.RemoveFilamentAt(w.to, vertices); + } + continue; //继续循环 + } + else + for (let w of maxWalk) + w.curve.TempData = 1; + } + if (minWalk.length > 1) // && minWalk.every(w => (w.curve.TempData) < 2) 没有重复线应该不会被用2次 + { + this.RegionsInternal.push(minWalk); + for (let w of minWalk) { + w.curve.TempData++; + if (w.curve.TempData === 2) { + this.RemoveEdge(w); + this.RemoveFilamentAt(w.from, vertices); + this.RemoveFilamentAt(w.to, vertices); + } + } + } + } + } + RemoveFilamentAt(v, vertices) + { + let current = v; + while (current && current.routes.length < 2) { + vertices = arrayRemoveOnce(vertices, current); + let r = current.routes[0]; + if (r) { + this.RemoveEdge(r); + current = r.to; + } + else + current = undefined; + } + } + RemoveEdge(r) + { + let index = r.from.routes.findIndex(rr => rr.curve === r.curve); + if (index !== -1) + r.from.routes.splice(index, 1); + index = r.to.routes.findIndex(rr => rr.curve === r.curve); + if (index !== -1) + r.to.routes.splice(index, 1); + } + /** + * 找到最下方并且最左边的站 yx + */ + FindLowerLeftStand(vertices) + { + return vertices.reduce((m, v) => + { + let dy = v.position.y - m.position.y; + if (dy < 0) + return v; + if (dy > 0) + return m; + return v.position.x - m.position.x < 0 ? v : m; + }); + } + /** + * 构造路线图. 每个节点对应下一个路口的路线表. 路口表使用逆时针排序,起始角度使用正x轴. + * @returns 所有的顶点 + */ + GenerateVerticeMap(curveList) + { + let curveMap = new CurveMap(this.numDimensions, true); + //将多段线炸开 + let plcus = []; + arrayRemoveIf(curveList, c => + { + if (c instanceof Polyline) { + let cus = c.Explode(); + //如果为圆弧,提前打断 + let arcs = []; + arrayRemoveIf(cus, c => + { + if (c.Length < 1e-5) + return true; + if (c instanceof Arc) { + let arcBrs = this.BreakArc(c); + for (let arc of arcBrs) + arcs.push(arc); + } + return false; + }); + //加入到计算 + cus.push(...arcs); + this.ExpLineMap.set(c, cus); + plcus.push(...cus); + return true; + } + return false; + }); + curveList.push(...plcus); + this._CurveCount = curveList.length; + for (let cu of curveList) { + //由于圆弧可能导致最低点计算错误的问题. + if (cu instanceof Arc) { + let arcs = this.BreakArc(cu); + if (arcs.length > 1) { + arcs.forEach(a => curveMap.AddCurveToMap(a, true, this.removeDuplicate, true)); + this.ExpLineMap.set(cu, arcs); + continue; + } + else + curveMap.AddCurveToMap(cu, true, this.removeDuplicate, true); + } + else + curveMap.AddCurveToMap(cu, false, this.removeDuplicate, true); + } + //排序,根据角度逆时针排序. + for (let v of curveMap._Vertices) { + let minLength = Infinity; + for (let r of v.routes) + if (r.length < minLength) + minLength = r.length; + for (let r of v.routes) + CalcRouteAngle(r, minLength * 0.2); + v.routes.sort((r1, r2) => r1.an - r2.an); + } + return curveMap.Stands; + } + BreakArc(arc) + { + let underPt = arc.Center.add(new Vector3(0, -arc.Radius)); + let param = arc.GetParamAtPoint(underPt); + if (param > 0.01 && param < 0.99) + return arc.GetSplitCurves(param); + else + return [arc]; + } + /** + * 曲线是否已经被算法使用 + */ + GetCueveUsed(cu) + { + if (this.ExpLineMap.has(cu)) { + let use = this.ExpLineMap.get(cu).some(c => c.TempData > 0); + if (!use) + this.ExpLineMap.delete(cu); + return use; + } + else + return cu.TempData > 0; + } +} +function CalcRouteAngle(r, length) +{ + if (r.an !== undefined) + return; + let cu = r.curve; + let p = r.isReverse ? + cu.GetPointAtParam(cu.GetParamAtDist(r.length - length)) + : cu.GetPointAtParam(cu.GetParamAtDist(length)); + r.an = angle(p.sub(r.from.position)); +} +var WalkType; +(function (WalkType) +{ + WalkType[WalkType["Min"] = 1] = "Min"; + WalkType[WalkType["Max"] = -1] = "Max"; +})(WalkType || (WalkType = {})); +function ClosedWalkFrom(startVertice, maxRoute, type = WalkType.Min) +{ + let walk = []; + let curVertice = startVertice; + let preRoute; + // console.log("start", type, startVertice.position.toArray()); + do { + let route = GetNextRoute(curVertice, preRoute, type); + if (type === WalkType.Max && route.curve.TempData > 0) + return []; + // console.log(route.to.position.toArray()); + walk.push(route); + [curVertice, preRoute] = [route.to, route]; + if (walk.length > maxRoute * 2) + throw "超过计算次数限制"; + } while (curVertice !== startVertice); + return walk; +} +/** + * 删除中途回路 + */ +function ReduceWalk(w) +{ + if (w.length === 0) + return w; + //未构成回路,直接回家 + if (w[0].curve === arrayLast(w).curve) + return []; + for (let i = 0; i < w.length; i++) { + let r1 = w[i]; + for (let j = w.length; j--;) { + if (i === j) + break; + let r2 = w[j]; + if (r1.to === r2.to) { + if (j > i) + w.splice(i + 1, j - i); + break; + } + } + } + return w; +} +function GetNextRoute(v, prev, type = WalkType.Min) +{ + if (!prev) + return arrayLast(v.routes); //顺时针 cw \|/ 从左往右 + //逆时针 ccw 往左 + let index = v.routes.findIndex(r => r.curve === prev.curve); + let newIndex = FixIndex(index + 1 * type, v.routes); + return v.routes[newIndex]; +} + +var BoolOpeartionType; +(function (BoolOpeartionType) +{ + BoolOpeartionType[BoolOpeartionType["Intersection"] = 0] = "Intersection"; + BoolOpeartionType[BoolOpeartionType["Union"] = 1] = "Union"; + BoolOpeartionType[BoolOpeartionType["Subtract"] = 2] = "Subtract"; +})(BoolOpeartionType || (BoolOpeartionType = {})); +const fuzz = 1e-3; +let fuzzV3 = new Vector3(fuzz, fuzz, fuzz); +//判断曲线是否在源封闭曲线内 +function isTargetCurInOrOnSourceCur(sourceCur, targetCur) +{ + if (!sourceCur.BoundingBox.expandByVector(fuzzV3).containsBox(targetCur.BoundingBox)) + return false; + let cus = []; + if (targetCur instanceof Polyline) + cus = targetCur.Explode(); + else + cus = [targetCur]; + return cus.every(c => + { + let pts = getIntPtContextPts(sourceCur, c); + if (pts.length <= 1) + pts.push(c.StartPoint, c.EndPoint); + return IsPtsAllInOrOnReg(sourceCur, pts); + }); +} +//获取交点处上下距0.01par的点 +function getIntPtContextPts(sourceCur, cu, pts = []) +{ + let interPts = cu.IntersectWith(sourceCur, IntersectOption.OnBothOperands); + if (interPts.length > 0) { + let pars = interPts.map(pt => cu.GetParamAtPoint(pt)); + for (let par of pars) { + if (par >= 0.02) + pts.push(cu.GetPointAtParam(par - 0.01)); + if (par <= (cu.EndParam - 0.02)) + pts.push(cu.GetPointAtParam(par + 0.01)); + } + } + return pts; +} +//判断点点是否全部都在封闭区域内或者在曲线上 +function IsPtsAllInOrOnReg(sourceReg, pts) +{ + return pts.every(pt => + { + //是否点在封闭曲线内 + return sourceReg.PtOnCurve(pt) || sourceReg.PtInCurve(pt); + }); +} + +let cache = new WeakMap(); +class Contour +{ + SetCurve(cu) + { + if (cu instanceof Polyline) { + if (cu.Area2 < 0) + cu.Reverse(); + } + this._Curve = cu; + } + /**会将传入的闭合轮廓改为逆时针 */ + static CreateContour(cus, needLink = true) + { + if (cus instanceof Curve) { + if (cus.IsClose) { + let c = new Contour(); + c.SetCurve(cus); + return c; + } + return; + } + let closeCurve = Contour.Combine(cus, needLink, 1e-2); + if (closeCurve && closeCurve.IsClose) { + if (closeCurve instanceof Polyline && closeCurve.CloseMark === false) { + closeCurve.CloseMark = true; + closeCurve.RemoveVertexAt(closeCurve.NumberOfVertices - 1); + } + let c = new Contour(); + c.SetCurve(closeCurve); + return c; + } + } + get Curve() + { + return this._Curve; + } + get Area() + { + return this._Curve.Area; + } + get BoundingBox() + { + return this._Curve.BoundingBox; + } + /** + * 不等比例缩放 + * @param {number} ref 缩放参考值,大于该值的点缩放 + * @param {number} dist 缩放距离 + * @param {string} dir x y z + */ + UnEqualProportionScale(ref, dist, dir) + { + let cu = this._Curve; + if (cu instanceof Polyline) { + let lineData = cu.LineData; + let length = lineData.length; + let p = cu.Position[dir]; + let moveIndexs = []; + for (let i = 0; i < length; i++) { + if (lineData[i].pt[dir] + p > ref) + moveIndexs.push(i); + } + let moveVec = new Vector3(); + moveVec[dir] = dist; + cu.MoveStretchPoints(moveIndexs, moveVec); + return true; + } + return false; + } + Clone() + { + return Contour.CreateContour([this._Curve.Clone()]); + } + //交集:结果数组为空则失败 + IntersectionBoolOperation(target) + { + if (!IntersectBox2(this.BoundingBox, target.BoundingBox)) + return []; + let resultCus = this.GetIntersetAndUnionList(target); + return Contour.GetAllContour(resultCus.intersectionList); + } + //并集:结果轮廓数组长度大于2,则失败.等于1则成功. + UnionBoolOperation(target) + { + let resultCus = this.GetIntersetAndUnionList(target); + //快速 + if (resultCus.unionList.every(c => c.IsClose)) + return { + contours: Contour.GetAllContour(resultCus.unionList), + holes: [], + }; + //并集后的线段表如果有共线的直接合并起来 + let cus = []; + for (let pl of resultCus.unionList) { + if (pl instanceof Polyline) + cus.push(...pl.Explode()); + else + cus.push(pl); + } + let cuGroups = curveLinkGroup(cus); + for (let g of cuGroups) { + for (let i = 0; i < g.length; i++) { + let c1 = g[i]; + let nextI = FixIndex(i + 1, g); + let c2 = g[nextI]; + let status = c1.Join(c2); + if (status === Status.True) { + g.splice(nextI, 1); + i--; + } + else if (status === Status.ConverToCircle) { + g.length = 0; + let a = c1; + g.push(new Circle(a.Center, a.Radius)); + break; + } + } + } + let allContour = Contour.GetAllContour(cuGroups); + if (allContour.length < 2) { + return { + contours: allContour, + holes: [], + }; + } + else { + let cache = new WeakMap(); + for (let c of allContour) + cache.set(c, c.Area); + allContour.sort((a, b) => cache.get(b) - cache.get(a)); + return { + contours: [allContour[0]], + holes: allContour.slice(1) + }; + } + } + //差集:等于0完全被减去 + SubstactBoolOperation(target) + { + let subtractList = this.GetSubtractList(target); + //纯网洞 + if (subtractList.every(c => c.IsClose)) + return Contour.GetAllContour(subtractList); + let regParse = new RegionParse(subtractList, 2); + let contours = []; + //分析封闭包围区域 + const parseRoute = (routeSet) => + { + for (let routes of routeSet) { + let cs = routes.map(r => r.curve); + let c = Contour.CreateContour(cs, false); + if (c + && !equalCurve(c.Curve, this.Curve) + && !equalCurve(c.Curve, target.Curve) + && c.Area > 1e-3) + contours.push(c); + } + }; + parseRoute(regParse.RegionsOutline); + parseRoute(regParse.RegionsInternal); + return contours; + } + /** + * 计算与目标轮廓布尔运算后的结果曲线. + */ + GetIntersetAndUnionList(target) + { + let intersectionList = []; + let unionList = []; + let sourceOutline = this._Curve; + let targetOutline = target.Curve; + let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3); + let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands); + let sourceContainerTarget = this.CuInOutline(targetOutline); + let targetContainerSource = target.CuInOutline(sourceOutline); + //包含.相交.分离(三种状态) + if (sourceContainerTarget) //源包含目标 + { + intersectionList.push(targetOutline); + unionList.push(sourceOutline); + } + else if (targetContainerSource) //目标包含源 + { + unionList.push(targetOutline); + intersectionList.push(sourceOutline); + } + else if (interPts.length <= 1) //分离 + { + unionList.push(sourceOutline, targetOutline); + } + else //相交 interPts.length > 0 + { + let pars1 = interPts.map(r => r.thisParam); + let pars2 = interPts.map(r => r.argParam); + let sourceCus = sourceOutline.GetSplitCurves(pars1); + let targetCus = targetOutline.GetSplitCurves(pars2); + for (let pl of sourceCus) { + let hasEqualCus = false; + for (let i = 0; i < targetCus.length; i++) { + let cu = targetCus[i]; + hasEqualCus = fastEqualCurve(cu, pl); + if (hasEqualCus) { + //方向相同 + if (equalv3(cu.GetFistDeriv(cu.EndParam * 0.5).normalize(), pl.GetFistDeriv(pl.EndParam * 0.5).normalize(), 1e-3) + === isEqualNormal) { + unionList.push(pl); + intersectionList.push(pl); + } + targetCus.splice(i, 1); + break; + } + } + if (hasEqualCus) + continue; + if (target.CuInOutline(pl)) + intersectionList.push(pl); + else + unionList.push(pl); + } + for (let pl of targetCus) { + if (this.CuInOutline(pl)) + intersectionList.push(pl); + else + unionList.push(pl); + } + //特殊的分离 + if (intersectionList.length === 0 && unionList.length === (sourceCus.length + targetCus.length)) { + return { intersectionList, unionList: [sourceOutline, targetOutline] }; + } + } + return { intersectionList, unionList }; + } + GetSubtractList(target) + { + let sourceOutline = this._Curve; + let targetOutline = target.Curve; + let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3); + let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands, 1e-3); + if (interPts.length <= 1) { + //反包含 + if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline)) + return []; + //包含 + if (fastCurveInCurve2(sourceOutline, targetOutline)) + return [sourceOutline, targetOutline]; + else //分离 + return [sourceOutline]; + } + //相交 + let subtractList = []; + let sourceCus = sourceOutline.GetSplitCurves(interPts.map(r => r.thisParam)); + let targetCus = targetOutline.GetSplitCurves(interPts.map(r => r.argParam)); + for (let pl of sourceCus) { + let plMidParam = pl.MidParam; + let plDir = pl.GetFistDeriv(plMidParam).normalize(); + let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl)); + if (index !== -1) { + let cu = targetCus[index]; + let cuMidParam = cu.MidParam; + let cuDir = cu.GetFistDeriv(cuMidParam).normalize(); + if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3)) //不同向 + subtractList.push(pl); + targetCus.splice(index, 1); + continue; + } + if (!fastCurveInCurve(targetOutline, pl)) + subtractList.push(pl); + } + //源对象没有被破坏 + let sourceNotBreak = subtractList.length === sourceCus.length; + for (let pl of targetCus) + if (fastCurveInCurve(sourceOutline, pl)) + subtractList.push(pl); + if (sourceNotBreak && subtractList.length === sourceCus.length) + return [sourceOutline]; + return subtractList; + } + GetSubtractListByMoreTargets(targets) + { + let { holes, subtractList } = this.GetSubListWithCus(targets); + //纯网洞 + if (subtractList.every(c => c.IsClose)) + return { + holes: holes.map(h => Contour.CreateContour(h)), + outlines: Contour.GetAllContour(subtractList) + }; + let regParse = new RegionParse(subtractList, 2); + let contours = []; + //分析封闭包围区域 + const parseRoute = (routeSet) => + { + for (let routes of routeSet) { + let cs = routes.map(r => r.curve); + let c = Contour.CreateContour(cs, false); + if (c + && !equalCurve(c.Curve, this.Curve) + && targets.every(target => !equalCurve(c.Curve, target.Curve)) + && c.Area > 1e-3) + contours.push(c); + } + }; + parseRoute(regParse.RegionsOutline); + parseRoute(regParse.RegionsInternal); + return { + holes: holes.map(h => Contour.CreateContour(h)), + outlines: contours + }; + } + GetSubListWithCus(targets) + { + let sourceOutline = this._Curve; + let subtractList = []; + let holes = []; + let intPars = []; + let cuMap = new Map(); + let outBox = sourceOutline.BoundingBox; + for (let con of targets) { + const targetOutline = con.Curve; + if (!IntersectBox2(outBox, targetOutline.BoundingBox)) + continue; + let pts = sourceOutline.IntersectWith2(con.Curve, IntersectOption.OnBothOperands, 1e-3); + if (pts.length <= 1) { + //反包含 + if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline)) + return { holes, subtractList }; + //包含 + if (fastCurveInCurve2(sourceOutline, targetOutline)) + holes.push(targetOutline); + } + else { + intPars.push(...pts.map(r => r.thisParam)); + cuMap.set(targetOutline, pts.map(r => r.argParam)); + } + } + intPars.sort((a, b) => a - b); + arrayRemoveDuplicateBySort(intPars, (e1, e2) => equaln(e1, e2, 1e-8)); + let sourceCus = sourceOutline.GetSplitCurves(intPars); + let targetCus = []; + let targetMap = new WeakMap(); + let isEqualNormal; + for (let [c, pars] of cuMap) { + let cus = c.GetSplitCurves(pars); + cus.forEach(cu => targetMap.set(cu, c)); + targetCus.push(...cus); + } + for (let pl of sourceCus) { + let plMidParam = pl.MidParam; + let plDir = pl.GetFistDeriv(plMidParam).normalize(); + let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl, 0.05)); + if (index !== -1) { + let cu = targetCus[index]; + isEqualNormal = equalv3(sourceOutline.Normal, targetMap.get(cu).Normal, 1e-3); + let cuMidParam = cu.MidParam; + let cuDir = cu.GetFistDeriv(cuMidParam).normalize(); + if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3)) //不同向 + subtractList.push(pl); + targetCus.splice(index, 1); + continue; + } + if (targets.every(t => !fastCurveInCurve(t.Curve, pl))) + subtractList.push(pl); + } + //源对象没有被破坏 + let sourceNotBreak = subtractList.length === sourceCus.length; + for (let pl of targetCus) + if (fastCurveInCurve(sourceOutline, pl)) + subtractList.push(pl); + if (sourceNotBreak && subtractList.length === sourceCus.length) + return { subtractList: [sourceOutline], holes }; + return { subtractList, holes }; + } + /** + * 获得全部闭合曲线 + * @若传入二维曲线数据,将默认子数组为闭合曲线段 + */ + static GetAllContour(cus) + { + if (cus.length === 0) + return []; + let cuGroups; + if (Array.isArray(cus[0])) + cuGroups = cus; + else + cuGroups = curveLinkGroup(cus); + let contours = []; + for (let g of cuGroups) + contours.push(Contour.CreateContour(g, false)); + return contours.filter(c => c !== undefined && !equaln(c.Area, 0, 1e-6)); + } + /** + * 合并曲线组成为多段线 + * @param cus 曲线组 + * @param [needLink=true] 需要解析成首尾连接状态 + * @returns 单一曲线,如果返回超过1个,其他的将被遗弃. + */ + static Combine(cus, needLink = true, tolerance = 1e-3) + { + if (cus.length === 0) + return undefined; + let groups = needLink ? curveLinkGroup(cus) : [cus]; + for (let g of groups) { + if (g.length === 1) + return g[0].Clone(); + else { + if (cache.has(g)) + return cache.get(g); + let gclone = g.map(c => c.Clone()); + arrayRemoveDuplicateBySort(gclone, (cu1, cu2) => cu1.Join(cu2, false, tolerance) === Status.True); + if (gclone.length > 1 && gclone[0].Join(arrayLast(gclone), false, tolerance)) + gclone.pop(); + let pl = Polyline.Combine(gclone, tolerance); + cache.set(g, pl); + return pl; + } + } + } + get Shape() + { + return this._Curve.Shape; + } + CuInOutline(targetCur) + { + return isTargetCurInOrOnSourceCur(this._Curve, targetCur); + } + Equal(tar) + { + return equalCurve(this._Curve, tar._Curve); + } +} +/** + * 对于轮廓切割后的曲线判断相同,使用这个函数进行快速判断 + */ +function fastEqualCurve(c1, c2, tolerance = 1e-3) +{ + let sp1 = c1.StartPoint; + let ep1 = c1.EndPoint; + let sp2 = c2.StartPoint; + let ep2 = c2.EndPoint; + if (!((equalv3(sp1, sp2, tolerance) && equalv3(ep1, ep2, tolerance)) + || (equalv3(sp1, ep2, tolerance) && equalv3(ep1, sp2, tolerance)))) + return false; + return equalv3(c1.Midpoint, c2.Midpoint, tolerance); +} +//对于双多段线互相切割后的结果,快速判断曲线是否在另一条曲线内部 +function fastCurveInCurve(sourceCu, targetCu) +{ + return sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5)); +} +function fastCurveInCurve2(sourceCu, targetCu) +{ + return sourceCu.PtInCurve(targetCu.StartPoint) && + sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5)); +} + +/** + * 根据盒子x排序盒子 + * @param {EBox[]} arr + */ +function SortEntityByBox(arr, sort = true) +{ + let boxMap = new Map(); + arr.forEach(e => boxMap.set(e, e.BoundingBox)); + if (sort) + arr.sort((e1, e2) => + { + let b1 = boxMap.get(e1); + let b2 = boxMap.get(e2); + if (!equaln(b1.min.x, b2.min.x)) + return b1.min.x - b2.min.x; + else { + return b2.min.y - b1.min.y; + } + }); + return boxMap; +} + +class CurveTreeNode +{ + constructor(curve, box) + { + this.curve = curve; + this.box = box || curve.BoundingBox; + } + TrimBy(contour, box) + { + if (IntersectsBox(box, this.box)) { + if (this.children !== undefined) { + for (let c of this.children) + c.TrimBy(contour, box); + } + else { + if (contour.Curve instanceof Circle && this.curve instanceof Arc) { + if (equalv3(contour.Curve.Center, this.curve.Center)) { + if (contour.Curve.Radius > this.curve.Radius + 1e-4) + this.children = []; + return; + } + } + //交点参数列表 + let iParams = this.curve.IntersectWith(contour.Curve, IntersectOption.OnBothOperands) + .map(p => this.curve.GetParamAtPoint2(p)); + let cus = this.curve.GetSplitCurves(iParams); + if (cus.length === 0) { + let p = this.curve.GetPointAtParam(0.5); + if ((contour.Curve.PtInCurve(p) && !contour.Curve.PtOnCurve(p))) + this.children = []; + } + else { + this.children = []; + for (let c of cus) { + let p = c.GetPointAtParam(0.5); + if (c.Length > 1e-5 && (!contour.Curve.PtInCurve(p) || contour.Curve.PtOnCurve(p))) + this.children.push(new CurveTreeNode(c)); + } + if (this.children.length === cus.length) + this.children = undefined; + } + } + } + } + get Nodes() + { + if (!this.children) + return [this]; + else { + let cus = []; + for (let c of this.children) + cus.push(...c.Nodes); + return cus; + } + } +} +class OffsetPolyline +{ + constructor(_Polyline, _OffsetDist, _ToolPath = false, _OffsetDistSq = (_OffsetDist ** 2) * 2.1 //对直角走刀不进行圆弧过度 + ) + { + this._Polyline = _Polyline; + this._OffsetDist = _OffsetDist; + this._ToolPath = _ToolPath; + this._OffsetDistSq = _OffsetDistSq; + } + Do() + { + this._OffsetDistSign = Math.sign(this._OffsetDist); + this._TrimPolylineContours = []; + this._TrimCircleContours = []; + this._TrimArcContours = []; + this._RetCurves = []; + this._CurveTreeNodes = []; + this.InitSubCurves(); + if (this._SubCurves.length === 0) + return this._RetCurves; + this.GeneralCirclesAndVertexs(); + this.OffsetSubCurves(); + this.LinkSubCurves(); + if (this._SubOffsetedCurves.length === 0) { + this._SubOffsetedCurves.push({ curve: this._Circles[0], index: 0, paddingCurve: this._Circles.slice(1) }); + this._TrimPolylineContours.push(...this._Circles.map(c => Contour.CreateContour(c, false)), ...this._SubCurves.map(c => Contour.CreateContour([c, new Line(c.StartPoint, c.EndPoint)], false))); + } + else + this.GeneralTrimContours(); + this.TrimByContours(); + this.FilterInvalidCurve(); + this.JoinCollinear(); + this.LinkResultPolyline(); + return this._RetCurves; + } + InitSubCurves() + { + this._CacheOCS = this._Polyline.OCS; + this._IsClose = this._Polyline.IsClose; + this._Polyline.OCS = IdentityMtx4; + this._SubCurves = this._Polyline.Explode().filter(c => c.Length > 1e-4); + this._Polyline.OCS = this._CacheOCS; + return this; + } + GeneralCirclesAndVertexs() + { + this._Vertexs = this._SubCurves.map(c => c.StartPoint); + let lastCu = arrayLast(this._SubCurves); + if (!equalv3(lastCu.EndPoint, this._Vertexs[0], 1e-3)) + this._Vertexs.push(lastCu.EndPoint); + let radius = Math.abs(this._OffsetDist); + this._Circles = this._Vertexs.map(p => new Circle(p, radius)); + } + OffsetSubCurves() + { + this._SubOffsetedCurves = []; + for (let index = 0; index < this._SubCurves.length; index++) { + let curveOld = this._SubCurves[index]; + if (curveOld.Length > 1e-6) { + let curve = curveOld.GetOffsetCurves(this._OffsetDist)[0]; + if (curve) + this._SubOffsetedCurves.push({ curve, index }); + else + this._TrimArcContours.push(Contour.CreateContour([curveOld, new Line(curveOld.StartPoint, curveOld.EndPoint)], false)); + } + } + } + //连接(延伸)曲线,或者补(圆弧,直线) + LinkSubCurves() + { + let count = this._SubOffsetedCurves.length; + if (!this._IsClose) + count--; + for (let i = 0; i < count; i++) { + let curveResNow = this._SubOffsetedCurves[i]; + let iNext = FixIndex(i + 1, this._SubOffsetedCurves); + let curveResNext = this._SubOffsetedCurves[iNext]; + let curveNow = curveResNow.curve; + let curveNext = curveResNext.curve; + let isNeighbor = FixIndex(curveResNow.index + 1, this._SubCurves) === curveResNext.index; + if (isNeighbor) { + let sp = curveNow.EndPoint; + let ep = curveNext.StartPoint; + //直连 + if (equalv3(sp, ep, 1e-3)) + continue; + let iPts = curveNow.IntersectWith(curveNext, IntersectOption.ExtendBoth); + let tPts = iPts.filter(p => curveNow.PtOnCurve3(p) && curveNext.PtOnCurve3(p)); + let code = EntityEncode2(curveNow, curveNext); + let tp; + if (code === 1) { + if (tPts.length > 0) //不走刀或者有真交点 this._ToolPath === false || + tp = iPts[0]; + else { + if (iPts.length > 0 && curveNow.GetParamAtPoint(iPts[0]) > 1) { + let refP = this._Vertexs[curveResNext.index]; + let distSq = iPts[0].distanceToSquared(refP); + if (this._ToolPath && distSq > this._OffsetDistSq) { + curveResNow.paddingCurve = [this.CreateArc(refP, sp, ep)]; + this._TrimCircleContours.push(this._Circles[curveResNext.index]); + } + else + tp = iPts[0]; + } + // else + // curveResNow.paddingCurve = [new Line(sp, ep)]; + } + } + else { + let refP = this._Vertexs[curveResNext.index]; + if (tPts.length > 0) //ipts = 1 or ipts = 2 + tp = SelectNearP(iPts, refP); + else //补单圆 或者尝试连接 + { + let arc = this.CreateArc(refP, sp, ep); + if (iPts.length > 0 && !this._ToolPath && this.IsSharpCorner(curveResNow, curveResNext, refP)) { + //设置新的连接点,并且备份旧点 + let oldp; + if (curveResNow.sp) { + oldp = curveNow.StartPoint; + curveNow.StartPoint = curveResNow.sp; + } + let oldp2; + if (curveResNext.ep) { + oldp2 = curveNext.EndPoint; + curveNext.EndPoint = curveResNext.ep; + } + let p; + if (code === 2 && iPts.length === 2) { + let c = curveNow; + let minArc = new Arc(c.Center, c.Radius, c.EndAngle, 0, c.IsClockWise); + let p1 = iPts[0]; + let a1 = minArc.GetAngleAtPoint(p1); + let anAll1 = c.ParamOnCurve(c.GetParamAtAngle(a1)) ? Infinity : minArc.ComputeAnlge(a1); + let p2 = iPts[1]; + let a2 = minArc.GetAngleAtPoint(p2); + let anAll2 = c.ParamOnCurve(c.GetParamAtAngle(a2)) ? Infinity : minArc.ComputeAnlge(a2); + if (anAll2 < anAll1) + p = p2; + else + p = p1; + } + else + p = SelectNearP(iPts, refP); + let onPre; + let param = curveNow.GetParamAtPoint2(p); + if (curveNow instanceof Line) + onPre = param > 1; + else + onPre = param < 0 || param > 1; + let onNext = false; + if (onPre) { + let param2 = curveNext.GetParamAtPoint2(p); + if (curveNext instanceof Line) + onNext = param2 < 0; + else + onNext = param2 < 0 || param2 > 1; + } + if (curveResNow.sp) + curveNow.StartPoint = oldp; + if (curveResNext.ep) + curveNext.EndPoint = oldp2; + if (onPre && onNext) + tp = p; + else + curveResNow.paddingCurve = [arc]; + } + else + curveResNow.paddingCurve = [arc]; + this._TrimCircleContours.push(this._Circles[curveResNext.index]); + } + } + if (tp) { + curveResNow.ep = tp; + curveResNext.sp = tp; + curveResNow.nextArc = curveNext; + curveResNext.preArc = curveNow; + } + } + else { + let padCirs = []; + for (let s = FixIndex(curveResNow.index + 1, this._Circles); ; s = FixIndex(s + 1, this._Circles)) { + let c = this._Circles[s]; + this._TrimCircleContours.push(c); + padCirs.push(c); + if (s === curveResNext.index) + break; + } + curveResNow.paddingCurve = padCirs; + } + } + } + IsSharpCorner(curveResNow, curveResNext, refP) + { + let v1 = this._SubCurves[curveResNow.index].GetPointAtParam(0.9); + let v2 = this._SubCurves[curveResNext.index].GetPointAtParam(0.1); + v1.subVectors(refP, v1); + v2.sub(refP); + v1.cross(v2); + return Math.sign(v1.z) === this._OffsetDistSign; + } + GeneralTrimContours() + { + for (let d of this._SubOffsetedCurves) { + let cu2 = d.curve; + if (d.sp && d.ep) { + let param1 = cu2.GetParamAtPoint(d.sp); + let param2 = cu2.GetParamAtPoint(d.ep); + if (cu2.ParamOnCurve(param1) && cu2.ParamOnCurve(param2) && param1 > param2) + [d.sp, d.ep] = [d.ep, d.sp]; + } + if (d.sp) + cu2.StartPoint = d.sp; + if (d.ep) + cu2.EndPoint = d.ep; + } + for (let d of this._SubOffsetedCurves) { + let cu1 = this._SubCurves[d.index]; + let cu2 = d.curve; + let [p1, p2, p3, p4] = [cu1.StartPoint, cu2.StartPoint, cu1.EndPoint, cu2.EndPoint]; + let l1 = new Line(p1, p2); + let l2 = new Line(p3, p4); + let ipts = l1.IntersectWith(l2, IntersectOption.OnBothOperands, 1e-8); + if (ipts.length > 0) { + let p = ipts[0]; + l1.EndPoint = p; + l2.EndPoint = p; + let cus = [cu1, l1, l2]; + let contour = Contour.CreateContour(cus, false); + if (contour) { + this._TrimPolylineContours.push(contour); + continue; + } + else { + console.error("未预料到的错误,构建轮廓失败" + this._OffsetDist); + } + } + //真理1:针脚线不可能同时被两个圆弧所切割 + let l1Intact = true; + let l2Intact = true; + if (cu2 instanceof Arc) { + if (Math.sign(cu2.Bul) !== this._OffsetDistSign) { + let ipts1 = cu2.IntersectWith(l1, IntersectOption.OnBothOperands); + let ipts2 = cu2.IntersectWith(l2, IntersectOption.OnBothOperands); + let sp; + let ep; + if (ipts1.length === 2) + sp = SelectNearP(ipts1, p1); + if (ipts2.length === 2) + ep = SelectNearP(ipts2, p3); + if (sp || ep) + cu2 = cu2.Clone(); + if (sp) { + l1.EndPoint = sp; + cu2.StartPoint = sp; + l1Intact = false; + } + if (ep) { + l2.EndPoint = ep; + cu2.EndPoint = ep; + l2Intact = false; + } + } + } + let l1PadArc; + let l2PadArc; + //真理2:隔壁的圆弧不可能破坏当前的圆弧,只能破坏当前的针脚 + if (l1Intact && d.preArc && d.preArc instanceof Arc) { + let a = d.preArc; + if (Math.sign(a.Bul) !== this._OffsetDistSign) { + let ipts = a.IntersectWith(l1, IntersectOption.OnBothOperands); + if (ipts.length === 2) { + let sp = SelectNearP(ipts, p1); + l1.EndPoint = sp; + l1PadArc = a.Clone(); + l1PadArc.StartPoint = sp; + } + } + } + if (l2Intact && d.nextArc && d.nextArc instanceof Arc) { + let a = d.nextArc; + if (Math.sign(a.Bul) !== this._OffsetDistSign) { + let ipts = a.IntersectWith(l2, IntersectOption.OnBothOperands); + if (ipts.length === 2) { + let ep = SelectNearP(ipts, p3); + l2.EndPoint = ep; + l2PadArc = a.Clone(); + l2PadArc.EndPoint = ep; + } + } + } + let pl = new Polyline(); + let cus = [cu1, l1]; + if (l1PadArc) + cus.push(l1PadArc); + cus.push(cu2, l2); + if (l2PadArc) + cus.push(l2PadArc); + for (let c of cus) + pl.Join(c); + let contour = Contour.CreateContour(pl, false); + if (contour) + this._TrimPolylineContours.push(contour); + else + console.error("未预料到的错误,构建轮廓失败" + this._OffsetDist); + } + if (!this._IsClose) { + if (this._TrimCircleContours[0] !== this._Circles[0]) + this._TrimCircleContours.push(this._Circles[0]); + let lastTrimCircle = arrayLast(this._TrimCircleContours); + let lastCircle = arrayLast(this._Circles); + if (lastTrimCircle !== lastCircle) + this._TrimCircleContours.push(lastCircle); + if (this._SubOffsetedCurves[0].index !== 0) + this._TrimCircleContours.push(this._Circles[this._SubOffsetedCurves[0].index]); + let lastIndex = this._Circles.length - 1; + let lastD = arrayLast(this._SubOffsetedCurves); + if (lastIndex !== lastD.index) + this._TrimCircleContours.push(this._Circles[lastD.index + 1]); + } + this._TrimPolylineContours.push(...this._TrimCircleContours.map(c => Contour.CreateContour(c, false)), ...this._TrimArcContours); + } + // 通过构建的轮廓对偏移曲线进行裁剪 + TrimByContours() + { + for (let d of this._SubOffsetedCurves) { + let c = d.curve; + this._CurveTreeNodes.push(new CurveTreeNode(c)); + if (d.paddingCurve) + this._CurveTreeNodes.push(...d.paddingCurve.map(c => new CurveTreeNode(c))); + } + let boxContours = SortEntityByBox(this._TrimPolylineContours, false); + for (let i = 0; i < this._TrimPolylineContours.length; i++) { + let c = this._TrimPolylineContours[i]; + for (let curveNode of this._CurveTreeNodes) { + curveNode.TrimBy(c, boxContours.get(c)); + } + } + } + //过滤方向相反和0长度线 + FilterInvalidCurve() + { + this._CurveTrimedTreeNodes = []; + for (let n of this._CurveTreeNodes) { + let ns = n.Nodes; + for (let sn of ns) { + let p = sn.curve.GetPointAtParam(0.5); + if (sn.curve.Length > 1e-5 && this.CheckPointDir(p)) + this._CurveTrimedTreeNodes.push(sn); + } + } + } + //合并共线 + JoinCollinear() + { + for (let i = 0; i < this._CurveTrimedTreeNodes.length; i++) { + let n = this._CurveTrimedTreeNodes[i]; + if (n.used) + continue; + let sp = n.curve.StartPoint; + for (let j = i + 1; j < this._CurveTrimedTreeNodes.length; j++) { + let n2 = this._CurveTrimedTreeNodes[j]; + if (n2.used) + continue; + let status = n.curve.Join(n2.curve); + if (status === Status.ConverToCircle) { + n.used = true; + n2.used = true; + let circle = new Circle(n.curve.Center, n.curve.Radius); + n.curve = circle; + this._RetCurves.push(ConverCircleToPolyline(circle).ApplyMatrix(this._CacheOCS)); + } + else if (status === Status.True) { + if (equalv3(sp, n.curve.StartPoint)) + n2.used = true; + else { + n.used = true; + n2.curve = n.curve; + break; + } + } + } + } + } + //连接结果曲线,返回最终多段线 + LinkResultPolyline() + { + let used = new Set(); + let cuMap = new CurveMap(1); + for (let n of this._CurveTrimedTreeNodes) { + if (!n.used) + cuMap.AddCurveToMap(n.curve); + } + let preP; + let searchNext = (s, pl) => + { + let minDist = Infinity; + let minR; + for (let r of s.routes) { + if (used.has(r.curve)) + continue; + if (preP) { + let d = r.s.distanceToSquared(preP); + if (d < minDist) { + minR = r; + minDist = d; + } + } + else { + minR = r; + break; + } + } + if (minR) { + used.add(minR.curve); + preP = minR.e; + let status = pl.Join(minR.curve, false, 5e-2); + if (status !== Status.True) + console.warn("连接失败"); + return minR.to; + } + }; + for (let s of cuMap.Stands) { + preP = undefined; + let pl = new Polyline(); + let ss = s; + while (ss && !pl.IsClose) + ss = searchNext(ss, pl); + ss = s; + while (ss && !pl.IsClose) + ss = searchNext(ss, pl); + if (pl.NumberOfVertices > 0) { + let d = pl.LineData; + let ld = arrayLast(d); + if (equalv2(d[0].pt, ld.pt, 1e-2)) + ld.pt.copy(d[0].pt); + this._RetCurves.push(pl.ApplyMatrix(this._CacheOCS)); + } + } + } + CheckPointDir(pt) + { + return this.GetPointAtCurveDir(pt) === this._OffsetDistSign; + } + GetPointAtCurveDir(pt) + { + let minIndex = Infinity; + let minDist = Infinity; + let minCp; + for (let i = 0; i < this._SubCurves.length; i++) { + let c = this._SubCurves[i]; + let cp = c.GetClosestPointTo(pt, false); + if (equalv3(cp, pt, 1e-5)) + return 0; + let dist = cp.distanceToSquared(pt); + if (dist < minDist) { + minDist = dist; + minIndex = i; + minCp = cp; + } + } + let c = this._SubCurves[minIndex]; + let param = c.GetParamAtPoint(minCp); + if (equaln(param, 0) && ((minIndex === 0) ? this._IsClose : true)) { + let preIndex = FixIndex(minIndex - 1, this._SubCurves); + let preCurve = this._SubCurves[preIndex]; + if (!equalv3(c.GetFistDeriv(0).normalize(), preCurve.GetFistDeriv(1).normalize())) { + let p = c.StartPoint; + let l1 = c.Length; + let l2 = preCurve.Length; + let minLength = Math.min(l1, l2) * 0.2; + let nextP; + let preP; + if (c instanceof Arc) + nextP = c.GetPointAtDistance(minLength); + else + nextP = c.EndPoint; + if (preCurve instanceof Arc) + preP = preCurve.GetPointAtDistance(l2 - minLength); + else + preP = preCurve.StartPoint; + let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p))); + let dir = arc.PtOnCurve3(pt) ? -1 : 1; + return dir; + } + } + else if (equaln(param, 1) && ((minIndex === this._SubCurves.length - 1) ? this._IsClose : true)) { + let nextIndex = FixIndex(minIndex + 1, this._SubCurves); + let nextCurve = this._SubCurves[nextIndex]; + if (!equalv3(c.GetFistDeriv(1).normalize(), nextCurve.GetFistDeriv(0).normalize())) { + let p = c.EndPoint; + let l1 = c.Length; + let l2 = nextCurve.Length; + let minLength = Math.min(l1, l2) * 0.2; + let nextP; + let preP; + if (c instanceof Arc) + preP = c.GetPointAtDistance(l1 - minLength); + else + preP = c.StartPoint; + if (nextCurve instanceof Arc) + nextP = nextCurve.GetPointAtDistance(minLength); + else + nextP = nextCurve.EndPoint; + let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p))); + let dir = arc.PtOnCurve3(pt) ? -1 : 1; + return dir; + } + } + let dri = c.GetFistDeriv(param); + let cross = dri.cross(pt.clone().sub(minCp)); + return -Math.sign(cross.z); + } + CreateArc(center, startP, endP) + { + let sa = angle(startP.clone().sub(center)); + let ea = endP ? angle(endP.clone().sub(center)) : sa; + let arc = new Arc(center, Math.abs(this._OffsetDist), sa, ea, this._OffsetDist < 0); + return arc; + } +} +function EntityEncode(c) +{ + if (c instanceof Line) + return 1; + else + return 2; +} +function EntityEncode2(c1, c2) +{ + return EntityEncode(c1) & EntityEncode(c2); +} + +//3点获取圆心 +function getCircleCenter(pt1, pt2, pt3) +{ + if (!(pt1 && pt2 && pt3)) + return; + let A1 = pt1.x - pt2.x; + let B1 = pt1.y - pt2.y; + let C1 = (Math.pow(pt1.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt1.y, 2) - Math.pow(pt2.y, 2)) / 2; + let A2 = pt3.x - pt2.x; + let B2 = pt3.y - pt2.y; + let C2 = (Math.pow(pt3.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt3.y, 2) - Math.pow(pt2.y, 2)) / 2; + //令temp = A1*B2 - A2*B1 + let temp = A1 * B2 - A2 * B1; + let center = new Vector3(); + //判断三点是否共线 + if (temp === 0) { + //共线则将第一个点pt1作为圆心 + center.x = pt1.x; + center.y = pt1.y; + } + else { + //不共线则求出圆心: + center.x = (C1 * B2 - C2 * B1) / temp; + center.y = (A1 * C2 - A2 * C1) / temp; + } + return center; +} +//行列式 +function getDeterminantFor2V(v1, v2) +{ + return v1.x * v2.y - v1.y * v2.x; +} +/** + * 曲线根据连接来分组,每组都是一条首尾相连的曲线表. + * + * @export + * @param {Curve[]} cus 传入的分组的曲线表 + * @returns {Array>} 返回如下 + * [ + * [c1,c2,c3...],//后面的曲线的起点总是等于上一个曲线的终点 + * [c1,c2,c3...], + * ] + */ +function curveLinkGroup(cus) +{ + //返回的曲线组 + let groupCus = new Array(); + //将封闭的曲线先提取出来 + cus = cus.filter(c => + { + let isClose = c.IsClose; + if (isClose) + groupCus.push([c]); + return !isClose; + }); + if (cus.length === 0) + return groupCus; + //曲线节点图 + let cuMap = new CurveMap(); + cus.forEach(c => cuMap.AddCurveToMap(c)); + //曲线站点表 + let stands = cuMap.Stands; + //曲线使用计数 + let cuCount = new Count(); + /** + * 从站点的路线中任意取一条,加入到曲线数组中. + * + * @param {Curve[]} cus 已经连接的曲线列表 + * @param {boolean} isEndSeach true:从终点搜索,false:从起点搜索 + * @returns {Stand} 如果站点中存在可以取得的曲线,返回下个站点,否则返回undefined + */ + function linkCurve(stand, cus, isEndSeach) + { + for (let route of stand.routes) { + let cu = route.curve; + if (cuCount.GetCount(cu) === 0) { + if (isEndSeach) { + //保证曲线总是从起点连接到终点 + if (!equalv3(cu.StartPoint, stand.position)) + cu.Reverse(); + cus.push(cu); + } + else { + //保证曲线总是从起点连接到终点 + if (!equalv3(cu.EndPoint, stand.position)) + cu.Reverse(); + cus.unshift(cu); + } + cuCount.AddCount(cu, 1); + return route.to; + } + } + } + for (let stand of stands) { + let startStand = stand; + let cus = []; //形成合并轮廓的曲线组 + while (startStand) + startStand = linkCurve(startStand, cus, true); + if (cus.length > 0) { + startStand = cuMap.GetOnlyVertice(cus[0].StartPoint); + while (startStand) + startStand = linkCurve(startStand, cus, false); + } + if (cus.length > 0) + groupCus.push(cus); + } + return groupCus; +} +function equalCurve(cu1, cu2, tolerance = 1e-4) +{ + if ((cu1 instanceof Polyline) && (cu2 instanceof Polyline)) { + if (cu1.IsClose !== cu2.IsClose || !isParallelTo(cu1.Normal, cu2.Normal)) + return false; + let area1 = cu1.Area2; + let area2 = cu2.Area2; + if (!equaln(Math.abs(area1), Math.abs(area2), 0.1)) + return false; + let ptsBuls1 = cu1.PtsBuls; + let ptsBuls2 = cu2.PtsBuls; + let pts1 = ptsBuls1.pts; + let pts2 = ptsBuls2.pts; + let buls1 = ptsBuls1.buls; + let buls2 = ptsBuls2.buls; + let isEqualArea = equaln(area1, area2, 0.1); + if (!equalv3(cu1.Normal, cu2.Normal)) { + if (isEqualArea) { + pts2.reverse(); + buls2.reverse(); + buls2.push(buls2.shift()); + } + else + buls2 = buls2.map(bul => -bul); + } + else if (!isEqualArea) { + pts2.reverse(); + buls2.reverse(); + buls2 = buls2.map(bul => -bul); + buls2.push(buls2.shift()); + } + if (cu1.IsClose && equalv2(pts1[0], arrayLast(pts1), tolerance)) { + pts1.pop(); + buls1.pop(); + } + if (cu2.IsClose && equalv2(pts2[0], arrayLast(pts2), tolerance)) { + pts2.pop(); + buls2.pop(); + } + let cu1Sp = AsVector2(cu1.StartPoint.applyMatrix4(cu2.OCSInv)); + let index = pts2.findIndex(p => equalv2(cu1Sp, p, tolerance)); + changeArrayStartIndex(buls2, index); + changeArrayStartIndex(pts2, index); + return equalArray(buls1, buls2, equaln) && + equalArray(pts1, pts2, (p1, p2) => equalv3(AsVector3(p1).applyMatrix4(cu1.OCS), AsVector3(p2).applyMatrix4(cu2.OCS), tolerance)); + } + else if (cu1 instanceof Circle && cu2 instanceof Circle) { + return equalv3(cu1.Center, cu2.Center) && equaln(cu1.Radius, cu2.Radius, 1e-6); + } + else if (cu1 instanceof Arc && cu2 instanceof Arc) { + if (!equalv3(cu1.StartPoint, cu2.EndPoint)) + cu1.Reverse(); + return equalv3(cu1.Center, cu2.Center) + && equaln(cu1.Radius, cu2.Radius, 1e-6) + && equaln(cu1.StartAngle, cu2.StartAngle) + && equaln(cu1.EndAngle, cu2.EndAngle); + } + else if (cu1 instanceof Ellipse && cu2 instanceof Ellipse) { + return equalv3(cu1.Center, cu2.Center) + && equaln(cu1.RadX, cu2.RadX) + && equaln(cu1.RadY, cu2.RadY) + && equalv3(cu1.StartPoint, cu2.StartPoint); + } + else if (cu1 instanceof Line && cu2 instanceof Line) { + let ps1 = [cu1.StartPoint, cu1.EndPoint]; + let ps2 = [cu2.StartPoint, cu2.EndPoint]; + return ps1.every(p => ps2.some(p1 => equalv3(p1, p))); + } + return false; +} +function ConverCircleToPolyline(cir) +{ + //该写法不支持三维坐标系 + // let pl = new Polyline(); + // let bul = Math.tan(Math.PI * 0.125); + // for (let i = 0; i < 4; i++) + // { + // let p = cir.GetPointAtParam(i * 0.25); + // pl.AddVertexAt(i, Vec3DTo2D(p)); + // pl.SetBulgeAt(i, bul); + // } + // pl.CloseMark = true; + // return pl; + let arcs = cir.GetSplitCurves([0, 0.5]); + let pl = new Polyline(); + pl.OCS = cir.OCS; + pl.Join(arcs[0]); + pl.Join(arcs[1]); + return pl; +} +function GetTanPtsOnArcOrCircle(cu, lastPoint) +{ + if (lastPoint) { + //ref:wykobi + let ocsInv = cu.OCSInv; + let v = lastPoint.clone().applyMatrix4(ocsInv); + let lengthSq = v.lengthSq(); + let radiusSq = cu.Radius ** 2; + if (lengthSq >= radiusSq) { + let ratio = 1 / lengthSq; + let deltaDist = Math.sqrt(lengthSq - radiusSq); + let pts = [ + new Vector3(cu.Radius * (cu.Radius * v.x - v.y * deltaDist) * ratio, cu.Radius * (cu.Radius * v.y + v.x * deltaDist) * ratio), + new Vector3(cu.Radius * (cu.Radius * v.x + v.y * deltaDist) * ratio, cu.Radius * (cu.Radius * v.y - v.x * deltaDist) * ratio), + ]; + for (let p of pts) + p.applyMatrix4(cu.OCS); + return pts; + } + } +} +function getArcOrCirNearPts(cu, pickPoint, viewXform) +{ + let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3); + let plane = new PlaneExt(cu.Normal, cu.Center); + let pickLocal = plane.intersectLine(new Line3(pickPoint, pickPoint.clone().add(viewNormal)), new Vector3(), true); + if (pickLocal) { + let x = new Vector3().fromArray(viewXform.elements, 0).add(pickLocal); + let y = new Vector3().fromArray(viewXform.elements, 3).add(pickLocal); + x = plane.intersectLine(new Line3(x, x.clone().add(viewNormal)), new Vector3(), true); + y = plane.intersectLine(new Line3(y, y.clone().add(viewNormal)), new Vector3(), true); + let lx = new Line(pickLocal, x); + let ly = new Line(pickLocal, y); + let ins = cu.IntersectWith(lx, IntersectOption.ExtendBoth); + ins.push(...cu.IntersectWith(ly, IntersectOption.ExtendBoth)); + return ins; + } + else { + let ptLocal = plane.projectPoint(pickPoint, new Vector3()); + let lz = new Line(ptLocal, ptLocal.clone().add(viewNormal)); + return cu.IntersectWith(lz, IntersectOption.ExtendBoth); + } +} +function getTanPtsOnEllipse(cu, lastPoint) +{ + return []; +} +function SwapParam(res) +{ + for (let r of res) { + let p = r.thisParam; + r.thisParam = r.argParam; + r.argParam = p; + } + return res; +} +function ComputerCurvesNormalOCS(curves, allowAutoCalc = true) +{ + if (!curves || curves.length === 0) + return; + //准备计算多段线的法向量 + let normal; + let firstV; + for (let c of curves) { + if (c instanceof Arc) { + normal = c.Normal; + break; + } + else if (firstV) { + let v = c.GetFistDeriv(0); + v.cross(firstV); + if (!equalv3(v, ZeroVec)) { + normal = v.normalize(); + break; + } + } + else { + let cus = c.Explode(); + let ocs = ComputerCurvesNormalOCS(cus, false); + if (ocs) + return ocs; + firstV = c.GetFistDeriv(0); + } + } + if (!normal && !allowAutoCalc) + return; + let x = new Vector3(); + let y = new Vector3(); + if (!normal) { + normal = firstV.normalize(); + Orbit.ComputUpDirection(normal, y, x); + [x, y, normal] = [normal, x, y]; + } + else { + if (equalv3(normal, curves[0].Normal.negate())) + normal.negate(); + Orbit.ComputUpDirection(normal, y, x); + } + return new Matrix4().makeBasis(x, y, normal).setPosition(curves[0].StartPoint); +} +function Pts2Polyline(pts, isClose) +{ + let pl = new Polyline(); + for (let i = 0; i < pts.length; i += 2) { + let p1 = AsVector3(pts[i]); + let arc; + let p2; + let p3; + if (isClose) { + p2 = AsVector3(pts[FixIndex(i + 1, pts.length)]); + p3 = AsVector3(pts[FixIndex(i + 2, pts.length)]); + } + else { + if (i >= pts.length - 2) + break; + p2 = AsVector3(pts[i + 1]); + p3 = AsVector3(pts[i + 2]); + } + let v1 = p1.clone().sub(p2); + let v2 = p2.clone().sub(p3); + if (equaln(v1.angleTo(v2), 0)) + arc = new Line(p1, p3); + else + arc = new Arc().FromThreePoint(p1, p2, p3); + pl.Join(arc); + } + return pl; +} + +var Polyline_1; +let Polyline = Polyline_1 = class Polyline extends Curve +{ + constructor(_LineData = []) + { + super(); + this._LineData = _LineData; + this._ClosedMark = false; + } + UpdateMatrixTo(m) + { + this.WriteAllObjectRecord(); + let p = new Vector3().setFromMatrixPosition(m); + p.applyMatrix4(this.OCSInv); + if (equaln(p.z, 0)) { + let dir = Math.sign(this.Area2); + let tm = matrixAlignCoordSys(this.OCS, m); + for (let p of this._LineData) { + let p3 = AsVector3(p.pt); + p3.applyMatrix4(tm); + p.pt.set(p3.x, p3.y); + } + this.OCS = m; + let newDir = Math.sign(this.Area2); + if (dir !== newDir) + for (let p of this._LineData) + p.bul *= -1; + } + } + /** + * 原地翻转,仅改变法向量 + */ + Flip() + { + this.WriteAllObjectRecord(); + let x = new Vector3(); + let y = new Vector3(); + let z = new Vector3(); + this._Matrix.extractBasis(x, y, z); + z.negate(); + y.crossVectors(z, x); + let p = this.Position; + this._Matrix.makeBasis(x, y, z).setPosition(p); + for (let d of this._LineData) { + d.pt.y *= -1; + d.bul *= -1; + } + this.Update(); + return this; + } + //翻转曲线,首尾调换 + Reverse() + { + if (this._LineData.length === 0) + return this; + this.WriteAllObjectRecord(); + let pts = []; + let buls = []; + for (let data of this._LineData) { + pts.push(data.pt); + buls.push(-data.bul); + } + let lastBul = buls.pop(); + buls.reverse(); + buls.push(lastBul); + pts.reverse(); + if (this._ClosedMark && !equalv2(pts[0], arrayLast(pts))) { + pts.unshift(pts.pop()); + buls.unshift(buls.pop()); + } + for (let i = 0; i < pts.length; i++) { + let d = this._LineData[i]; + d.pt = pts[i]; + d.bul = buls[i]; + } + return this; + } + set LineData(data) + { + this.WriteAllObjectRecord(); + this._LineData = data; + this.Update(); + } + get LineData() + { + return this._LineData; + } + get NumberOfVertices() + { + return this._LineData.length; + } + /** + * 在指定位置插入点. + * 例如: + * pl.AddVertexAt(pl.NumberOfVerticesk,p);//在末尾插入一个点 + * + * @param {number} index 索引位置 + * @param {Vector2} pt 点 + * @returns {this} + * @memberof Polyline + */ + AddVertexAt(index, pt) + { + this.WriteAllObjectRecord(); + let pts; + if (Array.isArray(pt)) { + pts = pt.map(p => + { + return { + pt: p.clone(), + bul: 0 + }; + }); + } + else + pts = [{ pt: pt.clone(), bul: 0 }]; + this._LineData.splice(index, 0, ...pts); + this.Update(); + return this; + } + RemoveVertexAt(index) + { + if (index < this._LineData.length) { + this.WriteAllObjectRecord(); + this._LineData.splice(index, 1); + this.Update(); + } + return this; + } + RemoveVertexIn(from, to) + { + if (from + 1 < this._LineData.length && to > from) { + this.WriteAllObjectRecord(); + this._LineData.splice(from + 1, to - from - 1); + this.Update(); + } + return this; + } + /** + * 重设闭合多段线的起点 + * @param index 起始index,如果index非整数,将用最接近的整数作为起始索引 + */ + ResetStartPoint(index) + { + if (!this.IsClose || index >= this.EndParam) + return false; + if (equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt)) + this._LineData.pop(); + changeArrayStartIndex(this._LineData, Math.floor(index + 0.5)); + this._LineData.push({ + pt: this._LineData[0].pt.clone(), + bul: 0 + }); + return true; + } + GetPoint2dAt(index) + { + if (index >= 0 && this._LineData.length > index) + return this._LineData[index].pt.clone(); + } + /** + * 设置指定点的位置 + * + * @param {number} index + * @param {Vector2} pt + * @memberof Polyline + */ + SetPointAt(index, pt) + { + let d = this._LineData[index]; + if (d) { + this.WriteAllObjectRecord(); + d.pt.copy(pt); + this.Update(); + } + return this; + } + ApplyScaleMatrix(m) + { + this.WriteAllObjectRecord(); + for (let i = 0; i <= this.EndParam; i++) { + let p = this.GetPointAtParam(i); + p.applyMatrix4(m).applyMatrix4(this.OCSInv); + this.SetPointAt(i, AsVector2(p)); + } + return this; + } + ApplyMirrorMatrix(m) + { + this.WriteAllObjectRecord(); + let oldPts = this.GetStretchPoints(); + reviseMirrorMatrix(this._Matrix); + for (let i = 0; i < oldPts.length; i++) { + let newP = oldPts[i].applyMatrix4(this.OCSInv); + let newBul = -this.GetBuilgeAt(i); + this.SetPointAt(i, AsVector2(newP)); + this.SetBulgeAt(i, newBul); + } + this.Reverse(); + return this; + } + SetBulgeAt(index, bul) + { + let d = this._LineData[index]; + if (d) { + this.WriteAllObjectRecord(); + d.bul = bul; + this.Update(); + } + return this; + } + GetBuilgeAt(index) + { + return this._LineData[index].bul; + } + Rectangle(length, height) + { + this.LineData = [ + { pt: new Vector2(), bul: 0 }, + { pt: new Vector2(length), bul: 0 }, + { pt: new Vector2(length, height), bul: 0 }, + { pt: new Vector2(0, height), bul: 0 } + ]; + this.CloseMark = true; + return this; + } + RectangleFrom2Pt(p1, p2) + { + let box = new Box3(); + box.setFromPoints([p2, p1].map((p) => p.clone().applyMatrix4(this.OCSInv))); + let px1 = AsVector2(box.min); + let px3 = AsVector2(box.max); + let px2 = new Vector2(px3.x, px1.y); + let px4 = new Vector2(px1.x, px3.y); + this.LineData = [ + { pt: px1, bul: 0 }, + { pt: px2, bul: 0 }, + { pt: px3, bul: 0 }, + { pt: px4, bul: 0 } + ]; + this.CloseMark = true; + return this; + } + //多段线起点 + get StartPoint() + { + if (this._LineData.length > 0) + return AsVector3(this._LineData[0].pt).applyMatrix4(this.OCS); + return new Vector3(); + } + set StartPoint(p) + { + this.WriteAllObjectRecord(); + p = p.clone().applyMatrix4(this.OCSInv); + if (this._LineData.length === 0) + this.AddVertexAt(0, AsVector2(p)); + else if (this._LineData.length === 1) + this.SetPointAt(0, AsVector2(p)); + else { + let bul = this.GetBuilgeAt(0); + if (bul !== 0) { + let arc = this.GetCurveAtParam(0); + arc.StartPoint = p; + //前面线的凸度调整 + this.SetBulgeAt(0, Math.tan(arc.AllAngle / 4) * Math.sign(bul)); + } + this.SetPointAt(0, AsVector2(p)); + } + } + get EndPoint() + { + if (this._ClosedMark) + return this.StartPoint; + if (this._LineData.length > 0) + return AsVector3(this._LineData[this.EndParam].pt).applyMatrix4(this.OCS); + return new Vector3(); + } + set EndPoint(p) + { + if (this._LineData.length < 2 || this.CloseMark) + return; + this.WriteAllObjectRecord(); + p = p.clone().applyMatrix4(this.OCSInv); + let bul = this.GetBuilgeAt(this.EndParam - 1); + if (bul !== 0) { + let arc = this.GetCurveAtParam(this.EndParam - 1); + arc.ApplyMatrix(this.OCSInv); + arc.EndPoint = p; + //前面线的凸度调整 + this.SetBulgeAt(this.EndParam - 1, Math.tan(arc.AllAngle / 4) * Math.sign(bul)); + } + this.SetPointAt(this.EndParam, AsVector2(p)); + } + get CurveCount() + { + return this.EndParam; + } + get StartParam() + { + return 0; + } + /** + * 表示最后一条曲线的终止参数,使用该参数可以直接遍历到多段线的所有子线段. for(i 1 && (equalv3(this.StartPoint, this.EndPoint, 1e-4))); + } + set CloseMark(v) + { + this.WriteAllObjectRecord(); + this._ClosedMark = v; + this.Update(); + } + DigestionCloseMark() + { + if (this._ClosedMark && this._LineData.length > 1) { + this.WriteAllObjectRecord(); + this._ClosedMark = false; + if (!equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt)) + this._LineData.push({ pt: AsVector2(this._LineData[0].pt), bul: 0 }); + } + } + get Length() + { + return this.Explode().reduce((l, cu) => l + cu.Length, 0); + } + /** + * 获得指定参数所在的点. + * 当曲线存在闭合标志时,参数必须在曲线内部. + * 当曲线不存在闭合标志时,参数允许延伸出曲线. + * + * @param {number} param 参数 + * @returns {Vector3} 三维点,可为空 + * @memberof Polyline + */ + GetPointAtParam(param) + { + if (param === Math.floor(param) && this.ParamOnCurve(param)) + return AsVector3(this.GetPoint2dAt(FixIndex(param, this.NumberOfVertices))).applyMatrix4(this.OCS); + let cu = this.GetCurveAtParam(param); + if (cu) + return cu.GetPointAtParam(this.GetCurveParamAtParam(param)); + return undefined; + } + GetDistAtParam(param) + { + if (this._ClosedMark && !this.ParamOnCurve(param)) + return NaN; + //参数 整数 + let paramFloor = Math.floor(param); + //需要计算的曲线个数 + let cuCout = paramFloor > this.EndParam ? this.EndParam : paramFloor; + let dist = 0; + //首先计算完整曲线的长度 + for (let i = 0; i < cuCout; i++) { + dist += this.GetCurveAtIndex(i).Length; + } + //参数已经大于索引,证明参数在线外. + if (paramFloor !== cuCout) { + dist += this.GetCurveAtParam(param).GetDistAtParam(param - cuCout); + } + else if (param > paramFloor) { + let lastParam = param - paramFloor; + dist += this.GetCurveAtParam(param).GetDistAtParam(lastParam); + } + return dist; + } + GetPointAtDistance(dist) + { + let param = this.GetParamAtDist(dist); + return this.GetPointAtParam(param); + } + /** + * 返回参数所在的点. 如果曲线不闭合,会试图返回延伸点参数 + * + * @param {Vector3} pt + * @returns {number} + * @memberof Polyline + */ + GetParamAtPoint(pt) + { + let cus = this.Explode(); + if (cus.length === 0) + return NaN; + for (let i = 0; i < cus.length; i++) { + let cu = cus[i]; + let param = cu.GetParamAtPoint(pt); + if (cu.ParamOnCurve(param)) + return i + param; //返回点在曲线内部的参数 + } + //当曲线闭合时,不需要延伸首尾去判断参数 + if (this._ClosedMark) + return NaN; + //起点终点参数集合 + let seParams = []; + //点在第一条曲线上的参数 + let startParam = cus[0].GetParamAtPoint(pt); + if (!isNaN(startParam) && startParam < 0) + seParams.push(startParam); + //点在最后一条线上的参数 + let endParam = cus[cus.length - 1].GetParamAtPoint(pt); + if (!isNaN(endParam) && endParam > 0) + seParams.push(endParam + this.EndParam - 1); + if (seParams.length == 1) { + return seParams[0]; + } + else if (seParams.length == 2) { + //返回较近的参数 + if (pt.distanceToSquared(this.StartPoint) + < pt.distanceToSquared(this.EndPoint)) + return seParams[0]; + else + return seParams[1]; + } + return NaN; + } + GetParamAtDist(dist) + { + let cus = this.Explode(); + for (let i = 0; i < cus.length; i++) { + let cu = cus[i]; + let len = cu.Length; + if (dist <= len) + return i + cu.GetParamAtDist(dist); + else if (equaln(dist, len, 1e-8)) + return i + 1; + dist -= len; + } + if (!this._ClosedMark) + return cus.length + cus[cus.length - 1].GetParamAtDist(dist); + return NaN; + } + GetDistAtPoint(pt) + { + let param = this.GetParamAtPoint(pt); + if (!this.ParamOnCurve(param)) + return NaN; + return this.GetDistAtParam(param); + } + /** + * 返回曲线的一阶导数. + * 当曲线闭合(标志)且点不在曲线上. + * 或者曲线不闭合(标志) 且点不在曲线上也不在延伸上 + * + * @param {(number | Vector3)} param + * @returns {Vector3} + * @memberof Polyline + */ + GetFistDeriv(param) + { + if (param instanceof Vector3) + param = this.GetParamAtPoint(param); + if (isNaN(param)) + return undefined; + let cu = this.GetCurveAtParam(param); + if (!cu) + return undefined; + return cu.GetFistDeriv(this.GetCurveParamAtParam(param)); + } + GetSplitCurves(param) + { + //参数需要转化为参数数组 + let params; + if (typeof param == "number") + params = [param]; + else + params = param; + //校验参数在曲线中,修正参数 + let endParam = this.EndParam; + params = params.filter(p => this.ParamOnCurve(p) && p > -1e-6) + .map(a => + { + if (a < 0) + return 0; + if (a > endParam) + return endParam; + if (equaln(a, Math.floor(a + 0.5), 1e-8)) + return Math.floor(a + 0.5); + return a; + }); + //排序 + params.sort((a, b) => a - b); + let hasEndParam = arrayLast(params) === this.EndParam; + //必须加入最后一个参数,保证切割后的曲线完整 + if (!hasEndParam) + params.push(this.EndParam); + arrayRemoveDuplicateBySort(params, (e1, e2) => equaln(e1, e2, 1e-8)); + params = params.filter(p => this.ParamOnCurve(p)); + if (params.length === 0) + return []; + //判断是否存在0参数 + let hasZeroParam = params[0] === 0; + if (hasZeroParam) + params.shift(); + let { pts, buls } = this.PtsBuls; + //返回的多段线集合 + let pls = []; + let len = 0; //已经走过的参数长度(整数) + //上一个切割参数的位置 0-1 + let prePa = 0; + for (let pa of params) { + //参数所在点 + let pt = AsVector2(this.GetPointAtParam(pa).applyMatrix4(this.OCSInv)); + pa -= len; + let pafloor = Math.floor(pa); + len += pafloor; + let plData = []; + //添加点 + for (let i = 0; i < pafloor; i++) { + if (i === 0 && !equaln(buls[0], 0, 1e-8)) { + buls[0] = Math.tan((1 - prePa) * Math.atan(buls[0])); + } + plData.push({ pt: pts[0], bul: buls[0] }); + pts.shift(); + buls.shift(); + } + if (equaln(pa, pafloor, 1e-8)) //如果pa在点上 + { + plData.push({ pt: pts[0].clone(), bul: buls[0] }); + } + else //在曲线上 + { + let bul = buls[0]; + if (!equaln(bul, 0, 1e-6)) + bul = Math.tan((pa - pafloor - (0 === pafloor ? prePa : 0)) * Math.atan(buls[0])); //->凸度 + //加入顶点+凸度 + plData.push({ pt: pts[0].clone(), bul }); + //终点 + plData.push({ pt, bul: 0 }); + //修正剩余的点表和凸度表 + pts[0].copy(pt); + } + prePa = pa - pafloor; + if (plData.length > 1) + pls.push(new Polyline_1(plData).ApplyMatrix(this.OCS)); + } + //当曲线为闭合曲线,并且不存在0切割参数时,首尾连接曲线 + if (this._ClosedMark && !hasZeroParam && !hasEndParam) { + let lastPl = pls[pls.length - 1]; + if (equalv2(arrayLast(lastPl._LineData).pt, pls[0]._LineData[0].pt)) + lastPl._LineData.pop(); + lastPl._LineData.push(...pls[0]._LineData); + pls.shift(); + } + return pls; + } + //未完善 + GetCurveAtParamRange(startParam, endParam) + { + let sfloor = Math.floor(startParam + 0.5); + if (equaln(sfloor, startParam, 1e-8)) + startParam = sfloor; + else + sfloor = Math.floor(startParam); + let efloor = Math.floor(endParam + 0.5); + if (equaln(efloor, endParam, 1e-8)) + endParam = efloor; + else + efloor = Math.floor(efloor); + const GetCurve = (index) => + { + let d = this._LineData[index]; + let next = this._LineData[index + 1]; + if (!equaln(d.bul, 0, 1e-8)) + return new Arc().ParseFromBul(d.pt, next.pt, d.bul); + else + return new Line(AsVector3(d.pt), AsVector3(next.pt)); + }; + let lined = []; + if (startParam === sfloor) { + let d = this._LineData[sfloor]; + lined.push({ pt: d.pt.clone(), bul: d.bul }); + } + else { + let d = this._LineData[sfloor]; + let cu = GetCurve(sfloor); + let remParam = startParam - sfloor; + let p = cu.GetPointAtParam(remParam); + let bul = d.bul; + if (!equaln(bul, 0)) + bul = Math.tan(Math.atan(bul) * (1 - remParam)); + lined.push({ pt: AsVector2(p), bul: bul }); + } + for (let i = sfloor + 1; i < efloor; i++) { + let d = this._LineData[i]; + lined.push({ pt: d.pt.clone(), bul: d.bul }); + } + if (efloor !== endParam) { + let d = this.LineData[efloor]; + let remParam = endParam - efloor; + let cu = GetCurve(efloor); + let p = cu.GetPointAtParam(remParam); + let bul = d.bul; + if (!equaln(bul, 0)) { + arrayLast(lined).bul = Math.tan(Math.atan(bul) * remParam); + bul = Math.tan(Math.atan(bul) * (1 - remParam)); + } + lined.push({ pt: AsVector2(p), bul }); + } + let pl = new Polyline_1(lined); + pl.OCS = this.OCSNoClone; + return; + } + Extend(newParam) + { + if (this.CloseMark || this.ParamOnCurve(newParam)) + return; + this.WriteAllObjectRecord(); + let ptIndex; + let bulIndex; + if (newParam < 0) { + ptIndex = 0; + bulIndex = 0; + } + else if (newParam > this.EndParam) { + ptIndex = this.EndParam; + bulIndex = ptIndex - 1; + } + //修改顶点 + this._LineData[ptIndex].pt = AsVector2(this.GetPointAtParam(newParam).applyMatrix4(this.OCSInv)); + //修改凸度 + let oldBul = this._LineData[bulIndex].bul; + if (oldBul != 0) + this._LineData[bulIndex].bul = Math.tan(Math.atan(oldBul) * (1 + newParam - ptIndex)); + this.Update(); + } + //const this + MatrixAlignTo2(toMatrix) + { + if (!matrixIsCoplane(this._Matrix, toMatrix, 1e-4)) + return this.PtsBuls; + let m = matrixAlignCoordSys(this._Matrix, toMatrix); + let z1 = this.Normal; + let z2 = new Vector3().setFromMatrixColumn(toMatrix, 2); + let isMirror = equalv3(z1, z2.negate()); + let pts = []; + let buls = []; + for (let d of this._LineData) { + let p = AsVector2(AsVector3(d.pt).applyMatrix4(m)); + pts.push(p); + buls.push(isMirror ? -d.bul : d.bul); + } + return { pts, buls }; + } + Join(cu, allowGap = false, tolerance = 1e-4) + { + this.WriteAllObjectRecord(); + if (this._ClosedMark) + return Status.False; + let [sp, ep, cuSp, cuEp] = [this.StartPoint, this.EndPoint, cu.StartPoint, cu.EndPoint]; + let ocsInv = this.OCSInv; + let [cuSp2, cuEp2] = [cuSp, cuEp].map(p => AsVector2(p.clone().applyMatrix4(ocsInv))); + if (this._LineData.length === 0) { + if (cu instanceof Line) { + this._LineData.push({ pt: cuSp2, bul: 0 }); + this._LineData.push({ pt: cuEp2, bul: 0 }); + } + else if (cu instanceof Arc) { + this._LineData.push({ pt: cuSp2, bul: cu.Bul }); + this._LineData.push({ pt: cuEp2, bul: 0 }); + } + else if (cu instanceof Polyline_1) { + let f = new CADFiler(); + cu.WriteFile(f); + this.ReadFile(f); + } + else + return Status.False; + } + else { + let LinkType; + (function (LinkType) + { + LinkType[LinkType["None"] = 0] = "None"; + LinkType[LinkType["SpSp"] = 1] = "SpSp"; + LinkType[LinkType["SpEp"] = 2] = "SpEp"; + LinkType[LinkType["EpSp"] = 3] = "EpSp"; + LinkType[LinkType["EpEp"] = 4] = "EpEp"; + })(LinkType || (LinkType = {})); + let spspDisSq = cuSp.distanceToSquared(sp); + let spepDisSq = cuSp.distanceToSquared(ep); + let epspDisSq = cuEp.distanceToSquared(sp); + let epepDisSq = cuEp.distanceToSquared(ep); + let minDis = tolerance * tolerance; + let linkType = LinkType.None; + if (spspDisSq < minDis) { + linkType = LinkType.SpSp; + minDis = spspDisSq; + } + if (spepDisSq < minDis) { + linkType = LinkType.SpEp; + minDis = spepDisSq; + } + if (epspDisSq < minDis) { + linkType = LinkType.EpSp; + minDis = epspDisSq; + } + if (epepDisSq < minDis) + linkType = LinkType.EpEp; + if (linkType === LinkType.None) + return Status.False; + if (cu instanceof Line) { + if (linkType === LinkType.SpSp) { + this._LineData.unshift({ pt: cuEp2, bul: 0 }); + } + else if (linkType === LinkType.SpEp) { + this._LineData.push({ pt: cuEp2, bul: 0 }); + } + else if (linkType === LinkType.EpSp) { + this._LineData.unshift({ pt: cuSp2, bul: 0 }); + } + else if (linkType === LinkType.EpEp) { + this._LineData.push({ pt: cuSp2, bul: 0 }); + } + } + else if (cu instanceof Arc) { + let dir = equalv3(this.Normal, cu.Normal.negate()) ? -1 : 1; + let bul = cu.Bul * dir; + if (linkType === LinkType.SpSp) { + this._LineData.unshift({ pt: cuEp2, bul: -bul }); + } + else if (linkType === LinkType.SpEp) { + arrayLast(this._LineData).bul = bul; + this._LineData.push({ pt: cuEp2, bul: 0 }); + } + else if (linkType === LinkType.EpSp) { + this._LineData.unshift({ pt: cuSp2, bul: bul }); + } + else if (linkType === LinkType.EpEp) { + arrayLast(this._LineData).bul = -bul; + this._LineData.push({ pt: cuSp2, bul: 0 }); + } + } + else if (cu instanceof Polyline_1) { + if (cu.CloseMark) + return Status.False; + let { pts, buls } = this.PtsBuls; + if (linkType === LinkType.SpSp) { + cu.Reverse(); + let cuPtsBul = cu.MatrixAlignTo2(this.OCS); + cuPtsBul.pts.pop(); + cuPtsBul.buls.pop(); + pts = cuPtsBul.pts.concat(pts); + buls = cuPtsBul.buls.concat(buls); + } + else if (linkType === LinkType.SpEp) { + pts.pop(); + buls.pop(); + let cuPtsBul = cu.MatrixAlignTo2(this.OCS); + pts = pts.concat(cuPtsBul.pts); + buls = buls.concat(cuPtsBul.buls); + } + else if (linkType === LinkType.EpSp) { + let cuPtsBul = cu.MatrixAlignTo2(this.OCS); + cuPtsBul.pts.pop(); + cuPtsBul.buls.pop(); + pts = cuPtsBul.pts.concat(pts); + buls = cuPtsBul.buls.concat(buls); + } + else if (linkType === LinkType.EpEp) { + pts.pop(); + buls.pop(); + cu.Reverse(); + let cuPtsBul = cu.MatrixAlignTo2(this.OCS); + pts = pts.concat(cuPtsBul.pts); + buls = buls.concat(cuPtsBul.buls); + } + this._LineData.length = 0; + for (let i = 0; i < pts.length; i++) { + this._LineData.push({ pt: pts[i], bul: buls[i] }); + } + } + else + return Status.False; + } + //在上面的其他分支已经返回了假 所以这里直接返回真. + this.Update(); + return Status.True; + } + /** + * 将曲线数组组合成多段线 + * @param curves 已经使用CurveLinked的数组,总是首尾相连 + * @returns + */ + static Combine(curves, tolerance = 1e-5) + { + if (!curves || curves.length === 0) + return; + let pl = new Polyline_1; + pl.OCS = ComputerCurvesNormalOCS(curves); + for (let cu of curves) + pl.Join(cu, false, tolerance); + let d = pl.LineData; + if (d.length > 1) { + let ld = arrayLast(d).pt; + if (equalv2(d[0].pt, ld, tolerance)) + ld.copy(d[0].pt); + } + return pl; + } + PtOnCurve(pt) + { + for (let i = 0; i < this.EndParam; i++) { + let c = this.GetCurveAtIndex(i); + if (c.PtOnCurve(pt)) + return true; + } + return false; + } + //点在曲线上,已经确定点在曲线的延伸线上 + PtOnCurve3(p, fuzz = 1e-6) + { + for (let i = 0; i < this.EndParam; i++) { + let c = this.GetCurveAtIndex(i); + if (c.PtOnCurve3(p, fuzz)) + return true; + } + return false; + } + PtInCurve(pt) + { + return this.IsClose && IsPointInPolyLine(this, pt); + } + GetClosestPointTo(pt, extend) + { + return this.GetClosestPointTo2(pt, extend ? ExtendType.Both : ExtendType.None); + } + GetClosestPointTo2(pt, extType) + { + //当曲线空时,返回空 + if (this.EndParam < 1) + return undefined; + //当有闭合标志时,曲线在任何位置都不延伸 + if (this._ClosedMark) + extType = ExtendType.None; + //最近点 + let ptC = undefined; + //最近点的距离 + let ptCDist = Infinity; + for (let i = 0; i < this.EndParam; i++) { + let cu = this.GetCurveAtIndex(i); + //前延伸 + if (i === 0 && (extType & ExtendType.Front) > 0) { + let ptCFirst = cu.GetClosestPointTo(pt, true); + if (cu.GetParamAtPoint(ptCFirst) <= 1) { + ptC = ptCFirst; + ptCDist = ptC.distanceToSquared(pt); + } + if (extType === ExtendType.Front) + continue; + } + let ptCloseNew; //新的最近点 + //后延伸 (此处与前延伸分开if 如果线只有一段,那么前后延伸都能同时触发) + if (i === (this.EndParam - 1) && (extType & ExtendType.Back) > 0) { + let ptCLast = cu.GetClosestPointTo(pt, true); + if (cu.GetParamAtPoint(ptCLast) >= 0) + ptCloseNew = ptCLast; + else //如果延伸之后并不在曲线或者曲线的后延伸上 + ptCloseNew = cu.EndPoint; + } + else { + ptCloseNew = cu.GetClosestPointTo(pt, false); + } + let newDist = ptCloseNew.distanceToSquared(pt); + if (newDist < ptCDist) { + ptC = ptCloseNew; + ptCDist = newDist; + } + } + return ptC; + } + //偏移 + GetOffsetCurves(offsetDist) + { + if (equaln(offsetDist, 0)) + return []; + let polyOffestUtil = new OffsetPolyline(this, offsetDist); + let curves = polyOffestUtil.Do(); + for (let cu of curves) + cu.ColorIndex = this.ColorIndex; + return curves; + } + GetFeedingToolPath(offsetDist) + { + if (equaln(offsetDist, 0)) + return []; + let polyOffestUtil = new OffsetPolyline(this, offsetDist, true); + return polyOffestUtil.Do(); + } + /** + * 分解 + */ + Explode() + { + let exportCus = []; + for (let i = 0; i < this.EndParam; i++) { + exportCus.push(this.GetCurveAtIndex(i)); + } + return exportCus; + } + /** + * 根据参数得到参数所在的子曲线. + * + * 当曲线存在闭合标志时,参数必须在曲线内部,否则返回空. + * + * @param {number} param 参数值 + * @returns {Curve} 曲线(直线或者圆弧) 或空 + * @memberof Polyline + */ + GetCurveAtParam(param) + { + if (this._ClosedMark && !this.ParamOnCurve(param)) + return undefined; + if (param < 0) + return this.GetCurveAtIndex(0); + else if (param >= this.EndParam) + return this.GetCurveAtIndex(this.EndParam - 1); + else + return this.GetCurveAtIndex(Math.floor(param)); + } + /** + * 得到参数在子曲线中的表示 + * + * @param {number} param 参数在多段线中表示 + * @returns {number} 参数在子曲线中表示 + * @memberof Polyline + */ + GetCurveParamAtParam(param) + { + if (param >= this.EndParam) + param -= this.EndParam - 1; + else if (param > 0) + param -= Math.floor(param); + return param; + } + /** + * 获得曲线,来自索引位置. + * @param {number} i 索引位置 整数 + */ + GetCurveAtIndex(i) + { + if (i >= this._LineData.length) + return undefined; + if (!this.ParamOnCurve(i)) + return undefined; + if (!this._ClosedMark && i === this._LineData.length - 1) + return undefined; + let d1 = this._LineData[i]; + let d2 = this._LineData[FixIndex(i + 1, this._LineData)]; + let curve; + if (equaln(d1.bul, 0, 1e-8)) + curve = new Line(AsVector3(d1.pt), AsVector3(d2.pt)).ApplyMatrix(this.OCS); + else + curve = new Arc().ParseFromBul(d1.pt, d2.pt, d1.bul).ApplyMatrix(this.OCS); + curve.ColorIndex = this._Color; + return curve; + } + IntersectWith2(curve, intType, tolerance = 1e-5) + { + return IntersectPolylineAndCurve(this, curve, intType, tolerance); + } + //计算自交点. + IntersectSelf() + { + let cus = this.Explode(); + if (cus.length === 0) + return []; + let intParams = []; + for (let i = 0; i < cus.length; i++) { + let c = cus[i]; + for (let j = i + 2; j < cus.length; j++) { + let c2 = cus[j]; + let pts = c.IntersectWith(c2, IntersectOption.OnBothOperands); + for (let p of pts) { + intParams.push(i + c.GetParamAtPoint(p)); + intParams.push(j + c2.GetParamAtPoint(p)); + } + } + } + return intParams; + } + get BoundingBox() + { + let box = new Box3(); + for (let i = 0; i < this.EndParam; i++) { + let cu = this.GetCurveAtIndex(i); + box.union(cu.BoundingBox); + } + return box; + } + /** + * 得到曲线有用的点表和凸度(闭合曲线首尾重复) + */ + get PtsBuls() + { + let pts = []; + let buls = []; + if (this._LineData.length === 0) + return { pts, buls }; + for (let data of this._LineData) { + pts.push(data.pt.clone()); + buls.push(data.bul); + } + //闭合且起点不等于终点 + if (this._ClosedMark && + !this._LineData[0].pt.equals(arrayLast(this._LineData).pt)) { + pts.push(pts[0].clone()); + buls.push(buls[0]); + } + return { pts, buls }; + } + get IsBulge() + { + if (!this.IsClose) + return false; + let refDir = Math.sign(this.Area2); + let c1; + let c2; + for (let i = 0; i < this.EndParam; i++) { + c1 = this.GetCurveAtIndex(i); + c2 = this.GetCurveAtIndex(FixIndex(i + 1, this.EndParam)); + let len1 = c1.Length; + let len2 = c2.Length; + let minLen = Math.min(len1, len2) * 0.2; + let p = c1.EndPoint; + let p1; + let p2; + if (c1 instanceof Arc) { + let dir = c1.IsClockWise ? -1 : 1; + if (dir !== refDir) + return false; + p1 = c1.GetPointAtDistance(len1 - minLen); + } + else + p1 = c1.StartPoint; + if (c2 instanceof Arc) { + let dir = c2.IsClockWise ? -1 : 1; + if (dir !== refDir) + return false; + p2 = c2.GetPointAtDistance(minLen); + } + else + p2 = c2.EndPoint; + let vec1 = p.clone().sub(p1); + let vec2 = p2.sub(p); + let dir = Math.sign(vec1.cross(vec2).z); + if (dir !== 0 && dir !== refDir) + return false; + } + return true; + } + get Shape() + { + let { pts, buls } = this.PtsBuls; + let curve = CreateBoardUtil.CreatePath(pts, buls); + return curve; + } + get SVG() + { + let sp = this.StartPoint; + let str = `M${sp.x} ${sp.y} `; + for (let i = 1; i <= this.EndParam; i++) { + let bul = this.GetBuilgeAt(i - 1); + let p = this.GetPointAtParam(i); + if (bul === 0) + str += `L${p.x} ${p.y} `; + else { + let arc = this.GetCurveAtIndex(i - 1); + str += `A ${arc.Radius} ${arc.Radius} 0 ${Math.abs(bul) >= 1 ? 1 : 0} ${arc.IsClockWise ? 0 : 1} ${p.x} ${p.y}`; + } + } + return str; + } + InitDrawObject(renderType = RenderType.Wireframe) + { + let shape = this.Shape; + let geo = BufferGeometryUtils.CreateFromPts(shape.getPoints(50).map(AsVector3)); + if (renderType === RenderType.Print) { + var geometry = new LineGeometry().setPositions(geo.attributes.position.array); + return new Line2(geometry, ColorMaterial.PrintLineMatrial); + } + let obj = new Line$1(geo, ColorMaterial.GetLineMaterial(this._Color)); + return obj; + } + UpdateDrawObject(type, en) + { + let shape = this.Shape; + let pts = shape.getPoints(50).map(AsVector3); + let plObj = en; + let geo = plObj.geometry; + if (!BufferGeometryUtils.UpdatePts(geo, pts)) { + updateGeometry(plObj, BufferGeometryUtils.CreateFromPts(pts)); + } + } + GetDragPointCount(drag) + { + if (drag === DragPointType.Grip) { + let count = this.EndParam * 2 + 1; + if (this.CloseMark) + count--; + return count; + } + else { + return this._LineData.length; + } + } + GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) + { + switch (snapMode) { + case ObjectSnapMode.End: + return this.GetStretchPoints(); + case ObjectSnapMode.Mid: + let midPts = []; + let enParam = this.EndParam; + for (let i = 0.5; i < enParam; i++) { + let p = this.GetPointAtParam(i); + p && midPts.push(p); + } + return midPts; + case ObjectSnapMode.Nea: + { + let nea = []; + for (let cu of this.Explode()) { + let neaa = cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform); + if (neaa) + nea.push(...neaa); + } + return nea; + } + case ObjectSnapMode.Ext: + { + let cp = this.GetClosestPointTo(pickPoint, true); + if (cp) + return [cp]; + break; + } + case ObjectSnapMode.Cen: + let cenPts = []; + for (let i = 0; i < this._LineData.length; i++) { + let data = this._LineData[i]; + if (!equaln(data.bul, 0)) { + let cu = this.GetCurveAtIndex(i); + if (cu) //end bul !== 0 但是并没有圆弧 + cenPts.push(cu.Center); + } + } + return cenPts; + case ObjectSnapMode.Per: + if (lastPoint) { + let cp = this.GetClosestPointTo(pickPoint, false); + if (!cp) + return []; + let cparam = this.GetParamAtPoint(cp); + let cu = this.GetCurveAtParam(cparam); + if (cu) { + let closestPt = cu.GetClosestPointTo(lastPoint, true); + if (closestPt && this.PtOnCurve(closestPt)) + return [closestPt]; + } + } + case ObjectSnapMode.Tan: + if (lastPoint) { + let clostPt = this.GetClosestPointTo(pickPoint, false); + if (!clostPt) + return []; + let par = this.GetParamAtPoint(clostPt); + let cu = this.GetCurveAtParam(par); + if (cu instanceof Arc) + return cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint); + return []; + } + } + return []; + } + GetGripPoints() + { + let ptList = []; + if (this._LineData.length < 2) + return ptList; + let enParam = this.EndParam; + if (this.CloseMark) + enParam -= 0.5; + for (let i = 0; i < enParam + 0.5; i += 0.5) { + let p = this.GetPointAtParam(i); + ptList.push(p); + } + return ptList; + } + MoveGripPoints(indexList, moveVec) + { + this.WriteAllObjectRecord(); + let moveVLoc = AsVector2(moveVec.clone().applyMatrix4(new Matrix4().extractRotation(this.OCSInv))); + let calcIndexList = indexList; + if (indexList.length > 1) { + let centerIndexes = indexList.filter(i => i % 2 === 0); + if (centerIndexes.length > 0) + calcIndexList = centerIndexes; + } + for (let index of calcIndexList) { + if (index % 2 === 0) { + let cuIndex = index / 2; + let ptCout = this._LineData.length; + let frontIndex = cuIndex - 1; + if (this._ClosedMark) + frontIndex = FixIndex(frontIndex, ptCout); + if (frontIndex >= 0 && this.GetBuilgeAt(frontIndex)) { + let arc = this.GetCurveAtIndex(frontIndex); + arc.MoveGripPoints([2], moveVec); + this._LineData[frontIndex].bul = arc.Bul; + } + if ((cuIndex !== ptCout - 1) && this.GetBuilgeAt(cuIndex)) { + let arc = this.GetCurveAtIndex(cuIndex); + arc.MoveGripPoints([0], moveVec); + this._LineData[cuIndex].bul = arc.Bul; + } + this._LineData[cuIndex].pt.add(moveVLoc); + } + else { + let ptIndex = (index - 1) / 2; + let nextIndex = (FixIndex(ptIndex + 1, this._LineData)); + let d = this._LineData[ptIndex]; + if (d.bul == 0) { + this._LineData[ptIndex].pt.add(moveVLoc); + this._LineData[nextIndex].pt.add(moveVLoc); + } + else { + let arc = this.GetCurveAtIndex(ptIndex); + arc.MoveGripPoints([1], moveVec); + this._LineData[ptIndex].bul = arc.Bul; + } + } + } + this.Update(); + } + GetStretchPoints() + { + let ocs = this.OCS; + let ptList = []; + for (let data of this._LineData) { + ptList.push(AsVector3(data.pt).applyMatrix4(ocs)); + } + return ptList; + } + /** + * 范围拉伸(stretch),对夹点进行拉伸. + * 如果对圆弧的一侧进行拉伸,那么修改bul + * + * @param {Array} indexList + * @param {Vector3} vec + * @memberof Polyline + */ + MoveStretchPoints(indexList, vec) + { + this.WriteAllObjectRecord(); + //本地坐标系移动向量 + let moveVLoc = vec.clone().applyMatrix4(new Matrix4().extractRotation(this.OCSInv)); + let ptCout = this._LineData.length; + for (let index of indexList) { + let frontIndex = index - 1; + let nextIndex = index + 1; + if (this._ClosedMark) { + frontIndex = FixIndex(frontIndex, ptCout); + nextIndex = FixIndex(nextIndex, ptCout); + } + /** + * 根据新的拉伸点修改凸度. + * + * @param {number} nextIndex 隔壁点索引 + * @param {number} bulIndex 需要修改凸度位置的索引 + * @returns + */ + const ChangeBul = (nextIndex, bulIndex) => + { + //需要修改的点的数据 + let d = this._LineData[bulIndex]; + if (d === undefined || d.bul == 0) + return; + //如果隔壁点不在拉伸列表中 + if (indexList.indexOf(nextIndex) === -1) { + let needChangeP = this.GetPointAtParam(index); + let notChangeP = this.GetPointAtParam(nextIndex); + //原先的弦长的一半 + let oldChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5; + //弓高 + let arcHeight = oldChordLengthHalf * d.bul; + needChangeP.add(vec); + let newChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5; + d.bul = arcHeight / newChordLengthHalf; + } + }; + ChangeBul(frontIndex, frontIndex); + ChangeBul(nextIndex, index); + //修改顶点 + this._LineData[index].pt.add(AsVector2(moveVLoc)); + } + this.Update(); + } + _ReadFile(file) + { + super._ReadFile(file); + let ver = file.Read(); + this._LineData.length = 0; + let cout = file.Read(); + for (let i = 0; i < cout; i++) { + let v = new Vector2().fromArray(file.Read()); + let bul = file.Read(); + this._LineData.push({ pt: v, bul: bul }); + } + if (ver > 1) + this._ClosedMark = file.Read(); + } + //对象将自身数据写入到文件. + WriteFile(file) + { + super.WriteFile(file); + file.Write(2); + file.Write(this._LineData.length); + for (let l of this._LineData) { + file.Write(l.pt.toArray()); + file.Write(l.bul); + } + file.Write(this._ClosedMark); + } +}; +Polyline = Polyline_1 = __decorate([ + Factory +], Polyline); +const TempPolyline = new Polyline(); + +export { Polyline, TempPolyline }; +//# sourceMappingURL=api.esm.js.map diff --git a/api.esm.js.map b/api.esm.js.map new file mode 100644 index 0000000..5f09d6f --- /dev/null +++ b/api.esm.js.map @@ -0,0 +1 @@ +{"version":3,"file":"api.esm.js","sources":["../src/ApplicationServices/HostApplicationServices.ts","../src/Common/Dispose.ts","../src/Geometry/CoordinateSystem.ts","../src/Geometry/GeUtils.ts","../src/Common/Matrix4Utils.ts","../src/Common/Status.ts","../src/GraphicsSystem/RenderType.ts","../src/Common/StoreageKeys.ts","../src/Common/SystemEnum.ts","../src/Editor/UserConfig.ts","../src/Geometry/Box.ts","../src/DatabaseServices/AutoRecord.ts","../src/DatabaseServices/CADFactory.ts","../src/DatabaseServices/ObjectId.ts","../src/DatabaseServices/CADFiler.ts","../src/DatabaseServices/AllObjectData.ts","../src/DatabaseServices/EraseEntityData.ts","../src/DatabaseServices/CADObject.ts","../src/DatabaseServices/Entity/Entity.ts","../src/Common/Utils.ts","../src/DatabaseServices/Shape2.ts","../src/Geometry/Matrix2.ts","../src/Geometry/RotateUV.ts","../src/ApplicationServices/mesh/createBoard.ts","../src/Common/ArrayExt.ts","../src/GLSL/GoochShader.ts","../src/Common/ColorPalette.ts","../src/Editor/ObjectSnapMode.ts","../src/Geometry/BufferGeometryUtils.ts","../src/GraphicsSystem/IntersectWith.ts","../src/DatabaseServices/Entity/Curve.ts","../src/DatabaseServices/Entity/DragPointType.ts","../src/Geometry/Plane.ts","../src/DatabaseServices/Entity/Line.ts","../src/DatabaseServices/Entity/Ellipse.ts","../src/DatabaseServices/Entity/Circle.ts","../src/DatabaseServices/Entity/Arc.ts","../src/DatabaseServices/PointInPolyline.ts","../src/Geometry/Count.ts","../src/Geometry/CurveMap.ts","../src/Geometry/Orbit.ts","../src/Geometry/RegionParse.ts","../src/GraphicsSystem/BoolOperateUtils.ts","../src/DatabaseServices/Contour.ts","../src/Geometry/SortEntityByBox.ts","../src/GraphicsSystem/OffsetPolyline.ts","../src/Common/CurveUtils.ts","../src/DatabaseServices/Entity/Polyline.ts"],"sourcesContent":["import { ApplicationService } from './Application';\r\nimport { MeshBasicMaterial, MeshStandardMaterial } from 'three';\r\n\r\ninterface IHostApplicationServices\r\n{\r\n Application?: ApplicationService;\r\n DefaultMeshMaterial?: MeshBasicMaterial | MeshStandardMaterial;\r\n UseShadow?: boolean;\r\n ShowHistoryLog?: boolean;\r\n}\r\n\r\nexport let HostApplicationServices: IHostApplicationServices = { ShowHistoryLog: true };\r\n","import { Object3D } from \"three\";\r\n\r\n/**\r\n * 销毁Object对象的Geometry,并不会销毁材质.\r\n */\r\nexport function DisposeThreeObj(obj: Object3D)\r\n{\r\n for (let o of obj.children)\r\n {\r\n let oany = o as any;\r\n //文字的geometry缓存保留下来\r\n if (oany.geometry && oany.geometry.name !== \"Text\")\r\n oany.geometry.dispose();\r\n DisposeThreeObj(o);\r\n o.parent = null;\r\n o.dispatchEvent({ type: \"removed\" });\r\n }\r\n obj.children.length = 0;\r\n return obj;\r\n}\r\n\r\nexport function Object3DRemoveAll(obj: Object3D)\r\n{\r\n for (let o of obj.children)\r\n {\r\n o.parent = null;\r\n o.dispatchEvent({ type: \"removed\" });\r\n }\r\n obj.children.length = 0;\r\n return obj;\r\n}\r\n","import { Matrix4, Vector3 } from 'three';\r\n\r\n/**\r\n * 坐标系运算.\r\n */\r\nexport class CoordinateSystem\r\n{\r\n Postion: Vector3;\r\n XAxis: Vector3;\r\n YAxis: Vector3;\r\n ZAxis: Vector3;\r\n\r\n constructor(postion?: Vector3, xAxis?: Vector3, yAxis?: Vector3, zAxis?: Vector3)\r\n {\r\n this.Postion = postion || new Vector3(0, 0, 0);\r\n this.XAxis = xAxis || new Vector3(1, 0, 0);\r\n this.YAxis = yAxis || new Vector3(0, 1, 0);\r\n this.ZAxis = zAxis || new Vector3(0, 0, 1);\r\n }\r\n\r\n applyMatrix4(mat4: Matrix4)\r\n {\r\n this.Postion.applyMatrix4(mat4);\r\n let roMat = mat4.clone().setPosition(new Vector3());\r\n this.XAxis.applyMatrix4(roMat);\r\n this.YAxis.applyMatrix4(roMat);\r\n this.ZAxis.applyMatrix4(roMat);\r\n return this;\r\n }\r\n\r\n getMatrix4(): Matrix4\r\n {\r\n let m = new Matrix4();\r\n m.makeBasis(this.XAxis, this.YAxis, this.ZAxis);\r\n m.setPosition(this.Postion);\r\n return m;\r\n }\r\n CopyForm(mat4: Matrix4)\r\n {\r\n this.Postion.setFromMatrixPosition(mat4);\r\n mat4.extractBasis(this.XAxis, this.YAxis, this.ZAxis);\r\n return this;\r\n }\r\n\r\n extractBasis(xAxisA: Vector3, yAxisA: Vector3, zAxisA: Vector3)\r\n {\r\n xAxisA.copy(this.XAxis);\r\n yAxisA.copy(this.YAxis);\r\n zAxisA.copy(this.ZAxis);\r\n }\r\n copy(cs: CoordinateSystem): CoordinateSystem\r\n {\r\n this.Postion.copy(cs.Postion);\r\n this.XAxis.copy(cs.XAxis);\r\n this.YAxis.copy(cs.YAxis);\r\n this.ZAxis.copy(cs.ZAxis);\r\n return this;\r\n }\r\n clone()\r\n {\r\n let r = new CoordinateSystem();\r\n r.Postion = this.Postion.clone();\r\n r.XAxis = this.XAxis.clone();\r\n r.YAxis = this.YAxis.clone();\r\n r.ZAxis = this.ZAxis.clone();\r\n return r;\r\n }\r\n}\r\n","import { Box3, BufferGeometry, Geometry, Line, Matrix4, Mesh, Object3D, Vector, Vector2, Vector3 } from 'three';\r\nimport { ToFixed } from '../Common/Utils';\r\n\r\nexport const IdentityMtx4 = new Matrix4();\r\nexport const ZeroVec = new Vector3();\r\nexport const XAxis = new Vector3(1, 0, 0);\r\nexport const XAxisN = new Vector3(-1, 0, 0);\r\nexport const YAxis = new Vector3(0, 1, 0);\r\nexport const YAxisN = new Vector3(0, -1, 0);\r\nexport const ZAxis = new Vector3(0, 0, 1);\r\n\r\nexport function AsVector2(p: { x: number, y: number; })\r\n{\r\n return new Vector2(p.x, p.y);\r\n}\r\nexport function AsVector3(p: { x: number, y: number, z?: number; })\r\n{\r\n return new Vector3(p.x, p.y, p.z);\r\n}\r\n\r\n/**\r\n * 判断一维线段a和b是否存在交集\r\n */\r\nexport function isIntersect(amin: number, amax: number, bmin: number, bmax: number, eps = 0)\r\n{\r\n return Math.max(amin, bmin) < Math.min(amax, bmax) + eps;\r\n}\r\n\r\nexport function isIntersect2(a1: number, a2: number, b1: number, b2: number, eps = 0)\r\n{\r\n if (a1 > a2) [a1, a2] = [a2, a1];\r\n if (b1 > b2) [b1, b2] = [b2, b1];\r\n return Math.max(a1, b1) < Math.min(a2, b2) + eps;\r\n}\r\n\r\n/**\r\n * 旋转一个点,旋转中心在原点\r\n * @param {Vector3} p 点\r\n * @param {number} a 角度.\r\n * @returns {Vector3} 返回pt不拷贝.\r\n */\r\nexport function rotatePoint(p: Vector3, a: number): Vector3\r\n{\r\n let s = Math.sin(a);\r\n let c = Math.cos(a);\r\n\r\n let x = p.x * c - p.y * s;\r\n let y = p.x * s + p.y * c;\r\n\r\n p.x = x;\r\n p.y = y;\r\n return p;\r\n}\r\n\r\nexport function equaln(v1: number, v2: number, fuzz = 1e-5)\r\n{\r\n return Math.abs(v1 - v2) <= fuzz;\r\n}\r\n\r\nexport function equalnn(dis = 5)\r\n{\r\n let fuzz = 0.1 ** dis;\r\n return function (v1: number, v2: number)\r\n {\r\n return Math.abs(v1 - v2) <= fuzz;\r\n };\r\n}\r\n\r\ninterface P2\r\n{\r\n x: number; y: number;\r\n}\r\n\r\nexport function equalv3(v1: Vector3, v2: Vector3, fuzz = 1e-8)\r\n{\r\n return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz) && equaln(v1.z, v2.z, fuzz);\r\n}\r\nexport function equalv2(v1: P2, v2: P2, fuzz = 1e-8)\r\n{\r\n return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz);\r\n}\r\n\r\n/**\r\n * 按照极坐标的方式移动一个点\r\n *\r\n * @export\r\n * @template\r\n * @param {T} v 向量(2d,3d)\r\n * @param {number} an 角度\r\n * @param {number} dis 距离\r\n * @returns {T}\r\n */\r\nexport function polar(v: T, an: number, dis: number): T\r\n{\r\n v.x += Math.cos(an) * dis;\r\n v.y += Math.sin(an) * dis;\r\n return v;\r\n}\r\n\r\nexport function angle(v: Vector3 | Vector2)\r\n{\r\n let angle = Math.atan2(v.y, v.x);\r\n if (equaln(angle, 0, 1e-8)) return 0;\r\n if (angle < 0) angle += Math.PI * 2;\r\n return angle;\r\n}\r\n\r\n/**\r\n * 求两个向量的夹角,顺时针为负,逆时针为正\r\n *\r\n * @param {Vector3} v1\r\n * @param {Vector3} v2\r\n * @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1\r\n * @returns\r\n */\r\nexport function angleTo(v1: Vector3, v2: Vector3, ref: Vector3 = new Vector3(0, 0, 1))\r\n{\r\n if (!ref.equals(new Vector3(0, 0, 1)))\r\n {\r\n ref = ref.clone();\r\n v1 = v1.clone();\r\n v2 = v2.clone();\r\n //任意轴坐标系. 使用相机的构造矩阵.\r\n ref.multiplyScalar(-1);\r\n let up = getLoocAtUpVec(ref);\r\n let refOcs = new Matrix4();\r\n refOcs.lookAt(ZeroVec, ref, up);\r\n let refOcsInv = new Matrix4().getInverse(refOcs);\r\n v1.applyMatrix4(refOcsInv);\r\n v2.applyMatrix4(refOcsInv);\r\n v1.z = 0;\r\n v2.z = 0;\r\n }\r\n if (v1.equals(ZeroVec) || v2.equals(ZeroVec))\r\n return 0;\r\n let cv = new Vector3().crossVectors(v1, v2).normalize();\r\n return cv.z === 0 ? v1.angleTo(v2) : v1.angleTo(v2) * cv.z;\r\n}\r\n\r\nexport function getLoocAtUpVec(dir: Vector3): Vector3\r\n{\r\n if (dir.equals(ZeroVec))\r\n {\r\n throw (\"zero vector\");\r\n }\r\n let norm = dir.clone().normalize();\r\n if (norm.equals(ZAxis))\r\n {\r\n return new Vector3(0, 1, 0);\r\n }\r\n else if (norm.equals(ZAxis.clone().negate()))\r\n {\r\n return new Vector3(0, -1, 0);\r\n }\r\n else\r\n {\r\n let xv: Vector3 = new Vector3();\r\n xv.crossVectors(ZAxis, norm);\r\n\r\n let up = new Vector3();\r\n up.crossVectors(norm, xv);\r\n return up;\r\n }\r\n}\r\n\r\nexport function createLookAtMat4(dir: Vector3): Matrix4\r\n{\r\n let up = getLoocAtUpVec(dir);\r\n let mat = new Matrix4();\r\n mat.lookAt(ZeroVec, dir, up);\r\n return mat;\r\n}\r\n\r\n/**\r\n * 判断2个向量是不是平行,尽量传入单位向量,才能保证计算精度\r\n */\r\nexport function isParallelTo(v1: Vector3, v2: Vector3, fuzz = 1e-8): boolean\r\n{\r\n return v1.clone().cross(v2).lengthSq() < fuzz;\r\n}\r\n\r\n/**\r\n * 垂直向量\r\n */\r\nexport function isPerpendicularityTo(v1: Vector3, v2: Vector3, fuzz = 1e-8)\r\n{\r\n return equaln(v1.dot(v2), 0, fuzz);\r\n}\r\n\r\nexport function ptToString(v: Vector3, fractionDigits: number = 3): string\r\n{\r\n return v.toArray().map(o => ToFixed(o, fractionDigits)).join(\",\");\r\n}\r\n\r\nexport function midPoint(v1: Vector3, v2: Vector3): Vector3\r\n{\r\n return v1.clone().add(v2).multiplyScalar(0.5);\r\n}\r\nexport function midPoint2(v1: Vector2, v2: Vector2): Vector2\r\n{\r\n return v1.clone().add(v2).multiplyScalar(0.5);\r\n}\r\n\r\n/**\r\n * 获得Three对象的包围盒.\r\n * @param obj\r\n * @param [updateMatrix] 是否应该更新对象矩阵\r\n * @returns box\r\n */\r\nexport function GetBox(obj: Object3D, updateMatrix?: boolean): Box3\r\n{\r\n let box = new Box3();\r\n if (updateMatrix) obj.updateMatrixWorld(false);\r\n if (!obj.visible) return box;\r\n\r\n obj.traverseVisible(o =>\r\n {\r\n if (!o.visible) return;\r\n //@ts-ignore\r\n let geo = o.geometry as BufferGeometry;\r\n if (geo)\r\n {\r\n if (!geo.boundingBox)\r\n geo.computeBoundingBox();\r\n let geoBox = geo.boundingBox.clone().applyMatrix4(o.matrixWorld);\r\n if (geoBox.max.z > 1e5)\r\n console.log();\r\n box.union(geoBox);\r\n }\r\n });\r\n return box;\r\n}\r\n\r\nexport function GetBoxArr(arr: Array): Box3\r\n{\r\n let box = new Box3();\r\n for (let o of arr)\r\n {\r\n let b = GetBox(o);\r\n if (!b.isEmpty())\r\n box.union(b);\r\n }\r\n return box;\r\n}\r\n\r\nexport function MoveMatrix(v: Vector3): Matrix4\r\n{\r\n return new Matrix4().setPosition(v);\r\n}\r\n\r\n//获得输入点在2线组成的4个区间的位置\r\nexport function getPtPostion(sp: Vector3, ep: Vector3, c: Vector3, inPt: Vector3)\r\n{\r\n let l1 = sp.clone().sub(c);\r\n let l2 = ep.clone().sub(c);\r\n let l3 = l1.clone().negate();\r\n let l4 = l2.clone().negate();\r\n let inputLine = inPt.clone().sub(c);\r\n let ang1 = angleTo(l1, l2);\r\n let ang2 = Math.PI;\r\n let ang3 = ang2 + Math.abs(ang1);\r\n let inputAng = angleTo(l1, inputLine);\r\n if (ang1 * inputAng < 0)\r\n inputAng = (Math.PI * 2 - Math.abs(inputAng));\r\n ang1 = Math.abs(ang1);\r\n inputAng = Math.abs(inputAng);\r\n if (inputAng <= ang1)\r\n return { sp, ep };\r\n else if (inputAng > ang1 && inputAng <= ang2)\r\n return { sp: c.clone().add(l3), ep };\r\n else if (inputAng > ang2 && inputAng <= ang3)\r\n return { sp: c.clone().add(l3), ep: c.clone().add(l4) };\r\n else\r\n return { sp, ep: c.clone().add(l4) };\r\n}\r\nexport function angleAndX(v: Vector3 | Vector2)\r\n{\r\n return v.x ? Math.atan(v.y / v.x) : Math.PI / 2;\r\n}\r\n\r\n/**\r\n * 将角度调整为0-2pi之间\r\n */\r\nexport function clampRad(an: number)\r\n{\r\n an = an % (Math.PI * 2);\r\n if (an < 0) an += Math.PI * 2;\r\n return an;\r\n}\r\n\r\nexport function updateGeometry(l: Line | Mesh, geometry: Geometry | BufferGeometry)\r\n{\r\n let geo = l.geometry as Geometry;\r\n geo.dispose();\r\n l.geometry = geometry;\r\n geometry.computeBoundingSphere();\r\n}\r\n\r\nexport function UpdateBoundingSphere(obj: Object3D)\r\n{\r\n //@ts-ignore\r\n let geo = obj.geometry as Geometry;\r\n if (geo)\r\n geo.computeBoundingSphere();\r\n}\r\n\r\n\r\nexport type compareVectorFn = (v1: Vector, v2: Vector3) => number;\r\n\r\nconst comparePointCache: Map = new Map();\r\n\r\n/**\r\n * 构建返回一个用来排序的函数.根据key创建排序规则.\r\n *\r\n * 当key = \"xyz\" 时,点集按 x从小到大,y从小到大 z从小到大\r\n * key = \"X\" 时,点集按 x从大到小\r\n * 以此类推.\r\n *\r\n * 例子:\r\n * let pts:Vector3[] =...;\r\n * pts.sort(comparePoint(\"x\")); //x从小到大排序\r\n * pts.sort(comparePoint(\"zX\")); //z从小到大 x从大到小\r\n *\r\n * @export\r\n * @param {string} sortKey\r\n * @returns {compareVectorFn}\r\n */\r\nexport function comparePoint(sortKey: string): compareVectorFn\r\n{\r\n if (comparePointCache.has(sortKey))\r\n return comparePointCache.get(sortKey);\r\n\r\n let sortIndex = [];\r\n\r\n const keys = ['x', 'X', 'y', 'Y', 'z', 'Z'];\r\n for (let char of sortKey)\r\n {\r\n let index = keys.indexOf(char);\r\n\r\n let i2 = index / 2;\r\n let ci = Math.floor(i2);\r\n sortIndex.push([ci, i2 > ci ? 1 : -1]);\r\n }\r\n\r\n let compareFunction = (v1: Vector, v2: Vector3): number =>\r\n {\r\n if (!v1) return -1;\r\n if (!v2) return 1;\r\n for (let s of sortIndex)\r\n {\r\n let vv1 = v1.getComponent(s[0]);\r\n let vv2 = v2.getComponent(s[0]);\r\n if (equaln(vv1, vv2)) continue;\r\n if (vv2 > vv1) return s[1];\r\n else return -s[1];\r\n }\r\n return 0;\r\n };\r\n\r\n comparePointCache.set(sortKey, compareFunction);\r\n return compareFunction;\r\n}\r\n\r\n/**\r\n *计算各轴旋转角度\r\n */\r\nexport function GetEulerAngle(x: Vector3, y: Vector3, z: Vector3)\r\n{\r\n let roY = Math.atan2(x.z, Math.sqrt(x.x ** 2 + x.y ** 2)) * -180 / Math.PI;\r\n let roZ = Math.atan2(x.y, x.x);\r\n let vec = YAxis.clone();\r\n let roMat = new Matrix4().makeRotationZ(roZ);\r\n roZ *= 180 / Math.PI;\r\n vec.applyMatrix4(roMat);\r\n let roX = Math.atan2(z.dot(vec), y.dot(vec)) * -180 / Math.PI;\r\n return { roX, roY, roZ };\r\n}\r\n\r\n/**\r\n * 方形框捕捉\r\n * @param sqCenter 正方形点\r\n * @param snapPt 被捕捉的点\r\n * @param size 捕捉框大小\r\n */\r\nexport function SnapPoint(sqCenter: Vector3, snapPt: Vector3, size: number): boolean\r\n{\r\n return Math.abs(sqCenter.x - snapPt.x) < size\r\n && Math.abs(sqCenter.y - snapPt.y) < size;\r\n}\r\n\r\nexport function SelectNearP(pts: Vector3[], refPt: Vector3): Vector3\r\n{\r\n if (pts.length > 1)\r\n {\r\n let dist1 = refPt.distanceToSquared(pts[0]);\r\n let dist2 = refPt.distanceToSquared(pts[1]);\r\n return dist1 <= dist2 ? pts[0] : pts[1];\r\n }\r\n return pts[0];\r\n}\r\n\r\nexport function IsBetweenA2B(n: number, A: number, B: number)\r\n{\r\n return n >= A && n <= B;\r\n}\r\n","import { Matrix4, Vector2, Vector3 } from 'three';\r\nimport { CoordinateSystem } from '../Geometry/CoordinateSystem';\r\nimport { equaln, isParallelTo } from '../Geometry/GeUtils';\r\n\r\n/**\r\n * 设置矩阵的某列的向量\r\n * @param {Matrix4} mat 矩阵\r\n * @param {number} col 列索引,0x 1y 2z 3org\r\n * @param {Vector3} v 向量或点\r\n */\r\nexport function matrixSetVector(mat: Matrix4, col: number, v: Vector3)\r\n{\r\n let index = col * 4;\r\n mat.elements[index] = v.x;\r\n mat.elements[index + 1] = v.y;\r\n mat.elements[index + 2] = v.z;\r\n}\r\n\r\n/**\r\n * 返回矩阵,该坐标系将坐标系与原点的坐标系映射为坐标系,\r\n * 并将坐标系与X轴坐标系,\r\n * Y轴坐标轴以及Z轴坐标系统之间的坐标系统坐标系统的原点坐标系和原点坐标系统坐标轴的坐标系分别设置为XAxis,YAxis和ZAxis\r\n * @returns {Matrix4} 返回新的矩阵\r\n */\r\nexport function matrixAlignCoordSys(matrixFrom: Matrix4, matrixTo: Matrix4): Matrix4\r\n{\r\n return new Matrix4().getInverse(matrixTo).multiply(matrixFrom);\r\n}\r\n\r\n/**\r\n * 判断2个矩形共面\r\n * @param {Matrix4} matrixFrom\r\n * @param {Matrix4} matrixTo\r\n * @returns {boolean} 2个矩阵共面\r\n */\r\nexport function matrixIsCoplane(matrixFrom: Matrix4, matrixTo: Matrix4, fuzz = 1e-5): boolean\r\n{\r\n let nor1 = new Vector3().setFromMatrixColumn(matrixFrom, 2);\r\n let nor2 = new Vector3().setFromMatrixColumn(matrixTo, 2);\r\n\r\n //法线共面\r\n if (!isParallelTo(nor1, nor2))\r\n return false;\r\n\r\n //高共面\r\n let pt = new Vector3().setFromMatrixPosition(matrixTo);\r\n //变换到自身对象坐标系.\r\n pt.applyMatrix4(new Matrix4().getInverse(matrixFrom));\r\n\r\n return equaln(pt.z, 0, fuzz);\r\n}\r\n\r\n//构造缩放矩阵\r\nexport function matrixScale(scale: number, center?: Vector3)\r\n{\r\n let scaleMat = new Matrix4().makeScale(scale, scale, scale);\r\n if (center)\r\n scaleMat.setPosition(center.clone().multiplyScalar(1 - scale));\r\n return scaleMat;\r\n}\r\n\r\n/**\r\n * 设置旋转矩阵,不改变矩阵的基点\r\n */\r\nexport function setRotationOnAxis(mtx: Matrix4, axis: Vector3, ro: number)\r\n{\r\n let pos = new Vector3().setFromMatrixPosition(mtx);\r\n mtx.makeRotationAxis(axis, ro);\r\n mtx.setPosition(pos);\r\n return mtx;\r\n}\r\n\r\n/**\r\n * 修正镜像后矩阵\r\n */\r\nexport function reviseMirrorMatrix(mtx: Matrix4): Matrix4\r\n{\r\n let cs = new CoordinateSystem().applyMatrix4(mtx);\r\n cs.YAxis.negate();\r\n mtx.copy(cs.getMatrix4());\r\n return mtx;\r\n}\r\n\r\nlet cacheVec: Vector3;\r\nexport function Vector2ApplyMatrix4(mtx: Matrix4, vec: Vector2)\r\n{\r\n if (!cacheVec) cacheVec = new Vector3();\r\n\r\n cacheVec.x = vec.x;\r\n cacheVec.y = vec.y;\r\n\r\n cacheVec.applyMatrix4(mtx);\r\n\r\n vec.x = cacheVec.x;\r\n vec.y = cacheVec.y;\r\n}\r\nexport function GetMirrorMat(v: Vector3)\r\n{\r\n let mirrorMat = new Matrix4();\r\n let xAxis = new Vector3(1 - 2 * v.x ** 2, -2 * v.x * v.y, -2 * v.x * v.z);\r\n let yAxis = new Vector3(-2 * v.x * v.y, 1 - 2 * v.y ** 2, -2 * v.y * v.z);\r\n let zAxis = new Vector3(-2 * v.x * v.z, -2 * v.y * v.z, 1 - 2 * v.z ** 2);\r\n mirrorMat.makeBasis(xAxis, yAxis, zAxis);\r\n return mirrorMat;\r\n}\r\n\r\nexport function ApplyMatrix4IgnorePosition(vec: { x: number, y: number, z: number; }, m: Matrix4)\r\n{\r\n let { x, y, z } = vec;\r\n let e = m.elements;\r\n vec.x = e[0] * x + e[4] * y + e[8] * z;\r\n vec.y = e[1] * x + e[5] * y + e[9] * z;\r\n vec.z = e[2] * x + e[6] * y + e[10] * z;\r\n return vec;\r\n}\r\n\r\n/**\r\n * 把变换矩阵展平成2d矩阵,避免出现三维坐标.\r\n */\r\nexport function MatrixPlanarizere(mtx: Matrix4, z0 = true)\r\n{\r\n mtx.elements[2] = 0;\r\n mtx.elements[6] = 0;\r\n mtx.elements[8] = 0;\r\n mtx.elements[9] = 0;\r\n mtx.elements[10] = Math.sign(mtx.elements[10]);\r\n\r\n if (z0)\r\n mtx.elements[14] = 0;\r\n\r\n return mtx;\r\n}\r\n\r\nexport const tempMatrix1 = new Matrix4;\r\n","\r\n\r\n\r\nexport enum Status\r\n{\r\n False = 0,\r\n True = 1,\r\n Canel = -1,\r\n\r\n ConverToCircle = 101,\r\n\r\n DuplicateRecordName = 102,\r\n}\r\n\r\nexport enum UpdateDraw\r\n{\r\n None = 0,\r\n Matrix = 1,\r\n Geometry = 2,\r\n Material = 4,\r\n All = ~(~0 << 6)\r\n}\r\n\r\n/**\r\n * WblockClne时,遇到重复记录的操作方式\r\n */\r\nexport enum DuplicateRecordCloning\r\n{\r\n Ignore = 1,\r\n Replace = 2,\r\n Rename = 3,\r\n}\r\n","/**\r\n * 场景的渲染类型.\r\n *\r\n * @export\r\n * @enum {number}\r\n */\r\nexport enum RenderType\r\n{\r\n /**\r\n * 线框模式\r\n */\r\n Wireframe = 1,\r\n\r\n /**\r\n * 概念\r\n */\r\n Conceptual = 2,\r\n\r\n\r\n /**\r\n * 物理着色PBR\r\n */\r\n Physical = 3,\r\n\r\n Jig = 4,\r\n Print = 5,\r\n /**物理带线框 */\r\n Physical2 = 6,\r\n}\r\n","export enum StoreageKeys\r\n{\r\n IsLogin = \"isLogin\",\r\n PlatSession = \"platSession\",\r\n PlatToken = \"platToken\",\r\n UserName = \"userName\",\r\n UserPhone = \"userPhone\",\r\n RenderType = \"renderType\",\r\n ExactDrill = \"openExactDrill\",\r\n ConfigName = \"configName_\",\r\n IsNewErp = \"isNewErp\",\r\n RoomName = \"roomName\",\r\n LastOpenFileId = \"lastfid\",\r\n Uid = \"uid\",\r\n Goods = \"Goods_\",\r\n DrillTemp = \"drilltemp_\",\r\n DrillReactor = \"drillRreactor\",\r\n kjlConfig = \"kjl\",\r\n}\r\n","export enum AAType\r\n{\r\n FXAA = 0,//快速近似抗锯齿(性能更好)\r\n SMAA = 1,//多重采样抗锯齿(质量更好)\r\n}\r\n\r\nexport enum ViewDirType\r\n{\r\n FS = 0,\r\n YAS = 1,\r\n ZS = 2,\r\n YS = 3,\r\n QS = 4,\r\n HS = 5,\r\n XN = 6,\r\n}\r\n","import { RenderType } from \"../GraphicsSystem/RenderType\";\r\nimport { DrillingOption } from \"../UI/Store/drillInterface\";\r\nimport { observable, toJS } from \"mobx\";\r\nimport { StoreageKeys } from \"../Common/StoreageKeys\";\r\nimport { IWineRackOption } from \"../UI/Store/WineRackInterface\";\r\nimport { IBaseOption, IGrooveOption } from \"../UI/Store/BoardInterface\";\r\nimport { IConfigStore } from \"../UI/Store/BoardStore\";\r\nimport { IConfigOption } from \"../UI/Components/Board/UserConfig\";\r\nimport { AAType, ViewDirType } from \"../Common/SystemEnum\";\r\n\r\nexport interface IMaxSizeProps extends IBaseOption\r\n{\r\n height: number;\r\n width: number;\r\n isShow: boolean;\r\n}\r\n\r\nexport interface ISystemConfig extends IBaseOption\r\n{\r\n aaType: AAType;\r\n maxHightightCount: number;\r\n snapSize: number;\r\n}\r\n\r\nexport interface ICursorConfig extends IBaseOption\r\n{\r\n D2: number;\r\n D3: number;\r\n}\r\n\r\nexport class UserConfig implements IConfigStore\r\n{\r\n private readonly _version = 10;\r\n _renderType: RenderType = RenderType.Wireframe;\r\n @observable maxSize: IMaxSizeProps = {\r\n isShow: false,\r\n height: 2440,\r\n width: 1220,\r\n };\r\n @observable private _drillConfigs: Map = new Map();\r\n @observable openDrillingReactor = true;\r\n @observable openAutoCuttingReactor = true;\r\n /**打开将检测排钻是否在板件内*/\r\n @observable openExactDrill = true;\r\n winerackConfig: IWineRackOption;\r\n userConfigName: { [key: string]: string; } = {};\r\n private modeling2HoleRad = 20; //圆造型小于等于该值拆成孔数据\r\n @observable isAdmin = false;\r\n @observable kjlConfig: IGrooveOption = {\r\n grooveAddLength: \"0\",\r\n grooveAddWidth: \"0\",\r\n grooveAddDepth: \"1\",\r\n };\r\n @observable SystemConfig: ISystemConfig = {\r\n maxHightightCount: 15000,\r\n snapSize: 15,\r\n aaType: AAType.FXAA\r\n };\r\n @observable viewDirType: ViewDirType = ViewDirType.XN;\r\n @observable useCtrlRotate = true;\r\n @observable cursorSize: ICursorConfig = {\r\n D2: 1000,\r\n D3: 100,\r\n };\r\n @observable autoSaveConfig = {\r\n enable: true,\r\n time: 1,\r\n };\r\n @observable showLines = false;\r\n @observable keepConfig = false;\r\n @observable autoClearHistory = true;\r\n @observable chaidanOption = {\r\n changXiuBian: 6,\r\n duanXiuBian: 6,\r\n useDefaultRad: false,\r\n radius: 2.5,\r\n modeling2HoleRad: 20, //圆造型小于等于该值拆成孔数据\r\n isCheckInterfere: false,\r\n };\r\n @observable autoLines = false;\r\n dimTextHeight = 60;\r\n constructor()\r\n {\r\n this.Init();\r\n }\r\n Init()\r\n {\r\n let type = localStorage.getItem(StoreageKeys.RenderType);\r\n if (type)\r\n this._renderType = parseFloat(type);\r\n }\r\n set RenderType(t: RenderType)\r\n {\r\n if (t !== this._renderType)\r\n {\r\n this._renderType = t;\r\n this.SetRenderTypeEvent();\r\n\r\n localStorage.setItem(StoreageKeys.RenderType, t.toString());\r\n }\r\n }\r\n\r\n get RenderType() { return this._renderType; }\r\n\r\n SetRenderTypeEvent() { }\r\n get DrillConfigs()\r\n {\r\n return this._drillConfigs || new Map();\r\n }\r\n set DrillConfigs(config: Map)\r\n {\r\n observable(this._drillConfigs).replace(config);\r\n this.SetDrillConfigsEvent();\r\n }\r\n SetDrillConfigsEvent() { }\r\n configName = \"default\";\r\n configsNames: string[] = [];\r\n InitOption()\r\n {\r\n this.openDrillingReactor = true;\r\n this.openAutoCuttingReactor = true;\r\n Object.assign(this.maxSize, {\r\n height: 2440,\r\n width: 1220\r\n });\r\n Object.assign(this.kjlConfig, {\r\n grooveAddLength: \"0\",\r\n grooveAddWidth: \"0\",\r\n grooveAddDepth: \"1\"\r\n });\r\n Object.assign(this.chaidanOption, {\r\n changXiuBian: 6,\r\n duanXiuBian: 6,\r\n useDefaultRad: false,\r\n radius: 2.5,\r\n modeling2HoleRad: 20,\r\n });\r\n this.dimTextHeight = 60;\r\n }\r\n SaveConfig()\r\n {\r\n return {\r\n option: {\r\n version: this._version,\r\n openDrillingReactor: this.openDrillingReactor,\r\n openAutoCuttingReactor: this.openAutoCuttingReactor,\r\n maxSize: toJS(this.maxSize),\r\n kjlConfig: toJS(this.kjlConfig),\r\n systemConfig: toJS(this.SystemConfig),\r\n viewDirType: this.viewDirType,\r\n useCtrlRotate: this.useCtrlRotate,\r\n cursorSize: toJS(this.cursorSize),\r\n autoSaveConfig: toJS(this.autoSaveConfig),\r\n showLines: this.showLines,\r\n keepConfig: this.keepConfig,\r\n autoClearHistory: this.autoClearHistory,\r\n chaidanOption: toJS(this.chaidanOption),\r\n autoLines: this.autoLines,\r\n dimTextHeight: this.dimTextHeight,\r\n }\r\n };\r\n }\r\n UpdateOption(config: IConfigOption)\r\n {\r\n this.openDrillingReactor = config.option.openDrillingReactor;\r\n this.openAutoCuttingReactor = config.option.openAutoCuttingReactor;\r\n Object.assign(this.maxSize, config.option.maxSize);\r\n Object.assign(this.kjlConfig, config.option.kjlConfig);\r\n this.modeling2HoleRad = config.option.modeling2HoleRad;\r\n\r\n if (config.option.version > 1)\r\n {\r\n Object.assign(this.SystemConfig, config.option.systemConfig);\r\n }\r\n if (config.option.version > 2)\r\n {\r\n this.viewDirType = config.option.viewDirType;\r\n this.useCtrlRotate = config.option.useCtrlRotate;\r\n }\r\n\r\n if (config.option.version > 3)\r\n {\r\n Object.assign(this.cursorSize, config.option.cursorSize);\r\n }\r\n if (config.option.version > 4)\r\n {\r\n Object.assign(this.autoSaveConfig, config.option.autoSaveConfig);\r\n }\r\n if (config.option.version > 5)\r\n {\r\n this.showLines = config.option.showLines;\r\n }\r\n if (config.option.version > 6)\r\n {\r\n this.keepConfig = config.option.keepConfig;\r\n }\r\n if (config.option.version > 7)\r\n {\r\n this.autoClearHistory = config.option.autoClearHistory;\r\n }\r\n if (config.option.version > 8)\r\n {\r\n Object.assign(this.chaidanOption, config.option.chaidanOption);\r\n this.autoLines = config.option.autoLines;\r\n }\r\n else\r\n this.chaidanOption.modeling2HoleRad = this.modeling2HoleRad;\r\n\r\n if (config.option.version > 9)\r\n this.dimTextHeight = config.option.dimTextHeight;\r\n }\r\n}\r\n\r\nexport const userConfig = new UserConfig();\r\n","import { Vector3, Box3 } from 'three';\r\n\r\n/**\r\n * 盒子的切割类型\r\n */\r\nexport enum SplitType\r\n{\r\n X = 0,\r\n Y = 1,\r\n Z = 2,\r\n}\r\n\r\n/**\r\n * 扩展Box3,添加切割方法,体积等\r\n */\r\nexport class Box3Ext extends Box3\r\n{\r\n TempData: any;\r\n get Volume()\r\n {\r\n let size = this.getSize(new Vector3());\r\n return size.x * size.y * size.z;\r\n }\r\n\r\n //每个轴的大小必须大于最小的size\r\n isSolid(minSize = 1)\r\n {\r\n return this.getSize(new Vector3()).toArray().every(x => x > minSize);\r\n }\r\n substract(b: Box3Ext, spaceType: SplitType)\r\n {\r\n let interBox = this.clone().intersect(b) as this;\r\n if (interBox.isEmpty() || !interBox.isSolid())\r\n return [this];\r\n\r\n let p1 = interBox.min.clone().setComponent(spaceType, this.min.getComponent(spaceType));\r\n let p2 = interBox.max.clone().setComponent(spaceType, interBox.min.getComponent(spaceType));\r\n\r\n let p3 = interBox.min.clone().setComponent(spaceType, interBox.max.getComponent(spaceType));\r\n let p4 = interBox.max.clone().setComponent(spaceType, this.max.getComponent(spaceType));\r\n\r\n return [\r\n new Box3Ext(p1, p2),\r\n new Box3Ext(p3, p4)\r\n ].filter(b => b.isSolid());\r\n }\r\n clampSpace(b2: Box3Ext, splitType: SplitType)\r\n {\r\n let interBox = this.clone();\r\n interBox.min.max(b2.min);\r\n interBox.max.min(b2.max);\r\n interBox.min.setComponent(splitType, Math.min(this.max.getComponent(splitType), b2.max.getComponent(splitType)));\r\n interBox.max.setComponent(splitType, Math.max(this.min.getComponent(splitType), b2.min.getComponent(splitType)));\r\n return interBox;\r\n }\r\n intersectsBox(box: Box3, fuzz = 1e-8): boolean\r\n {\r\n return IntersectsBox(this, box, fuzz);\r\n }\r\n}\r\n\r\nexport function IntersectsBox(box1: Box3, box2: Box3, fuzz = 1e-6): boolean\r\n{\r\n return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz ||\r\n box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ||\r\n box2.max.z < box1.min.z - fuzz || box2.min.z > box1.max.z + fuzz ? false : true;\r\n}\r\n\r\n/**盒子二维面是否相交 */\r\nexport function IntersectBox2(box1: Box3, box2: Box3, fuzz = 1e-3)\r\n{\r\n return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz ||\r\n box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ? false : true;\r\n}\r\n","\r\n\r\nexport const ISPROXYKEY = \"_isProxy\";\r\n\r\n/**\r\n * 自动对CADObject的属性添加属性记录器,自动调用 `WriteAllObjectRecord`\r\n * 如果属性是数组,那么自动添加`Proxy`.\r\n * 可以使用`ISPROXYKEY`覆盖这个函数的代理行为(使用CADObject.CreateProxyArray快速覆盖)\r\n *\r\n * @param target\r\n * @param property\r\n * @param [descriptor]\r\n */\r\nexport function AutoRecord(\r\n target: { WriteAllObjectRecord: () => void; },\r\n property: string,\r\n descriptor?: PropertyDecorator)\r\n{\r\n let privateKey = '__' + property;\r\n Object.defineProperty(target, property,\r\n {\r\n set: function (value)\r\n {\r\n if (value instanceof Array)\r\n {\r\n if (!this[privateKey])\r\n {\r\n if (value[ISPROXYKEY])\r\n this[privateKey] = value;\r\n else\r\n this[privateKey] = new Proxy(value, {\r\n set: (target, key, value, receiver) =>\r\n {\r\n if (Reflect.get(target, key, receiver) !== value)\r\n this.WriteAllObjectRecord();\r\n return Reflect.set(target, key, value, receiver);\r\n },\r\n get: (target, key, receiver) =>\r\n {\r\n if (key === ISPROXYKEY)\r\n return true;\r\n //实体先被删除后在触发length = xxx\r\n if (key === \"splice\" || key === \"pop\" || key === \"shift\")\r\n this.WriteAllObjectRecord();\r\n return Reflect.get(target, key, receiver);\r\n }\r\n });\r\n }\r\n else\r\n {\r\n let arr = this[privateKey] as Array;\r\n arr.length = 0;\r\n arr.push(...value);\r\n }\r\n }\r\n else\r\n {\r\n let oldv = this[privateKey];\r\n if (oldv !== value)\r\n {\r\n this.WriteAllObjectRecord();\r\n this[privateKey] = value;\r\n }\r\n }\r\n },\r\n get: function ()\r\n {\r\n return this[privateKey];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n }\r\n );\r\n}\r\n","\r\n/**\r\n * CAD对象工厂,通过注册 和暴露的创建方法,动态创建对象\r\n */\r\nexport class CADFactory\r\n{\r\n private constructor() { }\r\n private objectNameMap = new Map();\r\n private static factory = new CADFactory();\r\n static RegisterObject(C: any)\r\n {\r\n this.factory.objectNameMap.set(C.name, C);\r\n }\r\n static RegisterObjectAlias(C: any, name: string)\r\n {\r\n this.factory.objectNameMap.set(name, C);\r\n }\r\n static CreateObject(name: string): any\r\n {\r\n let C = this.factory.objectNameMap.get(name);\r\n if (C) return new C();\r\n }\r\n}\r\n\r\n//可以通过添加装饰器 在类前面(@Factory),自动注册工厂的序列化\r\nexport function Factory(target: Object)\r\n{\r\n CADFactory.RegisterObject(target);\r\n}\r\n","import { CADObject } from './CADObject';\r\n\r\nexport enum RelevancyType\r\n{\r\n General = 0,\r\n Soft = 1,\r\n Hard = 2,\r\n}\r\n\r\n/*\r\nCADObject对象拥有Id属性,用来记录引用关系.\r\n通过id可以得到对应的关联实体,或者记录实体的关联关系.\r\n\r\nObjectId必须使用 Database分配(db里面会存id的列表,以便同时更新id指向实体)\r\n\r\n*/\r\nexport class ObjectId\r\n{\r\n _RelevancyType = RelevancyType.General;\r\n constructor(private index = 0, private obj?: CADObject)\r\n {\r\n }\r\n\r\n get IsErase(): boolean\r\n {\r\n return !this.obj || this.obj.IsErase;\r\n }\r\n set Object(obj: CADObject)\r\n {\r\n this.obj = obj;\r\n }\r\n get Object(): CADObject\r\n {\r\n return this.obj;\r\n }\r\n get Index(): number\r\n {\r\n return this.index;\r\n }\r\n set Index(index: number)\r\n {\r\n this.index = index;\r\n }\r\n}\r\n","import { CADFactory } from './CADFactory';\r\nimport { CADObject } from './CADObject';\r\nimport { Database } from './Database';\r\nimport { ISerialize } from './ISerialize';\r\nimport { ObjectId } from './ObjectId';\r\nimport { Entity } from './Entity/Entity';\r\n\r\n/**\r\n * CAD文件数据\r\n */\r\nexport class CADFiler\r\n{\r\n database: Database;\r\n private readIndex: number = 0;\r\n constructor(protected _datas: any[] = [])\r\n {\r\n }\r\n\r\n Destroy()\r\n {\r\n delete this._datas;\r\n delete this.readIndex;\r\n }\r\n\r\n get Data(): any[]\r\n {\r\n return this._datas;\r\n }\r\n\r\n set Data(data: any[])\r\n {\r\n this._datas = data;\r\n this.Reset();\r\n }\r\n\r\n Clear()\r\n {\r\n this._datas.length = 0;\r\n return this.Reset();\r\n }\r\n Reset()\r\n {\r\n this.readIndex = 0;\r\n return this;\r\n }\r\n\r\n WriteString(str: string)\r\n {\r\n this._datas.push(str);\r\n return this;\r\n }\r\n\r\n ReadString(): string\r\n {\r\n return this._datas[this.readIndex++] as string;\r\n }\r\n\r\n WriteObject(obj: ISerialize)\r\n {\r\n if (!obj)\r\n {\r\n this.Write(\"\");\r\n return;\r\n }\r\n this.WriteString(obj.constructor.name);\r\n obj.WriteFile(this);\r\n\r\n return this;\r\n }\r\n\r\n ReadObject(obj?: T): T\r\n {\r\n let className = this.ReadString();\r\n if (className)\r\n {\r\n if (obj === undefined)\r\n {\r\n obj = CADFactory.CreateObject(className);\r\n if (this.database !== undefined && obj instanceof CADObject)\r\n obj.SetDefaultDb(this.database);\r\n }\r\n obj.ReadFile(this);\r\n return obj;\r\n }\r\n }\r\n\r\n CloneObjects(objects: CADObject[], clonedObjects: CADObject[] = [])\r\n {\r\n for (let o of objects)\r\n this.WriteObject(o);\r\n let count = objects.length;\r\n for (let i = 0; i < count; i++)\r\n {\r\n let obj = this.ReadObject();\r\n if (obj instanceof Entity)\r\n obj.CloneDrawObject(objects[i] as Entity);\r\n clonedObjects.push(obj);\r\n }\r\n\r\n return clonedObjects;\r\n }\r\n\r\n Write(data: any)\r\n {\r\n if (data instanceof ObjectId)\r\n this._datas.push(data.Index);\r\n else\r\n this._datas.push(data);\r\n\r\n return this;\r\n }\r\n\r\n Read(): any\r\n {\r\n return this._datas[this.readIndex++];\r\n }\r\n\r\n ReadArray(count: number): any[]\r\n {\r\n let arr = this._datas.slice(this.readIndex, this.readIndex + count);\r\n this.readIndex += count;\r\n return arr;\r\n }\r\n\r\n //------------------------ID序列化------------------------\r\n /*\r\n Id关联分为三种情况:\r\n 1.普通关联:关联对象未被拷贝时,关联到空对象.\r\n 2.软关联 :关联对象未被拷贝时,关联到原先的对象.\r\n 3.硬关联 :对象被拷贝时,被关联的对象必须也被拷贝.\r\n */\r\n\r\n //-------1.普通关联\r\n WriteObjectId(id: ObjectId): this\r\n {\r\n if (id)\r\n this.Write(id.Index);\r\n else\r\n this.Write(0);\r\n return this;\r\n }\r\n\r\n ReadObjectId(): ObjectId\r\n {\r\n let index = this.Read();\r\n if (this.database)\r\n return this.database.GetObjectId(index, true);\r\n }\r\n\r\n //-------2.软关联\r\n WriteSoftObjectId(id: ObjectId): this\r\n {\r\n return this.WriteObjectId(id);\r\n }\r\n ReadSoftObjectId(): ObjectId\r\n {\r\n return this.ReadObjectId();\r\n }\r\n\r\n //-------3.硬关联\r\n WriteHardObjectId(id: ObjectId): this\r\n {\r\n return this.WriteObjectId(id);\r\n }\r\n ReadHardObjectId()\r\n {\r\n return this.ReadObjectId();\r\n }\r\n\r\n //序列化\r\n ToString()\r\n {\r\n return JSON.stringify(this._datas);\r\n }\r\n FromString(str: string)\r\n {\r\n this._datas = JSON.parse(str);\r\n }\r\n}\r\n","import { Factory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { ISerialize } from './ISerialize';\r\nimport { CADObject } from './CADObject';\r\n\r\n/**\r\n * 保存对象创建或者修改时的所有数据记录\r\n */\r\n@Factory\r\nexport class AllObjectData implements ISerialize\r\n{\r\n file: CADFiler;\r\n constructor(obj?: CADObject)\r\n {\r\n this.file = new CADFiler();\r\n if (obj)\r\n obj.WriteFile(this.file);\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n //对象从文件中读取数据,初始化自身\r\n ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n let data = file.Read();\r\n this.file.Data = data;\r\n return this;\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(1);\r\n file.Write(this.file.Data);\r\n return this;\r\n }\r\n}\r\n","import { Factory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { ISerialize } from './ISerialize';\r\n@Factory\r\nexport class EraseEntityData implements ISerialize\r\n{\r\n ReadFile(file: CADFiler): this\r\n {\r\n this.isErase = file.Read();\r\n return this;\r\n }\r\n WriteFile(file: CADFiler): this\r\n {\r\n file.Write(this.isErase);\r\n return this;\r\n }\r\n constructor(public isErase = true)\r\n {\r\n }\r\n}\r\n","import { iaop } from 'xaop';\r\nimport { AllObjectData } from './AllObjectData';\r\nimport { ISPROXYKEY } from './AutoRecord';\r\nimport { CADFactory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { CommandHistoryRecord } from './CommandHistoryRecord';\r\nimport { Database } from './Database';\r\nimport { EraseEntityData } from './EraseEntityData';\r\nimport { ISerialize } from './ISerialize';\r\nimport { ObjectId } from './ObjectId';\r\n\r\nexport abstract class CADObject\r\n{\r\n protected _Owner: ObjectId;\r\n /**\r\n * 用于储存临时数据\r\n */\r\n public TempData: any;\r\n\r\n //下面的三个数据由Rect2Board使用\r\n __CacheBox__: any;\r\n __CacheBoard__: any;\r\n __CacheSize__: any;\r\n __CachePolyline__: any;\r\n\r\n set Owner(owner: ObjectId)\r\n {\r\n this._Owner = owner;\r\n }\r\n get Owner()\r\n {\r\n return this._Owner;\r\n }\r\n\r\n Destroy()\r\n {\r\n //在效果图同步反应器中,需要知道被删除的实体的id,所以不删除这个属性\r\n // this.objectId = undefined;\r\n this._db = undefined;\r\n }\r\n\r\n //对象被彻底遗弃\r\n GoodBye(): any\r\n {\r\n this.Destroy();\r\n this.Erase(true);\r\n }\r\n\r\n /**\r\n * 当实体异步更新绘制实体完成后触发这个函数.\r\n * Application通过注入的方式得知这个事件,刷新视图显示.\r\n */\r\n @iaop\r\n AsyncUpdated()\r\n {\r\n }\r\n\r\n //-------------------------DB-------------------------\r\n protected _db: Database;\r\n get Db(): Database\r\n {\r\n return this._db;\r\n }\r\n\r\n //对象在加入数据库时,必须指定一个源数据库,否则无法读取引用id.\r\n SetDefaultDb(db: Database)\r\n {\r\n if (!this._db)\r\n this._db = db;\r\n else\r\n console.warn(\"重复设置默认Database!\");\r\n\r\n return this;\r\n }\r\n\r\n //private 私有的方法,暴露给Db的添加对象,方法使用.\r\n //只用对象加入到db中,我们才初始化ObjectId.\r\n //从db池中分配id给自身使用. 除非你创建对象往db里面加,否则不要调用该方法\r\n SetOwnerDatabase(db: Database)\r\n {\r\n if (!this._db)\r\n {\r\n this._db = db;\r\n this.objectId = db.AllocateId();\r\n this.objectId.Object = this;\r\n }\r\n else\r\n console.warn(\"重复设置源Database!\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * WblockClone 的时候,id是db分配的,此刻我们只需要设置它的db\r\n */\r\n SetDatabase(db: Database)\r\n {\r\n this._db = db;\r\n }\r\n\r\n //-------------------------DB End-------------------------\r\n\r\n // -------------------------isErase-------------------------\r\n protected _isErase: boolean = false;\r\n get IsErase(): boolean\r\n {\r\n return this._isErase;\r\n }\r\n Erase(isErase: boolean = true)\r\n {\r\n if (isErase === this._isErase)\r\n return;\r\n let undoData = this.UndoRecord();\r\n if (undoData)\r\n undoData.CreateEraseHistory(this, isErase);\r\n this._isErase = isErase;\r\n }\r\n //-------------------------isErase End-------------------------\r\n\r\n // -------------------------id-------------------------\r\n\r\n //操作这个需要谨慎!\r\n objectId: ObjectId;\r\n\r\n get Id(): ObjectId\r\n {\r\n return this.objectId;\r\n }\r\n\r\n // -------------------------id End-------------------------\r\n\r\n // -------------------------File-------------------------\r\n\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n //对象从文件中读取数据,初始化自身\r\n ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n //write Id;\r\n let id = file.ReadObjectId();\r\n if (!this.objectId && id)//避免CopyFrom时错误的修改自身Id\r\n {\r\n this.objectId = id;\r\n id.Object = this;\r\n }\r\n this._isErase = file.Read();\r\n if (ver > 1)\r\n this.Owner = file.ReadObjectId();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(2);\r\n file.WriteObjectId(this.objectId);\r\n file.Write(this._isErase);\r\n file.WriteObjectId(this.Owner);\r\n }\r\n //局部撤销\r\n ApplyPartialUndo(undoData: ISerialize)\r\n {\r\n if (undoData instanceof AllObjectData)\r\n {\r\n undoData.file.database = this._db;\r\n undoData.file.Reset();\r\n this.ReadFile(undoData.file);\r\n }\r\n else if (undoData instanceof EraseEntityData)\r\n {\r\n this.Erase(undoData.isErase);\r\n }\r\n }\r\n\r\n //撤销所保存的位置\r\n UndoRecord(): CommandHistoryRecord\r\n {\r\n if (this._db && this.objectId)\r\n return this._db.hm.UndoData;\r\n }\r\n //写入所有的对象数据 以便还原对象\r\n WriteAllObjectRecord(): boolean\r\n {\r\n let undoData = this.UndoRecord();\r\n if (undoData)\r\n {\r\n undoData.WriteObjectSnapshoot(this);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n //复制出一个实体,如果存在关联,则指向原关联实体\r\n Clone(): this\r\n {\r\n let newObject = CADFactory.CreateObject(this.constructor.name) as this;\r\n\r\n //备份\r\n let bakId = this.objectId;\r\n this.objectId = undefined;\r\n\r\n let file = new CADFiler();\r\n file.database = this._db;\r\n this.WriteFile(file);\r\n file.Reset();\r\n newObject.ReadFile(file);\r\n\r\n newObject.objectId = undefined;\r\n newObject._db = undefined;\r\n\r\n this.objectId = bakId;\r\n return newObject;\r\n }\r\n\r\n DeepClone(\r\n ownerObject: CADObject,\r\n cloneObejct: CADObject,\r\n idMaping: Map = undefined,\r\n isPrimary = true\r\n ): this\r\n {\r\n return this;\r\n }\r\n\r\n //从一个实体拷贝数据,实体类型必须相同.\r\n CopyFrom(obj: CADObject)\r\n {\r\n let idBak = this.objectId;\r\n let ownerBak = this._Owner;\r\n this.WriteAllObjectRecord();\r\n let f = new CADFiler();\r\n obj.WriteFile(f);\r\n this.ReadFile(f);\r\n this.objectId = idBak;\r\n this._Owner = ownerBak;\r\n }\r\n\r\n //-------------------------File End-------------------------\r\n\r\n //Utils\r\n /**\r\n * 配合 `@AutoRecord` 使用\r\n * 使用这个方法来覆盖AutoRecord的监听行为.\r\n * 这个行为只能用来监听实体添加和实体修改.\r\n * 实体删除行为暂时无法监听\r\n * @param setCallback 设置新的实体到数组时的回调函数\r\n */\r\n protected CreateProxyArray(setCallback: (v: any) => void)\r\n {\r\n return new Proxy([], {\r\n set: (target, key, value, receiver) =>\r\n {\r\n if (Reflect.get(target, key, receiver) !== value)\r\n {\r\n this.WriteAllObjectRecord();\r\n setCallback(value);\r\n }\r\n return Reflect.set(target, key, value, receiver);\r\n },\r\n get: (target, key, receiver) =>\r\n {\r\n if (key === ISPROXYKEY)\r\n return true;\r\n //实体先被删除后在触发length = xxx\r\n if (key === \"splice\" || key === \"pop\" || key === \"shift\")\r\n {\r\n this.WriteAllObjectRecord();\r\n setCallback(undefined);\r\n }\r\n return Reflect.get(target, key, receiver);\r\n }\r\n });\r\n }\r\n}\r\n","import { Box3, Material, Matrix3, Matrix4, MeshStandardMaterial, Object3D, Vector3 } from 'three';\r\nimport { iaop } from 'xaop';\r\nimport { HostApplicationServices } from '../../ApplicationServices/HostApplicationServices';\r\nimport { DisposeThreeObj, Object3DRemoveAll } from '../../Common/Dispose';\r\nimport { matrixIsCoplane, MatrixPlanarizere } from '../../Common/Matrix4Utils';\r\nimport { UpdateDraw } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { userConfig } from '../../Editor/UserConfig';\r\nimport { Box3Ext } from '../../Geometry/Box';\r\nimport { equaln, equalv3, UpdateBoundingSphere, IdentityMtx4 } from '../../Geometry/GeUtils';\r\nimport { IntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { AutoRecord } from '../AutoRecord';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { CADObject } from '../CADObject';\r\nimport { ObjectId } from '../ObjectId';\r\nimport { PhysicalMaterialRecord } from '../PhysicalMaterialRecord';\r\n\r\n/**\r\n * Entity 是所有图元的基类,绘制的实体都集成该类.\r\n */\r\n@Factory\r\nexport class Entity extends CADObject\r\n{\r\n\r\n IsEmbedEntity = false;\r\n\r\n /**\r\n * 该实体的只有一个渲染类型,任何渲染类型都一个样\r\n */\r\n protected OnlyRenderType = false;\r\n protected _CacheDrawObject = new Map();\r\n //材质id\r\n protected materialId: ObjectId;\r\n protected _Color: number = 7;\r\n\r\n //自身坐标系\r\n protected _Matrix = new Matrix4();\r\n\r\n //模块空间的标系\r\n protected _SpaceOCS: Matrix4 = new Matrix4();\r\n __CacheRenderType__: RenderType;\r\n get SpaceOCS()\r\n {\r\n return this._SpaceOCS.clone();\r\n }\r\n get SpaceOCSInv()\r\n {\r\n return new Matrix4().getInverse(this._SpaceOCS);\r\n }\r\n set SpaceOCS(m: Matrix4)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._SpaceOCS.copy(m);\r\n }\r\n\r\n protected _Visible = true;\r\n\r\n @AutoRecord GroupId: ObjectId;\r\n @AutoRecord Template: ObjectId;\r\n //加工组\r\n @AutoRecord ProcessingGroupList: ObjectId[] = [];\r\n\r\n /**\r\n * 当AutoUpdate为false时,记录需要更新的标志.\r\n * 以便延迟更新时找到相应的更新标志.\r\n */\r\n NeedUpdateFlag: UpdateDraw = UpdateDraw.None;\r\n AutoUpdate = true;\r\n\r\n set Material(materialId: ObjectId)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.materialId = materialId;\r\n this.Update();\r\n }\r\n\r\n get Material()\r\n {\r\n return this.materialId;\r\n }\r\n\r\n set ColorIndex(color: number)\r\n {\r\n if (color !== this._Color)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Color = color;\r\n this.Update(UpdateDraw.Material);\r\n }\r\n }\r\n get ColorIndex(): number\r\n {\r\n return this._Color;\r\n }\r\n /**\r\n * 炸开实体\r\n */\r\n Explode(): Entity[] { return []; }\r\n\r\n /**\r\n * 返回对象的包围框.\r\n */\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3();\r\n }\r\n\r\n /**\r\n * 返回对象在自身坐标系下的Box\r\n */\r\n get BoundingBoxInOCS(): Box3Ext\r\n {\r\n let mtxBak = this._Matrix;\r\n this._Matrix = IdentityMtx4;\r\n let box = this.BoundingBox;\r\n this._Matrix = mtxBak;\r\n return new Box3Ext().copy(box);\r\n }\r\n\r\n GetBoundingBoxInMtx(mtx: Matrix4): Box3Ext\r\n {\r\n return this.BoundingBoxInOCS.applyMatrix4(this.OCS.premultiply(mtx));\r\n }\r\n\r\n get BoundingBoxInSpaceCS(): Box3Ext\r\n {\r\n return this.GetBoundingBoxInMtx(this.SpaceOCSInv);\r\n }\r\n\r\n get OCS(): Matrix4\r\n {\r\n return this._Matrix.clone();\r\n }\r\n\r\n get OCSNoClone()\r\n {\r\n return this._Matrix;\r\n }\r\n\r\n //直接设置实体的矩阵,谨慎使用该函数,没有更新实体.\r\n set OCS(mat4: Matrix4)\r\n {\r\n this._Matrix.copy(mat4);\r\n }\r\n get Normal(): Vector3\r\n {\r\n return new Vector3().setFromMatrixColumn(this._Matrix, 2);\r\n }\r\n get Position(): Vector3\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n\r\n set Position(pt: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n let moveX = pt.x - this._Matrix.elements[12];\r\n let moveY = pt.y - this._Matrix.elements[13];\r\n let moveZ = pt.z - this._Matrix.elements[14];\r\n this._Matrix.setPosition(pt);\r\n this._SpaceOCS.elements[12] += moveX;\r\n this._SpaceOCS.elements[13] += moveY;\r\n this._SpaceOCS.elements[14] += moveZ;\r\n this.Update(UpdateDraw.Matrix);\r\n }\r\n\r\n //Z轴归0\r\n Z0()\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.elements[14] = 0;\r\n this.Update(UpdateDraw.Matrix);\r\n return this;\r\n }\r\n\r\n //坐标系二维化\r\n MatrixPlanarizere()\r\n {\r\n let z = this._Matrix.elements[10];\r\n if (equaln(Math.abs(z), 1, 1e-4))\r\n {\r\n this.WriteAllObjectRecord();\r\n MatrixPlanarizere(this._Matrix, false);\r\n }\r\n return this;\r\n }\r\n\r\n get OCSInv(): Matrix4\r\n {\r\n return new Matrix4().getInverse(this._Matrix);\r\n }\r\n\r\n /**\r\n * 与指定实体是否共面.\r\n */\r\n IsCoplaneTo(e: Entity): boolean\r\n {\r\n return matrixIsCoplane(this._Matrix, e.OCS, 1e-4);\r\n }\r\n\r\n /**\r\n * 测试两个实体的包围盒是否相交.\r\n */\r\n BoundingBoxIntersectWith(en: Entity): boolean\r\n {\r\n let box = this.BoundingBox;\r\n let box2 = en.BoundingBox;\r\n return box && box2 && box.intersectsBox(box2);\r\n }\r\n\r\n //#region Draw\r\n\r\n ClearDraw()\r\n {\r\n if (this._drawObject)\r\n {\r\n DisposeThreeObj(this._drawObject);\r\n this._drawObject = undefined;\r\n }\r\n\r\n for (let [, obj] of this._CacheDrawObject)\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.clear();\r\n return this;\r\n }\r\n ClearDrawOfJig()\r\n {\r\n let jig = this._CacheDrawObject.get(RenderType.Jig);\r\n if (jig)\r\n this._CacheDrawObject.delete(RenderType.Jig);\r\n for (let [type, obj] of this._CacheDrawObject)\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.clear();\r\n if (jig)\r\n this._CacheDrawObject.set(RenderType.Jig, jig);\r\n }\r\n\r\n _drawObject: Object3D;\r\n\r\n get DrawObject()\r\n {\r\n if (this._drawObject)\r\n return this._drawObject;\r\n\r\n this._drawObject = new Object3D();\r\n if (!this.IsEmbedEntity)\r\n this._drawObject.userData.Entity = this;\r\n if (this.IsVisible)\r\n {\r\n let obj = this.GetDrawObjectFromRenderType(this.__CacheRenderType__ ?? userConfig.RenderType);\r\n if (obj) this._drawObject.add(obj);\r\n }\r\n else\r\n this._drawObject.visible = false;\r\n return this._drawObject;\r\n }\r\n\r\n get JigObject()\r\n {\r\n let obj = this.GetDrawObjectFromRenderType(RenderType.Jig);\r\n if (obj && !this.IsEmbedEntity)\r\n obj.userData.Entity = this;\r\n return obj;\r\n }\r\n DestroyJigObject()\r\n {\r\n let obj = this._CacheDrawObject.get(RenderType.Jig);\r\n if (obj)\r\n {\r\n this._CacheDrawObject.delete(RenderType.Jig);\r\n DisposeThreeObj(obj);\r\n if (obj.parent)\r\n obj.parent.remove(obj);\r\n }\r\n }\r\n UpdateRenderType(type: RenderType)\r\n {\r\n if ((this.OnlyRenderType && this.DrawObject.children.length > 0) || !this.Visible) return;\r\n Object3DRemoveAll(this.DrawObject);\r\n let obj = this.GetDrawObjectFromRenderType(type);\r\n if (obj) this.DrawObject.add(obj);\r\n }\r\n\r\n GetDrawObjectFromRenderType(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n if (this.OnlyRenderType)\r\n {\r\n if (renderType === RenderType.Jig)\r\n return;\r\n renderType = this.__CacheRenderType__ ?? userConfig.RenderType;\r\n }\r\n\r\n if (this._CacheDrawObject.has(renderType))\r\n {\r\n return this._CacheDrawObject.get(renderType);\r\n }\r\n else\r\n {\r\n let drawObj = this.InitDrawObject(renderType);\r\n if (drawObj === undefined) return;\r\n\r\n //矩阵直接使用指针,因为已经关闭自动更新,所以矩阵不会被Object3D修改.\r\n drawObj.matrixAutoUpdate = false;\r\n drawObj.matrix = this._Matrix;\r\n drawObj.updateMatrixWorld(true);\r\n drawObj.traverse(UpdateBoundingSphere);\r\n\r\n if (!this.IsEmbedEntity)\r\n drawObj.userData.Entity = this;\r\n\r\n this._CacheDrawObject.set(renderType, drawObj);\r\n return drawObj;\r\n }\r\n }\r\n\r\n /**\r\n * 初始化绘制的threejs实体,子类型重载该函数初始化绘制实体.\r\n */\r\n protected InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n return undefined;\r\n }\r\n\r\n //实体绘制更新版本号\r\n __UpdateVersion__ = 0;\r\n\r\n /**\r\n * 当实体数据改变时,绘制的实体必须做出改变.供框架调用\r\n */\r\n @iaop\r\n Update(mode = UpdateDraw.All)\r\n {\r\n this.__UpdateVersion__++;\r\n this.NeedUpdateFlag |= mode;\r\n if (this.AutoUpdate)\r\n this.DeferUpdate();\r\n }\r\n\r\n //三维实体总是一起生成线框实体和网格实体,这个通知更新,然后统一更新就好了\r\n //避免重复更新\r\n UpdateDrawGeometry() { }\r\n\r\n DeferUpdate()\r\n {\r\n let mode = this.NeedUpdateFlag;\r\n if (mode === 0) return;\r\n\r\n if (mode & UpdateDraw.Geometry && this._CacheDrawObject.size > 0)\r\n this.UpdateDrawGeometry();\r\n\r\n this.UpdateVisible();\r\n\r\n let isJigIng = this._CacheDrawObject.has(RenderType.Jig);\r\n for (let [type, obj] of this._CacheDrawObject)\r\n {\r\n if (isJigIng && type !== RenderType.Jig)\r\n continue;\r\n\r\n if (mode & UpdateDraw.Geometry)\r\n {\r\n if (obj.userData.IsClone)\r\n {\r\n let parent = obj.parent;\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.delete(type);\r\n let newObj = this.GetDrawObjectFromRenderType(type);\r\n if (parent)\r\n {\r\n parent.remove(obj);\r\n parent.add(newObj);\r\n }\r\n obj = newObj;\r\n }\r\n else\r\n this.UpdateDrawObject(type, obj);\r\n }\r\n\r\n if (mode & UpdateDraw.Material)\r\n this.UpdateDrawObjectMaterial(type, obj);\r\n\r\n if (mode & UpdateDraw.Matrix || mode & UpdateDraw.Geometry)\r\n {\r\n obj.updateMatrixWorld(true);\r\n obj.traverse(UpdateBoundingSphere);\r\n }\r\n\r\n }\r\n this.NeedUpdateFlag = UpdateDraw.None;\r\n }\r\n\r\n /**\r\n * 当实体需要更新时,需要重载该方法,实现实体更新\r\n */\r\n UpdateDrawObject(type: RenderType, en: Object3D)\r\n {\r\n\r\n }\r\n\r\n /**\r\n * 当实体需要被更新时,更新实体材质\r\n */\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material?: Material)\r\n {\r\n\r\n }\r\n\r\n protected get MeshMaterial()\r\n {\r\n if (this.materialId && this.materialId.Object)\r\n return (this.materialId.Object).Material as MeshStandardMaterial;\r\n return HostApplicationServices.DefaultMeshMaterial;\r\n }\r\n\r\n /**\r\n * 更新实体Jig状态时的材质\r\n */\r\n UpdateJigMaterial(color = 8)\r\n {\r\n }\r\n RestoreJigMaterial()\r\n {\r\n for (let [type, en] of this._CacheDrawObject)\r\n this.UpdateDrawObjectMaterial(type, en);\r\n }\r\n get Visible()\r\n {\r\n return this._Visible;\r\n }\r\n set Visible(v: boolean)\r\n {\r\n if (v !== this._Visible)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Visible = v;\r\n this.UpdateVisible();\r\n }\r\n }\r\n\r\n private get IsVisible()\r\n {\r\n return !this._isErase && this._Visible;\r\n }\r\n\r\n UpdateVisible()\r\n {\r\n if (this._drawObject)\r\n {\r\n this._drawObject.visible = this.IsVisible;\r\n if (this.IsVisible)\r\n this.UpdateRenderType(this.__CacheRenderType__ ?? userConfig.RenderType);\r\n }\r\n }\r\n\r\n //#endregion\r\n\r\n GoodBye()\r\n {\r\n super.GoodBye();\r\n if (this._drawObject && this._drawObject.parent)\r\n this._drawObject.parent.remove(this._drawObject);\r\n this.ClearDraw();\r\n }\r\n\r\n Erase(isErase: boolean = true)\r\n {\r\n if (isErase === this._isErase)\r\n return;\r\n this.__UpdateVersion__++;\r\n super.Erase(isErase);\r\n this.UpdateVisible();\r\n this.EraseEvent(isErase);\r\n }\r\n\r\n @iaop\r\n EraseEvent(isErase: boolean)\r\n {\r\n\r\n }\r\n /**\r\n * 使用统一的方法设置对象的矩阵.\r\n * 需要对缩放矩形进行重载.避免对象矩阵不是单位矩阵\r\n */\r\n ApplyMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n if (equaln(m.getMaxScaleOnAxis(), 1))\r\n {\r\n let xA = new Vector3();\r\n let yA = new Vector3();\r\n let zA = new Vector3();\r\n m.extractBasis(xA, yA, zA);\r\n this._Matrix.multiplyMatrices(m, this._Matrix);\r\n this._SpaceOCS.multiplyMatrices(m, this._SpaceOCS);\r\n if (!equalv3(xA.clone().cross(yA).normalize(), zA))\r\n this.ApplyMirrorMatrix(m);\r\n else\r\n this.Update(UpdateDraw.Matrix);\r\n }\r\n else\r\n {\r\n this.ApplyScaleMatrix(m);\r\n }\r\n return this;\r\n }\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n return this;\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [];\r\n }\r\n\r\n MoveGripPoints(indexList: number[], vec: Vector3)\r\n {\r\n\r\n }\r\n\r\n /**\r\n *\r\n * @param snapMode 捕捉模式(单一)\r\n * @param pickPoint const\r\n * @param lastPoint const\r\n * @param viewXform const 最近点捕捉需要这个变量\r\n * @returns object snap points\r\n */\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n return [];\r\n }\r\n\r\n GetStretchPoints(): Array\r\n {\r\n return [];\r\n }\r\n\r\n /**\r\n * 拉伸夹点,用于Stretch命令\r\n *\r\n * @param {Array} indexList 拉伸点索引列表.\r\n * @param {Vector3} vec 移动向量\r\n * @memberof Entity\r\n */\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n\r\n }\r\n IntersectWith(curve: Entity, intType: IntersectOption): Vector3[] { return; }\r\n\r\n //#region -------------------------File-------------------------\r\n\r\n Clone(): this\r\n {\r\n let ent = super.Clone();\r\n ent.Template = undefined;\r\n ent.CloneDrawObject(this);\r\n return ent;\r\n }\r\n\r\n CloneDrawObject(from: this)\r\n {\r\n for (let [type, obj] of from._CacheDrawObject)\r\n {\r\n let oldUserDaata = obj.userData;\r\n obj.traverse(o => o.userData = {});\r\n let newObj = obj.clone();\r\n obj.userData = oldUserDaata;\r\n obj.userData.IsClone = true;\r\n\r\n newObj.matrix = this._Matrix;\r\n newObj.userData = { Entity: this };\r\n newObj.userData.IsClone = true;\r\n this._CacheDrawObject.set(type, newObj);\r\n }\r\n this.NeedUpdateFlag = UpdateDraw.None;\r\n }\r\n\r\n static __ReadFileIng__: boolean;\r\n __ReadFileIng__: boolean;\r\n\r\n get ReadFileIng()\r\n {\r\n return this.__ReadFileIng__ || Entity.__ReadFileIng__;\r\n }\r\n\r\n ReadFile(file: CADFiler)\r\n {\r\n this.__ReadFileIng__ = true;\r\n this._ReadFile(file);\r\n this.Update();\r\n this.__ReadFileIng__ = false;\r\n }\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n super.ReadFile(file);\r\n this._Color = file.Read();\r\n this.materialId = file.ReadHardObjectId();\r\n this._Matrix.fromArray(file.Read());\r\n\r\n if (ver === 2)\r\n this.Owner = file.ReadObjectId();\r\n\r\n if (ver > 3)\r\n this.Template = file.ReadObjectId();\r\n\r\n if (ver > 4)\r\n this.GroupId = file.ReadHardObjectId();\r\n\r\n if (ver > 5)\r\n this._Visible = file.Read();\r\n if (ver > 6)\r\n this._SpaceOCS.fromArray(file.Read());\r\n if (ver > 7)\r\n {\r\n let count = file.Read();\r\n this.ProcessingGroupList.length = 0;\r\n for (let i = 0; i < count; i++)\r\n this.ProcessingGroupList.push(file.ReadHardObjectId());\r\n }\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(8);\r\n super.WriteFile(file);\r\n file.Write(this._Color);\r\n file.WriteHardObjectId(this.materialId);\r\n file.Write(this._Matrix.toArray());\r\n file.WriteObjectId(this.Template);\r\n file.WriteHardObjectId(this.GroupId);\r\n file.Write(this._Visible);\r\n file.Write(this._SpaceOCS.toArray());\r\n\r\n file.Write(this.ProcessingGroupList.length);\r\n for (let id of this.ProcessingGroupList)\r\n file.WriteHardObjectId(id);\r\n }\r\n //局部撤销\r\n ApplyPartialUndo(undoData: CADObject)\r\n {\r\n super.ApplyPartialUndo(undoData);\r\n }\r\n\r\n CopyFrom(obj: CADObject)\r\n {\r\n let templateIdBak = this.Template;\r\n super.CopyFrom(obj);\r\n this.Update();\r\n this.Template = templateIdBak;\r\n }\r\n\r\n //#endregion\r\n}\r\n","import { Object3D } from \"three\";\r\nimport { Entity } from \"../DatabaseServices/Entity/Entity\";\r\nimport { equaln } from \"../Geometry/GeUtils\";\r\nimport { safeEval } from \"./eval\";\r\nimport { StoreageKeys } from \"./StoreageKeys\";\r\nimport { ObjectId } from \"../DatabaseServices/ObjectId\";\r\n\r\n//仅数字构成的3位字符串(不以0开头)\r\nexport const digitStrReg = /^[^0\\D]\\d{0,2}$/;\r\nexport const commandReg = /[^A-Za-z0-9]/g;\r\n//仅可输入英文\r\nexport const onlyEnExpReg = /[^A-Za-z]/g;\r\n/**替换收口条柜名后缀 */\r\nexport const ClosingStripReg = /[左|右|上]{1}收口$/;\r\nexport const FileFormatReg = /^\\[(\\d+,){5}[(true)|(false)].+\\]$/;\r\n\r\nexport function IsNumber(keyCode: number)\r\n{\r\n return (keyCode >= 48 && keyCode <= 57) || (keyCode >= 96 && keyCode <= 105);\r\n}\r\nexport function IsChar(keyCode: number)\r\n{\r\n return keyCode >= 65 && keyCode <= 90;\r\n}\r\nexport function isLetter(s: string)\r\n{\r\n let code = s.charCodeAt(0);\r\n return (code >= 97 && code <= 122) || (code >= 65 && code <= 90);\r\n}\r\nexport function isNum(s: string)\r\n{\r\n return !isNaN(safeEval(s));\r\n}\r\n\r\nexport function clamp(value: number, min: number, max: number)\r\n{\r\n return Math.max(min, Math.min(max, value));\r\n}\r\n\r\nexport function FixIndex(index: number, arr: Array | number)\r\n{\r\n let count = (arr instanceof Array) ? arr.length : arr;\r\n if (index < 0)\r\n return count + index;\r\n else if (index >= count)\r\n return index - count;\r\n else\r\n return index;\r\n}\r\n//格式化日期\r\nexport function formateDate(date: Date, fmt: string)\r\n{\r\n let o = {\r\n \"M+\": date.getMonth() + 1, //月份\r\n \"d+\": date.getDate(), //日\r\n \"h+\": date.getHours(), //小时\r\n \"m+\": date.getMinutes(), //分\r\n \"s+\": date.getSeconds(), //秒\r\n \"q+\": Math.floor((date.getMonth() + 3) / 3), //季度\r\n \"S\": date.getMilliseconds() //毫秒\r\n };\r\n //如:yyyy\r\n if (/(y+)/.test(fmt))\r\n {\r\n fmt = fmt.replace(RegExp.$1, (date.getFullYear().toString()).substr(4 - RegExp.$1.length));\r\n }\r\n //yyyy-MM-dd hh:mm:ss\r\n for (let k in o)\r\n {\r\n if (new RegExp(\"(\" + k + \")\").test(fmt))\r\n {\r\n fmt = fmt.replace(RegExp.$1, (RegExp.$1.length == 1) ? (o[k]) : ((\"00\" + o[k]).substr((\"\" + o[k]).length)));\r\n }\r\n }\r\n return fmt;\r\n}\r\n\r\n//判断v在v1和v2之间.(v1>v2 or v2>v1)\r\nexport function isBetweenNums(v1: number, v2: number, v: number, fuzz = 1e-8)\r\n{\r\n if (v1 > v2) [v1, v2] = [v2, v1];\r\n return equaln(v, clamp(v, v1, v2), fuzz);\r\n}\r\n\r\n//深复制对象数组\r\nexport function sliceDeep(arr: object[], start?: number, end?: number): object[]\r\n{\r\n return arr.slice(start, end).map((obj) => Object.assign({}, obj));\r\n}\r\n\r\nfunction fallbackCopyTextToClipboard(text)\r\n{\r\n let textArea = document.createElement(\"textarea\");\r\n textArea.value = text;\r\n document.body.appendChild(textArea);\r\n textArea.focus();\r\n textArea.select();\r\n\r\n try\r\n {\r\n let successful = document.execCommand('copy');\r\n } catch (err)\r\n {\r\n }\r\n document.body.removeChild(textArea);\r\n}\r\nexport async function copyTextToClipboard(text: string)\r\n{\r\n if (!navigator[\"clipboard\"])\r\n {\r\n fallbackCopyTextToClipboard(text);\r\n return;\r\n }\r\n return await navigator[\"clipboard\"].writeText(text);\r\n}\r\n\r\n//ref: https://stackoverflow.com/questions/400212/how-do-i-copy-to-the-clipboard-in-javascript\r\n\r\n/**\r\n * 读取剪切板的字符串\r\n */\r\nexport async function readClipboardText()\r\n{\r\n if (navigator[\"clipboard\"])\r\n return await navigator[\"clipboard\"].readText();\r\n return \"\";\r\n}\r\n\r\n//使用定点表示法来格式化一个数,小数点后面不尾随0. 如 FixedNotZero(1.1 , 3) => 1.1\r\nexport function FixedNotZero(v: number | string, fractionDigits: number = 0)\r\n{\r\n if (typeof v === \"string\")\r\n v = parseFloat(v);\r\n if (isNaN(v)) return \"\";\r\n if (equaln(v, 0)) return \"0\";\r\n let str = v.toFixed(fractionDigits);\r\n let commonIndex = str.indexOf(\".\");\r\n if (commonIndex !== -1)\r\n {\r\n let zeroCount = 0;\r\n let strCount = str.length;\r\n for (let l = strCount; l--;)\r\n {\r\n if (str[l] === \"0\")\r\n zeroCount++;\r\n else\r\n break;\r\n }\r\n if (zeroCount > 0)\r\n {\r\n if (zeroCount === (strCount - commonIndex - 1))\r\n zeroCount++;\r\n return str.slice(0, strCount - zeroCount);\r\n }\r\n }\r\n return str;\r\n}\r\n\r\n/**\r\n * To fixed\r\n * @param v\r\n * @param [fractionDigits]\r\n * @returns\r\n */\r\nexport function ToFixed(v: number, fractionDigits: number = 5)\r\n{\r\n if (equaln(v, 0, Math.pow(0.1, fractionDigits))) return \"0\";\r\n return v.toFixed(fractionDigits);\r\n}\r\n\r\nexport function GetEntity(obj: Object3D): Entity | undefined\r\n{\r\n while (obj)\r\n {\r\n if (obj.userData.Entity)\r\n return obj.userData.Entity;\r\n\r\n obj = obj.parent;\r\n }\r\n}\r\n\r\nexport function IsEntity(obj: Object3D): boolean\r\n{\r\n return GetEntity(obj) instanceof Entity;\r\n}\r\n\r\nexport function IsNoErase(id: ObjectId): boolean\r\n{\r\n return id && !id.IsErase;\r\n}\r\n\r\n/**\r\n * 原图地址转换为对应缩略图地址\r\n */\r\nexport function getThumbsUrl(url: string)\r\n{\r\n return url ? url.replace(/\\/\\w*\\.\\w*$/, mat => \"/thumbs\" + mat.replace(\".\", \"_100.\")) : \"\";\r\n}\r\n\r\n/**\r\n * 快速判断a是不是被修改了\r\n */\r\nexport function equalObject(a: Object, b: Object)\r\n{\r\n for (let key in a)\r\n {\r\n if (a[key] !== b[key])\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function cloneObject(a: T): T\r\n{\r\n return Object.assign({}, a);\r\n}\r\n\r\nexport function Uint8ArrayToBase64(bytes: Uint8Array)\r\n{\r\n let binary = \"\";\r\n let len = bytes.byteLength;\r\n for (let i = 0; i < len; i++)\r\n binary += String.fromCharCode(bytes[i]);\r\n return window.btoa(binary);\r\n}\r\n\r\n/**转换服务端获取的文件大小 */\r\nexport function getFileSize(size: number)\r\n{\r\n let units = [\"B\", \"KB\", \"MB\", \"GB\"];\r\n for (let u of units)\r\n {\r\n if (size > 1 && size < 1024)\r\n return FixedNotZero(size, 2) + u;\r\n else\r\n size /= 1024;\r\n }\r\n}\r\n\r\nexport function GetIndexDBID(id: string)\r\n{\r\n return localStorage.getItem(StoreageKeys.Uid) + \":\" + id;\r\n}\r\n\r\nexport function FixDigits(v: number, fractionDigits = 2)\r\n{\r\n return parseFloat(v.toFixed(fractionDigits));\r\n}\r\n","import { EllipseCurve, Shape, Vector2 } from \"three\";\r\nimport { clamp } from \"../Common/Utils\";\r\nimport { equalv2 } from \"../Geometry/GeUtils\";\r\n\r\nexport class Shape2 extends Shape\r\n{\r\n getPoints(divisions: number = 12)\r\n {\r\n divisions = divisions || 12;\r\n let points = [], last: Vector2;\r\n for (let i = 0, curves = this.curves; i < curves.length; i++)\r\n {\r\n let curve = curves[i];\r\n //@ts-ignore\r\n let resolution = (curve && curve.isEllipseCurve) ? clamp(curve.getLength() / 20, divisions * 2, 60)\r\n //@ts-ignore\r\n : (curve && (curve.isLineCurve || curve.isLineCurve3)) ? 1\r\n //@ts-ignore\r\n : (curve && curve.isSplineCurve) ? divisions * curve.points.length\r\n : divisions;\r\n\r\n let pts = curve.getPoints(resolution);\r\n\r\n for (let j = 0; j < pts.length; j++)\r\n {\r\n let point = pts[j];\r\n if (last && equalv2(last, point, 1e-4))\r\n continue; // ensures no consecutive points are duplicates\r\n\r\n points.push(point);\r\n last = point;\r\n\r\n if (j === pts.length - 1)\r\n point[\"_mask_\"] = true;\r\n }\r\n }\r\n if (this.autoClose\r\n && points.length > 1\r\n && !points[points.length - 1].equals(points[0]))\r\n {\r\n points.push(points[0]);\r\n }\r\n return points;\r\n }\r\n\r\n\r\n absellipse(aX: number, aY: number, xRadius: number, yRadius: number, aStartAngle: number, aEndAngle: number, aClockwise: boolean, aRotation: number): this\r\n {\r\n let curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\r\n\r\n /*\r\n if (this.curves.length > 0)\r\n {\r\n // if a previous curve is present, attempt to join\r\n let firstPoint = curve.getPoint(0);\r\n if (!equalv2(firstPoint, this.currentPoint))\r\n {\r\n this.lineTo(firstPoint.x, firstPoint.y);\r\n }\r\n }\r\n */\r\n\r\n this.curves.push(curve);\r\n\r\n let lastPoint = curve.getPoint(1);\r\n this.currentPoint.copy(lastPoint);\r\n\r\n return this;\r\n }\r\n}\r\n","import { Vector2, Vector3, Matrix4 } from \"three\";\r\n\r\nexport class Matrix2\r\n{\r\n //column-major\r\n el = [1, 0, 0, 1]; //ix iy jx jy [a c b d]\r\n\r\n set(ix: number, iy: number, jx: number, jy: number)\r\n {\r\n this.el[0] = ix;\r\n this.el[1] = iy;\r\n this.el[2] = jx;\r\n this.el[3] = jy;\r\n }\r\n\r\n applyVector(vec: Vector2 | Vector3)\r\n {\r\n let x = vec.x;\r\n let y = vec.y;\r\n let e = this.el;\r\n vec.x = e[0] * x + e[2] * y;\r\n vec.y = e[1] * x + e[3] * y;\r\n return this;\r\n }\r\n\r\n fromMatrix4(mtx4: Matrix4)\r\n {\r\n this.set(mtx4.elements[0], mtx4.elements[1],\r\n mtx4.elements[3], mtx4.elements[4]\r\n );\r\n }\r\n\r\n setRotate(theta: number): this\r\n {\r\n let c = Math.cos(theta);\r\n let s = Math.sin(theta);\r\n this.set(c, s, -s, c);\r\n return this;\r\n }\r\n\r\n //自我求逆矩阵,返回自身\r\n invert(): this\r\n {\r\n //ref:https://www.mathsisfun.com/algebra/matrix-inverse.html\r\n let [a, c, b, d] = this.el;\r\n let det = 1 / (a * d - b * c);\r\n this.set(d * det, -c * det,\r\n -b * det, a * det\r\n );\r\n return this;\r\n }\r\n}\r\n","import { Matrix2 } from './Matrix2';\r\n\r\nlet r = new Matrix2();\r\nexport function RotateUVs(geo: THREE.Geometry)\r\n{\r\n r.set(0, -1,\r\n 1, 0);\r\n\r\n for (let uvs of geo.faceVertexUvs)\r\n {\r\n for (let uv of uvs)\r\n {\r\n for (let v of uv)\r\n r.applyVector(v);\r\n }\r\n }\r\n geo.uvsNeedUpdate = true;\r\n}\r\n","import { ExtrudeGeometry, Matrix4, Mesh, Shape, Vector2 } from 'three';\r\nimport { Shape2 } from '../../DatabaseServices/Shape2';\r\nimport { AsVector3, equaln, polar } from '../../Geometry/GeUtils';\r\nimport { RotateUVs } from '../../Geometry/RotateUV';\r\n\r\nexport namespace CreateBoardUtil\r\n{\r\n //解析二维圆弧\r\n export class Arc2d\r\n {\r\n _StartAn: number;\r\n _EndAn: number;\r\n _StartPoint: Vector2;\r\n _EndPoint: Vector2;\r\n _Center: Vector2;\r\n _Radius: number;\r\n constructor(p1: Vector2, p2: Vector2, bul: number)\r\n {\r\n this._StartPoint = p1.clone();\r\n this._EndPoint = p2.clone();\r\n\r\n let vec: Vector2 = p2.clone().sub(p1);\r\n let len = vec.length();\r\n let an = vec.angle();\r\n this._Radius = len / Math.sin(2 * Math.atan(bul)) / 2;\r\n let allAngle = Math.atan(bul) * 4;\r\n let delDis = bul * len / 2;\r\n let toDis = this._Radius - delDis;\r\n an += Math.PI * 0.5;\r\n\r\n this._Center = p1.clone().add(p2);\r\n this._Center.multiplyScalar(0.5);\r\n\r\n polar(this._Center, an, toDis);\r\n\r\n this._StartAn = p1.clone().sub(this._Center).angle();\r\n this._EndAn = p2.clone().sub(this._Center).angle();\r\n if (bul < 0)\r\n {\r\n //一个神奇的特性 它需要这么做\r\n this._StartAn -= Math.PI;\r\n this._EndAn -= Math.PI;\r\n }\r\n }\r\n }\r\n\r\n\r\n //创建轮廓 通过点表和凸度\r\n export function CreatePath(pts: Vector2[], buls: number[]): Shape\r\n {\r\n let shape = new Shape2();\r\n if (pts.length === 0) return shape;\r\n let firstPt = pts[0];\r\n\r\n shape.moveTo(firstPt.x, firstPt.y);\r\n for (let i = 0; i < pts.length - 1; i++)\r\n {\r\n let nextPt = pts[i + 1];\r\n if (equaln(buls[i], 0, 1e-8))\r\n {\r\n shape.lineTo(nextPt.x, nextPt.y);\r\n }\r\n else\r\n {\r\n let pt = pts[i];\r\n //参考\r\n //http://www.dorodnic.com/blog/tag/three-js/ 绘制一个齿轮\r\n //https://www.kirupa.com/html5/drawing_circles_canvas.htm //html5\r\n let arc2 = new Arc2d(pt, nextPt, buls[i]);\r\n let cen = arc2._Center;\r\n shape.absarc(cen.x, cen.y, arc2._Radius, arc2._StartAn, arc2._EndAn, buls[i] < 0);\r\n }\r\n }\r\n return shape;\r\n }\r\n\r\n //创建板件 暂时这么写\r\n export function createBoard(boardData: object)\r\n {\r\n var pts: Vector2[] = new Array();\r\n var buls: number[] = new Array();\r\n var boardPts = boardData[\"Pts\"];\r\n var boardBuls = boardData[\"Buls\"];\r\n\r\n let boardHeight = boardData[\"H\"];\r\n\r\n var boardMat = new Matrix4();\r\n var matInv: Matrix4 = new Matrix4();\r\n //InitBoardMat\r\n {\r\n\r\n var xD = AsVector3(boardData[\"XVec\"]);\r\n var yD = AsVector3(boardData[\"YVec\"]);\r\n var ZD = AsVector3(boardData[\"ZVec\"]);\r\n var pBase = AsVector3(boardData[\"BasePoint\"]).multiplyScalar(0.001);\r\n\r\n boardMat.makeBasis(xD, yD, ZD);\r\n boardMat.setPosition(pBase);\r\n matInv.getInverse(boardMat);\r\n }\r\n\r\n for (let i = 0; i < boardPts.length; i++)\r\n {\r\n var pt = AsVector3(boardPts[i]).multiplyScalar(0.001);\r\n pt.applyMatrix4(matInv);\r\n pts.push(new Vector2(pt.x, pt.y));\r\n buls.push(boardBuls[i]);\r\n }\r\n\r\n var sp = CreatePath(pts, buls);\r\n var extrudeSettings = {\r\n steps: 1,\r\n bevelEnabled: false,\r\n amount: boardHeight * 0.001\r\n };\r\n\r\n var ext = new ExtrudeGeometry(sp, extrudeSettings);\r\n ext.translate(0, 0, -boardHeight * 0.001);\r\n ext.applyMatrix4(boardMat);\r\n\r\n if (boardData[\"BoardName\"] === \"地脚线\")\r\n {\r\n RotateUVs(ext);\r\n }\r\n\r\n var mesh = new Mesh(ext);\r\n return mesh;\r\n }\r\n}\r\n","/**\r\n * 删除数组中指定的元素,返回数组本身\r\n * @param {Array} arr 需要操作的数组\r\n * @param {*} el 需要移除的元素\r\n */\r\nexport function arrayRemove(arr: Array, el: T): Array\r\n{\r\n let j = 0;\r\n for (let i = 0, l = arr.length; i < l; i++)\r\n {\r\n if (arr[i] !== el)\r\n {\r\n arr[j++] = arr[i];\r\n }\r\n }\r\n arr.length = j;\r\n\r\n return arr;\r\n}\r\n\r\n\r\nexport function arrayRemoveOnce(arr: Array, el: T): Array\r\n{\r\n let index = arr.indexOf(el);\r\n if (index !== -1)\r\n arr.splice(index, 1);\r\n return arr;\r\n}\r\n\r\n/**\r\n * 删除通过函数校验的元素\r\n * @param {(e: T) => boolean} checkFuntion 校验函数\r\n */\r\nexport function arrayRemoveIf(arr: Array, checkFuntion: (e: T) => boolean): Array\r\n{\r\n let j = 0;\r\n for (let i = 0, l = arr.length; i < l; i++)\r\n {\r\n if (!checkFuntion(arr[i]))\r\n {\r\n arr[j++] = arr[i];\r\n }\r\n }\r\n arr.length = j;\r\n\r\n return arr;\r\n}\r\n\r\nexport function arrayFirst(arr: Array): T\r\n{\r\n return arr[0];\r\n}\r\n\r\nexport function arrayLast(arr: { [key: number]: T, length: number; }): T\r\n{\r\n return arr[arr.length - 1];\r\n}\r\n\r\n/**\r\n * 根据数值从小到大排序数组\r\n * @param {Array} arr\r\n * @returns {Array} 返回自身\r\n */\r\nexport function arraySortByNumber(arr: Array): Array\r\n{\r\n arr.sort(sortNumberCompart);\r\n return arr;\r\n}\r\n\r\n/**\r\n * 对排序好的数组进行去重操作\r\n * @param {(e1, e2) => boolean} [checkFuction] 校验对象相等函数\r\n * @returns {Array} 返回自身\r\n */\r\nexport function arrayRemoveDuplicateBySort(arr: Array, checkFuction: (e1: T, e2: T) => boolean = checkEqual): Array\r\n{\r\n if (arr.length < 2) return arr;\r\n let j = 1;\r\n for (let i = 1, l = arr.length; i < l; i++)\r\n if (!checkFuction(arr[j - 1], arr[i]))\r\n arr[j++] = arr[i];\r\n arr.length = j;\r\n return arr;\r\n}\r\n\r\n//原地更新数组,注意这个函数并不会比map快.\r\nexport function arrayMap(arr: Array, mapFunc: (v: T) => T): Array\r\n{\r\n for (let i = 0, count = arr.length; i < count; i++)\r\n arr[i] = mapFunc(arr[i]);\r\n return arr;\r\n}\r\n\r\nfunction sortNumberCompart(e1: any, e2: any)\r\n{\r\n return e1 - e2;\r\n}\r\n\r\nfunction checkEqual(e1: any, e2: any): boolean\r\n{\r\n return e1 === e2;\r\n}\r\n\r\n/**\r\n * 改变数组的值顺序\r\n * @param arr 需要改变初始值位置的数组\r\n * @param index //将index位置以后的值放到起始位置\r\n */\r\nexport function changeArrayStartIndex(arr: T[], index: number): T[]\r\n{\r\n arr.unshift(...arr.splice(index));\r\n return arr;\r\n}\r\n\r\nexport function equalArray(a: T[], b: T[], checkF = checkEqual)\r\n{\r\n if (a === b) return true;\r\n if (a.length !== b.length) return false;\r\n for (var i = 0; i < a.length; ++i)\r\n if (!checkF(a[i], b[i])) return false;\r\n return true;\r\n}\r\n\r\nexport function arrayClone(arr: T[]): T[]\r\n{\r\n return arr.slice();\r\n}\r\n\r\n//https://jsperf.com/merge-array-implementations/30\r\nexport function arrayPushArray(arr1: T[], arr2: T[]): T[]\r\n{\r\n let arr1Length = arr1.length;\r\n let arr2Length = arr2.length;\r\n arr1.length = arr1Length + arr2Length;\r\n for (let i = 0; i < arr2Length; i++)\r\n arr1[arr1Length + i] = arr2[i];\r\n\r\n return arr1;\r\n}\r\n\r\nexport function arraySum(arr: number[])\r\n{\r\n let sum = 0;\r\n for (let n of arr) sum += n;\r\n return sum;\r\n}\r\n\r\nexport function FilterSet(s: Set, fn: (el: T) => boolean): Set\r\n{\r\n let ns = new Set();\r\n for (let el of s)\r\n {\r\n if (fn(el))\r\n ns.add(el);\r\n }\r\n return ns;\r\n}\r\n","import { ShaderMaterialParameters, Vector3 } from \"three\";\r\n\r\n//https://github.com/arefin86/arefin86.github.io/blob/master/js/shaders/GoochShader.js\r\nexport function GetGoochShader()\r\n{\r\n return {\r\n uniforms: {\r\n \"LightPosition\": { type: \"v3\", value: new Vector3(-200, 0, 200) },\r\n \"SurfaceColor\": { type: \"v3\", value: new Vector3(1.0, 1.0, 0.) },\r\n \"WarmColor\": { type: \"v3\", value: new Vector3(1.0, 0.5, 0.0) },\r\n \"CoolColor\": { type: \"v3\", value: new Vector3(0, 0, 0.7) },\r\n \"DiffuseWarm\": { type: \"f\", value: 0.45 },\r\n \"DiffuseCool\": { type: \"f\", value: 0.1 }\r\n },\r\n\r\n vertexShader: require(\"./Goodch2.vs\"),\r\n fragmentShader: require(\"./Goodch2.fs\")\r\n };\r\n}\r\n\r\nexport function GetGoodShaderSimple(color: Vector3 = new Vector3): ShaderMaterialParameters\r\n{\r\n return {\r\n uniforms: {\r\n \"SurfaceColor\": { value: color }\r\n },\r\n vertexShader: require(\"./GoodchSimple.vs\"),\r\n fragmentShader: require(\"./GoodchSimple.fs\"),\r\n\r\n polygonOffset: true,\r\n polygonOffsetFactor: 1,\r\n polygonOffsetUnits: 1\r\n };\r\n}\r\n","import { Color, DoubleSide, LineBasicMaterial, LineDashedMaterial, MeshBasicMaterial, ShaderMaterial, Vector3 } from 'three';\r\nimport { GetGoodShaderSimple } from '../GLSL/GoochShader';\r\nimport { LineMaterial } from 'three/examples/jsm/lines/LineMaterial';\r\n\r\nconst ColorPalette = [\r\n [255, 0, 0, 255], //----- 0 - lets make it red for an example\r\n //[255, 255, 255, 255],//----- 0 - ByBlock - White\r\n [255, 0, 0, 255], //----- 1 - Red\r\n // [255, 0, 0, 255], //----- 1 - Red\r\n [255, 255, 0, 255], //----- 2 - Yellow\r\n [0, 255, 0, 255], //----- 3 - Green\r\n [0, 255, 255, 255], //----- 4 - Cyan\r\n [0, 0, 255, 255], //----- 5 - Blue\r\n [255, 0, 255, 255], //----- 6 - Magenta\r\n // [255, 0, 0, 255], //----- 7 - More red Red\r\n // [255, 0, 0, 255], //----- 8 - More red Red\r\n // [255, 0, 0, 255], //----- 9 - More red Red\r\n [255, 255, 255, 255],//----- 7 - White\r\n [128, 128, 128, 255],//----- 8\r\n [192, 192, 192, 255],//----- 9\r\n [255, 0, 0, 255], //----- 10\r\n [255, 127, 127, 255],//----- 11\r\n [165, 0, 0, 255], //----- 12\r\n [165, 82, 82, 255], //----- 13\r\n [127, 0, 0, 255], //----- 14\r\n [127, 63, 63, 255], //----- 15\r\n [76, 0, 0, 255], //----- 16\r\n [76, 38, 38, 255], //----- 17\r\n [38, 0, 0, 255], //----- 18\r\n [38, 19, 19, 255], //----- 19\r\n [255, 63, 0, 255], //----- 20\r\n [255, 159, 127, 255],//----- 21\r\n [165, 41, 0, 255], //----- 22\r\n [165, 103, 82, 255], //----- 23\r\n [127, 31, 0, 255], //----- 24\r\n [127, 79, 63, 255], //----- 25\r\n [76, 19, 0, 255], //----- 26\r\n [76, 47, 38, 255], //----- 27\r\n [38, 9, 0, 255], //----- 28\r\n [38, 23, 19, 255], //----- 29\r\n [255, 127, 0, 255], //----- 30\r\n [255, 191, 127, 255],//----- 31\r\n [165, 82, 0, 255], //----- 32\r\n [165, 124, 82, 255], //----- 33\r\n [127, 63, 0, 255], //----- 34\r\n [127, 95, 63, 255], //----- 35\r\n [76, 38, 0, 255], //----- 36\r\n [76, 57, 38, 255], //----- 37\r\n [38, 19, 0, 255], //----- 38\r\n [38, 28, 19, 255], //----- 39\r\n [255, 191, 0, 255], //----- 40\r\n [255, 223, 127, 255],//----- 41\r\n [165, 124, 0, 255], //----- 42\r\n [165, 145, 82, 255], //----- 43\r\n [127, 95, 0, 255], //----- 44\r\n [127, 111, 63, 255], //----- 45\r\n [76, 57, 0, 255], //----- 46\r\n [76, 66, 38, 255], //----- 47\r\n [38, 28, 0, 255], //----- 48\r\n [38, 33, 19, 255], //----- 49\r\n [255, 255, 0, 255], //----- 50\r\n [255, 255, 127, 255],//----- 51\r\n [165, 165, 0, 255], //----- 52\r\n [165, 165, 82, 255], //----- 53\r\n [127, 127, 0, 255], //----- 54\r\n [127, 127, 63, 255], //----- 55\r\n [76, 76, 0, 255], //----- 56\r\n [76, 76, 38, 255], //----- 57\r\n [38, 38, 0, 255], //----- 58\r\n [38, 38, 19, 255], //----- 59\r\n [191, 255, 0, 255], //----- 60\r\n [223, 255, 127, 255],//----- 61\r\n [124, 165, 0, 255], //----- 62\r\n [145, 165, 82, 255], //----- 63\r\n [95, 127, 0, 255], //----- 64\r\n [111, 127, 63, 255], //----- 65\r\n [57, 76, 0, 255], //----- 66\r\n [66, 76, 38, 255], //----- 67\r\n [28, 38, 0, 255], //----- 68\r\n [33, 38, 19, 255], //----- 69\r\n [127, 255, 0, 255], //----- 70\r\n [191, 255, 127, 255],//----- 71\r\n [82, 165, 0, 255], //----- 72\r\n [124, 165, 82, 255], //----- 73\r\n [63, 127, 0, 255], //----- 74\r\n [95, 127, 63, 255], //----- 75\r\n [38, 76, 0, 255], //----- 76\r\n [57, 76, 38, 255], //----- 77\r\n [19, 38, 0, 255], //----- 78\r\n [28, 38, 19, 255], //----- 79\r\n [63, 255, 0, 255], //----- 80\r\n [159, 255, 127, 255],//----- 81\r\n [41, 165, 0, 255], //----- 82\r\n [103, 165, 82, 255], //----- 83\r\n [31, 127, 0, 255], //----- 84\r\n [79, 127, 63, 255], //----- 85\r\n [19, 76, 0, 255], //----- 86\r\n [47, 76, 38, 255], //----- 87\r\n [9, 38, 0, 255], //----- 88\r\n [23, 38, 19, 255], //----- 89\r\n [0, 255, 0, 255], //----- 90\r\n [127, 255, 127, 255],//----- 91\r\n [0, 165, 0, 255], //----- 92\r\n [82, 165, 82, 255], //----- 93\r\n [0, 127, 0, 255], //----- 94\r\n [63, 127, 63, 255], //----- 95\r\n [0, 76, 0, 255], //----- 96\r\n [38, 76, 38, 255], //----- 97\r\n [0, 38, 0, 255], //----- 98\r\n [19, 38, 19, 255], //----- 99\r\n [0, 255, 63, 255], //----- 100\r\n [127, 255, 159, 255],//----- 101\r\n [0, 165, 41, 255], //----- 102\r\n [82, 165, 103, 255], //----- 103\r\n [0, 127, 31, 255], //----- 104\r\n [63, 127, 79, 255], //----- 105\r\n [0, 76, 19, 255], //----- 106\r\n [38, 76, 47, 255], //----- 107\r\n [0, 38, 9, 255], //----- 108\r\n [19, 38, 23, 255], //----- 109\r\n [0, 255, 127, 255], //----- 110\r\n [127, 255, 191, 255],//----- 111\r\n [0, 165, 82, 255], //----- 112\r\n [82, 165, 124, 255], //----- 113\r\n [0, 127, 63, 255], //----- 114\r\n [63, 127, 95, 255], //----- 115\r\n [0, 76, 38, 255], //----- 116\r\n [38, 76, 57, 255], //----- 117\r\n [0, 38, 19, 255], //----- 118\r\n [19, 38, 28, 255], //----- 119\r\n [0, 255, 191, 255], //----- 120\r\n [127, 255, 223, 255],//----- 121\r\n [0, 165, 124, 255], //----- 122\r\n [82, 165, 145, 255], //----- 123\r\n [0, 127, 95, 255], //----- 124\r\n [63, 127, 111, 255], //----- 125\r\n [0, 76, 57, 255], //----- 126\r\n [38, 76, 66, 255], //----- 127\r\n [0, 38, 28, 255], //----- 128\r\n [19, 38, 33, 255], //----- 129\r\n [0, 255, 255, 255], //----- 130\r\n [127, 255, 255, 255],//----- 131\r\n [0, 165, 165, 255], //----- 132\r\n [82, 165, 165, 255], //----- 133\r\n [0, 127, 127, 255], //----- 134\r\n [63, 127, 127, 255], //----- 135\r\n [0, 76, 76, 255], //----- 136\r\n [38, 76, 76, 255], //----- 137\r\n [0, 38, 38, 255], //----- 138\r\n [19, 38, 38, 255], //----- 139\r\n [0, 191, 255, 255], //----- 140\r\n [127, 223, 255, 255],//----- 141\r\n [0, 124, 165, 255], //----- 142\r\n [82, 145, 165, 255], //----- 143\r\n [0, 95, 127, 255], //----- 144\r\n [63, 111, 127, 255], //----- 145\r\n [0, 57, 76, 255], //----- 146\r\n [38, 66, 76, 255], //----- 147\r\n [0, 28, 38, 255], //----- 148\r\n [19, 33, 38, 255], //----- 149\r\n [0, 127, 255, 255], //----- 150\r\n [127, 191, 255, 255],//----- 151\r\n [0, 82, 165, 255], //----- 152\r\n [82, 124, 165, 255], //----- 153\r\n [0, 63, 127, 255], //----- 154\r\n [63, 95, 127, 255], //----- 155\r\n [0, 38, 76, 255], //----- 156\r\n [38, 57, 76, 255], //----- 157\r\n [0, 19, 38, 255], //----- 158\r\n [19, 28, 38, 255], //----- 159\r\n [0, 63, 255, 255], //----- 160\r\n [127, 159, 255, 255],//----- 161\r\n [0, 41, 165, 255], //----- 162\r\n [82, 103, 165, 255], //----- 163\r\n [0, 31, 127, 255], //----- 164\r\n [63, 79, 127, 255], //----- 165\r\n [0, 19, 76, 255], //----- 166\r\n [38, 47, 76, 255], //----- 167\r\n [0, 9, 38, 255], //----- 168\r\n [19, 23, 38, 255], //----- 169\r\n [0, 0, 255, 255], //----- 170\r\n [127, 127, 255, 255],//----- 171\r\n [0, 0, 165, 255], //----- 172\r\n [82, 82, 165, 255], //----- 173\r\n [0, 0, 127, 255], //----- 174\r\n [63, 63, 127, 255], //----- 175\r\n [0, 0, 76, 255], //----- 176\r\n [38, 38, 76, 255], //----- 177\r\n [0, 0, 38, 255], //----- 178\r\n [19, 19, 38, 255], //----- 179\r\n [63, 0, 255, 255], //----- 180\r\n [159, 127, 255, 255],//----- 181\r\n [41, 0, 165, 255], //----- 182\r\n [103, 82, 165, 255], //----- 183\r\n [31, 0, 127, 255], //----- 184\r\n [79, 63, 127, 255], //----- 185\r\n [19, 0, 76, 255], //----- 186\r\n [47, 38, 76, 255], //----- 187\r\n [9, 0, 38, 255], //----- 188\r\n [23, 19, 38, 255], //----- 189\r\n [127, 0, 255, 255], //----- 190\r\n [191, 127, 255, 255],//----- 191\r\n [82, 0, 165, 255], //----- 192\r\n [124, 82, 165, 255], //----- 193\r\n [63, 0, 127, 255], //----- 194\r\n [95, 63, 127, 255], //----- 195\r\n [38, 0, 76, 255], //----- 196\r\n [57, 38, 76, 255], //----- 197\r\n [19, 0, 38, 255], //----- 198\r\n [28, 19, 38, 255], //----- 199\r\n [191, 0, 255, 255], //----- 200\r\n [223, 127, 255, 255],//----- 201\r\n [124, 0, 165, 255], //----- 202\r\n [145, 82, 165, 255], //----- 203\r\n [95, 0, 127, 255], //----- 204\r\n [111, 63, 127, 255], //----- 205\r\n [57, 0, 76, 255], //----- 206\r\n [66, 38, 76, 255], //----- 207\r\n [28, 0, 38, 255], //----- 208\r\n [33, 19, 38, 255], //----- 209\r\n [255, 0, 255, 255], //----- 210\r\n [255, 127, 255, 255],//----- 211\r\n [165, 0, 165, 255], //----- 212\r\n [165, 82, 165, 255], //----- 213\r\n [127, 0, 127, 255], //----- 214\r\n [127, 63, 127, 255], //----- 215\r\n [76, 0, 76, 255], //----- 216\r\n [76, 38, 76, 255], //----- 217\r\n [38, 0, 38, 255], //----- 218\r\n [38, 19, 38, 255], //----- 219\r\n [255, 0, 191, 255], //----- 220\r\n [255, 127, 223, 255],//----- 221\r\n [165, 0, 124, 255], //----- 222\r\n [165, 82, 145, 255], //----- 223\r\n [127, 0, 95, 255], //----- 224\r\n [127, 63, 111, 255], //----- 225\r\n [76, 0, 57, 255], //----- 226\r\n [76, 38, 66, 255], //----- 227\r\n [38, 0, 28, 255], //----- 228\r\n [38, 19, 33, 255], //----- 229\r\n [255, 0, 127, 255], //----- 230\r\n [255, 127, 191, 255],//----- 231\r\n [165, 0, 82, 255], //----- 232\r\n [165, 82, 124, 255], //----- 233\r\n [127, 0, 63, 255], //----- 234\r\n [127, 63, 95, 255], //----- 235\r\n [76, 0, 38, 255], //----- 236\r\n [76, 38, 57, 255], //----- 237\r\n [38, 0, 19, 255], //----- 238\r\n [38, 19, 28, 255], //----- 239\r\n [255, 0, 63, 255], //----- 240\r\n [255, 127, 159, 255],//----- 241\r\n [165, 0, 41, 255], //----- 242\r\n [165, 82, 103, 255], //----- 243\r\n [127, 0, 31, 255], //----- 244\r\n [127, 63, 79, 255], //----- 245\r\n [76, 0, 19, 255], //----- 246\r\n [76, 38, 47, 255], //----- 247\r\n [38, 0, 9, 255], //----- 248\r\n [38, 19, 23, 255], //----- 249\r\n [84, 84, 84, 255], //----- 250\r\n [118, 118, 118, 255],//----- 251\r\n [152, 152, 152, 255],//----- 252\r\n [186, 186, 186, 255],//----- 253\r\n [220, 220, 220, 255],//----- 254\r\n [255, 255, 255, 255],//----- 255\r\n [0, 0, 0, 0] //----- ByLayer - White\r\n];\r\n\r\nexport const LINE_WIDTH = 2;\r\n\r\n//颜色材质,对于二维图像来说可能有用,应该不对三维对象使用该材质\r\nexport class ColorMaterial\r\n{\r\n private constructor() { }\r\n private static _LineMaterialMap = new Map();\r\n private static _BasicMaterialMap = new Map();\r\n static GetLineMaterial(color: number): LineBasicMaterial\r\n {\r\n if (this._LineMaterialMap.has(color))\r\n return this._LineMaterialMap.get(color);\r\n let mat = new LineBasicMaterial({ color: this.GetColor(color) });\r\n this._LineMaterialMap.set(color, mat);\r\n return mat;\r\n }\r\n\r\n static GetBasicMaterial(color: number): MeshBasicMaterial\r\n {\r\n if (this._BasicMaterialMap.has(color))\r\n return this._BasicMaterialMap.get(color);\r\n let mtl = new MeshBasicMaterial({ color: this.GetColor(color) });\r\n this._BasicMaterialMap.set(color, mtl);\r\n return mtl;\r\n }\r\n\r\n private static _BasicDoubleSideMaterialMap = new Map();\r\n static GetBasicMaterialDoubleSide(color: number): MeshBasicMaterial\r\n {\r\n if (this._BasicDoubleSideMaterialMap.has(color))\r\n return this._BasicDoubleSideMaterialMap.get(color);\r\n let mtl = new MeshBasicMaterial({ color: this.GetColor(color), side: DoubleSide });\r\n this._BasicDoubleSideMaterialMap.set(color, mtl);\r\n return mtl;\r\n }\r\n\r\n private static _ConceptualMaterial: Map = new Map();\r\n static GetConceptualMaterial(color: number)\r\n {\r\n if (this._ConceptualMaterial.has(color))\r\n return this._ConceptualMaterial.get(color);\r\n\r\n let shaderParams = GetGoodShaderSimple(\r\n new Vector3().fromArray(this.GetColor(color).toArray())\r\n );\r\n let mtl = new ShaderMaterial(shaderParams);\r\n this._ConceptualMaterial.set(color, mtl);\r\n return mtl;\r\n }\r\n private static _printConceptualMaterial: ShaderMaterial;\r\n static GetPrintConceptualMaterial()\r\n {\r\n if (!this._printConceptualMaterial)\r\n {\r\n this._printConceptualMaterial = new ShaderMaterial({\r\n uniforms: {\r\n \"SurfaceColor\": { value: [1.0, 1.0, 1.0] }\r\n },\r\n vertexShader: require(\"../GLSL/GoodchSimple.vs\"),\r\n fragmentShader: require(\"../GLSL/GoodchSimple2.fs\"),\r\n polygonOffset: true,\r\n polygonOffsetFactor: 1,\r\n polygonOffsetUnits: LINE_WIDTH\r\n });\r\n }\r\n return this._printConceptualMaterial;\r\n }\r\n\r\n private static _BasicTransparentMaterialMap: Map = new Map();\r\n static GetBasicMaterialTransparent(color: number, opacity: number)\r\n {\r\n let key = `${color},${opacity}`;\r\n let mat = this._BasicTransparentMaterialMap.get(key);\r\n if (mat) return mat;\r\n mat = new MeshBasicMaterial({ transparent: true, opacity: opacity, side: DoubleSide });\r\n this._BasicTransparentMaterialMap.set(key, mat);\r\n return mat;\r\n }\r\n\r\n private static _BasicTransparentMaterialMap2: Map = new Map();\r\n static GetBasicMaterialTransparent2(color: number, opacity: number)\r\n {\r\n let key = `${color},${opacity}`;\r\n let mat = this._BasicTransparentMaterialMap2.get(key);\r\n if (mat) return mat;\r\n mat = new MeshBasicMaterial({ transparent: true, opacity: opacity });\r\n this._BasicTransparentMaterialMap2.set(key, mat);\r\n return mat;\r\n }\r\n\r\n static GetColor(color: number)\r\n {\r\n let rgb = ColorPalette[color];\r\n if (rgb)\r\n return new Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255);\r\n }\r\n\r\n //橡皮筋材质: 黄色 点划线\r\n static RubberBandMaterial = new LineDashedMaterial({\r\n color: 0xF0B41E,\r\n dashSize: 20,\r\n gapSize: 8,\r\n });\r\n\r\n //极轴材质: 绿色 点划线\r\n static SnapAxisMaterial = new LineDashedMaterial({\r\n color: 0x008B00,\r\n dashSize: 5,\r\n gapSize: 5\r\n });\r\n static PrintLineMatrial = new LineMaterial({\r\n\r\n color: 0x000000,\r\n linewidth: LINE_WIDTH / 1000,\r\n dashed: false\r\n });\r\n static GrayTransparentMeshMaterial = new MeshBasicMaterial({\r\n color: 0xcccccc,\r\n transparent: true,\r\n opacity: 0.3,\r\n });\r\n static TransparentMeshMaterial = new MeshBasicMaterial({\r\n transparent: true,\r\n opacity: 0,\r\n });\r\n static TransparentLineMaterial = new MeshBasicMaterial({\r\n transparent: true,\r\n opacity: 0,\r\n });\r\n}\r\n","\r\n/**\r\n * OSMODE\r\n */\r\nexport enum ObjectSnapMode\r\n{\r\n None = 0, //无\r\n End = 1, //端点\r\n Mid = 2, //中点\r\n Cen = 4, //圆心\r\n Node = 8,//节点\r\n Qua = 16,//象限点\r\n Int = 32,//交点\r\n Ins = 64,//插入点\r\n Per = 128,//垂足\r\n Tan = 256,//切点\r\n Nea = 512,//最近点\r\n NotEntitySnap = 1024,//清除所有对象捕捉\r\n App = 2048,//外观交点\r\n Ext = 4096,//延伸\r\n Par = 8192,//平行\r\n Axis = 16384,//极轴\r\n All = ~(~0 << 15) - 1024,\r\n}\r\n","import { BufferGeometry, Vector3, BufferAttribute, ShapeGeometry, Shape } from \"three\";\r\n\r\nexport namespace BufferGeometryUtils\r\n{\r\n export function CreateFromPts(pts: Vector3[]): BufferGeometry\r\n {\r\n return new BufferGeometry().setFromPoints(pts);\r\n }\r\n\r\n /**\r\n * 更新BufferGeometry的顶点\r\n * @param geo\r\n * @param pts\r\n * @returns 当成功时返回true,更新失败时返回false\r\n */\r\n export function UpdatePts(geo: BufferGeometry, pts: Vector3[]): boolean\r\n {\r\n let bf = geo.getAttribute(\"position\") as BufferAttribute;\r\n if (bf === undefined)\r\n geo.setFromPoints(pts);\r\n else if (bf.count >= pts.length)\r\n {\r\n bf.copyVector3sArray(pts);\r\n bf.needsUpdate = true;\r\n geo.drawRange.count = pts.length;\r\n }\r\n else\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n let arrowGeometry: ShapeGeometry;\r\n export function ArrowGeometry()\r\n {\r\n if (arrowGeometry)\r\n return arrowGeometry;\r\n else\r\n {\r\n let arrowShape = new Shape();\r\n arrowShape.lineTo(-0.5, -1.8);\r\n arrowShape.lineTo(0.5, -1.8);\r\n arrowGeometry = new ShapeGeometry(arrowShape);\r\n arrowGeometry.computeBoundingBox();\r\n return arrowGeometry;\r\n }\r\n }\r\n\r\n export function MergeBufferGeometries(geometries: BufferGeometry[], useGroups: boolean = false): BufferGeometry\r\n {\r\n if (geometries.length === 0)\r\n return new BufferGeometry();\r\n let isIndexed = geometries[0].index !== null;\r\n\r\n let attributesUsed = new Set(Object.keys(geometries[0].attributes));\r\n let morphAttributesUsed = new Set(Object.keys(geometries[0].morphAttributes));\r\n\r\n let attributes = {};\r\n let morphAttributes = {};\r\n\r\n let morphTargetsRelative = geometries[0].morphTargetsRelative;\r\n\r\n let mergedGeometry = new BufferGeometry();\r\n\r\n let offset = 0;\r\n\r\n for (let i = 0; i < geometries.length; ++i)\r\n {\r\n\r\n let geometry = geometries[i];\r\n\r\n // ensure that all geometries are indexed, or none\r\n\r\n if (isIndexed !== (geometry.index !== null)) return null;\r\n\r\n // gather attributes, exit early if they're different\r\n\r\n for (let name in geometry.attributes)\r\n {\r\n\r\n if (!attributesUsed.has(name)) continue;\r\n\r\n if (attributes[name] === undefined) attributes[name] = [];\r\n\r\n attributes[name].push(geometry.attributes[name]);\r\n\r\n }\r\n\r\n // gather morph attributes, exit early if they're different\r\n\r\n if (morphTargetsRelative !== geometry.morphTargetsRelative) return null;\r\n\r\n for (let name in geometry.morphAttributes)\r\n {\r\n\r\n if (!morphAttributesUsed.has(name)) continue;\r\n\r\n if (morphAttributes[name] === undefined) morphAttributes[name] = [];\r\n\r\n morphAttributes[name].push(geometry.morphAttributes[name]);\r\n\r\n }\r\n\r\n // gather .userData\r\n\r\n mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || [];\r\n mergedGeometry.userData.mergedUserData.push(geometry.userData);\r\n\r\n if (useGroups)\r\n {\r\n\r\n let count: number;\r\n\r\n if (isIndexed)\r\n {\r\n\r\n count = geometry.index.count;\r\n\r\n } else if (geometry.attributes.position !== undefined)\r\n {\r\n\r\n count = geometry.attributes.position.count;\r\n\r\n } else\r\n {\r\n\r\n return null;\r\n\r\n }\r\n\r\n mergedGeometry.addGroup(offset, count, i);\r\n\r\n offset += count;\r\n\r\n }\r\n\r\n }\r\n\r\n // merge indices\r\n\r\n if (isIndexed)\r\n {\r\n\r\n let indexOffset = 0;\r\n let mergedIndex = [];\r\n\r\n for (let i = 0; i < geometries.length; ++i)\r\n {\r\n\r\n let index = geometries[i].index;\r\n\r\n for (let j = 0; j < index.count; ++j)\r\n {\r\n\r\n mergedIndex.push(index.getX(j) + indexOffset);\r\n\r\n }\r\n\r\n indexOffset += geometries[i].attributes.position.count;\r\n\r\n }\r\n\r\n mergedGeometry.setIndex(mergedIndex);\r\n\r\n }\r\n\r\n // merge attributes\r\n\r\n for (let name in attributes)\r\n {\r\n\r\n let mergedAttribute = MergeBufferAttributes(attributes[name]);\r\n\r\n if (!mergedAttribute) return null;\r\n\r\n mergedGeometry.setAttribute(name, mergedAttribute);\r\n\r\n }\r\n\r\n // merge morph attributes\r\n\r\n for (let name in morphAttributes)\r\n {\r\n\r\n let numMorphTargets = morphAttributes[name][0].length;\r\n\r\n if (numMorphTargets === 0) break;\r\n\r\n mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};\r\n mergedGeometry.morphAttributes[name] = [];\r\n\r\n for (let i = 0; i < numMorphTargets; ++i)\r\n {\r\n\r\n let morphAttributesToMerge: any[] = [];\r\n\r\n for (let j = 0; j < morphAttributes[name].length; ++j)\r\n {\r\n\r\n morphAttributesToMerge.push(morphAttributes[name][j][i]);\r\n\r\n }\r\n\r\n let mergedMorphAttribute = MergeBufferAttributes(morphAttributesToMerge);\r\n\r\n if (!mergedMorphAttribute) return null;\r\n\r\n mergedGeometry.morphAttributes[name].push(mergedMorphAttribute);\r\n\r\n }\r\n\r\n }\r\n\r\n return mergedGeometry;\r\n\r\n }\r\n\r\n export function MergeBufferAttributes(attributes: BufferAttribute[]): BufferAttribute\r\n {\r\n let TypedArray;\r\n let itemSize: number;\r\n let normalized: boolean;\r\n let arrayLength = 0;\r\n\r\n for (let i = 0; i < attributes.length; ++i)\r\n {\r\n\r\n let attribute = attributes[i];\r\n\r\n if (TypedArray === undefined) TypedArray = attribute.array.constructor;\r\n if (TypedArray !== attribute.array.constructor) return null;\r\n\r\n if (itemSize === undefined) itemSize = attribute.itemSize;\r\n if (itemSize !== attribute.itemSize) return null;\r\n\r\n if (normalized === undefined) normalized = attribute.normalized;\r\n if (normalized !== attribute.normalized) return null;\r\n\r\n arrayLength += attribute.array.length;\r\n\r\n }\r\n\r\n let array = new TypedArray(arrayLength);\r\n let offset = 0;\r\n\r\n for (let i = 0; i < attributes.length; ++i)\r\n {\r\n\r\n array.set(attributes[i].array, offset);\r\n\r\n offset += attributes[i].array.length;\r\n\r\n }\r\n\r\n return new BufferAttribute(array, itemSize, normalized);\r\n\r\n }\r\n\r\n}\r\n","import { Matrix4, Vector3 } from 'three';\r\nimport { arrayRemoveDuplicateBySort } from '../Common/ArrayExt';\r\nimport { Arc } from '../DatabaseServices/Entity/Arc';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Line } from '../DatabaseServices/Entity/Line';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { comparePoint, equaln, equalv3 } from '../Geometry/GeUtils';\r\n\r\n/**\r\n * 相交延伸选项.\r\n *\r\n * @export\r\n * @enum {number}\r\n */\r\nexport enum IntersectOption\r\n{\r\n /**\r\n * 两者都不延伸\r\n */\r\n OnBothOperands = 0,\r\n /**\r\n * 延伸自身\r\n */\r\n ExtendThis = 1,\r\n /**\r\n * 延伸参数\r\n */\r\n ExtendArg = 2,\r\n /**\r\n * 延伸两者\r\n */\r\n ExtendBoth = 3,\r\n}\r\n\r\nexport interface IntersectResult\r\n{\r\n pt: Vector3,\r\n thisParam: number,\r\n argParam: number,\r\n}\r\n\r\n//延伸自身还是参数反转\r\nexport function reverseIntersectOption(intType: IntersectOption)\r\n{\r\n if (intType === IntersectOption.ExtendThis)\r\n intType = IntersectOption.ExtendArg;\r\n else if (intType === IntersectOption.ExtendArg)\r\n intType = IntersectOption.ExtendThis;\r\n return intType;\r\n}\r\n/**\r\n * 校验相交点是否满足延伸选项\r\n * 算法会计算无限延伸状态下的曲线交点,调用该方法进行校验返回校验后的点表\r\n *\r\n * @param {Vector3[]} intRes 相交点.曲线当作完全状态下的相交点\r\n * @param {Curve} c1 曲线1 由this参数传入\r\n * @param {Curve} c2 曲线2 由arg 参数传入\r\n * @param {Intersect} extType 延伸选项.\r\n * @returns {Array} 校验完成后的点表\r\n */\r\nfunction CheckPointOnCurve(intRes: IntersectResult[], c1: Curve, c2: Curve, extType: IntersectOption, tolerance = 1e-6): Array\r\n{\r\n return intRes.filter(r =>\r\n {\r\n if (!(extType & IntersectOption.ExtendThis))\r\n if (!c1.ParamOnCurve(r.thisParam, tolerance))\r\n return false;\r\n\r\n if (!(extType & IntersectOption.ExtendArg))\r\n if (!c2.ParamOnCurve(r.argParam, tolerance))\r\n return false;\r\n return true;\r\n });\r\n}\r\nexport function IntersectCircleAndCircle(cu1: Circle | Arc, cu2: Circle | Arc): IntersectResult[]\r\n{\r\n if (!cu1.IsCoplaneTo(cu2)) return [];\r\n\r\n let c1OcsInv = cu1.OCSInv;\r\n let c1Ocs = cu1.OCS;\r\n\r\n let center1 = cu1.Center.applyMatrix4(c1OcsInv);\r\n let center2 = cu2.Center.applyMatrix4(c1OcsInv);\r\n let radius1 = cu1.Radius;\r\n let radius2 = cu2.Radius;\r\n\r\n let pts: IntersectResult[] = [];\r\n let dist = center2.distanceTo(center1);\r\n\r\n if (dist < Math.abs(radius1 - radius2) - 1e-3\r\n || dist > (radius1 + radius2 + 1e-3))\r\n return pts;\r\n if (equaln(dist, 0, 1e-6)) return pts;\r\n\r\n let dstsqr = dist * dist;\r\n let r1sqr = radius1 * radius1;\r\n let r2sqr = radius2 * radius2;\r\n\r\n let a = (dstsqr - r2sqr + r1sqr) / (2 * dist);\r\n let h = Math.sqrt(Math.abs(r1sqr - (a * a)));\r\n\r\n let ratio_a = a / dist;\r\n let ratio_h = h / dist;\r\n\r\n let dx = center2.x - center1.x;\r\n let dy = center2.y - center1.y;\r\n\r\n let phix = center1.x + (ratio_a * dx);\r\n let phiy = center1.y + (ratio_a * dy);\r\n\r\n dx *= ratio_h;\r\n dy *= ratio_h;\r\n\r\n let p1 = new Vector3(phix + dy, phiy - dx);\r\n let p2 = new Vector3(phix - dy, phiy + dx);\r\n p1.applyMatrix4(c1Ocs);\r\n p2.applyMatrix4(c1Ocs);\r\n\r\n pts.push({\r\n pt: p1,\r\n thisParam: cu1.GetParamAtPoint(p1),\r\n argParam: cu2.GetParamAtPoint(p1),\r\n });\r\n if (!equalv3(p1, p2))//防止点重复\r\n pts.push({\r\n pt: p2,\r\n thisParam: cu1.GetParamAtPoint(p2),\r\n argParam: cu2.GetParamAtPoint(p2),\r\n });\r\n\r\n return pts;\r\n}\r\n/**\r\n * 计算圆与圆弧的交点.\r\n *\r\n * @export\r\n * @param {Circle} circle 圆\r\n * @param {Arc} arc 圆弧\r\n * @param {IntersectOption} extType 延伸选项\r\n * @returns 交点集合\r\n */\r\nexport function IntersectCircleAndArc(circle: Circle, arc: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectCircleAndCircle(circle, arc);\r\n return CheckPointOnCurve(pts, circle, arc, extType | IntersectOption.ExtendThis, tolerance);\r\n}\r\n\r\n/**\r\n * 计算圆弧与圆弧的交点\r\n *\r\n * @export\r\n * @param {Arc} arc1 圆弧\r\n * @param {Arc} arc2 圆弧\r\n * @param {IntersectOption} extType 延伸选项\r\n * @returns 交点集合\r\n */\r\nexport function IntersectArcAndArc(arc1: Arc, arc2: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectCircleAndCircle(arc1, arc2);\r\n return CheckPointOnCurve(pts, arc1, arc2, extType, tolerance);\r\n}\r\n\r\nexport function IntersectEllipseAndLine(l: Line, el: Ellipse, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectLineAndEllipseFor2D(l, el);\r\n return CheckPointOnCurve(pts, l, el, extType, tolerance);\r\n}\r\n\r\n/**\r\n * 通用方法:计算直线与圆的交点,默认延伸全部\r\n *\r\n * @export\r\n * @param {Line} line 直线\r\n * @param {(Circle | Arc)} circle 圆或圆弧\r\n * @returns 交点集合\r\n */\r\nfunction IntersectLineAndCircleOrArc(line: Line, circle: Circle | Arc): IntersectResult[]\r\n{\r\n let lineOrg = line.StartPoint;\r\n let lineDirection = line.EndPoint.sub(lineOrg);\r\n let dirLen = lineDirection.length();\r\n if (equaln(dirLen, 0)) return [];\r\n lineDirection.divideScalar(dirLen);\r\n\r\n let diff = lineOrg.clone().sub(circle.Center);\r\n let a0 = diff.dot(diff) - circle.Radius ** 2;\r\n let a1 = lineDirection.dot(diff);\r\n let discr = a1 ** 2 - a0;\r\n\r\n if (equaln(discr, 0, 1e-7))\r\n {\r\n let pt = lineOrg.add(lineDirection.multiplyScalar(-a1));\r\n\r\n return [{\r\n pt,\r\n thisParam: -a1 / dirLen,\r\n argParam: circle.GetParamAtPoint(pt)\r\n }];\r\n }\r\n else if (discr > 0)\r\n {\r\n let root = Math.sqrt(discr);\r\n let p1 = lineOrg.clone().add(lineDirection.clone().multiplyScalar(-a1 + root));\r\n let p2 = lineOrg.add(lineDirection.multiplyScalar(-a1 - root));\r\n\r\n return [\r\n {\r\n pt: p1,\r\n thisParam: (-a1 + root) / dirLen,\r\n argParam: circle.GetParamAtPoint(p1)\r\n }, {\r\n pt: p2,\r\n thisParam: (-a1 - root) / dirLen,\r\n argParam: circle.GetParamAtPoint(p2)\r\n }\r\n ];\r\n }\r\n return [];\r\n}\r\n\r\n//直线和圆\r\nexport function IntersectLineAndCircle(line: Line, circle: Circle, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let ptArr = IntersectLineAndCircleOrArc(line, circle);\r\n return CheckPointOnCurve(ptArr, line, circle, extType | IntersectOption.ExtendArg);\r\n}\r\n//直线和圆弧\r\nexport function IntersectLineAndArc(line: Line, arc: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let ptArr = IntersectLineAndCircleOrArc(line, arc);\r\n return CheckPointOnCurve(ptArr, line, arc, extType, tolerance);\r\n}\r\n//直线和直线\r\nexport function IntersectLAndLFor2D(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3): Vector3\r\n{\r\n let dx1 = p1.x - p2.x;\r\n let dx2 = p3.x - p4.x;\r\n let dx3 = p4.x - p2.x;\r\n let dy1 = p1.y - p2.y;\r\n let dy2 = p3.y - p4.y;\r\n let dy3 = p4.y - p2.y;\r\n\r\n let det = (dx2 * dy1) - (dy2 * dx1);\r\n\r\n if (equaln(det, 0.0, 1e-5))\r\n {\r\n // if (equaln(dx2 * dy3, dy2 * dx3, 1e-5))\r\n // {\r\n // return midPoint(midPoint(p1, p2), midPoint(p3, p4));\r\n // }\r\n return;\r\n }\r\n\r\n let pt = new Vector3;\r\n let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det;\r\n pt.x = (ratio * dx2) + p4.x;\r\n pt.y = (ratio * dy2) + p4.y;\r\n\r\n return pt;\r\n}\r\n\r\nexport function IntersectLAndLFor2D2(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3): Vector3[]\r\n{\r\n let dx1 = p1.x - p2.x;\r\n let dx2 = p3.x - p4.x;\r\n let dx3 = p4.x - p2.x;\r\n let dy1 = p1.y - p2.y;\r\n let dy2 = p3.y - p4.y;\r\n let dy3 = p4.y - p2.y;\r\n\r\n let det = (dx2 * dy1) - (dy2 * dx1);\r\n\r\n if (equaln(det, 0.0, 1e-5))\r\n {\r\n if (equaln(dx2 * dy3, dy2 * dx3, 1e-5))\r\n return [p1, p2, p3, p4];\r\n return [];\r\n }\r\n\r\n let pt = new Vector3;\r\n let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det;\r\n pt.x = (ratio * dx2) + p4.x;\r\n pt.y = (ratio * dy2) + p4.y;\r\n\r\n return [pt];\r\n}\r\n\r\nexport function IntersectLine3AndLine3(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3, epsilon = 1e-6)\r\n{\r\n let pts = ShortestLine3AndLine3(p1, p2, p3, p4);\r\n if (pts) return pts[0];\r\n}\r\n\r\n/**\r\n * 三维中两行之间最短的直线\r\n * ref:https://stackoverflow.com/questions/2316490/the-algorithm-to-find-the-point-of-intersection-of-two-3d-line-segment\r\n * ref:http://paulbourke.net/geometry/pointlineplane/\r\n * ref:http://paulbourke.net/geometry/pointlineplane/calclineline.cs\r\n *\r\n * @export\r\n * @param {Vector3} p1 l1.start\r\n * @param {Vector3} p2 l1.end\r\n * @param {Vector3} p3 l2.start\r\n * @param {Vector3} p4 l2.end\r\n * @returns 交点集合\r\n */\r\nfunction ShortestLine3AndLine3(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3, epsilon = 1e-6)\r\n{\r\n let p43 = p4.clone().sub(p3);\r\n if (p43.lengthSq() < epsilon)\r\n return;\r\n let p21 = p2.clone().sub(p1);\r\n if (p21.lengthSq() < epsilon)\r\n return;\r\n\r\n let p13 = p1.clone().sub(p3);\r\n\r\n let d1343 = p13.x * p43.x + p13.y * p43.y + p13.z * p43.z;\r\n let d4321 = p43.x * p21.x + p43.y * p21.y + p43.z * p21.z;\r\n let d1321 = p13.x * p21.x + p13.y * p21.y + p13.z * p21.z;\r\n let d4343 = p43.x * p43.x + p43.y * p43.y + p43.z * p43.z;\r\n let d2121 = p21.x * p21.x + p21.y * p21.y + p21.z * p21.z;\r\n\r\n let denom = d2121 * d4343 - d4321 * d4321;\r\n if (Math.abs(denom) < epsilon)\r\n return;\r\n let numer = d1343 * d4321 - d1321 * d4343;\r\n\r\n let mua = numer / denom;\r\n let mub = (d1343 + d4321 * (mua)) / d4343;\r\n\r\n let resultSegmentPoint1 = new Vector3();\r\n resultSegmentPoint1.x = p1.x + mua * p21.x;\r\n resultSegmentPoint1.y = p1.y + mua * p21.y;\r\n resultSegmentPoint1.z = p1.z + mua * p21.z;\r\n let resultSegmentPoint2 = new Vector3();\r\n resultSegmentPoint2.x = p3.x + mub * p43.x;\r\n resultSegmentPoint2.y = p3.y + mub * p43.y;\r\n resultSegmentPoint2.z = p3.z + mub * p43.z;\r\n\r\n return [resultSegmentPoint1, resultSegmentPoint2];\r\n}\r\n\r\n//直线和直线\r\nexport function IntersectLineAndLine(l1: Line, l2: Line, extType: IntersectOption, fuzz = 1e-4): IntersectResult[]\r\n{\r\n let [pt1, pt2, pt3, pt4] = [l1.StartPoint, l1.EndPoint, l2.StartPoint, l2.EndPoint];\r\n\r\n let ipts: Vector3[];\r\n if (equaln(pt1.z, 0, fuzz) && equaln(pt2.z, 0, fuzz) && equaln(pt3.z, 0, fuzz) && equaln(pt4.z, 0, fuzz))\r\n {\r\n ipts = IntersectLAndLFor2D2(pt1, pt2, pt3, pt4);\r\n ipts.sort(comparePoint(\"xy\"));\r\n arrayRemoveDuplicateBySort(ipts, (p1, p2) => equalv3(p1, p2, fuzz));\r\n }\r\n else\r\n {\r\n ipts = ShortestLine3AndLine3(pt1, pt2, pt3, pt4);\r\n if (!ipts) return [];\r\n if (ipts.length === 2)\r\n ipts.pop();\r\n }\r\n\r\n let ints: IntersectResult[] = [];\r\n for (let pt of ipts)\r\n {\r\n let { closestPt: p1, param: param1 } = l1.GetClosestAtPoint(pt, true);\r\n if (!equalv3(pt, p1, fuzz)) return [];\r\n if (!(extType & IntersectOption.ExtendThis))\r\n if (!(l1.ParamOnCurve(param1, 0) || equalv3(pt1, pt, fuzz) || equalv3(pt2, pt, fuzz)))\r\n return [];\r\n let { closestPt: p2, param: param2 } = l2.GetClosestAtPoint(pt, true);\r\n if (!equalv3(pt, p2, fuzz)) return [];\r\n if (!(extType & IntersectOption.ExtendArg))\r\n if (!(l2.ParamOnCurve(param2, 0) || equalv3(pt3, pt, fuzz) || equalv3(pt4, pt, fuzz)))\r\n return [];\r\n ints.push({ pt, thisParam: param1, argParam: param2 });\r\n }\r\n return ints;\r\n}\r\n\r\nexport function IntersectPolylineAndCurve(pl: Polyline, cu: Curve, extType: IntersectOption, tolerance = 1e-6): IntersectResult[]\r\n{\r\n let cus: Curve[] = pl.Explode();\r\n let cus2: Curve[];\r\n if (cu instanceof Polyline)\r\n cus2 = cu.Explode();\r\n else\r\n cus2 = [cu];\r\n\r\n let intRes: IntersectResult[] = [];\r\n\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu1 = cus[i];\r\n for (let j = 0; j < cus2.length; j++)\r\n {\r\n let cu2 = cus2[j];\r\n let ext = extType;\r\n\r\n let isStart = i === 0;\r\n let isEnd = i === cus.length - 1;\r\n\r\n let isStart2 = j === 0;\r\n let isEnd2 = j === cus2.length - 1;\r\n\r\n //当曲线闭合时,或者当前的子曲线不是起始和不是结束,那么不延伸曲线.\r\n if (pl.CloseMark || !(isStart || isEnd))\r\n ext = ext & ~IntersectOption.ExtendThis;\r\n if ((cu instanceof Polyline && cu.CloseMark) || !(isStart2 || isEnd2))\r\n ext = ext & ~IntersectOption.ExtendArg;\r\n\r\n let ptPars = cu1.IntersectWith2(cu2, ext, tolerance).filter(r1 => intRes.every(r2 => !equalv3(r1.pt, r2.pt)));\r\n\r\n //校验延伸\r\n if (IntersectOption.ExtendThis & ext)\r\n {\r\n //如果曲线是起始又是结束,那么不校验.\r\n if (isStart && isEnd)\r\n {\r\n }\r\n else if (isStart)\r\n {\r\n ptPars = ptPars.filter(res => res.thisParam <= 1);\r\n }\r\n else if (isEnd)\r\n {\r\n ptPars = ptPars.filter(res => res.thisParam >= 0);\r\n }\r\n }\r\n if (IntersectOption.ExtendArg & ext)\r\n {\r\n //如果曲线是起始又是结束,那么不校验.\r\n if (isStart2 && isEnd2)\r\n {\r\n }\r\n else if (isStart2)\r\n {\r\n ptPars = ptPars.filter(res => res.argParam + j <= cu2.EndParam);\r\n }\r\n else if (isEnd2)\r\n {\r\n ptPars = ptPars.filter(res => res.argParam + j >= 0);\r\n }\r\n }\r\n\r\n intRes.push(...ptPars.map(r =>\r\n {\r\n return {\r\n pt: r.pt,\r\n thisParam: i + r.thisParam,\r\n argParam: j + r.argParam,\r\n };\r\n }));\r\n }\r\n }\r\n return intRes;\r\n}\r\n\r\nexport function IntersectLineAndEllipseFor2D(l: Line, el: Ellipse)\r\n{\r\n if (!l.IsCoplaneTo(el)) return [];\r\n\r\n let mat = new Matrix4().makeRotationZ(-el.Rotation).multiply(el.OCSInv);\r\n let a = el.RadX;\r\n let b = el.RadY;\r\n let sp = l.StartPoint.applyMatrix4(mat);\r\n let ep = l.EndPoint.applyMatrix4(mat);\r\n let pts: Vector3[] = [];\r\n if (equaln(sp.x, ep.x))\r\n {\r\n let c = sp.x;\r\n let j = (b ** 2) * (1 - (c ** 2) / (a ** 2));\r\n if (equaln(j, 0))\r\n {\r\n pts = [new Vector3(sp.x, 0)];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let y1 = Math.sqrt(j);\r\n let y2 = -Math.sqrt(j);\r\n pts = [\r\n new Vector3(c, y1),\r\n new Vector3(c, y2)\r\n ];\r\n }\r\n }\r\n else\r\n {\r\n let k = (sp.y - ep.y) / (sp.x - ep.x);\r\n let c = sp.y - sp.x * k;\r\n let j = (2 * a * a * k * c) * (2 * a * a * k * c) - 4 * (b * b + a * a * k * k) * a * a * (c * c - b * b);\r\n if (equaln(j, 0))\r\n {\r\n let x1 = -2 * k * c * a * a / (2 * (b * b + a * a * k * k));\r\n let y1 = k * x1 + c;\r\n pts = [new Vector3(x1, y1)];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let x1 = (-2 * k * c * a * a + Math.sqrt(j)) / (2 * (b * b + a * a * k * k));\r\n let y1 = k * x1 + c;\r\n let x2 = (-2 * k * c * a * a - Math.sqrt(j)) / (2 * (b * b + a * a * k * k));\r\n let y2 = k * x2 + c;\r\n pts = [\r\n new Vector3(x1, y1),\r\n new Vector3(x2, y2)\r\n ];\r\n }\r\n }\r\n\r\n let matInv = new Matrix4().getInverse(mat);\r\n return pts.map(p =>\r\n {\r\n let pt = p.applyMatrix4(matInv);\r\n return {\r\n pt,\r\n thisParam: l.GetParamAtPoint(pt),\r\n argParam: el.GetParamAtPoint(pt)\r\n };\r\n });\r\n}\r\nexport function IntersectEllipseAndCircleOrArc(el: Ellipse, cir: Circle | Arc, type: IntersectOption)\r\n{\r\n if (!el.IsCoplaneTo(cir)) return [];\r\n\r\n let a = Math.max(el.RadX, el.RadY);\r\n let dist = el.Center.distanceTo(cir.Center);\r\n\r\n let disVail = dist > (a + cir.Radius);\r\n\r\n if (disVail)\r\n return [];\r\n\r\n if (equalv3(el.Center, cir.Center))\r\n {\r\n let a = el.RadX;\r\n let b = el.RadY;\r\n let r = cir.Radius;\r\n let j = ((a * b) ** 2 - (b * r) ** 2) / (a ** 2 - b ** 2);\r\n let pts: Vector3[] = [];\r\n if (equaln(j, 0) || equaln(j, r ** 2))\r\n {\r\n if (equaln(j, 0))\r\n pts = [\r\n new Vector3(a, 0),\r\n new Vector3(-a, 0)\r\n ];\r\n else\r\n pts = [\r\n new Vector3(0, r),\r\n new Vector3(0, -r)\r\n ];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let y1 = Math.sqrt(j);\r\n let y2 = - Math.sqrt(j);\r\n let n = r ** 2 - j;\r\n let x1 = Math.sqrt(n);\r\n let x2 = - Math.sqrt(n);\r\n pts = [\r\n new Vector3(x1, y1),\r\n new Vector3(x1, y2),\r\n new Vector3(x2, y1),\r\n new Vector3(x2, y2),\r\n ];\r\n }\r\n let ro = new Matrix4().makeRotationZ(el.Rotation);\r\n let res = pts.map(p =>\r\n {\r\n let pt = p.applyMatrix4(ro).applyMatrix4(el.OCS);\r\n return {\r\n pt,\r\n thisParam: el.GetParamAtPoint(pt),\r\n argParam: cir.GetParamAtPoint(pt)\r\n };\r\n });\r\n return CheckPointOnCurve(res, el, cir, type);\r\n }\r\n else\r\n {\r\n let pts = el.Shape.getPoints(60);\r\n let lineData = pts.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n let pl = new Polyline(lineData);\r\n let cirClone = cir.Clone().ApplyMatrix(el.OCSInv);\r\n\r\n if (type === IntersectOption.ExtendBoth)\r\n type = IntersectOption.ExtendArg;\r\n else if (type !== IntersectOption.ExtendArg)\r\n type = IntersectOption.OnBothOperands;\r\n\r\n let intPts = IntersectPolylineAndCurve(pl, cirClone, type);\r\n intPts.forEach(r => r.pt.applyMatrix4(el.OCS));\r\n return intPts;\r\n }\r\n}\r\nexport function IntersectEllipse(el1: Ellipse, el2: Ellipse, type: IntersectOption)\r\n{\r\n if (!el1.IsCoplaneTo(el2)) return [];\r\n\r\n let isEqul = equalv3(el1.Center, el2.Center)\r\n && equaln(el1.RadX, el2.RadX)\r\n && equaln(el1.RadY, el2.RadY)\r\n && equalv3(el1.StartPoint, el2.StartPoint);\r\n\r\n if (isEqul)\r\n return [];\r\n\r\n let a1 = Math.max(el1.RadX, el1.RadY);\r\n let a2 = Math.max(el2.RadX, el2.RadY);\r\n\r\n let dist = el1.Center.distanceToSquared(el2.Center);\r\n if (dist > (a1 + a2) ** 2)\r\n {\r\n return [];\r\n }\r\n\r\n if (!el1.BoundingBox.intersectsBox(el2.BoundingBox))\r\n return [];\r\n\r\n let diffMat = el1.OCSInv.multiply(el2.OCS);\r\n let pts1 = el1.Shape.getPoints(60);\r\n let pts2 = el2.Shape.getPoints(60);\r\n\r\n let lineData1 = pts1.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n let lineData2 = pts2.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n\r\n let pl1 = new Polyline(lineData1);\r\n let pl2 = new Polyline(lineData2).ApplyMatrix(diffMat);\r\n\r\n let intPts = pl1.IntersectWith2(pl2, 0);\r\n intPts.forEach(r => r.pt.applyMatrix4(el1.OCS));\r\n return intPts;\r\n}\r\n","import { Line, Material, Object3D, Shape, Vector3 } from 'three';\r\nimport { arrayRemoveDuplicateBySort, arraySortByNumber } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { Status } from '../../Common/Status';\r\nimport { equaln, equalv3 } from '../../Geometry/GeUtils';\r\nimport { IntersectOption, IntersectResult } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Entity } from './Entity';\r\n\r\nexport enum ExtendType\r\n{\r\n /**\r\n * 前后都不延伸\r\n */\r\n None = 0,\r\n /**\r\n * 只允许延伸前面\r\n */\r\n Front = 1,\r\n /**\r\n * 只允许延伸后面\r\n */\r\n Back = 2,\r\n /**\r\n * 前后延伸\r\n */\r\n Both = 3,\r\n}\r\n\r\n/**\r\n * 曲线的基类,子类请实现以下方法.\r\n */\r\n@Factory\r\nexport abstract class Curve extends Entity\r\n{\r\n constructor()\r\n {\r\n super();\r\n }\r\n\r\n get Is2D()\r\n {\r\n return equaln(this._Matrix.elements[14], 0);\r\n }\r\n\r\n get StartPoint(): Vector3 { return; }\r\n set StartPoint(v: Vector3) { return; }\r\n get StartParam(): number { return; }\r\n get EndPoint(): Vector3 { return; }\r\n set EndPoint(v: Vector3) { return; }\r\n\r\n /** 曲线中点 */\r\n get Midpoint()\r\n {\r\n return this.GetPointAtParam(this.MidParam);\r\n }\r\n\r\n get MidParam()\r\n {\r\n if (this.EndParam === 1)\r\n return 0.5;\r\n else\r\n return this.GetParamAtDist(this.Length * 0.5);\r\n }\r\n\r\n get EndParam(): number { return; }\r\n get Area(): number { return 0; }\r\n /**\r\n *获得曲线的面积,逆时针为正,顺时针为负.\r\n */\r\n get Area2(): number { return 0; }\r\n get Length(): number { return 0; }\r\n get IsClose(): boolean { return false; }\r\n /** 曲线为顺时针 */\r\n get IsClockWise(): boolean { return this.Area2 < 0; }\r\n\r\n abstract get Shape(): Shape;\r\n\r\n GetPointAtParam(param: number): Vector3 { return; }\r\n GetPointAtDistance(distance: number): Vector3 { return; }\r\n GetDistAtParam(param: number): number { return; }\r\n GetDistAtPoint(pt: Vector3): number { return; }\r\n GetParamAtPoint(pt: Vector3): number { return; }\r\n GetParamAtPoint2(pt: Vector3): number { return this.GetParamAtPoint(pt); }\r\n\r\n GetParamAtDist(d: number): number { return; }\r\n\r\n /**\r\n * 返回曲线在指定位置的一阶导数(在wcs内)\r\n *\r\n * @param {(number | Vector3)} param\r\n * @returns {Vector3}\r\n * @memberof Curve\r\n */\r\n GetFistDeriv(param: number | Vector3): Vector3 { return; }\r\n GetFistDerivAngle(param: number | Vector3): number\r\n {\r\n let d = this.GetFistDeriv(param);\r\n return Math.atan2(d.y, d.x);\r\n }\r\n\r\n /**\r\n * 返回切割曲线后的结果.总是从起点开始切割,并且按顺序返回曲线.\r\n * @param {(number[] | number)} param\r\n * @returns {Array}\r\n */\r\n GetSplitCurves(param: number[] | number): Array { return; }\r\n //未完善\r\n GetCurveAtParamRange(startParam: number, EndParam: number): Array { return; }\r\n GetSplitCurvesByPts(pt: Vector3[] | Vector3): Array\r\n {\r\n let pts = Array.isArray(pt) ? pt : [pt];\r\n let pars = pts.map(p => this.GetParamAtPoint(p));\r\n return this.GetSplitCurves(pars);\r\n }\r\n protected SplitParamSort(param: number[] | number): number[]\r\n {\r\n if (Array.isArray(param))\r\n {\r\n param = param.filter(p => this.ParamOnCurve(p));\r\n if (param.length === 0)\r\n return [];\r\n param.push(0, this.EndParam);\r\n arraySortByNumber(param);\r\n arrayRemoveDuplicateBySort(param, (e1, e2) => equaln(e1, e2, 1e-7));\r\n return param;\r\n }\r\n else if (this.ParamOnCurve(param))\r\n return [0, param, this.EndParam];\r\n else\r\n return [];\r\n }\r\n Extend(newParam: number) { }\r\n /**\r\n * 连接曲线到本曲线,如果成功返回true\r\n * @param {Curve} cu 需要连接的曲线\r\n * @returns {boolean} 连接成功\r\n * @memberof Curve\r\n */\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-4): Status { return Status.False; }\r\n\r\n //翻转曲线.首尾调换.\r\n Reverse(): this { return this; }\r\n\r\n //点在曲线上\r\n PtOnCurve(pt: Vector3, fuzz = 1e-6): boolean\r\n {\r\n return equalv3(this.StartPoint, pt, fuzz) || equalv3(this.EndPoint, pt, fuzz) || this.ParamOnCurve(this.GetParamAtPoint(pt));\r\n }\r\n\r\n //点在曲线中,不在起点或者终点.\r\n PtOnCurve2(pt: Vector3): boolean\r\n {\r\n return !(equalv3(this.StartPoint, pt, 1e-6) || equalv3(this.EndPoint, pt, 1e-6)) && this.ParamOnCurve(this.GetParamAtPoint(pt), 0);\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n return this.PtOnCurve(p, fuzz);\r\n }\r\n\r\n //参数在曲线上 容差,1e-6\r\n ParamOnCurve(param: number, fuzz = 1e-6): boolean { return !isNaN(param) && param >= -fuzz && param <= this.EndParam + fuzz; }\r\n GetOffsetCurves(offsetDist: number): Array { return; }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3 { return; }\r\n\r\n /**\r\n * 曲线相交点\r\n */\r\n IntersectWith(curve: Curve, intType: IntersectOption, tolerance = 1e-6): Vector3[]\r\n {\r\n return this.IntersectWith2(curve, intType, tolerance).map(r => r.pt);\r\n }\r\n\r\n /**\r\n * 曲线相交点和点的参数\r\n */\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-6): IntersectResult[] { return []; }\r\n\r\n\r\n /**\r\n * 拽托点个数\r\n */\r\n GetDragPointCount(drag: DragPointType): number { return 0; }\r\n\r\n //------------------绘制相关------------------\r\n //重载\r\n protected OnlyRenderType = true;\r\n\r\n /**\r\n * 重载:更新实体材质\r\n */\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material?: Material)\r\n {\r\n let m = obj as Line;\r\n m.material = material || ColorMaterial.GetLineMaterial(this._Color);\r\n }\r\n\r\n UpdateJigMaterial(color = 8)\r\n {\r\n for (let [type, obj] of this._CacheDrawObject)\r\n {\r\n this.UpdateDrawObjectMaterial(type, obj, ColorMaterial.GetLineMaterial(color));\r\n }\r\n }\r\n}\r\n","export enum DragPointType\r\n{\r\n Grip = 0,\r\n Stretch = 1\r\n}\r\n","import { Line3, Plane, Ray, Vector3 } from \"three\";\r\n\r\nexport class PlaneExt extends Plane\r\n{\r\n constructor(normal = new Vector3(0, 0, 1), constant?: number | Vector3)\r\n {\r\n super(normal);\r\n if (typeof constant === \"number\")\r\n this.constant = constant;\r\n else if (constant)\r\n this.constant = -this.normal.dot(constant);\r\n }\r\n\r\n intersectLine(line: Line3, optionalTarget = new Vector3(), extendLine = false): Vector3\r\n {\r\n let v1 = new Vector3();\r\n\r\n let direction = line.delta(v1);\r\n\r\n let denominator = this.normal.dot(direction);\r\n\r\n if (denominator === 0)\r\n {\r\n // line is coplanar, return origin\r\n if (this.distanceToPoint(line.start) === 0)\r\n {\r\n return optionalTarget.copy(line.start);\r\n }\r\n // Unsure if this is the correct method to handle this case.\r\n return undefined;\r\n }\r\n\r\n let t = - (line.start.dot(this.normal) + this.constant) / denominator;\r\n //If you not extendLine,check intersect point in Line\r\n if (!extendLine && (t < -1e-6 || t > 1))\r\n {\r\n return undefined;\r\n }\r\n\r\n return optionalTarget.copy(direction).multiplyScalar(t).add(line.start);\r\n }\r\n intersectRay(ray: Ray, optionalTarget?: Vector3, extendLine?: boolean): Vector3\r\n {\r\n // 从射线初始位置\r\n let line = new Line3(ray.origin.clone(), ray.origin.clone().add(ray.direction));\r\n return this.intersectLine(line, optionalTarget, extendLine);\r\n }\r\n}\r\n","import { Box3, BufferGeometry, Line as TLine, Line3, Matrix3, Matrix4, Object3D, Shape, Vector3 } from 'three';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { AsVector2, equaln, equalv3, isParallelTo, MoveMatrix } from '../../Geometry/GeUtils';\r\nimport { PlaneExt } from '../../Geometry/Plane';\r\nimport { IntersectEllipseAndLine, IntersectLineAndArc, IntersectLineAndCircle, IntersectLineAndLine, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { Arc } from './Arc';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Ellipse } from './Ellipse';\r\nimport { Polyline } from './Polyline';\r\n\r\n@Factory\r\nexport class Line extends Curve\r\n{\r\n private _StartPoint: Vector3;\r\n private _EndPoint: Vector3;\r\n constructor(sp?: Vector3, ep?: Vector3)\r\n {\r\n super();\r\n this._StartPoint = sp || new Vector3(0, 0, 0);\r\n this._EndPoint = ep || new Vector3(0, 0, 0);\r\n }\r\n get Is2D()\r\n {\r\n return super.Is2D && equaln(this._StartPoint.z, 0) && equaln(this._EndPoint.z, 0);\r\n }\r\n\r\n get Shape()\r\n {\r\n return new Shape([AsVector2(this._StartPoint), AsVector2(this._EndPoint)]);\r\n }\r\n\r\n Z0()\r\n {\r\n this.WriteAllObjectRecord();\r\n this.StartPoint = this.StartPoint.setZ(0);\r\n this.EndPoint = this.EndPoint.setZ(0);\r\n return this;\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.StartPoint = this.StartPoint.applyMatrix4(m);\r\n this.EndPoint = this.EndPoint.applyMatrix4(m);\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n this.StartPoint = sp;\r\n this.EndPoint = ep;\r\n return this;\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n let geo = BufferGeometryUtils.CreateFromPts([this._StartPoint, this._EndPoint]);\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry();\r\n geometry.setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n return new TLine(geo, ColorMaterial.GetLineMaterial(this.ColorIndex));\r\n }\r\n\r\n UpdateDrawObject(type: RenderType, lineObj: TLine)\r\n {\r\n BufferGeometryUtils.UpdatePts(lineObj.geometry as BufferGeometry, [this._StartPoint, this._EndPoint]);\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return [this.StartPoint, this.EndPoint];\r\n case ObjectSnapMode.Mid:\r\n return [this.GetPointAtParam(0.5)];\r\n case ObjectSnapMode.Nea:\r\n {\r\n let derv = this.GetFistDeriv(0).normalize();\r\n let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3);\r\n\r\n //平行不捕捉\r\n if (isParallelTo(viewNormal, derv))\r\n return [];\r\n\r\n let fNormal = new Vector3().crossVectors(viewNormal, derv);\r\n fNormal.crossVectors(derv, fNormal);\r\n\r\n let plane = new PlaneExt(fNormal, this.StartPoint);\r\n let plocal = plane.intersectLine(new Line3(pickPoint, pickPoint.clone().add(viewNormal)), new Vector3(), true);\r\n let pclosest = this.GetClosestPointTo(plocal, false);\r\n return [pclosest];\r\n }\r\n case ObjectSnapMode.Ext:\r\n return [this.GetClosestPointTo(pickPoint, true)];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n let { closestPt, param } = this.GetClosestAtPoint(lastPoint, true);\r\n if (this.ParamOnCurve(param))\r\n return [closestPt];\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [this.StartPoint, this.GetPointAtParam(0.5), this.EndPoint];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n for (let index of indexList)\r\n {\r\n if (index === 0)\r\n this.StartPoint = this.StartPoint.add(vec);\r\n else if (index === 2)\r\n this.EndPoint = this.EndPoint.add(vec);\r\n else\r\n {\r\n let m = MoveMatrix(vec);\r\n this.ApplyMatrix(m);\r\n }\r\n }\r\n }\r\n\r\n GetStretchPoints(): Array\r\n {\r\n return [this.StartPoint, this.EndPoint];\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n for (let index of indexList)\r\n {\r\n if (index === 0)\r\n this.StartPoint = this.StartPoint.add(vec);\r\n else\r\n this.EndPoint = this.EndPoint.add(vec);\r\n }\r\n }\r\n\r\n GetFistDeriv(param: number | Vector3): Vector3\r\n {\r\n return this.EndPoint.sub(this.StartPoint);\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-4)\r\n {\r\n if (curve instanceof Line)\r\n {\r\n return IntersectLineAndLine(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectLineAndArc(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return IntersectLineAndCircle(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Polyline)\r\n {\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n\r\n if (curve instanceof Ellipse)\r\n return IntersectEllipseAndLine(this, curve, intType, tolerance);\r\n\r\n //其他的尚未实现.\r\n return [];\r\n }\r\n\r\n //Param\r\n GetPointAtParam(param: number): Vector3\r\n {\r\n return this.StartPoint.add(this.GetFistDeriv(0).multiplyScalar(param));\r\n }\r\n GetParamAtPoint(pt: Vector3): number\r\n {\r\n let { closestPt, param } = this.GetClosestAtPoint(pt, true);\r\n if (!equalv3(closestPt, pt, 1e-5))\r\n return NaN;\r\n return param;\r\n }\r\n GetParamAtDist(d: number): number\r\n {\r\n return d / this.Length;\r\n }\r\n GetPointAtDistance(distance: number): Vector3\r\n {\r\n return this.GetPointAtParam(this.GetParamAtDist(distance));\r\n }\r\n GetDistAtParam(param: number): number\r\n {\r\n return this.Length * param;\r\n }\r\n GetDistAtPoint(pt: Vector3): number\r\n {\r\n return this.GetDistAtParam(this.GetParamAtPoint(pt));\r\n }\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params = this.SplitParamSort(param);\r\n let pts = params.map(param => this.GetPointAtParam(param));\r\n let ret = new Array();\r\n if (pts.length >= 2)\r\n {\r\n for (let i = 0; i < pts.length - 1; i++)\r\n {\r\n let newLine = this.Clone() as Line;\r\n newLine.StartPoint = pts[i];\r\n newLine.EndPoint = pts[i + 1];\r\n ret.push(newLine);\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n GetParamAtPoint2(pt: Vector3): number\r\n {\r\n let { param } = this.GetClosestAtPoint(pt, true);\r\n return param;\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n let { param } = this.GetClosestAtPoint(p, true);\r\n return this.ParamOnCurve(param, fuzz);\r\n }\r\n\r\n GetClosestAtPoint(pt: Vector3, extend: boolean): { closestPt: Vector3, param: number; }\r\n {\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n if (equalv3(pt, sp, 1e-8))\r\n return { closestPt: sp, param: 0 };\r\n else if (equalv3(pt, ep, 1e-8))\r\n return { closestPt: ep, param: 1 };\r\n\r\n let direction = this.GetFistDeriv(0);\r\n let length = direction.length();\r\n\r\n if (length === 0)\r\n {\r\n let param = NaN;\r\n if (equalv3(pt, this.StartPoint, 1e-6))\r\n param = 0;\r\n return { closestPt: sp, param: param };\r\n }\r\n\r\n direction.divideScalar(length);\r\n\r\n let diff = pt.clone().sub(sp);\r\n let param = direction.dot(diff);\r\n\r\n let closestPt: Vector3;\r\n if (extend)\r\n closestPt = sp.add(direction.multiplyScalar(param));\r\n else\r\n if (param < 0)\r\n {\r\n closestPt = sp;\r\n param = 0;\r\n }\r\n else if (param > length)\r\n {\r\n closestPt = this.EndPoint;\r\n param = length;\r\n }\r\n else\r\n closestPt = sp.add(direction.multiplyScalar(param));\r\n return {\r\n closestPt: closestPt,\r\n param: param / length\r\n };\r\n }\r\n\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n return this.GetClosestAtPoint(pt, extend).closestPt;\r\n }\r\n\r\n Extend(newParam: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (newParam < this.StartParam)\r\n {\r\n this.StartPoint = this.GetPointAtParam(newParam);\r\n }\r\n else if (newParam > this.EndParam)\r\n {\r\n this.EndPoint = this.GetPointAtParam(newParam);\r\n }\r\n }\r\n\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-5): Status\r\n {\r\n if (cu instanceof Line)\r\n {\r\n //平行\r\n if (!isParallelTo(this.GetFistDeriv(0).normalize(), cu.GetFistDeriv(0).normalize()))\r\n return Status.False;\r\n\r\n let sp = cu.StartPoint;\r\n let { closestPt: cp1, param: param1 } = this.GetClosestAtPoint(sp, true);\r\n if (!equalv3(sp, cp1, tolerance))//点在曲线上,允许较低的精度\r\n return Status.False;\r\n\r\n let ep = cu.EndPoint;\r\n let { closestPt: cp2, param: param2 } = this.GetClosestAtPoint(ep, true);\r\n if (!equalv3(ep, cp2, tolerance))\r\n return Status.False;\r\n\r\n if (param1 > param2)\r\n {\r\n [param1, param2] = [param2, param1];\r\n [sp, ep] = [ep, sp];\r\n }\r\n\r\n if (allowGap || Math.max(0, param1) < Math.min(1, param2) + tolerance)\r\n {\r\n if (param1 < 0)\r\n this.StartPoint = sp;\r\n if (param2 > 1)\r\n this.EndPoint = ep;\r\n return Status.True;\r\n }\r\n }\r\n return Status.False;\r\n }\r\n\r\n Reverse(): this\r\n {\r\n this.WriteAllObjectRecord();\r\n [this._StartPoint, this._EndPoint] = [this._EndPoint, this._StartPoint];\r\n return this;\r\n }\r\n\r\n GetOffsetCurves(offsetDist: number): Array\r\n {\r\n let derv = this.GetFistDeriv(0).normalize().multiplyScalar(offsetDist);\r\n derv.applyMatrix4(new Matrix4().makeRotationAxis(this.Normal, -Math.PI / 2));\r\n let newLine = this.Clone() as Line;\r\n newLine.StartPoint = this.StartPoint.add(derv);\r\n newLine.EndPoint = this.EndPoint.add(derv);\r\n return [newLine];\r\n }\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints([this.StartPoint, this.EndPoint]);\r\n }\r\n\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n get EndParam()\r\n {\r\n return 1;\r\n }\r\n //属性\r\n get Length(): number { return this._StartPoint.distanceTo(this._EndPoint); }\r\n\r\n //#region -----------------------------File-----------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();//1\r\n this._StartPoint.fromArray(file.Read());\r\n this._EndPoint.fromArray(file.Read());\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);//ver\r\n file.Write(this._StartPoint.toArray());\r\n file.Write(this._EndPoint.toArray());\r\n }\r\n //#endregion-----------------------------File End-----------------------------\r\n\r\n //#region 属性\r\n set StartPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._StartPoint.copy(p).applyMatrix4(this.OCSInv);\r\n this.Update();\r\n }\r\n get StartPoint(): Vector3\r\n {\r\n return this._StartPoint.clone().applyMatrix4(this.OCS);\r\n }\r\n\r\n get EndPoint(): Vector3\r\n {\r\n return this._EndPoint.clone().applyMatrix4(this.OCS);\r\n }\r\n set EndPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._EndPoint.copy(p).applyMatrix4(this.OCSInv);\r\n this.Update();\r\n }\r\n\r\n //#endregion\r\n}\r\n","import { Box3, BufferGeometry, Matrix3, Matrix4, Object3D, Shape, Vector3, Line as TLine, MathUtils } from 'three';\r\nimport { arrayLast, arrayRemoveDuplicateBySort } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getDeterminantFor2V, getArcOrCirNearPts, getTanPtsOnEllipse, Pts2Polyline } from '../../Common/CurveUtils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { angle, equaln, equalv3, MoveMatrix, rotatePoint, angleTo, AsVector2, AsVector3 } from '../../Geometry/GeUtils';\r\nimport { IntersectEllipse, IntersectEllipseAndCircleOrArc, IntersectEllipseAndLine, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Arc } from './Arc';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\n\r\n@Factory\r\nexport class Ellipse extends Curve\r\n{\r\n private _radX: number;\r\n private _radY: number;\r\n private _rotate: number;\r\n private _startAngle = 0;\r\n private _endAngle = Math.PI * 2;\r\n constructor(\r\n center?: Vector3,\r\n radX: number = 1e-3,\r\n radY: number = 1e-3,\r\n angle: number = 0)\r\n {\r\n super();\r\n center && this._Matrix.setPosition(center);\r\n this._radX = radX;\r\n this._radY = radY;\r\n this._rotate = angle;\r\n }\r\n get StartParam(): number\r\n {\r\n return 0;\r\n }\r\n get EndParam(): number\r\n {\r\n return 1;\r\n }\r\n get StartPoint()\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get EndPoint()\r\n {\r\n return this.GetPointAtParam(1);\r\n }\r\n get Shape(): Shape\r\n {\r\n let sp = new Shape();\r\n sp.ellipse(0, 0, this._radX, this._radY, this._startAngle, this._endAngle, false, this._rotate);\r\n return sp;\r\n }\r\n get IsClose(): boolean\r\n {\r\n return equaln(this.TotalAngle, Math.PI * 2);\r\n }\r\n get Center()\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.setPosition(v);\r\n this.Update();\r\n }\r\n get RadX()\r\n {\r\n return this._radX;\r\n }\r\n set RadX(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._radX = v;\r\n this.Update();\r\n }\r\n get RadY()\r\n {\r\n return this._radY;\r\n }\r\n set RadY(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._radY = v;\r\n this.Update();\r\n }\r\n get Rotation()\r\n {\r\n return this._rotate;\r\n }\r\n set Rotation(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._rotate = v;\r\n this.Update();\r\n }\r\n get StartAngle()\r\n {\r\n return this._startAngle;\r\n }\r\n get EndAngle()\r\n {\r\n return this._startAngle;\r\n }\r\n set StartAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._startAngle = v;\r\n this.Update();\r\n }\r\n set EndAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._endAngle = v;\r\n this.Update();\r\n }\r\n get Length()\r\n {\r\n let a = this._radX;\r\n let b = this._radY;\r\n return Math.PI * Math.abs(3 * (a + b) - Math.sqrt((3 * a + b) * (a + 3 * b))) * this.TotalAngle / Math.PI * 0.5;\r\n }\r\n get Area()\r\n {\r\n let area = Math.PI * this._radX * this._radY;\r\n let an = this._endAngle - this._startAngle;\r\n if (an < 0)\r\n an = Math.PI * 2 + an;\r\n area *= an / Math.PI * 0.5;\r\n let area2 = Math.abs(\r\n getDeterminantFor2V(\r\n AsVector2(this.StartPoint.sub(this.Center)),\r\n AsVector2(this.EndPoint.sub(this.Center)))\r\n ) / 2;\r\n if (an < Math.PI)\r\n area -= area2;\r\n else\r\n area += area2;\r\n return area;\r\n }\r\n get TotalAngle()\r\n {\r\n let totolAngle = this._endAngle - this._startAngle;\r\n if (totolAngle < 0)\r\n totolAngle = Math.PI * 2 + totolAngle;\r\n return totolAngle;\r\n }\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints(this.GetGripPoints());\r\n }\r\n PtInCurve(pt: Vector3)\r\n {\r\n let p = rotatePoint(pt.clone().sub(this.Center), -this.Rotation);\r\n return p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2 < 1;\r\n }\r\n PtOnCurve(pt: Vector3)\r\n {\r\n if (this.PtOnEllipse(pt))\r\n {\r\n let a = this.GetCircleAngleAtPoint(pt);\r\n return a <= this.TotalAngle + 1e-6;\r\n }\r\n return false;\r\n }\r\n PtOnEllipse(pt: Vector3)\r\n {\r\n let p = rotatePoint(pt.clone().applyMatrix4(this.OCSInv), -this.Rotation);\r\n return equaln(p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2, 1, 1e-3);\r\n }\r\n GetPointAtParam(param: number)\r\n {\r\n let an = this.TotalAngle * param + this._startAngle;\r\n\r\n if (an > Math.PI)\r\n an -= 2 * Math.PI;\r\n\r\n let a = this.RadX;\r\n let b = this.RadY;\r\n let pt = new Vector3(a * Math.cos(an), b * Math.sin(an), 0);\r\n\r\n pt.applyMatrix4(new Matrix4().makeRotationZ(this._rotate));\r\n\r\n return pt.applyMatrix4(this.OCS);\r\n }\r\n GetParamAtPoint(pt?: Vector3)\r\n {\r\n if (!this.PtOnEllipse(pt))\r\n {\r\n return NaN;\r\n }\r\n let an = this.GetCircleAngleAtPoint(pt);\r\n let par = an / this.TotalAngle;\r\n\r\n if (this.IsClose || par < 1 + 1e-6)\r\n return par;\r\n else\r\n {\r\n let diffPar = Math.PI * 2 / this.TotalAngle - 1;\r\n if (par - 1 < diffPar / 2)\r\n return par;\r\n else\r\n return par - 1 - diffPar;\r\n }\r\n }\r\n GetPointAtDistance(distance: number)\r\n {\r\n let param = distance / this.Length;\r\n return this.GetPointAtParam(param);\r\n }\r\n GetDistAtParam(param: number)\r\n {\r\n return this.Length * param;\r\n }\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n GetParamAtDist(d: number)\r\n {\r\n return d / this.Length;\r\n }\r\n GetAngleAtParam(par: number)\r\n {\r\n let pt = this.GetPointAtParam(par).applyMatrix4(this.OCSInv).applyMatrix4(new Matrix4().makeRotationZ(-this.Rotation));\r\n return angle(pt) + this._startAngle;\r\n }\r\n GetCircleAngleAtPoint(pt: Vector3)\r\n {\r\n pt = pt.clone().applyMatrix4(this.OCSInv);\r\n let an = angle(pt) - this._rotate;\r\n if (an < 0)\r\n an = Math.PI * 2 - an;\r\n if (an > Math.PI * 2)\r\n an -= Math.PI * 2;\r\n let dist = pt.length();\r\n let k = dist * Math.cos(an) / this._radX;\r\n if (Math.abs(k) > 1)\r\n k = Math.floor(Math.abs(k)) * Math.sign(k);\r\n if (Math.abs(an) <= Math.PI)\r\n an = Math.acos(k);\r\n else\r\n an = Math.PI * 2 - Math.acos(k);\r\n\r\n an -= this._startAngle;\r\n\r\n if (an < 0)\r\n an = Math.PI * 2 + an;\r\n return an;\r\n }\r\n\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n if (typeof pt === \"number\")\r\n pt = this.GetPointAtParam(pt);\r\n else\r\n pt = pt.clone();\r\n\r\n let refPts = this.GetGripPoints();\r\n\r\n let p = pt.clone().applyMatrix4(this.OCSInv).applyMatrix4(new Matrix4().makeRotationZ(-this._rotate));\r\n let vec = new Vector3();\r\n if (equalv3(pt, refPts[0]))\r\n vec.set(0, 1, 0);\r\n else if (equalv3(pt, refPts[1]))\r\n {\r\n vec.set(0, -1, 0);\r\n }\r\n else if (p.y > 0)\r\n {\r\n let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y);\r\n vec.set(-1, -k, 0);\r\n }\r\n else\r\n {\r\n let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y);\r\n vec.set(1, k, 0);\r\n }\r\n vec.applyMatrix4(new Matrix4().makeRotationZ(this._rotate));\r\n\r\n return vec.applyMatrix4(new Matrix4().extractRotation(this.OCS));\r\n }\r\n GetClosestPointTo(p: Vector3, extend: boolean): Vector3\r\n {\r\n //参考:https://wet-robots.ghost.io/simple-method-for-distance-to-ellipse/\r\n let ro = new Matrix4().makeRotationZ(this._rotate);\r\n let roInv = new Matrix4().getInverse(ro);\r\n let pt = p.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(roInv);\r\n let px = pt.x;\r\n let py = pt.y;\r\n let t = angle(pt);\r\n let a = this._radX;\r\n let b = this._radY;\r\n let x: number, y: number;\r\n for (let i = 0; i < 3; i++)\r\n {\r\n x = a * Math.cos(t);\r\n y = b * Math.sin(t);\r\n let ex = (a ** 2 - b ** 2) * Math.cos(t) ** 3 / a;\r\n let ey = (b * b - a * a) * Math.sin(t) ** 3 / b;\r\n let rx = x - ex;\r\n let ry = y - ey;\r\n let qx = px - ex;\r\n let qy = py - ey;\r\n\r\n let r = Math.sqrt(ry ** 2 + rx ** 2);\r\n let q = Math.sqrt(qy ** 2 + qx ** 2);\r\n\r\n let dc = r * Math.asin((rx * qy - ry * qx) / (r * q));\r\n let dt = dc / Math.sqrt(a * a + b * b - x * x - y * y);\r\n\r\n t += dt;\r\n }\r\n let retPt = new Vector3(x, y).applyMatrix4(ro).applyMatrix4(this.OCS);\r\n if (this.IsClose || extend)\r\n {\r\n return retPt;\r\n }\r\n else if (this.PtOnCurve(retPt))\r\n {\r\n return retPt;\r\n }\r\n else\r\n {\r\n let d1 = p.distanceToSquared(this.StartPoint);\r\n let d2 = p.distanceToSquared(this.EndPoint);\r\n return d1 < d2 ? this.StartPoint : this.EndPoint;\r\n }\r\n }\r\n GetOffsetCurves(offsetDist: number)\r\n {\r\n if ((offsetDist + Math.min(this._radX, this._radY)) > 0)\r\n {\r\n let el = this.Clone();\r\n el.RadX = this._radX + offsetDist;\r\n el.RadY = this._radY + offsetDist;\r\n return [el];\r\n }\r\n return [];\r\n }\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params: number[];\r\n if (param instanceof Array)\r\n {\r\n params = param.filter(p => this.ParamOnCurve(p));\r\n params.sort((a1, a2) => a2 - a1);//从大到小\r\n }\r\n else\r\n params = [param];\r\n\r\n //补上最后一个到第一个的弧\r\n if (this.IsClose)\r\n params.unshift(arrayLast(params));\r\n else\r\n {\r\n params.unshift(1);\r\n params.push(0);\r\n }\r\n arrayRemoveDuplicateBySort(params);\r\n\r\n let anglelist = params.map(param => this.TotalAngle * param + this._startAngle);\r\n let elllist: this[] = [];\r\n for (let i = 0; i < anglelist.length - 1; i++)\r\n {\r\n let sa = anglelist[i];\r\n let ea = anglelist[i + 1];\r\n let el = this.Clone();\r\n if (!equaln(sa, ea, 1e-6))\r\n {\r\n el.StartAngle = ea;\r\n el.EndAngle = equaln(sa, 0) ? Math.PI * 2 : sa;\r\n elllist.push(el);\r\n }\r\n }\r\n return elllist;\r\n }\r\n Join(el: Ellipse)\r\n {\r\n if (this.IsClose || el.IsClose || !this.IsCoplaneTo(el) || !equalv3(el.Center, this.Center))\r\n return Status.False;\r\n\r\n let status = Status.False;\r\n\r\n if (equaln(this._endAngle, this._startAngle))\r\n {\r\n this.EndAngle = this._endAngle;\r\n status = Status.True;\r\n }\r\n else if (equaln(this._startAngle, el._endAngle))\r\n {\r\n this.StartAngle = el._startAngle;\r\n status = Status.True;\r\n }\r\n if (status === Status.True && !this.IsClose && equaln(this._startAngle, this._endAngle))\r\n {\r\n this.StartAngle = 0;\r\n this.EndAngle = Math.PI * 2;\r\n }\r\n return status;\r\n }\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n {\r\n let pts = this.GetGripPoints();\r\n return pts;\r\n }\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Nea:\r\n {\r\n return getArcOrCirNearPts(this, pickPoint, viewXform);\r\n }\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n return [this.GetClosestPointTo(lastPoint, false)];\r\n }\r\n case ObjectSnapMode.Tan:\r\n {\r\n //TODO:过某点获取椭圆全部切点\r\n if (lastPoint)\r\n {\r\n return getTanPtsOnEllipse(this, lastPoint);\r\n }\r\n }\r\n default:\r\n return [];\r\n }\r\n }\r\n IntersectWith2(curve: Curve, intType: IntersectOption)\r\n {\r\n //TODO:优化椭圆和椭圆,椭圆和圆相交\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectEllipseAndLine(curve, this, reverseIntersectOption(intType)));\r\n }\r\n else if (curve instanceof Circle || curve instanceof Arc)\r\n {\r\n return IntersectEllipseAndCircleOrArc(this, curve, intType);\r\n }\r\n else if (curve instanceof Polyline)\r\n {\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, intType));\r\n }\r\n else if (curve instanceof Ellipse)\r\n {\r\n return IntersectEllipse(this, curve, intType);\r\n }\r\n else\r\n return [];\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n let line = new TLine(this.UpdateGeometry(), ColorMaterial.GetLineMaterial(this._Color));\r\n this.UpdateDrawObject(renderType, line);\r\n return line;\r\n }\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n let geo = (obj as TLine).geometry as BufferGeometry;\r\n this.UpdateGeometry(geo);\r\n }\r\n //更新Geometry\r\n private UpdateGeometry(geo?: BufferGeometry)\r\n {\r\n if (!geo)\r\n geo = new BufferGeometry();\r\n let curve = this.Shape;\r\n geo.setFromPoints(curve.getPoints(60));\r\n return geo;\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n return this.GetGripPoints();\r\n }\r\n GetGripPoints(): Array\r\n {\r\n let tmpMat4 = new Matrix4().makeRotationZ(this.Rotation);\r\n let pts = [\r\n new Vector3(this._radX, 0),\r\n new Vector3(-this._radX, 0),\r\n new Vector3(0, this._radY),\r\n new Vector3(0, -this._radY)\r\n ].map(p => p.applyMatrix4(tmpMat4).applyMatrix4(this.OCS));\r\n\r\n if (!equaln(0, this._startAngle))\r\n pts.push(this.StartPoint);\r\n if (!equaln(0, this._endAngle))\r\n pts.push(this.EndPoint);\r\n\r\n pts.push(this.Center);\r\n return pts;\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.ApplyMatrix(MoveMatrix(vec));\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n let pts = this.GetStretchPoints();\r\n\r\n if (indexList.length > 0)\r\n {\r\n let p = pts[indexList[0]].clone();\r\n p.add(vec);\r\n\r\n if (indexList[0] <= 1)\r\n this.RadX = p.distanceTo(this.Center);\r\n else if (indexList[0] <= 3)\r\n this.RadY = p.distanceTo(this.Center);\r\n else\r\n {\r\n let p1 = pts[indexList[0]];\r\n //TODO:跟cad不一致待优化\r\n if (equalv3(p1, this.StartPoint))\r\n {\r\n let v1 = p1.clone().sub(this.Center);\r\n let v2 = p.clone().sub(this.Center);\r\n let an = angleTo(v1, v2);\r\n this.StartAngle = this.StartAngle + an;\r\n }\r\n else if (equalv3(p1, this.EndPoint))\r\n {\r\n let v1 = p1.clone().sub(this.Center);\r\n let v2 = p.clone().sub(this.Center);\r\n let an = angleTo(v2, v1);\r\n this.EndAngle = this.EndAngle + an;\r\n }\r\n else\r\n this.Center = p;\r\n }\r\n }\r\n }\r\n Convert2Polyline(count = 0)\r\n {\r\n const MIN_LEN = 80;\r\n const par = this.TotalAngle / Math.PI * 0.5;\r\n if (!count)\r\n {\r\n count = Math.floor(this.Length / par / MIN_LEN);\r\n count = MathUtils.clamp(count, 15, 80);\r\n }\r\n\r\n count = Math.floor(count * par);\r\n\r\n if ((count & 1) === 0)\r\n count++;\r\n\r\n let pts = this.Shape.getPoints(count);\r\n if (this.IsClose)\r\n pts.pop();\r\n\r\n let pl = Pts2Polyline(pts, this.IsClose);\r\n pl.ApplyMatrix(this.OCS);\r\n if (this.IsClose)\r\n pl.CloseMark = true;\r\n return pl;\r\n }\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._radX = file.Read();\r\n this._radY = file.Read();\r\n this._rotate = file.Read();\r\n this._startAngle = file.Read();\r\n this._endAngle = file.Read();\r\n this.Update();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);\r\n file.Write(this.RadX);\r\n file.Write(this.RadY);\r\n file.Write(this.Rotation);\r\n file.Write(this._startAngle);\r\n file.Write(this._endAngle);\r\n }\r\n\r\n}\r\n","import { Box3, BufferGeometry, EllipseCurve, Line as TLine, Material, Matrix3, Matrix4, Object3D, Vector3 } from 'three';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { arrayLast, arrayRemoveDuplicateBySort } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getArcOrCirNearPts, GetTanPtsOnArcOrCircle } from '../../Common/CurveUtils';\r\nimport { reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { clamp } from '../../Common/Utils';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { angle, AsVector3, equaln, MoveMatrix, polar } from '../../Geometry/GeUtils';\r\nimport { IntersectCircleAndArc, IntersectCircleAndCircle, IntersectEllipseAndCircleOrArc, IntersectLineAndCircle, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Shape2 } from '../Shape2';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { Arc } from './Arc';\r\nimport { Curve } from './Curve';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Ellipse } from './Ellipse';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\n\r\nlet circleGeometry: BufferGeometry;\r\nfunction GetCircleGeometry()\r\n{\r\n if (!circleGeometry)\r\n circleGeometry = BufferGeometryUtils.CreateFromPts(\r\n new EllipseCurve(0, 0, 1, 1, 0, 2 * Math.PI, false, 0).getPoints(360).map(AsVector3)\r\n );\r\n return circleGeometry;\r\n}\r\n\r\n@Factory\r\nexport class Circle extends Curve\r\n{\r\n constructor(center?: Vector3, radius: number = 1e-6)\r\n {\r\n super();\r\n center && this._Matrix.setPosition(center);\r\n this._Radius = radius;\r\n }\r\n private _Radius: number;\r\n\r\n get Shape()\r\n {\r\n let sp = new Shape2();\r\n sp.ellipse(0, 0, this._Radius, this._Radius, 0, 2 * Math.PI, false, 0);\r\n return sp;\r\n }\r\n\r\n get Center()\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.setPosition(v);\r\n this.Update();\r\n }\r\n get Radius()\r\n {\r\n return this._Radius;\r\n }\r\n set Radius(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Radius = clamp(v, 1e-9, 1e19);\r\n this.Update();\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.Center = this.Center.applyMatrix4(m);\r\n this.Radius = this.Radius * m.getMaxScaleOnAxis();\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n return this;\r\n }\r\n\r\n //******************** Curve function start*****************//\r\n\r\n get StartPoint(): Vector3\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get StartParam(): number\r\n {\r\n return 0;\r\n }\r\n get EndPoint(): Vector3\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get EndParam(): number\r\n {\r\n return 1;\r\n }\r\n PtInCurve(pt: Vector3)\r\n {\r\n return pt.distanceToSquared(this.Center) < Math.pow(this.Radius, 2);\r\n }\r\n get Area()\r\n {\r\n return Math.PI * this._Radius ** 2;\r\n }\r\n get Area2()\r\n {\r\n return Math.PI * this._Radius ** 2;\r\n }\r\n get Length()\r\n {\r\n return Math.PI * 2 * this._Radius;\r\n }\r\n\r\n get IsClose(): boolean\r\n {\r\n return true;\r\n }\r\n\r\n //曲线为顺时针\r\n get IsClockWise(): boolean { return false; }\r\n\r\n GetPointAtParam(param: number)\r\n {\r\n return (polar(new Vector3(), param * 2 * Math.PI, this._Radius) as Vector3).applyMatrix4(this._Matrix);\r\n }\r\n\r\n GetPointAtDistance(distance: number)\r\n {\r\n let param = distance / (Math.PI * 2 * this._Radius);\r\n return this.GetPointAtParam(param);\r\n }\r\n\r\n GetDistAtParam(param: number)\r\n {\r\n return Math.PI * 2 * this._Radius * param;\r\n }\r\n\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n GetParamAtDist(d: number)\r\n {\r\n return d / (Math.PI * 2 * this._Radius);\r\n }\r\n\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params: number[];\r\n if (param instanceof Array)\r\n {\r\n params = param.filter(p => this.ParamOnCurve(p));\r\n params.sort((a1, a2) => a2 - a1);//从大到小\r\n arrayRemoveDuplicateBySort(params);\r\n if (params.length < 2) return [];\r\n }\r\n else //圆不能被单个参数切割\r\n return [];\r\n\r\n //补上最后一个到第一个的弧\r\n params.unshift(arrayLast(params));\r\n\r\n let anglelist = params.map(param => Math.PI * 2 * param);\r\n\r\n let curvelist = new Array();\r\n for (let i = 0; i < anglelist.length - 1; i++)\r\n {\r\n let sa = anglelist[i];\r\n let ea = anglelist[i + 1];\r\n if (!equaln(sa, ea, 1e-6))\r\n {\r\n let arc = new Arc(new Vector3(), this._Radius, ea, sa, false);\r\n arc.ApplyMatrix(this.OCS);\r\n curvelist.push(arc);\r\n }\r\n }\r\n return curvelist;\r\n }\r\n\r\n GetParamAtPoint(pt?: Vector3)\r\n {\r\n if (!this.PtOnCurve(pt))\r\n return NaN;\r\n return angle(pt.clone().applyMatrix4(this.OCSInv)) / (Math.PI * 2);\r\n }\r\n\r\n PtOnCurve(pt: Vector3)\r\n {\r\n return equaln(pt.distanceToSquared(this.Center), this._Radius * this._Radius, 1e-5);\r\n }\r\n GetOffsetCurves(offsetDist: number): Curve[]\r\n {\r\n if ((offsetDist + this._Radius) > 0)\r\n {\r\n let circle = this.Clone();\r\n circle.Radius = this._Radius + offsetDist;\r\n return [circle];\r\n }\r\n return [];\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption)\r\n {\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectCircleAndArc(this, curve, intType);\r\n }\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectLineAndCircle(curve, this, reverseIntersectOption(intType)));\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return IntersectCircleAndCircle(this, curve);\r\n }\r\n if (curve instanceof Ellipse)\r\n {\r\n return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType));\r\n }\r\n if (curve instanceof Polyline)\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType)));\r\n return [];\r\n }\r\n //******************** Curve function end*****************//\r\n\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints(this.GetGripPoints());\r\n }\r\n\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let cirGeo = GetCircleGeometry();\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry().setPositions(cirGeo.attributes.position.array as number[]);\r\n geometry.scale(this._Radius, this._Radius, this._Radius);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n let line = new TLine(cirGeo, ColorMaterial.GetLineMaterial(this._Color));\r\n let obj = new Object3D().add(line);\r\n this.UpdateDrawObject(renderType, obj);\r\n return obj;\r\n }\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n obj.children[0].scale.set(this._Radius, this._Radius, this._Radius);\r\n obj.children[0].updateMatrix();\r\n }\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material: Material)\r\n {\r\n let m = obj.children[0] as TLine;\r\n m.material = material ? material : ColorMaterial.GetLineMaterial(this._Color);\r\n }\r\n\r\n GetDragPointCount(drag: DragPointType): number\r\n {\r\n if (drag === DragPointType.Grip)\r\n return 5;\r\n else\r\n return 1;\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n let pts = [\r\n new Vector3(),\r\n new Vector3(0, this._Radius),\r\n new Vector3(0, -this._Radius),\r\n new Vector3(-this._Radius, 0),\r\n new Vector3(this._Radius, 0),\r\n ];\r\n\r\n let ocs = this.OCS;\r\n pts.forEach(p => p.applyMatrix4(ocs));\r\n return pts;\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.Nea:\r\n {\r\n return getArcOrCirNearPts(this, pickPoint, viewXform);\r\n }\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n let l = new Line(this.Center, lastPoint);\r\n return l.IntersectWith(this, IntersectOption.ExtendBoth);\r\n }\r\n case ObjectSnapMode.Tan:\r\n let pts = GetTanPtsOnArcOrCircle(this, lastPoint);\r\n if (pts)\r\n return pts;\r\n case ObjectSnapMode.End:\r\n {\r\n let pts = this.GetGripPoints();\r\n pts.shift();\r\n return pts;\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n\r\n let pts = this.GetGripPoints();\r\n if (indexList.length > 0)\r\n {\r\n let index = indexList[0];\r\n let p = pts[index];\r\n if (p)\r\n {\r\n if (index > 0)\r\n {\r\n p.add(vec);\r\n this.Radius = p.distanceTo(this.Center);\r\n }\r\n else\r\n {\r\n this.Center = this.Center.add(vec);\r\n }\r\n }\r\n }\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n let pts = [new Vector3()];\r\n let ocs = this.OCS;\r\n pts.forEach(p => p.applyMatrix4(ocs));\r\n return pts;\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length > 0)\r\n {\r\n let mat = MoveMatrix(vec);\r\n this.ApplyMatrix(mat);\r\n }\r\n }\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n if (typeof pt === \"number\")\r\n pt = this.GetPointAtParam(pt);\r\n else\r\n pt = pt.clone();\r\n\r\n pt.applyMatrix4(this.OCSInv);\r\n\r\n let an = angle(pt) + Math.PI * 0.5;\r\n\r\n return polar(new Vector3(), an, 1).applyMatrix4(new Matrix4().extractRotation(this.OCS));\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n pt = pt.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(this.OCS);\r\n if (equaln(pt.distanceToSquared(this.Center), 0, 1e-10))\r\n return this.GetPointAtParam(0);\r\n let l = new Line(this.Center, pt);\r\n let pts = l.IntersectWith(this, IntersectOption.ExtendBoth);\r\n pts.sort((p1, p2) =>\r\n {\r\n return p1.distanceToSquared(pt) - p2.distanceToSquared(pt);\r\n });\r\n return pts[0];\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._Radius = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);\r\n file.Write(this._Radius);\r\n }\r\n //#endregion\r\n}\r\n","import { Box3, BufferGeometry, Matrix4, Object3D, Shape, Vector2, Vector3, Matrix3, Line as TLine } from 'three';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getCircleCenter, GetTanPtsOnArcOrCircle, getArcOrCirNearPts } from '../../Common/CurveUtils';\r\nimport { matrixSetVector, reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { angle, clampRad, equaln, equalv3, midPoint, MoveMatrix, polar, AsVector3 } from '../../Geometry/GeUtils';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { IntersectArcAndArc, IntersectCircleAndArc, IntersectLineAndArc, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption, IntersectEllipseAndCircleOrArc } from '../../GraphicsSystem/IntersectWith';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\nimport { Ellipse } from './Ellipse';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\n\r\n/**\r\n * 圆弧实体类\r\n * 与ACAD不同,这个类加入了时针变量,并且默认构造的圆弧为顺时针圆弧.\r\n *\r\n * 关于时针圆弧:\r\n * 起始圆弧到终止圆弧总是在0-2PI之间.(一个完整的圆).\r\n * 圆弧的绘制从起始圆弧绘制到终止圆弧. 按照时针绘制.\r\n * 参考计算圆弧的完整角度方法查看该计算方式.\r\n */\r\n@Factory\r\nexport class Arc extends Curve\r\n{\r\n constructor(center: Vector3 = new Vector3(), radius: number = 0.1, startAngle: number = 0.1, endAngle: number = 0, clockwise = true)\r\n {\r\n super();\r\n this._Matrix.setPosition(center);\r\n this.m_Radius = radius;\r\n this.m_StartAngle = clampRad(startAngle);\r\n this.m_EndAngle = clampRad(endAngle);\r\n this.m_Clockwise = clockwise;\r\n }\r\n private m_Radius: number;\r\n private m_StartAngle: number;\r\n private m_EndAngle: number;\r\n /**\r\n * 曲线为顺时针\r\n */\r\n private m_Clockwise = true;\r\n\r\n get Shape()\r\n {\r\n let sp = new Shape();\r\n sp.absarc(0, 0, this.m_Radius, this.m_StartAngle, this.m_EndAngle, this.m_Clockwise);\r\n return sp;\r\n }\r\n\r\n get Center()\r\n {\r\n return this.Position;\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.Position = v;\r\n }\r\n\r\n get Normal()\r\n {\r\n return new Vector3().setFromMatrixColumn(this._Matrix, 2);\r\n }\r\n set Normal(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n matrixSetVector(this._Matrix, 2, v);\r\n this.Update();\r\n }\r\n\r\n get Area(): number\r\n {\r\n return 0.5 * this.AllAngle * this.Radius * this.Radius;\r\n }\r\n //获得曲线的面积,逆时针为正,顺时针为负.\r\n get Area2(): number\r\n {\r\n let clockwise = this.m_Clockwise ? -1 : 1;\r\n return 0.5 * this.AllAngle * this.Radius * this.Radius * clockwise;\r\n }\r\n get IsClose(): boolean\r\n {\r\n return false;\r\n }\r\n\r\n get BoundingBox(): Box3\r\n {\r\n let pts = [this.StartPoint, this.EndPoint];\r\n\r\n //TODO:考虑三维圆弧.\r\n let addPts = [\r\n this.Center.add(new Vector3(this.m_Radius, 0)),\r\n this.Center.add(new Vector3(0, this.m_Radius)),\r\n this.Center.add(new Vector3(-this.m_Radius, 0)),\r\n this.Center.add(new Vector3(0, -this.m_Radius)),\r\n ];\r\n addPts.forEach(p =>\r\n {\r\n if (this.PtOnCurve(p))\r\n pts.push(p);\r\n });\r\n return new Box3().setFromPoints(pts);\r\n }\r\n\r\n get Radius()\r\n {\r\n return this.m_Radius;\r\n }\r\n set Radius(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Radius = v <= 0 ? 1e-19 : v;\r\n this.Update();\r\n }\r\n\r\n get IsClockWise()\r\n {\r\n return this.m_Clockwise;\r\n }\r\n set IsClockWise(v: boolean)\r\n {\r\n if (v !== this.m_Clockwise)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Clockwise = v;\r\n this.Update();\r\n }\r\n }\r\n\r\n get StartAngle()\r\n {\r\n return this.m_StartAngle;\r\n }\r\n set StartAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_StartAngle = v;\r\n this.Update();\r\n }\r\n\r\n get EndAngle()\r\n {\r\n return this.m_EndAngle;\r\n }\r\n set EndAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_EndAngle = v;\r\n this.Update();\r\n }\r\n\r\n //******************** Curve function start*****************//\r\n get StartPoint()\r\n {\r\n return polar(new Vector3(), this.m_StartAngle, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n set StartPoint(v: Vector3)\r\n {\r\n let vTemp = v.clone().applyMatrix4(this.OCSInv);\r\n this.StartAngle = angle(vTemp);\r\n }\r\n get EndPoint()\r\n {\r\n return polar(new Vector3(), this.m_EndAngle, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n set EndPoint(v: Vector3)\r\n {\r\n let vTemp = v.clone().applyMatrix4(this.OCSInv);\r\n this.EndAngle = angle(vTemp);\r\n }\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n get EndParam()\r\n {\r\n return 1;\r\n }\r\n get Length()\r\n {\r\n return this.AllAngle * this.m_Radius;\r\n }\r\n\r\n GetParamAtPoint2(pt: Vector3): number\r\n {\r\n return this.GetParamAtAngle(this.GetAngleAtPoint(pt));\r\n }\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n let param = this.GetParamAtPoint2(p);\r\n return this.ParamOnCurve(param, fuzz);\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.Center = this.Center.applyMatrix4(m);\r\n this.Radius = this.Radius * m.getMaxScaleOnAxis();\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n this.m_Clockwise = !this.m_Clockwise;\r\n this.StartPoint = sp;\r\n this.EndPoint = ep;\r\n return this;\r\n }\r\n GetPointAtParam(param: number)\r\n {\r\n let an = this.GetAngleAtParam(param);\r\n return polar(new Vector3(), an, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n GetPointAtDistance(distance: number)\r\n {\r\n let len = this.Length;\r\n if (len == 0) return;\r\n return this.GetPointAtParam(distance / len);\r\n }\r\n\r\n GetDistAtParam(param: number)\r\n {\r\n return Math.abs(param * this.Length);\r\n }\r\n\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n GetParamAtPoint(pt: Vector3)\r\n {\r\n if (this.m_Radius == 0 ||\r\n this.AllAngle == 0 ||\r\n !equaln(pt.distanceTo(this.Center), this.m_Radius, 1e-6))\r\n return NaN;\r\n\r\n return this.GetParamAtAngle(this.GetAngleAtPoint(pt));\r\n }\r\n\r\n /**\r\n * 利用角度计算该角度在圆弧中代表的参数.\r\n * 如果角度在圆弧内,那么返回0-1\r\n * 如果角度不在圆弧内,那么尝试返回离圆弧起始或者结束的较近的参数\r\n *\r\n * @param {number} an\r\n * @returns\r\n * @memberof Arc\r\n */\r\n GetParamAtAngle(an: number)\r\n {\r\n //如果以pt为终点,那么所有的角度为\r\n let ptAllAn = this.ComputeAnlge(an);\r\n let allAn = this.AllAngle;\r\n\r\n //减去圆弧角度,剩余角度的一半\r\n let surplusAngleHalf = Math.PI - allAn / 2;\r\n\r\n if (ptAllAn > allAn + surplusAngleHalf)//返回负数\r\n {\r\n return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn;\r\n }\r\n else//返回正数\r\n return ptAllAn / allAn;\r\n }\r\n\r\n /**\r\n * Gets param at angle2\r\n * @param an\r\n * @param [isStart] true:返回负数,false 返回正数\r\n * @returns\r\n */\r\n GetParamAtAngle2(an: number, isStart = true)\r\n {\r\n //如果以pt为终点,那么所有的角度为\r\n let ptAllAn = this.ComputeAnlge(an);\r\n let allAn = this.AllAngle;\r\n\r\n //减去圆弧角度,剩余角度的一半\r\n let surplusAngleHalf = Math.PI - allAn / 2;\r\n\r\n if (isStart)//返回负数\r\n {\r\n return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn;\r\n }\r\n else//返回正数\r\n return ptAllAn / allAn;\r\n }\r\n\r\n GetAngleAtPoint(pt: Vector3)\r\n {\r\n let ptTmp = pt.clone().applyMatrix4(this.OCSInv);\r\n return angle(ptTmp);\r\n }\r\n\r\n GetAngleAtParam(param: number)\r\n {\r\n return clampRad(this.m_StartAngle + param * this.AllAngle * (this.m_Clockwise ? -1 : 1));\r\n }\r\n\r\n GetSplitCurves(param: number[] | number): Arc[]\r\n {\r\n let params = this.SplitParamSort(param);\r\n //角度列表\r\n let ans = params.map(p => this.GetAngleAtParam(p));\r\n //返回圆弧表\r\n let arcs: Arc[] = [];\r\n for (let i = 0; i < ans.length - 1; i++)\r\n {\r\n let arc = this.Clone() as Arc;\r\n arc.StartAngle = ans[i];\r\n arc.EndAngle = ans[i + 1];\r\n arcs.push(arc);\r\n }\r\n return arcs;\r\n }\r\n GetOffsetCurves(offsetDist: number)\r\n {\r\n if (this.m_Clockwise) offsetDist *= -1;\r\n if ((offsetDist + this.m_Radius) > 0)\r\n {\r\n let arc = this.Clone() as Arc;\r\n arc.Radius = offsetDist + this.m_Radius;\r\n return [arc];\r\n }\r\n return [];\r\n }\r\n Extend(newParam: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (newParam < 0)\r\n {\r\n this.m_StartAngle = this.GetAngleAtParam(newParam);\r\n }\r\n else if (newParam > 1)\r\n {\r\n this.m_EndAngle = this.GetAngleAtParam(newParam);\r\n }\r\n this.Update();\r\n }\r\n\r\n Join(cu: Curve): Status\r\n {\r\n if (cu instanceof Arc)\r\n {\r\n if (equalv3(cu.Center, this.Center) && equaln(cu.m_Radius, this.m_Radius))\r\n {\r\n this.WriteAllObjectRecord();\r\n let [sa, ea] = [cu.StartAngle, cu.EndAngle];\r\n if (cu.m_Clockwise != this.m_Clockwise)\r\n [sa, ea] = [ea, sa];\r\n\r\n let allAn = this.AllAngle;\r\n let saAllan = this.ComputeAnlge(sa);\r\n let eaAllan = this.ComputeAnlge(ea);\r\n\r\n if (equaln(sa, this.m_StartAngle)) //this起点对起点\r\n {\r\n if (eaAllan > allAn)\r\n this.EndAngle = ea;\r\n\r\n return Status.True;\r\n }\r\n else if (equaln(sa, this.m_EndAngle))//this终点对起点\r\n {\r\n if (eaAllan < allAn || equaln(ea, this.m_StartAngle))\r\n return Status.ConverToCircle;\r\n else\r\n this.EndAngle = ea;\r\n\r\n return Status.True;\r\n }\r\n else if (equaln(ea, this.StartAngle))//this起点对终点\r\n {\r\n if (saAllan < allAn)\r\n return Status.ConverToCircle;\r\n else\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n else if (equaln(ea, this.m_EndAngle))//this终点对终点\r\n {\r\n if (saAllan > allAn)\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n else if (this.ParamOnCurve(this.GetParamAtAngle(sa)))\r\n {\r\n if (eaAllan < saAllan)\r\n return Status.ConverToCircle;\r\n else if (eaAllan > allAn)\r\n this.EndAngle = ea;\r\n return Status.True;\r\n }\r\n else if (this.ParamOnCurve(this.GetParamAtAngle(ea)))\r\n {\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n\r\n //使用按负方向去计算它的参数\r\n let saParam: number;\r\n if (saAllan > allAn)\r\n saParam = (saAllan - Math.PI * 2) / allAn;\r\n else\r\n saParam = saAllan / allAn;\r\n\r\n let eaParam: number;\r\n if (eaAllan > saAllan && saAllan > allAn)\r\n eaParam = (eaAllan - Math.PI * 2) / allAn;\r\n else\r\n eaParam = eaAllan / allAn;\r\n\r\n let pMin = Math.max(0, saParam);\r\n let pMax = Math.min(1, eaParam);\r\n\r\n if (pMin <= pMax + 1e-5)\r\n {\r\n if (saParam < 0)\r\n this.StartAngle = sa;\r\n if (eaParam > 1)\r\n this.EndAngle = ea;\r\n return Status.True;\r\n }\r\n }\r\n }\r\n return Status.False;\r\n }\r\n\r\n Reverse(): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Clockwise = !this.m_Clockwise;\r\n [this.m_StartAngle, this.m_EndAngle] = [this.m_EndAngle, this.m_StartAngle];\r\n return this;\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-4)\r\n {\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectArcAndArc(this, curve, intType);\r\n }\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectLineAndArc(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return SwapParam(IntersectCircleAndArc(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n if (curve instanceof Polyline)\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance));\r\n\r\n if (curve instanceof Ellipse)\r\n return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType));\r\n return [];\r\n }\r\n\r\n /**\r\n * 计算出圆弧所包含的角度\r\n *\r\n * @readonly\r\n * @type {number}\r\n * @memberof Arc\r\n */\r\n get AllAngle(): number\r\n {\r\n return this.ComputeAnlge(this.m_EndAngle);\r\n }\r\n\r\n get Bul(): number\r\n {\r\n if (equaln(this.AllAngle, Math.PI * 2))\r\n return 1;\r\n return Math.tan(this.AllAngle * 0.25) * (this.IsClockWise ? -1 : 1);\r\n }\r\n\r\n /**\r\n * 计算所包含的角度\r\n *\r\n * @private\r\n * @param {number} endAngle 结束的角度\r\n * @returns\r\n * @memberof Arc\r\n */\r\n ComputeAnlge(endAngle: number)\r\n {\r\n //顺时针\r\n if (this.m_Clockwise)\r\n {\r\n if (this.m_StartAngle > endAngle)\r\n return this.StartAngle - endAngle;\r\n else //越过0点绘制圆弧\r\n return (Math.PI * 2) - (endAngle - this.m_StartAngle);\r\n }\r\n else\r\n {\r\n if (endAngle > this.m_StartAngle)\r\n return endAngle - this.m_StartAngle;\r\n else\r\n return (Math.PI * 2) - (this.m_StartAngle - endAngle);\r\n }\r\n }\r\n\r\n /**\r\n * 解析两点和凸度所构成的圆弧\r\n *\r\n * @param {Vector2} p1\r\n * @param {Vector2} p2\r\n * @param {number} bul 凸度,在cad中,凸度为 <(四分之一圆心角)的正切值>\r\n */\r\n ParseFromBul(p1: Vector3 | Vector2, p2: Vector3 | Vector2, bul: number): Arc\r\n {\r\n if (p1 instanceof Vector2)\r\n p1 = AsVector3(p1);\r\n if (p2 instanceof Vector2)\r\n p2 = AsVector3(p2);\r\n\r\n let ocsInv = this.OCSInv;\r\n p1 = p1.clone().applyMatrix4(ocsInv);\r\n p2 = p2.clone().applyMatrix4(ocsInv);\r\n\r\n //弦向量\r\n let chordV = p2.clone().sub(p1);\r\n //弦角度\r\n let chordAn = angle(chordV);\r\n //弦长度/2\r\n let chordLengthHalf = chordV.length() / 2;\r\n\r\n let allAngle = Math.atan(bul) * 4;\r\n let HalfAngle = allAngle * 0.5;\r\n //半径\r\n this.m_Radius = chordLengthHalf / Math.sin(HalfAngle);\r\n\r\n //指向圆心的角度\r\n let toCenterAn = chordAn + Math.PI * 0.5;//弦角度转90\r\n\r\n //圆心\r\n let center = midPoint(p1, p2);\r\n polar(center, toCenterAn, this.m_Radius - (bul * chordLengthHalf));\r\n this.Center = center.clone().applyMatrix4(this.OCS);\r\n\r\n this.m_Radius = Math.abs(this.m_Radius);\r\n\r\n this.m_StartAngle = angle(p1.clone().sub(center));\r\n this.m_EndAngle = angle(p2.clone().sub(center));\r\n\r\n this.m_Clockwise = bul < 0;\r\n\r\n return this;\r\n }\r\n FromThreePoint(pt1: Vector3, pt2: Vector3, pt3: Vector3)\r\n {\r\n if (!(pt1 && pt2 && pt3))\r\n return;\r\n\r\n let ocsInv = this.OCSInv;\r\n pt1 = pt1.clone().applyMatrix4(ocsInv);\r\n pt2 = pt2.clone().applyMatrix4(ocsInv);\r\n pt3 = pt3.clone().applyMatrix4(ocsInv);\r\n\r\n let center = getCircleCenter(pt1, pt2, pt3);\r\n this.Center = center.clone().applyMatrix4(this.OCS);\r\n //用圆心和其中一个点求距离得到半径:\r\n this.m_Radius = center.distanceTo(pt1);\r\n //起始角度 端点角度\r\n this.m_StartAngle = angle(pt1.clone().sub(center));\r\n this.m_EndAngle = angle(pt3.clone().sub(center));\r\n //求出向量p1->p2,p1->p3\r\n let p1 = pt2.clone().sub(pt1);\r\n let p2 = pt3.clone().sub(pt1);\r\n\r\n this.m_Clockwise = p1.cross(p2).z < 0;\r\n return this;\r\n }\r\n\r\n /**\r\n * 重载: 初始化绘制实体.\r\n *\r\n * @param {RenderType} [renderType=RenderType.Wireframe]\r\n */\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let geo = BufferGeometryUtils.CreateFromPts(this.Shape.getPoints(60).map(AsVector3));\r\n\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry();\r\n geometry.setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n\r\n return new TLine(geo, ColorMaterial.GetLineMaterial(this._Color));\r\n }\r\n\r\n //更新Geometry\r\n private UpdateGeometry(geo: BufferGeometry)\r\n {\r\n let pts = this.Shape.getPoints(60).map(AsVector3);\r\n BufferGeometryUtils.UpdatePts(geo, pts);\r\n }\r\n\r\n /**\r\n * 重载:更新绘制的实体\r\n *\r\n * @param {RenderType} type\r\n * @param {Object3D} obj\r\n * @memberof Arc\r\n */\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n let geo = obj[\"geometry\"] as BufferGeometry;\r\n this.UpdateGeometry(geo);\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return [this.StartPoint, this.EndPoint];\r\n case ObjectSnapMode.Mid:\r\n return [this.GetPointAtParam(0.5)];\r\n case ObjectSnapMode.Nea:\r\n return getArcOrCirNearPts(this, pickPoint, viewXform)\r\n .filter(p => this.PtOnCurve(p));\r\n case ObjectSnapMode.Ext:\r\n return [this.GetClosestPointTo(pickPoint, true)];\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n let l = new Line(this.Center, lastPoint);\r\n return l.IntersectWith(this, IntersectOption.ExtendBoth).filter(p => this.PtOnCurve(p));\r\n }\r\n case ObjectSnapMode.Tan:\r\n let pts = GetTanPtsOnArcOrCircle(this, lastPoint);\r\n if (pts)\r\n return pts.filter(p => this.PtOnCurve(p));\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [\r\n this.StartPoint,\r\n this.GetPointAtParam(0.5),\r\n this.EndPoint,\r\n this.Center.clone(),\r\n ];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length > 0)\r\n {\r\n this.WriteAllObjectRecord();\r\n let ptsArr = this.GetGripPoints();\r\n let index = indexList[0];\r\n let p = ptsArr[index];\r\n if (p)\r\n {\r\n p.add(vec);\r\n if (index > 2)\r\n this.Center = this.Center.add(vec);\r\n else\r\n this.FromThreePoint(ptsArr[0], ptsArr[1], ptsArr[2]);\r\n this.Update();\r\n }\r\n }\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n return [this.StartPoint, this.EndPoint];\r\n }\r\n\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length === 0)\r\n return;\r\n\r\n this.WriteAllObjectRecord();\r\n\r\n if (indexList.length === 2)\r\n this.ApplyMatrix(MoveMatrix(vec));\r\n else\r\n for (let index of indexList)\r\n {\r\n let pts = [this.StartPoint, this.EndPoint];\r\n let [sp, ep] = pts;\r\n\r\n let oldChordLengthHalf = sp.distanceTo(ep) * 0.5;\r\n\r\n let arcHeight = oldChordLengthHalf * this.Bul;\r\n\r\n pts[index].add(vec);\r\n\r\n let newChordLengthHalf = sp.distanceTo(ep) * 0.5;\r\n\r\n let newBul = arcHeight / newChordLengthHalf;\r\n\r\n //根据凸度构造新的弧\r\n this.ParseFromBul(sp, ep, newBul);\r\n this.Update();\r\n }\r\n }\r\n\r\n GetParamAtDist(d: number)\r\n {\r\n return d / this.Length;\r\n }\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n let an: number;\r\n if (typeof pt === \"number\")\r\n an = this.GetAngleAtParam(pt);\r\n else\r\n an = angle(pt.clone().applyMatrix4(this.OCSInv));\r\n\r\n an += Math.PI * 0.5 * (this.m_Clockwise ? -1 : 1);\r\n\r\n let ocs = new Matrix4().extractRotation(this.OCS);\r\n return polar(new Vector3(), an, this.m_Radius).applyMatrix4(ocs);\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n let l = new Line(this.Center, pt);\r\n let inPts: Vector3[] = this.IntersectWith(l, extend ? IntersectOption.ExtendBoth : IntersectOption.ExtendArg);\r\n if (inPts.length < 2)\r\n inPts.push(this.StartPoint, this.EndPoint);\r\n return inPts.reduce((p1, p2) => p1.distanceToSquared(pt) < p2.distanceToSquared(pt) ? p1 : p2);\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n if (ver === 1)\r\n {\r\n this.Center = new Vector3().fromArray(file.Read());\r\n this.Normal = new Vector3().fromArray(file.Read());\r\n }\r\n this.m_Radius = file.Read();\r\n this.m_StartAngle = file.Read();\r\n this.m_EndAngle = file.Read();\r\n this.m_Clockwise = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(2);\r\n file.Write(this.m_Radius);\r\n file.Write(this.m_StartAngle);\r\n file.Write(this.m_EndAngle);\r\n file.Write(this.m_Clockwise);\r\n }\r\n //#endregion\r\n}\r\n","import { Vector2, Vector3 } from 'three';\r\nimport { angle, equaln, equalv3 } from '../Geometry/GeUtils';\r\nimport { IntersectOption } from '../GraphicsSystem/IntersectWith';\r\nimport { Arc } from './Entity/Arc';\r\nimport { Line } from './Entity/Line';\r\nimport { Polyline } from './Entity/Polyline';\r\n\r\n/**\r\n * 点在扇形内部,提供一个简单实现的版本.\r\n * 优化版本请参照:http://www.cnblogs.com/miloyip/archive/2013/04/19/3029852.html\r\n * \r\n * @param arc 二维圆弧\r\n * @param pt \r\n * @returns 点在扇形内部.\r\n */\r\nfunction IsPointInCircularSector(arc: Arc, pt: Vector3): boolean\r\n{\r\n let center = arc.Center;\r\n let disSq = center.distanceTo(pt);\r\n if (disSq > arc.Radius * arc.Radius) return false;\r\n let an = angle(pt.clone().sub(center));\r\n let param = arc.GetParamAtAngle(an);\r\n return arc.ParamOnCurve(param);\r\n}\r\n\r\n/**\r\n * 点在弓型内部\r\n * \r\n * @param arc 二维圆弧\r\n * @param pt 点\r\n * @param isInChrodIsTrue 当点在弦上也认为在弓形内部\r\n * @returns 点在内部\r\n */\r\nexport function IsPointInBowArc(arc: Arc, pt: Vector3, isInChrodIsTrue = false): boolean\r\n{\r\n let pv = pt.clone().sub(arc.StartPoint);\r\n let av = arc.EndPoint.sub(arc.StartPoint);\r\n\r\n pv.cross(av);\r\n\r\n //未优化的代码\r\n // if (pv.z > 0 && arc.IsClockWise)\r\n // return false;\r\n // else if (pv.z < 0 && !arc.IsClockWise)\r\n // return false;\r\n // else\r\n // return arc.Center.distanceToSquared(pt) < arc.Radius * arc.Radius;\r\n\r\n //简化的代码\r\n if ((pv.z > 0) !== arc.IsClockWise || (isInChrodIsTrue && equaln(pv.z, 0)))\r\n {\r\n return arc.Center.distanceToSquared(pt) < arc.Radius * arc.Radius;\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * 判断点在多段线内外\r\n * @param pl 多段线\r\n * @param pt 点\r\n * @returns 点在多段线内部\r\n */\r\nexport function IsPointInPolyLine(pl: Polyline, pt: Vector3): boolean\r\n{\r\n let crossings = 0;\r\n\r\n let insLine = new Line(pt, pt.clone().add(new Vector3(0, 10, 0)));\r\n\r\n for (let i = 0; i < pl.EndParam; i++)\r\n {\r\n if (equaln(pl.GetBuilgeAt(i), 0, 5e-6))//直线\r\n {\r\n let sp = pl.GetPointAtParam(i);\r\n let ep = pl.GetPointAtParam(i + 1);\r\n //点位于线上面\r\n if (pt.y > Math.max(sp.y, ep.y))\r\n continue;\r\n //线垂直Y轴\r\n let derX = ep.x - sp.x;\r\n if (equaln(derX, 0, 5e-6))\r\n continue;\r\n\r\n //起点\r\n if (equaln(sp.x, pt.x, 5e-6))\r\n {\r\n if (sp.y > pt.y && derX < 0) crossings++;\r\n continue;\r\n }\r\n //终点\r\n if (equaln(ep.x, pt.x, 5e-6))\r\n {\r\n if (ep.y > pt.y && derX > 0) crossings++;\r\n continue;\r\n }\r\n\r\n //快速求交,只验证有没有交点\r\n let [x1, x2] = sp.x > ep.x ? [ep.x, sp.x] : [sp.x, ep.x];\r\n if (pt.x > x1 && pt.x < x2)\r\n {\r\n let derY = ep.y - sp.y;\r\n let k = derY / derX;\r\n\r\n if ((pt.x - sp.x) * k + sp.y > pt.y)\r\n crossings++;\r\n }\r\n }\r\n else //圆弧\r\n {\r\n let arc = pl.GetCurveAtIndex(i) as Arc;\r\n let sp = arc.StartPoint;\r\n let ep = arc.EndPoint;\r\n\r\n //如果相切\r\n if (equaln(Math.abs(pt.x - arc.Center.x), arc.Radius))\r\n {\r\n //当点和起点或者终点和点相切时\r\n if (equaln(sp.x, pt.x) && sp.y > pt.y)\r\n {\r\n if (ep.x - sp.x < -1e-5)\r\n crossings++;\r\n }\r\n else if (equaln(ep.x, pt.x) && ep.y > pt.y)\r\n {\r\n if (ep.x - sp.x > 1e-5)\r\n crossings++;\r\n }\r\n continue;\r\n }\r\n if (equaln(sp.x, pt.x) && sp.y > pt.y)\r\n {\r\n let der = arc.GetFistDeriv(0);\r\n if (der.x < -1e-5)\r\n crossings++;\r\n }\r\n if (equaln(ep.x, pt.x) && ep.y > pt.y)\r\n {\r\n let der = arc.GetFistDeriv(1);\r\n if (der.x > 1e-5)\r\n crossings++;\r\n }\r\n\r\n for (let pti of arc.IntersectWith(insLine, IntersectOption.ExtendArg))\r\n {\r\n if (pti.y < pt.y || equalv3(sp, pti, 1e-5) || equalv3(ep, pti, 1e-5))\r\n continue;\r\n\r\n let der = arc.GetFistDeriv(pti);\r\n if (!equaln(der.x, 0)) //相切.\r\n crossings++;\r\n }\r\n }\r\n }\r\n\r\n return (crossings % 2) === 1;\r\n}\r\n\r\n/**\r\n * 点在区域内部\r\n * \r\n * @param pt \r\n * @param pts \r\n * @returns \r\n */\r\nfunction IsPointInPolygon(pt: Vector3, pts: Vector2[])\r\n{\r\n let crossings = 0; //int\r\n let [px, py] = [pt.x, pt.y];\r\n\r\n let ptCout = pts.length;\r\n for (let i = 0; i < ptCout; i++)\r\n {\r\n let pti = pts[i];\r\n let ptn = pts[(i + 1) % ptCout];\r\n\r\n let [x1, x2] = [pti.x, ptn.x];\r\n\r\n /* This is done to ensure that we get the same result when\r\n the line goes from left to right and right to left */\r\n if (x1 > x2) [x1, x2] = [x2, x1];\r\n\r\n /* First check if the ray is possible to cross the line */\r\n if (px > x1 && px <= x2 && (py < pti.y || py <= ptn.y))\r\n {\r\n const eps = 0.000001;\r\n\r\n /* Calculate the equation of the line */\r\n let dx = ptn.x - pti.x;\r\n let dy = ptn.y - pti.y;\r\n let k;\r\n\r\n if (Math.abs(dx) < eps)\r\n k = 1e300;\r\n else\r\n k = dy / dx;\r\n\r\n let m = pti.y - k * pts[i].x;\r\n\r\n /* Find if the ray crosses the line */\r\n let y2 = k * px + m;\r\n if (py <= y2)\r\n crossings++;\r\n }\r\n }\r\n\r\n return crossings % 2 === 1;\r\n}\r\n","\r\n/**\r\n * 一个简单的计数器实现,本质是使用一个Map来保存元素的个数\r\n * \r\n * 例:\r\n * let count = new Count();\r\n * count.AddCount(\"Test\", 1);\r\n * count.GetCount(\"Test\");//现在 Test 的个数为1\r\n */\r\nexport class Count\r\n{\r\n private m_CountMap = new WeakMap();\r\n GetCount(obj: any): number\r\n {\r\n let count = this.m_CountMap.get(obj);\r\n if (!count)\r\n {\r\n this.m_CountMap.set(obj, 0);\r\n count = 0;\r\n }\r\n return count;\r\n }\r\n AddCount(obj: any, add: number)\r\n {\r\n this.m_CountMap.set(obj, this.GetCount(obj) + add);\r\n }\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { angle, clampRad, equalv3 } from \"./GeUtils\";\r\n\r\n//顶点\r\nexport interface Vertice\r\n{\r\n //位置\r\n position: Vector3;\r\n //路径\r\n routes: Route[];\r\n}\r\n\r\n//路线\r\nexport interface Route\r\n{\r\n curve: Curve; //路线的曲线\r\n from: Vertice;\r\n to: Vertice; //终点的点\r\n length: number;\r\n isReverse: boolean;\r\n an?: number; //角度\r\n\r\n s: Vector3;\r\n e: Vector3;\r\n}\r\n\r\n/**\r\n * 曲线连接图\r\n * 所有的顶点和边的关系\r\n */\r\nexport class CurveMap\r\n{\r\n constructor(\r\n public numdimensions = 4,\r\n public _RemoveSortLine = false,\r\n private multiplier = 10 ** numdimensions,\r\n ) { }\r\n\r\n /*\r\n 节点图.\r\n 每个节点对应下一个路口的路线表.\r\n 路口表使用逆时针排序,起始角度使用正x轴.\r\n */\r\n _VerticeMap = new Map();\r\n\r\n _Vertices: Vertice[] = [];\r\n\r\n /**\r\n * 得到节点图的所有站点列表\r\n */\r\n get Stands(): Vertice[]\r\n {\r\n return this._Vertices;\r\n }\r\n\r\n /**\r\n * @param curve\r\n * @param [isArc=curve instanceof Arc]\r\n * @param [removeDuplicate=false]\r\n * @returns 加入成功?\r\n */\r\n AddCurveToMap(curve: Curve, isArc: boolean = curve instanceof Arc, removeDuplicate: boolean = false, parseAngle = false): boolean\r\n {\r\n let sp = curve.StartPoint;\r\n let ep = curve.EndPoint;\r\n let startS = this.GetOnlyVertice(sp);\r\n let endS = this.GetOnlyVertice(ep);\r\n\r\n //在面域分析中,路线指向同一个顶点已经没有意义了\r\n if (this._RemoveSortLine && startS === endS)\r\n return false;\r\n\r\n if (removeDuplicate)//删除重复\r\n {\r\n let index = startS.routes.findIndex(r =>\r\n {\r\n if (r.to === endS && r.curve.constructor.name === curve.constructor.name)\r\n {\r\n if (isArc)\r\n return equalv3(curve.GetPointAtParam(0.5), r.curve.GetPointAtParam(0.5));\r\n return true;\r\n }\r\n });\r\n if (index !== -1) return false;\r\n }\r\n\r\n let length = curve.Length;\r\n curve.TempData = 0;\r\n\r\n let routeS2E: Route = { curve, isReverse: false, length, from: startS, to: endS, s: sp, e: ep };\r\n let routeE2S: Route = { curve, isReverse: true, length, from: endS, to: startS, e: sp, s: ep };\r\n\r\n if (!isArc && parseAngle)\r\n {\r\n let an = angle(endS.position.clone().sub(startS.position));\r\n routeS2E.an = an;\r\n routeE2S.an = clampRad(an + Math.PI);\r\n }\r\n startS.routes.push(routeS2E);\r\n endS.routes.push(routeE2S);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * 获得唯一的顶点\r\n */\r\n GetOnlyVertice(p: Vector3): Vertice\r\n {\r\n let gp = this.GenerateP(p);\r\n if (this._VerticeMap.has(gp))\r\n return this._VerticeMap.get(gp);\r\n\r\n let vertice: Vertice = { position: gp, routes: [] };\r\n this._VerticeMap.set(p, vertice);\r\n this._Vertices.push(vertice);\r\n return vertice;\r\n }\r\n\r\n _LookupTable: { [key: string]: Vector3; } = {};\r\n\r\n /**\r\n * 生成一个唯一的向量.\r\n */\r\n GenerateP(p: Vector3): Vector3\r\n {\r\n let key = \"\";\r\n let els = p.toArray();\r\n for (let n of els)\r\n {\r\n let valueQuantized = Math.round(n * this.multiplier);\r\n key += valueQuantized + '/';\r\n }\r\n\r\n if (key in this._LookupTable)\r\n return this._LookupTable[key];\r\n\r\n let hashparts = els.map((el) =>\r\n {\r\n let q0 = Math.floor(el * this.multiplier);\r\n let q1 = q0 + 1;\r\n return ['' + q0 + '/', '' + q1 + '/'];\r\n });\r\n\r\n let numelements = els.length;\r\n let numhashes = 1 << numelements;\r\n for (let hashmask = 0; hashmask < numhashes; ++hashmask)\r\n {\r\n let hashmaskShifted = hashmask;\r\n key = '';\r\n hashparts.forEach(function (hashpart)\r\n {\r\n key += hashpart[hashmaskShifted & 1];\r\n hashmaskShifted >>= 1;\r\n });\r\n this._LookupTable[key] = p;\r\n }\r\n return p;\r\n }\r\n}\r\n","import { Vector3, MathUtils } from \"three\";\r\nimport { YAxis, ZAxis, equaln } from \"./GeUtils\";\r\n\r\n/**\r\n * 轨道控制的数学类,观察向量和角度的互相转换\r\n * 当x当抬头或者低头到90度时,触发万向锁.\r\n */\r\nexport class Orbit\r\n{\r\n //抬头低头 正数抬头 负数低头\r\n private phi: number = 0;//Φ\r\n\r\n //身体旋转 0为正右边 逆时针旋转\r\n theta: number = 0;//θ\r\n\r\n get RoX()\r\n {\r\n return this.phi;\r\n }\r\n set RoX(v)\r\n {\r\n this.phi = MathUtils.clamp(v, Math.PI * -0.49, Math.PI * 0.49);\r\n }\r\n\r\n /**\r\n * 使用旋转角度 计算观察向量\r\n * @param [outDirection] 引用传入,如果传入,那么就不构造新的向量\r\n * @returns 返回观察向量\r\n */\r\n UpdateDirection(outDirection = new Vector3()): Vector3\r\n {\r\n outDirection.z = Math.sin(this.phi);\r\n //归一化专用.\r\n let d = Math.abs(Math.cos(this.phi));\r\n\r\n outDirection.x = Math.cos(this.theta) * d;\r\n outDirection.y = Math.sin(this.theta) * d;\r\n\r\n return outDirection;\r\n }\r\n\r\n /**\r\n * 使用观察向量,计算旋转角度\r\n * @param dir 这个向量会被修改成单位向量.\r\n */\r\n SetFromDirection(dir: Vector3): void\r\n {\r\n dir.normalize();\r\n this.phi = Math.asin(dir.z);\r\n if (equaln(dir.x, 0) && equaln(dir.y, 0))\r\n if (dir.z > 0)\r\n this.theta = Math.PI * -0.5;\r\n else\r\n this.theta = Math.PI * 0.5;\r\n else\r\n this.theta = Math.atan2(dir.y, dir.x);\r\n }\r\n\r\n /**\r\n * 参考任意轴坐标系算法.\r\n * http://help.autodesk.com/view/ACD/2017/CHS/?guid=GUID-E19E5B42-0CC7-4EBA-B29F-5E1D595149EE\r\n */\r\n static ComputUpDirection(n: Vector3, ay: Vector3 = new Vector3(), ax: Vector3 = new Vector3()): Vector3\r\n {\r\n n.normalize();\r\n if (Math.abs(n.x) < 0.015625 && Math.abs(n.y) < 0.015625)\r\n ax.crossVectors(YAxis, n);\r\n else\r\n ax.crossVectors(ZAxis, n);\r\n ay.crossVectors(n, ax);\r\n ax.normalize();\r\n ay.normalize();\r\n return ay;\r\n }\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { arrayLast, arrayRemoveIf, arrayRemoveOnce } from \"../Common/ArrayExt\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { Polyline } from \"../DatabaseServices/Entity/Polyline\";\r\nimport { CurveMap, Route, Vertice } from \"./CurveMap\";\r\nimport { angle } from \"./GeUtils\";\r\n\r\n//区域的路线表 表示了一个区域\r\ntype RegionRouteS = Route[][];\r\n\r\n/**\r\n面域分析,基于最小循环图重新实现的版本,拓展了实现求最大轮廓。\r\n当最大轮廓=最小轮廓时,只绘制最大轮廓(独立轮廓无分裂)。\r\n\r\n算法只实现去重模式,业务场景应该没有非去重模式。\r\n如果需要非去重模式,那么应该获取到多个CurveMap,然后对多个CurveMap进行面域分析,得出多个重叠的面域。\r\n */\r\nexport class RegionParse\r\n{\r\n //区域列表 通常是外轮廓\r\n RegionsOutline: RegionRouteS = [];\r\n //区域列表 通常是内轮廓\r\n RegionsInternal: RegionRouteS = [];\r\n\r\n //碎线 曲线进入到这里会被炸开.\r\n ExpLineMap: Map = new Map();\r\n\r\n private _CurveCount: number;\r\n\r\n /**\r\n * @param cuList 请不要传递圆和椭圆.\r\n * @param [numDimensions=3] 精度:小数点后个数\r\n * @param [removeDuplicate=true] 删除重复(现在必须是true,请不要修改它)\r\n */\r\n constructor(cuList: Curve[], public numDimensions = 3, private removeDuplicate = true)\r\n {\r\n //需要搜索的站\r\n let vertices = this.GenerateVerticeMap(cuList);\r\n\r\n //移除细丝\r\n while (true)\r\n {\r\n let v = vertices.find(v => v.routes.length < 2);\r\n if (v) this.RemoveFilamentAt(v, vertices);\r\n else break;\r\n }\r\n let lowerVertice: Vertice;\r\n while (vertices.length > 0)\r\n {\r\n lowerVertice = lowerVertice?.routes.length > 1 ? lowerVertice : this.FindLowerLeftStand(vertices);\r\n let minWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Min);\r\n let maxWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Max);\r\n\r\n this.RemoveEdge(minWalk[0]);\r\n this.RemoveFilamentAt(minWalk[0].from, vertices);\r\n this.RemoveFilamentAt(minWalk[0].to, vertices);\r\n\r\n minWalk = ReduceWalk(minWalk);\r\n maxWalk = ReduceWalk(maxWalk);\r\n if (maxWalk.length > 1)\r\n {\r\n this.RegionsOutline.push(maxWalk);\r\n if (minWalk.length === maxWalk.length && minWalk.every((w1, index) => w1 === maxWalk[index]))//大小重叠\r\n {\r\n //直接remove,不用计算引用个数\r\n for (let w of minWalk)\r\n {\r\n this.RemoveEdge(w);\r\n this.RemoveFilamentAt(w.from, vertices);\r\n this.RemoveFilamentAt(w.to, vertices);\r\n }\r\n continue;//继续循环\r\n }\r\n else\r\n for (let w of maxWalk)\r\n w.curve.TempData = 1;\r\n }\r\n\r\n if (minWalk.length > 1)// && minWalk.every(w => (w.curve.TempData) < 2) 没有重复线应该不会被用2次\r\n {\r\n this.RegionsInternal.push(minWalk);\r\n for (let w of minWalk)\r\n {\r\n w.curve.TempData++;\r\n if (w.curve.TempData === 2)\r\n {\r\n this.RemoveEdge(w);\r\n this.RemoveFilamentAt(w.from, vertices);\r\n this.RemoveFilamentAt(w.to, vertices);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n RemoveFilamentAt(v: Vertice, vertices: Vertice[])\r\n {\r\n let current = v;\r\n while (current && current.routes.length < 2)\r\n {\r\n vertices = arrayRemoveOnce(vertices, current);\r\n let r = current.routes[0];\r\n if (r)\r\n {\r\n this.RemoveEdge(r);\r\n current = r.to;\r\n }\r\n else\r\n current = undefined;\r\n }\r\n }\r\n\r\n RemoveEdge(r: Route)\r\n {\r\n let index = r.from.routes.findIndex(rr => rr.curve === r.curve);\r\n if (index !== -1)\r\n r.from.routes.splice(index, 1);\r\n\r\n index = r.to.routes.findIndex(rr => rr.curve === r.curve);\r\n if (index !== -1)\r\n r.to.routes.splice(index, 1);\r\n }\r\n\r\n /**\r\n * 找到最下方并且最左边的站 yx\r\n */\r\n private FindLowerLeftStand(vertices: Vertice[]): Vertice\r\n {\r\n return vertices.reduce((m, v) =>\r\n {\r\n let dy = v.position.y - m.position.y;\r\n if (dy < 0) return v;\r\n if (dy > 0) return m;\r\n return v.position.x - m.position.x < 0 ? v : m;\r\n });\r\n }\r\n\r\n /**\r\n * 构造路线图. 每个节点对应下一个路口的路线表. 路口表使用逆时针排序,起始角度使用正x轴.\r\n * @returns 所有的顶点\r\n */\r\n private GenerateVerticeMap(curveList: Curve[]): Array\r\n {\r\n let curveMap = new CurveMap(this.numDimensions, true);\r\n\r\n //将多段线炸开\r\n let plcus: Curve[] = [];\r\n arrayRemoveIf(curveList, c =>\r\n {\r\n if (c instanceof Polyline)\r\n {\r\n let cus = c.Explode();\r\n\r\n //如果为圆弧,提前打断\r\n let arcs: Arc[] = [];\r\n arrayRemoveIf(cus, c =>\r\n {\r\n if (c.Length < 1e-5) return true;\r\n\r\n if (c instanceof Arc)\r\n {\r\n let arcBrs = this.BreakArc(c);\r\n for (let arc of arcBrs)\r\n arcs.push(arc);\r\n }\r\n\r\n return false;\r\n });\r\n //加入到计算\r\n cus.push(...arcs);\r\n\r\n this.ExpLineMap.set(c, cus);\r\n plcus.push(...cus);\r\n return true;\r\n }\r\n return false;\r\n });\r\n curveList.push(...plcus);\r\n\r\n this._CurveCount = curveList.length;\r\n\r\n for (let cu of curveList)\r\n {\r\n //由于圆弧可能导致最低点计算错误的问题.\r\n if (cu instanceof Arc)\r\n {\r\n let arcs = this.BreakArc(cu);\r\n if (arcs.length > 1)\r\n {\r\n arcs.forEach(a => curveMap.AddCurveToMap(a, true, this.removeDuplicate, true));\r\n this.ExpLineMap.set(cu, arcs);\r\n continue;\r\n }\r\n else\r\n curveMap.AddCurveToMap(cu, true, this.removeDuplicate, true);\r\n }\r\n else\r\n curveMap.AddCurveToMap(cu, false, this.removeDuplicate, true);\r\n }\r\n\r\n //排序,根据角度逆时针排序.\r\n for (let v of curveMap._Vertices)\r\n {\r\n let minLength = Infinity;\r\n for (let r of v.routes)\r\n if (r.length < minLength) minLength = r.length;\r\n for (let r of v.routes)\r\n CalcRouteAngle(r, minLength * 0.2);\r\n v.routes.sort((r1, r2) => r1.an - r2.an);\r\n }\r\n return curveMap.Stands;\r\n }\r\n\r\n private BreakArc(arc: Arc): Arc[]\r\n {\r\n let underPt = arc.Center.add(new Vector3(0, -arc.Radius));\r\n let param = arc.GetParamAtPoint(underPt);\r\n if (param > 0.01 && param < 0.99)\r\n return arc.GetSplitCurves(param);\r\n else\r\n return [arc];\r\n }\r\n\r\n /**\r\n * 曲线是否已经被算法使用\r\n */\r\n GetCueveUsed(cu: Curve): boolean\r\n {\r\n if (this.ExpLineMap.has(cu))\r\n {\r\n let use = this.ExpLineMap.get(cu).some(c => c.TempData > 0);\r\n if (!use)\r\n this.ExpLineMap.delete(cu);\r\n return use;\r\n }\r\n else\r\n return cu.TempData > 0;\r\n }\r\n}\r\n\r\nfunction CalcRouteAngle(r: Route, length: number)\r\n{\r\n if (r.an !== undefined) return;\r\n let cu = r.curve;\r\n let p = r.isReverse ?\r\n cu.GetPointAtParam(cu.GetParamAtDist(r.length - length))\r\n : cu.GetPointAtParam(cu.GetParamAtDist(length));\r\n r.an = angle(p.sub(r.from.position));\r\n}\r\n\r\nenum WalkType\r\n{\r\n Min = 1,\r\n Max = -1,\r\n}\r\n\r\nfunction ClosedWalkFrom(startVertice: Vertice, maxRoute: number, type = WalkType.Min): Route[]\r\n{\r\n let walk: Route[] = [];\r\n let curVertice: Vertice = startVertice;\r\n let preRoute: Route;\r\n // console.log(\"start\", type, startVertice.position.toArray());\r\n do\r\n {\r\n let route = GetNextRoute(curVertice, preRoute, type);\r\n if (type === WalkType.Max && route.curve.TempData > 0)\r\n return [];\r\n // console.log(route.to.position.toArray());\r\n walk.push(route);\r\n [curVertice, preRoute] = [route.to, route];\r\n if (walk.length > maxRoute * 2)\r\n throw \"超过计算次数限制\";\r\n }\r\n while (curVertice !== startVertice);\r\n\r\n return walk;\r\n}\r\n\r\n/**\r\n * 删除中途回路\r\n */\r\nfunction ReduceWalk(w: Route[]): Route[]\r\n{\r\n if (w.length === 0) return w;\r\n //未构成回路,直接回家\r\n if (w[0].curve === arrayLast(w).curve) return [];\r\n\r\n for (let i = 0; i < w.length; i++)\r\n {\r\n let r1 = w[i];\r\n for (let j = w.length; j--;)\r\n {\r\n if (i === j) break;\r\n let r2 = w[j];\r\n if (r1.to === r2.to)\r\n {\r\n if (j > i)\r\n w.splice(i + 1, j - i);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return w;\r\n}\r\n\r\nfunction GetNextRoute(v: Vertice, prev?: Route, type: WalkType = WalkType.Min): Route\r\n{\r\n if (!prev)\r\n return arrayLast(v.routes); //顺时针 cw \\|/ 从左往右\r\n\r\n //逆时针 ccw 往左\r\n let index = v.routes.findIndex(r => r.curve === prev.curve);\r\n let newIndex = FixIndex(index + 1 * type, v.routes);\r\n return v.routes[newIndex];\r\n}\r\n","import { Vector3 } from 'three';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { IntersectOption } from './IntersectWith';\r\n\r\nexport enum BoolOpeartionType\r\n{\r\n Intersection = 0,\r\n Union = 1,\r\n Subtract = 2\r\n}\r\n\r\nconst fuzz = 1e-3;\r\nlet fuzzV3 = new Vector3(fuzz, fuzz, fuzz);\r\n\r\n//判断曲线是否在源封闭曲线内\r\nexport function isTargetCurInOrOnSourceCur(sourceCur: Polyline | Circle | Ellipse, targetCur: Curve)\r\n{\r\n if (!sourceCur.BoundingBox.expandByVector(fuzzV3).containsBox(targetCur.BoundingBox))\r\n return false;\r\n\r\n let cus: Curve[] = [];\r\n if (targetCur instanceof Polyline)\r\n cus = targetCur.Explode();\r\n else\r\n cus = [targetCur];\r\n\r\n return cus.every(c =>\r\n {\r\n let pts = getIntPtContextPts(sourceCur, c);\r\n if (pts.length <= 1)\r\n pts.push(c.StartPoint, c.EndPoint);\r\n return IsPtsAllInOrOnReg(sourceCur, pts);\r\n });\r\n}\r\n\r\n//获取交点处上下距0.01par的点\r\nfunction getIntPtContextPts(sourceCur: Curve, cu: Curve, pts: Vector3[] = [])\r\n{\r\n let interPts = cu.IntersectWith(sourceCur, IntersectOption.OnBothOperands);\r\n if (interPts.length > 0)\r\n {\r\n let pars = interPts.map(pt => cu.GetParamAtPoint(pt));\r\n for (let par of pars)\r\n {\r\n if (par >= 0.02)\r\n pts.push(cu.GetPointAtParam(par - 0.01));\r\n\r\n if (par <= (cu.EndParam - 0.02))\r\n pts.push(cu.GetPointAtParam(par + 0.01));\r\n }\r\n }\r\n return pts;\r\n}\r\n//判断点点是否全部都在封闭区域内或者在曲线上\r\nfunction IsPtsAllInOrOnReg(sourceReg: Polyline | Circle | Ellipse, pts: Vector3[])\r\n{\r\n return pts.every(pt =>\r\n {\r\n //是否点在封闭曲线内\r\n return sourceReg.PtOnCurve(pt) || sourceReg.PtInCurve(pt);\r\n });\r\n}\r\n\r\n//判断点是否全部都在封闭区域外或者在曲线上\r\nexport function IsPtsAllOutOrOnReg(sourceReg: Polyline | Circle, pts: Vector3[])\r\n{\r\n return pts.every(pt =>\r\n {\r\n //是否点在封闭曲线内\r\n return sourceReg.PtOnCurve(pt) || !sourceReg.PtInCurve(pt);\r\n });\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { arrayLast, arrayRemoveDuplicateBySort, arrayRemoveIf } from \"../Common/ArrayExt\";\r\nimport { curveLinkGroup, equalCurve } from \"../Common/CurveUtils\";\r\nimport { Status } from \"../Common/Status\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Route } from \"../Geometry/CurveMap\";\r\nimport { equaln, equalv3 } from \"../Geometry/GeUtils\";\r\nimport { RegionParse } from \"../Geometry/RegionParse\";\r\nimport { isTargetCurInOrOnSourceCur } from \"../GraphicsSystem/BoolOperateUtils\";\r\nimport { IntersectOption } from \"../GraphicsSystem/IntersectWith\";\r\nimport { Arc } from \"./Entity/Arc\";\r\nimport { Circle } from \"./Entity/Circle\";\r\nimport { Curve } from \"./Entity/Curve\";\r\nimport { Polyline } from \"./Entity/Polyline\";\r\nimport { IntersectBox2 } from \"../Geometry/Box\";\r\n\r\nlet cache = new WeakMap();\r\n\r\nexport class Contour\r\n{\r\n private _Curve: Polyline | Circle;\r\n\r\n protected SetCurve(cu: Polyline | Circle)\r\n {\r\n if (cu instanceof Polyline)\r\n {\r\n if (cu.Area2 < 0)\r\n cu.Reverse();\r\n }\r\n this._Curve = cu;\r\n }\r\n /**会将传入的闭合轮廓改为逆时针 */\r\n static CreateContour(cus: Curve[] | Polyline | Circle, needLink = true)\r\n {\r\n if (cus instanceof Curve)\r\n {\r\n if (cus.IsClose)\r\n {\r\n let c = new Contour();\r\n c.SetCurve(cus);\r\n return c;\r\n }\r\n return;\r\n }\r\n\r\n let closeCurve = Contour.Combine(cus, needLink, 1e-2) as Polyline | Circle;\r\n if (closeCurve && closeCurve.IsClose)\r\n {\r\n if (closeCurve instanceof Polyline && closeCurve.CloseMark === false)\r\n {\r\n closeCurve.CloseMark = true;\r\n closeCurve.RemoveVertexAt(closeCurve.NumberOfVertices - 1);\r\n }\r\n\r\n let c = new Contour();\r\n c.SetCurve(closeCurve);\r\n return c;\r\n }\r\n }\r\n get Curve(): Polyline | Circle\r\n {\r\n return this._Curve;\r\n }\r\n get Area()\r\n {\r\n return this._Curve.Area;\r\n }\r\n get BoundingBox()\r\n {\r\n return this._Curve.BoundingBox;\r\n }\r\n /**\r\n * 不等比例缩放\r\n * @param {number} ref 缩放参考值,大于该值的点缩放\r\n * @param {number} dist 缩放距离\r\n * @param {string} dir x y z\r\n */\r\n UnEqualProportionScale(ref: number, dist: number, dir: \"x\" | \"y\")\r\n {\r\n let cu = this._Curve;\r\n if (cu instanceof Polyline)\r\n {\r\n let lineData = cu.LineData;\r\n let length = lineData.length;\r\n let p = cu.Position[dir];\r\n\r\n let moveIndexs: number[] = [];\r\n for (let i = 0; i < length; i++)\r\n {\r\n if (lineData[i].pt[dir] + p > ref)\r\n moveIndexs.push(i);\r\n }\r\n let moveVec = new Vector3();\r\n moveVec[dir] = dist;\r\n cu.MoveStretchPoints(moveIndexs, moveVec);\r\n return true;\r\n }\r\n return false;\r\n }\r\n Clone()\r\n {\r\n return Contour.CreateContour([this._Curve.Clone()]);\r\n }\r\n //交集:结果数组为空则失败\r\n IntersectionBoolOperation(target: Contour): Contour[]\r\n {\r\n if (!IntersectBox2(this.BoundingBox, target.BoundingBox))\r\n return [];\r\n let resultCus = this.GetIntersetAndUnionList(target);\r\n return Contour.GetAllContour(resultCus.intersectionList);\r\n }\r\n //并集:结果轮廓数组长度大于2,则失败.等于1则成功.\r\n UnionBoolOperation(target: Contour): { contours: Contour[], holes: Contour[]; }\r\n {\r\n let resultCus = this.GetIntersetAndUnionList(target);\r\n\r\n //快速\r\n if (resultCus.unionList.every(c => c.IsClose))\r\n return {\r\n contours: Contour.GetAllContour(resultCus.unionList),\r\n holes: [],\r\n };\r\n\r\n //并集后的线段表如果有共线的直接合并起来\r\n let cus: Curve[] = [];\r\n for (let pl of resultCus.unionList)\r\n {\r\n if (pl instanceof Polyline)\r\n cus.push(...pl.Explode());\r\n else\r\n cus.push(pl);\r\n }\r\n let cuGroups = curveLinkGroup(cus);\r\n for (let g of cuGroups)\r\n {\r\n for (let i = 0; i < g.length; i++)\r\n {\r\n let c1 = g[i];\r\n let nextI = FixIndex(i + 1, g);\r\n let c2 = g[nextI];\r\n\r\n let status = c1.Join(c2);\r\n if (status === Status.True)\r\n {\r\n g.splice(nextI, 1);\r\n i--;\r\n }\r\n else if (status === Status.ConverToCircle)\r\n {\r\n g.length = 0;\r\n let a = c1 as Arc;\r\n g.push(new Circle(a.Center, a.Radius));\r\n break;\r\n }\r\n }\r\n }\r\n let allContour = Contour.GetAllContour(cuGroups);\r\n if (allContour.length < 2)\r\n {\r\n return {\r\n contours: allContour,\r\n holes: [],\r\n };\r\n }\r\n else\r\n {\r\n let cache = new WeakMap();\r\n for (let c of allContour)\r\n cache.set(c, c.Area);\r\n allContour.sort((a, b) => cache.get(b) - cache.get(a));\r\n return {\r\n contours: [allContour[0]],\r\n holes: allContour.slice(1)\r\n };\r\n }\r\n\r\n }\r\n //差集:等于0完全被减去\r\n SubstactBoolOperation(target: Contour): Contour[]\r\n {\r\n let subtractList = this.GetSubtractList(target);\r\n\r\n //纯网洞\r\n if (subtractList.every(c => c.IsClose))\r\n return Contour.GetAllContour(subtractList);\r\n\r\n let regParse = new RegionParse(subtractList, 2);\r\n\r\n let contours: Contour[] = [];\r\n //分析封闭包围区域\r\n const parseRoute = (routeSet: Array[]) =>\r\n {\r\n for (let routes of routeSet)\r\n {\r\n let cs: Curve[] = routes.map(r => r.curve);\r\n let c = Contour.CreateContour(cs, false);\r\n if (c\r\n && !equalCurve(c.Curve, this.Curve)\r\n && !equalCurve(c.Curve, target.Curve)\r\n && c.Area > 1e-3)\r\n contours.push(c);\r\n }\r\n };\r\n parseRoute(regParse.RegionsOutline);\r\n parseRoute(regParse.RegionsInternal);\r\n\r\n return contours;\r\n }\r\n /**\r\n * 计算与目标轮廓布尔运算后的结果曲线.\r\n */\r\n GetIntersetAndUnionList(target: Contour): { intersectionList: Curve[], unionList: Curve[]; }\r\n {\r\n let intersectionList: Curve[] = [];\r\n let unionList: Curve[] = [];\r\n\r\n let sourceOutline = this._Curve;\r\n let targetOutline = target.Curve;\r\n let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3);\r\n\r\n let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands);\r\n\r\n let sourceContainerTarget = this.CuInOutline(targetOutline);\r\n let targetContainerSource = target.CuInOutline(sourceOutline);\r\n\r\n //包含.相交.分离(三种状态)\r\n if (sourceContainerTarget)//源包含目标\r\n {\r\n intersectionList.push(targetOutline);\r\n unionList.push(sourceOutline);\r\n }\r\n else if (targetContainerSource)//目标包含源\r\n {\r\n unionList.push(targetOutline);\r\n intersectionList.push(sourceOutline);\r\n }\r\n else if (interPts.length <= 1)//分离\r\n {\r\n unionList.push(sourceOutline, targetOutline);\r\n }\r\n else//相交 interPts.length > 0\r\n {\r\n let pars1 = interPts.map(r => r.thisParam);\r\n let pars2 = interPts.map(r => r.argParam);\r\n\r\n let sourceCus: Array = sourceOutline.GetSplitCurves(pars1);\r\n let targetCus: Array = targetOutline.GetSplitCurves(pars2);\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let hasEqualCus = false;\r\n for (let i = 0; i < targetCus.length; i++)\r\n {\r\n let cu = targetCus[i];\r\n hasEqualCus = fastEqualCurve(cu, pl);\r\n if (hasEqualCus)\r\n {\r\n //方向相同\r\n if (\r\n equalv3(cu.GetFistDeriv(cu.EndParam * 0.5).normalize(), pl.GetFistDeriv(pl.EndParam * 0.5).normalize(), 1e-3)\r\n === isEqualNormal\r\n )\r\n {\r\n unionList.push(pl);\r\n intersectionList.push(pl);\r\n }\r\n targetCus.splice(i, 1);\r\n break;\r\n }\r\n }\r\n\r\n if (hasEqualCus)\r\n continue;\r\n\r\n if (target.CuInOutline(pl))\r\n intersectionList.push(pl);\r\n else\r\n unionList.push(pl);\r\n }\r\n\r\n for (let pl of targetCus)\r\n {\r\n if (this.CuInOutline(pl))\r\n intersectionList.push(pl);\r\n else\r\n unionList.push(pl);\r\n }\r\n\r\n //特殊的分离\r\n if (intersectionList.length === 0 && unionList.length === (sourceCus.length + targetCus.length))\r\n {\r\n return { intersectionList, unionList: [sourceOutline, targetOutline] };\r\n }\r\n }\r\n return { intersectionList, unionList };\r\n }\r\n GetSubtractList(target: Contour): Polyline[]\r\n {\r\n let sourceOutline = this._Curve as Polyline;\r\n let targetOutline = target.Curve as Polyline;\r\n\r\n let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3);\r\n\r\n let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands, 1e-3);\r\n\r\n if (interPts.length <= 1)\r\n {\r\n //反包含\r\n if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline))\r\n return [];\r\n //包含\r\n if (fastCurveInCurve2(sourceOutline, targetOutline))\r\n return [sourceOutline, targetOutline];\r\n else//分离\r\n return [sourceOutline];\r\n }\r\n\r\n //相交\r\n let subtractList: Polyline[] = [];\r\n let sourceCus = sourceOutline.GetSplitCurves(interPts.map(r => r.thisParam)) as Polyline[];\r\n let targetCus = targetOutline.GetSplitCurves(interPts.map(r => r.argParam)) as Polyline[];\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let plMidParam = pl.MidParam;\r\n let plDir = pl.GetFistDeriv(plMidParam).normalize();\r\n\r\n let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl));\r\n if (index !== -1)\r\n {\r\n let cu = targetCus[index];\r\n let cuMidParam = cu.MidParam;\r\n let cuDir = cu.GetFistDeriv(cuMidParam).normalize();\r\n\r\n if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3))//不同向\r\n subtractList.push(pl);\r\n\r\n targetCus.splice(index, 1);\r\n\r\n continue;\r\n }\r\n if (!fastCurveInCurve(targetOutline, pl))\r\n subtractList.push(pl);\r\n }\r\n\r\n //源对象没有被破坏\r\n let sourceNotBreak = subtractList.length === sourceCus.length;\r\n\r\n for (let pl of targetCus)\r\n if (fastCurveInCurve(sourceOutline, pl))\r\n subtractList.push(pl);\r\n\r\n if (sourceNotBreak && subtractList.length === sourceCus.length)\r\n return [sourceOutline];\r\n\r\n return subtractList;\r\n }\r\n GetSubtractListByMoreTargets(targets: Contour[])\r\n {\r\n let { holes, subtractList } = this.GetSubListWithCus(targets);\r\n\r\n //纯网洞\r\n if (subtractList.every(c => c.IsClose))\r\n return {\r\n holes: holes.map(h => Contour.CreateContour(h)),\r\n outlines: Contour.GetAllContour(subtractList)\r\n };\r\n\r\n let regParse = new RegionParse(subtractList, 2);\r\n\r\n let contours: Contour[] = [];\r\n //分析封闭包围区域\r\n const parseRoute = (routeSet: Array[]) =>\r\n {\r\n for (let routes of routeSet)\r\n {\r\n let cs: Curve[] = routes.map(r => r.curve);\r\n let c = Contour.CreateContour(cs, false);\r\n if (c\r\n && !equalCurve(c.Curve, this.Curve)\r\n && targets.every(target => !equalCurve(c.Curve, target.Curve))\r\n && c.Area > 1e-3)\r\n contours.push(c);\r\n }\r\n };\r\n parseRoute(regParse.RegionsOutline);\r\n parseRoute(regParse.RegionsInternal);\r\n\r\n return {\r\n holes: holes.map(h => Contour.CreateContour(h)),\r\n outlines: contours\r\n };\r\n\r\n }\r\n GetSubListWithCus(targets: Contour[])\r\n {\r\n let sourceOutline = this._Curve as Polyline;\r\n let subtractList: Polyline[] = [];\r\n let holes: Polyline[] = [];\r\n let intPars: number[] = [];\r\n let cuMap = new Map();\r\n\r\n let outBox = sourceOutline.BoundingBox;\r\n\r\n for (let con of targets)\r\n {\r\n const targetOutline = con.Curve as Polyline;\r\n\r\n if (!IntersectBox2(outBox, targetOutline.BoundingBox))\r\n continue;\r\n\r\n let pts = sourceOutline.IntersectWith2(con.Curve, IntersectOption.OnBothOperands, 1e-3);\r\n if (pts.length <= 1)\r\n {\r\n //反包含\r\n if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline))\r\n return { holes, subtractList };\r\n //包含\r\n if (fastCurveInCurve2(sourceOutline, targetOutline))\r\n holes.push(targetOutline);\r\n else//分离\r\n {\r\n\r\n }\r\n }\r\n else\r\n {\r\n intPars.push(...pts.map(r => r.thisParam));\r\n cuMap.set(targetOutline, pts.map(r => r.argParam));\r\n }\r\n }\r\n intPars.sort((a, b) => a - b);\r\n arrayRemoveDuplicateBySort(intPars, (e1, e2) => equaln(e1, e2, 1e-8));\r\n let sourceCus = sourceOutline.GetSplitCurves(intPars) as Polyline[];\r\n let targetCus: Polyline[] = [];\r\n\r\n let targetMap = new WeakMap();\r\n\r\n let isEqualNormal: boolean;\r\n\r\n for (let [c, pars] of cuMap)\r\n {\r\n let cus = c.GetSplitCurves(pars) as Polyline[];\r\n cus.forEach(cu => targetMap.set(cu, c));\r\n targetCus.push(...cus);\r\n }\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let plMidParam = pl.MidParam;\r\n let plDir = pl.GetFistDeriv(plMidParam).normalize();\r\n\r\n let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl, 0.05));\r\n if (index !== -1)\r\n {\r\n let cu = targetCus[index];\r\n isEqualNormal = equalv3(sourceOutline.Normal, targetMap.get(cu).Normal, 1e-3);\r\n let cuMidParam = cu.MidParam;\r\n let cuDir = cu.GetFistDeriv(cuMidParam).normalize();\r\n\r\n if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3))//不同向\r\n subtractList.push(pl);\r\n\r\n targetCus.splice(index, 1);\r\n\r\n continue;\r\n }\r\n\r\n if (targets.every(t => !fastCurveInCurve(t.Curve as Polyline, pl)))\r\n subtractList.push(pl);\r\n }\r\n\r\n //源对象没有被破坏\r\n let sourceNotBreak = subtractList.length === sourceCus.length;\r\n\r\n for (let pl of targetCus)\r\n if (fastCurveInCurve(sourceOutline, pl))\r\n subtractList.push(pl);\r\n\r\n if (sourceNotBreak && subtractList.length === sourceCus.length)\r\n return { subtractList: [sourceOutline], holes };\r\n\r\n return { subtractList, holes };\r\n\r\n }\r\n /**\r\n * 获得全部闭合曲线\r\n * @若传入二维曲线数据,将默认子数组为闭合曲线段\r\n */\r\n static GetAllContour(cus: Curve[] | Curve[][]): Contour[]\r\n {\r\n if (cus.length === 0)\r\n return [];\r\n\r\n let cuGroups: Curve[][];\r\n if (Array.isArray(cus[0]))\r\n cuGroups = cus as Curve[][];\r\n else\r\n cuGroups = curveLinkGroup(cus as Curve[]);\r\n\r\n let contours: Contour[] = [];\r\n\r\n for (let g of cuGroups)\r\n contours.push(Contour.CreateContour(g, false));\r\n return contours.filter(c => c !== undefined && !equaln(c.Area, 0, 1e-6));\r\n }\r\n /**\r\n * 合并曲线组成为多段线\r\n * @param cus 曲线组\r\n * @param [needLink=true] 需要解析成首尾连接状态\r\n * @returns 单一曲线,如果返回超过1个,其他的将被遗弃.\r\n */\r\n static Combine(cus: Curve[], needLink = true, tolerance = 1e-3): Curve\r\n {\r\n if (cus.length === 0) return undefined;\r\n\r\n let groups = needLink ? curveLinkGroup(cus) : [cus];\r\n for (let g of groups)\r\n {\r\n if (g.length === 1)\r\n return g[0].Clone();\r\n else\r\n {\r\n if (cache.has(g))\r\n return cache.get(g);\r\n\r\n let gclone = g.map(c => c.Clone());\r\n\r\n arrayRemoveDuplicateBySort(gclone, (cu1: Curve, cu2: Curve) => cu1.Join(cu2, false, tolerance) === Status.True);\r\n\r\n if (gclone.length > 1 && gclone[0].Join(arrayLast(gclone), false, tolerance))\r\n gclone.pop();\r\n\r\n let pl = Polyline.Combine(gclone, tolerance);\r\n\r\n cache.set(g, pl);\r\n\r\n return pl;\r\n }\r\n }\r\n }\r\n get Shape(): THREE.Shape\r\n {\r\n return this._Curve.Shape;\r\n }\r\n CuInOutline(targetCur: Curve)\r\n {\r\n return isTargetCurInOrOnSourceCur(this._Curve, targetCur);\r\n }\r\n Equal(tar: Contour)\r\n {\r\n return equalCurve(this._Curve, tar._Curve);\r\n }\r\n}\r\n\r\n/**\r\n * 对于轮廓切割后的曲线判断相同,使用这个函数进行快速判断\r\n */\r\nfunction fastEqualCurve(c1: Curve, c2: Curve, tolerance = 1e-3)\r\n{\r\n let sp1 = c1.StartPoint;\r\n let ep1 = c1.EndPoint;\r\n let sp2 = c2.StartPoint;\r\n let ep2 = c2.EndPoint;\r\n\r\n if (!(\r\n (equalv3(sp1, sp2, tolerance) && equalv3(ep1, ep2, tolerance))\r\n || (equalv3(sp1, ep2, tolerance) && equalv3(ep1, sp2, tolerance))\r\n ))\r\n return false;\r\n\r\n return equalv3(c1.Midpoint, c2.Midpoint, tolerance);\r\n}\r\n\r\n\r\n//对于双多段线互相切割后的结果,快速判断曲线是否在另一条曲线内部\r\nfunction fastCurveInCurve(sourceCu: Polyline, targetCu: Polyline)\r\n{\r\n return sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5));\r\n}\r\n\r\nfunction fastCurveInCurve2(sourceCu: Polyline, targetCu: Polyline)\r\n{\r\n return sourceCu.PtInCurve(targetCu.StartPoint) &&\r\n sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5));\r\n}\r\n","import { Box3 } from \"three\";\r\nimport { equaln } from \"./GeUtils\";\r\n\r\nexport interface EBox\r\n{\r\n BoundingBox: Box3;\r\n}\r\n\r\n/**\r\n * 根据盒子x排序盒子\r\n * @param {EBox[]} arr\r\n */\r\nexport function SortEntityByBox(arr: T[], sort: boolean = true)\r\n{\r\n let boxMap: Map = new Map();\r\n arr.forEach(e => boxMap.set(e, e.BoundingBox));\r\n\r\n if (sort)\r\n arr.sort((e1, e2) =>\r\n {\r\n let b1 = boxMap.get(e1);\r\n let b2 = boxMap.get(e2);\r\n if (!equaln(b1.min.x, b2.min.x))\r\n return b1.min.x - b2.min.x;\r\n else\r\n {\r\n return b2.min.y - b1.min.y;\r\n }\r\n });\r\n\r\n return boxMap;\r\n}\r\n","import { Box3, Matrix4, Vector3 } from \"three\";\r\nimport { arrayLast } from \"../Common/ArrayExt\";\r\nimport { ConverCircleToPolyline } from \"../Common/CurveUtils\";\r\nimport { Status } from \"../Common/Status\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Contour } from \"../DatabaseServices/Contour\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Circle } from \"../DatabaseServices/Entity/Circle\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { Line } from \"../DatabaseServices/Entity/Line\";\r\nimport { Polyline } from \"../DatabaseServices/Entity/Polyline\";\r\nimport { IntersectsBox } from \"../Geometry/Box\";\r\nimport { CurveMap, Vertice, Route } from \"../Geometry/CurveMap\";\r\nimport { angle, equaln, equalv2, equalv3, IdentityMtx4, SelectNearP } from \"../Geometry/GeUtils\";\r\nimport { SortEntityByBox } from \"../Geometry/SortEntityByBox\";\r\nimport { IntersectOption } from \"../GraphicsSystem/IntersectWith\";\r\n\r\ninterface IOffsetResult\r\n{\r\n index: number;\r\n curve: Curve;\r\n sp?: Vector3;\r\n preArc?: Curve;\r\n ep?: Vector3;\r\n nextArc?: Curve;\r\n paddingCurve?: Curve[];\r\n}\r\n\r\nclass CurveTreeNode\r\n{\r\n children: CurveTreeNode[];\r\n box: Box3;\r\n used: boolean;\r\n constructor(public curve: Curve, box?: Box3)\r\n {\r\n this.box = box || curve.BoundingBox;\r\n }\r\n\r\n TrimBy(contour: Contour, box: Box3)\r\n {\r\n if (IntersectsBox(box, this.box))\r\n {\r\n if (this.children !== undefined)\r\n {\r\n for (let c of this.children)\r\n c.TrimBy(contour, box);\r\n }\r\n else\r\n {\r\n if (contour.Curve instanceof Circle && this.curve instanceof Arc)\r\n {\r\n if (equalv3(contour.Curve.Center, this.curve.Center))\r\n {\r\n if (contour.Curve.Radius > this.curve.Radius + 1e-4)\r\n this.children = [];\r\n\r\n return;\r\n }\r\n }\r\n\r\n //交点参数列表\r\n let iParams = this.curve.IntersectWith(contour.Curve, IntersectOption.OnBothOperands)\r\n .map(p => this.curve.GetParamAtPoint2(p));\r\n\r\n let cus = this.curve.GetSplitCurves(iParams);\r\n if (cus.length === 0)\r\n {\r\n let p = this.curve.GetPointAtParam(0.5);\r\n if ((contour.Curve.PtInCurve(p) && !contour.Curve.PtOnCurve(p)))\r\n this.children = [];\r\n }\r\n else\r\n {\r\n this.children = [];\r\n for (let c of cus)\r\n {\r\n let p = c.GetPointAtParam(0.5);\r\n if (c.Length > 1e-5 && (!contour.Curve.PtInCurve(p) || contour.Curve.PtOnCurve(p)))\r\n this.children.push(new CurveTreeNode(c));\r\n }\r\n if (this.children.length === cus.length)\r\n this.children = undefined;\r\n }\r\n }\r\n }\r\n }\r\n\r\n get Nodes()\r\n {\r\n if (!this.children) return [this];\r\n else\r\n {\r\n let cus: CurveTreeNode[] = [];\r\n for (let c of this.children)\r\n cus.push(...c.Nodes);\r\n return cus;\r\n }\r\n }\r\n}\r\n\r\nexport class OffsetPolyline\r\n{\r\n //多段线信息\r\n _CacheOCS: Matrix4;\r\n _Vertexs: Vector3[];\r\n _SubCurves: Curve[];\r\n _Circles: Circle[];\r\n\r\n //偏移子曲线\r\n _SubOffsetedCurves: IOffsetResult[];\r\n //用于裁剪的曲线节点\r\n _CurveTreeNodes: CurveTreeNode[];\r\n //裁剪完的曲线节点\r\n _CurveTrimedTreeNodes: CurveTreeNode[];\r\n\r\n //裁剪轮廓\r\n _TrimPolylineContours: Contour[];\r\n _TrimCircleContours: Circle[];\r\n _TrimArcContours: Contour[];\r\n\r\n //结果曲线\r\n _RetCurves: Polyline[];\r\n\r\n _IsClose: boolean;\r\n _OffsetDistSign: number;\r\n\r\n constructor(public _Polyline: Polyline, public _OffsetDist: number, public _ToolPath = false,\r\n private _OffsetDistSq = (_OffsetDist ** 2) * 2.1//对直角走刀不进行圆弧过度\r\n )\r\n {\r\n }\r\n\r\n Do()\r\n {\r\n this._OffsetDistSign = Math.sign(this._OffsetDist);\r\n this._TrimPolylineContours = [];\r\n this._TrimCircleContours = [];\r\n this._TrimArcContours = [];\r\n\r\n this._RetCurves = [];\r\n this._CurveTreeNodes = [];\r\n\r\n this.InitSubCurves();\r\n if (this._SubCurves.length === 0)\r\n return this._RetCurves;\r\n\r\n this.GeneralCirclesAndVertexs();\r\n this.OffsetSubCurves();\r\n this.LinkSubCurves();\r\n\r\n if (this._SubOffsetedCurves.length === 0)\r\n {\r\n this._SubOffsetedCurves.push({ curve: this._Circles[0], index: 0, paddingCurve: this._Circles.slice(1) });\r\n\r\n this._TrimPolylineContours.push(\r\n ...this._Circles.map(c => Contour.CreateContour(c, false)),\r\n ...this._SubCurves.map(c => Contour.CreateContour([c, new Line(c.StartPoint, c.EndPoint)], false))\r\n );\r\n }\r\n else\r\n this.GeneralTrimContours();\r\n this.TrimByContours();\r\n this.FilterInvalidCurve();\r\n this.JoinCollinear();\r\n this.LinkResultPolyline();\r\n return this._RetCurves;\r\n }\r\n\r\n InitSubCurves()\r\n {\r\n this._CacheOCS = this._Polyline.OCS;\r\n this._IsClose = this._Polyline.IsClose;\r\n this._Polyline.OCS = IdentityMtx4;\r\n this._SubCurves = this._Polyline.Explode().filter(c => c.Length > 1e-4);\r\n this._Polyline.OCS = this._CacheOCS;\r\n return this;\r\n }\r\n\r\n protected GeneralCirclesAndVertexs()\r\n {\r\n this._Vertexs = this._SubCurves.map(c => c.StartPoint);\r\n let lastCu = arrayLast(this._SubCurves);\r\n if (!equalv3(lastCu.EndPoint, this._Vertexs[0], 1e-3))\r\n this._Vertexs.push(lastCu.EndPoint);\r\n\r\n let radius = Math.abs(this._OffsetDist);\r\n this._Circles = this._Vertexs.map(p => new Circle(p, radius));\r\n }\r\n\r\n protected OffsetSubCurves()\r\n {\r\n this._SubOffsetedCurves = [];\r\n for (let index = 0; index < this._SubCurves.length; index++)\r\n {\r\n let curveOld = this._SubCurves[index];\r\n if (curveOld.Length > 1e-6)\r\n {\r\n let curve = curveOld.GetOffsetCurves(this._OffsetDist)[0];\r\n if (curve)\r\n this._SubOffsetedCurves.push({ curve, index });\r\n else\r\n this._TrimArcContours.push(Contour.CreateContour([curveOld, new Line(curveOld.StartPoint, curveOld.EndPoint)], false));\r\n }\r\n }\r\n }\r\n\r\n //连接(延伸)曲线,或者补(圆弧,直线)\r\n protected LinkSubCurves()\r\n {\r\n let count = this._SubOffsetedCurves.length;\r\n if (!this._IsClose) count--;\r\n\r\n for (let i = 0; i < count; i++)\r\n {\r\n let curveResNow = this._SubOffsetedCurves[i];\r\n let iNext = FixIndex(i + 1, this._SubOffsetedCurves);\r\n let curveResNext = this._SubOffsetedCurves[iNext];\r\n let curveNow = curveResNow.curve;\r\n let curveNext = curveResNext.curve;\r\n let isNeighbor = FixIndex(curveResNow.index + 1, this._SubCurves) === curveResNext.index;\r\n\r\n if (isNeighbor)\r\n {\r\n let sp = curveNow.EndPoint;\r\n let ep = curveNext.StartPoint;\r\n //直连\r\n if (equalv3(sp, ep, 1e-3))\r\n continue;\r\n\r\n let iPts = curveNow.IntersectWith(curveNext, IntersectOption.ExtendBoth);\r\n let tPts = iPts.filter(p => curveNow.PtOnCurve3(p) && curveNext.PtOnCurve3(p));\r\n\r\n let code = EntityEncode2(curveNow, curveNext);\r\n\r\n let tp: Vector3;\r\n if (code === 1)\r\n {\r\n if (tPts.length > 0)//不走刀或者有真交点 this._ToolPath === false ||\r\n tp = iPts[0];\r\n else\r\n {\r\n if (iPts.length > 0 && curveNow.GetParamAtPoint(iPts[0]) > 1)\r\n {\r\n let refP = this._Vertexs[curveResNext.index];\r\n let distSq = iPts[0].distanceToSquared(refP);\r\n if (this._ToolPath && distSq > this._OffsetDistSq)\r\n {\r\n curveResNow.paddingCurve = [this.CreateArc(refP, sp, ep)];\r\n this._TrimCircleContours.push(this._Circles[curveResNext.index]);\r\n }\r\n else\r\n tp = iPts[0];\r\n }\r\n // else\r\n // curveResNow.paddingCurve = [new Line(sp, ep)];\r\n }\r\n }\r\n else\r\n {\r\n let refP = this._Vertexs[curveResNext.index];\r\n if (tPts.length > 0) //ipts = 1 or ipts = 2\r\n tp = SelectNearP(iPts, refP);\r\n else //补单圆 或者尝试连接\r\n {\r\n let arc = this.CreateArc(refP, sp, ep);\r\n\r\n if (iPts.length > 0 && !this._ToolPath && this.IsSharpCorner(curveResNow, curveResNext, refP))\r\n {\r\n //设置新的连接点,并且备份旧点\r\n let oldp: Vector3;\r\n if (curveResNow.sp)\r\n {\r\n oldp = curveNow.StartPoint;\r\n curveNow.StartPoint = curveResNow.sp;\r\n }\r\n let oldp2: Vector3;\r\n if (curveResNext.ep)\r\n {\r\n oldp2 = curveNext.EndPoint;\r\n curveNext.EndPoint = curveResNext.ep;\r\n }\r\n\r\n let p: Vector3;\r\n\r\n if (code === 2 && iPts.length === 2)\r\n {\r\n let c = curveNow as Arc;\r\n let minArc = new Arc(c.Center, c.Radius, c.EndAngle, 0, c.IsClockWise);\r\n\r\n let p1 = iPts[0];\r\n let a1 = minArc.GetAngleAtPoint(p1);\r\n let anAll1 = c.ParamOnCurve(c.GetParamAtAngle(a1)) ? Infinity : minArc.ComputeAnlge(a1);\r\n\r\n let p2 = iPts[1];\r\n let a2 = minArc.GetAngleAtPoint(p2);\r\n let anAll2 = c.ParamOnCurve(c.GetParamAtAngle(a2)) ? Infinity : minArc.ComputeAnlge(a2);\r\n\r\n if (anAll2 < anAll1)\r\n p = p2;\r\n else\r\n p = p1;\r\n }\r\n else\r\n p = SelectNearP(iPts, refP);\r\n\r\n let onPre: boolean;\r\n let param = curveNow.GetParamAtPoint2(p);\r\n if (curveNow instanceof Line)\r\n onPre = param > 1;\r\n else\r\n onPre = param < 0 || param > 1;\r\n\r\n let onNext: boolean = false;\r\n if (onPre)\r\n {\r\n let param2 = curveNext.GetParamAtPoint2(p);\r\n if (curveNext instanceof Line)\r\n onNext = param2 < 0;\r\n else\r\n onNext = param2 < 0 || param2 > 1;\r\n }\r\n\r\n if (curveResNow.sp)\r\n curveNow.StartPoint = oldp;\r\n if (curveResNext.ep)\r\n curveNext.EndPoint = oldp2;\r\n\r\n if (onPre && onNext)\r\n tp = p;\r\n else\r\n curveResNow.paddingCurve = [arc];\r\n }\r\n else\r\n curveResNow.paddingCurve = [arc];\r\n\r\n this._TrimCircleContours.push(this._Circles[curveResNext.index]);\r\n }\r\n }\r\n if (tp)\r\n {\r\n curveResNow.ep = tp;\r\n curveResNext.sp = tp;\r\n\r\n curveResNow.nextArc = curveNext;\r\n curveResNext.preArc = curveNow;\r\n }\r\n }\r\n else\r\n {\r\n let padCirs: Circle[] = [];\r\n for (let s = FixIndex(curveResNow.index + 1, this._Circles); ; s = FixIndex(s + 1, this._Circles))\r\n {\r\n let c = this._Circles[s];\r\n this._TrimCircleContours.push(c);\r\n padCirs.push(c);\r\n if (s === curveResNext.index)\r\n break;\r\n }\r\n curveResNow.paddingCurve = padCirs;\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n private IsSharpCorner(curveResNow: IOffsetResult, curveResNext: IOffsetResult, refP: Vector3): boolean\r\n {\r\n let v1 = this._SubCurves[curveResNow.index].GetPointAtParam(0.9);\r\n let v2 = this._SubCurves[curveResNext.index].GetPointAtParam(0.1);\r\n v1.subVectors(refP, v1);\r\n v2.sub(refP);\r\n v1.cross(v2);\r\n return Math.sign(v1.z) === this._OffsetDistSign;\r\n }\r\n\r\n protected GeneralTrimContours()\r\n {\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let cu2 = d.curve;\r\n if (d.sp && d.ep)\r\n {\r\n let param1 = cu2.GetParamAtPoint(d.sp);\r\n let param2 = cu2.GetParamAtPoint(d.ep);\r\n\r\n if (cu2.ParamOnCurve(param1) && cu2.ParamOnCurve(param2) && param1 > param2)\r\n [d.sp, d.ep] = [d.ep, d.sp];\r\n }\r\n if (d.sp) cu2.StartPoint = d.sp;\r\n if (d.ep) cu2.EndPoint = d.ep;\r\n }\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let cu1 = this._SubCurves[d.index];\r\n let cu2 = d.curve;\r\n\r\n let [p1, p2, p3, p4] = [cu1.StartPoint, cu2.StartPoint, cu1.EndPoint, cu2.EndPoint];\r\n let l1 = new Line(p1, p2);\r\n let l2 = new Line(p3, p4);\r\n\r\n let ipts = l1.IntersectWith(l2, IntersectOption.OnBothOperands, 1e-8);\r\n if (ipts.length > 0)\r\n {\r\n let p = ipts[0];\r\n l1.EndPoint = p;\r\n l2.EndPoint = p;\r\n let cus = [cu1, l1, l2];\r\n let contour = Contour.CreateContour(cus, false);\r\n if (contour)\r\n {\r\n this._TrimPolylineContours.push(contour);\r\n continue;\r\n }\r\n else\r\n {\r\n console.error(\"未预料到的错误,构建轮廓失败\" + this._OffsetDist);\r\n }\r\n }\r\n\r\n //真理1:针脚线不可能同时被两个圆弧所切割\r\n let l1Intact = true;\r\n let l2Intact = true;\r\n if (cu2 instanceof Arc)\r\n {\r\n if (Math.sign(cu2.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts1 = cu2.IntersectWith(l1, IntersectOption.OnBothOperands);\r\n let ipts2 = cu2.IntersectWith(l2, IntersectOption.OnBothOperands);\r\n\r\n let sp: Vector3;\r\n let ep: Vector3;\r\n if (ipts1.length === 2)\r\n sp = SelectNearP(ipts1, p1);\r\n if (ipts2.length === 2)\r\n ep = SelectNearP(ipts2, p3);\r\n\r\n if (sp || ep) cu2 = cu2.Clone();\r\n if (sp)\r\n {\r\n l1.EndPoint = sp;\r\n cu2.StartPoint = sp;\r\n l1Intact = false;\r\n }\r\n if (ep)\r\n {\r\n l2.EndPoint = ep;\r\n cu2.EndPoint = ep;\r\n l2Intact = false;\r\n }\r\n }\r\n }\r\n\r\n let l1PadArc: Arc;\r\n let l2PadArc: Arc;\r\n //真理2:隔壁的圆弧不可能破坏当前的圆弧,只能破坏当前的针脚\r\n if (l1Intact && d.preArc && d.preArc instanceof Arc)\r\n {\r\n let a = d.preArc;\r\n if (Math.sign(a.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts = a.IntersectWith(l1, IntersectOption.OnBothOperands);\r\n if (ipts.length === 2)\r\n {\r\n let sp = SelectNearP(ipts, p1);\r\n l1.EndPoint = sp;\r\n l1PadArc = a.Clone();\r\n l1PadArc.StartPoint = sp;\r\n }\r\n }\r\n }\r\n if (l2Intact && d.nextArc && d.nextArc instanceof Arc)\r\n {\r\n let a = d.nextArc;\r\n if (Math.sign(a.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts = a.IntersectWith(l2, IntersectOption.OnBothOperands);\r\n if (ipts.length === 2)\r\n {\r\n let ep = SelectNearP(ipts, p3);\r\n l2.EndPoint = ep;\r\n l2PadArc = a.Clone();\r\n l2PadArc.EndPoint = ep;\r\n }\r\n }\r\n }\r\n\r\n let pl = new Polyline();\r\n let cus = [cu1, l1];\r\n if (l1PadArc) cus.push(l1PadArc);\r\n cus.push(cu2, l2);\r\n if (l2PadArc) cus.push(l2PadArc);\r\n\r\n for (let c of cus)\r\n pl.Join(c);\r\n\r\n let contour = Contour.CreateContour(pl, false);\r\n if (contour)\r\n this._TrimPolylineContours.push(contour);\r\n else\r\n console.error(\"未预料到的错误,构建轮廓失败\" + this._OffsetDist);\r\n }\r\n\r\n if (!this._IsClose)\r\n {\r\n if (this._TrimCircleContours[0] !== this._Circles[0])\r\n this._TrimCircleContours.push(this._Circles[0]);\r\n let lastTrimCircle = arrayLast(this._TrimCircleContours);\r\n let lastCircle = arrayLast(this._Circles);\r\n if (lastTrimCircle !== lastCircle)\r\n this._TrimCircleContours.push(lastCircle);\r\n if (this._SubOffsetedCurves[0].index !== 0)\r\n this._TrimCircleContours.push(this._Circles[this._SubOffsetedCurves[0].index]);\r\n\r\n let lastIndex = this._Circles.length - 1;\r\n let lastD = arrayLast(this._SubOffsetedCurves);\r\n if (lastIndex !== lastD.index)\r\n this._TrimCircleContours.push(this._Circles[lastD.index + 1]);\r\n }\r\n\r\n this._TrimPolylineContours.push(\r\n ...this._TrimCircleContours.map(c => Contour.CreateContour(c, false)),\r\n ...this._TrimArcContours\r\n );\r\n }\r\n\r\n // 通过构建的轮廓对偏移曲线进行裁剪\r\n protected TrimByContours()\r\n {\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let c = d.curve;\r\n this._CurveTreeNodes.push(new CurveTreeNode(c));\r\n if (d.paddingCurve)\r\n this._CurveTreeNodes.push(...d.paddingCurve.map(c => new CurveTreeNode(c)));\r\n }\r\n let boxContours = SortEntityByBox(this._TrimPolylineContours, false);\r\n\r\n for (let i = 0; i < this._TrimPolylineContours.length; i++)\r\n {\r\n let c = this._TrimPolylineContours[i];\r\n for (let curveNode of this._CurveTreeNodes)\r\n {\r\n curveNode.TrimBy(c, boxContours.get(c));\r\n }\r\n }\r\n }\r\n\r\n //过滤方向相反和0长度线\r\n private FilterInvalidCurve()\r\n {\r\n this._CurveTrimedTreeNodes = [];\r\n for (let n of this._CurveTreeNodes)\r\n {\r\n let ns = n.Nodes;\r\n for (let sn of ns)\r\n {\r\n let p = sn.curve.GetPointAtParam(0.5);\r\n if (sn.curve.Length > 1e-5 && this.CheckPointDir(p))\r\n this._CurveTrimedTreeNodes.push(sn);\r\n }\r\n }\r\n }\r\n\r\n //合并共线\r\n private JoinCollinear()\r\n {\r\n for (let i = 0; i < this._CurveTrimedTreeNodes.length; i++)\r\n {\r\n let n = this._CurveTrimedTreeNodes[i];\r\n if (n.used) continue;\r\n let sp = n.curve.StartPoint;\r\n for (let j = i + 1; j < this._CurveTrimedTreeNodes.length; j++)\r\n {\r\n let n2 = this._CurveTrimedTreeNodes[j];\r\n if (n2.used) continue;\r\n let status = n.curve.Join(n2.curve);\r\n if (status === Status.ConverToCircle)\r\n {\r\n n.used = true;\r\n n2.used = true;\r\n let circle = new Circle((n.curve).Center, (n.curve).Radius);\r\n n.curve = circle;\r\n this._RetCurves.push(ConverCircleToPolyline(circle).ApplyMatrix(this._CacheOCS));\r\n }\r\n else if (status === Status.True)\r\n {\r\n if (equalv3(sp, n.curve.StartPoint))\r\n n2.used = true;\r\n else\r\n {\r\n n.used = true;\r\n n2.curve = n.curve;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n //连接结果曲线,返回最终多段线\r\n private LinkResultPolyline()\r\n {\r\n let used = new Set();\r\n let cuMap = new CurveMap(1);\r\n for (let n of this._CurveTrimedTreeNodes)\r\n {\r\n if (!n.used)\r\n cuMap.AddCurveToMap(n.curve);\r\n }\r\n\r\n let preP: Vector3;\r\n\r\n let searchNext = (s: Vertice, pl: Polyline): Vertice =>\r\n {\r\n let minDist = Infinity;\r\n let minR: Route;\r\n for (let r of s.routes)\r\n {\r\n if (used.has(r.curve)) continue;\r\n\r\n if (preP)\r\n {\r\n let d = r.s.distanceToSquared(preP);\r\n if (d < minDist)\r\n {\r\n minR = r;\r\n minDist = d;\r\n }\r\n }\r\n else\r\n {\r\n minR = r;\r\n break;\r\n }\r\n }\r\n\r\n if (minR)\r\n {\r\n used.add(minR.curve);\r\n preP = minR.e;\r\n let status = pl.Join(minR.curve, false, 5e-2);\r\n if (status !== Status.True)\r\n console.warn(\"连接失败\");\r\n return minR.to;\r\n }\r\n };\r\n\r\n for (let s of cuMap.Stands)\r\n {\r\n preP = undefined;\r\n let pl = new Polyline();\r\n let ss = s;\r\n while (ss && !pl.IsClose)\r\n ss = searchNext(ss, pl);\r\n ss = s;\r\n while (ss && !pl.IsClose)\r\n ss = searchNext(ss, pl);\r\n\r\n if (pl.NumberOfVertices > 0)\r\n {\r\n let d = pl.LineData;\r\n let ld = arrayLast(d);\r\n if (equalv2(d[0].pt, ld.pt, 1e-2))\r\n ld.pt.copy(d[0].pt);\r\n this._RetCurves.push(pl.ApplyMatrix(this._CacheOCS));\r\n }\r\n }\r\n }\r\n\r\n CheckPointDir(pt: Vector3): boolean\r\n {\r\n return this.GetPointAtCurveDir(pt) === this._OffsetDistSign;\r\n }\r\n\r\n GetPointAtCurveDir(pt: Vector3): number\r\n {\r\n let minIndex = Infinity;\r\n let minDist = Infinity;\r\n let minCp: Vector3;\r\n for (let i = 0; i < this._SubCurves.length; i++)\r\n {\r\n let c = this._SubCurves[i];\r\n let cp = c.GetClosestPointTo(pt, false);\r\n if (equalv3(cp, pt, 1e-5)) return 0;\r\n\r\n let dist = cp.distanceToSquared(pt);\r\n if (dist < minDist)\r\n {\r\n minDist = dist;\r\n minIndex = i;\r\n minCp = cp;\r\n }\r\n }\r\n\r\n let c = this._SubCurves[minIndex];\r\n let param = c.GetParamAtPoint(minCp);\r\n\r\n if (equaln(param, 0) && ((minIndex === 0) ? this._IsClose : true))\r\n {\r\n let preIndex = FixIndex(minIndex - 1, this._SubCurves);\r\n let preCurve = this._SubCurves[preIndex];\r\n\r\n if (!equalv3(c.GetFistDeriv(0).normalize(), preCurve.GetFistDeriv(1).normalize()))\r\n {\r\n let p = c.StartPoint;\r\n let l1 = c.Length;\r\n let l2 = preCurve.Length;\r\n let minLength = Math.min(l1, l2) * 0.2;\r\n\r\n let nextP: Vector3;\r\n let preP: Vector3;\r\n if (c instanceof Arc)\r\n nextP = c.GetPointAtDistance(minLength);\r\n else\r\n nextP = c.EndPoint;\r\n\r\n if (preCurve instanceof Arc)\r\n preP = preCurve.GetPointAtDistance(l2 - minLength);\r\n else\r\n preP = preCurve.StartPoint;\r\n\r\n let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p)));\r\n\r\n let dir = arc.PtOnCurve3(pt) ? -1 : 1;\r\n return dir;\r\n }\r\n }\r\n else if (equaln(param, 1) && ((minIndex === this._SubCurves.length - 1) ? this._IsClose : true))\r\n {\r\n let nextIndex = FixIndex(minIndex + 1, this._SubCurves);\r\n let nextCurve = this._SubCurves[nextIndex];\r\n\r\n if (!equalv3(c.GetFistDeriv(1).normalize(), nextCurve.GetFistDeriv(0).normalize()))\r\n {\r\n let p = c.EndPoint;\r\n\r\n let l1 = c.Length;\r\n let l2 = nextCurve.Length;\r\n let minLength = Math.min(l1, l2) * 0.2;\r\n\r\n let nextP: Vector3;\r\n let preP: Vector3;\r\n if (c instanceof Arc)\r\n preP = c.GetPointAtDistance(l1 - minLength);\r\n else\r\n preP = c.StartPoint;\r\n\r\n if (nextCurve instanceof Arc)\r\n nextP = nextCurve.GetPointAtDistance(minLength);\r\n else\r\n nextP = nextCurve.EndPoint;\r\n\r\n let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p)));\r\n\r\n let dir = arc.PtOnCurve3(pt) ? -1 : 1;\r\n return dir;\r\n }\r\n }\r\n\r\n let dri = c.GetFistDeriv(param);\r\n let cross = dri.cross(pt.clone().sub(minCp));\r\n return -Math.sign(cross.z);\r\n }\r\n\r\n protected CreateArc(center: Vector3, startP: Vector3, endP?: Vector3)\r\n {\r\n let sa = angle(startP.clone().sub(center));\r\n let ea = endP ? angle(endP.clone().sub(center)) : sa;\r\n let arc = new Arc(center, Math.abs(this._OffsetDist), sa, ea, this._OffsetDist < 0);\r\n return arc;\r\n }\r\n}\r\n\r\nfunction EntityEncode(c: Curve)\r\n{\r\n if (c instanceof Line) return 1;\r\n else return 2;\r\n}\r\nfunction EntityEncode2(c1: Curve, c2: Curve)\r\n{\r\n return EntityEncode(c1) & EntityEncode(c2);\r\n}\r\n","import { Box3, Line3, Matrix3, Matrix4, Vector2, Vector3 } from 'three';\r\nimport { Arc } from '../DatabaseServices/Entity/Arc';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Line } from '../DatabaseServices/Entity/Line';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { IsPointInBowArc } from '../DatabaseServices/PointInPolyline';\r\nimport { Count } from '../Geometry/Count';\r\nimport { CurveMap, Vertice } from '../Geometry/CurveMap';\r\nimport { AsVector2, AsVector3, equaln, equalv2, equalv3, isParallelTo, XAxis, ZeroVec, isPerpendicularityTo, YAxis, isIntersect } from '../Geometry/GeUtils';\r\nimport { Orbit } from '../Geometry/Orbit';\r\nimport { PlaneExt } from '../Geometry/Plane';\r\nimport { IntersectOption, IntersectResult } from '../GraphicsSystem/IntersectWith';\r\nimport { OffsetPolyline } from '../GraphicsSystem/OffsetPolyline';\r\nimport { arrayLast, changeArrayStartIndex, equalArray } from './ArrayExt';\r\nimport { Status } from './Status';\r\nimport { FixIndex } from './Utils';\r\n\r\n//3点获取圆心\r\nexport function getCircleCenter(pt1: Vector3, pt2: Vector3, pt3: Vector3)\r\n{\r\n if (!(pt1 && pt2 && pt3))\r\n return;\r\n let A1 = pt1.x - pt2.x;\r\n let B1 = pt1.y - pt2.y;\r\n let C1 = (Math.pow(pt1.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt1.y, 2) - Math.pow(pt2.y, 2)) / 2;\r\n let A2 = pt3.x - pt2.x;\r\n let B2 = pt3.y - pt2.y;\r\n let C2 = (Math.pow(pt3.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt3.y, 2) - Math.pow(pt2.y, 2)) / 2;\r\n //令temp = A1*B2 - A2*B1\r\n let temp = A1 * B2 - A2 * B1;\r\n let center = new Vector3();\r\n //判断三点是否共线\r\n if (temp === 0)\r\n {\r\n //共线则将第一个点pt1作为圆心\r\n center.x = pt1.x;\r\n center.y = pt1.y;\r\n }\r\n else\r\n {\r\n //不共线则求出圆心:\r\n center.x = (C1 * B2 - C2 * B1) / temp;\r\n center.y = (A1 * C2 - A2 * C1) / temp;\r\n }\r\n\r\n return center;\r\n}\r\n\r\n// 弦长+切线获取圆心角\r\nexport function getCirAngleByChordAndTangent(chord: Vector3, tangentLine: Vector3)\r\n{\r\n let dir = tangentLine.clone().cross(chord).normalize();\r\n\r\n let ctAngle = chord.angleTo(tangentLine);\r\n\r\n // 圆心角\r\n let cirAng = Math.PI - 2 * Math.abs(ctAngle - Math.PI / 2);\r\n\r\n if (ctAngle > Math.PI / 2)\r\n {\r\n cirAng = Math.PI * 2 - cirAng;\r\n }\r\n return cirAng *= dir.z;\r\n}\r\n//行列式\r\nexport function getDeterminantFor2V(v1: Vector2, v2: Vector2): number\r\n{\r\n return v1.x * v2.y - v1.y * v2.x;\r\n}\r\n\r\nexport function getDeterminantFor3V(v1: Vector3, v2: Vector3, v3: Vector3)\r\n{\r\n let mat = new Matrix3();\r\n mat.set(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, v3.x, v3.y, v3.z);\r\n return mat.determinant();\r\n}\r\n\r\n/**\r\n * 曲线根据连接来分组,每组都是一条首尾相连的曲线表.\r\n *\r\n * @export\r\n * @param {Curve[]} cus 传入的分组的曲线表\r\n * @returns {Array>} 返回如下\r\n * [\r\n * [c1,c2,c3...],//后面的曲线的起点总是等于上一个曲线的终点\r\n * [c1,c2,c3...],\r\n * ]\r\n */\r\nexport function curveLinkGroup(cus: Curve[]): Array>\r\n{\r\n //返回的曲线组\r\n let groupCus = new Array>();\r\n\r\n //将封闭的曲线先提取出来\r\n cus = cus.filter(c =>\r\n {\r\n let isClose = c.IsClose;\r\n if (isClose)\r\n groupCus.push([c]);\r\n return !isClose;\r\n });\r\n if (cus.length === 0) return groupCus;\r\n //曲线节点图\r\n let cuMap = new CurveMap();\r\n cus.forEach(c => cuMap.AddCurveToMap(c));\r\n\r\n //曲线站点表\r\n let stands = cuMap.Stands;\r\n //曲线使用计数\r\n let cuCount = new Count();\r\n\r\n /**\r\n * 从站点的路线中任意取一条,加入到曲线数组中.\r\n *\r\n * @param {Curve[]} cus 已经连接的曲线列表\r\n * @param {boolean} isEndSeach true:从终点搜索,false:从起点搜索\r\n * @returns {Stand} 如果站点中存在可以取得的曲线,返回下个站点,否则返回undefined\r\n */\r\n function linkCurve(stand: Vertice, cus: Curve[], isEndSeach: boolean): Vertice | undefined\r\n {\r\n for (let route of stand.routes)\r\n {\r\n let cu = route.curve;\r\n if (cuCount.GetCount(cu) === 0)\r\n {\r\n if (isEndSeach)\r\n {\r\n //保证曲线总是从起点连接到终点\r\n if (!equalv3(cu.StartPoint, stand.position))\r\n cu.Reverse();\r\n cus.push(cu);\r\n }\r\n else\r\n {\r\n //保证曲线总是从起点连接到终点\r\n if (!equalv3(cu.EndPoint, stand.position))\r\n cu.Reverse();\r\n cus.unshift(cu);\r\n }\r\n\r\n cuCount.AddCount(cu, 1);\r\n return route.to;\r\n }\r\n }\r\n }\r\n\r\n for (let stand of stands)\r\n {\r\n let startStand = stand;\r\n let cus: Curve[] = []; //形成合并轮廓的曲线组\r\n while (startStand)\r\n startStand = linkCurve(startStand, cus, true);\r\n\r\n if (cus.length > 0)\r\n {\r\n startStand = cuMap.GetOnlyVertice(cus[0].StartPoint);\r\n while (startStand)\r\n startStand = linkCurve(startStand, cus, false);\r\n }\r\n\r\n if (cus.length > 0)\r\n groupCus.push(cus);\r\n }\r\n\r\n return groupCus;\r\n}\r\n\r\nexport function equalCurve(cu1: Curve, cu2: Curve, tolerance = 1e-4)\r\n{\r\n if ((cu1 instanceof Polyline) && (cu2 instanceof Polyline))\r\n {\r\n if (cu1.IsClose !== cu2.IsClose || !isParallelTo(cu1.Normal, cu2.Normal))\r\n return false;\r\n\r\n let area1 = cu1.Area2;\r\n let area2 = cu2.Area2;\r\n\r\n if (!equaln(Math.abs(area1), Math.abs(area2), 0.1))\r\n return false;\r\n\r\n let ptsBuls1 = cu1.PtsBuls;\r\n let ptsBuls2 = cu2.PtsBuls;\r\n\r\n let pts1 = ptsBuls1.pts;\r\n let pts2 = ptsBuls2.pts;\r\n let buls1 = ptsBuls1.buls;\r\n let buls2 = ptsBuls2.buls;\r\n\r\n let isEqualArea = equaln(area1, area2, 0.1);\r\n if (!equalv3(cu1.Normal, cu2.Normal))\r\n {\r\n if (isEqualArea)\r\n {\r\n pts2.reverse();\r\n buls2.reverse();\r\n buls2.push(buls2.shift());\r\n }\r\n else\r\n buls2 = buls2.map(bul => -bul);\r\n }\r\n else if (!isEqualArea)\r\n {\r\n pts2.reverse();\r\n buls2.reverse();\r\n buls2 = buls2.map(bul => -bul);\r\n buls2.push(buls2.shift());\r\n }\r\n\r\n if (cu1.IsClose && equalv2(pts1[0], arrayLast(pts1), tolerance))\r\n {\r\n pts1.pop();\r\n buls1.pop();\r\n }\r\n if (cu2.IsClose && equalv2(pts2[0], arrayLast(pts2), tolerance))\r\n {\r\n pts2.pop();\r\n buls2.pop();\r\n }\r\n\r\n let cu1Sp = AsVector2(cu1.StartPoint.applyMatrix4(cu2.OCSInv));\r\n\r\n let index = pts2.findIndex(p => equalv2(cu1Sp, p, tolerance));\r\n changeArrayStartIndex(buls2, index);\r\n changeArrayStartIndex(pts2, index);\r\n\r\n return equalArray(buls1, buls2, equaln) &&\r\n equalArray(pts1, pts2, (p1: Vector2, p2: Vector2) =>\r\n equalv3(\r\n AsVector3(p1).applyMatrix4(cu1.OCS),\r\n AsVector3(p2).applyMatrix4(cu2.OCS),\r\n tolerance\r\n )\r\n );\r\n }\r\n else if (cu1 instanceof Circle && cu2 instanceof Circle)\r\n {\r\n return equalv3(cu1.Center, cu2.Center) && equaln(cu1.Radius, cu2.Radius, 1e-6);\r\n }\r\n else if (cu1 instanceof Arc && cu2 instanceof Arc)\r\n {\r\n if (!equalv3(cu1.StartPoint, cu2.EndPoint)) cu1.Reverse();\r\n return equalv3(cu1.Center, cu2.Center)\r\n && equaln(cu1.Radius, cu2.Radius, 1e-6)\r\n && equaln(cu1.StartAngle, cu2.StartAngle)\r\n && equaln(cu1.EndAngle, cu2.EndAngle);\r\n }\r\n else if (cu1 instanceof Ellipse && cu2 instanceof Ellipse)\r\n {\r\n return equalv3(cu1.Center, cu2.Center)\r\n && equaln(cu1.RadX, cu2.RadX)\r\n && equaln(cu1.RadY, cu2.RadY)\r\n && equalv3(cu1.StartPoint, cu2.StartPoint);\r\n }\r\n else if (cu1 instanceof Line && cu2 instanceof Line)\r\n {\r\n let ps1 = [cu1.StartPoint, cu1.EndPoint];\r\n let ps2 = [cu2.StartPoint, cu2.EndPoint];\r\n return ps1.every(p => ps2.some(p1 => equalv3(p1, p)));\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n* 计算点在曲线前进方向的方位,左边或者右边\r\n*\r\n* @param {Curve} cu\r\n* @param {Vector3} pt\r\n* @returns {boolean} 左边为-1,右边为1\r\n*/\r\nexport function GetPointAtCurveDir(cu: Curve, pt: Vector3): number\r\n{\r\n if (cu instanceof Circle)\r\n return cu.PtInCurve(pt) ? -1 : 1;\r\n else if (cu instanceof Polyline)\r\n {\r\n let u = new OffsetPolyline(cu, 1);\r\n u.InitSubCurves();\r\n return u.GetPointAtCurveDir(pt.clone().applyMatrix4(cu.OCSInv).setZ(0));\r\n }\r\n //最近点\r\n let cp = cu.GetClosestPointTo(pt, false);\r\n if (equalv3(cp, pt, 1e-6)) return 0;\r\n //最近点参数\r\n let cparam = cu.GetParamAtPoint(cp);\r\n let dri = cu.GetFistDeriv(cparam);\r\n let cross = dri.cross(pt.clone().sub(cp)).applyMatrix4(cu.OCSInv);\r\n return -Math.sign(cross.z);\r\n}\r\n\r\n/**\r\n * 点在多段线的某个索引的圆弧(弓形)内\r\n *\r\n * @param {Polyline} pl\r\n * @param {number} index\r\n * @param {Vector3} pt\r\n * @returns {number}\r\n */\r\nfunction PointInPolylineArc(pl: Polyline, index: number, pt: Vector3): number\r\n{\r\n let bul = pl.GetBuilgeAt(index);\r\n if (equaln(bul, 0, 1e-8)) return 0;\r\n\r\n let arc = pl.GetCurveAtIndex(index) as Arc;\r\n\r\n if (IsPointInBowArc(arc, pt, true))\r\n return Math.sign(bul);\r\n\r\n return 0;\r\n}\r\n\r\nexport function ConverCircleToPolyline(cir: Circle): Polyline\r\n{\r\n //该写法不支持三维坐标系\r\n // let pl = new Polyline();\r\n // let bul = Math.tan(Math.PI * 0.125);\r\n // for (let i = 0; i < 4; i++)\r\n // {\r\n // let p = cir.GetPointAtParam(i * 0.25);\r\n // pl.AddVertexAt(i, Vec3DTo2D(p));\r\n // pl.SetBulgeAt(i, bul);\r\n // }\r\n // pl.CloseMark = true;\r\n // return pl;\r\n\r\n let arcs = cir.GetSplitCurves([0, 0.5]);\r\n let pl = new Polyline();\r\n pl.OCS = cir.OCS;\r\n pl.Join(arcs[0]);\r\n pl.Join(arcs[1]);\r\n return pl;\r\n}\r\n\r\nexport function GetTanPtsOnArcOrCircle(cu: Arc | Circle, lastPoint?: Vector3)\r\n{\r\n if (lastPoint)\r\n {\r\n //ref:wykobi\r\n let ocsInv = cu.OCSInv;\r\n let v = lastPoint.clone().applyMatrix4(ocsInv);\r\n\r\n let lengthSq = v.lengthSq();\r\n let radiusSq = cu.Radius ** 2;\r\n\r\n if (lengthSq >= radiusSq)\r\n {\r\n let ratio = 1 / lengthSq;\r\n let deltaDist = Math.sqrt(lengthSq - radiusSq);\r\n\r\n let pts = [\r\n new Vector3(\r\n cu.Radius * (cu.Radius * v.x - v.y * deltaDist) * ratio,\r\n cu.Radius * (cu.Radius * v.y + v.x * deltaDist) * ratio,\r\n ),\r\n new Vector3(\r\n cu.Radius * (cu.Radius * v.x + v.y * deltaDist) * ratio,\r\n cu.Radius * (cu.Radius * v.y - v.x * deltaDist) * ratio,\r\n ),\r\n ];\r\n for (let p of pts)\r\n p.applyMatrix4(cu.OCS);\r\n return pts;\r\n }\r\n }\r\n}\r\n\r\nexport function CircleInternalTangentLines(cir0: Circle, cir1: Circle): Line[]\r\n{\r\n let c0 = new Vector3();\r\n let c1 = cir1.Center.applyMatrix4(cir0.OCSInv);\r\n\r\n let dist = c0.distanceTo(c1);\r\n\r\n if (dist - (cir0.Radius + cir1.Radius) < 0)\r\n return [];\r\n else if (equaln(dist - (cir0.Radius + cir1.Radius), 0))\r\n return [];\r\n else\r\n {\r\n let m = cir0.Radius / cir1.Radius;\r\n let h0 = (m * dist) / (m + 1);\r\n let h1 = dist / (m + 1);\r\n\r\n let i = new Vector3(\r\n (h1 * c0.x + h0 * c1.x) / dist,\r\n (h1 * c0.y + h0 * c1.y) / dist\r\n ).applyMatrix4(cir0.OCS);\r\n\r\n let [c0p0, c0p1] = GetTanPtsOnArcOrCircle(cir0, i);\r\n let [c1p0, c1p1] = GetTanPtsOnArcOrCircle(cir1, i);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n}\r\n\r\nexport function CircleOuterTangentLines(circle0: Circle, circle1: Circle): Line[]\r\n{\r\n let c0 = circle0.Center;\r\n let c1 = circle1.Center;\r\n\r\n let dist = c0.distanceTo(c1);\r\n\r\n let rd = Math.abs(circle0.Radius - circle1.Radius);\r\n if (dist < rd)\r\n return [];\r\n else if (equaln(Math.abs(dist - rd), 0))\r\n return [];\r\n else if (equaln(circle0.Radius, circle1.Radius))\r\n {\r\n let cp = circle0.GetClosestPointTo(c1, true);\r\n let derv = circle0.GetFistDeriv(cp).multiplyScalar(circle0.Radius);\r\n let dervn = derv.clone().negate();\r\n\r\n let c0p0 = c0.clone().add(derv);\r\n let c0p1 = c0.clone().add(dervn);\r\n\r\n let c1p0 = c1.clone().add(derv);\r\n let c1p1 = c1.clone().add(dervn);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n else\r\n {\r\n let c0 = new Vector3();\r\n let c1 = circle1.Center.applyMatrix4(circle0.OCSInv);\r\n\r\n let p: Vector3;\r\n if (circle0.Radius > circle1.Radius)\r\n p = new Vector3(\r\n c1.x * circle0.Radius - c0.x * circle1.Radius,\r\n c1.y * circle0.Radius - c0.y * circle1.Radius\r\n );\r\n else\r\n p = new Vector3(\r\n c0.x * circle1.Radius - c1.x * circle0.Radius,\r\n c0.y * circle1.Radius - c1.y * circle0.Radius\r\n );\r\n\r\n let diff = Math.abs(circle0.Radius - circle1.Radius);\r\n\r\n p.x /= diff;\r\n p.y /= diff;\r\n\r\n p.applyMatrix4(circle0.OCS);\r\n\r\n let [c0p0, c0p1] = GetTanPtsOnArcOrCircle(circle0, p);\r\n let [c1p0, c1p1] = GetTanPtsOnArcOrCircle(circle1, p);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n}\r\n\r\nexport function getArcOrCirNearPts(cu: Circle | Arc | Ellipse, pickPoint: Vector3, viewXform: Matrix3)\r\n{\r\n let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3);\r\n\r\n let plane = new PlaneExt(cu.Normal, cu.Center);\r\n\r\n let pickLocal = plane.intersectLine(new Line3(pickPoint, pickPoint.clone().add(viewNormal)), new Vector3(), true);\r\n\r\n if (pickLocal)\r\n {\r\n let x = new Vector3().fromArray(viewXform.elements, 0).add(pickLocal);\r\n let y = new Vector3().fromArray(viewXform.elements, 3).add(pickLocal);\r\n\r\n x = plane.intersectLine(new Line3(x, x.clone().add(viewNormal)), new Vector3(), true);\r\n y = plane.intersectLine(new Line3(y, y.clone().add(viewNormal)), new Vector3(), true);\r\n\r\n let lx = new Line(pickLocal, x);\r\n let ly = new Line(pickLocal, y);\r\n\r\n let ins = cu.IntersectWith(lx, IntersectOption.ExtendBoth);\r\n ins.push(...cu.IntersectWith(ly, IntersectOption.ExtendBoth));\r\n return ins;\r\n }\r\n else\r\n {\r\n let ptLocal = plane.projectPoint(pickPoint, new Vector3());\r\n let lz = new Line(ptLocal, ptLocal.clone().add(viewNormal));\r\n return cu.IntersectWith(lz, IntersectOption.ExtendBoth);\r\n }\r\n}\r\n\r\nexport function getTanPtsOnEllipse(cu: Ellipse, lastPoint: Vector3)\r\n{\r\n return [];\r\n}\r\n\r\nexport function IsRect(cu: Curve): { isRect: boolean, size?: Vector3, box?: Box3, OCS?: Matrix4; }\r\n{\r\n if (cu instanceof Polyline)\r\n {\r\n if (!cu.IsClose) return { isRect: false };\r\n\r\n let pts = cu.GetStretchPoints();\r\n\r\n if (pts.length < 4) return { isRect: false };\r\n\r\n let xVec: Vector3;\r\n let p1 = pts[0];\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n xVec = pts[i].clone().sub(p1).normalize();\r\n if (!equalv3(xVec, ZeroVec))\r\n break;\r\n }\r\n\r\n if (!xVec) return { isRect: false };\r\n\r\n let zVec = cu.Normal;\r\n let yVec = zVec.clone().cross(xVec).normalize();\r\n\r\n let rectOCS = new Matrix4().makeBasis(xVec, yVec, zVec);\r\n let rectOCSInv = new Matrix4().getInverse(rectOCS);\r\n\r\n for (let p of pts)\r\n p.applyMatrix4(rectOCSInv);\r\n\r\n let box = new Box3().setFromPoints(pts);\r\n\r\n let size = box.getSize(new Vector3);\r\n if (equaln(size.x * size.y, cu.Area, 0.1))\r\n {\r\n return {\r\n isRect: true,\r\n size,\r\n box,\r\n OCS: rectOCS,\r\n };\r\n }\r\n }\r\n return { isRect: false };\r\n}\r\n\r\n/**用4个矩形点构造矩形 */\r\nexport function getRectFrom4Pts(pts: Vector3[])\r\n{\r\n if (pts.length !== 4) return;\r\n let p = pts.shift();\r\n pts.sort((p1, p2) => p.distanceTo(p1) - p.distanceTo(p2));\r\n pts.splice(1, 0, p);\r\n let lineData = pts.map(p =>\r\n {\r\n return {\r\n pt: new Vector2(p.x, p.y),\r\n bul: 0\r\n };\r\n });\r\n let l = new Polyline(lineData);\r\n l.CloseMark = true;\r\n return l;\r\n}\r\n\r\nexport function MergeCurvelist(cus: Curve[])\r\n{\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let c1 = cus[i];\r\n let nextI = FixIndex(i + 1, cus);\r\n let c2 = cus[nextI];\r\n\r\n\r\n let status = equaln(c2.Length, 0) ? Status.True : c1.Join(c2, false, 1e-4);\r\n if (status === Status.True)\r\n {\r\n cus.splice(nextI, 1);\r\n i--;\r\n }\r\n else if (status === Status.ConverToCircle)\r\n {\r\n cus.length = 0;\r\n let a = c1 as Arc;\r\n cus.push(new Circle(a.Center, a.Radius));\r\n break;\r\n }\r\n }\r\n return cus;\r\n}\r\n\r\nexport function SwapParam(res: IntersectResult[])\r\n{\r\n for (let r of res)\r\n {\r\n let p = r.thisParam;\r\n r.thisParam = r.argParam;\r\n r.argParam = p;\r\n }\r\n return res;\r\n}\r\n\r\nexport function ComputerCurvesNormalOCS(curves: Curve[], allowAutoCalc: boolean = true): Matrix4 | undefined\r\n{\r\n if (!curves || curves.length === 0) return;\r\n\r\n //准备计算多段线的法向量\r\n let normal: Vector3;\r\n let firstV: Vector3;\r\n for (let c of curves)\r\n {\r\n if (c instanceof Arc)\r\n {\r\n normal = c.Normal;\r\n break;\r\n }\r\n else if (firstV)\r\n {\r\n let v = c.GetFistDeriv(0);\r\n v.cross(firstV);\r\n if (!equalv3(v, ZeroVec))\r\n {\r\n normal = v.normalize();\r\n break;\r\n }\r\n }\r\n else\r\n {\r\n let cus = c.Explode() as Curve[];\r\n let ocs = ComputerCurvesNormalOCS(cus, false);\r\n if (ocs)\r\n return ocs;\r\n firstV = c.GetFistDeriv(0);\r\n }\r\n }\r\n\r\n if (!normal && !allowAutoCalc) return;\r\n\r\n let x = new Vector3();\r\n let y = new Vector3();\r\n if (!normal)\r\n {\r\n normal = firstV.normalize();\r\n Orbit.ComputUpDirection(normal, y, x);\r\n [x, y, normal] = [normal, x, y];\r\n }\r\n else\r\n {\r\n if (equalv3(normal, curves[0].Normal.negate()))\r\n normal.negate();\r\n Orbit.ComputUpDirection(normal, y, x);\r\n }\r\n return new Matrix4().makeBasis(x, y, normal).setPosition(curves[0].StartPoint);\r\n}\r\n\r\n\r\nexport function Pts2Polyline(pts: (Vector3 | Vector2)[], isClose: boolean)\r\n{\r\n let pl = new Polyline();\r\n for (let i = 0; i < pts.length; i += 2)\r\n {\r\n let p1 = AsVector3(pts[i]);\r\n let arc: Arc | Line;\r\n let p2: Vector3;\r\n let p3: Vector3;\r\n\r\n if (isClose)\r\n {\r\n p2 = AsVector3(pts[FixIndex(i + 1, pts.length)]);\r\n p3 = AsVector3(pts[FixIndex(i + 2, pts.length)]);\r\n }\r\n else\r\n {\r\n if (i >= pts.length - 2) break;\r\n p2 = AsVector3(pts[i + 1]);\r\n p3 = AsVector3(pts[i + 2]);\r\n }\r\n let v1 = p1.clone().sub(p2);\r\n let v2 = p2.clone().sub(p3);\r\n\r\n if (equaln(v1.angleTo(v2), 0))\r\n arc = new Line(p1, p3);\r\n else\r\n arc = new Arc().FromThreePoint(p1, p2, p3);\r\n pl.Join(arc);\r\n }\r\n return pl;\r\n}\r\n\r\n/**获取矩形信息 */\r\nexport function GetRectData(cu: Curve): { isRect: boolean, size?: Vector3, box?: Box3, OCS?: Matrix4; }\r\n{\r\n if (cu instanceof Polyline)\r\n {\r\n if (!cu.IsClose) return { isRect: false };\r\n\r\n let pts = cu.GetStretchPoints();\r\n if (cu.Area2 < 0)\r\n pts.reverse();\r\n\r\n if (equalv3(pts[0], arrayLast(pts)))\r\n pts.pop();\r\n\r\n if (pts.length < 4) return { isRect: false };\r\n\r\n let xVec: Vector3;\r\n let p1 = pts[0];\r\n\r\n let originIndex = 0;\r\n\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n if (pts[i].y < p1.y)\r\n {\r\n p1 = pts[i];\r\n originIndex = i;\r\n }\r\n else if (equaln(pts[i].y, p1.y))\r\n {\r\n if (pts[i].x < p1.x)\r\n {\r\n p1 = pts[i];\r\n originIndex = i;\r\n }\r\n }\r\n }\r\n\r\n let tempPts = pts.splice(0, originIndex);\r\n pts.push(...tempPts);\r\n\r\n p1 = pts[0];\r\n\r\n\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n let v = pts[i].clone().sub(p1);\r\n if (equalv3(v, ZeroVec))\r\n continue;\r\n if (!xVec)\r\n xVec = v;\r\n else\r\n {\r\n if (isParallelTo(v, xVec))\r\n xVec.copy(v);\r\n else\r\n break;\r\n }\r\n }\r\n\r\n let yVec: Vector3;\r\n\r\n for (let i = pts.length - 1; i > 0; i--)\r\n {\r\n let v = pts[i].clone().sub(p1);\r\n if (equalv3(v, ZeroVec))\r\n continue;\r\n if (!yVec)\r\n yVec = v;\r\n else\r\n {\r\n if (isParallelTo(v, yVec))\r\n yVec.copy(v);\r\n else\r\n break;\r\n }\r\n }\r\n\r\n if (!xVec || !yVec) return { isRect: false };\r\n\r\n //2向量必须垂直\r\n if (!isPerpendicularityTo(xVec.clone().normalize(), yVec.clone().normalize()))\r\n return { isRect: false };\r\n\r\n if (yVec.length() > xVec.length())\r\n [xVec, yVec] = [yVec.negate(), xVec];\r\n\r\n if (xVec.angleTo(XAxis) > Math.PI / 4)\r\n [xVec, yVec] = [yVec.negate(), xVec];\r\n\r\n\r\n let rectOCS = new Matrix4().makeBasis(xVec.normalize(), yVec.normalize(), xVec.clone().cross(yVec));\r\n let rectOCSInv = new Matrix4().getInverse(rectOCS);\r\n\r\n for (let p of pts)\r\n p.applyMatrix4(rectOCSInv);\r\n\r\n let box = new Box3().setFromPoints(pts);\r\n\r\n let size = box.getSize(new Vector3);\r\n if (equaln(size.x * size.y, cu.Area, 0.1))\r\n {\r\n return {\r\n isRect: true,\r\n size,\r\n box,\r\n OCS: rectOCS,\r\n };\r\n }\r\n }\r\n return { isRect: false };\r\n}\r\n\r\nconst PolylineSpliteRectFuzz = 1e-3;\r\n/**封闭多段线 分割成矩形 */\r\nexport function PolylineSpliteRect(outline: Polyline): Polyline[]\r\n{\r\n if (!outline.IsClose || IsRect(outline).isRect)\r\n return [outline];\r\n\r\n let firstDerv = outline.GetFistDeriv(0).normalize();\r\n if (!isParallelTo(firstDerv, XAxis, PolylineSpliteRectFuzz) && !isParallelTo(firstDerv, YAxis, PolylineSpliteRectFuzz)) return [outline];\r\n\r\n let cus = outline.Explode();\r\n let yCus: Curve[] = [];\r\n\r\n for (let c of cus)\r\n {\r\n if (c instanceof Arc) return [outline];\r\n let derv = c.GetFistDeriv(0).normalize();\r\n if (isParallelTo(derv, YAxis, PolylineSpliteRectFuzz))\r\n yCus.push(c);\r\n else\r\n if (!isParallelTo(derv, XAxis, PolylineSpliteRectFuzz))\r\n {\r\n return [outline];\r\n }\r\n }\r\n\r\n yCus.sort((c1, c2) => c1.StartPoint.x - c2.StartPoint.x);\r\n\r\n\r\n let rects: Polyline[] = [];\r\n\r\n for (let i = 0; i < yCus.length - 1; i++)\r\n {\r\n let c1 = yCus[i];\r\n let c2 = yCus[i + 1];\r\n\r\n let x1 = c1.StartPoint.x;\r\n let x2 = c2.StartPoint.x;\r\n if (equaln(x1, x2))\r\n continue;\r\n\r\n let y1: number;\r\n let y2: number;\r\n\r\n let res = c1.IntersectWith2(outline, IntersectOption.ExtendThis);\r\n\r\n let res2 = c2.IntersectWith2(outline, IntersectOption.ExtendThis);\r\n let pars = [...res.map(r => Math.floor(r.argParam)), ...res2.map(r => Math.floor(r.argParam))];\r\n pars = [...new Set(pars)];\r\n pars.sort((a, b) => a - b);\r\n\r\n let ys: number[] = [];\r\n for (let par of pars)\r\n {\r\n let c = outline.GetCurveAtParam(par);\r\n let derv = c.GetFistDeriv(0).normalize();\r\n if (isParallelTo(derv, XAxis, PolylineSpliteRectFuzz))\r\n {\r\n let x3 = c.StartPoint.x;\r\n let x4 = c.EndPoint.x;\r\n if (x3 > x4)\r\n [x3, x4] = [x4, x3];\r\n if (isIntersect(x1, x2, x3, x4, -PolylineSpliteRectFuzz))\r\n ys.push(c.StartPoint.y);\r\n }\r\n }\r\n\r\n if (ys.length < 2) return [outline];\r\n\r\n ys.sort((a, b) => a - b);\r\n\r\n y1 = ys[0];\r\n y2 = arrayLast(ys);\r\n\r\n rects.push(new Polyline().RectangleFrom2Pt(new Vector3(x1, y1), new Vector3(x2, y2)));\r\n }\r\n\r\n return rects;\r\n\r\n}\r\n","import { Box3, BufferGeometry, Line as TLine, Matrix3, Matrix4, Object3D, Vector2, Vector3 } from 'three';\r\nimport { CreateBoardUtil } from '../../ApplicationServices/mesh/createBoard';\r\nimport { arrayLast, arrayRemoveDuplicateBySort, changeArrayStartIndex } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { ComputerCurvesNormalOCS, getDeterminantFor2V } from '../../Common/CurveUtils';\r\nimport { matrixAlignCoordSys, matrixIsCoplane, reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { FixIndex } from '../../Common/Utils';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { AsVector2, AsVector3, equaln, equalv2, equalv3, updateGeometry } from '../../Geometry/GeUtils';\r\nimport { IntersectOption, IntersectPolylineAndCurve } from '../../GraphicsSystem/IntersectWith';\r\nimport { OffsetPolyline } from '../../GraphicsSystem/OffsetPolyline';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { IsPointInPolyLine } from '../PointInPolyline';\r\nimport { Arc } from './Arc';\r\nimport { Curve, ExtendType } from './Curve';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Line } from './Line';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\n\r\nexport interface PolylineProps\r\n{\r\n pt: Vector2,\r\n bul: number;\r\n}\r\n@Factory\r\nexport class Polyline extends Curve\r\n{\r\n private _ClosedMark: boolean = false;\r\n constructor(private _LineData: PolylineProps[] = [])\r\n {\r\n super();\r\n }\r\n\r\n UpdateMatrixTo(m: Matrix4)\r\n {\r\n this.WriteAllObjectRecord();\r\n let p = new Vector3().setFromMatrixPosition(m);\r\n p.applyMatrix4(this.OCSInv);\r\n if (equaln(p.z, 0))\r\n {\r\n let dir = Math.sign(this.Area2);\r\n let tm = matrixAlignCoordSys(this.OCS, m);\r\n for (let p of this._LineData)\r\n {\r\n let p3 = AsVector3(p.pt);\r\n p3.applyMatrix4(tm);\r\n p.pt.set(p3.x, p3.y);\r\n }\r\n this.OCS = m;\r\n let newDir = Math.sign(this.Area2);\r\n if (dir !== newDir)\r\n for (let p of this._LineData)\r\n p.bul *= -1;\r\n }\r\n }\r\n\r\n /**\r\n * 原地翻转,仅改变法向量\r\n */\r\n Flip()\r\n {\r\n this.WriteAllObjectRecord();\r\n let x = new Vector3();\r\n let y = new Vector3();\r\n let z = new Vector3();\r\n this._Matrix.extractBasis(x, y, z);\r\n z.negate();\r\n y.crossVectors(z, x);\r\n let p = this.Position;\r\n this._Matrix.makeBasis(x, y, z).setPosition(p);\r\n\r\n for (let d of this._LineData)\r\n {\r\n d.pt.y *= -1;\r\n d.bul *= -1;\r\n }\r\n this.Update();\r\n return this;\r\n }\r\n\r\n //翻转曲线,首尾调换\r\n Reverse(): this\r\n {\r\n if (this._LineData.length === 0)\r\n return this;\r\n this.WriteAllObjectRecord();\r\n\r\n let pts = [];\r\n let buls = [];\r\n for (let data of this._LineData)\r\n {\r\n pts.push(data.pt);\r\n buls.push(-data.bul);\r\n }\r\n\r\n let lastBul = buls.pop();\r\n buls.reverse();\r\n buls.push(lastBul);\r\n\r\n pts.reverse();\r\n\r\n if (this._ClosedMark && !equalv2(pts[0], arrayLast(pts)))\r\n {\r\n pts.unshift(pts.pop());\r\n buls.unshift(buls.pop());\r\n }\r\n\r\n for (let i = 0; i < pts.length; i++)\r\n {\r\n let d = this._LineData[i];\r\n d.pt = pts[i];\r\n d.bul = buls[i];\r\n }\r\n\r\n return this;\r\n }\r\n set LineData(data: PolylineProps[])\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData = data;\r\n this.Update();\r\n }\r\n get LineData()\r\n {\r\n return this._LineData;\r\n }\r\n\r\n get NumberOfVertices(): number\r\n {\r\n return this._LineData.length;\r\n }\r\n\r\n /**\r\n * 在指定位置插入点.\r\n * 例如:\r\n * pl.AddVertexAt(pl.NumberOfVerticesk,p);//在末尾插入一个点\r\n *\r\n * @param {number} index 索引位置\r\n * @param {Vector2} pt 点\r\n * @returns {this}\r\n * @memberof Polyline\r\n */\r\n AddVertexAt(index: number, pt: Vector2 | Vector2[]): this\r\n {\r\n this.WriteAllObjectRecord();\r\n let pts: PolylineProps[];\r\n if (Array.isArray(pt))\r\n {\r\n pts = pt.map(p =>\r\n {\r\n return {\r\n pt: p.clone(),\r\n bul: 0\r\n };\r\n });\r\n }\r\n else\r\n pts = [{ pt: pt.clone(), bul: 0 }];\r\n\r\n this._LineData.splice(index, 0, ...pts);\r\n this.Update();\r\n return this;\r\n }\r\n RemoveVertexAt(index: number): this\r\n {\r\n if (index < this._LineData.length)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData.splice(index, 1);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n RemoveVertexIn(from: number, to: number): this\r\n {\r\n if (from + 1 < this._LineData.length && to > from)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData.splice(from + 1, to - from - 1);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * 重设闭合多段线的起点\r\n * @param index 起始index,如果index非整数,将用最接近的整数作为起始索引\r\n */\r\n ResetStartPoint(index: number)\r\n {\r\n if (!this.IsClose || index >= this.EndParam) return false;\r\n\r\n if (equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt))\r\n this._LineData.pop();\r\n\r\n changeArrayStartIndex(this._LineData, Math.floor(index + 0.5));\r\n this._LineData.push({\r\n pt: this._LineData[0].pt.clone(),\r\n bul: 0\r\n });\r\n return true;\r\n }\r\n GetPoint2dAt(index: number): Vector2 | undefined\r\n {\r\n if (index >= 0 && this._LineData.length > index)\r\n return this._LineData[index].pt.clone();\r\n }\r\n /**\r\n * 设置指定点的位置\r\n *\r\n * @param {number} index\r\n * @param {Vector2} pt\r\n * @memberof Polyline\r\n */\r\n SetPointAt(index: number, pt: Vector2): this\r\n {\r\n let d = this._LineData[index];\r\n if (d)\r\n {\r\n this.WriteAllObjectRecord();\r\n d.pt.copy(pt);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n for (let i = 0; i <= this.EndParam; i++)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n p.applyMatrix4(m).applyMatrix4(this.OCSInv);\r\n this.SetPointAt(i, AsVector2(p));\r\n }\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n let oldPts = this.GetStretchPoints();\r\n reviseMirrorMatrix(this._Matrix);\r\n for (let i = 0; i < oldPts.length; i++)\r\n {\r\n let newP = oldPts[i].applyMatrix4(this.OCSInv);\r\n let newBul = -this.GetBuilgeAt(i);\r\n this.SetPointAt(i, AsVector2(newP));\r\n this.SetBulgeAt(i, newBul);\r\n }\r\n this.Reverse();\r\n return this;\r\n }\r\n SetBulgeAt(index: number, bul: number): this\r\n {\r\n let d = this._LineData[index];\r\n if (d)\r\n {\r\n this.WriteAllObjectRecord();\r\n d.bul = bul;\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n GetBuilgeAt(index: number): number\r\n {\r\n return this._LineData[index].bul;\r\n }\r\n Rectangle(length: number, height: number): this\r\n {\r\n this.LineData = [\r\n { pt: new Vector2(), bul: 0 },\r\n { pt: new Vector2(length), bul: 0 },\r\n { pt: new Vector2(length, height), bul: 0 },\r\n { pt: new Vector2(0, height), bul: 0 }];\r\n this.CloseMark = true;\r\n return this;\r\n }\r\n RectangleFrom2Pt(p1: Vector3, p2: Vector3): this\r\n {\r\n let box = new Box3();\r\n box.setFromPoints([p2, p1].map((p: Vector3) => p.clone().applyMatrix4(this.OCSInv)));\r\n\r\n let px1 = AsVector2(box.min);\r\n let px3 = AsVector2(box.max);\r\n let px2 = new Vector2(px3.x, px1.y);\r\n let px4 = new Vector2(px1.x, px3.y);\r\n\r\n this.LineData = [\r\n { pt: px1, bul: 0 },\r\n { pt: px2, bul: 0 },\r\n { pt: px3, bul: 0 },\r\n { pt: px4, bul: 0 }];\r\n\r\n this.CloseMark = true;\r\n return this;\r\n }\r\n //多段线起点\r\n get StartPoint()\r\n {\r\n if (this._LineData.length > 0)\r\n return AsVector3(this._LineData[0].pt).applyMatrix4(this.OCS);\r\n return new Vector3();\r\n }\r\n set StartPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n p = p.clone().applyMatrix4(this.OCSInv);\r\n\r\n if (this._LineData.length === 0)\r\n this.AddVertexAt(0, AsVector2(p));\r\n else if (this._LineData.length === 1)\r\n this.SetPointAt(0, AsVector2(p));\r\n else\r\n {\r\n let bul = this.GetBuilgeAt(0);\r\n if (bul !== 0)\r\n {\r\n let arc = this.GetCurveAtParam(0) as Arc;\r\n arc.StartPoint = p;\r\n //前面线的凸度调整\r\n this.SetBulgeAt(0, Math.tan(arc.AllAngle / 4) * Math.sign(bul));\r\n }\r\n this.SetPointAt(0, AsVector2(p));\r\n }\r\n }\r\n get EndPoint()\r\n {\r\n if (this._ClosedMark) return this.StartPoint;\r\n if (this._LineData.length > 0)\r\n return AsVector3(this._LineData[this.EndParam].pt).applyMatrix4(this.OCS);\r\n return new Vector3();\r\n }\r\n set EndPoint(p: Vector3)\r\n {\r\n if (this._LineData.length < 2 || this.CloseMark)\r\n return;\r\n\r\n this.WriteAllObjectRecord();\r\n p = p.clone().applyMatrix4(this.OCSInv);\r\n\r\n let bul = this.GetBuilgeAt(this.EndParam - 1);\r\n if (bul !== 0)\r\n {\r\n let arc = this.GetCurveAtParam(this.EndParam - 1) as Arc;\r\n arc.ApplyMatrix(this.OCSInv);\r\n arc.EndPoint = p;\r\n //前面线的凸度调整\r\n this.SetBulgeAt(this.EndParam - 1, Math.tan(arc.AllAngle / 4) * Math.sign(bul));\r\n }\r\n this.SetPointAt(this.EndParam, AsVector2(p));\r\n }\r\n\r\n get CurveCount(): number\r\n {\r\n return this.EndParam;\r\n }\r\n\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n\r\n /**\r\n * 表示最后一条曲线的终止参数,使用该参数可以直接遍历到多段线的所有子线段. for(i 1 && (equalv3(this.StartPoint, this.EndPoint, 1e-4)));\r\n }\r\n set CloseMark(v: boolean)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._ClosedMark = v;\r\n this.Update();\r\n }\r\n\r\n DigestionCloseMark()\r\n {\r\n if (this._ClosedMark && this._LineData.length > 1)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._ClosedMark = false;\r\n\r\n if (!equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt))\r\n this._LineData.push({ pt: AsVector2(this._LineData[0].pt), bul: 0 });\r\n }\r\n }\r\n\r\n get Length()\r\n {\r\n return this.Explode().reduce((l, cu) => l + cu.Length, 0);\r\n }\r\n\r\n /**\r\n * 获得指定参数所在的点.\r\n * 当曲线存在闭合标志时,参数必须在曲线内部.\r\n * 当曲线不存在闭合标志时,参数允许延伸出曲线.\r\n *\r\n * @param {number} param 参数\r\n * @returns {Vector3} 三维点,可为空\r\n * @memberof Polyline\r\n */\r\n GetPointAtParam(param: number): Vector3\r\n {\r\n if (param === Math.floor(param) && this.ParamOnCurve(param))\r\n return AsVector3(this.GetPoint2dAt(FixIndex(param, this.NumberOfVertices))).applyMatrix4(this.OCS);\r\n let cu: Curve = this.GetCurveAtParam(param);\r\n if (cu)\r\n return cu.GetPointAtParam(this.GetCurveParamAtParam(param));\r\n return undefined;\r\n }\r\n\r\n GetDistAtParam(param: number): number\r\n {\r\n if (this._ClosedMark && !this.ParamOnCurve(param))\r\n return NaN;\r\n\r\n //参数 整数\r\n let paramFloor = Math.floor(param);\r\n //需要计算的曲线个数\r\n let cuCout = paramFloor > this.EndParam ? this.EndParam : paramFloor;\r\n\r\n let dist = 0;\r\n //首先计算完整曲线的长度\r\n for (let i = 0; i < cuCout; i++)\r\n {\r\n dist += this.GetCurveAtIndex(i).Length;\r\n }\r\n\r\n //参数已经大于索引,证明参数在线外.\r\n if (paramFloor !== cuCout)\r\n {\r\n dist += this.GetCurveAtParam(param).GetDistAtParam(param - cuCout);\r\n }\r\n else if (param > paramFloor)\r\n {\r\n let lastParam = param - paramFloor;\r\n dist += this.GetCurveAtParam(param).GetDistAtParam(lastParam);\r\n }\r\n\r\n return dist;\r\n }\r\n GetPointAtDistance(dist: number): Vector3\r\n {\r\n let param = this.GetParamAtDist(dist);\r\n return this.GetPointAtParam(param);\r\n }\r\n\r\n /**\r\n * 返回参数所在的点. 如果曲线不闭合,会试图返回延伸点参数\r\n *\r\n * @param {Vector3} pt\r\n * @returns {number}\r\n * @memberof Polyline\r\n */\r\n GetParamAtPoint(pt: Vector3): number\r\n {\r\n let cus = this.Explode();\r\n if (cus.length === 0) return NaN;\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu = cus[i];\r\n let param = cu.GetParamAtPoint(pt);\r\n if (cu.ParamOnCurve(param))\r\n return i + param; //返回点在曲线内部的参数\r\n }\r\n\r\n //当曲线闭合时,不需要延伸首尾去判断参数\r\n if (this._ClosedMark) return NaN;\r\n\r\n //起点终点参数集合\r\n let seParams: number[] = [];\r\n //点在第一条曲线上的参数\r\n let startParam = cus[0].GetParamAtPoint(pt);\r\n if (!isNaN(startParam) && startParam < 0)\r\n seParams.push(startParam);\r\n //点在最后一条线上的参数\r\n let endParam = cus[cus.length - 1].GetParamAtPoint(pt);\r\n if (!isNaN(endParam) && endParam > 0)\r\n seParams.push(endParam + this.EndParam - 1);\r\n\r\n if (seParams.length == 1)\r\n {\r\n return seParams[0];\r\n }\r\n else if (seParams.length == 2)\r\n {\r\n //返回较近的参数\r\n if (pt.distanceToSquared(this.StartPoint)\r\n < pt.distanceToSquared(this.EndPoint))\r\n return seParams[0];\r\n else\r\n return seParams[1];\r\n }\r\n return NaN;\r\n }\r\n GetParamAtDist(dist: number): number\r\n {\r\n let cus = this.Explode();\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu = cus[i];\r\n let len = cu.Length;\r\n if (dist <= len)\r\n return i + cu.GetParamAtDist(dist);\r\n else if (equaln(dist, len, 1e-8))\r\n return i + 1;\r\n dist -= len;\r\n }\r\n if (!this._ClosedMark)\r\n return cus.length + cus[cus.length - 1].GetParamAtDist(dist);\r\n\r\n return NaN;\r\n }\r\n GetDistAtPoint(pt: Vector3): number\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n if (!this.ParamOnCurve(param)) return NaN;\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n /**\r\n * 返回曲线的一阶导数.\r\n * 当曲线闭合(标志)且点不在曲线上.\r\n * 或者曲线不闭合(标志) 且点不在曲线上也不在延伸上\r\n *\r\n * @param {(number | Vector3)} param\r\n * @returns {Vector3}\r\n * @memberof Polyline\r\n */\r\n GetFistDeriv(param: number | Vector3): Vector3\r\n {\r\n if (param instanceof Vector3)\r\n param = this.GetParamAtPoint(param);\r\n\r\n if (isNaN(param))\r\n return undefined;\r\n\r\n let cu = this.GetCurveAtParam(param);\r\n\r\n if (!cu) return undefined;\r\n\r\n return cu.GetFistDeriv(this.GetCurveParamAtParam(param));\r\n }\r\n GetSplitCurves(param: number[] | number): Array\r\n {\r\n //参数需要转化为参数数组\r\n let params: number[];\r\n if (typeof param == \"number\")\r\n params = [param];\r\n else\r\n params = param;\r\n\r\n //校验参数在曲线中,修正参数\r\n let endParam = this.EndParam;\r\n params = params.filter(p => this.ParamOnCurve(p) && p > -1e-6)\r\n .map(a =>\r\n {\r\n if (a < 0) return 0;\r\n if (a > endParam) return endParam;\r\n if (equaln(a, Math.floor(a + 0.5), 1e-8))\r\n return Math.floor(a + 0.5);\r\n return a;\r\n });\r\n //排序\r\n params.sort((a, b) => a - b);\r\n let hasEndParam = arrayLast(params) === this.EndParam;\r\n //必须加入最后一个参数,保证切割后的曲线完整\r\n if (!hasEndParam)\r\n params.push(this.EndParam);\r\n arrayRemoveDuplicateBySort(params, (e1, e2) => equaln(e1, e2, 1e-8));\r\n params = params.filter(p => this.ParamOnCurve(p));\r\n if (params.length === 0)\r\n return [];\r\n\r\n //判断是否存在0参数\r\n let hasZeroParam = params[0] === 0;\r\n if (hasZeroParam)\r\n params.shift();\r\n\r\n let { pts, buls } = this.PtsBuls;\r\n\r\n //返回的多段线集合\r\n let pls: Polyline[] = [];\r\n\r\n let len = 0;//已经走过的参数长度(整数)\r\n\r\n //上一个切割参数的位置 0-1\r\n let prePa = 0;\r\n for (let pa of params)\r\n {\r\n //参数所在点\r\n let pt = AsVector2(this.GetPointAtParam(pa).applyMatrix4(this.OCSInv));\r\n pa -= len;\r\n let pafloor = Math.floor(pa);\r\n len += pafloor;\r\n\r\n let plData: PolylineProps[] = [];\r\n\r\n //添加点\r\n for (let i = 0; i < pafloor; i++)\r\n {\r\n if (i === 0 && !equaln(buls[0], 0, 1e-8))\r\n {\r\n buls[0] = Math.tan((1 - prePa) * Math.atan(buls[0]));\r\n }\r\n plData.push({ pt: pts[0], bul: buls[0] });\r\n pts.shift();\r\n buls.shift();\r\n }\r\n\r\n if (equaln(pa, pafloor, 1e-8))//如果pa在点上\r\n {\r\n plData.push({ pt: pts[0].clone(), bul: buls[0] });\r\n }\r\n else //在曲线上\r\n {\r\n let bul: number = buls[0];\r\n if (!equaln(bul, 0, 1e-6))\r\n bul = Math.tan((pa - pafloor - (0 === pafloor ? prePa : 0)) * Math.atan(buls[0])); //->凸度\r\n\r\n //加入顶点+凸度\r\n plData.push({ pt: pts[0].clone(), bul });\r\n //终点\r\n plData.push({ pt, bul: 0 });\r\n\r\n //修正剩余的点表和凸度表\r\n pts[0].copy(pt);\r\n }\r\n\r\n prePa = pa - pafloor;\r\n if (plData.length > 1)\r\n pls.push(new Polyline(plData).ApplyMatrix(this.OCS));\r\n }\r\n\r\n //当曲线为闭合曲线,并且不存在0切割参数时,首尾连接曲线\r\n if (this._ClosedMark && !hasZeroParam && !hasEndParam)\r\n {\r\n let lastPl = pls[pls.length - 1];\r\n if (equalv2(arrayLast(lastPl._LineData).pt, pls[0]._LineData[0].pt))\r\n lastPl._LineData.pop();\r\n\r\n lastPl._LineData.push(...pls[0]._LineData);\r\n\r\n pls.shift();\r\n }\r\n return pls;\r\n }\r\n\r\n //未完善\r\n GetCurveAtParamRange(startParam: number, endParam: number): Array\r\n {\r\n let sfloor = Math.floor(startParam + 0.5);\r\n if (equaln(sfloor, startParam, 1e-8)) startParam = sfloor;\r\n else sfloor = Math.floor(startParam);\r\n let efloor = Math.floor(endParam + 0.5);\r\n if (equaln(efloor, endParam, 1e-8)) endParam = efloor;\r\n else efloor = Math.floor(efloor);\r\n\r\n const GetCurve = (index: number) =>\r\n {\r\n let d = this._LineData[index];\r\n let next = this._LineData[index + 1];\r\n if (!equaln(d.bul, 0, 1e-8))\r\n return new Arc().ParseFromBul(d.pt, next.pt, d.bul);\r\n else\r\n return new Line(AsVector3(d.pt), AsVector3(next.pt));\r\n };\r\n\r\n let lined: PolylineProps[] = [];\r\n if (startParam === sfloor)\r\n {\r\n let d = this._LineData[sfloor];\r\n lined.push({ pt: d.pt.clone(), bul: d.bul });\r\n }\r\n else\r\n {\r\n let d = this._LineData[sfloor];\r\n let cu = GetCurve(sfloor);\r\n let remParam = startParam - sfloor;\r\n let p = cu.GetPointAtParam(remParam);\r\n let bul = d.bul;\r\n if (!equaln(bul, 0))\r\n bul = Math.tan(Math.atan(bul) * (1 - remParam));\r\n lined.push({ pt: AsVector2(p), bul: bul });\r\n }\r\n\r\n for (let i = sfloor + 1; i < efloor; i++)\r\n {\r\n let d = this._LineData[i];\r\n lined.push({ pt: d.pt.clone(), bul: d.bul });\r\n }\r\n\r\n if (efloor !== endParam)\r\n {\r\n let d = this.LineData[efloor];\r\n let remParam = endParam - efloor;\r\n let cu = GetCurve(efloor);\r\n let p = cu.GetPointAtParam(remParam);\r\n let bul = d.bul;\r\n if (!equaln(bul, 0))\r\n {\r\n arrayLast(lined).bul = Math.tan(Math.atan(bul) * remParam);\r\n bul = Math.tan(Math.atan(bul) * (1 - remParam));\r\n }\r\n lined.push({ pt: AsVector2(p), bul });\r\n }\r\n\r\n let pl = new Polyline(lined);\r\n pl.OCS = this.OCSNoClone;\r\n return;\r\n }\r\n\r\n Extend(newParam: number)\r\n {\r\n if (this.CloseMark || this.ParamOnCurve(newParam)) return;\r\n\r\n this.WriteAllObjectRecord();\r\n\r\n let ptIndex: number;\r\n let bulIndex: number;\r\n\r\n if (newParam < 0)\r\n {\r\n ptIndex = 0;\r\n bulIndex = 0;\r\n }\r\n else if (newParam > this.EndParam)\r\n {\r\n ptIndex = this.EndParam;\r\n bulIndex = ptIndex - 1;\r\n }\r\n\r\n //修改顶点\r\n this._LineData[ptIndex].pt = AsVector2(this.GetPointAtParam(newParam).applyMatrix4(this.OCSInv));\r\n\r\n //修改凸度\r\n let oldBul = this._LineData[bulIndex].bul;\r\n if (oldBul != 0)\r\n this._LineData[bulIndex].bul = Math.tan(Math.atan(oldBul) * (1 + newParam - ptIndex));\r\n\r\n this.Update();\r\n }\r\n\r\n //const this\r\n MatrixAlignTo2(toMatrix: Matrix4)\r\n {\r\n if (!matrixIsCoplane(this._Matrix, toMatrix, 1e-4))\r\n return this.PtsBuls;\r\n\r\n let m = matrixAlignCoordSys(this._Matrix, toMatrix);\r\n\r\n let z1 = this.Normal;\r\n let z2 = new Vector3().setFromMatrixColumn(toMatrix, 2);\r\n let isMirror = equalv3(z1, z2.negate());\r\n\r\n let pts: Vector2[] = [];\r\n let buls: number[] = [];\r\n for (let d of this._LineData)\r\n {\r\n let p = AsVector2(AsVector3(d.pt).applyMatrix4(m));\r\n pts.push(p);\r\n buls.push(isMirror ? -d.bul : d.bul);\r\n }\r\n return { pts, buls };\r\n }\r\n\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-4)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (this._ClosedMark)\r\n return Status.False;\r\n\r\n let [sp, ep, cuSp, cuEp] = [this.StartPoint, this.EndPoint, cu.StartPoint, cu.EndPoint];\r\n\r\n let ocsInv = this.OCSInv;\r\n let [cuSp2, cuEp2] = [cuSp, cuEp].map(p => AsVector2(p.clone().applyMatrix4(ocsInv)));\r\n\r\n if (this._LineData.length === 0)\r\n {\r\n if (cu instanceof Line)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (cu instanceof Arc)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: cu.Bul });\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (cu instanceof Polyline)\r\n {\r\n let f = new CADFiler();\r\n cu.WriteFile(f);\r\n this.ReadFile(f);\r\n }\r\n else\r\n return Status.False;\r\n }\r\n else\r\n {\r\n enum LinkType\r\n {\r\n None = 0,\r\n SpSp = 1,\r\n SpEp = 2,\r\n EpSp = 3,\r\n EpEp = 4,\r\n };\r\n\r\n let spspDisSq = cuSp.distanceToSquared(sp);\r\n let spepDisSq = cuSp.distanceToSquared(ep);\r\n let epspDisSq = cuEp.distanceToSquared(sp);\r\n let epepDisSq = cuEp.distanceToSquared(ep);\r\n let minDis = tolerance * tolerance;\r\n\r\n let linkType = LinkType.None;\r\n\r\n if (spspDisSq < minDis)\r\n {\r\n linkType = LinkType.SpSp;\r\n minDis = spspDisSq;\r\n }\r\n\r\n if (spepDisSq < minDis)\r\n {\r\n linkType = LinkType.SpEp;\r\n minDis = spepDisSq;\r\n }\r\n\r\n if (epspDisSq < minDis)\r\n {\r\n linkType = LinkType.EpSp;\r\n minDis = epspDisSq;\r\n }\r\n\r\n if (epepDisSq < minDis)\r\n linkType = LinkType.EpEp;\r\n\r\n if (linkType === LinkType.None)\r\n return Status.False;\r\n\r\n if (cu instanceof Line)\r\n {\r\n if (linkType === LinkType.SpSp)\r\n {\r\n this._LineData.unshift({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n this._LineData.unshift({ pt: cuSp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n }\r\n }\r\n else if (cu instanceof Arc)\r\n {\r\n let dir = equalv3(this.Normal, cu.Normal.negate()) ? -1 : 1;\r\n let bul = cu.Bul * dir;\r\n if (linkType === LinkType.SpSp)\r\n {\r\n this._LineData.unshift({ pt: cuEp2, bul: -bul });\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n arrayLast(this._LineData).bul = bul;\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n this._LineData.unshift({ pt: cuSp2, bul: bul });\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n arrayLast(this._LineData).bul = -bul;\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n }\r\n }\r\n else if (cu instanceof Polyline)\r\n {\r\n if (cu.CloseMark) return Status.False;\r\n\r\n let { pts, buls } = this.PtsBuls;\r\n\r\n if (linkType === LinkType.SpSp)\r\n {\r\n cu.Reverse();\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n cuPtsBul.pts.pop();\r\n cuPtsBul.buls.pop();\r\n pts = cuPtsBul.pts.concat(pts);\r\n buls = cuPtsBul.buls.concat(buls);\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n pts.pop();\r\n buls.pop();\r\n\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n pts = pts.concat(cuPtsBul.pts);\r\n buls = buls.concat(cuPtsBul.buls);\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n cuPtsBul.pts.pop();\r\n cuPtsBul.buls.pop();\r\n pts = cuPtsBul.pts.concat(pts);\r\n buls = cuPtsBul.buls.concat(buls);\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n pts.pop();\r\n buls.pop();\r\n\r\n cu.Reverse();\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n pts = pts.concat(cuPtsBul.pts);\r\n buls = buls.concat(cuPtsBul.buls);\r\n }\r\n\r\n this._LineData.length = 0;\r\n for (let i = 0; i < pts.length; i++)\r\n {\r\n this._LineData.push({ pt: pts[i], bul: buls[i] });\r\n }\r\n }\r\n else\r\n return Status.False;\r\n }\r\n\r\n //在上面的其他分支已经返回了假 所以这里直接返回真.\r\n this.Update();\r\n return Status.True;\r\n }\r\n\r\n /**\r\n * 将曲线数组组合成多段线\r\n * @param curves 已经使用CurveLinked的数组,总是首尾相连\r\n * @returns\r\n */\r\n static Combine(curves: Curve[], tolerance = 1e-5): Polyline | undefined\r\n {\r\n if (!curves || curves.length === 0) return;\r\n\r\n let pl = new Polyline;\r\n pl.OCS = ComputerCurvesNormalOCS(curves);\r\n\r\n for (let cu of curves)\r\n pl.Join(cu, false, tolerance);\r\n\r\n let d = pl.LineData;\r\n if (d.length > 1)\r\n {\r\n let ld = arrayLast(d).pt;\r\n if (equalv2(d[0].pt, ld, tolerance))\r\n ld.copy(d[0].pt);\r\n }\r\n\r\n return pl;\r\n }\r\n\r\n PtOnCurve(pt: Vector3): boolean\r\n {\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let c = this.GetCurveAtIndex(i);\r\n if (c.PtOnCurve(pt))\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let c = this.GetCurveAtIndex(i);\r\n if (c.PtOnCurve3(p, fuzz))\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n PtInCurve(pt: Vector3)\r\n {\r\n return this.IsClose && IsPointInPolyLine(this, pt);\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n return this.GetClosestPointTo2(pt, extend ? ExtendType.Both : ExtendType.None);\r\n }\r\n GetClosestPointTo2(pt: Vector3, extType: ExtendType): Vector3\r\n {\r\n //当曲线空时,返回空\r\n if (this.EndParam < 1) return undefined;\r\n //当有闭合标志时,曲线在任何位置都不延伸\r\n if (this._ClosedMark) extType = ExtendType.None;\r\n\r\n //最近点\r\n let ptC = undefined;\r\n //最近点的距离\r\n let ptCDist = Infinity;\r\n\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let cu = this.GetCurveAtIndex(i);\r\n\r\n //前延伸\r\n if (i === 0 && (extType & ExtendType.Front) > 0)\r\n {\r\n let ptCFirst = cu.GetClosestPointTo(pt, true);\r\n if (cu.GetParamAtPoint(ptCFirst) <= 1)\r\n {\r\n ptC = ptCFirst;\r\n ptCDist = ptC.distanceToSquared(pt);\r\n }\r\n if (extType === ExtendType.Front)\r\n continue;\r\n }\r\n\r\n let ptCloseNew: Vector3; //新的最近点\r\n\r\n //后延伸 (此处与前延伸分开if 如果线只有一段,那么前后延伸都能同时触发)\r\n if (i === (this.EndParam - 1) && (extType & ExtendType.Back) > 0)\r\n {\r\n let ptCLast = cu.GetClosestPointTo(pt, true);\r\n if (cu.GetParamAtPoint(ptCLast) >= 0)\r\n ptCloseNew = ptCLast;\r\n else //如果延伸之后并不在曲线或者曲线的后延伸上\r\n ptCloseNew = cu.EndPoint;\r\n }\r\n else\r\n {\r\n ptCloseNew = cu.GetClosestPointTo(pt, false);\r\n }\r\n\r\n let newDist = ptCloseNew.distanceToSquared(pt);\r\n if (newDist < ptCDist)\r\n {\r\n ptC = ptCloseNew;\r\n ptCDist = newDist;\r\n }\r\n }\r\n\r\n return ptC;\r\n }\r\n //偏移\r\n GetOffsetCurves(offsetDist: number): Array\r\n {\r\n if (equaln(offsetDist, 0)) return [];\r\n let polyOffestUtil = new OffsetPolyline(this, offsetDist);\r\n let curves = polyOffestUtil.Do();\r\n for (let cu of curves)\r\n cu.ColorIndex = this.ColorIndex;\r\n return curves;\r\n }\r\n GetFeedingToolPath(offsetDist: number): Array\r\n {\r\n if (equaln(offsetDist, 0)) return [];\r\n let polyOffestUtil = new OffsetPolyline(this, offsetDist, true);\r\n return polyOffestUtil.Do();\r\n }\r\n /**\r\n * 分解\r\n */\r\n Explode(): Curve[]\r\n {\r\n let exportCus: Curve[] = [];\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n exportCus.push(this.GetCurveAtIndex(i));\r\n }\r\n return exportCus;\r\n }\r\n\r\n /**\r\n * 根据参数得到参数所在的子曲线.\r\n *\r\n * 当曲线存在闭合标志时,参数必须在曲线内部,否则返回空.\r\n *\r\n * @param {number} param 参数值\r\n * @returns {Curve} 曲线(直线或者圆弧) 或空\r\n * @memberof Polyline\r\n */\r\n GetCurveAtParam(param: number): Curve\r\n {\r\n if (this._ClosedMark && !this.ParamOnCurve(param))\r\n return undefined;\r\n\r\n if (param < 0)\r\n return this.GetCurveAtIndex(0);\r\n else if (param >= this.EndParam)\r\n return this.GetCurveAtIndex(this.EndParam - 1);\r\n else return this.GetCurveAtIndex(Math.floor(param));\r\n }\r\n\r\n /**\r\n * 得到参数在子曲线中的表示\r\n *\r\n * @param {number} param 参数在多段线中表示\r\n * @returns {number} 参数在子曲线中表示\r\n * @memberof Polyline\r\n */\r\n GetCurveParamAtParam(param: number): number\r\n {\r\n if (param >= this.EndParam) param -= this.EndParam - 1;\r\n else if (param > 0) param -= Math.floor(param);\r\n\r\n return param;\r\n }\r\n\r\n /**\r\n * 获得曲线,来自索引位置.\r\n * @param {number} i 索引位置 整数\r\n */\r\n GetCurveAtIndex(i: number): Curve\r\n {\r\n if (i >= this._LineData.length) return undefined;\r\n\r\n if (!this.ParamOnCurve(i)) return undefined;\r\n\r\n if (!this._ClosedMark && i === this._LineData.length - 1) return undefined;\r\n\r\n let d1 = this._LineData[i];\r\n let d2 = this._LineData[FixIndex(i + 1, this._LineData)];\r\n\r\n let curve: Curve;\r\n if (equaln(d1.bul, 0, 1e-8))\r\n curve = new Line(AsVector3(d1.pt), AsVector3(d2.pt)).ApplyMatrix(this.OCS);\r\n else\r\n curve = new Arc().ParseFromBul(d1.pt, d2.pt, d1.bul).ApplyMatrix(this.OCS);\r\n\r\n curve.ColorIndex = this._Color;\r\n return curve;\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-5)\r\n {\r\n return IntersectPolylineAndCurve(this, curve, intType, tolerance);\r\n }\r\n\r\n //计算自交点.\r\n IntersectSelf(): number[]\r\n {\r\n let cus = this.Explode();\r\n if (cus.length === 0) return [];\r\n\r\n let intParams: number[] = [];\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let c = cus[i];\r\n for (let j = i + 2; j < cus.length; j++)\r\n {\r\n let c2 = cus[j];\r\n let pts = c.IntersectWith(c2, IntersectOption.OnBothOperands);\r\n\r\n for (let p of pts)\r\n {\r\n intParams.push(i + c.GetParamAtPoint(p));\r\n intParams.push(j + c2.GetParamAtPoint(p));\r\n }\r\n }\r\n }\r\n return intParams;\r\n }\r\n\r\n get BoundingBox()\r\n {\r\n let box = new Box3();\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let cu = this.GetCurveAtIndex(i);\r\n box.union(cu.BoundingBox);\r\n }\r\n return box;\r\n }\r\n\r\n /**\r\n * 得到曲线有用的点表和凸度(闭合曲线首尾重复)\r\n */\r\n get PtsBuls(): { pts: Vector2[], buls: number[]; }\r\n {\r\n let pts: Vector2[] = [];\r\n let buls: number[] = [];\r\n\r\n if (this._LineData.length === 0)\r\n return { pts, buls };\r\n\r\n for (let data of this._LineData)\r\n {\r\n pts.push(data.pt.clone());\r\n buls.push(data.bul);\r\n }\r\n //闭合且起点不等于终点\r\n if (this._ClosedMark &&\r\n !this._LineData[0].pt.equals(arrayLast(this._LineData).pt))\r\n {\r\n pts.push(pts[0].clone());\r\n buls.push(buls[0]);\r\n }\r\n\r\n return { pts, buls };\r\n }\r\n get IsBulge()\r\n {\r\n if (!this.IsClose) return false;\r\n\r\n let refDir = Math.sign(this.Area2);\r\n let c1: Curve;\r\n let c2: Curve;\r\n\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n c1 = this.GetCurveAtIndex(i);\r\n c2 = this.GetCurveAtIndex(FixIndex(i + 1, this.EndParam));\r\n\r\n let len1 = c1.Length;\r\n let len2 = c2.Length;\r\n let minLen = Math.min(len1, len2) * 0.2;\r\n\r\n let p = c1.EndPoint;\r\n let p1: Vector3;\r\n let p2: Vector3;\r\n\r\n if (c1 instanceof Arc)\r\n {\r\n let dir = c1.IsClockWise ? -1 : 1;\r\n if (dir !== refDir)\r\n return false;\r\n p1 = c1.GetPointAtDistance(len1 - minLen);\r\n }\r\n else\r\n p1 = c1.StartPoint;\r\n\r\n if (c2 instanceof Arc)\r\n {\r\n let dir = c2.IsClockWise ? -1 : 1;\r\n if (dir !== refDir)\r\n return false;\r\n p2 = c2.GetPointAtDistance(minLen);\r\n }\r\n else\r\n p2 = c2.EndPoint;\r\n\r\n let vec1 = p.clone().sub(p1);\r\n let vec2 = p2.sub(p);\r\n let dir = Math.sign(vec1.cross(vec2).z);\r\n\r\n if (dir !== 0 && dir !== refDir)\r\n return false;\r\n }\r\n return true;\r\n }\r\n get Shape()\r\n {\r\n let { pts, buls } = this.PtsBuls;\r\n let curve = CreateBoardUtil.CreatePath(pts, buls);\r\n return curve;\r\n }\r\n get SVG()\r\n {\r\n let sp = this.StartPoint;\r\n let str = `M${sp.x} ${sp.y} `;\r\n for (let i = 1; i <= this.EndParam; i++)\r\n {\r\n let bul = this.GetBuilgeAt(i - 1);\r\n let p = this.GetPointAtParam(i);\r\n if (bul === 0)\r\n str += `L${p.x} ${p.y} `;\r\n else\r\n {\r\n let arc = this.GetCurveAtIndex(i - 1) as Arc;\r\n str += `A ${arc.Radius} ${arc.Radius} 0 ${Math.abs(bul) >= 1 ? 1 : 0} ${arc.IsClockWise ? 0 : 1} ${p.x} ${p.y}`;\r\n }\r\n }\r\n return str;\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let shape = this.Shape;\r\n\r\n let geo = BufferGeometryUtils.CreateFromPts(shape.getPoints(50).map(AsVector3));\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry().setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n let obj = new TLine(geo, ColorMaterial.GetLineMaterial(this._Color));\r\n return obj;\r\n }\r\n UpdateDrawObject(type: RenderType, en: Object3D)\r\n {\r\n let shape = this.Shape;\r\n let pts = shape.getPoints(50).map(AsVector3);\r\n let plObj = en as TLine;\r\n let geo = plObj.geometry as BufferGeometry;\r\n if (!BufferGeometryUtils.UpdatePts(geo, pts))\r\n {\r\n updateGeometry(plObj, BufferGeometryUtils.CreateFromPts(pts));\r\n }\r\n }\r\n\r\n GetDragPointCount(drag: DragPointType): number\r\n {\r\n if (drag === DragPointType.Grip)\r\n {\r\n let count = this.EndParam * 2 + 1;\r\n if (this.CloseMark) count--;\r\n return count;\r\n }\r\n else\r\n {\r\n return this._LineData.length;\r\n }\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return this.GetStretchPoints();\r\n case ObjectSnapMode.Mid:\r\n let midPts = [];\r\n let enParam = this.EndParam;\r\n for (let i = 0.5; i < enParam; i++)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n p && midPts.push(p);\r\n }\r\n return midPts;\r\n case ObjectSnapMode.Nea:\r\n {\r\n let nea: Vector3[] = [];\r\n for (let cu of this.Explode())\r\n {\r\n let neaa = cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform);\r\n if (neaa)\r\n nea.push(...neaa);\r\n }\r\n return nea;\r\n }\r\n case ObjectSnapMode.Ext:\r\n {\r\n let cp = this.GetClosestPointTo(pickPoint, true);\r\n if (cp)\r\n return [cp];\r\n break;\r\n }\r\n case ObjectSnapMode.Cen:\r\n let cenPts: Vector3[] = [];\r\n for (let i = 0; i < this._LineData.length; i++)\r\n {\r\n let data = this._LineData[i];\r\n if (!equaln(data.bul, 0))\r\n {\r\n let cu = this.GetCurveAtIndex(i) as Arc;\r\n if (cu)//end bul !== 0 但是并没有圆弧\r\n cenPts.push(cu.Center);\r\n }\r\n }\r\n return cenPts;\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n let cp = this.GetClosestPointTo(pickPoint, false);\r\n if (!cp) return [];\r\n let cparam = this.GetParamAtPoint(cp);\r\n let cu = this.GetCurveAtParam(cparam);\r\n if (cu)\r\n {\r\n let closestPt = cu.GetClosestPointTo(lastPoint, true);\r\n if (closestPt && this.PtOnCurve(closestPt))\r\n return [closestPt];\r\n }\r\n }\r\n case ObjectSnapMode.Tan:\r\n if (lastPoint)\r\n {\r\n let clostPt = this.GetClosestPointTo(pickPoint, false);\r\n if (!clostPt) return [];\r\n let par = this.GetParamAtPoint(clostPt);\r\n let cu = this.GetCurveAtParam(par);\r\n if (cu instanceof Arc)\r\n return cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint);\r\n return [];\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n GetGripPoints(): Array\r\n {\r\n let ptList: Vector3[] = [];\r\n if (this._LineData.length < 2)\r\n return ptList;\r\n\r\n let enParam = this.EndParam;\r\n if (this.CloseMark) enParam -= 0.5;\r\n for (let i = 0; i < enParam + 0.5; i += 0.5)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n ptList.push(p);\r\n }\r\n return ptList;\r\n }\r\n MoveGripPoints(indexList: number[], moveVec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let moveVLoc = AsVector2(moveVec.clone().applyMatrix4(new Matrix4().extractRotation(this.OCSInv)));\r\n\r\n let calcIndexList = indexList;\r\n if (indexList.length > 1)\r\n {\r\n let centerIndexes = indexList.filter(i => i % 2 === 0);\r\n if (centerIndexes.length > 0)\r\n calcIndexList = centerIndexes;\r\n }\r\n\r\n for (let index of calcIndexList)\r\n {\r\n if (index % 2 === 0)\r\n {\r\n let cuIndex = index / 2;\r\n\r\n let ptCout = this._LineData.length;\r\n\r\n let frontIndex = cuIndex - 1;\r\n if (this._ClosedMark)\r\n frontIndex = FixIndex(frontIndex, ptCout);\r\n\r\n if (frontIndex >= 0 && this.GetBuilgeAt(frontIndex))\r\n {\r\n let arc = this.GetCurveAtIndex(frontIndex) as Arc;\r\n arc.MoveGripPoints([2], moveVec);\r\n this._LineData[frontIndex].bul = arc.Bul;\r\n }\r\n if ((cuIndex !== ptCout - 1) && this.GetBuilgeAt(cuIndex))\r\n {\r\n let arc = this.GetCurveAtIndex(cuIndex) as Arc;\r\n arc.MoveGripPoints([0], moveVec);\r\n this._LineData[cuIndex].bul = arc.Bul;\r\n }\r\n this._LineData[cuIndex].pt.add(moveVLoc);\r\n }\r\n else\r\n {\r\n let ptIndex = (index - 1) / 2;\r\n let nextIndex = (FixIndex(ptIndex + 1, this._LineData));\r\n let d = this._LineData[ptIndex];\r\n if (d.bul == 0)\r\n {\r\n this._LineData[ptIndex].pt.add(moveVLoc);\r\n this._LineData[nextIndex].pt.add(moveVLoc);\r\n }\r\n else\r\n {\r\n let arc = this.GetCurveAtIndex(ptIndex) as Arc;\r\n arc.MoveGripPoints([1], moveVec);\r\n this._LineData[ptIndex].bul = arc.Bul;\r\n }\r\n }\r\n }\r\n\r\n this.Update();\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n let ocs = this.OCS;\r\n let ptList: Vector3[] = [];\r\n for (let data of this._LineData)\r\n {\r\n ptList.push(AsVector3(data.pt).applyMatrix4(ocs));\r\n }\r\n return ptList;\r\n }\r\n\r\n /**\r\n * 范围拉伸(stretch),对夹点进行拉伸.\r\n * 如果对圆弧的一侧进行拉伸,那么修改bul\r\n *\r\n * @param {Array} indexList\r\n * @param {Vector3} vec\r\n * @memberof Polyline\r\n */\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n //本地坐标系移动向量\r\n let moveVLoc = vec.clone().applyMatrix4(new Matrix4().extractRotation(this.OCSInv));\r\n\r\n let ptCout = this._LineData.length;\r\n\r\n for (let index of indexList)\r\n {\r\n let frontIndex = index - 1;\r\n let nextIndex = index + 1;\r\n if (this._ClosedMark)\r\n {\r\n frontIndex = FixIndex(frontIndex, ptCout);\r\n nextIndex = FixIndex(nextIndex, ptCout);\r\n }\r\n\r\n /**\r\n * 根据新的拉伸点修改凸度.\r\n *\r\n * @param {number} nextIndex 隔壁点索引\r\n * @param {number} bulIndex 需要修改凸度位置的索引\r\n * @returns\r\n */\r\n const ChangeBul = (nextIndex: number, bulIndex: number) =>\r\n {\r\n //需要修改的点的数据\r\n let d = this._LineData[bulIndex];\r\n if (d === undefined || d.bul == 0) return;\r\n\r\n //如果隔壁点不在拉伸列表中\r\n if (indexList.indexOf(nextIndex) === -1)\r\n {\r\n let needChangeP = this.GetPointAtParam(index);\r\n let notChangeP = this.GetPointAtParam(nextIndex);\r\n\r\n //原先的弦长的一半\r\n let oldChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5;\r\n\r\n //弓高\r\n let arcHeight = oldChordLengthHalf * d.bul;\r\n\r\n needChangeP.add(vec);\r\n\r\n let newChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5;\r\n\r\n d.bul = arcHeight / newChordLengthHalf;\r\n }\r\n };\r\n\r\n ChangeBul(frontIndex, frontIndex);\r\n ChangeBul(nextIndex, index);\r\n\r\n //修改顶点\r\n this._LineData[index].pt.add(AsVector2(moveVLoc));\r\n }\r\n this.Update();\r\n }\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._LineData.length = 0;\r\n let cout = file.Read();\r\n for (let i = 0; i < cout; i++)\r\n {\r\n let v = new Vector2().fromArray(file.Read());\r\n let bul = file.Read();\r\n\r\n this._LineData.push({ pt: v, bul: bul });\r\n }\r\n if (ver > 1)\r\n this._ClosedMark = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(2);\r\n file.Write(this._LineData.length);\r\n\r\n for (let l of this._LineData)\r\n {\r\n file.Write(l.pt.toArray());\r\n file.Write(l.bul);\r\n }\r\n file.Write(this._ClosedMark);\r\n }\r\n}\r\n\r\nexport const TempPolyline = new 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\ No newline at end of file diff --git a/package.json b/package.json index cd13da7..9942008 100644 --- a/package.json +++ b/package.json @@ -1,8 +1,9 @@ { "name": "webcad-api", - "version": "0.0.1", + "version": "0.0.2", "description": "", - "main": "webcad-api.js", + "main": "api.esm.js", + "module": "api.esm.js", "types": "types/api.d.ts", "private": true, "author": "cx", diff --git a/types/api.d.ts b/types/api.d.ts index f340abc..a55c601 100644 --- a/types/api.d.ts +++ b/types/api.d.ts @@ -1,2 +1,2 @@ export * from "./DatabaseServices/Entity/Polyline"; -//# sourceMappingURL=api.d.ts.map +//# sourceMappingURL=api.d.ts.map \ No newline at end of file diff --git a/types/api.d.ts.map b/types/api.d.ts.map index 72f09a5..f48f121 100644 --- a/types/api.d.ts.map +++ b/types/api.d.ts.map @@ -1 +1 @@ -{"version":3,"file":"api.d.ts","sourceRoot":"","sources":["../../../src/api.ts"],"names":[],"mappings":"AAAA,cAAc,oCAAoC,CAAC;AACnD,cAAc,OAAO,CAAC"} \ No newline at end of file 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(binding) */ __webpack_require__.d(__webpack_exports__, "action", function() { return action; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "autorun", function() { return autorun; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "comparer", function() { return comparer; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "computed", function() { return computed; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "configure", function() { return configure; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "createAtom", function() { return createAtom; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "decorate", function() { return decorate; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "entries", function() { return entries; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "extendObservable", function() { return extendObservable; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "flow", function() { return flow; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "get", function() { return get; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "getAtom", function() { return getAtom; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "getDebugName", function() { return getDebugName; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "getDependencyTree", function() { return getDependencyTree; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "getObserverTree", function() { return getObserverTree; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "has", function() { return has; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "intercept", function() { return intercept; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isAction", function() { return isAction; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isArrayLike", function() { return isArrayLike; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isBoxedObservable", function() { return isObservableValue; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isComputed", function() { return isComputed; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isComputedProp", function() { return isComputedProp; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isFlowCancellationError", function() { return isFlowCancellationError; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isObservable", function() { return isObservable; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isObservableArray", function() { return isObservableArray; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isObservableMap", function() { return isObservableMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isObservableObject", function() { return isObservableObject; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isObservableProp", function() { return isObservableProp; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "isObservableSet", function() { return isObservableSet; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "keys", function() { return keys; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "observable", function() { return observable; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "observe", function() { return observe; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "onBecomeObserved", function() { return onBecomeObserved; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "onBecomeUnobserved", function() { return onBecomeUnobserved; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "onReactionError", function() { return onReactionError; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "reaction", function() { return reaction; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "remove", function() { return remove; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "runInAction", function() { return runInAction; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "set", function() { return set; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "spy", function() { return spy; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "toJS", function() { return toJS; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "trace", function() { return trace; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "transaction", function() { return transaction; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "untracked", function() { return untracked; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "values", function() { return values; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "when", function() { return when; }); -/** MobX - (c) Michel Weststrate 2015 - 2020 - MIT Licensed */ -var OBFUSCATED_ERROR = "An invariant failed, however the error is obfuscated because this is a production build."; -var EMPTY_ARRAY = []; -Object.freeze(EMPTY_ARRAY); -var EMPTY_OBJECT = {}; -Object.freeze(EMPTY_OBJECT); -function getNextId() { - return ++globalState.mobxGuid; -} -function fail(message) { - invariant(false, message); - throw "X"; // unreachable -} -function invariant(check, message) { - if (!check) - throw new Error("[mobx] " + (message || OBFUSCATED_ERROR)); -} -/** - * Prints a deprecation message, but only one time. - * Returns false if the deprecated message was already printed before - */ -var deprecatedMessages = []; -function deprecated(msg, thing) { - if (false) - {} - if (thing) { - return deprecated("'" + msg + "', use '" + thing + "' instead."); - } - if (deprecatedMessages.indexOf(msg) !== -1) - return false; - deprecatedMessages.push(msg); - console.error("[mobx] Deprecated: " + msg); - return true; -} -/** - * Makes sure that the provided function is invoked at most once. - */ -function once(func) { - var invoked = false; - return function () { - if (invoked) - return; - invoked = true; - return func.apply(this, arguments); - }; -} -var noop = function () { }; -function unique(list) { - var res = []; - list.forEach(function (item) { - if (res.indexOf(item) === -1) - res.push(item); - }); - return res; -} -function isObject(value) { - return value !== null && typeof value === "object"; -} -function isPlainObject(value) { - if (value === null || typeof value !== "object") - return false; - var proto = Object.getPrototypeOf(value); - return proto === Object.prototype || proto === null; -} -function convertToMap(dataStructure) { - if (isES6Map(dataStructure) || isObservableMap(dataStructure)) { - return dataStructure; - } - else if (Array.isArray(dataStructure)) { - return new Map(dataStructure); - } - else if (isPlainObject(dataStructure)) { - var map = new Map(); - for (var key in dataStructure) { - map.set(key, dataStructure[key]); - } - return map; - } - else { - return fail("Cannot convert to map from '" + dataStructure + "'"); - } -} -function addHiddenProp(object, propName, value) { - Object.defineProperty(object, propName, { - enumerable: false, - writable: true, - configurable: true, - value: value - }); -} -function addHiddenFinalProp(object, propName, value) { - Object.defineProperty(object, propName, { - enumerable: false, - writable: false, - configurable: true, - value: value - }); -} -function isPropertyConfigurable(object, prop) { - var descriptor = Object.getOwnPropertyDescriptor(object, prop); - return !descriptor || (descriptor.configurable !== false && descriptor.writable !== false); -} -function assertPropertyConfigurable(object, prop) { - if ( true && !isPropertyConfigurable(object, prop)) - fail("Cannot make property '" + prop.toString() + "' observable, it is not configurable and writable in the target object"); -} -function createInstanceofPredicate(name, clazz) { - var propName = "isMobX" + name; - clazz.prototype[propName] = true; - return function (x) { - return isObject(x) && x[propName] === true; - }; -} -/** - * Returns whether the argument is an array, disregarding observability. - */ -function isArrayLike(x) { - return Array.isArray(x) || isObservableArray(x); -} -function isES6Map(thing) { - return thing instanceof Map; -} -function isES6Set(thing) { - return thing instanceof Set; -} -/** - * Returns the following: own keys, prototype keys & own symbol keys, if they are enumerable. - */ -function getPlainObjectKeys(object) { - var enumerables = new Set(); - for (var key in object) - enumerables.add(key); // *all* enumerables - Object.getOwnPropertySymbols(object).forEach(function (k) { - if (Object.getOwnPropertyDescriptor(object, k).enumerable) - enumerables.add(k); - }); // *own* symbols - // Note: this implementation is missing enumerable, inherited, symbolic property names! That would however pretty expensive to add, - // as there is no efficient iterator that returns *all* properties - return Array.from(enumerables); -} -function stringifyKey(key) { - if (key && key.toString) - return key.toString(); - else - return new String(key).toString(); -} -function toPrimitive(value) { - return value === null ? null : typeof value === "object" ? "" + value : value; -} -var ownKeys = typeof Reflect !== "undefined" && Reflect.ownKeys - ? Reflect.ownKeys - : Object.getOwnPropertySymbols - ? function (obj) { return Object.getOwnPropertyNames(obj).concat(Object.getOwnPropertySymbols(obj)); } - : /* istanbul ignore next */ Object.getOwnPropertyNames; - -var $mobx = Symbol("mobx administration"); -var Atom = /** @class */ (function () { - /** - * Create a new atom. For debugging purposes it is recommended to give it a name. - * The onBecomeObserved and onBecomeUnobserved callbacks can be used for resource management. - */ - function Atom(name) { - if (name === void 0) { name = "Atom@" + getNextId(); } - this.name = name; - this.isPendingUnobservation = false; // for effective unobserving. BaseAtom has true, for extra optimization, so its onBecomeUnobserved never gets called, because it's not needed - this.isBeingObserved = false; - this.observers = new Set(); - this.diffValue = 0; - this.lastAccessedBy = 0; - this.lowestObserverState = IDerivationState.NOT_TRACKING; - } - Atom.prototype.onBecomeObserved = function () { - if (this.onBecomeObservedListeners) { - this.onBecomeObservedListeners.forEach(function (listener) { return listener(); }); - } - }; - Atom.prototype.onBecomeUnobserved = function () { - if (this.onBecomeUnobservedListeners) { - this.onBecomeUnobservedListeners.forEach(function (listener) { return listener(); }); - } - }; - /** - * Invoke this method to notify mobx that your atom has been used somehow. - * Returns true if there is currently a reactive context. - */ - Atom.prototype.reportObserved = function () { - return reportObserved(this); - }; - /** - * Invoke this method _after_ this method has changed to signal mobx that all its observers should invalidate. - */ - Atom.prototype.reportChanged = function () { - startBatch(); - propagateChanged(this); - endBatch(); - }; - Atom.prototype.toString = function () { - return this.name; - }; - return Atom; -}()); -var isAtom = createInstanceofPredicate("Atom", Atom); -function createAtom(name, onBecomeObservedHandler, onBecomeUnobservedHandler) { - if (onBecomeObservedHandler === void 0) { onBecomeObservedHandler = noop; } - if (onBecomeUnobservedHandler === void 0) { onBecomeUnobservedHandler = noop; } - var atom = new Atom(name); - // default `noop` listener will not initialize the hook Set - if (onBecomeObservedHandler !== noop) { - onBecomeObserved(atom, onBecomeObservedHandler); - } - if (onBecomeUnobservedHandler !== noop) { - onBecomeUnobserved(atom, onBecomeUnobservedHandler); - } - return atom; -} - -function identityComparer(a, b) { - return a === b; -} -function structuralComparer(a, b) { - return deepEqual(a, b); -} -function shallowComparer(a, b) { - return deepEqual(a, b, 1); -} -function defaultComparer(a, b) { - return Object.is(a, b); -} -var comparer = { - identity: identityComparer, - structural: structuralComparer, - default: defaultComparer, - shallow: shallowComparer -}; - -/*! ***************************************************************************** -Copyright (c) Microsoft Corporation. All rights reserved. -Licensed under the Apache License, Version 2.0 (the "License"); you may not use -this file except in compliance with the License. You may obtain a copy of the -License at http://www.apache.org/licenses/LICENSE-2.0 - -THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY -KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED -WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, -MERCHANTABLITY OR NON-INFRINGEMENT. - -See the Apache Version 2.0 License for specific language governing permissions -and limitations under the License. -***************************************************************************** */ -/* global Reflect, Promise */ - -var extendStatics = function(d, b) { - extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; - return extendStatics(d, b); -}; - -function __extends(d, b) { - extendStatics(d, b); - function __() { this.constructor = d; } - d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); -} - -var __assign = function() { - __assign = Object.assign || function __assign(t) { - for (var s, i = 1, n = arguments.length; i < n; i++) { - s = arguments[i]; - for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p]; - } - return t; - }; - return __assign.apply(this, arguments); -}; - -function __values(o) { - var m = typeof Symbol === "function" && o[Symbol.iterator], i = 0; - if (m) return m.call(o); - return { - next: function () { - if (o && i >= o.length) o = void 0; - return { value: o && o[i++], done: !o }; - } - }; -} - -function __read(o, n) { - var m = typeof Symbol === "function" && o[Symbol.iterator]; - if (!m) return o; - var i = m.call(o), r, ar = [], e; - try { - while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value); - } - catch (error) { e = { error: error }; } - finally { - try { - if (r && !r.done && (m = i["return"])) m.call(i); - } - finally { if (e) throw e.error; } - } - return ar; -} - -function __spread() { - for (var ar = [], i = 0; i < arguments.length; i++) - ar = ar.concat(__read(arguments[i])); - return ar; -} - -var mobxDidRunLazyInitializersSymbol = Symbol("mobx did run lazy initializers"); -var mobxPendingDecorators = Symbol("mobx pending decorators"); -var enumerableDescriptorCache = {}; -var nonEnumerableDescriptorCache = {}; -function createPropertyInitializerDescriptor(prop, enumerable) { - var cache = enumerable ? enumerableDescriptorCache : nonEnumerableDescriptorCache; - return (cache[prop] || - (cache[prop] = { - configurable: true, - enumerable: enumerable, - get: function () { - initializeInstance(this); - return this[prop]; - }, - set: function (value) { - initializeInstance(this); - this[prop] = value; - } - })); -} -function initializeInstance(target) { - var e_1, _a; - if (target[mobxDidRunLazyInitializersSymbol] === true) - return; - var decorators = target[mobxPendingDecorators]; - if (decorators) { - addHiddenProp(target, mobxDidRunLazyInitializersSymbol, true); - // Build property key array from both strings and symbols - var keys = __spread(Object.getOwnPropertySymbols(decorators), Object.keys(decorators)); - try { - for (var keys_1 = __values(keys), keys_1_1 = keys_1.next(); !keys_1_1.done; keys_1_1 = keys_1.next()) { - var key = keys_1_1.value; - var d = decorators[key]; - d.propertyCreator(target, d.prop, d.descriptor, d.decoratorTarget, d.decoratorArguments); - } - } - catch (e_1_1) { e_1 = { error: e_1_1 }; } - finally { - try { - if (keys_1_1 && !keys_1_1.done && (_a = keys_1.return)) _a.call(keys_1); - } - finally { if (e_1) throw e_1.error; } - } - } -} -function createPropDecorator(propertyInitiallyEnumerable, propertyCreator) { - return function decoratorFactory() { - var decoratorArguments; - var decorator = function decorate(target, prop, descriptor, applyImmediately - // This is a special parameter to signal the direct application of a decorator, allow extendObservable to skip the entire type decoration part, - // as the instance to apply the decorator to equals the target - ) { - if (applyImmediately === true) { - propertyCreator(target, prop, descriptor, target, decoratorArguments); - return null; - } - if ( true && !quacksLikeADecorator(arguments)) - fail("This function is a decorator, but it wasn't invoked like a decorator"); - if (!Object.prototype.hasOwnProperty.call(target, mobxPendingDecorators)) { - var inheritedDecorators = target[mobxPendingDecorators]; - addHiddenProp(target, mobxPendingDecorators, __assign({}, inheritedDecorators)); - } - target[mobxPendingDecorators][prop] = { - prop: prop, - propertyCreator: propertyCreator, - descriptor: descriptor, - decoratorTarget: target, - decoratorArguments: decoratorArguments - }; - return createPropertyInitializerDescriptor(prop, propertyInitiallyEnumerable); - }; - if (quacksLikeADecorator(arguments)) { - // @decorator - decoratorArguments = EMPTY_ARRAY; - return decorator.apply(null, arguments); - } - else { - // @decorator(args) - decoratorArguments = Array.prototype.slice.call(arguments); - return decorator; - } - }; -} -function quacksLikeADecorator(args) { - return (((args.length === 2 || args.length === 3) && - (typeof args[1] === "string" || typeof args[1] === "symbol")) || - (args.length === 4 && args[3] === true)); -} - -function deepEnhancer(v, _, name) { - // it is an observable already, done - if (isObservable(v)) - return v; - // something that can be converted and mutated? - if (Array.isArray(v)) - return observable.array(v, { name: name }); - if (isPlainObject(v)) - return observable.object(v, undefined, { name: name }); - if (isES6Map(v)) - return observable.map(v, { name: name }); - if (isES6Set(v)) - return observable.set(v, { name: name }); - return v; -} -function shallowEnhancer(v, _, name) { - if (v === undefined || v === null) - return v; - if (isObservableObject(v) || isObservableArray(v) || isObservableMap(v) || isObservableSet(v)) - return v; - if (Array.isArray(v)) - return observable.array(v, { name: name, deep: false }); - if (isPlainObject(v)) - return observable.object(v, undefined, { name: name, deep: false }); - if (isES6Map(v)) - return observable.map(v, { name: name, deep: false }); - if (isES6Set(v)) - return observable.set(v, { name: name, deep: false }); - return fail( true && - "The shallow modifier / decorator can only used in combination with arrays, objects, maps and sets"); -} -function referenceEnhancer(newValue) { - // never turn into an observable - return newValue; -} -function refStructEnhancer(v, oldValue, name) { - if ( true && isObservable(v)) - throw "observable.struct should not be used with observable values"; - if (deepEqual(v, oldValue)) - return oldValue; - return v; -} - -function createDecoratorForEnhancer(enhancer) { - invariant(enhancer); - var decorator = createPropDecorator(true, function (target, propertyName, descriptor, _decoratorTarget, decoratorArgs) { - if (true) { - invariant(!descriptor || !descriptor.get, "@observable cannot be used on getter (property \"" + stringifyKey(propertyName) + "\"), use @computed instead."); - } - var initialValue = descriptor - ? descriptor.initializer - ? descriptor.initializer.call(target) - : descriptor.value - : undefined; - asObservableObject(target).addObservableProp(propertyName, initialValue, enhancer); - }); - var res = - // Extra process checks, as this happens during module initialization - typeof process !== "undefined" && process.env && "development" !== "production" - ? function observableDecorator() { - // This wrapper function is just to detect illegal decorator invocations, deprecate in a next version - // and simply return the created prop decorator - if (arguments.length < 2) - return fail("Incorrect decorator invocation. @observable decorator doesn't expect any arguments"); - return decorator.apply(null, arguments); - } - : decorator; - res.enhancer = enhancer; - return res; -} - -// Predefined bags of create observable options, to avoid allocating temporarily option objects -// in the majority of cases -var defaultCreateObservableOptions = { - deep: true, - name: undefined, - defaultDecorator: undefined, - proxy: true -}; -Object.freeze(defaultCreateObservableOptions); -function assertValidOption(key) { - if (!/^(deep|name|equals|defaultDecorator|proxy)$/.test(key)) - fail("invalid option for (extend)observable: " + key); -} -function asCreateObservableOptions(thing) { - if (thing === null || thing === undefined) - return defaultCreateObservableOptions; - if (typeof thing === "string") - return { name: thing, deep: true, proxy: true }; - if (true) { - if (typeof thing !== "object") - return fail("expected options object"); - Object.keys(thing).forEach(assertValidOption); - } - return thing; -} -var deepDecorator = createDecoratorForEnhancer(deepEnhancer); -var shallowDecorator = createDecoratorForEnhancer(shallowEnhancer); -var refDecorator = createDecoratorForEnhancer(referenceEnhancer); -var refStructDecorator = createDecoratorForEnhancer(refStructEnhancer); -function getEnhancerFromOptions(options) { - return options.defaultDecorator - ? options.defaultDecorator.enhancer - : options.deep === false - ? referenceEnhancer - : deepEnhancer; -} -/** - * Turns an object, array or function into a reactive structure. - * @param v the value which should become observable. - */ -function createObservable(v, arg2, arg3) { - // @observable someProp; - if (typeof arguments[1] === "string" || typeof arguments[1] === "symbol") { - return deepDecorator.apply(null, arguments); - } - // it is an observable already, done - if (isObservable(v)) - return v; - // something that can be converted and mutated? - var res = isPlainObject(v) - ? observable.object(v, arg2, arg3) - : Array.isArray(v) - ? observable.array(v, arg2) - : isES6Map(v) - ? observable.map(v, arg2) - : isES6Set(v) - ? observable.set(v, arg2) - : v; - // this value could be converted to a new observable data structure, return it - if (res !== v) - return res; - // otherwise, just box it - fail( true && - "The provided value could not be converted into an observable. If you want just create an observable reference to the object use 'observable.box(value)'"); -} -var observableFactories = { - box: function (value, options) { - if (arguments.length > 2) - incorrectlyUsedAsDecorator("box"); - var o = asCreateObservableOptions(options); - return new ObservableValue(value, getEnhancerFromOptions(o), o.name, true, o.equals); - }, - array: function (initialValues, options) { - if (arguments.length > 2) - incorrectlyUsedAsDecorator("array"); - var o = asCreateObservableOptions(options); - return createObservableArray(initialValues, getEnhancerFromOptions(o), o.name); - }, - map: function (initialValues, options) { - if (arguments.length > 2) - incorrectlyUsedAsDecorator("map"); - var o = asCreateObservableOptions(options); - return new ObservableMap(initialValues, getEnhancerFromOptions(o), o.name); - }, - set: function (initialValues, options) { - if (arguments.length > 2) - incorrectlyUsedAsDecorator("set"); - var o = asCreateObservableOptions(options); - return new ObservableSet(initialValues, getEnhancerFromOptions(o), o.name); - }, - object: function (props, decorators, options) { - if (typeof arguments[1] === "string") - incorrectlyUsedAsDecorator("object"); - var o = asCreateObservableOptions(options); - if (o.proxy === false) { - return extendObservable({}, props, decorators, o); - } - else { - var defaultDecorator = getDefaultDecoratorFromObjectOptions(o); - var base = extendObservable({}, undefined, undefined, o); - var proxy = createDynamicObservableObject(base); - extendObservableObjectWithProperties(proxy, props, decorators, defaultDecorator); - return proxy; - } - }, - ref: refDecorator, - shallow: shallowDecorator, - deep: deepDecorator, - struct: refStructDecorator -}; -var observable = createObservable; -// weird trick to keep our typings nicely with our funcs, and still extend the observable function -Object.keys(observableFactories).forEach(function (name) { return (observable[name] = observableFactories[name]); }); -function incorrectlyUsedAsDecorator(methodName) { - fail( - // process.env.NODE_ENV !== "production" && - "Expected one or two arguments to observable." + methodName + ". Did you accidentally try to use observable." + methodName + " as decorator?"); -} - -var computedDecorator = createPropDecorator(false, function (instance, propertyName, descriptor, decoratorTarget, decoratorArgs) { - if (true) { - invariant(descriptor && descriptor.get, "Trying to declare a computed value for unspecified getter '" + stringifyKey(propertyName) + "'"); - } - var get = descriptor.get, set = descriptor.set; // initialValue is the descriptor for get / set props - // Optimization: faster on decorator target or instance? Assuming target - // Optimization: find out if declaring on instance isn't just faster. (also makes the property descriptor simpler). But, more memory usage.. - // Forcing instance now, fixes hot reloadig issues on React Native: - var options = decoratorArgs[0] || {}; - asObservableObject(instance).addComputedProp(instance, propertyName, __assign({ get: get, - set: set, context: instance }, options)); -}); -var computedStructDecorator = computedDecorator({ equals: comparer.structural }); -/** - * Decorator for class properties: @computed get value() { return expr; }. - * For legacy purposes also invokable as ES5 observable created: `computed(() => expr)`; - */ -var computed = function computed(arg1, arg2, arg3) { - if (typeof arg2 === "string") { - // @computed - return computedDecorator.apply(null, arguments); - } - if (arg1 !== null && typeof arg1 === "object" && arguments.length === 1) { - // @computed({ options }) - return computedDecorator.apply(null, arguments); - } - // computed(expr, options?) - if (true) { - invariant(typeof arg1 === "function", "First argument to `computed` should be an expression."); - invariant(arguments.length < 3, "Computed takes one or two arguments if used as function"); - } - var opts = typeof arg2 === "object" ? arg2 : {}; - opts.get = arg1; - opts.set = typeof arg2 === "function" ? arg2 : opts.set; - opts.name = opts.name || arg1.name || ""; /* for generated name */ - return new ComputedValue(opts); -}; -computed.struct = computedStructDecorator; - -var IDerivationState; -(function (IDerivationState) { - // before being run or (outside batch and not being observed) - // at this point derivation is not holding any data about dependency tree - IDerivationState[IDerivationState["NOT_TRACKING"] = -1] = "NOT_TRACKING"; - // no shallow dependency changed since last computation - // won't recalculate derivation - // this is what makes mobx fast - IDerivationState[IDerivationState["UP_TO_DATE"] = 0] = "UP_TO_DATE"; - // some deep dependency changed, but don't know if shallow dependency changed - // will require to check first if UP_TO_DATE or POSSIBLY_STALE - // currently only ComputedValue will propagate POSSIBLY_STALE - // - // having this state is second big optimization: - // don't have to recompute on every dependency change, but only when it's needed - IDerivationState[IDerivationState["POSSIBLY_STALE"] = 1] = "POSSIBLY_STALE"; - // A shallow dependency has changed since last computation and the derivation - // will need to recompute when it's needed next. - IDerivationState[IDerivationState["STALE"] = 2] = "STALE"; -})(IDerivationState || (IDerivationState = {})); -var TraceMode; -(function (TraceMode) { - TraceMode[TraceMode["NONE"] = 0] = "NONE"; - TraceMode[TraceMode["LOG"] = 1] = "LOG"; - TraceMode[TraceMode["BREAK"] = 2] = "BREAK"; -})(TraceMode || (TraceMode = {})); -var CaughtException = /** @class */ (function () { - function CaughtException(cause) { - this.cause = cause; - // Empty - } - return CaughtException; -}()); -function isCaughtException(e) { - return e instanceof CaughtException; -} -/** - * Finds out whether any dependency of the derivation has actually changed. - * If dependenciesState is 1 then it will recalculate dependencies, - * if any dependency changed it will propagate it by changing dependenciesState to 2. - * - * By iterating over the dependencies in the same order that they were reported and - * stopping on the first change, all the recalculations are only called for ComputedValues - * that will be tracked by derivation. That is because we assume that if the first x - * dependencies of the derivation doesn't change then the derivation should run the same way - * up until accessing x-th dependency. - */ -function shouldCompute(derivation) { - switch (derivation.dependenciesState) { - case IDerivationState.UP_TO_DATE: - return false; - case IDerivationState.NOT_TRACKING: - case IDerivationState.STALE: - return true; - case IDerivationState.POSSIBLY_STALE: { - // state propagation can occur outside of action/reactive context #2195 - var prevAllowStateReads = allowStateReadsStart(true); - var prevUntracked = untrackedStart(); // no need for those computeds to be reported, they will be picked up in trackDerivedFunction. - var obs = derivation.observing, l = obs.length; - for (var i = 0; i < l; i++) { - var obj = obs[i]; - if (isComputedValue(obj)) { - if (globalState.disableErrorBoundaries) { - obj.get(); - } - else { - try { - obj.get(); - } - catch (e) { - // we are not interested in the value *or* exception at this moment, but if there is one, notify all - untrackedEnd(prevUntracked); - allowStateReadsEnd(prevAllowStateReads); - return true; - } - } - // if ComputedValue `obj` actually changed it will be computed and propagated to its observers. - // and `derivation` is an observer of `obj` - // invariantShouldCompute(derivation) - if (derivation.dependenciesState === IDerivationState.STALE) { - untrackedEnd(prevUntracked); - allowStateReadsEnd(prevAllowStateReads); - return true; - } - } - } - changeDependenciesStateTo0(derivation); - untrackedEnd(prevUntracked); - allowStateReadsEnd(prevAllowStateReads); - return false; - } - } -} -// function invariantShouldCompute(derivation: IDerivation) { -// const newDepState = (derivation as any).dependenciesState -// if ( -// process.env.NODE_ENV === "production" && -// (newDepState === IDerivationState.POSSIBLY_STALE || -// newDepState === IDerivationState.NOT_TRACKING) -// ) -// fail("Illegal dependency state") -// } -function isComputingDerivation() { - return globalState.trackingDerivation !== null; // filter out actions inside computations -} -function checkIfStateModificationsAreAllowed(atom) { - var hasObservers = atom.observers.size > 0; - // Should never be possible to change an observed observable from inside computed, see #798 - if (globalState.computationDepth > 0 && hasObservers) - fail( true && - "Computed values are not allowed to cause side effects by changing observables that are already being observed. Tried to modify: " + atom.name); - // Should not be possible to change observed state outside strict mode, except during initialization, see #563 - if (!globalState.allowStateChanges && (hasObservers || globalState.enforceActions === "strict")) - fail( true && - (globalState.enforceActions - ? "Since strict-mode is enabled, changing observed observable values outside actions is not allowed. Please wrap the code in an `action` if this change is intended. Tried to modify: " - : "Side effects like changing state are not allowed at this point. Are you trying to modify state from, for example, the render function of a React component? Tried to modify: ") + - atom.name); -} -function checkIfStateReadsAreAllowed(observable) { - if ( true && - !globalState.allowStateReads && - globalState.observableRequiresReaction) { - console.warn("[mobx] Observable " + observable.name + " being read outside a reactive context"); - } -} -/** - * Executes the provided function `f` and tracks which observables are being accessed. - * The tracking information is stored on the `derivation` object and the derivation is registered - * as observer of any of the accessed observables. - */ -function trackDerivedFunction(derivation, f, context) { - var prevAllowStateReads = allowStateReadsStart(true); - // pre allocate array allocation + room for variation in deps - // array will be trimmed by bindDependencies - changeDependenciesStateTo0(derivation); - derivation.newObserving = new Array(derivation.observing.length + 100); - derivation.unboundDepsCount = 0; - derivation.runId = ++globalState.runId; - var prevTracking = globalState.trackingDerivation; - globalState.trackingDerivation = derivation; - var result; - if (globalState.disableErrorBoundaries === true) { - result = f.call(context); - } - else { - try { - result = f.call(context); - } - catch (e) { - result = new CaughtException(e); - } - } - globalState.trackingDerivation = prevTracking; - bindDependencies(derivation); - warnAboutDerivationWithoutDependencies(derivation); - allowStateReadsEnd(prevAllowStateReads); - return result; -} -function warnAboutDerivationWithoutDependencies(derivation) { - if (false) - {} - if (derivation.observing.length !== 0) - return; - if (globalState.reactionRequiresObservable || derivation.requiresObservable) { - console.warn("[mobx] Derivation " + derivation.name + " is created/updated without reading any observable value"); - } -} -/** - * diffs newObserving with observing. - * update observing to be newObserving with unique observables - * notify observers that become observed/unobserved - */ -function bindDependencies(derivation) { - // invariant(derivation.dependenciesState !== IDerivationState.NOT_TRACKING, "INTERNAL ERROR bindDependencies expects derivation.dependenciesState !== -1"); - var prevObserving = derivation.observing; - var observing = (derivation.observing = derivation.newObserving); - var lowestNewObservingDerivationState = IDerivationState.UP_TO_DATE; - // Go through all new observables and check diffValue: (this list can contain duplicates): - // 0: first occurrence, change to 1 and keep it - // 1: extra occurrence, drop it - var i0 = 0, l = derivation.unboundDepsCount; - for (var i = 0; i < l; i++) { - var dep = observing[i]; - if (dep.diffValue === 0) { - dep.diffValue = 1; - if (i0 !== i) - observing[i0] = dep; - i0++; - } - // Upcast is 'safe' here, because if dep is IObservable, `dependenciesState` will be undefined, - // not hitting the condition - if (dep.dependenciesState > lowestNewObservingDerivationState) { - lowestNewObservingDerivationState = dep.dependenciesState; - } - } - observing.length = i0; - derivation.newObserving = null; // newObserving shouldn't be needed outside tracking (statement moved down to work around FF bug, see #614) - // Go through all old observables and check diffValue: (it is unique after last bindDependencies) - // 0: it's not in new observables, unobserve it - // 1: it keeps being observed, don't want to notify it. change to 0 - l = prevObserving.length; - while (l--) { - var dep = prevObserving[l]; - if (dep.diffValue === 0) { - removeObserver(dep, derivation); - } - dep.diffValue = 0; - } - // Go through all new observables and check diffValue: (now it should be unique) - // 0: it was set to 0 in last loop. don't need to do anything. - // 1: it wasn't observed, let's observe it. set back to 0 - while (i0--) { - var dep = observing[i0]; - if (dep.diffValue === 1) { - dep.diffValue = 0; - addObserver(dep, derivation); - } - } - // Some new observed derivations may become stale during this derivation computation - // so they have had no chance to propagate staleness (#916) - if (lowestNewObservingDerivationState !== IDerivationState.UP_TO_DATE) { - derivation.dependenciesState = lowestNewObservingDerivationState; - derivation.onBecomeStale(); - } -} -function clearObserving(derivation) { - // invariant(globalState.inBatch > 0, "INTERNAL ERROR clearObserving should be called only inside batch"); - var obs = derivation.observing; - derivation.observing = []; - var i = obs.length; - while (i--) - removeObserver(obs[i], derivation); - derivation.dependenciesState = IDerivationState.NOT_TRACKING; -} -function untracked(action) { - var prev = untrackedStart(); - try { - return action(); - } - finally { - untrackedEnd(prev); - } -} -function untrackedStart() { - var prev = globalState.trackingDerivation; - globalState.trackingDerivation = null; - return prev; -} -function untrackedEnd(prev) { - globalState.trackingDerivation = prev; -} -function allowStateReadsStart(allowStateReads) { - var prev = globalState.allowStateReads; - globalState.allowStateReads = allowStateReads; - return prev; -} -function allowStateReadsEnd(prev) { - globalState.allowStateReads = prev; -} -/** - * needed to keep `lowestObserverState` correct. when changing from (2 or 1) to 0 - * - */ -function changeDependenciesStateTo0(derivation) { - if (derivation.dependenciesState === IDerivationState.UP_TO_DATE) - return; - derivation.dependenciesState = IDerivationState.UP_TO_DATE; - var obs = derivation.observing; - var i = obs.length; - while (i--) - obs[i].lowestObserverState = IDerivationState.UP_TO_DATE; -} - -// we don't use globalState for these in order to avoid possible issues with multiple -// mobx versions -var currentActionId = 0; -var nextActionId = 1; -var functionNameDescriptor = Object.getOwnPropertyDescriptor(function () { }, "name"); -var isFunctionNameConfigurable = functionNameDescriptor && functionNameDescriptor.configurable; -function createAction(actionName, fn, ref) { - if (true) { - invariant(typeof fn === "function", "`action` can only be invoked on functions"); - if (typeof actionName !== "string" || !actionName) - fail("actions should have valid names, got: '" + actionName + "'"); - } - var res = function () { - return executeAction(actionName, fn, ref || this, arguments); - }; - res.isMobxAction = true; - if (true) { - if (isFunctionNameConfigurable) { - Object.defineProperty(res, "name", { value: actionName }); - } - } - return res; -} -function executeAction(actionName, fn, scope, args) { - var runInfo = _startAction(actionName, scope, args); - try { - return fn.apply(scope, args); - } - catch (err) { - runInfo.error = err; - throw err; - } - finally { - _endAction(runInfo); - } -} -function _startAction(actionName, scope, args) { - var notifySpy = isSpyEnabled() && !!actionName; - var startTime = 0; - if (notifySpy && "development" !== "production") { - startTime = Date.now(); - var l = (args && args.length) || 0; - var flattendArgs = new Array(l); - if (l > 0) - for (var i = 0; i < l; i++) - flattendArgs[i] = args[i]; - spyReportStart({ - type: "action", - name: actionName, - object: scope, - arguments: flattendArgs - }); - } - var prevDerivation = untrackedStart(); - startBatch(); - var prevAllowStateChanges = allowStateChangesStart(true); - var prevAllowStateReads = allowStateReadsStart(true); - var runInfo = { - prevDerivation: prevDerivation, - prevAllowStateChanges: prevAllowStateChanges, - prevAllowStateReads: prevAllowStateReads, - notifySpy: notifySpy, - startTime: startTime, - actionId: nextActionId++, - parentActionId: currentActionId - }; - currentActionId = runInfo.actionId; - return runInfo; -} -function _endAction(runInfo) { - if (currentActionId !== runInfo.actionId) { - fail("invalid action stack. did you forget to finish an action?"); - } - currentActionId = runInfo.parentActionId; - if (runInfo.error !== undefined) { - globalState.suppressReactionErrors = true; - } - allowStateChangesEnd(runInfo.prevAllowStateChanges); - allowStateReadsEnd(runInfo.prevAllowStateReads); - endBatch(); - untrackedEnd(runInfo.prevDerivation); - if (runInfo.notifySpy && "development" !== "production") { - spyReportEnd({ time: Date.now() - runInfo.startTime }); - } - globalState.suppressReactionErrors = false; -} -function allowStateChanges(allowStateChanges, func) { - var prev = allowStateChangesStart(allowStateChanges); - var res; - try { - res = func(); - } - finally { - allowStateChangesEnd(prev); - } - return res; -} -function allowStateChangesStart(allowStateChanges) { - var prev = globalState.allowStateChanges; - globalState.allowStateChanges = allowStateChanges; - return prev; -} -function allowStateChangesEnd(prev) { - globalState.allowStateChanges = prev; -} -function allowStateChangesInsideComputed(func) { - var prev = globalState.computationDepth; - globalState.computationDepth = 0; - var res; - try { - res = func(); - } - finally { - globalState.computationDepth = prev; - } - return res; -} - -var ObservableValue = /** @class */ (function (_super) { - __extends(ObservableValue, _super); - function ObservableValue(value, enhancer, name, notifySpy, equals) { - if (name === void 0) { name = "ObservableValue@" + getNextId(); } - if (notifySpy === void 0) { notifySpy = true; } - if (equals === void 0) { equals = comparer.default; } - var _this = _super.call(this, name) || this; - _this.enhancer = enhancer; - _this.name = name; - _this.equals = equals; - _this.hasUnreportedChange = false; - _this.value = enhancer(value, undefined, name); - if (notifySpy && isSpyEnabled() && "development" !== "production") { - // only notify spy if this is a stand-alone observable - spyReport({ type: "create", name: _this.name, newValue: "" + _this.value }); - } - return _this; - } - ObservableValue.prototype.dehanceValue = function (value) { - if (this.dehancer !== undefined) - return this.dehancer(value); - return value; - }; - ObservableValue.prototype.set = function (newValue) { - var oldValue = this.value; - newValue = this.prepareNewValue(newValue); - if (newValue !== globalState.UNCHANGED) { - var notifySpy = isSpyEnabled(); - if (notifySpy && "development" !== "production") { - spyReportStart({ - type: "update", - name: this.name, - newValue: newValue, - oldValue: oldValue - }); - } - this.setNewValue(newValue); - if (notifySpy && "development" !== "production") - spyReportEnd(); - } - }; - ObservableValue.prototype.prepareNewValue = function (newValue) { - checkIfStateModificationsAreAllowed(this); - if (hasInterceptors(this)) { - var change = interceptChange(this, { - object: this, - type: "update", - newValue: newValue - }); - if (!change) - return globalState.UNCHANGED; - newValue = change.newValue; - } - // apply modifier - newValue = this.enhancer(newValue, this.value, this.name); - return this.equals(this.value, newValue) ? globalState.UNCHANGED : newValue; - }; - ObservableValue.prototype.setNewValue = function (newValue) { - var oldValue = this.value; - this.value = newValue; - this.reportChanged(); - if (hasListeners(this)) { - notifyListeners(this, { - type: "update", - object: this, - newValue: newValue, - oldValue: oldValue - }); - } - }; - ObservableValue.prototype.get = function () { - this.reportObserved(); - return this.dehanceValue(this.value); - }; - ObservableValue.prototype.intercept = function (handler) { - return registerInterceptor(this, handler); - }; - ObservableValue.prototype.observe = function (listener, fireImmediately) { - if (fireImmediately) - listener({ - object: this, - type: "update", - newValue: this.value, - oldValue: undefined - }); - return registerListener(this, listener); - }; - ObservableValue.prototype.toJSON = function () { - return this.get(); - }; - ObservableValue.prototype.toString = function () { - return this.name + "[" + this.value + "]"; - }; - ObservableValue.prototype.valueOf = function () { - return toPrimitive(this.get()); - }; - ObservableValue.prototype[Symbol.toPrimitive] = function () { - return this.valueOf(); - }; - return ObservableValue; -}(Atom)); -var isObservableValue = createInstanceofPredicate("ObservableValue", ObservableValue); - -/** - * A node in the state dependency root that observes other nodes, and can be observed itself. - * - * ComputedValue will remember the result of the computation for the duration of the batch, or - * while being observed. - * - * During this time it will recompute only when one of its direct dependencies changed, - * but only when it is being accessed with `ComputedValue.get()`. - * - * Implementation description: - * 1. First time it's being accessed it will compute and remember result - * give back remembered result until 2. happens - * 2. First time any deep dependency change, propagate POSSIBLY_STALE to all observers, wait for 3. - * 3. When it's being accessed, recompute if any shallow dependency changed. - * if result changed: propagate STALE to all observers, that were POSSIBLY_STALE from the last step. - * go to step 2. either way - * - * If at any point it's outside batch and it isn't observed: reset everything and go to 1. - */ -var ComputedValue = /** @class */ (function () { - /** - * Create a new computed value based on a function expression. - * - * The `name` property is for debug purposes only. - * - * The `equals` property specifies the comparer function to use to determine if a newly produced - * value differs from the previous value. Two comparers are provided in the library; `defaultComparer` - * compares based on identity comparison (===), and `structualComparer` deeply compares the structure. - * Structural comparison can be convenient if you always produce a new aggregated object and - * don't want to notify observers if it is structurally the same. - * This is useful for working with vectors, mouse coordinates etc. - */ - function ComputedValue(options) { - this.dependenciesState = IDerivationState.NOT_TRACKING; - this.observing = []; // nodes we are looking at. Our value depends on these nodes - this.newObserving = null; // during tracking it's an array with new observed observers - this.isBeingObserved = false; - this.isPendingUnobservation = false; - this.observers = new Set(); - this.diffValue = 0; - this.runId = 0; - this.lastAccessedBy = 0; - this.lowestObserverState = IDerivationState.UP_TO_DATE; - this.unboundDepsCount = 0; - this.__mapid = "#" + getNextId(); - this.value = new CaughtException(null); - this.isComputing = false; // to check for cycles - this.isRunningSetter = false; - this.isTracing = TraceMode.NONE; - invariant(options.get, "missing option for computed: get"); - this.derivation = options.get; - this.name = options.name || "ComputedValue@" + getNextId(); - if (options.set) - this.setter = createAction(this.name + "-setter", options.set); - this.equals = - options.equals || - (options.compareStructural || options.struct - ? comparer.structural - : comparer.default); - this.scope = options.context; - this.requiresReaction = !!options.requiresReaction; - this.keepAlive = !!options.keepAlive; - } - ComputedValue.prototype.onBecomeStale = function () { - propagateMaybeChanged(this); - }; - ComputedValue.prototype.onBecomeObserved = function () { - if (this.onBecomeObservedListeners) { - this.onBecomeObservedListeners.forEach(function (listener) { return listener(); }); - } - }; - ComputedValue.prototype.onBecomeUnobserved = function () { - if (this.onBecomeUnobservedListeners) { - this.onBecomeUnobservedListeners.forEach(function (listener) { return listener(); }); - } - }; - /** - * Returns the current value of this computed value. - * Will evaluate its computation first if needed. - */ - ComputedValue.prototype.get = function () { - if (this.isComputing) - fail("Cycle detected in computation " + this.name + ": " + this.derivation); - if (globalState.inBatch === 0 && this.observers.size === 0 && !this.keepAlive) { - if (shouldCompute(this)) { - this.warnAboutUntrackedRead(); - startBatch(); // See perf test 'computed memoization' - this.value = this.computeValue(false); - endBatch(); - } - } - else { - reportObserved(this); - if (shouldCompute(this)) - if (this.trackAndCompute()) - propagateChangeConfirmed(this); - } - var result = this.value; - if (isCaughtException(result)) - throw result.cause; - return result; - }; - ComputedValue.prototype.peek = function () { - var res = this.computeValue(false); - if (isCaughtException(res)) - throw res.cause; - return res; - }; - ComputedValue.prototype.set = function (value) { - if (this.setter) { - invariant(!this.isRunningSetter, "The setter of computed value '" + this.name + "' is trying to update itself. Did you intend to update an _observable_ value, instead of the computed property?"); - this.isRunningSetter = true; - try { - this.setter.call(this.scope, value); - } - finally { - this.isRunningSetter = false; - } - } - else - invariant(false, true && - "[ComputedValue '" + this.name + "'] It is not possible to assign a new value to a computed value."); - }; - ComputedValue.prototype.trackAndCompute = function () { - if (isSpyEnabled() && "development" !== "production") { - spyReport({ - object: this.scope, - type: "compute", - name: this.name - }); - } - var oldValue = this.value; - var wasSuspended = - /* see #1208 */ this.dependenciesState === IDerivationState.NOT_TRACKING; - var newValue = this.computeValue(true); - var changed = wasSuspended || - isCaughtException(oldValue) || - isCaughtException(newValue) || - !this.equals(oldValue, newValue); - if (changed) { - this.value = newValue; - } - return changed; - }; - ComputedValue.prototype.computeValue = function (track) { - this.isComputing = true; - globalState.computationDepth++; - var res; - if (track) { - res = trackDerivedFunction(this, this.derivation, this.scope); - } - else { - if (globalState.disableErrorBoundaries === true) { - res = this.derivation.call(this.scope); - } - else { - try { - res = this.derivation.call(this.scope); - } - catch (e) { - res = new CaughtException(e); - } - } - } - globalState.computationDepth--; - this.isComputing = false; - return res; - }; - ComputedValue.prototype.suspend = function () { - if (!this.keepAlive) { - clearObserving(this); - this.value = undefined; // don't hold on to computed value! - } - }; - ComputedValue.prototype.observe = function (listener, fireImmediately) { - var _this = this; - var firstTime = true; - var prevValue = undefined; - return autorun(function () { - var newValue = _this.get(); - if (!firstTime || fireImmediately) { - var prevU = untrackedStart(); - listener({ - type: "update", - object: _this, - newValue: newValue, - oldValue: prevValue - }); - untrackedEnd(prevU); - } - firstTime = false; - prevValue = newValue; - }); - }; - ComputedValue.prototype.warnAboutUntrackedRead = function () { - if (false) - {} - if (this.requiresReaction === true) { - fail("[mobx] Computed value " + this.name + " is read outside a reactive context"); - } - if (this.isTracing !== TraceMode.NONE) { - console.log("[mobx.trace] '" + this.name + "' is being read outside a reactive context. Doing a full recompute"); - } - if (globalState.computedRequiresReaction) { - console.warn("[mobx] Computed value " + this.name + " is being read outside a reactive context. Doing a full recompute"); - } - }; - ComputedValue.prototype.toJSON = function () { - return this.get(); - }; - ComputedValue.prototype.toString = function () { - return this.name + "[" + this.derivation.toString() + "]"; - }; - ComputedValue.prototype.valueOf = function () { - return toPrimitive(this.get()); - }; - ComputedValue.prototype[Symbol.toPrimitive] = function () { - return this.valueOf(); - }; - return ComputedValue; -}()); -var isComputedValue = createInstanceofPredicate("ComputedValue", ComputedValue); - -/** - * These values will persist if global state is reset - */ -var persistentKeys = [ - "mobxGuid", - "spyListeners", - "enforceActions", - "computedRequiresReaction", - "reactionRequiresObservable", - "observableRequiresReaction", - "allowStateReads", - "disableErrorBoundaries", - "runId", - "UNCHANGED" -]; -var MobXGlobals = /** @class */ (function () { - function MobXGlobals() { - /** - * MobXGlobals version. - * MobX compatiblity with other versions loaded in memory as long as this version matches. - * It indicates that the global state still stores similar information - * - * N.B: this version is unrelated to the package version of MobX, and is only the version of the - * internal state storage of MobX, and can be the same across many different package versions - */ - this.version = 5; - /** - * globally unique token to signal unchanged - */ - this.UNCHANGED = {}; - /** - * Currently running derivation - */ - this.trackingDerivation = null; - /** - * Are we running a computation currently? (not a reaction) - */ - this.computationDepth = 0; - /** - * Each time a derivation is tracked, it is assigned a unique run-id - */ - this.runId = 0; - /** - * 'guid' for general purpose. Will be persisted amongst resets. - */ - this.mobxGuid = 0; - /** - * Are we in a batch block? (and how many of them) - */ - this.inBatch = 0; - /** - * Observables that don't have observers anymore, and are about to be - * suspended, unless somebody else accesses it in the same batch - * - * @type {IObservable[]} - */ - this.pendingUnobservations = []; - /** - * List of scheduled, not yet executed, reactions. - */ - this.pendingReactions = []; - /** - * Are we currently processing reactions? - */ - this.isRunningReactions = false; - /** - * Is it allowed to change observables at this point? - * In general, MobX doesn't allow that when running computations and React.render. - * To ensure that those functions stay pure. - */ - this.allowStateChanges = true; - /** - * Is it allowed to read observables at this point? - * Used to hold the state needed for `observableRequiresReaction` - */ - this.allowStateReads = true; - /** - * If strict mode is enabled, state changes are by default not allowed - */ - this.enforceActions = false; - /** - * Spy callbacks - */ - this.spyListeners = []; - /** - * Globally attached error handlers that react specifically to errors in reactions - */ - this.globalReactionErrorHandlers = []; - /** - * Warn if computed values are accessed outside a reactive context - */ - this.computedRequiresReaction = false; - /** - * (Experimental) - * Warn if you try to create to derivation / reactive context without accessing any observable. - */ - this.reactionRequiresObservable = false; - /** - * (Experimental) - * Warn if observables are accessed outside a reactive context - */ - this.observableRequiresReaction = false; - /** - * Allows overwriting of computed properties, useful in tests but not prod as it can cause - * memory leaks. See https://github.com/mobxjs/mobx/issues/1867 - */ - this.computedConfigurable = false; - /* - * Don't catch and rethrow exceptions. This is useful for inspecting the state of - * the stack when an exception occurs while debugging. - */ - this.disableErrorBoundaries = false; - /* - * If true, we are already handling an exception in an action. Any errors in reactions should be suppressed, as - * they are not the cause, see: https://github.com/mobxjs/mobx/issues/1836 - */ - this.suppressReactionErrors = false; - } - return MobXGlobals; -}()); -var mockGlobal = {}; -function getGlobal() { - if (typeof window !== "undefined") { - return window; - } - if (typeof global !== "undefined") { - return global; - } - if (typeof self !== "undefined") { - return self; - } - return mockGlobal; -} -var canMergeGlobalState = true; -var isolateCalled = false; -var globalState = (function () { - var global = getGlobal(); - if (global.__mobxInstanceCount > 0 && !global.__mobxGlobals) - canMergeGlobalState = false; - if (global.__mobxGlobals && global.__mobxGlobals.version !== new MobXGlobals().version) - canMergeGlobalState = false; - if (!canMergeGlobalState) { - setTimeout(function () { - if (!isolateCalled) { - fail("There are multiple, different versions of MobX active. Make sure MobX is loaded only once or use `configure({ isolateGlobalState: true })`"); - } - }, 1); - return new MobXGlobals(); - } - else if (global.__mobxGlobals) { - global.__mobxInstanceCount += 1; - if (!global.__mobxGlobals.UNCHANGED) - global.__mobxGlobals.UNCHANGED = {}; // make merge backward compatible - return global.__mobxGlobals; - } - else { - global.__mobxInstanceCount = 1; - return (global.__mobxGlobals = new MobXGlobals()); - } -})(); -function isolateGlobalState() { - if (globalState.pendingReactions.length || - globalState.inBatch || - globalState.isRunningReactions) - fail("isolateGlobalState should be called before MobX is running any reactions"); - isolateCalled = true; - if (canMergeGlobalState) { - if (--getGlobal().__mobxInstanceCount === 0) - getGlobal().__mobxGlobals = undefined; - globalState = new MobXGlobals(); - } -} -function getGlobalState() { - return globalState; -} -/** - * For testing purposes only; this will break the internal state of existing observables, - * but can be used to get back at a stable state after throwing errors - */ -function resetGlobalState() { - var defaultGlobals = new MobXGlobals(); - for (var key in defaultGlobals) - if (persistentKeys.indexOf(key) === -1) - globalState[key] = defaultGlobals[key]; - globalState.allowStateChanges = !globalState.enforceActions; -} - -function hasObservers(observable) { - return observable.observers && observable.observers.size > 0; -} -function getObservers(observable) { - return observable.observers; -} -// function invariantObservers(observable: IObservable) { -// const list = observable.observers -// const map = observable.observersIndexes -// const l = list.length -// for (let i = 0; i < l; i++) { -// const id = list[i].__mapid -// if (i) { -// invariant(map[id] === i, "INTERNAL ERROR maps derivation.__mapid to index in list") // for performance -// } else { -// invariant(!(id in map), "INTERNAL ERROR observer on index 0 shouldn't be held in map.") // for performance -// } -// } -// invariant( -// list.length === 0 || Object.keys(map).length === list.length - 1, -// "INTERNAL ERROR there is no junk in map" -// ) -// } -function addObserver(observable, node) { - // invariant(node.dependenciesState !== -1, "INTERNAL ERROR, can add only dependenciesState !== -1"); - // invariant(observable._observers.indexOf(node) === -1, "INTERNAL ERROR add already added node"); - // invariantObservers(observable); - observable.observers.add(node); - if (observable.lowestObserverState > node.dependenciesState) - observable.lowestObserverState = node.dependenciesState; - // invariantObservers(observable); - // invariant(observable._observers.indexOf(node) !== -1, "INTERNAL ERROR didn't add node"); -} -function removeObserver(observable, node) { - // invariant(globalState.inBatch > 0, "INTERNAL ERROR, remove should be called only inside batch"); - // invariant(observable._observers.indexOf(node) !== -1, "INTERNAL ERROR remove already removed node"); - // invariantObservers(observable); - observable.observers.delete(node); - if (observable.observers.size === 0) { - // deleting last observer - queueForUnobservation(observable); - } - // invariantObservers(observable); - // invariant(observable._observers.indexOf(node) === -1, "INTERNAL ERROR remove already removed node2"); -} -function queueForUnobservation(observable) { - if (observable.isPendingUnobservation === false) { - // invariant(observable._observers.length === 0, "INTERNAL ERROR, should only queue for unobservation unobserved observables"); - observable.isPendingUnobservation = true; - globalState.pendingUnobservations.push(observable); - } -} -/** - * Batch starts a transaction, at least for purposes of memoizing ComputedValues when nothing else does. - * During a batch `onBecomeUnobserved` will be called at most once per observable. - * Avoids unnecessary recalculations. - */ -function startBatch() { - globalState.inBatch++; -} -function endBatch() { - if (--globalState.inBatch === 0) { - runReactions(); - // the batch is actually about to finish, all unobserving should happen here. - var list = globalState.pendingUnobservations; - for (var i = 0; i < list.length; i++) { - var observable = list[i]; - observable.isPendingUnobservation = false; - if (observable.observers.size === 0) { - if (observable.isBeingObserved) { - // if this observable had reactive observers, trigger the hooks - observable.isBeingObserved = false; - observable.onBecomeUnobserved(); - } - if (observable instanceof ComputedValue) { - // computed values are automatically teared down when the last observer leaves - // this process happens recursively, this computed might be the last observable of another, etc.. - observable.suspend(); - } - } - } - globalState.pendingUnobservations = []; - } -} -function reportObserved(observable) { - checkIfStateReadsAreAllowed(observable); - var derivation = globalState.trackingDerivation; - if (derivation !== null) { - /** - * Simple optimization, give each derivation run an unique id (runId) - * Check if last time this observable was accessed the same runId is used - * if this is the case, the relation is already known - */ - if (derivation.runId !== observable.lastAccessedBy) { - observable.lastAccessedBy = derivation.runId; - // Tried storing newObserving, or observing, or both as Set, but performance didn't come close... - derivation.newObserving[derivation.unboundDepsCount++] = observable; - if (!observable.isBeingObserved) { - observable.isBeingObserved = true; - observable.onBecomeObserved(); - } - } - return true; - } - else if (observable.observers.size === 0 && globalState.inBatch > 0) { - queueForUnobservation(observable); - } - return false; -} -// function invariantLOS(observable: IObservable, msg: string) { -// // it's expensive so better not run it in produciton. but temporarily helpful for testing -// const min = getObservers(observable).reduce((a, b) => Math.min(a, b.dependenciesState), 2) -// if (min >= observable.lowestObserverState) return // <- the only assumption about `lowestObserverState` -// throw new Error( -// "lowestObserverState is wrong for " + -// msg + -// " because " + -// min + -// " < " + -// observable.lowestObserverState -// ) -// } -/** - * NOTE: current propagation mechanism will in case of self reruning autoruns behave unexpectedly - * It will propagate changes to observers from previous run - * It's hard or maybe impossible (with reasonable perf) to get it right with current approach - * Hopefully self reruning autoruns aren't a feature people should depend on - * Also most basic use cases should be ok - */ -// Called by Atom when its value changes -function propagateChanged(observable) { - // invariantLOS(observable, "changed start"); - if (observable.lowestObserverState === IDerivationState.STALE) - return; - observable.lowestObserverState = IDerivationState.STALE; - // Ideally we use for..of here, but the downcompiled version is really slow... - observable.observers.forEach(function (d) { - if (d.dependenciesState === IDerivationState.UP_TO_DATE) { - if (d.isTracing !== TraceMode.NONE) { - logTraceInfo(d, observable); - } - d.onBecomeStale(); - } - d.dependenciesState = IDerivationState.STALE; - }); - // invariantLOS(observable, "changed end"); -} -// Called by ComputedValue when it recalculate and its value changed -function propagateChangeConfirmed(observable) { - // invariantLOS(observable, "confirmed start"); - if (observable.lowestObserverState === IDerivationState.STALE) - return; - observable.lowestObserverState = IDerivationState.STALE; - observable.observers.forEach(function (d) { - if (d.dependenciesState === IDerivationState.POSSIBLY_STALE) - d.dependenciesState = IDerivationState.STALE; - else if (d.dependenciesState === IDerivationState.UP_TO_DATE // this happens during computing of `d`, just keep lowestObserverState up to date. - ) - observable.lowestObserverState = IDerivationState.UP_TO_DATE; - }); - // invariantLOS(observable, "confirmed end"); -} -// Used by computed when its dependency changed, but we don't wan't to immediately recompute. -function propagateMaybeChanged(observable) { - // invariantLOS(observable, "maybe start"); - if (observable.lowestObserverState !== IDerivationState.UP_TO_DATE) - return; - observable.lowestObserverState = IDerivationState.POSSIBLY_STALE; - observable.observers.forEach(function (d) { - if (d.dependenciesState === IDerivationState.UP_TO_DATE) { - d.dependenciesState = IDerivationState.POSSIBLY_STALE; - if (d.isTracing !== TraceMode.NONE) { - logTraceInfo(d, observable); - } - d.onBecomeStale(); - } - }); - // invariantLOS(observable, "maybe end"); -} -function logTraceInfo(derivation, observable) { - console.log("[mobx.trace] '" + derivation.name + "' is invalidated due to a change in: '" + observable.name + "'"); - if (derivation.isTracing === TraceMode.BREAK) { - var lines = []; - printDepTree(getDependencyTree(derivation), lines, 1); - // prettier-ignore - new Function("debugger;\n/*\nTracing '" + derivation.name + "'\n\nYou are entering this break point because derivation '" + derivation.name + "' is being traced and '" + observable.name + "' is now forcing it to update.\nJust follow the stacktrace you should now see in the devtools to see precisely what piece of your code is causing this update\nThe stackframe you are looking for is at least ~6-8 stack-frames up.\n\n" + (derivation instanceof ComputedValue ? derivation.derivation.toString().replace(/[*]\//g, "/") : "") + "\n\nThe dependencies for this derivation are:\n\n" + lines.join("\n") + "\n*/\n ")(); - } -} -function printDepTree(tree, lines, depth) { - if (lines.length >= 1000) { - lines.push("(and many more)"); - return; - } - lines.push("" + new Array(depth).join("\t") + tree.name); // MWE: not the fastest, but the easiest way :) - if (tree.dependencies) - tree.dependencies.forEach(function (child) { return printDepTree(child, lines, depth + 1); }); -} - -var Reaction = /** @class */ (function () { - function Reaction(name, onInvalidate, errorHandler, requiresObservable) { - if (name === void 0) { name = "Reaction@" + getNextId(); } - if (requiresObservable === void 0) { requiresObservable = false; } - this.name = name; - this.onInvalidate = onInvalidate; - this.errorHandler = errorHandler; - this.requiresObservable = requiresObservable; - this.observing = []; // nodes we are looking at. Our value depends on these nodes - this.newObserving = []; - this.dependenciesState = IDerivationState.NOT_TRACKING; - this.diffValue = 0; - this.runId = 0; - this.unboundDepsCount = 0; - this.__mapid = "#" + getNextId(); - this.isDisposed = false; - this._isScheduled = false; - this._isTrackPending = false; - this._isRunning = false; - this.isTracing = TraceMode.NONE; - } - Reaction.prototype.onBecomeStale = function () { - this.schedule(); - }; - Reaction.prototype.schedule = function () { - if (!this._isScheduled) { - this._isScheduled = true; - globalState.pendingReactions.push(this); - runReactions(); - } - }; - Reaction.prototype.isScheduled = function () { - return this._isScheduled; - }; - /** - * internal, use schedule() if you intend to kick off a reaction - */ - Reaction.prototype.runReaction = function () { - if (!this.isDisposed) { - startBatch(); - this._isScheduled = false; - if (shouldCompute(this)) { - this._isTrackPending = true; - try { - this.onInvalidate(); - if (this._isTrackPending && - isSpyEnabled() && - "development" !== "production") { - // onInvalidate didn't trigger track right away.. - spyReport({ - name: this.name, - type: "scheduled-reaction" - }); - } - } - catch (e) { - this.reportExceptionInDerivation(e); - } - } - endBatch(); - } - }; - Reaction.prototype.track = function (fn) { - if (this.isDisposed) { - return; - // console.warn("Reaction already disposed") // Note: Not a warning / error in mobx 4 either - } - startBatch(); - var notify = isSpyEnabled(); - var startTime; - if (notify && "development" !== "production") { - startTime = Date.now(); - spyReportStart({ - name: this.name, - type: "reaction" - }); - } - this._isRunning = true; - var result = trackDerivedFunction(this, fn, undefined); - this._isRunning = false; - this._isTrackPending = false; - if (this.isDisposed) { - // disposed during last run. Clean up everything that was bound after the dispose call. - clearObserving(this); - } - if (isCaughtException(result)) - this.reportExceptionInDerivation(result.cause); - if (notify && "development" !== "production") { - spyReportEnd({ - time: Date.now() - startTime - }); - } - endBatch(); - }; - Reaction.prototype.reportExceptionInDerivation = function (error) { - var _this = this; - if (this.errorHandler) { - this.errorHandler(error, this); - return; - } - if (globalState.disableErrorBoundaries) - throw error; - var message = "[mobx] Encountered an uncaught exception that was thrown by a reaction or observer component, in: '" + this + "'"; - if (globalState.suppressReactionErrors) { - console.warn("[mobx] (error in reaction '" + this.name + "' suppressed, fix error of causing action below)"); // prettier-ignore - } - else { - console.error(message, error); - /** If debugging brought you here, please, read the above message :-). Tnx! */ - } - if (isSpyEnabled()) { - spyReport({ - type: "error", - name: this.name, - message: message, - error: "" + error - }); - } - globalState.globalReactionErrorHandlers.forEach(function (f) { return f(error, _this); }); - }; - Reaction.prototype.dispose = function () { - if (!this.isDisposed) { - this.isDisposed = true; - if (!this._isRunning) { - // if disposed while running, clean up later. Maybe not optimal, but rare case - startBatch(); - clearObserving(this); - endBatch(); - } - } - }; - Reaction.prototype.getDisposer = function () { - var r = this.dispose.bind(this); - r[$mobx] = this; - return r; - }; - Reaction.prototype.toString = function () { - return "Reaction[" + this.name + "]"; - }; - Reaction.prototype.trace = function (enterBreakPoint) { - if (enterBreakPoint === void 0) { enterBreakPoint = false; } - trace(this, enterBreakPoint); - }; - return Reaction; -}()); -function onReactionError(handler) { - globalState.globalReactionErrorHandlers.push(handler); - return function () { - var idx = globalState.globalReactionErrorHandlers.indexOf(handler); - if (idx >= 0) - globalState.globalReactionErrorHandlers.splice(idx, 1); - }; -} -/** - * Magic number alert! - * Defines within how many times a reaction is allowed to re-trigger itself - * until it is assumed that this is gonna be a never ending loop... - */ -var MAX_REACTION_ITERATIONS = 100; -var reactionScheduler = function (f) { return f(); }; -function runReactions() { - // Trampolining, if runReactions are already running, new reactions will be picked up - if (globalState.inBatch > 0 || globalState.isRunningReactions) - return; - reactionScheduler(runReactionsHelper); -} -function runReactionsHelper() { - globalState.isRunningReactions = true; - var allReactions = globalState.pendingReactions; - var iterations = 0; - // While running reactions, new reactions might be triggered. - // Hence we work with two variables and check whether - // we converge to no remaining reactions after a while. - while (allReactions.length > 0) { - if (++iterations === MAX_REACTION_ITERATIONS) { - console.error("Reaction doesn't converge to a stable state after " + MAX_REACTION_ITERATIONS + " iterations." + - (" Probably there is a cycle in the reactive function: " + allReactions[0])); - allReactions.splice(0); // clear reactions - } - var remainingReactions = allReactions.splice(0); - for (var i = 0, l = remainingReactions.length; i < l; i++) - remainingReactions[i].runReaction(); - } - globalState.isRunningReactions = false; -} -var isReaction = createInstanceofPredicate("Reaction", Reaction); -function setReactionScheduler(fn) { - var baseScheduler = reactionScheduler; - reactionScheduler = function (f) { return fn(function () { return baseScheduler(f); }); }; -} - -function isSpyEnabled() { - return true && !!globalState.spyListeners.length; -} -function spyReport(event) { - if (false) - {} // dead code elimination can do the rest - if (!globalState.spyListeners.length) - return; - var listeners = globalState.spyListeners; - for (var i = 0, l = listeners.length; i < l; i++) - listeners[i](event); -} -function spyReportStart(event) { - if (false) - {} - var change = __assign(__assign({}, event), { spyReportStart: true }); - spyReport(change); -} -var END_EVENT = { spyReportEnd: true }; -function spyReportEnd(change) { - if (false) - {} - if (change) - spyReport(__assign(__assign({}, change), { spyReportEnd: true })); - else - spyReport(END_EVENT); -} -function spy(listener) { - if (false) {} - else { - globalState.spyListeners.push(listener); - return once(function () { - globalState.spyListeners = globalState.spyListeners.filter(function (l) { return l !== listener; }); - }); - } -} - -function dontReassignFields() { - fail( true && "@action fields are not reassignable"); -} -function namedActionDecorator(name) { - return function (target, prop, descriptor) { - if (descriptor) { - if ( true && descriptor.get !== undefined) { - return fail("@action cannot be used with getters"); - } - // babel / typescript - // @action method() { } - if (descriptor.value) { - // typescript - return { - value: createAction(name, descriptor.value), - enumerable: false, - configurable: true, - writable: true // for typescript, this must be writable, otherwise it cannot inherit :/ (see inheritable actions test) - }; - } - // babel only: @action method = () => {} - var initializer_1 = descriptor.initializer; - return { - enumerable: false, - configurable: true, - writable: true, - initializer: function () { - // N.B: we can't immediately invoke initializer; this would be wrong - return createAction(name, initializer_1.call(this)); - } - }; - } - // bound instance methods - return actionFieldDecorator(name).apply(this, arguments); - }; -} -function actionFieldDecorator(name) { - // Simple property that writes on first invocation to the current instance - return function (target, prop, descriptor) { - Object.defineProperty(target, prop, { - configurable: true, - enumerable: false, - get: function () { - return undefined; - }, - set: function (value) { - addHiddenProp(this, prop, action(name, value)); - } - }); - }; -} -function boundActionDecorator(target, propertyName, descriptor, applyToInstance) { - if (applyToInstance === true) { - defineBoundAction(target, propertyName, descriptor.value); - return null; - } - if (descriptor) { - // if (descriptor.value) - // Typescript / Babel: @action.bound method() { } - // also: babel @action.bound method = () => {} - return { - configurable: true, - enumerable: false, - get: function () { - defineBoundAction(this, propertyName, descriptor.value || descriptor.initializer.call(this)); - return this[propertyName]; - }, - set: dontReassignFields - }; - } - // field decorator Typescript @action.bound method = () => {} - return { - enumerable: false, - configurable: true, - set: function (v) { - defineBoundAction(this, propertyName, v); - }, - get: function () { - return undefined; - } - }; -} - -var action = function action(arg1, arg2, arg3, arg4) { - // action(fn() {}) - if (arguments.length === 1 && typeof arg1 === "function") - return createAction(arg1.name || "", arg1); - // action("name", fn() {}) - if (arguments.length === 2 && typeof arg2 === "function") - return createAction(arg1, arg2); - // @action("name") fn() {} - if (arguments.length === 1 && typeof arg1 === "string") - return namedActionDecorator(arg1); - // @action fn() {} - if (arg4 === true) { - // apply to instance immediately - addHiddenProp(arg1, arg2, createAction(arg1.name || arg2, arg3.value, this)); - } - else { - return namedActionDecorator(arg2).apply(null, arguments); - } -}; -action.bound = boundActionDecorator; -function runInAction(arg1, arg2) { - var actionName = typeof arg1 === "string" ? arg1 : arg1.name || ""; - var fn = typeof arg1 === "function" ? arg1 : arg2; - if (true) { - invariant(typeof fn === "function" && fn.length === 0, "`runInAction` expects a function without arguments"); - if (typeof actionName !== "string" || !actionName) - fail("actions should have valid names, got: '" + actionName + "'"); - } - return executeAction(actionName, fn, this, undefined); -} -function isAction(thing) { - return typeof thing === "function" && thing.isMobxAction === true; -} -function defineBoundAction(target, propertyName, fn) { - addHiddenProp(target, propertyName, createAction(propertyName, fn.bind(target))); -} - -/** - * Creates a named reactive view and keeps it alive, so that the view is always - * updated if one of the dependencies changes, even when the view is not further used by something else. - * @param view The reactive view - * @returns disposer function, which can be used to stop the view from being updated in the future. - */ -function autorun(view, opts) { - if (opts === void 0) { opts = EMPTY_OBJECT; } - if (true) { - invariant(typeof view === "function", "Autorun expects a function as first argument"); - invariant(isAction(view) === false, "Autorun does not accept actions since actions are untrackable"); - } - var name = (opts && opts.name) || view.name || "Autorun@" + getNextId(); - var runSync = !opts.scheduler && !opts.delay; - var reaction; - if (runSync) { - // normal autorun - reaction = new Reaction(name, function () { - this.track(reactionRunner); - }, opts.onError, opts.requiresObservable); - } - else { - var scheduler_1 = createSchedulerFromOptions(opts); - // debounced autorun - var isScheduled_1 = false; - reaction = new Reaction(name, function () { - if (!isScheduled_1) { - isScheduled_1 = true; - scheduler_1(function () { - isScheduled_1 = false; - if (!reaction.isDisposed) - reaction.track(reactionRunner); - }); - } - }, opts.onError, opts.requiresObservable); - } - function reactionRunner() { - view(reaction); - } - reaction.schedule(); - return reaction.getDisposer(); -} -var run = function (f) { return f(); }; -function createSchedulerFromOptions(opts) { - return opts.scheduler - ? opts.scheduler - : opts.delay - ? function (f) { return setTimeout(f, opts.delay); } - : run; -} -function reaction(expression, effect, opts) { - if (opts === void 0) { opts = EMPTY_OBJECT; } - if (true) { - invariant(typeof expression === "function", "First argument to reaction should be a function"); - invariant(typeof opts === "object", "Third argument of reactions should be an object"); - } - var name = opts.name || "Reaction@" + getNextId(); - var effectAction = action(name, opts.onError ? wrapErrorHandler(opts.onError, effect) : effect); - var runSync = !opts.scheduler && !opts.delay; - var scheduler = createSchedulerFromOptions(opts); - var firstTime = true; - var isScheduled = false; - var value; - var equals = opts.compareStructural - ? comparer.structural - : opts.equals || comparer.default; - var r = new Reaction(name, function () { - if (firstTime || runSync) { - reactionRunner(); - } - else if (!isScheduled) { - isScheduled = true; - scheduler(reactionRunner); - } - }, opts.onError, opts.requiresObservable); - function reactionRunner() { - isScheduled = false; // Q: move into reaction runner? - if (r.isDisposed) - return; - var changed = false; - r.track(function () { - var nextValue = expression(r); - changed = firstTime || !equals(value, nextValue); - value = nextValue; - }); - if (firstTime && opts.fireImmediately) - effectAction(value, r); - if (!firstTime && changed === true) - effectAction(value, r); - if (firstTime) - firstTime = false; - } - r.schedule(); - return r.getDisposer(); -} -function wrapErrorHandler(errorHandler, baseFn) { - return function () { - try { - return baseFn.apply(this, arguments); - } - catch (e) { - errorHandler.call(this, e); - } - }; -} - -function onBecomeObserved(thing, arg2, arg3) { - return interceptHook("onBecomeObserved", thing, arg2, arg3); -} -function onBecomeUnobserved(thing, arg2, arg3) { - return interceptHook("onBecomeUnobserved", thing, arg2, arg3); -} -function interceptHook(hook, thing, arg2, arg3) { - var atom = typeof arg3 === "function" ? getAtom(thing, arg2) : getAtom(thing); - var cb = typeof arg3 === "function" ? arg3 : arg2; - var listenersKey = hook + "Listeners"; - if (atom[listenersKey]) { - atom[listenersKey].add(cb); - } - else { - atom[listenersKey] = new Set([cb]); - } - var orig = atom[hook]; - if (typeof orig !== "function") - return fail( true && "Not an atom that can be (un)observed"); - return function () { - var hookListeners = atom[listenersKey]; - if (hookListeners) { - hookListeners.delete(cb); - if (hookListeners.size === 0) { - delete atom[listenersKey]; - } - } - }; -} - -function configure(options) { - var enforceActions = options.enforceActions, computedRequiresReaction = options.computedRequiresReaction, computedConfigurable = options.computedConfigurable, disableErrorBoundaries = options.disableErrorBoundaries, reactionScheduler = options.reactionScheduler, reactionRequiresObservable = options.reactionRequiresObservable, observableRequiresReaction = options.observableRequiresReaction; - if (options.isolateGlobalState === true) { - isolateGlobalState(); - } - if (enforceActions !== undefined) { - if (typeof enforceActions === "boolean" || enforceActions === "strict") - deprecated("Deprecated value for 'enforceActions', use 'false' => '\"never\"', 'true' => '\"observed\"', '\"strict\"' => \"'always'\" instead"); - var ea = void 0; - switch (enforceActions) { - case true: - case "observed": - ea = true; - break; - case false: - case "never": - ea = false; - break; - case "strict": - case "always": - ea = "strict"; - break; - default: - fail("Invalid value for 'enforceActions': '" + enforceActions + "', expected 'never', 'always' or 'observed'"); - } - globalState.enforceActions = ea; - globalState.allowStateChanges = ea === true || ea === "strict" ? false : true; - } - if (computedRequiresReaction !== undefined) { - globalState.computedRequiresReaction = !!computedRequiresReaction; - } - if (reactionRequiresObservable !== undefined) { - globalState.reactionRequiresObservable = !!reactionRequiresObservable; - } - if (observableRequiresReaction !== undefined) { - globalState.observableRequiresReaction = !!observableRequiresReaction; - globalState.allowStateReads = !globalState.observableRequiresReaction; - } - if (computedConfigurable !== undefined) { - globalState.computedConfigurable = !!computedConfigurable; - } - if (disableErrorBoundaries !== undefined) { - if (disableErrorBoundaries === true) - console.warn("WARNING: Debug feature only. MobX will NOT recover from errors when `disableErrorBoundaries` is enabled."); - globalState.disableErrorBoundaries = !!disableErrorBoundaries; - } - if (reactionScheduler) { - setReactionScheduler(reactionScheduler); - } -} - -function decorate(thing, decorators) { - true && - invariant(isPlainObject(decorators), "Decorators should be a key value map"); - var target = typeof thing === "function" ? thing.prototype : thing; - var _loop_1 = function (prop) { - var propertyDecorators = decorators[prop]; - if (!Array.isArray(propertyDecorators)) { - propertyDecorators = [propertyDecorators]; - } - true && - invariant(propertyDecorators.every(function (decorator) { return typeof decorator === "function"; }), "Decorate: expected a decorator function or array of decorator functions for '" + prop + "'"); - var descriptor = Object.getOwnPropertyDescriptor(target, prop); - var newDescriptor = propertyDecorators.reduce(function (accDescriptor, decorator) { return decorator(target, prop, accDescriptor); }, descriptor); - if (newDescriptor) - Object.defineProperty(target, prop, newDescriptor); - }; - for (var prop in decorators) { - _loop_1(prop); - } - return thing; -} - -function extendObservable(target, properties, decorators, options) { - if (true) { - invariant(arguments.length >= 2 && arguments.length <= 4, "'extendObservable' expected 2-4 arguments"); - invariant(typeof target === "object", "'extendObservable' expects an object as first argument"); - invariant(!isObservableMap(target), "'extendObservable' should not be used on maps, use map.merge instead"); - } - options = asCreateObservableOptions(options); - var defaultDecorator = getDefaultDecoratorFromObjectOptions(options); - initializeInstance(target); // Fixes #1740 - asObservableObject(target, options.name, defaultDecorator.enhancer); // make sure object is observable, even without initial props - if (properties) - extendObservableObjectWithProperties(target, properties, decorators, defaultDecorator); - return target; -} -function getDefaultDecoratorFromObjectOptions(options) { - return options.defaultDecorator || (options.deep === false ? refDecorator : deepDecorator); -} -function extendObservableObjectWithProperties(target, properties, decorators, defaultDecorator) { - var e_1, _a, e_2, _b; - if (true) { - invariant(!isObservable(properties), "Extending an object with another observable (object) is not supported. Please construct an explicit propertymap, using `toJS` if need. See issue #540"); - if (decorators) { - var keys = getPlainObjectKeys(decorators); - try { - for (var keys_1 = __values(keys), keys_1_1 = keys_1.next(); !keys_1_1.done; keys_1_1 = keys_1.next()) { - var key = keys_1_1.value; - if (!(key in properties)) - fail("Trying to declare a decorator for unspecified property '" + stringifyKey(key) + "'"); - } - } - catch (e_1_1) { e_1 = { error: e_1_1 }; } - finally { - try { - if (keys_1_1 && !keys_1_1.done && (_a = keys_1.return)) _a.call(keys_1); - } - finally { if (e_1) throw e_1.error; } - } - } - } - startBatch(); - try { - var keys = ownKeys(properties); - try { - for (var keys_2 = __values(keys), keys_2_1 = keys_2.next(); !keys_2_1.done; keys_2_1 = keys_2.next()) { - var key = keys_2_1.value; - var descriptor = Object.getOwnPropertyDescriptor(properties, key); - if (true) { - if (!isPlainObject(properties)) - fail("'extendObservable' only accepts plain objects as second argument"); - if (isComputed(descriptor.value)) - fail("Passing a 'computed' as initial property value is no longer supported by extendObservable. Use a getter or decorator instead"); - } - var decorator = decorators && key in decorators - ? decorators[key] - : descriptor.get - ? computedDecorator - : defaultDecorator; - if ( true && typeof decorator !== "function") - fail("Not a valid decorator for '" + stringifyKey(key) + "', got: " + decorator); - var resultDescriptor = decorator(target, key, descriptor, true); - if (resultDescriptor // otherwise, assume already applied, due to `applyToInstance` - ) - Object.defineProperty(target, key, resultDescriptor); - } - } - catch (e_2_1) { e_2 = { error: e_2_1 }; } - finally { - try { - if (keys_2_1 && !keys_2_1.done && (_b = keys_2.return)) _b.call(keys_2); - } - finally { if (e_2) throw e_2.error; } - } - } - finally { - endBatch(); - } -} - -function getDependencyTree(thing, property) { - return nodeToDependencyTree(getAtom(thing, property)); -} -function nodeToDependencyTree(node) { - var result = { - name: node.name - }; - if (node.observing && node.observing.length > 0) - result.dependencies = unique(node.observing).map(nodeToDependencyTree); - return result; -} -function getObserverTree(thing, property) { - return nodeToObserverTree(getAtom(thing, property)); -} -function nodeToObserverTree(node) { - var result = { - name: node.name - }; - if (hasObservers(node)) - result.observers = Array.from(getObservers(node)).map(nodeToObserverTree); - return result; -} - -var generatorId = 0; -function FlowCancellationError() { - this.message = "FLOW_CANCELLED"; -} -FlowCancellationError.prototype = Object.create(Error.prototype); -function isFlowCancellationError(error) { - return error instanceof FlowCancellationError; -} -function flow(generator) { - if (arguments.length !== 1) - fail( true && "Flow expects 1 argument and cannot be used as decorator"); - var name = generator.name || ""; - // Implementation based on https://github.com/tj/co/blob/master/index.js - return function () { - var ctx = this; - var args = arguments; - var runId = ++generatorId; - var gen = action(name + " - runid: " + runId + " - init", generator).apply(ctx, args); - var rejector; - var pendingPromise = undefined; - var promise = new Promise(function (resolve, reject) { - var stepId = 0; - rejector = reject; - function onFulfilled(res) { - pendingPromise = undefined; - var ret; - try { - ret = action(name + " - runid: " + runId + " - yield " + stepId++, gen.next).call(gen, res); - } - catch (e) { - return reject(e); - } - next(ret); - } - function onRejected(err) { - pendingPromise = undefined; - var ret; - try { - ret = action(name + " - runid: " + runId + " - yield " + stepId++, gen.throw).call(gen, err); - } - catch (e) { - return reject(e); - } - next(ret); - } - function next(ret) { - if (ret && typeof ret.then === "function") { - // an async iterator - ret.then(next, reject); - return; - } - if (ret.done) - return resolve(ret.value); - pendingPromise = Promise.resolve(ret.value); - return pendingPromise.then(onFulfilled, onRejected); - } - onFulfilled(undefined); // kick off the process - }); - promise.cancel = action(name + " - runid: " + runId + " - cancel", function () { - try { - if (pendingPromise) - cancelPromise(pendingPromise); - // Finally block can return (or yield) stuff.. - var res = gen.return(undefined); - // eat anything that promise would do, it's cancelled! - var yieldedPromise = Promise.resolve(res.value); - yieldedPromise.then(noop, noop); - cancelPromise(yieldedPromise); // maybe it can be cancelled :) - // reject our original promise - rejector(new FlowCancellationError()); - } - catch (e) { - rejector(e); // there could be a throwing finally block - } - }); - return promise; - }; -} -function cancelPromise(promise) { - if (typeof promise.cancel === "function") - promise.cancel(); -} - -function interceptReads(thing, propOrHandler, handler) { - var target; - if (isObservableMap(thing) || isObservableArray(thing) || isObservableValue(thing)) { - target = getAdministration(thing); - } - else if (isObservableObject(thing)) { - if (typeof propOrHandler !== "string") - return fail( true && - "InterceptReads can only be used with a specific property, not with an object in general"); - target = getAdministration(thing, propOrHandler); - } - else { - return fail( true && - "Expected observable map, object or array as first array"); - } - if (target.dehancer !== undefined) - return fail( true && "An intercept reader was already established"); - target.dehancer = typeof propOrHandler === "function" ? propOrHandler : handler; - return function () { - target.dehancer = undefined; - }; -} - -function intercept(thing, propOrHandler, handler) { - if (typeof handler === "function") - return interceptProperty(thing, propOrHandler, handler); - else - return interceptInterceptable(thing, propOrHandler); -} -function interceptInterceptable(thing, handler) { - return getAdministration(thing).intercept(handler); -} -function interceptProperty(thing, property, handler) { - return getAdministration(thing, property).intercept(handler); -} - -function _isComputed(value, property) { - if (value === null || value === undefined) - return false; - if (property !== undefined) { - if (isObservableObject(value) === false) - return false; - if (!value[$mobx].values.has(property)) - return false; - var atom = getAtom(value, property); - return isComputedValue(atom); - } - return isComputedValue(value); -} -function isComputed(value) { - if (arguments.length > 1) - return fail( true && - "isComputed expects only 1 argument. Use isObservableProp to inspect the observability of a property"); - return _isComputed(value); -} -function isComputedProp(value, propName) { - if (typeof propName !== "string") - return fail( true && - "isComputed expected a property name as second argument"); - return _isComputed(value, propName); -} - -function _isObservable(value, property) { - if (value === null || value === undefined) - return false; - if (property !== undefined) { - if ( true && - (isObservableMap(value) || isObservableArray(value))) - return fail("isObservable(object, propertyName) is not supported for arrays and maps. Use map.has or array.length instead."); - if (isObservableObject(value)) { - return value[$mobx].values.has(property); - } - return false; - } - // For first check, see #701 - return (isObservableObject(value) || - !!value[$mobx] || - isAtom(value) || - isReaction(value) || - isComputedValue(value)); -} -function isObservable(value) { - if (arguments.length !== 1) - fail( true && - "isObservable expects only 1 argument. Use isObservableProp to inspect the observability of a property"); - return _isObservable(value); -} -function isObservableProp(value, propName) { - if (typeof propName !== "string") - return fail( true && "expected a property name as second argument"); - return _isObservable(value, propName); -} - -function keys(obj) { - if (isObservableObject(obj)) { - return obj[$mobx].getKeys(); - } - if (isObservableMap(obj)) { - return Array.from(obj.keys()); - } - if (isObservableSet(obj)) { - return Array.from(obj.keys()); - } - if (isObservableArray(obj)) { - return obj.map(function (_, index) { return index; }); - } - return fail( true && - "'keys()' can only be used on observable objects, arrays, sets and maps"); -} -function values(obj) { - if (isObservableObject(obj)) { - return keys(obj).map(function (key) { return obj[key]; }); - } - if (isObservableMap(obj)) { - return keys(obj).map(function (key) { return obj.get(key); }); - } - if (isObservableSet(obj)) { - return Array.from(obj.values()); - } - if (isObservableArray(obj)) { - return obj.slice(); - } - return fail( true && - "'values()' can only be used on observable objects, arrays, sets and maps"); -} -function entries(obj) { - if (isObservableObject(obj)) { - return keys(obj).map(function (key) { return [key, obj[key]]; }); - } - if (isObservableMap(obj)) { - return keys(obj).map(function (key) { return [key, obj.get(key)]; }); - } - if (isObservableSet(obj)) { - return Array.from(obj.entries()); - } - if (isObservableArray(obj)) { - return obj.map(function (key, index) { return [index, key]; }); - } - return fail( true && - "'entries()' can only be used on observable objects, arrays and maps"); -} -function set(obj, key, value) { - if (arguments.length === 2 && !isObservableSet(obj)) { - startBatch(); - var values_1 = key; - try { - for (var key_1 in values_1) - set(obj, key_1, values_1[key_1]); - } - finally { - endBatch(); - } - return; - } - if (isObservableObject(obj)) { - var adm = obj[$mobx]; - var existingObservable = adm.values.get(key); - if (existingObservable) { - adm.write(key, value); - } - else { - adm.addObservableProp(key, value, adm.defaultEnhancer); - } - } - else if (isObservableMap(obj)) { - obj.set(key, value); - } - else if (isObservableSet(obj)) { - obj.add(key); - } - else if (isObservableArray(obj)) { - if (typeof key !== "number") - key = parseInt(key, 10); - invariant(key >= 0, "Not a valid index: '" + key + "'"); - startBatch(); - if (key >= obj.length) - obj.length = key + 1; - obj[key] = value; - endBatch(); - } - else { - return fail( true && - "'set()' can only be used on observable objects, arrays and maps"); - } -} -function remove(obj, key) { - if (isObservableObject(obj)) { - obj[$mobx].remove(key); - } - else if (isObservableMap(obj)) { - obj.delete(key); - } - else if (isObservableSet(obj)) { - obj.delete(key); - } - else if (isObservableArray(obj)) { - if (typeof key !== "number") - key = parseInt(key, 10); - invariant(key >= 0, "Not a valid index: '" + key + "'"); - obj.splice(key, 1); - } - else { - return fail( true && - "'remove()' can only be used on observable objects, arrays and maps"); - } -} -function has(obj, key) { - if (isObservableObject(obj)) { - // return keys(obj).indexOf(key) >= 0 - var adm = getAdministration(obj); - return adm.has(key); - } - else if (isObservableMap(obj)) { - return obj.has(key); - } - else if (isObservableSet(obj)) { - return obj.has(key); - } - else if (isObservableArray(obj)) { - return key >= 0 && key < obj.length; - } - else { - return fail( true && - "'has()' can only be used on observable objects, arrays and maps"); - } -} -function get(obj, key) { - if (!has(obj, key)) - return undefined; - if (isObservableObject(obj)) { - return obj[key]; - } - else if (isObservableMap(obj)) { - return obj.get(key); - } - else if (isObservableArray(obj)) { - return obj[key]; - } - else { - return fail( true && - "'get()' can only be used on observable objects, arrays and maps"); - } -} - -function observe(thing, propOrCb, cbOrFire, fireImmediately) { - if (typeof cbOrFire === "function") - return observeObservableProperty(thing, propOrCb, cbOrFire, fireImmediately); - else - return observeObservable(thing, propOrCb, cbOrFire); -} -function observeObservable(thing, listener, fireImmediately) { - return getAdministration(thing).observe(listener, fireImmediately); -} -function observeObservableProperty(thing, property, listener, fireImmediately) { - return getAdministration(thing, property).observe(listener, fireImmediately); -} - -var defaultOptions = { - detectCycles: true, - exportMapsAsObjects: true, - recurseEverything: false -}; -function cache(map, key, value, options) { - if (options.detectCycles) - map.set(key, value); - return value; -} -function toJSHelper(source, options, __alreadySeen) { - if (!options.recurseEverything && !isObservable(source)) - return source; - if (typeof source !== "object") - return source; - // Directly return null if source is null - if (source === null) - return null; - // Directly return the Date object itself if contained in the observable - if (source instanceof Date) - return source; - if (isObservableValue(source)) - return toJSHelper(source.get(), options, __alreadySeen); - // make sure we track the keys of the object - if (isObservable(source)) - keys(source); - var detectCycles = options.detectCycles === true; - if (detectCycles && source !== null && __alreadySeen.has(source)) { - return __alreadySeen.get(source); - } - if (isObservableArray(source) || Array.isArray(source)) { - var res_1 = cache(__alreadySeen, source, [], options); - var toAdd = source.map(function (value) { return toJSHelper(value, options, __alreadySeen); }); - res_1.length = toAdd.length; - for (var i = 0, l = toAdd.length; i < l; i++) - res_1[i] = toAdd[i]; - return res_1; - } - if (isObservableSet(source) || Object.getPrototypeOf(source) === Set.prototype) { - if (options.exportMapsAsObjects === false) { - var res_2 = cache(__alreadySeen, source, new Set(), options); - source.forEach(function (value) { - res_2.add(toJSHelper(value, options, __alreadySeen)); - }); - return res_2; - } - else { - var res_3 = cache(__alreadySeen, source, [], options); - source.forEach(function (value) { - res_3.push(toJSHelper(value, options, __alreadySeen)); - }); - return res_3; - } - } - if (isObservableMap(source) || Object.getPrototypeOf(source) === Map.prototype) { - if (options.exportMapsAsObjects === false) { - var res_4 = cache(__alreadySeen, source, new Map(), options); - source.forEach(function (value, key) { - res_4.set(key, toJSHelper(value, options, __alreadySeen)); - }); - return res_4; - } - else { - var res_5 = cache(__alreadySeen, source, {}, options); - source.forEach(function (value, key) { - res_5[key] = toJSHelper(value, options, __alreadySeen); - }); - return res_5; - } - } - // Fallback to the situation that source is an ObservableObject or a plain object - var res = cache(__alreadySeen, source, {}, options); - getPlainObjectKeys(source).forEach(function (key) { - res[key] = toJSHelper(source[key], options, __alreadySeen); - }); - return res; -} -function toJS(source, options) { - // backward compatibility - if (typeof options === "boolean") - options = { detectCycles: options }; - if (!options) - options = defaultOptions; - options.detectCycles = - options.detectCycles === undefined - ? options.recurseEverything === true - : options.detectCycles === true; - var __alreadySeen; - if (options.detectCycles) - __alreadySeen = new Map(); - return toJSHelper(source, options, __alreadySeen); -} - -function trace() { - var args = []; - for (var _i = 0; _i < arguments.length; _i++) { - args[_i] = arguments[_i]; - } - var enterBreakPoint = false; - if (typeof args[args.length - 1] === "boolean") - enterBreakPoint = args.pop(); - var derivation = getAtomFromArgs(args); - if (!derivation) { - return fail( true && - "'trace(break?)' can only be used inside a tracked computed value or a Reaction. Consider passing in the computed value or reaction explicitly"); - } - if (derivation.isTracing === TraceMode.NONE) { - console.log("[mobx.trace] '" + derivation.name + "' tracing enabled"); - } - derivation.isTracing = enterBreakPoint ? TraceMode.BREAK : TraceMode.LOG; -} -function getAtomFromArgs(args) { - switch (args.length) { - case 0: - return globalState.trackingDerivation; - case 1: - return getAtom(args[0]); - case 2: - return getAtom(args[0], args[1]); - } -} - -/** - * During a transaction no views are updated until the end of the transaction. - * The transaction will be run synchronously nonetheless. - * - * @param action a function that updates some reactive state - * @returns any value that was returned by the 'action' parameter. - */ -function transaction(action, thisArg) { - if (thisArg === void 0) { thisArg = undefined; } - startBatch(); - try { - return action.apply(thisArg); - } - finally { - endBatch(); - } -} - -function when(predicate, arg1, arg2) { - if (arguments.length === 1 || (arg1 && typeof arg1 === "object")) - return whenPromise(predicate, arg1); - return _when(predicate, arg1, arg2 || {}); -} -function _when(predicate, effect, opts) { - var timeoutHandle; - if (typeof opts.timeout === "number") { - timeoutHandle = setTimeout(function () { - if (!disposer[$mobx].isDisposed) { - disposer(); - var error = new Error("WHEN_TIMEOUT"); - if (opts.onError) - opts.onError(error); - else - throw error; - } - }, opts.timeout); - } - opts.name = opts.name || "When@" + getNextId(); - var effectAction = createAction(opts.name + "-effect", effect); - var disposer = autorun(function (r) { - if (predicate()) { - r.dispose(); - if (timeoutHandle) - clearTimeout(timeoutHandle); - effectAction(); - } - }, opts); - return disposer; -} -function whenPromise(predicate, opts) { - if ( true && opts && opts.onError) - return fail("the options 'onError' and 'promise' cannot be combined"); - var cancel; - var res = new Promise(function (resolve, reject) { - var disposer = _when(predicate, resolve, __assign(__assign({}, opts), { onError: reject })); - cancel = function () { - disposer(); - reject("WHEN_CANCELLED"); - }; - }); - res.cancel = cancel; - return res; -} - -function getAdm(target) { - return target[$mobx]; -} -function isPropertyKey(val) { - return typeof val === "string" || typeof val === "number" || typeof val === "symbol"; -} -// Optimization: we don't need the intermediate objects and could have a completely custom administration for DynamicObjects, -// and skip either the internal values map, or the base object with its property descriptors! -var objectProxyTraps = { - has: function (target, name) { - if (name === $mobx || name === "constructor" || name === mobxDidRunLazyInitializersSymbol) - return true; - var adm = getAdm(target); - // MWE: should `in` operator be reactive? If not, below code path will be faster / more memory efficient - // TODO: check performance stats! - // if (adm.values.get(name as string)) return true - if (isPropertyKey(name)) - return adm.has(name); - return name in target; - }, - get: function (target, name) { - if (name === $mobx || name === "constructor" || name === mobxDidRunLazyInitializersSymbol) - return target[name]; - var adm = getAdm(target); - var observable = adm.values.get(name); - if (observable instanceof Atom) { - var result = observable.get(); - if (result === undefined) { - // This fixes #1796, because deleting a prop that has an - // undefined value won't retrigger a observer (no visible effect), - // the autorun wouldn't subscribe to future key changes (see also next comment) - adm.has(name); - } - return result; - } - // make sure we start listening to future keys - // note that we only do this here for optimization - if (isPropertyKey(name)) - adm.has(name); - return target[name]; - }, - set: function (target, name, value) { - if (!isPropertyKey(name)) - return false; - set(target, name, value); - return true; - }, - deleteProperty: function (target, name) { - if (!isPropertyKey(name)) - return false; - var adm = getAdm(target); - adm.remove(name); - return true; - }, - ownKeys: function (target) { - var adm = getAdm(target); - adm.keysAtom.reportObserved(); - return Reflect.ownKeys(target); - }, - preventExtensions: function (target) { - fail("Dynamic observable objects cannot be frozen"); - return false; - } -}; -function createDynamicObservableObject(base) { - var proxy = new Proxy(base, objectProxyTraps); - base[$mobx].proxy = proxy; - return proxy; -} - -function hasInterceptors(interceptable) { - return interceptable.interceptors !== undefined && interceptable.interceptors.length > 0; -} -function registerInterceptor(interceptable, handler) { - var interceptors = interceptable.interceptors || (interceptable.interceptors = []); - interceptors.push(handler); - return once(function () { - var idx = interceptors.indexOf(handler); - if (idx !== -1) - interceptors.splice(idx, 1); - }); -} -function interceptChange(interceptable, change) { - var prevU = untrackedStart(); - try { - // Interceptor can modify the array, copy it to avoid concurrent modification, see #1950 - var interceptors = __spread((interceptable.interceptors || [])); - for (var i = 0, l = interceptors.length; i < l; i++) { - change = interceptors[i](change); - invariant(!change || change.type, "Intercept handlers should return nothing or a change object"); - if (!change) - break; - } - return change; - } - finally { - untrackedEnd(prevU); - } -} - -function hasListeners(listenable) { - return listenable.changeListeners !== undefined && listenable.changeListeners.length > 0; -} -function registerListener(listenable, handler) { - var listeners = listenable.changeListeners || (listenable.changeListeners = []); - listeners.push(handler); - return once(function () { - var idx = listeners.indexOf(handler); - if (idx !== -1) - listeners.splice(idx, 1); - }); -} -function notifyListeners(listenable, change) { - var prevU = untrackedStart(); - var listeners = listenable.changeListeners; - if (!listeners) - return; - listeners = listeners.slice(); - for (var i = 0, l = listeners.length; i < l; i++) { - listeners[i](change); - } - untrackedEnd(prevU); -} - -var MAX_SPLICE_SIZE = 10000; // See e.g. https://github.com/mobxjs/mobx/issues/859 -var arrayTraps = { - get: function (target, name) { - if (name === $mobx) - return target[$mobx]; - if (name === "length") - return target[$mobx].getArrayLength(); - if (typeof name === "number") { - return arrayExtensions.get.call(target, name); - } - if (typeof name === "string" && !isNaN(name)) { - return arrayExtensions.get.call(target, parseInt(name)); - } - if (arrayExtensions.hasOwnProperty(name)) { - return arrayExtensions[name]; - } - return target[name]; - }, - set: function (target, name, value) { - if (name === "length") { - target[$mobx].setArrayLength(value); - } - if (typeof name === "number") { - arrayExtensions.set.call(target, name, value); - } - if (typeof name === "symbol" || isNaN(name)) { - target[name] = value; - } - else { - // numeric string - arrayExtensions.set.call(target, parseInt(name), value); - } - return true; - }, - preventExtensions: function (target) { - fail("Observable arrays cannot be frozen"); - return false; - } -}; -function createObservableArray(initialValues, enhancer, name, owned) { - if (name === void 0) { name = "ObservableArray@" + getNextId(); } - if (owned === void 0) { owned = false; } - var adm = new ObservableArrayAdministration(name, enhancer, owned); - addHiddenFinalProp(adm.values, $mobx, adm); - var proxy = new Proxy(adm.values, arrayTraps); - adm.proxy = proxy; - if (initialValues && initialValues.length) { - var prev = allowStateChangesStart(true); - adm.spliceWithArray(0, 0, initialValues); - allowStateChangesEnd(prev); - } - return proxy; -} -var ObservableArrayAdministration = /** @class */ (function () { - function ObservableArrayAdministration(name, enhancer, owned) { - this.owned = owned; - this.values = []; - this.proxy = undefined; - this.lastKnownLength = 0; - this.atom = new Atom(name || "ObservableArray@" + getNextId()); - this.enhancer = function (newV, oldV) { return enhancer(newV, oldV, name + "[..]"); }; - } - ObservableArrayAdministration.prototype.dehanceValue = function (value) { - if (this.dehancer !== undefined) - return this.dehancer(value); - return value; - }; - ObservableArrayAdministration.prototype.dehanceValues = function (values) { - if (this.dehancer !== undefined && values.length > 0) - return values.map(this.dehancer); - return values; - }; - ObservableArrayAdministration.prototype.intercept = function (handler) { - return registerInterceptor(this, handler); - }; - ObservableArrayAdministration.prototype.observe = function (listener, fireImmediately) { - if (fireImmediately === void 0) { fireImmediately = false; } - if (fireImmediately) { - listener({ - object: this.proxy, - type: "splice", - index: 0, - added: this.values.slice(), - addedCount: this.values.length, - removed: [], - removedCount: 0 - }); - } - return registerListener(this, listener); - }; - ObservableArrayAdministration.prototype.getArrayLength = function () { - this.atom.reportObserved(); - return this.values.length; - }; - ObservableArrayAdministration.prototype.setArrayLength = function (newLength) { - if (typeof newLength !== "number" || newLength < 0) - throw new Error("[mobx.array] Out of range: " + newLength); - var currentLength = this.values.length; - if (newLength === currentLength) - return; - else if (newLength > currentLength) { - var newItems = new Array(newLength - currentLength); - for (var i = 0; i < newLength - currentLength; i++) - newItems[i] = undefined; // No Array.fill everywhere... - this.spliceWithArray(currentLength, 0, newItems); - } - else - this.spliceWithArray(newLength, currentLength - newLength); - }; - ObservableArrayAdministration.prototype.updateArrayLength = function (oldLength, delta) { - if (oldLength !== this.lastKnownLength) - throw new Error("[mobx] Modification exception: the internal structure of an observable array was changed."); - this.lastKnownLength += delta; - }; - ObservableArrayAdministration.prototype.spliceWithArray = function (index, deleteCount, newItems) { - var _this = this; - checkIfStateModificationsAreAllowed(this.atom); - var length = this.values.length; - if (index === undefined) - index = 0; - else if (index > length) - index = length; - else if (index < 0) - index = Math.max(0, length + index); - if (arguments.length === 1) - deleteCount = length - index; - else if (deleteCount === undefined || deleteCount === null) - deleteCount = 0; - else - deleteCount = Math.max(0, Math.min(deleteCount, length - index)); - if (newItems === undefined) - newItems = EMPTY_ARRAY; - if (hasInterceptors(this)) { - var change = interceptChange(this, { - object: this.proxy, - type: "splice", - index: index, - removedCount: deleteCount, - added: newItems - }); - if (!change) - return EMPTY_ARRAY; - deleteCount = change.removedCount; - newItems = change.added; - } - newItems = newItems.length === 0 ? newItems : newItems.map(function (v) { return _this.enhancer(v, undefined); }); - if (true) { - var lengthDelta = newItems.length - deleteCount; - this.updateArrayLength(length, lengthDelta); // checks if internal array wasn't modified - } - var res = this.spliceItemsIntoValues(index, deleteCount, newItems); - if (deleteCount !== 0 || newItems.length !== 0) - this.notifyArraySplice(index, newItems, res); - return this.dehanceValues(res); - }; - ObservableArrayAdministration.prototype.spliceItemsIntoValues = function (index, deleteCount, newItems) { - var _a; - if (newItems.length < MAX_SPLICE_SIZE) { - return (_a = this.values).splice.apply(_a, __spread([index, deleteCount], newItems)); - } - else { - var res = this.values.slice(index, index + deleteCount); - this.values = this.values - .slice(0, index) - .concat(newItems, this.values.slice(index + deleteCount)); - return res; - } - }; - ObservableArrayAdministration.prototype.notifyArrayChildUpdate = function (index, newValue, oldValue) { - var notifySpy = !this.owned && isSpyEnabled(); - var notify = hasListeners(this); - var change = notify || notifySpy - ? { - object: this.proxy, - type: "update", - index: index, - newValue: newValue, - oldValue: oldValue - } - : null; - // The reason why this is on right hand side here (and not above), is this way the uglifier will drop it, but it won't - // cause any runtime overhead in development mode without NODE_ENV set, unless spying is enabled - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.atom.name })); - this.atom.reportChanged(); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - }; - ObservableArrayAdministration.prototype.notifyArraySplice = function (index, added, removed) { - var notifySpy = !this.owned && isSpyEnabled(); - var notify = hasListeners(this); - var change = notify || notifySpy - ? { - object: this.proxy, - type: "splice", - index: index, - removed: removed, - added: added, - removedCount: removed.length, - addedCount: added.length - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.atom.name })); - this.atom.reportChanged(); - // conform: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/observe - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - }; - return ObservableArrayAdministration; -}()); -var arrayExtensions = { - intercept: function (handler) { - return this[$mobx].intercept(handler); - }, - observe: function (listener, fireImmediately) { - if (fireImmediately === void 0) { fireImmediately = false; } - var adm = this[$mobx]; - return adm.observe(listener, fireImmediately); - }, - clear: function () { - return this.splice(0); - }, - replace: function (newItems) { - var adm = this[$mobx]; - return adm.spliceWithArray(0, adm.values.length, newItems); - }, - /** - * Converts this array back to a (shallow) javascript structure. - * For a deep clone use mobx.toJS - */ - toJS: function () { - return this.slice(); - }, - toJSON: function () { - // Used by JSON.stringify - return this.toJS(); - }, - /* - * functions that do alter the internal structure of the array, (based on lib.es6.d.ts) - * since these functions alter the inner structure of the array, the have side effects. - * Because the have side effects, they should not be used in computed function, - * and for that reason the do not call dependencyState.notifyObserved - */ - splice: function (index, deleteCount) { - var newItems = []; - for (var _i = 2; _i < arguments.length; _i++) { - newItems[_i - 2] = arguments[_i]; - } - var adm = this[$mobx]; - switch (arguments.length) { - case 0: - return []; - case 1: - return adm.spliceWithArray(index); - case 2: - return adm.spliceWithArray(index, deleteCount); - } - return adm.spliceWithArray(index, deleteCount, newItems); - }, - spliceWithArray: function (index, deleteCount, newItems) { - var adm = this[$mobx]; - return adm.spliceWithArray(index, deleteCount, newItems); - }, - push: function () { - var items = []; - for (var _i = 0; _i < arguments.length; _i++) { - items[_i] = arguments[_i]; - } - var adm = this[$mobx]; - adm.spliceWithArray(adm.values.length, 0, items); - return adm.values.length; - }, - pop: function () { - return this.splice(Math.max(this[$mobx].values.length - 1, 0), 1)[0]; - }, - shift: function () { - return this.splice(0, 1)[0]; - }, - unshift: function () { - var items = []; - for (var _i = 0; _i < arguments.length; _i++) { - items[_i] = arguments[_i]; - } - var adm = this[$mobx]; - adm.spliceWithArray(0, 0, items); - return adm.values.length; - }, - reverse: function () { - // reverse by default mutates in place before returning the result - // which makes it both a 'derivation' and a 'mutation'. - // so we deviate from the default and just make it an dervitation - if (true) { - console.warn("[mobx] `observableArray.reverse()` will not update the array in place. Use `observableArray.slice().reverse()` to suppress this warning and perform the operation on a copy, or `observableArray.replace(observableArray.slice().reverse())` to reverse & update in place"); - } - var clone = this.slice(); - return clone.reverse.apply(clone, arguments); - }, - sort: function (compareFn) { - // sort by default mutates in place before returning the result - // which goes against all good practices. Let's not change the array in place! - if (true) { - console.warn("[mobx] `observableArray.sort()` will not update the array in place. Use `observableArray.slice().sort()` to suppress this warning and perform the operation on a copy, or `observableArray.replace(observableArray.slice().sort())` to sort & update in place"); - } - var clone = this.slice(); - return clone.sort.apply(clone, arguments); - }, - remove: function (value) { - var adm = this[$mobx]; - var idx = adm.dehanceValues(adm.values).indexOf(value); - if (idx > -1) { - this.splice(idx, 1); - return true; - } - return false; - }, - get: function (index) { - var adm = this[$mobx]; - if (adm) { - if (index < adm.values.length) { - adm.atom.reportObserved(); - return adm.dehanceValue(adm.values[index]); - } - console.warn("[mobx.array] Attempt to read an array index (" + index + ") that is out of bounds (" + adm.values.length + "). Please check length first. Out of bound indices will not be tracked by MobX"); - } - return undefined; - }, - set: function (index, newValue) { - var adm = this[$mobx]; - var values = adm.values; - if (index < values.length) { - // update at index in range - checkIfStateModificationsAreAllowed(adm.atom); - var oldValue = values[index]; - if (hasInterceptors(adm)) { - var change = interceptChange(adm, { - type: "update", - object: adm.proxy, - index: index, - newValue: newValue - }); - if (!change) - return; - newValue = change.newValue; - } - newValue = adm.enhancer(newValue, oldValue); - var changed = newValue !== oldValue; - if (changed) { - values[index] = newValue; - adm.notifyArrayChildUpdate(index, newValue, oldValue); - } - } - else if (index === values.length) { - // add a new item - adm.spliceWithArray(index, 0, [newValue]); - } - else { - // out of bounds - throw new Error("[mobx.array] Index out of bounds, " + index + " is larger than " + values.length); - } - } -}; -[ - "concat", - "flat", - "includes", - "indexOf", - "join", - "lastIndexOf", - "slice", - "toString", - "toLocaleString" -].forEach(function (funcName) { - // Feature detection (eg flat may not be available) - if (typeof Array.prototype[funcName] !== "function") { - return; - } - arrayExtensions[funcName] = function () { - var adm = this[$mobx]; - adm.atom.reportObserved(); - var res = adm.dehanceValues(adm.values); - return res[funcName].apply(res, arguments); - }; -}); -["every", "filter", "find", "findIndex", "flatMap", "forEach", "map", "some"].forEach(function (funcName) { - // Feature detection (eg flatMap may not be available) - if (typeof Array.prototype[funcName] !== "function") { - return; - } - arrayExtensions[funcName] = function (callback, thisArg) { - var _this = this; - var adm = this[$mobx]; - adm.atom.reportObserved(); - var dehancedValues = adm.dehanceValues(adm.values); - return dehancedValues[funcName](function (element, index) { - return callback.call(thisArg, element, index, _this); - }, thisArg); - }; -}); -["reduce", "reduceRight"].forEach(function (funcName) { - arrayExtensions[funcName] = function (callback, initialValue) { - var _this = this; - var adm = this[$mobx]; - adm.atom.reportObserved(); - return adm.values[funcName](function (accumulator, currentValue, index) { - currentValue = adm.dehanceValue(currentValue); - return callback(accumulator, currentValue, index, _this); - }, initialValue); - }; -}); -var isObservableArrayAdministration = createInstanceofPredicate("ObservableArrayAdministration", ObservableArrayAdministration); -function isObservableArray(thing) { - return isObject(thing) && isObservableArrayAdministration(thing[$mobx]); -} - -var _a; -var ObservableMapMarker = {}; -// just extend Map? See also https://gist.github.com/nestharus/13b4d74f2ef4a2f4357dbd3fc23c1e54 -// But: https://github.com/mobxjs/mobx/issues/1556 -var ObservableMap = /** @class */ (function () { - function ObservableMap(initialData, enhancer, name) { - if (enhancer === void 0) { enhancer = deepEnhancer; } - if (name === void 0) { name = "ObservableMap@" + getNextId(); } - this.enhancer = enhancer; - this.name = name; - this[_a] = ObservableMapMarker; - this._keysAtom = createAtom(this.name + ".keys()"); - this[Symbol.toStringTag] = "Map"; - if (typeof Map !== "function") { - throw new Error("mobx.map requires Map polyfill for the current browser. Check babel-polyfill or core-js/es6/map.js"); - } - this._data = new Map(); - this._hasMap = new Map(); - this.merge(initialData); - } - ObservableMap.prototype._has = function (key) { - return this._data.has(key); - }; - ObservableMap.prototype.has = function (key) { - var _this = this; - if (!globalState.trackingDerivation) - return this._has(key); - var entry = this._hasMap.get(key); - if (!entry) { - // todo: replace with atom (breaking change) - var newEntry = (entry = new ObservableValue(this._has(key), referenceEnhancer, this.name + "." + stringifyKey(key) + "?", false)); - this._hasMap.set(key, newEntry); - onBecomeUnobserved(newEntry, function () { return _this._hasMap.delete(key); }); - } - return entry.get(); - }; - ObservableMap.prototype.set = function (key, value) { - var hasKey = this._has(key); - if (hasInterceptors(this)) { - var change = interceptChange(this, { - type: hasKey ? "update" : "add", - object: this, - newValue: value, - name: key - }); - if (!change) - return this; - value = change.newValue; - } - if (hasKey) { - this._updateValue(key, value); - } - else { - this._addValue(key, value); - } - return this; - }; - ObservableMap.prototype.delete = function (key) { - var _this = this; - checkIfStateModificationsAreAllowed(this._keysAtom); - if (hasInterceptors(this)) { - var change = interceptChange(this, { - type: "delete", - object: this, - name: key - }); - if (!change) - return false; - } - if (this._has(key)) { - var notifySpy = isSpyEnabled(); - var notify = hasListeners(this); - var change = notify || notifySpy - ? { - type: "delete", - object: this, - oldValue: this._data.get(key).value, - name: key - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.name, key: key })); - transaction(function () { - _this._keysAtom.reportChanged(); - _this._updateHasMapEntry(key, false); - var observable = _this._data.get(key); - observable.setNewValue(undefined); - _this._data.delete(key); - }); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - return true; - } - return false; - }; - ObservableMap.prototype._updateHasMapEntry = function (key, value) { - var entry = this._hasMap.get(key); - if (entry) { - entry.setNewValue(value); - } - }; - ObservableMap.prototype._updateValue = function (key, newValue) { - var observable = this._data.get(key); - newValue = observable.prepareNewValue(newValue); - if (newValue !== globalState.UNCHANGED) { - var notifySpy = isSpyEnabled(); - var notify = hasListeners(this); - var change = notify || notifySpy - ? { - type: "update", - object: this, - oldValue: observable.value, - name: key, - newValue: newValue - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.name, key: key })); - observable.setNewValue(newValue); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - } - }; - ObservableMap.prototype._addValue = function (key, newValue) { - var _this = this; - checkIfStateModificationsAreAllowed(this._keysAtom); - transaction(function () { - var observable = new ObservableValue(newValue, _this.enhancer, _this.name + "." + stringifyKey(key), false); - _this._data.set(key, observable); - newValue = observable.value; // value might have been changed - _this._updateHasMapEntry(key, true); - _this._keysAtom.reportChanged(); - }); - var notifySpy = isSpyEnabled(); - var notify = hasListeners(this); - var change = notify || notifySpy - ? { - type: "add", - object: this, - name: key, - newValue: newValue - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.name, key: key })); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - }; - ObservableMap.prototype.get = function (key) { - if (this.has(key)) - return this.dehanceValue(this._data.get(key).get()); - return this.dehanceValue(undefined); - }; - ObservableMap.prototype.dehanceValue = function (value) { - if (this.dehancer !== undefined) { - return this.dehancer(value); - } - return value; - }; - ObservableMap.prototype.keys = function () { - this._keysAtom.reportObserved(); - return this._data.keys(); - }; - ObservableMap.prototype.values = function () { - var self = this; - var keys = this.keys(); - return makeIterable({ - next: function () { - var _b = keys.next(), done = _b.done, value = _b.value; - return { - done: done, - value: done ? undefined : self.get(value) - }; - } - }); - }; - ObservableMap.prototype.entries = function () { - var self = this; - var keys = this.keys(); - return makeIterable({ - next: function () { - var _b = keys.next(), done = _b.done, value = _b.value; - return { - done: done, - value: done ? undefined : [value, self.get(value)] - }; - } - }); - }; - ObservableMap.prototype[(_a = $mobx, Symbol.iterator)] = function () { - return this.entries(); - }; - ObservableMap.prototype.forEach = function (callback, thisArg) { - var e_1, _b; - try { - for (var _c = __values(this), _d = _c.next(); !_d.done; _d = _c.next()) { - var _e = __read(_d.value, 2), key = _e[0], value = _e[1]; - callback.call(thisArg, value, key, this); - } - } - catch (e_1_1) { e_1 = { error: e_1_1 }; } - finally { - try { - if (_d && !_d.done && (_b = _c.return)) _b.call(_c); - } - finally { if (e_1) throw e_1.error; } - } - }; - /** Merge another object into this object, returns this. */ - ObservableMap.prototype.merge = function (other) { - var _this = this; - if (isObservableMap(other)) { - other = other.toJS(); - } - transaction(function () { - var prev = allowStateChangesStart(true); - try { - if (isPlainObject(other)) - getPlainObjectKeys(other).forEach(function (key) { - return _this.set(key, other[key]); - }); - else if (Array.isArray(other)) - other.forEach(function (_b) { - var _c = __read(_b, 2), key = _c[0], value = _c[1]; - return _this.set(key, value); - }); - else if (isES6Map(other)) { - if (other.constructor !== Map) - fail("Cannot initialize from classes that inherit from Map: " + other.constructor.name); // prettier-ignore - other.forEach(function (value, key) { return _this.set(key, value); }); - } - else if (other !== null && other !== undefined) - fail("Cannot initialize map from " + other); - } - finally { - allowStateChangesEnd(prev); - } - }); - return this; - }; - ObservableMap.prototype.clear = function () { - var _this = this; - transaction(function () { - untracked(function () { - var e_2, _b; - try { - for (var _c = __values(_this.keys()), _d = _c.next(); !_d.done; _d = _c.next()) { - var key = _d.value; - _this.delete(key); - } - } - catch (e_2_1) { e_2 = { error: e_2_1 }; } - finally { - try { - if (_d && !_d.done && (_b = _c.return)) _b.call(_c); - } - finally { if (e_2) throw e_2.error; } - } - }); - }); - }; - ObservableMap.prototype.replace = function (values) { - var _this = this; - // Implementation requirements: - // - respect ordering of replacement map - // - allow interceptors to run and potentially prevent individual operations - // - don't recreate observables that already exist in original map (so we don't destroy existing subscriptions) - // - don't _keysAtom.reportChanged if the keys of resulting map are indentical (order matters!) - // - note that result map may differ from replacement map due to the interceptors - transaction(function () { - var e_3, _b, e_4, _c; - // Convert to map so we can do quick key lookups - var replacementMap = convertToMap(values); - var orderedData = new Map(); - // Used for optimization - var keysReportChangedCalled = false; - try { - // Delete keys that don't exist in replacement map - // if the key deletion is prevented by interceptor - // add entry at the beginning of the result map - for (var _d = __values(_this._data.keys()), _e = _d.next(); !_e.done; _e = _d.next()) { - var key = _e.value; - // Concurrently iterating/deleting keys - // iterator should handle this correctly - if (!replacementMap.has(key)) { - var deleted = _this.delete(key); - // Was the key removed? - if (deleted) { - // _keysAtom.reportChanged() was already called - keysReportChangedCalled = true; - } - else { - // Delete prevented by interceptor - var value = _this._data.get(key); - orderedData.set(key, value); - } - } - } - } - catch (e_3_1) { e_3 = { error: e_3_1 }; } - finally { - try { - if (_e && !_e.done && (_b = _d.return)) _b.call(_d); - } - finally { if (e_3) throw e_3.error; } - } - try { - // Merge entries - for (var _f = __values(replacementMap.entries()), _g = _f.next(); !_g.done; _g = _f.next()) { - var _h = __read(_g.value, 2), key = _h[0], value = _h[1]; - // We will want to know whether a new key is added - var keyExisted = _this._data.has(key); - // Add or update value - _this.set(key, value); - // The addition could have been prevent by interceptor - if (_this._data.has(key)) { - // The update could have been prevented by interceptor - // and also we want to preserve existing values - // so use value from _data map (instead of replacement map) - var value_1 = _this._data.get(key); - orderedData.set(key, value_1); - // Was a new key added? - if (!keyExisted) { - // _keysAtom.reportChanged() was already called - keysReportChangedCalled = true; - } - } - } - } - catch (e_4_1) { e_4 = { error: e_4_1 }; } - finally { - try { - if (_g && !_g.done && (_c = _f.return)) _c.call(_f); - } - finally { if (e_4) throw e_4.error; } - } - // Check for possible key order change - if (!keysReportChangedCalled) { - if (_this._data.size !== orderedData.size) { - // If size differs, keys are definitely modified - _this._keysAtom.reportChanged(); - } - else { - var iter1 = _this._data.keys(); - var iter2 = orderedData.keys(); - var next1 = iter1.next(); - var next2 = iter2.next(); - while (!next1.done) { - if (next1.value !== next2.value) { - _this._keysAtom.reportChanged(); - break; - } - next1 = iter1.next(); - next2 = iter2.next(); - } - } - } - // Use correctly ordered map - _this._data = orderedData; - }); - return this; - }; - Object.defineProperty(ObservableMap.prototype, "size", { - get: function () { - this._keysAtom.reportObserved(); - return this._data.size; - }, - enumerable: true, - configurable: true - }); - /** - * Returns a plain object that represents this map. - * Note that all the keys being stringified. - * If there are duplicating keys after converting them to strings, behaviour is undetermined. - */ - ObservableMap.prototype.toPOJO = function () { - var e_5, _b; - var res = {}; - try { - for (var _c = __values(this), _d = _c.next(); !_d.done; _d = _c.next()) { - var _e = __read(_d.value, 2), key = _e[0], value = _e[1]; - // We lie about symbol key types due to https://github.com/Microsoft/TypeScript/issues/1863 - res[typeof key === "symbol" ? key : stringifyKey(key)] = value; - } - } - catch (e_5_1) { e_5 = { error: e_5_1 }; } - finally { - try { - if (_d && !_d.done && (_b = _c.return)) _b.call(_c); - } - finally { if (e_5) throw e_5.error; } - } - return res; - }; - /** - * Returns a shallow non observable object clone of this map. - * Note that the values migth still be observable. For a deep clone use mobx.toJS. - */ - ObservableMap.prototype.toJS = function () { - return new Map(this); - }; - ObservableMap.prototype.toJSON = function () { - // Used by JSON.stringify - return this.toPOJO(); - }; - ObservableMap.prototype.toString = function () { - var _this = this; - return (this.name + - "[{ " + - Array.from(this.keys()) - .map(function (key) { return stringifyKey(key) + ": " + ("" + _this.get(key)); }) - .join(", ") + - " }]"); - }; - /** - * Observes this object. Triggers for the events 'add', 'update' and 'delete'. - * See: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/observe - * for callback details - */ - ObservableMap.prototype.observe = function (listener, fireImmediately) { - true && - invariant(fireImmediately !== true, "`observe` doesn't support fireImmediately=true in combination with maps."); - return registerListener(this, listener); - }; - ObservableMap.prototype.intercept = function (handler) { - return registerInterceptor(this, handler); - }; - return ObservableMap; -}()); -/* 'var' fixes small-build issue */ -var isObservableMap = createInstanceofPredicate("ObservableMap", ObservableMap); - -var _a$1; -var ObservableSetMarker = {}; -var ObservableSet = /** @class */ (function () { - function ObservableSet(initialData, enhancer, name) { - if (enhancer === void 0) { enhancer = deepEnhancer; } - if (name === void 0) { name = "ObservableSet@" + getNextId(); } - this.name = name; - this[_a$1] = ObservableSetMarker; - this._data = new Set(); - this._atom = createAtom(this.name); - this[Symbol.toStringTag] = "Set"; - if (typeof Set !== "function") { - throw new Error("mobx.set requires Set polyfill for the current browser. Check babel-polyfill or core-js/es6/set.js"); - } - this.enhancer = function (newV, oldV) { return enhancer(newV, oldV, name); }; - if (initialData) { - this.replace(initialData); - } - } - ObservableSet.prototype.dehanceValue = function (value) { - if (this.dehancer !== undefined) { - return this.dehancer(value); - } - return value; - }; - ObservableSet.prototype.clear = function () { - var _this = this; - transaction(function () { - untracked(function () { - var e_1, _b; - try { - for (var _c = __values(_this._data.values()), _d = _c.next(); !_d.done; _d = _c.next()) { - var value = _d.value; - _this.delete(value); - } - } - catch (e_1_1) { e_1 = { error: e_1_1 }; } - finally { - try { - if (_d && !_d.done && (_b = _c.return)) _b.call(_c); - } - finally { if (e_1) throw e_1.error; } - } - }); - }); - }; - ObservableSet.prototype.forEach = function (callbackFn, thisArg) { - var e_2, _b; - try { - for (var _c = __values(this), _d = _c.next(); !_d.done; _d = _c.next()) { - var value = _d.value; - callbackFn.call(thisArg, value, value, this); - } - } - catch (e_2_1) { e_2 = { error: e_2_1 }; } - finally { - try { - if (_d && !_d.done && (_b = _c.return)) _b.call(_c); - } - finally { if (e_2) throw e_2.error; } - } - }; - Object.defineProperty(ObservableSet.prototype, "size", { - get: function () { - this._atom.reportObserved(); - return this._data.size; - }, - enumerable: true, - configurable: true - }); - ObservableSet.prototype.add = function (value) { - var _this = this; - checkIfStateModificationsAreAllowed(this._atom); - if (hasInterceptors(this)) { - var change = interceptChange(this, { - type: "add", - object: this, - newValue: value - }); - if (!change) - return this; - // TODO: ideally, value = change.value would be done here, so that values can be - // changed by interceptor. Same applies for other Set and Map api's. - } - if (!this.has(value)) { - transaction(function () { - _this._data.add(_this.enhancer(value, undefined)); - _this._atom.reportChanged(); - }); - var notifySpy = isSpyEnabled(); - var notify = hasListeners(this); - var change = notify || notifySpy - ? { - type: "add", - object: this, - newValue: value - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(change); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - } - return this; - }; - ObservableSet.prototype.delete = function (value) { - var _this = this; - if (hasInterceptors(this)) { - var change = interceptChange(this, { - type: "delete", - object: this, - oldValue: value - }); - if (!change) - return false; - } - if (this.has(value)) { - var notifySpy = isSpyEnabled(); - var notify = hasListeners(this); - var change = notify || notifySpy - ? { - type: "delete", - object: this, - oldValue: value - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.name })); - transaction(function () { - _this._atom.reportChanged(); - _this._data.delete(value); - }); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - return true; - } - return false; - }; - ObservableSet.prototype.has = function (value) { - this._atom.reportObserved(); - return this._data.has(this.dehanceValue(value)); - }; - ObservableSet.prototype.entries = function () { - var nextIndex = 0; - var keys = Array.from(this.keys()); - var values = Array.from(this.values()); - return makeIterable({ - next: function () { - var index = nextIndex; - nextIndex += 1; - return index < values.length - ? { value: [keys[index], values[index]], done: false } - : { done: true }; - } - }); - }; - ObservableSet.prototype.keys = function () { - return this.values(); - }; - ObservableSet.prototype.values = function () { - this._atom.reportObserved(); - var self = this; - var nextIndex = 0; - var observableValues = Array.from(this._data.values()); - return makeIterable({ - next: function () { - return nextIndex < observableValues.length - ? { value: self.dehanceValue(observableValues[nextIndex++]), done: false } - : { done: true }; - } - }); - }; - ObservableSet.prototype.replace = function (other) { - var _this = this; - if (isObservableSet(other)) { - other = other.toJS(); - } - transaction(function () { - var prev = allowStateChangesStart(true); - try { - if (Array.isArray(other)) { - _this.clear(); - other.forEach(function (value) { return _this.add(value); }); - } - else if (isES6Set(other)) { - _this.clear(); - other.forEach(function (value) { return _this.add(value); }); - } - else if (other !== null && other !== undefined) { - fail("Cannot initialize set from " + other); - } - } - finally { - allowStateChangesEnd(prev); - } - }); - return this; - }; - ObservableSet.prototype.observe = function (listener, fireImmediately) { - // TODO 'fireImmediately' can be true? - true && - invariant(fireImmediately !== true, "`observe` doesn't support fireImmediately=true in combination with sets."); - return registerListener(this, listener); - }; - ObservableSet.prototype.intercept = function (handler) { - return registerInterceptor(this, handler); - }; - ObservableSet.prototype.toJS = function () { - return new Set(this); - }; - ObservableSet.prototype.toString = function () { - return this.name + "[ " + Array.from(this).join(", ") + " ]"; - }; - ObservableSet.prototype[(_a$1 = $mobx, Symbol.iterator)] = function () { - return this.values(); - }; - return ObservableSet; -}()); -var isObservableSet = createInstanceofPredicate("ObservableSet", ObservableSet); - -var ObservableObjectAdministration = /** @class */ (function () { - function ObservableObjectAdministration(target, values, name, defaultEnhancer) { - if (values === void 0) { values = new Map(); } - this.target = target; - this.values = values; - this.name = name; - this.defaultEnhancer = defaultEnhancer; - this.keysAtom = new Atom(name + ".keys"); - } - ObservableObjectAdministration.prototype.read = function (key) { - return this.values.get(key).get(); - }; - ObservableObjectAdministration.prototype.write = function (key, newValue) { - var instance = this.target; - var observable = this.values.get(key); - if (observable instanceof ComputedValue) { - observable.set(newValue); - return; - } - // intercept - if (hasInterceptors(this)) { - var change = interceptChange(this, { - type: "update", - object: this.proxy || instance, - name: key, - newValue: newValue - }); - if (!change) - return; - newValue = change.newValue; - } - newValue = observable.prepareNewValue(newValue); - // notify spy & observers - if (newValue !== globalState.UNCHANGED) { - var notify = hasListeners(this); - var notifySpy = isSpyEnabled(); - var change = notify || notifySpy - ? { - type: "update", - object: this.proxy || instance, - oldValue: observable.value, - name: key, - newValue: newValue - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.name, key: key })); - observable.setNewValue(newValue); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - } - }; - ObservableObjectAdministration.prototype.has = function (key) { - var map = this.pendingKeys || (this.pendingKeys = new Map()); - var entry = map.get(key); - if (entry) - return entry.get(); - else { - var exists = !!this.values.get(key); - // Possible optimization: Don't have a separate map for non existing keys, - // but store them in the values map instead, using a special symbol to denote "not existing" - entry = new ObservableValue(exists, referenceEnhancer, this.name + "." + stringifyKey(key) + "?", false); - map.set(key, entry); - return entry.get(); // read to subscribe - } - }; - ObservableObjectAdministration.prototype.addObservableProp = function (propName, newValue, enhancer) { - if (enhancer === void 0) { enhancer = this.defaultEnhancer; } - var target = this.target; - assertPropertyConfigurable(target, propName); - if (hasInterceptors(this)) { - var change = interceptChange(this, { - object: this.proxy || target, - name: propName, - type: "add", - newValue: newValue - }); - if (!change) - return; - newValue = change.newValue; - } - var observable = new ObservableValue(newValue, enhancer, this.name + "." + stringifyKey(propName), false); - this.values.set(propName, observable); - newValue = observable.value; // observableValue might have changed it - Object.defineProperty(target, propName, generateObservablePropConfig(propName)); - this.notifyPropertyAddition(propName, newValue); - }; - ObservableObjectAdministration.prototype.addComputedProp = function (propertyOwner, // where is the property declared? - propName, options) { - var target = this.target; - options.name = options.name || this.name + "." + stringifyKey(propName); - this.values.set(propName, new ComputedValue(options)); - if (propertyOwner === target || isPropertyConfigurable(propertyOwner, propName)) - Object.defineProperty(propertyOwner, propName, generateComputedPropConfig(propName)); - }; - ObservableObjectAdministration.prototype.remove = function (key) { - if (!this.values.has(key)) - return; - var target = this.target; - if (hasInterceptors(this)) { - var change = interceptChange(this, { - object: this.proxy || target, - name: key, - type: "remove" - }); - if (!change) - return; - } - try { - startBatch(); - var notify = hasListeners(this); - var notifySpy = isSpyEnabled(); - var oldObservable = this.values.get(key); - var oldValue = oldObservable && oldObservable.get(); - oldObservable && oldObservable.set(undefined); - // notify key and keyset listeners - this.keysAtom.reportChanged(); - this.values.delete(key); - if (this.pendingKeys) { - var entry = this.pendingKeys.get(key); - if (entry) - entry.set(false); - } - // delete the prop - delete this.target[key]; - var change = notify || notifySpy - ? { - type: "remove", - object: this.proxy || target, - oldValue: oldValue, - name: key - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.name, key: key })); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - } - finally { - endBatch(); - } - }; - ObservableObjectAdministration.prototype.illegalAccess = function (owner, propName) { - /** - * This happens if a property is accessed through the prototype chain, but the property was - * declared directly as own property on the prototype. - * - * E.g.: - * class A { - * } - * extendObservable(A.prototype, { x: 1 }) - * - * classB extens A { - * } - * console.log(new B().x) - * - * It is unclear whether the property should be considered 'static' or inherited. - * Either use `console.log(A.x)` - * or: decorate(A, { x: observable }) - * - * When using decorate, the property will always be redeclared as own property on the actual instance - */ - console.warn("Property '" + propName + "' of '" + owner + "' was accessed through the prototype chain. Use 'decorate' instead to declare the prop or access it statically through it's owner"); - }; - /** - * Observes this object. Triggers for the events 'add', 'update' and 'delete'. - * See: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/observe - * for callback details - */ - ObservableObjectAdministration.prototype.observe = function (callback, fireImmediately) { - true && - invariant(fireImmediately !== true, "`observe` doesn't support the fire immediately property for observable objects."); - return registerListener(this, callback); - }; - ObservableObjectAdministration.prototype.intercept = function (handler) { - return registerInterceptor(this, handler); - }; - ObservableObjectAdministration.prototype.notifyPropertyAddition = function (key, newValue) { - var notify = hasListeners(this); - var notifySpy = isSpyEnabled(); - var change = notify || notifySpy - ? { - type: "add", - object: this.proxy || this.target, - name: key, - newValue: newValue - } - : null; - if (notifySpy && "development" !== "production") - spyReportStart(__assign(__assign({}, change), { name: this.name, key: key })); - if (notify) - notifyListeners(this, change); - if (notifySpy && "development" !== "production") - spyReportEnd(); - if (this.pendingKeys) { - var entry = this.pendingKeys.get(key); - if (entry) - entry.set(true); - } - this.keysAtom.reportChanged(); - }; - ObservableObjectAdministration.prototype.getKeys = function () { - var e_1, _a; - this.keysAtom.reportObserved(); - // return Reflect.ownKeys(this.values) as any - var res = []; - try { - for (var _b = __values(this.values), _c = _b.next(); !_c.done; _c = _b.next()) { - var _d = __read(_c.value, 2), key = _d[0], value = _d[1]; - if (value instanceof ObservableValue) - res.push(key); - } - } - catch (e_1_1) { e_1 = { error: e_1_1 }; } - finally { - try { - if (_c && !_c.done && (_a = _b.return)) _a.call(_b); - } - finally { if (e_1) throw e_1.error; } - } - return res; - }; - return ObservableObjectAdministration; -}()); -function asObservableObject(target, name, defaultEnhancer) { - if (name === void 0) { name = ""; } - if (defaultEnhancer === void 0) { defaultEnhancer = deepEnhancer; } - if (Object.prototype.hasOwnProperty.call(target, $mobx)) - return target[$mobx]; - true && - invariant(Object.isExtensible(target), "Cannot make the designated object observable; it is not extensible"); - if (!isPlainObject(target)) - name = (target.constructor.name || "ObservableObject") + "@" + getNextId(); - if (!name) - name = "ObservableObject@" + getNextId(); - var adm = new ObservableObjectAdministration(target, new Map(), stringifyKey(name), defaultEnhancer); - addHiddenProp(target, $mobx, adm); - return adm; -} -var observablePropertyConfigs = Object.create(null); -var computedPropertyConfigs = Object.create(null); -function generateObservablePropConfig(propName) { - return (observablePropertyConfigs[propName] || - (observablePropertyConfigs[propName] = { - configurable: true, - enumerable: true, - get: function () { - return this[$mobx].read(propName); - }, - set: function (v) { - this[$mobx].write(propName, v); - } - })); -} -function getAdministrationForComputedPropOwner(owner) { - var adm = owner[$mobx]; - if (!adm) { - // because computed props are declared on proty, - // the current instance might not have been initialized yet - initializeInstance(owner); - return owner[$mobx]; - } - return adm; -} -function generateComputedPropConfig(propName) { - return (computedPropertyConfigs[propName] || - (computedPropertyConfigs[propName] = { - configurable: globalState.computedConfigurable, - enumerable: false, - get: function () { - return getAdministrationForComputedPropOwner(this).read(propName); - }, - set: function (v) { - getAdministrationForComputedPropOwner(this).write(propName, v); - } - })); -} -var isObservableObjectAdministration = createInstanceofPredicate("ObservableObjectAdministration", ObservableObjectAdministration); -function isObservableObject(thing) { - if (isObject(thing)) { - // Initializers run lazily when transpiling to babel, so make sure they are run... - initializeInstance(thing); - return isObservableObjectAdministration(thing[$mobx]); - } - return false; -} - -function getAtom(thing, property) { - if (typeof thing === "object" && thing !== null) { - if (isObservableArray(thing)) { - if (property !== undefined) - fail( true && - "It is not possible to get index atoms from arrays"); - return thing[$mobx].atom; - } - if (isObservableSet(thing)) { - return thing[$mobx]; - } - if (isObservableMap(thing)) { - var anyThing = thing; - if (property === undefined) - return anyThing._keysAtom; - var observable = anyThing._data.get(property) || anyThing._hasMap.get(property); - if (!observable) - fail( true && - "the entry '" + property + "' does not exist in the observable map '" + getDebugName(thing) + "'"); - return observable; - } - // Initializers run lazily when transpiling to babel, so make sure they are run... - initializeInstance(thing); - if (property && !thing[$mobx]) - thing[property]; // See #1072 - if (isObservableObject(thing)) { - if (!property) - return fail( true && "please specify a property"); - var observable = thing[$mobx].values.get(property); - if (!observable) - fail( true && - "no observable property '" + property + "' found on the observable object '" + getDebugName(thing) + "'"); - return observable; - } - if (isAtom(thing) || isComputedValue(thing) || isReaction(thing)) { - return thing; - } - } - else if (typeof thing === "function") { - if (isReaction(thing[$mobx])) { - // disposer function - return thing[$mobx]; - } - } - return fail( true && "Cannot obtain atom from " + thing); -} -function getAdministration(thing, property) { - if (!thing) - fail("Expecting some object"); - if (property !== undefined) - return getAdministration(getAtom(thing, property)); - if (isAtom(thing) || isComputedValue(thing) || isReaction(thing)) - return thing; - if (isObservableMap(thing) || isObservableSet(thing)) - return thing; - // Initializers run lazily when transpiling to babel, so make sure they are run... - initializeInstance(thing); - if (thing[$mobx]) - return thing[$mobx]; - fail( true && "Cannot obtain administration from " + thing); -} -function getDebugName(thing, property) { - var named; - if (property !== undefined) - named = getAtom(thing, property); - else if (isObservableObject(thing) || isObservableMap(thing) || isObservableSet(thing)) - named = getAdministration(thing); - else - named = getAtom(thing); // valid for arrays as well - return named.name; -} - -var toString = Object.prototype.toString; -function deepEqual(a, b, depth) { - if (depth === void 0) { depth = -1; } - return eq(a, b, depth); -} -// Copied from https://github.com/jashkenas/underscore/blob/5c237a7c682fb68fd5378203f0bf22dce1624854/underscore.js#L1186-L1289 -// Internal recursive comparison function for `isEqual`. -function eq(a, b, depth, aStack, bStack) { - // Identical objects are equal. `0 === -0`, but they aren't identical. - // See the [Harmony `egal` proposal](http://wiki.ecmascript.org/doku.php?id=harmony:egal). - if (a === b) - return a !== 0 || 1 / a === 1 / b; - // `null` or `undefined` only equal to itself (strict comparison). - if (a == null || b == null) - return false; - // `NaN`s are equivalent, but non-reflexive. - if (a !== a) - return b !== b; - // Exhaust primitive checks - var type = typeof a; - if (type !== "function" && type !== "object" && typeof b != "object") - return false; - // Compare `[[Class]]` names. - var className = toString.call(a); - if (className !== toString.call(b)) - return false; - switch (className) { - // Strings, numbers, regular expressions, dates, and booleans are compared by value. - case "[object RegExp]": - // RegExps are coerced to strings for comparison (Note: '' + /a/i === '/a/i') - case "[object String]": - // Primitives and their corresponding object wrappers are equivalent; thus, `"5"` is - // equivalent to `new String("5")`. - return "" + a === "" + b; - case "[object Number]": - // `NaN`s are equivalent, but non-reflexive. - // Object(NaN) is equivalent to NaN. - if (+a !== +a) - return +b !== +b; - // An `egal` comparison is performed for other numeric values. - return +a === 0 ? 1 / +a === 1 / b : +a === +b; - case "[object Date]": - case "[object Boolean]": - // Coerce dates and booleans to numeric primitive values. Dates are compared by their - // millisecond representations. Note that invalid dates with millisecond representations - // of `NaN` are not equivalent. - return +a === +b; - case "[object Symbol]": - return (typeof Symbol !== "undefined" && Symbol.valueOf.call(a) === Symbol.valueOf.call(b)); - case "[object Map]": - case "[object Set]": - // Maps and Sets are unwrapped to arrays of entry-pairs, adding an incidental level. - // Hide this extra level by increasing the depth. - if (depth >= 0) { - depth++; - } - break; - } - // Unwrap any wrapped objects. - a = unwrap(a); - b = unwrap(b); - var areArrays = className === "[object Array]"; - if (!areArrays) { - if (typeof a != "object" || typeof b != "object") - return false; - // Objects with different constructors are not equivalent, but `Object`s or `Array`s - // from different frames are. - var aCtor = a.constructor, bCtor = b.constructor; - if (aCtor !== bCtor && - !(typeof aCtor === "function" && - aCtor instanceof aCtor && - typeof bCtor === "function" && - bCtor instanceof bCtor) && - ("constructor" in a && "constructor" in b)) { - return false; - } - } - if (depth === 0) { - return false; - } - else if (depth < 0) { - depth = -1; - } - // Assume equality for cyclic structures. The algorithm for detecting cyclic - // structures is adapted from ES 5.1 section 15.12.3, abstract operation `JO`. - // Initializing stack of traversed objects. - // It's done here since we only need them for objects and arrays comparison. - aStack = aStack || []; - bStack = bStack || []; - var length = aStack.length; - while (length--) { - // Linear search. Performance is inversely proportional to the number of - // unique nested structures. - if (aStack[length] === a) - return bStack[length] === b; - } - // Add the first object to the stack of traversed objects. - aStack.push(a); - bStack.push(b); - // Recursively compare objects and arrays. - if (areArrays) { - // Compare array lengths to determine if a deep comparison is necessary. - length = a.length; - if (length !== b.length) - return false; - // Deep compare the contents, ignoring non-numeric properties. - while (length--) { - if (!eq(a[length], b[length], depth - 1, aStack, bStack)) - return false; - } - } - else { - // Deep compare objects. - var keys = Object.keys(a); - var key = void 0; - length = keys.length; - // Ensure that both objects contain the same number of properties before comparing deep equality. - if (Object.keys(b).length !== length) - return false; - while (length--) { - // Deep compare each member - key = keys[length]; - if (!(has$1(b, key) && eq(a[key], b[key], depth - 1, aStack, bStack))) - return false; - } - } - // Remove the first object from the stack of traversed objects. - aStack.pop(); - bStack.pop(); - return true; -} -function unwrap(a) { - if (isObservableArray(a)) - return a.slice(); - if (isES6Map(a) || isObservableMap(a)) - return Array.from(a.entries()); - if (isES6Set(a) || isObservableSet(a)) - return Array.from(a.entries()); - return a; -} -function has$1(a, key) { - return Object.prototype.hasOwnProperty.call(a, key); -} - -function makeIterable(iterator) { - iterator[Symbol.iterator] = getSelf; - return iterator; -} -function getSelf() { - return this; -} - -/** - * (c) Michel Weststrate 2015 - 2018 - * MIT Licensed - * - * Welcome to the mobx sources! To get an global overview of how MobX internally works, - * this is a good place to start: - * https://medium.com/@mweststrate/becoming-fully-reactive-an-in-depth-explanation-of-mobservable-55995262a254#.xvbh6qd74 - * - * Source folders: - * =============== - * - * - api/ Most of the public static methods exposed by the module can be found here. - * - core/ Implementation of the MobX algorithm; atoms, derivations, reactions, dependency trees, optimizations. Cool stuff can be found here. - * - types/ All the magic that is need to have observable objects, arrays and values is in this folder. Including the modifiers like `asFlat`. - * - utils/ Utility stuff. - * - */ -if (typeof Proxy === "undefined" || typeof Symbol === "undefined") { - throw new Error("[mobx] MobX 5+ requires Proxy and Symbol objects. If your environment doesn't support Symbol or Proxy objects, please downgrade to MobX 4. For React Native Android, consider upgrading JSCore."); -} -try { - // define process.env if needed - // if this is not a production build in the first place - // (in which case the expression below would be substituted with 'production') - "development"; -} -catch (e) { - var g = getGlobal(); - if (typeof process === "undefined") - g.process = {}; - g.process.env = {}; -} -(function () { - function testCodeMinification() { } - if (testCodeMinification.name !== "testCodeMinification" && - "development" !== "production" && - typeof process !== 'undefined' && process.env.IGNORE_MOBX_MINIFY_WARNING !== "true") { - // trick so it doesn't get replaced - var varName = ["process", "env", "NODE_ENV"].join("."); - console.warn("[mobx] you are running a minified build, but '" + varName + "' was not set to 'production' in your bundler. This results in an unnecessarily large and slow bundle"); - } -})(); -if (typeof __MOBX_DEVTOOLS_GLOBAL_HOOK__ === "object") { - // See: https://github.com/andykog/mobx-devtools/ - __MOBX_DEVTOOLS_GLOBAL_HOOK__.injectMobx({ - spy: spy, - extras: { - getDebugName: getDebugName - }, - $mobx: $mobx - }); -} - - - - -/***/ }), - -/***/ "./node_modules/three/build/three.module.js": -/*!**************************************************!*\ - !*** ./node_modules/three/build/three.module.js ***! - \**************************************************/ -/*! exports provided: ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FileLoader, FlatShading, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, 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, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding */ -/***/ (function(module, __webpack_exports__, __webpack_require__) { - -"use strict"; -__webpack_require__.r(__webpack_exports__); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ACESFilmicToneMapping", function() { return ACESFilmicToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AddEquation", function() { return AddEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AddOperation", function() { return AddOperation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AdditiveAnimationBlendMode", function() { return AdditiveAnimationBlendMode; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AdditiveBlending", function() { return AdditiveBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AlphaFormat", function() { return AlphaFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AlwaysDepth", function() { return AlwaysDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AlwaysStencilFunc", function() { return AlwaysStencilFunc; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AmbientLight", function() { return AmbientLight; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AmbientLightProbe", function() { return AmbientLightProbe; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AnimationClip", function() { return AnimationClip; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AnimationLoader", function() { return AnimationLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AnimationMixer", function() { return AnimationMixer; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AnimationObjectGroup", function() { return AnimationObjectGroup; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AnimationUtils", function() { return AnimationUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ArcCurve", function() { return ArcCurve; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ArrayCamera", function() { return ArrayCamera; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ArrowHelper", function() { return ArrowHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Audio", function() { return Audio; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AudioAnalyser", function() { return AudioAnalyser; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AudioContext", function() { return AudioContext; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AudioListener", function() { return AudioListener; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AudioLoader", function() { return AudioLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AxesHelper", function() { return AxesHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AxisHelper", function() { return AxisHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BackSide", function() { return BackSide; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BasicDepthPacking", function() { return BasicDepthPacking; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BasicShadowMap", function() { return BasicShadowMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BinaryTextureLoader", function() { return BinaryTextureLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Bone", function() { return Bone; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BooleanKeyframeTrack", function() { return BooleanKeyframeTrack; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BoundingBoxHelper", function() { return BoundingBoxHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Box2", function() { return Box2; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Box3", function() { return Box3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Box3Helper", function() { return Box3Helper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BoxBufferGeometry", function() { return BoxBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BoxGeometry", function() { return BoxGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BoxHelper", function() { return BoxHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BufferAttribute", function() { return BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BufferGeometry", function() { return BufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BufferGeometryLoader", function() { return BufferGeometryLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ByteType", function() { return ByteType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Cache", function() { return Cache; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Camera", function() { return Camera; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CameraHelper", function() { return CameraHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CanvasRenderer", function() { return CanvasRenderer; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CanvasTexture", function() { return CanvasTexture; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CatmullRomCurve3", function() { return CatmullRomCurve3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CineonToneMapping", function() { return CineonToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CircleBufferGeometry", function() { return CircleBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CircleGeometry", function() { return CircleGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ClampToEdgeWrapping", function() { return ClampToEdgeWrapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Clock", function() { return Clock; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ClosedSplineCurve3", function() { return ClosedSplineCurve3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, 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harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeReflectionMapping", function() { return CubeReflectionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeRefractionMapping", function() { return CubeRefractionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeTexture", function() { return CubeTexture; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeTextureLoader", function() { return CubeTextureLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeUVReflectionMapping", function() { return CubeUVReflectionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeUVRefractionMapping", function() { return CubeUVRefractionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubicBezierCurve", function() { return CubicBezierCurve; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubicBezierCurve3", function() { return CubicBezierCurve3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubicInterpolant", function() { return CubicInterpolant; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CullFaceBack", function() { return CullFaceBack; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CullFaceFront", function() { return CullFaceFront; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CullFaceFrontBack", function() { return CullFaceFrontBack; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CullFaceNone", function() { return CullFaceNone; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Curve", function() { return Curve; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, 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function() { return HalfFloatType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "HemisphereLight", function() { return HemisphereLight; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "HemisphereLightHelper", function() { return HemisphereLightHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "HemisphereLightProbe", function() { return HemisphereLightProbe; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "IcosahedronBufferGeometry", function() { return IcosahedronBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "IcosahedronGeometry", function() { return IcosahedronGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ImageBitmapLoader", function() { return ImageBitmapLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ImageLoader", function() { return ImageLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ImageUtils", function() { return ImageUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ImmediateRenderObject", function() { return ImmediateRenderObject; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "IncrementStencilOp", function() { return IncrementStencilOp; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "IncrementWrapStencilOp", function() { return IncrementWrapStencilOp; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InstancedBufferAttribute", function() { return InstancedBufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InstancedBufferGeometry", function() { return InstancedBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, 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function() { return Int8BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "IntType", function() { return IntType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InterleavedBuffer", function() { return InterleavedBuffer; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InterleavedBufferAttribute", function() { return InterleavedBufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Interpolant", function() { return Interpolant; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InterpolateDiscrete", function() { return InterpolateDiscrete; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InterpolateLinear", function() { return InterpolateLinear; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InterpolateSmooth", function() { return 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__webpack_require__.d(__webpack_exports__, "Layers", function() { return Layers; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LensFlare", function() { return LensFlare; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LessDepth", function() { return LessDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LessEqualDepth", function() { return LessEqualDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LessEqualStencilFunc", function() { return LessEqualStencilFunc; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LessStencilFunc", function() { return LessStencilFunc; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Light", function() { return Light; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LightProbe", function() { return LightProbe; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LightShadow", function() { return LightShadow; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Line", function() { return Line; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Line3", function() { return Line3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineBasicMaterial", function() { return LineBasicMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineCurve", function() { return LineCurve; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineCurve3", function() { return LineCurve3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineDashedMaterial", function() { return LineDashedMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineLoop", function() { return LineLoop; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinePieces", function() { return LinePieces; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineSegments", function() { return LineSegments; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineStrip", function() { return LineStrip; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearEncoding", function() { return LinearEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearFilter", function() { return LinearFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearInterpolant", function() { return LinearInterpolant; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearMipMapLinearFilter", function() { return LinearMipMapLinearFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearMipMapNearestFilter", function() { return LinearMipMapNearestFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearMipmapLinearFilter", function() { return LinearMipmapLinearFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearMipmapNearestFilter", function() { return LinearMipmapNearestFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearToneMapping", function() { return LinearToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Loader", function() { return Loader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LoaderUtils", function() { return LoaderUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LoadingManager", function() { return LoadingManager; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LogLuvEncoding", function() { return LogLuvEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LoopOnce", function() { return LoopOnce; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LoopPingPong", function() { return LoopPingPong; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LoopRepeat", function() { return LoopRepeat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LuminanceAlphaFormat", function() { return LuminanceAlphaFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LuminanceFormat", function() { return LuminanceFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MOUSE", function() { return MOUSE; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Material", function() { return Material; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MaterialLoader", function() { return MaterialLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Math", function() { return MathUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MathUtils", function() { return MathUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Matrix3", function() { return Matrix3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Matrix4", function() { return Matrix4; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MaxEquation", function() { return MaxEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Mesh", function() { return Mesh; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshBasicMaterial", function() { return MeshBasicMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshDepthMaterial", function() { return MeshDepthMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshDistanceMaterial", function() { return MeshDistanceMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshFaceMaterial", function() { return MeshFaceMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshLambertMaterial", function() { return MeshLambertMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshMatcapMaterial", function() { return MeshMatcapMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshNormalMaterial", function() { return MeshNormalMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshPhongMaterial", function() { return MeshPhongMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshPhysicalMaterial", function() { return MeshPhysicalMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshStandardMaterial", function() { return MeshStandardMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshToonMaterial", function() { return MeshToonMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MinEquation", function() { return MinEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MirroredRepeatWrapping", function() { return MirroredRepeatWrapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MixOperation", function() { return MixOperation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MultiMaterial", function() { return MultiMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MultiplyBlending", function() { return MultiplyBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MultiplyOperation", function() { return MultiplyOperation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NearestFilter", function() { return NearestFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NearestMipMapLinearFilter", function() { return NearestMipMapLinearFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NearestMipMapNearestFilter", function() { return NearestMipMapNearestFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NearestMipmapLinearFilter", function() { return NearestMipmapLinearFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NearestMipmapNearestFilter", function() { return NearestMipmapNearestFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NeverDepth", function() { return NeverDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NeverStencilFunc", function() { return NeverStencilFunc; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NoBlending", function() { return NoBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NoColors", function() { return NoColors; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NoToneMapping", function() { return NoToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NormalAnimationBlendMode", function() { return NormalAnimationBlendMode; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NormalBlending", function() { return NormalBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, 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return OctahedronGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneFactor", function() { return OneFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneMinusDstAlphaFactor", function() { return OneMinusDstAlphaFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneMinusDstColorFactor", function() { return OneMinusDstColorFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneMinusSrcAlphaFactor", function() { return OneMinusSrcAlphaFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneMinusSrcColorFactor", function() { return OneMinusSrcColorFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OrthographicCamera", function() { return OrthographicCamera; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PCFShadowMap", function() { return PCFShadowMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PCFSoftShadowMap", function() { return PCFSoftShadowMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PMREMGenerator", function() { return PMREMGenerator; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ParametricBufferGeometry", function() { return ParametricBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ParametricGeometry", function() { return ParametricGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Particle", function() { return Particle; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ParticleBasicMaterial", function() { return ParticleBasicMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ParticleSystem", function() { return ParticleSystem; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ParticleSystemMaterial", function() { return ParticleSystemMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Path", function() { return Path; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PerspectiveCamera", function() { return PerspectiveCamera; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Plane", function() { return Plane; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PlaneBufferGeometry", function() { return PlaneBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PlaneGeometry", function() { return PlaneGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PlaneHelper", function() { return PlaneHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, 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harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PolyhedronGeometry", function() { return PolyhedronGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PositionalAudio", function() { return PositionalAudio; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PropertyBinding", function() { return PropertyBinding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PropertyMixer", function() { return PropertyMixer; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "QuadraticBezierCurve", function() { return QuadraticBezierCurve; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "QuadraticBezierCurve3", function() { return QuadraticBezierCurve3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Quaternion", function() { return Quaternion; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "QuaternionKeyframeTrack", function() { return QuaternionKeyframeTrack; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "QuaternionLinearInterpolant", function() { return QuaternionLinearInterpolant; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "REVISION", function() { return REVISION; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBADepthPacking", function() { return RGBADepthPacking; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBAFormat", function() { return RGBAFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBAIntegerFormat", function() { return RGBAIntegerFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_10x10_Format", function() { return RGBA_ASTC_10x10_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_10x5_Format", function() { return RGBA_ASTC_10x5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_10x6_Format", function() { return RGBA_ASTC_10x6_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_10x8_Format", function() { return RGBA_ASTC_10x8_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_12x10_Format", function() { return RGBA_ASTC_12x10_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_12x12_Format", function() { return RGBA_ASTC_12x12_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_4x4_Format", function() { return RGBA_ASTC_4x4_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_5x4_Format", function() { return RGBA_ASTC_5x4_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_5x5_Format", function() { return RGBA_ASTC_5x5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_6x5_Format", function() { return RGBA_ASTC_6x5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_6x6_Format", function() { return RGBA_ASTC_6x6_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_8x5_Format", function() { return RGBA_ASTC_8x5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_8x6_Format", function() { return RGBA_ASTC_8x6_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ASTC_8x8_Format", function() { return RGBA_ASTC_8x8_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_BPTC_Format", function() { return RGBA_BPTC_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_ETC2_EAC_Format", function() { return RGBA_ETC2_EAC_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_PVRTC_2BPPV1_Format", function() { return RGBA_PVRTC_2BPPV1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_PVRTC_4BPPV1_Format", function() { return RGBA_PVRTC_4BPPV1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_S3TC_DXT1_Format", function() { return RGBA_S3TC_DXT1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_S3TC_DXT3_Format", function() { return RGBA_S3TC_DXT3_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_S3TC_DXT5_Format", function() { return RGBA_S3TC_DXT5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBDEncoding", function() { return RGBDEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBEEncoding", function() { return RGBEEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBEFormat", function() { return RGBEFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBFormat", function() { return RGBFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBIntegerFormat", function() { return RGBIntegerFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBM16Encoding", function() { return RGBM16Encoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBM7Encoding", function() { return RGBM7Encoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_ETC1_Format", function() { return RGB_ETC1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_ETC2_Format", function() { return RGB_ETC2_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_PVRTC_2BPPV1_Format", function() { return RGB_PVRTC_2BPPV1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_PVRTC_4BPPV1_Format", function() { return RGB_PVRTC_4BPPV1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_S3TC_DXT1_Format", function() { return RGB_S3TC_DXT1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGFormat", function() { return RGFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGIntegerFormat", function() { return RGIntegerFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RawShaderMaterial", function() { return RawShaderMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Ray", function() { return Ray; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Raycaster", function() { return Raycaster; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RectAreaLight", function() { return RectAreaLight; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RedFormat", function() { return RedFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RedIntegerFormat", function() { return RedIntegerFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ReinhardToneMapping", function() { return ReinhardToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RepeatWrapping", function() { return RepeatWrapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ReplaceStencilOp", function() { return ReplaceStencilOp; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ReverseSubtractEquation", function() { return ReverseSubtractEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RingBufferGeometry", function() { return RingBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RingGeometry", function() { return RingGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_10x10_Format", function() { return SRGB8_ALPHA8_ASTC_10x10_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_10x5_Format", function() { return SRGB8_ALPHA8_ASTC_10x5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_10x6_Format", function() { return SRGB8_ALPHA8_ASTC_10x6_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_10x8_Format", function() { return SRGB8_ALPHA8_ASTC_10x8_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_12x10_Format", function() { return SRGB8_ALPHA8_ASTC_12x10_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_12x12_Format", function() { return SRGB8_ALPHA8_ASTC_12x12_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_4x4_Format", function() { return SRGB8_ALPHA8_ASTC_4x4_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_5x4_Format", function() { return SRGB8_ALPHA8_ASTC_5x4_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_5x5_Format", function() { return SRGB8_ALPHA8_ASTC_5x5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_6x5_Format", function() { return SRGB8_ALPHA8_ASTC_6x5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_6x6_Format", function() { return SRGB8_ALPHA8_ASTC_6x6_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_8x5_Format", function() { return SRGB8_ALPHA8_ASTC_8x5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_8x6_Format", function() { return SRGB8_ALPHA8_ASTC_8x6_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SRGB8_ALPHA8_ASTC_8x8_Format", function() { return SRGB8_ALPHA8_ASTC_8x8_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Scene", function() { return Scene; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SceneUtils", function() { return SceneUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderChunk", function() { return ShaderChunk; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderLib", function() { return ShaderLib; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderMaterial", function() { return ShaderMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShadowMaterial", function() { return ShadowMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Shape", function() { return Shape; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShapeBufferGeometry", function() { return ShapeBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShapeGeometry", function() { return ShapeGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShapePath", function() { return ShapePath; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShapeUtils", function() { return ShapeUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShortType", function() { return ShortType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Skeleton", function() { return Skeleton; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SkeletonHelper", function() { return SkeletonHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SkinnedMesh", function() { return SkinnedMesh; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SmoothShading", function() { return SmoothShading; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Sphere", function() { return Sphere; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SphereBufferGeometry", function() { return SphereBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SphereGeometry", function() { return SphereGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Spherical", function() { return Spherical; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SphericalHarmonics3", function() { return SphericalHarmonics3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Spline", function() { return Spline; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SplineCurve", function() { return SplineCurve; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SplineCurve3", function() { return SplineCurve3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SpotLight", function() { return SpotLight; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SpotLightHelper", function() { return SpotLightHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Sprite", function() { return Sprite; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SpriteMaterial", function() { return SpriteMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SrcAlphaFactor", function() { return SrcAlphaFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SrcAlphaSaturateFactor", function() { return SrcAlphaSaturateFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SrcColorFactor", function() { return SrcColorFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "StaticCopyUsage", function() { return StaticCopyUsage; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "StaticDrawUsage", function() { return StaticDrawUsage; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "StaticReadUsage", function() { return StaticReadUsage; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "StereoCamera", function() { return StereoCamera; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "StreamCopyUsage", function() { return StreamCopyUsage; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "StreamDrawUsage", function() { return StreamDrawUsage; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "StreamReadUsage", function() { return StreamReadUsage; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "StringKeyframeTrack", function() { return StringKeyframeTrack; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SubtractEquation", function() { return SubtractEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SubtractiveBlending", function() { return SubtractiveBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TOUCH", function() { return TOUCH; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TangentSpaceNormalMap", function() { return TangentSpaceNormalMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TetrahedronBufferGeometry", function() { return TetrahedronBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TetrahedronGeometry", function() { return TetrahedronGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TextBufferGeometry", function() { return TextBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TextGeometry", function() { return TextGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Texture", function() { return Texture; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TextureLoader", function() { return TextureLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TorusBufferGeometry", function() { return TorusBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TorusGeometry", function() { return TorusGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TorusKnotBufferGeometry", function() { return TorusKnotBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TorusKnotGeometry", function() { return TorusKnotGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Triangle", function() { return Triangle; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TriangleFanDrawMode", function() { return TriangleFanDrawMode; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TriangleStripDrawMode", function() { return TriangleStripDrawMode; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TrianglesDrawMode", function() { return TrianglesDrawMode; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TubeBufferGeometry", function() { return TubeBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TubeGeometry", function() { return TubeGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UVMapping", function() { return UVMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint16Attribute", function() { return Uint16Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint16BufferAttribute", function() { return Uint16BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint32Attribute", function() { return Uint32Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint32BufferAttribute", function() { return Uint32BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint8Attribute", function() { return Uint8Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint8BufferAttribute", function() { return Uint8BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint8ClampedAttribute", function() { return Uint8ClampedAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint8ClampedBufferAttribute", function() { return Uint8ClampedBufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uniform", function() { return Uniform; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UniformsLib", function() { return UniformsLib; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UniformsUtils", function() { return UniformsUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedByteType", function() { return UnsignedByteType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedInt248Type", function() { return UnsignedInt248Type; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedIntType", function() { return UnsignedIntType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedShort4444Type", function() { return UnsignedShort4444Type; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedShort5551Type", function() { return UnsignedShort5551Type; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedShort565Type", function() { return UnsignedShort565Type; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedShortType", function() { return UnsignedShortType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "VSMShadowMap", function() { return VSMShadowMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Vector2", function() { return Vector2; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Vector3", function() { return Vector3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Vector4", function() { return Vector4; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "VectorKeyframeTrack", function() { return VectorKeyframeTrack; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Vertex", function() { return Vertex; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "VertexColors", function() { return VertexColors; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "VideoTexture", function() { return VideoTexture; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WebGL1Renderer", function() { return WebGL1Renderer; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WebGLCubeRenderTarget", function() { return WebGLCubeRenderTarget; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WebGLMultisampleRenderTarget", function() { return WebGLMultisampleRenderTarget; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WebGLRenderTarget", function() { return WebGLRenderTarget; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WebGLRenderTargetCube", function() { return WebGLRenderTargetCube; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WebGLRenderer", function() { return WebGLRenderer; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WebGLUtils", function() { return WebGLUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WireframeGeometry", function() { return WireframeGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WireframeHelper", function() { return WireframeHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WrapAroundEnding", function() { return WrapAroundEnding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "XHRLoader", function() { return XHRLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ZeroCurvatureEnding", function() { return ZeroCurvatureEnding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ZeroFactor", function() { return ZeroFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ZeroSlopeEnding", function() { return ZeroSlopeEnding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ZeroStencilOp", function() { return ZeroStencilOp; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "sRGBEncoding", function() { return sRGBEncoding; }); -// Polyfills - -if ( Number.EPSILON === undefined ) { - - Number.EPSILON = Math.pow( 2, - 52 ); - -} - -if ( Number.isInteger === undefined ) { - - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger - - Number.isInteger = function ( value ) { - - return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; - - }; - -} - -// - -if ( Math.sign === undefined ) { - - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign - - Math.sign = function ( x ) { - - return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; - - }; - -} - -if ( 'name' in Function.prototype === false ) { - - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name - - Object.defineProperty( Function.prototype, 'name', { - - get: function () { - - return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; - - } - - } ); - -} - -if ( Object.assign === undefined ) { - - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign - - Object.assign = function ( target ) { - - if ( target === undefined || target === null ) { - - throw new TypeError( 'Cannot convert undefined or null to object' ); - - } - - const output = Object( target ); - - for ( let index = 1; index < arguments.length; index ++ ) { - - const source = arguments[ index ]; - - if ( source !== undefined && source !== null ) { - - for ( const nextKey in source ) { - - if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { - - output[ nextKey ] = source[ nextKey ]; - - } - - } - - } - - } - - return output; - - }; - -} - -const REVISION = '120'; -const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; -const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; -const CullFaceNone = 0; -const CullFaceBack = 1; -const CullFaceFront = 2; -const CullFaceFrontBack = 3; -const BasicShadowMap = 0; -const PCFShadowMap = 1; -const PCFSoftShadowMap = 2; -const VSMShadowMap = 3; -const FrontSide = 0; -const BackSide = 1; -const DoubleSide = 2; -const FlatShading = 1; -const SmoothShading = 2; -const NoBlending = 0; -const NormalBlending = 1; -const AdditiveBlending = 2; -const SubtractiveBlending = 3; -const MultiplyBlending = 4; -const CustomBlending = 5; -const AddEquation = 100; -const SubtractEquation = 101; -const ReverseSubtractEquation = 102; -const MinEquation = 103; -const MaxEquation = 104; -const ZeroFactor = 200; -const OneFactor = 201; -const SrcColorFactor = 202; -const OneMinusSrcColorFactor = 203; -const SrcAlphaFactor = 204; -const OneMinusSrcAlphaFactor = 205; -const DstAlphaFactor = 206; -const OneMinusDstAlphaFactor = 207; -const DstColorFactor = 208; -const OneMinusDstColorFactor = 209; -const SrcAlphaSaturateFactor = 210; -const NeverDepth = 0; -const AlwaysDepth = 1; -const LessDepth = 2; -const LessEqualDepth = 3; -const EqualDepth = 4; -const GreaterEqualDepth = 5; -const GreaterDepth = 6; -const NotEqualDepth = 7; -const MultiplyOperation = 0; -const MixOperation = 1; -const AddOperation = 2; -const NoToneMapping = 0; -const LinearToneMapping = 1; -const ReinhardToneMapping = 2; -const CineonToneMapping = 3; -const ACESFilmicToneMapping = 4; -const CustomToneMapping = 5; - -const UVMapping = 300; -const CubeReflectionMapping = 301; -const CubeRefractionMapping = 302; -const EquirectangularReflectionMapping = 303; -const EquirectangularRefractionMapping = 304; -const CubeUVReflectionMapping = 306; -const CubeUVRefractionMapping = 307; -const RepeatWrapping = 1000; -const ClampToEdgeWrapping = 1001; -const MirroredRepeatWrapping = 1002; -const NearestFilter = 1003; -const NearestMipmapNearestFilter = 1004; -const NearestMipMapNearestFilter = 1004; -const NearestMipmapLinearFilter = 1005; -const NearestMipMapLinearFilter = 1005; -const LinearFilter = 1006; -const LinearMipmapNearestFilter = 1007; -const LinearMipMapNearestFilter = 1007; -const LinearMipmapLinearFilter = 1008; -const LinearMipMapLinearFilter = 1008; -const UnsignedByteType = 1009; -const ByteType = 1010; -const ShortType = 1011; -const UnsignedShortType = 1012; -const IntType = 1013; -const UnsignedIntType = 1014; -const FloatType = 1015; -const HalfFloatType = 1016; -const UnsignedShort4444Type = 1017; -const UnsignedShort5551Type = 1018; -const UnsignedShort565Type = 1019; -const UnsignedInt248Type = 1020; -const AlphaFormat = 1021; -const RGBFormat = 1022; -const RGBAFormat = 1023; -const LuminanceFormat = 1024; -const LuminanceAlphaFormat = 1025; -const RGBEFormat = RGBAFormat; -const DepthFormat = 1026; -const DepthStencilFormat = 1027; -const RedFormat = 1028; -const RedIntegerFormat = 1029; -const RGFormat = 1030; -const RGIntegerFormat = 1031; -const RGBIntegerFormat = 1032; -const RGBAIntegerFormat = 1033; - -const RGB_S3TC_DXT1_Format = 33776; -const RGBA_S3TC_DXT1_Format = 33777; -const RGBA_S3TC_DXT3_Format = 33778; -const RGBA_S3TC_DXT5_Format = 33779; -const RGB_PVRTC_4BPPV1_Format = 35840; -const RGB_PVRTC_2BPPV1_Format = 35841; -const RGBA_PVRTC_4BPPV1_Format = 35842; -const RGBA_PVRTC_2BPPV1_Format = 35843; -const RGB_ETC1_Format = 36196; -const RGB_ETC2_Format = 37492; -const RGBA_ETC2_EAC_Format = 37496; -const RGBA_ASTC_4x4_Format = 37808; -const RGBA_ASTC_5x4_Format = 37809; -const RGBA_ASTC_5x5_Format = 37810; -const RGBA_ASTC_6x5_Format = 37811; -const RGBA_ASTC_6x6_Format = 37812; -const RGBA_ASTC_8x5_Format = 37813; -const RGBA_ASTC_8x6_Format = 37814; -const RGBA_ASTC_8x8_Format = 37815; -const RGBA_ASTC_10x5_Format = 37816; -const RGBA_ASTC_10x6_Format = 37817; -const RGBA_ASTC_10x8_Format = 37818; -const RGBA_ASTC_10x10_Format = 37819; -const RGBA_ASTC_12x10_Format = 37820; -const RGBA_ASTC_12x12_Format = 37821; -const RGBA_BPTC_Format = 36492; -const SRGB8_ALPHA8_ASTC_4x4_Format = 37840; -const SRGB8_ALPHA8_ASTC_5x4_Format = 37841; -const SRGB8_ALPHA8_ASTC_5x5_Format = 37842; -const SRGB8_ALPHA8_ASTC_6x5_Format = 37843; -const SRGB8_ALPHA8_ASTC_6x6_Format = 37844; -const SRGB8_ALPHA8_ASTC_8x5_Format = 37845; -const SRGB8_ALPHA8_ASTC_8x6_Format = 37846; -const SRGB8_ALPHA8_ASTC_8x8_Format = 37847; -const SRGB8_ALPHA8_ASTC_10x5_Format = 37848; -const SRGB8_ALPHA8_ASTC_10x6_Format = 37849; -const SRGB8_ALPHA8_ASTC_10x8_Format = 37850; -const SRGB8_ALPHA8_ASTC_10x10_Format = 37851; -const SRGB8_ALPHA8_ASTC_12x10_Format = 37852; -const SRGB8_ALPHA8_ASTC_12x12_Format = 37853; -const LoopOnce = 2200; -const LoopRepeat = 2201; -const LoopPingPong = 2202; -const InterpolateDiscrete = 2300; -const InterpolateLinear = 2301; -const InterpolateSmooth = 2302; -const ZeroCurvatureEnding = 2400; -const ZeroSlopeEnding = 2401; -const WrapAroundEnding = 2402; -const NormalAnimationBlendMode = 2500; -const AdditiveAnimationBlendMode = 2501; -const TrianglesDrawMode = 0; -const TriangleStripDrawMode = 1; -const TriangleFanDrawMode = 2; -const LinearEncoding = 3000; -const sRGBEncoding = 3001; -const GammaEncoding = 3007; -const RGBEEncoding = 3002; -const LogLuvEncoding = 3003; -const RGBM7Encoding = 3004; -const RGBM16Encoding = 3005; -const RGBDEncoding = 3006; -const BasicDepthPacking = 3200; -const RGBADepthPacking = 3201; -const TangentSpaceNormalMap = 0; -const ObjectSpaceNormalMap = 1; - -const ZeroStencilOp = 0; -const KeepStencilOp = 7680; -const ReplaceStencilOp = 7681; -const IncrementStencilOp = 7682; -const DecrementStencilOp = 7683; -const IncrementWrapStencilOp = 34055; -const DecrementWrapStencilOp = 34056; -const InvertStencilOp = 5386; - -const NeverStencilFunc = 512; -const LessStencilFunc = 513; -const EqualStencilFunc = 514; -const LessEqualStencilFunc = 515; -const GreaterStencilFunc = 516; -const NotEqualStencilFunc = 517; -const GreaterEqualStencilFunc = 518; -const AlwaysStencilFunc = 519; - -const StaticDrawUsage = 35044; -const DynamicDrawUsage = 35048; -const StreamDrawUsage = 35040; -const StaticReadUsage = 35045; -const DynamicReadUsage = 35049; -const StreamReadUsage = 35041; -const StaticCopyUsage = 35046; -const DynamicCopyUsage = 35050; -const StreamCopyUsage = 35042; - -const GLSL1 = "100"; -const GLSL3 = "300 es"; - -/** - * https://github.com/mrdoob/eventdispatcher.js/ - */ - -function EventDispatcher() {} - -Object.assign( EventDispatcher.prototype, { - - addEventListener: function ( type, listener ) { - - if ( this._listeners === undefined ) this._listeners = {}; - - const listeners = this._listeners; - - if ( listeners[ type ] === undefined ) { - - listeners[ type ] = []; - - } - - if ( listeners[ type ].indexOf( listener ) === - 1 ) { - - listeners[ type ].push( listener ); - - } - - }, - - hasEventListener: function ( type, listener ) { - - if ( this._listeners === undefined ) return false; - - const listeners = this._listeners; - - return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; - - }, - - removeEventListener: function ( type, listener ) { - - if ( this._listeners === undefined ) return; - - const listeners = this._listeners; - const listenerArray = listeners[ type ]; - - if ( listenerArray !== undefined ) { - - const index = listenerArray.indexOf( listener ); - - if ( index !== - 1 ) { - - listenerArray.splice( index, 1 ); - - } - - } - - }, - - dispatchEvent: function ( event ) { - - if ( this._listeners === undefined ) return; - - const listeners = this._listeners; - const listenerArray = listeners[ event.type ]; - - if ( listenerArray !== undefined ) { - - event.target = this; - - // Make a copy, in case listeners are removed while iterating. - const array = listenerArray.slice( 0 ); - - for ( let i = 0, l = array.length; i < l; i ++ ) { - - array[ i ].call( this, event ); - - } - - } - - } - -} ); - -const _lut = []; - -for ( let i = 0; i < 256; i ++ ) { - - _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ); - -} - -let _seed = 1234567; - -const MathUtils = { - - DEG2RAD: Math.PI / 180, - RAD2DEG: 180 / Math.PI, - - generateUUID: function () { - - // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 - - const d0 = Math.random() * 0xffffffff | 0; - const d1 = Math.random() * 0xffffffff | 0; - const d2 = Math.random() * 0xffffffff | 0; - const d3 = Math.random() * 0xffffffff | 0; - const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + - _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + - _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + - _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; - - // .toUpperCase() here flattens concatenated strings to save heap memory space. - return uuid.toUpperCase(); - - }, - - clamp: function ( value, min, max ) { - - return Math.max( min, Math.min( max, value ) ); - - }, - - // compute euclidian modulo of m % n - // https://en.wikipedia.org/wiki/Modulo_operation - - euclideanModulo: function ( n, m ) { - - return ( ( n % m ) + m ) % m; - - }, - - // Linear mapping from range to range - - mapLinear: function ( x, a1, a2, b1, b2 ) { - - return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); - - }, - - // https://en.wikipedia.org/wiki/Linear_interpolation - - lerp: function ( x, y, t ) { - - return ( 1 - t ) * x + t * y; - - }, - - // http://en.wikipedia.org/wiki/Smoothstep - - smoothstep: function ( x, min, max ) { - - if ( x <= min ) return 0; - if ( x >= max ) return 1; - - x = ( x - min ) / ( max - min ); - - return x * x * ( 3 - 2 * x ); - - }, - - smootherstep: function ( x, min, max ) { - - if ( x <= min ) return 0; - if ( x >= max ) return 1; - - x = ( x - min ) / ( max - min ); - - return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); - - }, - - // Random integer from interval - - randInt: function ( low, high ) { - - return low + Math.floor( Math.random() * ( high - low + 1 ) ); - - }, - - // Random float from interval - - randFloat: function ( low, high ) { - - return low + Math.random() * ( high - low ); - - }, - - // Random float from <-range/2, range/2> interval - - randFloatSpread: function ( range ) { - - return range * ( 0.5 - Math.random() ); - - }, - - // Deterministic pseudo-random float in the interval [ 0, 1 ] - - seededRandom: function ( s ) { - - if ( s !== undefined ) _seed = s % 2147483647; - - // Park-Miller algorithm - - _seed = _seed * 16807 % 2147483647; - - return ( _seed - 1 ) / 2147483646; - - }, - - degToRad: function ( degrees ) { - - return degrees * MathUtils.DEG2RAD; - - }, - - radToDeg: function ( radians ) { - - return radians * MathUtils.RAD2DEG; - - }, - - isPowerOfTwo: function ( value ) { - - return ( value & ( value - 1 ) ) === 0 && value !== 0; - - }, - - ceilPowerOfTwo: function ( value ) { - - return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); - - }, - - floorPowerOfTwo: function ( value ) { - - return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); - - }, - - setQuaternionFromProperEuler: function ( q, a, b, c, order ) { - - // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles - - // rotations are applied to the axes in the order specified by 'order' - // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' - // angles are in radians - - const cos = Math.cos; - const sin = Math.sin; - - const c2 = cos( b / 2 ); - const s2 = sin( b / 2 ); - - const c13 = cos( ( a + c ) / 2 ); - const s13 = sin( ( a + c ) / 2 ); - - const c1_3 = cos( ( a - c ) / 2 ); - const s1_3 = sin( ( a - c ) / 2 ); - - const c3_1 = cos( ( c - a ) / 2 ); - const s3_1 = sin( ( c - a ) / 2 ); - - switch ( order ) { - - case 'XYX': - q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); - break; - - case 'YZY': - q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); - break; - - case 'ZXZ': - q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); - break; - - case 'XZX': - q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); - break; - - case 'YXY': - q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); - break; - - case 'ZYZ': - q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); - break; - - default: - console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); - - } - - } - -}; - -class Vector2 { - - constructor( x = 0, y = 0 ) { - - Object.defineProperty( this, 'isVector2', { value: true } ); - - this.x = x; - this.y = y; - - } - - get width() { - - return this.x; - - } - - set width( value ) { - - this.x = value; - - } - - get height() { - - return this.y; - - } - - set height( value ) { - - this.y = value; - - } - - set( x, y ) { - - this.x = x; - this.y = y; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - - return this; - - } - - add( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); - - } - - this.x += v.x; - this.y += v.y; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - - return this; - - } - - sub( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); - - } - - this.x -= v.x; - this.y -= v.y; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - - return this; - - } - - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - - return this; - - } - - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - applyMatrix3( m ) { - - const x = this.x, y = this.y; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; - - return this; - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - - return this; - - } - - roundToZero() { - - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y; - - } - - cross( v ) { - - return this.x * v.y - this.y * v.x; - - } - - lengthSq() { - - return this.x * this.x + this.y * this.y; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - angle() { - - // computes the angle in radians with respect to the positive x-axis - - const angle = Math.atan2( - this.y, - this.x ) + Math.PI; - - return angle; - - } - - distanceTo( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - } - - distanceToSquared( v ) { - - const dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; - - } - - manhattanDistanceTo( v ) { - - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - - return this; - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) ); - - } - - fromArray( array, offset ) { - - if ( offset === undefined ) offset = 0; - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - - return array; - - } - - fromBufferAttribute( attribute, index, offset ) { - - if ( offset !== undefined ) { - - console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); - - } - - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - - return this; - - } - - rotateAround( center, angle ) { - - const c = Math.cos( angle ), s = Math.sin( angle ); - - const x = this.x - center.x; - const y = this.y - center.y; - - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; - - return this; - - } - - random() { - - this.x = Math.random(); - this.y = Math.random(); - - return this; - - } - -} - -class Matrix3 { - - constructor() { - - Object.defineProperty( this, 'isMatrix3', { value: true } ); - - this.elements = [ - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ]; - - if ( arguments.length > 0 ) { - - console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); - - } - - } - - set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - - const te = this.elements; - - te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; - te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; - te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; - - return this; - - } - - identity() { - - this.set( - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ); - - return this; - - } - - clone() { - - return new this.constructor().fromArray( this.elements ); - - } - - copy( m ) { - - const te = this.elements; - const me = m.elements; - - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; - te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; - te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; - - return this; - - } - - extractBasis( xAxis, yAxis, zAxis ) { - - xAxis.setFromMatrix3Column( this, 0 ); - yAxis.setFromMatrix3Column( this, 1 ); - zAxis.setFromMatrix3Column( this, 2 ); - - return this; - - } - - setFromMatrix4( m ) { - - const me = m.elements; - - this.set( - - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] - - ); - - return this; - - } - - multiply( m ) { - - return this.multiplyMatrices( this, m ); - - } - - premultiply( m ) { - - return this.multiplyMatrices( m, this ); - - } - - multiplyMatrices( a, b ) { - - const ae = a.elements; - const be = b.elements; - const te = this.elements; - - const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; - const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; - const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; - - const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; - const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; - const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; - - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; - te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; - te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; - - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; - te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; - te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; - - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; - te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; - te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; - - return this; - - } - - multiplyScalar( s ) { - - const te = this.elements; - - te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; - te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; - te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; - - return this; - - } - - determinant() { - - const te = this.elements; - - const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], - d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], - g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; - - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - - } - - getInverse( matrix, throwOnDegenerate ) { - - if ( throwOnDegenerate !== undefined ) { - - console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." ); - - } - - const me = matrix.elements, - te = this.elements, - - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], - n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], - n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], - - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, - - det = n11 * t11 + n21 * t12 + n31 * t13; - - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - - const detInv = 1 / det; - - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; - - te[ 3 ] = t12 * detInv; - te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; - te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; - - te[ 6 ] = t13 * detInv; - te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; - te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - - return this; - - } - - transpose() { - - let tmp; - const m = this.elements; - - tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; - tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; - tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; - - return this; - - } - - getNormalMatrix( matrix4 ) { - - return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); - - } - - transposeIntoArray( r ) { - - const m = this.elements; - - r[ 0 ] = m[ 0 ]; - r[ 1 ] = m[ 3 ]; - r[ 2 ] = m[ 6 ]; - r[ 3 ] = m[ 1 ]; - r[ 4 ] = m[ 4 ]; - r[ 5 ] = m[ 7 ]; - r[ 6 ] = m[ 2 ]; - r[ 7 ] = m[ 5 ]; - r[ 8 ] = m[ 8 ]; - - return this; - - } - - setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { - - const c = Math.cos( rotation ); - const s = Math.sin( rotation ); - - this.set( - sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, - - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, - 0, 0, 1 - ); - - } - - scale( sx, sy ) { - - const te = this.elements; - - te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; - te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; - - return this; - - } - - rotate( theta ) { - - const c = Math.cos( theta ); - const s = Math.sin( theta ); - - const te = this.elements; - - const a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; - const a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; - - te[ 0 ] = c * a11 + s * a21; - te[ 3 ] = c * a12 + s * a22; - te[ 6 ] = c * a13 + s * a23; - - te[ 1 ] = - s * a11 + c * a21; - te[ 4 ] = - s * a12 + c * a22; - te[ 7 ] = - s * a13 + c * a23; - - return this; - - } - - translate( tx, ty ) { - - const te = this.elements; - - te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; - te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ]; - - return this; - - } - - equals( matrix ) { - - const te = this.elements; - const me = matrix.elements; - - for ( let i = 0; i < 9; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - } - - fromArray( array, offset ) { - - if ( offset === undefined ) offset = 0; - - for ( let i = 0; i < 9; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - const te = this.elements; - - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - - array[ offset + 3 ] = te[ 3 ]; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - array[ offset + 8 ] = te[ 8 ]; - - return array; - - } - -} - -let _canvas; - -const ImageUtils = { - - getDataURL: function ( image ) { - - if ( /^data:/i.test( image.src ) ) { - - return image.src; - - } - - if ( typeof HTMLCanvasElement == 'undefined' ) { - - return image.src; - - } - - let canvas; - - if ( image instanceof HTMLCanvasElement ) { - - canvas = image; - - } else { - - if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - - _canvas.width = image.width; - _canvas.height = image.height; - - const context = _canvas.getContext( '2d' ); - - if ( image instanceof ImageData ) { - - context.putImageData( image, 0, 0 ); - - } else { - - context.drawImage( image, 0, 0, image.width, image.height ); - - } - - canvas = _canvas; - - } - - if ( canvas.width > 2048 || canvas.height > 2048 ) { - - return canvas.toDataURL( 'image/jpeg', 0.6 ); - - } else { - - return canvas.toDataURL( 'image/png' ); - - } - - } - -}; - -let textureId = 0; - -function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - - Object.defineProperty( this, 'id', { value: textureId ++ } ); - - this.uuid = MathUtils.generateUUID(); - - this.name = ''; - - this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; - this.mipmaps = []; - - this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; - - this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; - - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter; - - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; - - this.format = format !== undefined ? format : RGBAFormat; - this.internalFormat = null; - this.type = type !== undefined ? type : UnsignedByteType; - - this.offset = new Vector2( 0, 0 ); - this.repeat = new Vector2( 1, 1 ); - this.center = new Vector2( 0, 0 ); - this.rotation = 0; - - this.matrixAutoUpdate = true; - this.matrix = new Matrix3(); - - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - - // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. - // - // Also changing the encoding after already used by a Material will not automatically make the Material - // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - this.encoding = encoding !== undefined ? encoding : LinearEncoding; - - this.version = 0; - this.onUpdate = null; - -} - -Texture.DEFAULT_IMAGE = undefined; -Texture.DEFAULT_MAPPING = UVMapping; - -Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - - constructor: Texture, - - isTexture: true, - - updateMatrix: function () { - - this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.name = source.name; - - this.image = source.image; - this.mipmaps = source.mipmaps.slice( 0 ); - - this.mapping = source.mapping; - - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; - - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; - - this.anisotropy = source.anisotropy; - - this.format = source.format; - this.internalFormat = source.internalFormat; - this.type = source.type; - - this.offset.copy( source.offset ); - this.repeat.copy( source.repeat ); - this.center.copy( source.center ); - this.rotation = source.rotation; - - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrix.copy( source.matrix ); - - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.encoding = source.encoding; - - return this; - - }, - - toJSON: function ( meta ) { - - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { - - return meta.textures[ this.uuid ]; - - } - - const output = { - - metadata: { - version: 4.5, - type: 'Texture', - generator: 'Texture.toJSON' - }, - - uuid: this.uuid, - name: this.name, - - mapping: this.mapping, - - repeat: [ this.repeat.x, this.repeat.y ], - offset: [ this.offset.x, this.offset.y ], - center: [ this.center.x, this.center.y ], - rotation: this.rotation, - - wrap: [ this.wrapS, this.wrapT ], - - format: this.format, - type: this.type, - encoding: this.encoding, - - minFilter: this.minFilter, - magFilter: this.magFilter, - anisotropy: this.anisotropy, - - flipY: this.flipY, - - premultiplyAlpha: this.premultiplyAlpha, - unpackAlignment: this.unpackAlignment - - }; - - if ( this.image !== undefined ) { - - // TODO: Move to THREE.Image - - const image = this.image; - - if ( image.uuid === undefined ) { - - image.uuid = MathUtils.generateUUID(); // UGH - - } - - if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { - - let url; - - if ( Array.isArray( image ) ) { - - // process array of images e.g. CubeTexture - - url = []; - - for ( let i = 0, l = image.length; i < l; i ++ ) { - - url.push( ImageUtils.getDataURL( image[ i ] ) ); - - } - - } else { - - // process single image - - url = ImageUtils.getDataURL( image ); - - } - - meta.images[ image.uuid ] = { - uuid: image.uuid, - url: url - }; - - } - - output.image = image.uuid; - - } - - if ( ! isRootObject ) { - - meta.textures[ this.uuid ] = output; - - } - - return output; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - }, - - transformUv: function ( uv ) { - - if ( this.mapping !== UVMapping ) return uv; - - uv.applyMatrix3( this.matrix ); - - if ( uv.x < 0 || uv.x > 1 ) { - - switch ( this.wrapS ) { - - case RepeatWrapping: - - uv.x = uv.x - Math.floor( uv.x ); - break; - - case ClampToEdgeWrapping: - - uv.x = uv.x < 0 ? 0 : 1; - break; - - case MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { - - uv.x = Math.ceil( uv.x ) - uv.x; - - } else { - - uv.x = uv.x - Math.floor( uv.x ); - - } - - break; - - } - - } - - if ( uv.y < 0 || uv.y > 1 ) { - - switch ( this.wrapT ) { - - case RepeatWrapping: - - uv.y = uv.y - Math.floor( uv.y ); - break; - - case ClampToEdgeWrapping: - - uv.y = uv.y < 0 ? 0 : 1; - break; - - case MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { - - uv.y = Math.ceil( uv.y ) - uv.y; - - } else { - - uv.y = uv.y - Math.floor( uv.y ); - - } - - break; - - } - - } - - if ( this.flipY ) { - - uv.y = 1 - uv.y; - - } - - return uv; - - } - -} ); - -Object.defineProperty( Texture.prototype, "needsUpdate", { - - set: function ( value ) { - - if ( value === true ) this.version ++; - - } - -} ); - -class Vector4 { - - constructor( x = 0, y = 0, z = 0, w = 1 ) { - - Object.defineProperty( this, 'isVector4', { value: true } ); - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - } - - get width() { - - return this.z; - - } - - set width( value ) { - - this.z = value; - - } - - get height() { - - return this.w; - - } - - set height( value ) { - - this.w = value; - - } - - set( x, y, z, w ) { - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setZ( z ) { - - this.z = z; - - return this; - - } - - setW( w ) { - - this.w = w; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - case 3: this.w = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - case 3: return this.w; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y, this.z, this.w ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = ( v.w !== undefined ) ? v.w : 1; - - return this; - - } - - add( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); - - } - - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - this.z += s; - this.w += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; - - return this; - - } - - sub( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); - - } - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; - - return this; - - } - - applyMatrix4( m ) { - - const x = this.x, y = this.y, z = this.z, w = this.w; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; - this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - setAxisAngleFromQuaternion( q ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - - // q is assumed to be normalized - - this.w = 2 * Math.acos( q.w ); - - const s = Math.sqrt( 1 - q.w * q.w ); - - if ( s < 0.0001 ) { - - this.x = 1; - this.y = 0; - this.z = 0; - - } else { - - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; - - } - - return this; - - } - - setAxisAngleFromRotationMatrix( m ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - let angle, x, y, z; // variables for result - const epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - - te = m.elements, - - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - - if ( ( Math.abs( m12 - m21 ) < epsilon ) && - ( Math.abs( m13 - m31 ) < epsilon ) && - ( Math.abs( m23 - m32 ) < epsilon ) ) { - - // singularity found - // first check for identity matrix which must have +1 for all terms - // in leading diagonal and zero in other terms - - if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && - ( Math.abs( m13 + m31 ) < epsilon2 ) && - ( Math.abs( m23 + m32 ) < epsilon2 ) && - ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { - - // this singularity is identity matrix so angle = 0 - - this.set( 1, 0, 0, 0 ); - - return this; // zero angle, arbitrary axis - - } - - // otherwise this singularity is angle = 180 - - angle = Math.PI; - - const xx = ( m11 + 1 ) / 2; - const yy = ( m22 + 1 ) / 2; - const zz = ( m33 + 1 ) / 2; - const xy = ( m12 + m21 ) / 4; - const xz = ( m13 + m31 ) / 4; - const yz = ( m23 + m32 ) / 4; - - if ( ( xx > yy ) && ( xx > zz ) ) { - - // m11 is the largest diagonal term - - if ( xx < epsilon ) { - - x = 0; - y = 0.707106781; - z = 0.707106781; - - } else { - - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; - - } - - } else if ( yy > zz ) { - - // m22 is the largest diagonal term - - if ( yy < epsilon ) { - - x = 0.707106781; - y = 0; - z = 0.707106781; - - } else { - - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; - - } - - } else { - - // m33 is the largest diagonal term so base result on this - - if ( zz < epsilon ) { - - x = 0.707106781; - y = 0.707106781; - z = 0; - - } else { - - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; - - } - - } - - this.set( x, y, z, angle ); - - return this; // return 180 deg rotation - - } - - // as we have reached here there are no singularities so we can handle normally - - let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + - ( m13 - m31 ) * ( m13 - m31 ) + - ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize - - if ( Math.abs( s ) < 0.001 ) s = 1; - - // prevent divide by zero, should not happen if matrix is orthogonal and should be - // caught by singularity test above, but I've left it in just in case - - this.x = ( m32 - m23 ) / s; - this.y = ( m13 - m31 ) / s; - this.z = ( m21 - m12 ) / s; - this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); - - return this; - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - this.w = Math.min( this.w, v.w ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - this.w = Math.max( this.w, v.w ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - this.w = Math.max( min.w, Math.min( max.w, this.w ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); - this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - this.w = Math.floor( this.w ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - this.w = Math.ceil( this.w ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - this.w = Math.round( this.w ); - - return this; - - } - - roundToZero() { - - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); - this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - - } - - lengthSq() { - - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - this.w += ( v.w - this.w ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - this.z = v1.z + ( v2.z - v1.z ) * alpha; - this.w = v1.w + ( v2.w - v1.w ) * alpha; - - return this; - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - - } - - fromArray( array, offset ) { - - if ( offset === undefined ) offset = 0; - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - this.w = array[ offset + 3 ]; - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - array[ offset + 3 ] = this.w; - - return array; - - } - - fromBufferAttribute( attribute, index, offset ) { - - if ( offset !== undefined ) { - - console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); - - } - - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); - this.w = attribute.getW( index ); - - return this; - - } - - random() { - - this.x = Math.random(); - this.y = Math.random(); - this.z = Math.random(); - this.w = Math.random(); - - return this; - - } - -} - -/* - In options, we can specify: - * Texture parameters for an auto-generated target texture - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers -*/ -function WebGLRenderTarget( width, height, options ) { - - this.width = width; - this.height = height; - - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; - - this.viewport = new Vector4( 0, 0, width, height ); - - options = options || {}; - - this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - - this.texture.image = {}; - this.texture.image.width = width; - this.texture.image.height = height; - - this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; - this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; - - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false; - this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; - -} - -WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - - constructor: WebGLRenderTarget, - - isWebGLRenderTarget: true, - - setSize: function ( width, height ) { - - if ( this.width !== width || this.height !== height ) { - - this.width = width; - this.height = height; - - this.texture.image.width = width; - this.texture.image.height = height; - - this.dispose(); - - } - - this.viewport.set( 0, 0, width, height ); - this.scissor.set( 0, 0, width, height ); - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.width = source.width; - this.height = source.height; - - this.viewport.copy( source.viewport ); - - this.texture = source.texture.clone(); - - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - this.depthTexture = source.depthTexture; - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} ); - -function WebGLMultisampleRenderTarget( width, height, options ) { - - WebGLRenderTarget.call( this, width, height, options ); - - this.samples = 4; - -} - -WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), { - - constructor: WebGLMultisampleRenderTarget, - - isWebGLMultisampleRenderTarget: true, - - copy: function ( source ) { - - WebGLRenderTarget.prototype.copy.call( this, source ); - - this.samples = source.samples; - - return this; - - } - -} ); - -class Quaternion { - - constructor( x = 0, y = 0, z = 0, w = 1 ) { - - Object.defineProperty( this, 'isQuaternion', { value: true } ); - - this._x = x; - this._y = y; - this._z = z; - this._w = w; - - } - - static slerp( qa, qb, qm, t ) { - - return qm.copy( qa ).slerp( qb, t ); - - } - - static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { - - // fuzz-free, array-based Quaternion SLERP operation - - let x0 = src0[ srcOffset0 + 0 ], - y0 = src0[ srcOffset0 + 1 ], - z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ]; - - const x1 = src1[ srcOffset1 + 0 ], - y1 = src1[ srcOffset1 + 1 ], - z1 = src1[ srcOffset1 + 2 ], - w1 = src1[ srcOffset1 + 3 ]; - - if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { - - let s = 1 - t; - const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, - dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; - - // Skip the Slerp for tiny steps to avoid numeric problems: - if ( sqrSin > Number.EPSILON ) { - - const sin = Math.sqrt( sqrSin ), - len = Math.atan2( sin, cos * dir ); - - s = Math.sin( s * len ) / sin; - t = Math.sin( t * len ) / sin; - - } - - const tDir = t * dir; - - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; - - // Normalize in case we just did a lerp: - if ( s === 1 - t ) { - - const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); - - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; - - } - - } - - dst[ dstOffset ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; - - } - - static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { - - const x0 = src0[ srcOffset0 ]; - const y0 = src0[ srcOffset0 + 1 ]; - const z0 = src0[ srcOffset0 + 2 ]; - const w0 = src0[ srcOffset0 + 3 ]; - - const x1 = src1[ srcOffset1 ]; - const y1 = src1[ srcOffset1 + 1 ]; - const z1 = src1[ srcOffset1 + 2 ]; - const w1 = src1[ srcOffset1 + 3 ]; - - dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; - dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; - dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; - dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; - - return dst; - - } - - get x() { - - return this._x; - - } - - set x( value ) { - - this._x = value; - this._onChangeCallback(); - - } - - get y() { - - return this._y; - - } - - set y( value ) { - - this._y = value; - this._onChangeCallback(); - - } - - get z() { - - return this._z; - - } - - set z( value ) { - - this._z = value; - this._onChangeCallback(); - - } - - get w() { - - return this._w; - - } - - set w( value ) { - - this._w = value; - this._onChangeCallback(); - - } - - set( x, y, z, w ) { - - this._x = x; - this._y = y; - this._z = z; - this._w = w; - - this._onChangeCallback(); - - return this; - - } - - clone() { - - return new this.constructor( this._x, this._y, this._z, this._w ); - - } - - copy( quaternion ) { - - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; - - this._onChangeCallback(); - - return this; - - } - - setFromEuler( euler, update ) { - - if ( ! ( euler && euler.isEuler ) ) { - - throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); - - } - - const x = euler._x, y = euler._y, z = euler._z, order = euler._order; - - // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ - // content/SpinCalc.m - - const cos = Math.cos; - const sin = Math.sin; - - const c1 = cos( x / 2 ); - const c2 = cos( y / 2 ); - const c3 = cos( z / 2 ); - - const s1 = sin( x / 2 ); - const s2 = sin( y / 2 ); - const s3 = sin( z / 2 ); - - switch ( order ) { - - case 'XYZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'YXZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - case 'ZXY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'ZYX': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - case 'YZX': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'XZY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - default: - console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); - - } - - if ( update !== false ) this._onChangeCallback(); - - return this; - - } - - setFromAxisAngle( axis, angle ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - - // assumes axis is normalized - - const halfAngle = angle / 2, s = Math.sin( halfAngle ); - - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; - this._w = Math.cos( halfAngle ); - - this._onChangeCallback(); - - return this; - - } - - setFromRotationMatrix( m ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements, - - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], - - trace = m11 + m22 + m33; - - if ( trace > 0 ) { - - const s = 0.5 / Math.sqrt( trace + 1.0 ); - - this._w = 0.25 / s; - this._x = ( m32 - m23 ) * s; - this._y = ( m13 - m31 ) * s; - this._z = ( m21 - m12 ) * s; - - } else if ( m11 > m22 && m11 > m33 ) { - - const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); - - this._w = ( m32 - m23 ) / s; - this._x = 0.25 * s; - this._y = ( m12 + m21 ) / s; - this._z = ( m13 + m31 ) / s; - - } else if ( m22 > m33 ) { - - const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); - - this._w = ( m13 - m31 ) / s; - this._x = ( m12 + m21 ) / s; - this._y = 0.25 * s; - this._z = ( m23 + m32 ) / s; - - } else { - - const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); - - this._w = ( m21 - m12 ) / s; - this._x = ( m13 + m31 ) / s; - this._y = ( m23 + m32 ) / s; - this._z = 0.25 * s; - - } - - this._onChangeCallback(); - - return this; - - } - - setFromUnitVectors( vFrom, vTo ) { - - // assumes direction vectors vFrom and vTo are normalized - - const EPS = 0.000001; - - let r = vFrom.dot( vTo ) + 1; - - if ( r < EPS ) { - - r = 0; - - if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { - - this._x = - vFrom.y; - this._y = vFrom.x; - this._z = 0; - this._w = r; - - } else { - - this._x = 0; - this._y = - vFrom.z; - this._z = vFrom.y; - this._w = r; - - } - - } else { - - // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 - - this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; - this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; - this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; - this._w = r; - - } - - return this.normalize(); - - } - - angleTo( q ) { - - return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) ); - - } - - rotateTowards( q, step ) { - - const angle = this.angleTo( q ); - - if ( angle === 0 ) return this; - - const t = Math.min( 1, step / angle ); - - this.slerp( q, t ); - - return this; - - } - - identity() { - - return this.set( 0, 0, 0, 1 ); - - } - - inverse() { - - // quaternion is assumed to have unit length - - return this.conjugate(); - - } - - conjugate() { - - this._x *= - 1; - this._y *= - 1; - this._z *= - 1; - - this._onChangeCallback(); - - return this; - - } - - dot( v ) { - - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; - - } - - lengthSq() { - - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; - - } - - length() { - - return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); - - } - - normalize() { - - let l = this.length(); - - if ( l === 0 ) { - - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; - - } else { - - l = 1 / l; - - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; - - } - - this._onChangeCallback(); - - return this; - - } - - multiply( q, p ) { - - if ( p !== undefined ) { - - console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); - return this.multiplyQuaternions( q, p ); - - } - - return this.multiplyQuaternions( this, q ); - - } - - premultiply( q ) { - - return this.multiplyQuaternions( q, this ); - - } - - multiplyQuaternions( a, b ) { - - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - - const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; - const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; - - this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; - - this._onChangeCallback(); - - return this; - - } - - slerp( qb, t ) { - - if ( t === 0 ) return this; - if ( t === 1 ) return this.copy( qb ); - - const x = this._x, y = this._y, z = this._z, w = this._w; - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; - - if ( cosHalfTheta < 0 ) { - - this._w = - qb._w; - this._x = - qb._x; - this._y = - qb._y; - this._z = - qb._z; - - cosHalfTheta = - cosHalfTheta; - - } else { - - this.copy( qb ); - - } - - if ( cosHalfTheta >= 1.0 ) { - - this._w = w; - this._x = x; - this._y = y; - this._z = z; - - return this; - - } - - const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; - - if ( sqrSinHalfTheta <= Number.EPSILON ) { - - const s = 1 - t; - this._w = s * w + t * this._w; - this._x = s * x + t * this._x; - this._y = s * y + t * this._y; - this._z = s * z + t * this._z; - - this.normalize(); - this._onChangeCallback(); - - return this; - - } - - const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); - const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); - const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, - ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; - - this._w = ( w * ratioA + this._w * ratioB ); - this._x = ( x * ratioA + this._x * ratioB ); - this._y = ( y * ratioA + this._y * ratioB ); - this._z = ( z * ratioA + this._z * ratioB ); - - this._onChangeCallback(); - - return this; - - } - - equals( quaternion ) { - - return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); - - } - - fromArray( array, offset ) { - - if ( offset === undefined ) offset = 0; - - this._x = array[ offset ]; - this._y = array[ offset + 1 ]; - this._z = array[ offset + 2 ]; - this._w = array[ offset + 3 ]; - - this._onChangeCallback(); - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._w; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - this._x = attribute.getX( index ); - this._y = attribute.getY( index ); - this._z = attribute.getZ( index ); - this._w = attribute.getW( index ); - - return this; - - } - - _onChange( callback ) { - - this._onChangeCallback = callback; - - return this; - - } - - _onChangeCallback() {} - -} - -class Vector3 { - - constructor( x = 0, y = 0, z = 0 ) { - - Object.defineProperty( this, 'isVector3', { value: true } ); - - this.x = x; - this.y = y; - this.z = z; - - } - - set( x, y, z ) { - - if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) - - this.x = x; - this.y = y; - this.z = z; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setZ( z ) { - - this.z = z; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y, this.z ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - - return this; - - } - - add( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); - - } - - this.x += v.x; - this.y += v.y; - this.z += v.z; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - this.z += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - - return this; - - } - - sub( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); - - } - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - - return this; - - } - - multiply( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); - return this.multiplyVectors( v, w ); - - } - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - - return this; - - } - - multiplyVectors( a, b ) { - - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; - - return this; - - } - - applyEuler( euler ) { - - if ( ! ( euler && euler.isEuler ) ) { - - console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); - - } - - return this.applyQuaternion( _quaternion.setFromEuler( euler ) ); - - } - - applyAxisAngle( axis, angle ) { - - return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) ); - - } - - applyMatrix3( m ) { - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; - this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; - - return this; - - } - - applyNormalMatrix( m ) { - - return this.applyMatrix3( m ).normalize(); - - } - - applyMatrix4( m ) { - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); - - this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; - this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; - this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; - - return this; - - } - - applyQuaternion( q ) { - - const x = this.x, y = this.y, z = this.z; - const qx = q.x, qy = q.y, qz = q.z, qw = q.w; - - // calculate quat * vector - - const ix = qw * x + qy * z - qz * y; - const iy = qw * y + qz * x - qx * z; - const iz = qw * z + qx * y - qy * x; - const iw = - qx * x - qy * y - qz * z; - - // calculate result * inverse quat - - this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; - this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; - this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; - - return this; - - } - - project( camera ) { - - return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); - - } - - unproject( camera ) { - - return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); - - } - - transformDirection( m ) { - - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; - - return this.normalize(); - - } - - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - - return this; - - } - - roundToZero() { - - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z; - - } - - // TODO lengthSquared? - - lengthSq() { - - return this.x * this.x + this.y * this.y + this.z * this.z; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - this.z = v1.z + ( v2.z - v1.z ) * alpha; - - return this; - - } - - cross( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); - return this.crossVectors( v, w ); - - } - - return this.crossVectors( this, v ); - - } - - crossVectors( a, b ) { - - const ax = a.x, ay = a.y, az = a.z; - const bx = b.x, by = b.y, bz = b.z; - - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; - - return this; - - } - - projectOnVector( v ) { - - const denominator = v.lengthSq(); - - if ( denominator === 0 ) return this.set( 0, 0, 0 ); - - const scalar = v.dot( this ) / denominator; - - return this.copy( v ).multiplyScalar( scalar ); - - } - - projectOnPlane( planeNormal ) { - - _vector.copy( this ).projectOnVector( planeNormal ); - - return this.sub( _vector ); - - } - - reflect( normal ) { - - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length - - return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); - - } - - angleTo( v ) { - - const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); - - if ( denominator === 0 ) return Math.PI / 2; - - const theta = this.dot( v ) / denominator; - - // clamp, to handle numerical problems - - return Math.acos( MathUtils.clamp( theta, - 1, 1 ) ); - - } - - distanceTo( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - } - - distanceToSquared( v ) { - - const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; - - return dx * dx + dy * dy + dz * dz; - - } - - manhattanDistanceTo( v ) { - - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); - - } - - setFromSpherical( s ) { - - return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); - - } - - setFromSphericalCoords( radius, phi, theta ) { - - const sinPhiRadius = Math.sin( phi ) * radius; - - this.x = sinPhiRadius * Math.sin( theta ); - this.y = Math.cos( phi ) * radius; - this.z = sinPhiRadius * Math.cos( theta ); - - return this; - - } - - setFromCylindrical( c ) { - - return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); - - } - - setFromCylindricalCoords( radius, theta, y ) { - - this.x = radius * Math.sin( theta ); - this.y = y; - this.z = radius * Math.cos( theta ); - - return this; - - } - - setFromMatrixPosition( m ) { - - const e = m.elements; - - this.x = e[ 12 ]; - this.y = e[ 13 ]; - this.z = e[ 14 ]; - - return this; - - } - - setFromMatrixScale( m ) { - - const sx = this.setFromMatrixColumn( m, 0 ).length(); - const sy = this.setFromMatrixColumn( m, 1 ).length(); - const sz = this.setFromMatrixColumn( m, 2 ).length(); - - this.x = sx; - this.y = sy; - this.z = sz; - - return this; - - } - - setFromMatrixColumn( m, index ) { - - return this.fromArray( m.elements, index * 4 ); - - } - - setFromMatrix3Column( m, index ) { - - return this.fromArray( m.elements, index * 3 ); - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - - } - - fromArray( array, offset ) { - - if ( offset === undefined ) offset = 0; - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - - return array; - - } - - fromBufferAttribute( attribute, index, offset ) { - - if ( offset !== undefined ) { - - console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); - - } - - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); - - return this; - - } - - random() { - - this.x = Math.random(); - this.y = Math.random(); - this.z = Math.random(); - - return this; - - } - -} - -const _vector = new Vector3(); -const _quaternion = new Quaternion(); - -class Box3 { - - constructor( min, max ) { - - Object.defineProperty( this, 'isBox3', { value: true } ); - - this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); - - } - - set( min, max ) { - - this.min.copy( min ); - this.max.copy( max ); - - return this; - - } - - setFromArray( array ) { - - let minX = + Infinity; - let minY = + Infinity; - let minZ = + Infinity; - - let maxX = - Infinity; - let maxY = - Infinity; - let maxZ = - Infinity; - - for ( let i = 0, l = array.length; i < l; i += 3 ) { - - const x = array[ i ]; - const y = array[ i + 1 ]; - const z = array[ i + 2 ]; - - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( z < minZ ) minZ = z; - - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - if ( z > maxZ ) maxZ = z; - - } - - this.min.set( minX, minY, minZ ); - this.max.set( maxX, maxY, maxZ ); - - return this; - - } - - setFromBufferAttribute( attribute ) { - - let minX = + Infinity; - let minY = + Infinity; - let minZ = + Infinity; - - let maxX = - Infinity; - let maxY = - Infinity; - let maxZ = - Infinity; - - for ( let i = 0, l = attribute.count; i < l; i ++ ) { - - const x = attribute.getX( i ); - const y = attribute.getY( i ); - const z = attribute.getZ( i ); - - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( z < minZ ) minZ = z; - - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - if ( z > maxZ ) maxZ = z; - - } - - this.min.set( minX, minY, minZ ); - this.max.set( maxX, maxY, maxZ ); - - return this; - - } - - setFromPoints( points ) { - - this.makeEmpty(); - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - } - - setFromCenterAndSize( center, size ) { - - const halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 ); - - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); - - return this; - - } - - setFromObject( object ) { - - this.makeEmpty(); - - return this.expandByObject( object ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( box ) { - - this.min.copy( box.min ); - this.max.copy( box.max ); - - return this; - - } - - makeEmpty() { - - this.min.x = this.min.y = this.min.z = + Infinity; - this.max.x = this.max.y = this.max.z = - Infinity; - - return this; - - } - - isEmpty() { - - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); - - } - - getCenter( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box3: .getCenter() target is now required' ); - target = new Vector3(); - - } - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - - } - - getSize( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box3: .getSize() target is now required' ); - target = new Vector3(); - - } - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); - - } - - expandByPoint( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - } - - expandByVector( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - } - - expandByScalar( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - } - - expandByObject( object ) { - - // Computes the world-axis-aligned bounding box of an object (including its children), - // accounting for both the object's, and children's, world transforms - - object.updateWorldMatrix( false, false ); - - const geometry = object.geometry; - - if ( geometry !== undefined ) { - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - _box.copy( geometry.boundingBox ); - _box.applyMatrix4( object.matrixWorld ); - - this.union( _box ); - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - this.expandByObject( children[ i ] ); - - } - - return this; - - } - - containsPoint( point ) { - - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y || - point.z < this.min.z || point.z > this.max.z ? false : true; - - } - - containsBox( box ) { - - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y && - this.min.z <= box.min.z && box.max.z <= this.max.z; - - } - - getParameter( point, target ) { - - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - - if ( target === undefined ) { - - console.warn( 'THREE.Box3: .getParameter() target is now required' ); - target = new Vector3(); - - } - - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ), - ( point.z - this.min.z ) / ( this.max.z - this.min.z ) - ); - - } - - intersectsBox( box ) { - - // using 6 splitting planes to rule out intersections. - return box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y || - box.max.z < this.min.z || box.min.z > this.max.z ? false : true; - - } - - intersectsSphere( sphere ) { - - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, _vector$1 ); - - // If that point is inside the sphere, the AABB and sphere intersect. - return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); - - } - - intersectsPlane( plane ) { - - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. - - let min, max; - - if ( plane.normal.x > 0 ) { - - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; - - } else { - - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; - - } - - if ( plane.normal.y > 0 ) { - - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; - - } else { - - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; - - } - - if ( plane.normal.z > 0 ) { - - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; - - } else { - - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; - - } - - return ( min <= - plane.constant && max >= - plane.constant ); - - } - - intersectsTriangle( triangle ) { - - if ( this.isEmpty() ) { - - return false; - - } - - // compute box center and extents - this.getCenter( _center ); - _extents.subVectors( this.max, _center ); - - // translate triangle to aabb origin - _v0.subVectors( triangle.a, _center ); - _v1.subVectors( triangle.b, _center ); - _v2.subVectors( triangle.c, _center ); - - // compute edge vectors for triangle - _f0.subVectors( _v1, _v0 ); - _f1.subVectors( _v2, _v1 ); - _f2.subVectors( _v0, _v2 ); - - // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb - // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation - // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) - let axes = [ - 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, - _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, - - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 - ]; - if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) { - - return false; - - } - - // test 3 face normals from the aabb - axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; - if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) { - - return false; - - } - - // finally testing the face normal of the triangle - // use already existing triangle edge vectors here - _triangleNormal.crossVectors( _f0, _f1 ); - axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; - - return satForAxes( axes, _v0, _v1, _v2, _extents ); - - } - - clampPoint( point, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box3: .clampPoint() target is now required' ); - target = new Vector3(); - - } - - return target.copy( point ).clamp( this.min, this.max ); - - } - - distanceToPoint( point ) { - - const clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max ); - - return clampedPoint.sub( point ).length(); - - } - - getBoundingSphere( target ) { - - if ( target === undefined ) { - - console.error( 'THREE.Box3: .getBoundingSphere() target is now required' ); - //target = new Sphere(); // removed to avoid cyclic dependency - - } - - this.getCenter( target.center ); - - target.radius = this.getSize( _vector$1 ).length() * 0.5; - - return target; - - } - - intersect( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. - if ( this.isEmpty() ) this.makeEmpty(); - - return this; - - } - - union( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - } - - applyMatrix4( matrix ) { - - // transform of empty box is an empty box. - if ( this.isEmpty() ) return this; - - // NOTE: I am using a binary pattern to specify all 2^3 combinations below - _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 - _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 - _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 - _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 - _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 - _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 - _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 - _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 - - this.setFromPoints( _points ); - - return this; - - } - - translate( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - } - - equals( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - -} - -function satForAxes( axes, v0, v1, v2, extents ) { - - for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { - - _testAxis.fromArray( axes, i ); - // project the aabb onto the seperating axis - const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); - // project all 3 vertices of the triangle onto the seperating axis - const p0 = v0.dot( _testAxis ); - const p1 = v1.dot( _testAxis ); - const p2 = v2.dot( _testAxis ); - // actual test, basically see if either of the most extreme of the triangle points intersects r - if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { - - // points of the projected triangle are outside the projected half-length of the aabb - // the axis is seperating and we can exit - return false; - - } - - } - - return true; - -} - -const _points = [ - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3() -]; - -const _vector$1 = new Vector3(); - -const _box = new Box3(); - -// triangle centered vertices - -const _v0 = new Vector3(); -const _v1 = new Vector3(); -const _v2 = new Vector3(); - -// triangle edge vectors - -const _f0 = new Vector3(); -const _f1 = new Vector3(); -const _f2 = new Vector3(); - -const _center = new Vector3(); -const _extents = new Vector3(); -const _triangleNormal = new Vector3(); -const _testAxis = new Vector3(); - -const _box$1 = new Box3(); - -class Sphere { - - constructor( center, radius ) { - - this.center = ( center !== undefined ) ? center : new Vector3(); - this.radius = ( radius !== undefined ) ? radius : - 1; - - } - - set( center, radius ) { - - this.center.copy( center ); - this.radius = radius; - - return this; - - } - - setFromPoints( points, optionalCenter ) { - - const center = this.center; - - if ( optionalCenter !== undefined ) { - - center.copy( optionalCenter ); - - } else { - - _box$1.setFromPoints( points ).getCenter( center ); - - } - - let maxRadiusSq = 0; - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - - } - - this.radius = Math.sqrt( maxRadiusSq ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( sphere ) { - - this.center.copy( sphere.center ); - this.radius = sphere.radius; - - return this; - - } - - isEmpty() { - - return ( this.radius < 0 ); - - } - - makeEmpty() { - - this.center.set( 0, 0, 0 ); - this.radius = - 1; - - return this; - - } - - containsPoint( point ) { - - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - - } - - distanceToPoint( point ) { - - return ( point.distanceTo( this.center ) - this.radius ); - - } - - intersectsSphere( sphere ) { - - const radiusSum = this.radius + sphere.radius; - - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - - } - - intersectsBox( box ) { - - return box.intersectsSphere( this ); - - } - - intersectsPlane( plane ) { - - return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; - - } - - clampPoint( point, target ) { - - const deltaLengthSq = this.center.distanceToSquared( point ); - - if ( target === undefined ) { - - console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); - target = new Vector3(); - - } - - target.copy( point ); - - if ( deltaLengthSq > ( this.radius * this.radius ) ) { - - target.sub( this.center ).normalize(); - target.multiplyScalar( this.radius ).add( this.center ); - - } - - return target; - - } - - getBoundingBox( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); - target = new Box3(); - - } - - if ( this.isEmpty() ) { - - // Empty sphere produces empty bounding box - target.makeEmpty(); - return target; - - } - - target.set( this.center, this.center ); - target.expandByScalar( this.radius ); - - return target; - - } - - applyMatrix4( matrix ) { - - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); - - return this; - - } - - translate( offset ) { - - this.center.add( offset ); - - return this; - - } - - equals( sphere ) { - - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); - - } - -} - -const _vector$2 = new Vector3(); -const _segCenter = new Vector3(); -const _segDir = new Vector3(); -const _diff = new Vector3(); - -const _edge1 = new Vector3(); -const _edge2 = new Vector3(); -const _normal = new Vector3(); - -class Ray { - - constructor( origin, direction ) { - - this.origin = ( origin !== undefined ) ? origin : new Vector3(); - this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 ); - - } - - set( origin, direction ) { - - this.origin.copy( origin ); - this.direction.copy( direction ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( ray ) { - - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); - - return this; - - } - - at( t, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Ray: .at() target is now required' ); - target = new Vector3(); - - } - - return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); - - } - - lookAt( v ) { - - this.direction.copy( v ).sub( this.origin ).normalize(); - - return this; - - } - - recast( t ) { - - this.origin.copy( this.at( t, _vector$2 ) ); - - return this; - - } - - closestPointToPoint( point, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); - target = new Vector3(); - - } - - target.subVectors( point, this.origin ); - - const directionDistance = target.dot( this.direction ); - - if ( directionDistance < 0 ) { - - return target.copy( this.origin ); - - } - - return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - - } - - distanceToPoint( point ) { - - return Math.sqrt( this.distanceSqToPoint( point ) ); - - } - - distanceSqToPoint( point ) { - - const directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction ); - - // point behind the ray - - if ( directionDistance < 0 ) { - - return this.origin.distanceToSquared( point ); - - } - - _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - - return _vector$2.distanceToSquared( point ); - - } - - distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { - - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h - // It returns the min distance between the ray and the segment - // defined by v0 and v1 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment - - _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - _segDir.copy( v1 ).sub( v0 ).normalize(); - _diff.copy( this.origin ).sub( _segCenter ); - - const segExtent = v0.distanceTo( v1 ) * 0.5; - const a01 = - this.direction.dot( _segDir ); - const b0 = _diff.dot( this.direction ); - const b1 = - _diff.dot( _segDir ); - const c = _diff.lengthSq(); - const det = Math.abs( 1 - a01 * a01 ); - let s0, s1, sqrDist, extDet; - - if ( det > 0 ) { - - // The ray and segment are not parallel. - - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; - - if ( s0 >= 0 ) { - - if ( s1 >= - extDet ) { - - if ( s1 <= extDet ) { - - // region 0 - // Minimum at interior points of ray and segment. - - const invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; - sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - - } else { - - // region 1 - - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } else { - - // region 5 - - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } else { - - if ( s1 <= - extDet ) { - - // region 4 - - s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } else if ( s1 <= extDet ) { - - // region 3 - - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; - - } else { - - // region 2 - - s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } - - } else { - - // Ray and segment are parallel. - - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - if ( optionalPointOnRay ) { - - optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); - - } - - if ( optionalPointOnSegment ) { - - optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter ); - - } - - return sqrDist; - - } - - intersectSphere( sphere, target ) { - - _vector$2.subVectors( sphere.center, this.origin ); - const tca = _vector$2.dot( this.direction ); - const d2 = _vector$2.dot( _vector$2 ) - tca * tca; - const radius2 = sphere.radius * sphere.radius; - - if ( d2 > radius2 ) return null; - - const thc = Math.sqrt( radius2 - d2 ); - - // t0 = first intersect point - entrance on front of sphere - const t0 = tca - thc; - - // t1 = second intersect point - exit point on back of sphere - const t1 = tca + thc; - - // test to see if both t0 and t1 are behind the ray - if so, return null - if ( t0 < 0 && t1 < 0 ) return null; - - // test to see if t0 is behind the ray: - // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, - // in order to always return an intersect point that is in front of the ray. - if ( t0 < 0 ) return this.at( t1, target ); - - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, target ); - - } - - intersectsSphere( sphere ) { - - return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); - - } - - distanceToPlane( plane ) { - - const denominator = plane.normal.dot( this.direction ); - - if ( denominator === 0 ) { - - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { - - return 0; - - } - - // Null is preferable to undefined since undefined means.... it is undefined - - return null; - - } - - const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - - // Return if the ray never intersects the plane - - return t >= 0 ? t : null; - - } - - intersectPlane( plane, target ) { - - const t = this.distanceToPlane( plane ); - - if ( t === null ) { - - return null; - - } - - return this.at( t, target ); - - } - - intersectsPlane( plane ) { - - // check if the ray lies on the plane first - - const distToPoint = plane.distanceToPoint( this.origin ); - - if ( distToPoint === 0 ) { - - return true; - - } - - const denominator = plane.normal.dot( this.direction ); - - if ( denominator * distToPoint < 0 ) { - - return true; - - } - - // ray origin is behind the plane (and is pointing behind it) - - return false; - - } - - intersectBox( box, target ) { - - let tmin, tmax, tymin, tymax, tzmin, tzmax; - - const invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; - - const origin = this.origin; - - if ( invdirx >= 0 ) { - - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; - - } else { - - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; - - } - - if ( invdiry >= 0 ) { - - tymin = ( box.min.y - origin.y ) * invdiry; - tymax = ( box.max.y - origin.y ) * invdiry; - - } else { - - tymin = ( box.max.y - origin.y ) * invdiry; - tymax = ( box.min.y - origin.y ) * invdiry; - - } - - if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; - - // These lines also handle the case where tmin or tmax is NaN - // (result of 0 * Infinity). x !== x returns true if x is NaN - - if ( tymin > tmin || tmin !== tmin ) tmin = tymin; - - if ( tymax < tmax || tmax !== tmax ) tmax = tymax; - - if ( invdirz >= 0 ) { - - tzmin = ( box.min.z - origin.z ) * invdirz; - tzmax = ( box.max.z - origin.z ) * invdirz; - - } else { - - tzmin = ( box.max.z - origin.z ) * invdirz; - tzmax = ( box.min.z - origin.z ) * invdirz; - - } - - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; - - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; - - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; - - //return point closest to the ray (positive side) - - if ( tmax < 0 ) return null; - - return this.at( tmin >= 0 ? tmin : tmax, target ); - - } - - intersectsBox( box ) { - - return this.intersectBox( box, _vector$2 ) !== null; - - } - - intersectTriangle( a, b, c, backfaceCulling, target ) { - - // Compute the offset origin, edges, and normal. - - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h - - _edge1.subVectors( b, a ); - _edge2.subVectors( c, a ); - _normal.crossVectors( _edge1, _edge2 ); - - // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, - // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by - // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) - // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) - // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) - let DdN = this.direction.dot( _normal ); - let sign; - - if ( DdN > 0 ) { - - if ( backfaceCulling ) return null; - sign = 1; - - } else if ( DdN < 0 ) { - - sign = - 1; - DdN = - DdN; - - } else { - - return null; - - } - - _diff.subVectors( this.origin, a ); - const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); - - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { - - return null; - - } - - const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); - - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { - - return null; - - } - - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { - - return null; - - } - - // Line intersects triangle, check if ray does. - const QdN = - sign * _diff.dot( _normal ); - - // t < 0, no intersection - if ( QdN < 0 ) { - - return null; - - } - - // Ray intersects triangle. - return this.at( QdN / DdN, target ); - - } - - applyMatrix4( matrix4 ) { - - this.origin.applyMatrix4( matrix4 ); - this.direction.transformDirection( matrix4 ); - - return this; - - } - - equals( ray ) { - - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - - } - -} - -class Matrix4 { - - constructor() { - - Object.defineProperty( this, 'isMatrix4', { value: true } ); - - this.elements = [ - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ]; - - if ( arguments.length > 0 ) { - - console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); - - } - - } - - set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - - const te = this.elements; - - te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; - te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; - te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; - te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; - - return this; - - } - - identity() { - - this.set( - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - clone() { - - return new Matrix4().fromArray( this.elements ); - - } - - copy( m ) { - - const te = this.elements; - const me = m.elements; - - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; - te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; - te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; - te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; - - return this; - - } - - copyPosition( m ) { - - const te = this.elements, me = m.elements; - - te[ 12 ] = me[ 12 ]; - te[ 13 ] = me[ 13 ]; - te[ 14 ] = me[ 14 ]; - - return this; - - } - - extractBasis( xAxis, yAxis, zAxis ) { - - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); - - return this; - - } - - makeBasis( xAxis, yAxis, zAxis ) { - - this.set( - xAxis.x, yAxis.x, zAxis.x, 0, - xAxis.y, yAxis.y, zAxis.y, 0, - xAxis.z, yAxis.z, zAxis.z, 0, - 0, 0, 0, 1 - ); - - return this; - - } - - extractRotation( m ) { - - // this method does not support reflection matrices - - const te = this.elements; - const me = m.elements; - - const scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length(); - const scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length(); - const scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length(); - - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; - te[ 3 ] = 0; - - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; - te[ 7 ] = 0; - - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; - te[ 11 ] = 0; - - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - } - - makeRotationFromEuler( euler ) { - - if ( ! ( euler && euler.isEuler ) ) { - - console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); - - } - - const te = this.elements; - - const x = euler.x, y = euler.y, z = euler.z; - const a = Math.cos( x ), b = Math.sin( x ); - const c = Math.cos( y ), d = Math.sin( y ); - const e = Math.cos( z ), f = Math.sin( z ); - - if ( euler.order === 'XYZ' ) { - - const ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = - c * f; - te[ 8 ] = d; - - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; - - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YXZ' ) { - - const ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; - - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; - - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZXY' ) { - - const ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; - - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; - - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZYX' ) { - - const ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; - - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; - - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YZX' ) { - - const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; - - te[ 1 ] = f; - te[ 5 ] = a * e; - te[ 9 ] = - b * e; - - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; - - } else if ( euler.order === 'XZY' ) { - - const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; - - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; - - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; - - } - - // bottom row - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; - - // last column - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - } - - makeRotationFromQuaternion( q ) { - - return this.compose( _zero, q, _one ); - - } - - lookAt( eye, target, up ) { - - const te = this.elements; - - _z.subVectors( eye, target ); - - if ( _z.lengthSq() === 0 ) { - - // eye and target are in the same position - - _z.z = 1; - - } - - _z.normalize(); - _x.crossVectors( up, _z ); - - if ( _x.lengthSq() === 0 ) { - - // up and z are parallel - - if ( Math.abs( up.z ) === 1 ) { - - _z.x += 0.0001; - - } else { - - _z.z += 0.0001; - - } - - _z.normalize(); - _x.crossVectors( up, _z ); - - } - - _x.normalize(); - _y.crossVectors( _z, _x ); - - te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; - te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; - te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; - - return this; - - } - - multiply( m, n ) { - - if ( n !== undefined ) { - - console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); - return this.multiplyMatrices( m, n ); - - } - - return this.multiplyMatrices( this, m ); - - } - - premultiply( m ) { - - return this.multiplyMatrices( m, this ); - - } - - multiplyMatrices( a, b ) { - - const ae = a.elements; - const be = b.elements; - const te = this.elements; - - const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; - const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; - const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; - const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; - - const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; - const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; - const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; - const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; - - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; - - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; - - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; - - te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; - - return this; - - } - - multiplyScalar( s ) { - - const te = this.elements; - - te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; - te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; - te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; - te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; - - return this; - - } - - determinant() { - - const te = this.elements; - - const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; - const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; - const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; - const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; - - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - - return ( - n41 * ( - + n14 * n23 * n32 - - n13 * n24 * n32 - - n14 * n22 * n33 - + n12 * n24 * n33 - + n13 * n22 * n34 - - n12 * n23 * n34 - ) + - n42 * ( - + n11 * n23 * n34 - - n11 * n24 * n33 - + n14 * n21 * n33 - - n13 * n21 * n34 - + n13 * n24 * n31 - - n14 * n23 * n31 - ) + - n43 * ( - + n11 * n24 * n32 - - n11 * n22 * n34 - - n14 * n21 * n32 - + n12 * n21 * n34 - + n14 * n22 * n31 - - n12 * n24 * n31 - ) + - n44 * ( - - n13 * n22 * n31 - - n11 * n23 * n32 - + n11 * n22 * n33 - + n13 * n21 * n32 - - n12 * n21 * n33 - + n12 * n23 * n31 - ) - - ); - - } - - transpose() { - - const te = this.elements; - let tmp; - - tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; - tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; - tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; - - tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; - tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; - tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; - - return this; - - } - - setPosition( x, y, z ) { - - const te = this.elements; - - if ( x.isVector3 ) { - - te[ 12 ] = x.x; - te[ 13 ] = x.y; - te[ 14 ] = x.z; - - } else { - - te[ 12 ] = x; - te[ 13 ] = y; - te[ 14 ] = z; - - } - - return this; - - } - - getInverse( m, throwOnDegenerate ) { - - if ( throwOnDegenerate !== undefined ) { - - console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." ); - - } - - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - const te = this.elements, - me = m.elements, - - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], - n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], - n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], - n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], - - t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; - - const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - - const detInv = 1 / det; - - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; - te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; - te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; - - te[ 4 ] = t12 * detInv; - te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; - te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; - te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; - - te[ 8 ] = t13 * detInv; - te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; - te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; - te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; - - te[ 12 ] = t14 * detInv; - te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; - te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; - te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; - - return this; - - } - - scale( v ) { - - const te = this.elements; - const x = v.x, y = v.y, z = v.z; - - te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; - te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; - te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; - te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; - - return this; - - } - - getMaxScaleOnAxis() { - - const te = this.elements; - - const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; - const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; - const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; - - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - - } - - makeTranslation( x, y, z ) { - - this.set( - - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationX( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationY( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationZ( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationAxis( axis, angle ) { - - // Based on http://www.gamedev.net/reference/articles/article1199.asp - - const c = Math.cos( angle ); - const s = Math.sin( angle ); - const t = 1 - c; - const x = axis.x, y = axis.y, z = axis.z; - const tx = t * x, ty = t * y; - - this.set( - - tx * x + c, tx * y - s * z, tx * z + s * y, 0, - tx * y + s * z, ty * y + c, ty * z - s * x, 0, - tx * z - s * y, ty * z + s * x, t * z * z + c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeScale( x, y, z ) { - - this.set( - - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeShear( x, y, z ) { - - this.set( - - 1, y, z, 0, - x, 1, z, 0, - x, y, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - compose( position, quaternion, scale ) { - - const te = this.elements; - - const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; - const x2 = x + x, y2 = y + y, z2 = z + z; - const xx = x * x2, xy = x * y2, xz = x * z2; - const yy = y * y2, yz = y * z2, zz = z * z2; - const wx = w * x2, wy = w * y2, wz = w * z2; - - const sx = scale.x, sy = scale.y, sz = scale.z; - - te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; - te[ 1 ] = ( xy + wz ) * sx; - te[ 2 ] = ( xz - wy ) * sx; - te[ 3 ] = 0; - - te[ 4 ] = ( xy - wz ) * sy; - te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; - te[ 6 ] = ( yz + wx ) * sy; - te[ 7 ] = 0; - - te[ 8 ] = ( xz + wy ) * sz; - te[ 9 ] = ( yz - wx ) * sz; - te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; - te[ 11 ] = 0; - - te[ 12 ] = position.x; - te[ 13 ] = position.y; - te[ 14 ] = position.z; - te[ 15 ] = 1; - - return this; - - } - - decompose( position, quaternion, scale ) { - - const te = this.elements; - - let sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - const sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - const sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - - // if determine is negative, we need to invert one scale - const det = this.determinant(); - if ( det < 0 ) sx = - sx; - - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; - - // scale the rotation part - _m1.copy( this ); - - const invSX = 1 / sx; - const invSY = 1 / sy; - const invSZ = 1 / sz; - - _m1.elements[ 0 ] *= invSX; - _m1.elements[ 1 ] *= invSX; - _m1.elements[ 2 ] *= invSX; - - _m1.elements[ 4 ] *= invSY; - _m1.elements[ 5 ] *= invSY; - _m1.elements[ 6 ] *= invSY; - - _m1.elements[ 8 ] *= invSZ; - _m1.elements[ 9 ] *= invSZ; - _m1.elements[ 10 ] *= invSZ; - - quaternion.setFromRotationMatrix( _m1 ); - - scale.x = sx; - scale.y = sy; - scale.z = sz; - - return this; - - } - - makePerspective( left, right, top, bottom, near, far ) { - - if ( far === undefined ) { - - console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); - - } - - const te = this.elements; - const x = 2 * near / ( right - left ); - const y = 2 * near / ( top - bottom ); - - const a = ( right + left ) / ( right - left ); - const b = ( top + bottom ) / ( top - bottom ); - const c = - ( far + near ) / ( far - near ); - const d = - 2 * far * near / ( far - near ); - - te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; - te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; - te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; - - return this; - - } - - makeOrthographic( left, right, top, bottom, near, far ) { - - const te = this.elements; - const w = 1.0 / ( right - left ); - const h = 1.0 / ( top - bottom ); - const p = 1.0 / ( far - near ); - - const x = ( right + left ) * w; - const y = ( top + bottom ) * h; - const z = ( far + near ) * p; - - te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; - te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; - te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; - - return this; - - } - - equals( matrix ) { - - const te = this.elements; - const me = matrix.elements; - - for ( let i = 0; i < 16; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - } - - fromArray( array, offset ) { - - if ( offset === undefined ) offset = 0; - - for ( let i = 0; i < 16; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - const te = this.elements; - - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; - - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; - - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; - - return array; - - } - -} - -const _v1$1 = new Vector3(); -const _m1 = new Matrix4(); -const _zero = new Vector3( 0, 0, 0 ); -const _one = new Vector3( 1, 1, 1 ); -const _x = new Vector3(); -const _y = new Vector3(); -const _z = new Vector3(); - -class Euler { - - constructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) { - - Object.defineProperty( this, 'isEuler', { value: true } ); - - this._x = x; - this._y = y; - this._z = z; - this._order = order; - - } - - get x() { - - return this._x; - - } - - set x( value ) { - - this._x = value; - this._onChangeCallback(); - - } - - get y() { - - return this._y; - - } - - set y( value ) { - - this._y = value; - this._onChangeCallback(); - - } - - get z() { - - return this._z; - - } - - set z( value ) { - - this._z = value; - this._onChangeCallback(); - - } - - get order() { - - return this._order; - - } - - set order( value ) { - - this._order = value; - this._onChangeCallback(); - - } - - set( x, y, z, order ) { - - this._x = x; - this._y = y; - this._z = z; - this._order = order || this._order; - - this._onChangeCallback(); - - return this; - - } - - clone() { - - return new this.constructor( this._x, this._y, this._z, this._order ); - - } - - copy( euler ) { - - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; - - this._onChangeCallback(); - - return this; - - } - - setFromRotationMatrix( m, order, update ) { - - const clamp = MathUtils.clamp; - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements; - const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; - const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; - const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - - order = order || this._order; - - switch ( order ) { - - case 'XYZ': - - this._y = Math.asin( clamp( m13, - 1, 1 ) ); - - if ( Math.abs( m13 ) < 0.9999999 ) { - - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); - - } else { - - this._x = Math.atan2( m32, m22 ); - this._z = 0; - - } - - break; - - case 'YXZ': - - this._x = Math.asin( - clamp( m23, - 1, 1 ) ); - - if ( Math.abs( m23 ) < 0.9999999 ) { - - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); - - } else { - - this._y = Math.atan2( - m31, m11 ); - this._z = 0; - - } - - break; - - case 'ZXY': - - this._x = Math.asin( clamp( m32, - 1, 1 ) ); - - if ( Math.abs( m32 ) < 0.9999999 ) { - - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); - - } else { - - this._y = 0; - this._z = Math.atan2( m21, m11 ); - - } - - break; - - case 'ZYX': - - this._y = Math.asin( - clamp( m31, - 1, 1 ) ); - - if ( Math.abs( m31 ) < 0.9999999 ) { - - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); - - } else { - - this._x = 0; - this._z = Math.atan2( - m12, m22 ); - - } - - break; - - case 'YZX': - - this._z = Math.asin( clamp( m21, - 1, 1 ) ); - - if ( Math.abs( m21 ) < 0.9999999 ) { - - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); - - } else { - - this._x = 0; - this._y = Math.atan2( m13, m33 ); - - } - - break; - - case 'XZY': - - this._z = Math.asin( - clamp( m12, - 1, 1 ) ); - - if ( Math.abs( m12 ) < 0.9999999 ) { - - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); - - } else { - - this._x = Math.atan2( - m23, m33 ); - this._y = 0; - - } - - break; - - default: - - console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); - - } - - this._order = order; - - if ( update !== false ) this._onChangeCallback(); - - return this; - - } - - setFromQuaternion( q, order, update ) { - - _matrix.makeRotationFromQuaternion( q ); - - return this.setFromRotationMatrix( _matrix, order, update ); - - } - - setFromVector3( v, order ) { - - return this.set( v.x, v.y, v.z, order || this._order ); - - } - - reorder( newOrder ) { - - // WARNING: this discards revolution information -bhouston - - _quaternion$1.setFromEuler( this ); - - return this.setFromQuaternion( _quaternion$1, newOrder ); - - } - - equals( euler ) { - - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - - } - - fromArray( array ) { - - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - - this._onChangeCallback(); - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; - - return array; - - } - - toVector3( optionalResult ) { - - if ( optionalResult ) { - - return optionalResult.set( this._x, this._y, this._z ); - - } else { - - return new Vector3( this._x, this._y, this._z ); - - } - - } - - _onChange( callback ) { - - this._onChangeCallback = callback; - - return this; - - } - - _onChangeCallback() {} - -} - -Euler.DefaultOrder = 'XYZ'; -Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; - -const _matrix = new Matrix4(); -const _quaternion$1 = new Quaternion(); - -class Layers { - - constructor() { - - this.mask = 1 | 0; - - } - - set( channel ) { - - this.mask = 1 << channel | 0; - - } - - enable( channel ) { - - this.mask |= 1 << channel | 0; - - } - - enableAll() { - - this.mask = 0xffffffff | 0; - - } - - toggle( channel ) { - - this.mask ^= 1 << channel | 0; - - } - - disable( channel ) { - - this.mask &= ~ ( 1 << channel | 0 ); - - } - - disableAll() { - - this.mask = 0; - - } - - test( layers ) { - - return ( this.mask & layers.mask ) !== 0; - - } - -} - -let _object3DId = 0; - -const _v1$2 = new Vector3(); -const _q1 = new Quaternion(); -const _m1$1 = new Matrix4(); -const _target = new Vector3(); - -const _position = new Vector3(); -const _scale = new Vector3(); -const _quaternion$2 = new Quaternion(); - -const _xAxis = new Vector3( 1, 0, 0 ); -const _yAxis = new Vector3( 0, 1, 0 ); -const _zAxis = new Vector3( 0, 0, 1 ); - -const _addedEvent = { type: 'added' }; -const _removedEvent = { type: 'removed' }; - -function Object3D() { - - Object.defineProperty( this, 'id', { value: _object3DId ++ } ); - - this.uuid = MathUtils.generateUUID(); - - this.name = ''; - this.type = 'Object3D'; - - this.parent = null; - this.children = []; - - this.up = Object3D.DefaultUp.clone(); - - const position = new Vector3(); - const rotation = new Euler(); - const quaternion = new Quaternion(); - const scale = new Vector3( 1, 1, 1 ); - - function onRotationChange() { - - quaternion.setFromEuler( rotation, false ); - - } - - function onQuaternionChange() { - - rotation.setFromQuaternion( quaternion, undefined, false ); - - } - - rotation._onChange( onRotationChange ); - quaternion._onChange( onQuaternionChange ); - - Object.defineProperties( this, { - position: { - configurable: true, - enumerable: true, - value: position - }, - rotation: { - configurable: true, - enumerable: true, - value: rotation - }, - quaternion: { - configurable: true, - enumerable: true, - value: quaternion - }, - scale: { - configurable: true, - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new Matrix4() - }, - normalMatrix: { - value: new Matrix3() - } - } ); - - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); - - this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; - - this.layers = new Layers(); - this.visible = true; - - this.castShadow = false; - this.receiveShadow = false; - - this.frustumCulled = true; - this.renderOrder = 0; - - this.userData = {}; - -} - -Object3D.DefaultUp = new Vector3( 0, 1, 0 ); -Object3D.DefaultMatrixAutoUpdate = true; - -Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - - constructor: Object3D, - - isObject3D: true, - - onBeforeRender: function () {}, - onAfterRender: function () {}, - - applyMatrix4: function ( matrix ) { - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - this.matrix.premultiply( matrix ); - - this.matrix.decompose( this.position, this.quaternion, this.scale ); - - }, - - applyQuaternion: function ( q ) { - - this.quaternion.premultiply( q ); - - return this; - - }, - - setRotationFromAxisAngle: function ( axis, angle ) { - - // assumes axis is normalized - - this.quaternion.setFromAxisAngle( axis, angle ); - - }, - - setRotationFromEuler: function ( euler ) { - - this.quaternion.setFromEuler( euler, true ); - - }, - - setRotationFromMatrix: function ( m ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - this.quaternion.setFromRotationMatrix( m ); - - }, - - setRotationFromQuaternion: function ( q ) { - - // assumes q is normalized - - this.quaternion.copy( q ); - - }, - - rotateOnAxis: function ( axis, angle ) { - - // rotate object on axis in object space - // axis is assumed to be normalized - - _q1.setFromAxisAngle( axis, angle ); - - this.quaternion.multiply( _q1 ); - - return this; - - }, - - rotateOnWorldAxis: function ( axis, angle ) { - - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent - - _q1.setFromAxisAngle( axis, angle ); - - this.quaternion.premultiply( _q1 ); - - return this; - - }, - - rotateX: function ( angle ) { - - return this.rotateOnAxis( _xAxis, angle ); - - }, - - rotateY: function ( angle ) { - - return this.rotateOnAxis( _yAxis, angle ); - - }, - - rotateZ: function ( angle ) { - - return this.rotateOnAxis( _zAxis, angle ); - - }, - - translateOnAxis: function ( axis, distance ) { - - // translate object by distance along axis in object space - // axis is assumed to be normalized - - _v1$2.copy( axis ).applyQuaternion( this.quaternion ); - - this.position.add( _v1$2.multiplyScalar( distance ) ); - - return this; - - }, - - translateX: function ( distance ) { - - return this.translateOnAxis( _xAxis, distance ); - - }, - - translateY: function ( distance ) { - - return this.translateOnAxis( _yAxis, distance ); - - }, - - translateZ: function ( distance ) { - - return this.translateOnAxis( _zAxis, distance ); - - }, - - localToWorld: function ( vector ) { - - return vector.applyMatrix4( this.matrixWorld ); - - }, - - worldToLocal: function ( vector ) { - - return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) ); - - }, - - lookAt: function ( x, y, z ) { - - // This method does not support objects having non-uniformly-scaled parent(s) - - if ( x.isVector3 ) { - - _target.copy( x ); - - } else { - - _target.set( x, y, z ); - - } - - const parent = this.parent; - - this.updateWorldMatrix( true, false ); - - _position.setFromMatrixPosition( this.matrixWorld ); - - if ( this.isCamera || this.isLight ) { - - _m1$1.lookAt( _position, _target, this.up ); - - } else { - - _m1$1.lookAt( _target, _position, this.up ); - - } - - this.quaternion.setFromRotationMatrix( _m1$1 ); - - if ( parent ) { - - _m1$1.extractRotation( parent.matrixWorld ); - _q1.setFromRotationMatrix( _m1$1 ); - this.quaternion.premultiply( _q1.inverse() ); - - } - - }, - - add: function ( object ) { - - if ( arguments.length > 1 ) { - - for ( let i = 0; i < arguments.length; i ++ ) { - - this.add( arguments[ i ] ); - - } - - return this; - - } - - if ( object === this ) { - - console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); - return this; - - } - - if ( ( object && object.isObject3D ) ) { - - if ( object.parent !== null ) { - - object.parent.remove( object ); - - } - - object.parent = this; - this.children.push( object ); - - object.dispatchEvent( _addedEvent ); - - } else { - - console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); - - } - - return this; - - }, - - remove: function ( object ) { - - if ( arguments.length > 1 ) { - - for ( let i = 0; i < arguments.length; i ++ ) { - - this.remove( arguments[ i ] ); - - } - - return this; - - } - - const index = this.children.indexOf( object ); - - if ( index !== - 1 ) { - - object.parent = null; - this.children.splice( index, 1 ); - - object.dispatchEvent( _removedEvent ); - - } - - return this; - - }, - - attach: function ( object ) { - - // adds object as a child of this, while maintaining the object's world transform - - this.updateWorldMatrix( true, false ); - - _m1$1.getInverse( this.matrixWorld ); - - if ( object.parent !== null ) { - - object.parent.updateWorldMatrix( true, false ); - - _m1$1.multiply( object.parent.matrixWorld ); - - } - - object.applyMatrix4( _m1$1 ); - - object.updateWorldMatrix( false, false ); - - this.add( object ); - - return this; - - }, - - getObjectById: function ( id ) { - - return this.getObjectByProperty( 'id', id ); - - }, - - getObjectByName: function ( name ) { - - return this.getObjectByProperty( 'name', name ); - - }, - - getObjectByProperty: function ( name, value ) { - - if ( this[ name ] === value ) return this; - - for ( let i = 0, l = this.children.length; i < l; i ++ ) { - - const child = this.children[ i ]; - const object = child.getObjectByProperty( name, value ); - - if ( object !== undefined ) { - - return object; - - } - - } - - return undefined; - - }, - - getWorldPosition: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' ); - target = new Vector3(); - - } - - this.updateMatrixWorld( true ); - - return target.setFromMatrixPosition( this.matrixWorld ); - - }, - - getWorldQuaternion: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' ); - target = new Quaternion(); - - } - - this.updateMatrixWorld( true ); - - this.matrixWorld.decompose( _position, target, _scale ); - - return target; - - }, - - getWorldScale: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); - target = new Vector3(); - - } - - this.updateMatrixWorld( true ); - - this.matrixWorld.decompose( _position, _quaternion$2, target ); - - return target; - - }, - - getWorldDirection: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); - target = new Vector3(); - - } - - this.updateMatrixWorld( true ); - - const e = this.matrixWorld.elements; - - return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); - - }, - - raycast: function () {}, - - traverse: function ( callback ) { - - callback( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverse( callback ); - - } - - }, - - traverseVisible: function ( callback ) { - - if ( this.visible === false ) return; - - callback( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverseVisible( callback ); - - } - - }, - - traverseAncestors: function ( callback ) { - - const parent = this.parent; - - if ( parent !== null ) { - - callback( parent ); - - parent.traverseAncestors( callback ); - - } - - }, - - updateMatrix: function () { - - this.matrix.compose( this.position, this.quaternion, this.scale ); - - this.matrixWorldNeedsUpdate = true; - - }, - - updateMatrixWorld: function ( force ) { - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - if ( this.matrixWorldNeedsUpdate || force ) { - - if ( this.parent === null ) { - - this.matrixWorld.copy( this.matrix ); - - } else { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - } - - this.matrixWorldNeedsUpdate = false; - - force = true; - - } - - // update children - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].updateMatrixWorld( force ); - - } - - }, - - updateWorldMatrix: function ( updateParents, updateChildren ) { - - const parent = this.parent; - - if ( updateParents === true && parent !== null ) { - - parent.updateWorldMatrix( true, false ); - - } - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - if ( this.parent === null ) { - - this.matrixWorld.copy( this.matrix ); - - } else { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - } - - // update children - - if ( updateChildren === true ) { - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].updateWorldMatrix( false, true ); - - } - - } - - }, - - toJSON: function ( meta ) { - - // meta is a string when called from JSON.stringify - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - const output = {}; - - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. - if ( isRootObject ) { - - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {}, - shapes: {} - }; - - output.metadata = { - version: 4.5, - type: 'Object', - generator: 'Object3D.toJSON' - }; - - } - - // standard Object3D serialization - - const object = {}; - - object.uuid = this.uuid; - object.type = this.type; - - if ( this.name !== '' ) object.name = this.name; - if ( this.castShadow === true ) object.castShadow = true; - if ( this.receiveShadow === true ) object.receiveShadow = true; - if ( this.visible === false ) object.visible = false; - if ( this.frustumCulled === false ) object.frustumCulled = false; - if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; - if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; - - object.layers = this.layers.mask; - object.matrix = this.matrix.toArray(); - - if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; - - // object specific properties - - if ( this.isInstancedMesh ) { - - object.type = 'InstancedMesh'; - object.count = this.count; - object.instanceMatrix = this.instanceMatrix.toJSON(); - - } - - // - - function serialize( library, element ) { - - if ( library[ element.uuid ] === undefined ) { - - library[ element.uuid ] = element.toJSON( meta ); - - } - - return element.uuid; - - } - - if ( this.isMesh || this.isLine || this.isPoints ) { - - object.geometry = serialize( meta.geometries, this.geometry ); - - const parameters = this.geometry.parameters; - - if ( parameters !== undefined && parameters.shapes !== undefined ) { - - const shapes = parameters.shapes; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - serialize( meta.shapes, shape ); - - } - - } else { - - serialize( meta.shapes, shapes ); - - } - - } - - } - - if ( this.material !== undefined ) { - - if ( Array.isArray( this.material ) ) { - - const uuids = []; - - for ( let i = 0, l = this.material.length; i < l; i ++ ) { - - uuids.push( serialize( meta.materials, this.material[ i ] ) ); - - } - - object.material = uuids; - - } else { - - object.material = serialize( meta.materials, this.material ); - - } - - } - - // - - if ( this.children.length > 0 ) { - - object.children = []; - - for ( let i = 0; i < this.children.length; i ++ ) { - - object.children.push( this.children[ i ].toJSON( meta ).object ); - - } - - } - - if ( isRootObject ) { - - const geometries = extractFromCache( meta.geometries ); - const materials = extractFromCache( meta.materials ); - const textures = extractFromCache( meta.textures ); - const images = extractFromCache( meta.images ); - const shapes = extractFromCache( meta.shapes ); - - if ( geometries.length > 0 ) output.geometries = geometries; - if ( materials.length > 0 ) output.materials = materials; - if ( textures.length > 0 ) output.textures = textures; - if ( images.length > 0 ) output.images = images; - if ( shapes.length > 0 ) output.shapes = shapes; - - } - - output.object = object; - - return output; - - // extract data from the cache hash - // remove metadata on each item - // and return as array - function extractFromCache( cache ) { - - const values = []; - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - }, - - clone: function ( recursive ) { - - return new this.constructor().copy( this, recursive ); - - }, - - copy: function ( source, recursive ) { - - if ( recursive === undefined ) recursive = true; - - this.name = source.name; - - this.up.copy( source.up ); - - this.position.copy( source.position ); - this.rotation.order = source.rotation.order; - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); - - this.matrix.copy( source.matrix ); - this.matrixWorld.copy( source.matrixWorld ); - - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - - this.layers.mask = source.layers.mask; - this.visible = source.visible; - - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; - - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - if ( recursive === true ) { - - for ( let i = 0; i < source.children.length; i ++ ) { - - const child = source.children[ i ]; - this.add( child.clone() ); - - } - - } - - return this; - - } - -} ); - -const _vector1 = new Vector3(); -const _vector2 = new Vector3(); -const _normalMatrix = new Matrix3(); - -class Plane { - - constructor( normal, constant ) { - - Object.defineProperty( this, 'isPlane', { value: true } ); - - // normal is assumed to be normalized - - this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); - this.constant = ( constant !== undefined ) ? constant : 0; - - } - - set( normal, constant ) { - - this.normal.copy( normal ); - this.constant = constant; - - return this; - - } - - setComponents( x, y, z, w ) { - - this.normal.set( x, y, z ); - this.constant = w; - - return this; - - } - - setFromNormalAndCoplanarPoint( normal, point ) { - - this.normal.copy( normal ); - this.constant = - point.dot( this.normal ); - - return this; - - } - - setFromCoplanarPoints( a, b, c ) { - - const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); - - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - - this.setFromNormalAndCoplanarPoint( normal, a ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( plane ) { - - this.normal.copy( plane.normal ); - this.constant = plane.constant; - - return this; - - } - - normalize() { - - // Note: will lead to a divide by zero if the plane is invalid. - - const inverseNormalLength = 1.0 / this.normal.length(); - this.normal.multiplyScalar( inverseNormalLength ); - this.constant *= inverseNormalLength; - - return this; - - } - - negate() { - - this.constant *= - 1; - this.normal.negate(); - - return this; - - } - - distanceToPoint( point ) { - - return this.normal.dot( point ) + this.constant; - - } - - distanceToSphere( sphere ) { - - return this.distanceToPoint( sphere.center ) - sphere.radius; - - } - - projectPoint( point, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Plane: .projectPoint() target is now required' ); - target = new Vector3(); - - } - - return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); - - } - - intersectLine( line, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Plane: .intersectLine() target is now required' ); - target = new Vector3(); - - } - - const direction = line.delta( _vector1 ); - - const denominator = this.normal.dot( direction ); - - if ( denominator === 0 ) { - - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { - - return target.copy( line.start ); - - } - - // Unsure if this is the correct method to handle this case. - return undefined; - - } - - const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; - - if ( t < 0 || t > 1 ) { - - return undefined; - - } - - return target.copy( direction ).multiplyScalar( t ).add( line.start ); - - } - - intersectsLine( line ) { - - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - - const startSign = this.distanceToPoint( line.start ); - const endSign = this.distanceToPoint( line.end ); - - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - - } - - intersectsBox( box ) { - - return box.intersectsPlane( this ); - - } - - intersectsSphere( sphere ) { - - return sphere.intersectsPlane( this ); - - } - - coplanarPoint( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); - target = new Vector3(); - - } - - return target.copy( this.normal ).multiplyScalar( - this.constant ); - - } - - applyMatrix4( matrix, optionalNormalMatrix ) { - - const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); - - const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); - - const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); - - this.constant = - referencePoint.dot( normal ); - - return this; - - } - - translate( offset ) { - - this.constant -= offset.dot( this.normal ); - - return this; - - } - - equals( plane ) { - - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - - } - -} - -const _v0$1 = new Vector3(); -const _v1$3 = new Vector3(); -const _v2$1 = new Vector3(); -const _v3 = new Vector3(); - -const _vab = new Vector3(); -const _vac = new Vector3(); -const _vbc = new Vector3(); -const _vap = new Vector3(); -const _vbp = new Vector3(); -const _vcp = new Vector3(); - -class Triangle { - - constructor( a, b, c ) { - - this.a = ( a !== undefined ) ? a : new Vector3(); - this.b = ( b !== undefined ) ? b : new Vector3(); - this.c = ( c !== undefined ) ? c : new Vector3(); - - } - - static getNormal( a, b, c, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Triangle: .getNormal() target is now required' ); - target = new Vector3(); - - } - - target.subVectors( c, b ); - _v0$1.subVectors( a, b ); - target.cross( _v0$1 ); - - const targetLengthSq = target.lengthSq(); - if ( targetLengthSq > 0 ) { - - return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); - - } - - return target.set( 0, 0, 0 ); - - } - - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - static getBarycoord( point, a, b, c, target ) { - - _v0$1.subVectors( c, a ); - _v1$3.subVectors( b, a ); - _v2$1.subVectors( point, a ); - - const dot00 = _v0$1.dot( _v0$1 ); - const dot01 = _v0$1.dot( _v1$3 ); - const dot02 = _v0$1.dot( _v2$1 ); - const dot11 = _v1$3.dot( _v1$3 ); - const dot12 = _v1$3.dot( _v2$1 ); - - const denom = ( dot00 * dot11 - dot01 * dot01 ); - - if ( target === undefined ) { - - console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); - target = new Vector3(); - - } - - // collinear or singular triangle - if ( denom === 0 ) { - - // arbitrary location outside of triangle? - // not sure if this is the best idea, maybe should be returning undefined - return target.set( - 2, - 1, - 1 ); - - } - - const invDenom = 1 / denom; - const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - - // barycentric coordinates must always sum to 1 - return target.set( 1 - u - v, v, u ); - - } - - static containsPoint( point, a, b, c ) { - - this.getBarycoord( point, a, b, c, _v3 ); - - return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 ); - - } - - static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { - - this.getBarycoord( point, p1, p2, p3, _v3 ); - - target.set( 0, 0 ); - target.addScaledVector( uv1, _v3.x ); - target.addScaledVector( uv2, _v3.y ); - target.addScaledVector( uv3, _v3.z ); - - return target; - - } - - static isFrontFacing( a, b, c, direction ) { - - _v0$1.subVectors( c, b ); - _v1$3.subVectors( a, b ); - - // strictly front facing - return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; - - } - - set( a, b, c ) { - - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); - - return this; - - } - - setFromPointsAndIndices( points, i0, i1, i2 ) { - - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( triangle ) { - - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); - - return this; - - } - - getArea() { - - _v0$1.subVectors( this.c, this.b ); - _v1$3.subVectors( this.a, this.b ); - - return _v0$1.cross( _v1$3 ).length() * 0.5; - - } - - getMidpoint( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); - target = new Vector3(); - - } - - return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - - } - - getNormal( target ) { - - return Triangle.getNormal( this.a, this.b, this.c, target ); - - } - - getPlane( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Triangle: .getPlane() target is now required' ); - target = new Plane(); - - } - - return target.setFromCoplanarPoints( this.a, this.b, this.c ); - - } - - getBarycoord( point, target ) { - - return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); - - } - - getUV( point, uv1, uv2, uv3, target ) { - - return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target ); - - } - - containsPoint( point ) { - - return Triangle.containsPoint( point, this.a, this.b, this.c ); - - } - - isFrontFacing( direction ) { - - return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); - - } - - intersectsBox( box ) { - - return box.intersectsTriangle( this ); - - } - - closestPointToPoint( p, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); - target = new Vector3(); - - } - - const a = this.a, b = this.b, c = this.c; - let v, w; - - // algorithm thanks to Real-Time Collision Detection by Christer Ericson, - // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., - // under the accompanying license; see chapter 5.1.5 for detailed explanation. - // basically, we're distinguishing which of the voronoi regions of the triangle - // the point lies in with the minimum amount of redundant computation. - - _vab.subVectors( b, a ); - _vac.subVectors( c, a ); - _vap.subVectors( p, a ); - const d1 = _vab.dot( _vap ); - const d2 = _vac.dot( _vap ); - if ( d1 <= 0 && d2 <= 0 ) { - - // vertex region of A; barycentric coords (1, 0, 0) - return target.copy( a ); - - } - - _vbp.subVectors( p, b ); - const d3 = _vab.dot( _vbp ); - const d4 = _vac.dot( _vbp ); - if ( d3 >= 0 && d4 <= d3 ) { - - // vertex region of B; barycentric coords (0, 1, 0) - return target.copy( b ); - - } - - const vc = d1 * d4 - d3 * d2; - if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { - - v = d1 / ( d1 - d3 ); - // edge region of AB; barycentric coords (1-v, v, 0) - return target.copy( a ).addScaledVector( _vab, v ); - - } - - _vcp.subVectors( p, c ); - const d5 = _vab.dot( _vcp ); - const d6 = _vac.dot( _vcp ); - if ( d6 >= 0 && d5 <= d6 ) { - - // vertex region of C; barycentric coords (0, 0, 1) - return target.copy( c ); - - } - - const vb = d5 * d2 - d1 * d6; - if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { - - w = d2 / ( d2 - d6 ); - // edge region of AC; barycentric coords (1-w, 0, w) - return target.copy( a ).addScaledVector( _vac, w ); - - } - - const va = d3 * d6 - d5 * d4; - if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { - - _vbc.subVectors( c, b ); - w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); - // edge region of BC; barycentric coords (0, 1-w, w) - return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC - - } - - // face region - const denom = 1 / ( va + vb + vc ); - // u = va * denom - v = vb * denom; - w = vc * denom; - - return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); - - } - - equals( triangle ) { - - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); - - } - -} - -const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, - 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, - 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, - 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, - 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, - 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, - 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, - 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, - 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, - 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, - 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, - 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, - 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, - 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, - 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, - 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, - 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, - 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, - 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, - 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, - 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, - 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, - 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, - 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; - -const _hslA = { h: 0, s: 0, l: 0 }; -const _hslB = { h: 0, s: 0, l: 0 }; - -function hue2rgb( p, q, t ) { - - if ( t < 0 ) t += 1; - if ( t > 1 ) t -= 1; - if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; - if ( t < 1 / 2 ) return q; - if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); - return p; - -} - -function SRGBToLinear( c ) { - - return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); - -} - -function LinearToSRGB( c ) { - - return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; - -} - -class Color { - - constructor( r, g, b ) { - - Object.defineProperty( this, 'isColor', { value: true } ); - - if ( g === undefined && b === undefined ) { - - // r is THREE.Color, hex or string - return this.set( r ); - - } - - return this.setRGB( r, g, b ); - - } - - set( value ) { - - if ( value && value.isColor ) { - - this.copy( value ); - - } else if ( typeof value === 'number' ) { - - this.setHex( value ); - - } else if ( typeof value === 'string' ) { - - this.setStyle( value ); - - } - - return this; - - } - - setScalar( scalar ) { - - this.r = scalar; - this.g = scalar; - this.b = scalar; - - return this; - - } - - setHex( hex ) { - - hex = Math.floor( hex ); - - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; - - return this; - - } - - setRGB( r, g, b ) { - - this.r = r; - this.g = g; - this.b = b; - - return this; - - } - - setHSL( h, s, l ) { - - // h,s,l ranges are in 0.0 - 1.0 - h = MathUtils.euclideanModulo( h, 1 ); - s = MathUtils.clamp( s, 0, 1 ); - l = MathUtils.clamp( l, 0, 1 ); - - if ( s === 0 ) { - - this.r = this.g = this.b = l; - - } else { - - const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); - const q = ( 2 * l ) - p; - - this.r = hue2rgb( q, p, h + 1 / 3 ); - this.g = hue2rgb( q, p, h ); - this.b = hue2rgb( q, p, h - 1 / 3 ); - - } - - return this; - - } - - setStyle( style ) { - - function handleAlpha( string ) { - - if ( string === undefined ) return; - - if ( parseFloat( string ) < 1 ) { - - console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); - - } - - } - - - let m; - - if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { - - // rgb / hsl - - let color; - const name = m[ 1 ]; - const components = m[ 2 ]; - - switch ( name ) { - - case 'rgb': - case 'rgba': - - if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - - // rgb(255,0,0) rgba(255,0,0,0.5) - this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; - this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; - this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; - - handleAlpha( color[ 5 ] ); - - return this; - - } - - if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) - this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; - this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; - this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; - - handleAlpha( color[ 5 ] ); - - return this; - - } - - break; - - case 'hsl': - case 'hsla': - - if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - const h = parseFloat( color[ 1 ] ) / 360; - const s = parseInt( color[ 2 ], 10 ) / 100; - const l = parseInt( color[ 3 ], 10 ) / 100; - - handleAlpha( color[ 5 ] ); - - return this.setHSL( h, s, l ); - - } - - break; - - } - - } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { - - // hex color - - const hex = m[ 1 ]; - const size = hex.length; - - if ( size === 3 ) { - - // #ff0 - this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; - this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; - this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; - - return this; - - } else if ( size === 6 ) { - - // #ff0000 - this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; - this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; - this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; - - return this; - - } - - } - - if ( style && style.length > 0 ) { - - return this.setColorName( style ); - - } - - return this; - - } - - setColorName( style ) { - - // color keywords - const hex = _colorKeywords[ style ]; - - if ( hex !== undefined ) { - - // red - this.setHex( hex ); - - } else { - - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); - - } - - return this; - - } - - clone() { - - return new this.constructor( this.r, this.g, this.b ); - - } - - copy( color ) { - - this.r = color.r; - this.g = color.g; - this.b = color.b; - - return this; - - } - - copyGammaToLinear( color, gammaFactor ) { - - if ( gammaFactor === undefined ) gammaFactor = 2.0; - - this.r = Math.pow( color.r, gammaFactor ); - this.g = Math.pow( color.g, gammaFactor ); - this.b = Math.pow( color.b, gammaFactor ); - - return this; - - } - - copyLinearToGamma( color, gammaFactor ) { - - if ( gammaFactor === undefined ) gammaFactor = 2.0; - - const safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; - - this.r = Math.pow( color.r, safeInverse ); - this.g = Math.pow( color.g, safeInverse ); - this.b = Math.pow( color.b, safeInverse ); - - return this; - - } - - convertGammaToLinear( gammaFactor ) { - - this.copyGammaToLinear( this, gammaFactor ); - - return this; - - } - - convertLinearToGamma( gammaFactor ) { - - this.copyLinearToGamma( this, gammaFactor ); - - return this; - - } - - copySRGBToLinear( color ) { - - this.r = SRGBToLinear( color.r ); - this.g = SRGBToLinear( color.g ); - this.b = SRGBToLinear( color.b ); - - return this; - - } - - copyLinearToSRGB( color ) { - - this.r = LinearToSRGB( color.r ); - this.g = LinearToSRGB( color.g ); - this.b = LinearToSRGB( color.b ); - - return this; - - } - - convertSRGBToLinear() { - - this.copySRGBToLinear( this ); - - return this; - - } - - convertLinearToSRGB() { - - this.copyLinearToSRGB( this ); - - return this; - - } - - getHex() { - - return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; - - } - - getHexString() { - - return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); - - } - - getHSL( target ) { - - // h,s,l ranges are in 0.0 - 1.0 - - if ( target === undefined ) { - - console.warn( 'THREE.Color: .getHSL() target is now required' ); - target = { h: 0, s: 0, l: 0 }; - - } - - const r = this.r, g = this.g, b = this.b; - - const max = Math.max( r, g, b ); - const min = Math.min( r, g, b ); - - let hue, saturation; - const lightness = ( min + max ) / 2.0; - - if ( min === max ) { - - hue = 0; - saturation = 0; - - } else { - - const delta = max - min; - - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - - switch ( max ) { - - case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; - case g: hue = ( b - r ) / delta + 2; break; - case b: hue = ( r - g ) / delta + 4; break; - - } - - hue /= 6; - - } - - target.h = hue; - target.s = saturation; - target.l = lightness; - - return target; - - } - - getStyle() { - - return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; - - } - - offsetHSL( h, s, l ) { - - this.getHSL( _hslA ); - - _hslA.h += h; _hslA.s += s; _hslA.l += l; - - this.setHSL( _hslA.h, _hslA.s, _hslA.l ); - - return this; - - } - - add( color ) { - - this.r += color.r; - this.g += color.g; - this.b += color.b; - - return this; - - } - - addColors( color1, color2 ) { - - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; - - return this; - - } - - addScalar( s ) { - - this.r += s; - this.g += s; - this.b += s; - - return this; - - } - - sub( color ) { - - this.r = Math.max( 0, this.r - color.r ); - this.g = Math.max( 0, this.g - color.g ); - this.b = Math.max( 0, this.b - color.b ); - - return this; - - } - - multiply( color ) { - - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; - - return this; - - } - - multiplyScalar( s ) { - - this.r *= s; - this.g *= s; - this.b *= s; - - return this; - - } - - lerp( color, alpha ) { - - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; - - return this; - - } - - lerpHSL( color, alpha ) { - - this.getHSL( _hslA ); - color.getHSL( _hslB ); - - const h = MathUtils.lerp( _hslA.h, _hslB.h, alpha ); - const s = MathUtils.lerp( _hslA.s, _hslB.s, alpha ); - const l = MathUtils.lerp( _hslA.l, _hslB.l, alpha ); - - this.setHSL( h, s, l ); - - return this; - - } - - equals( c ) { - - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - - } - - fromArray( array, offset ) { - - if ( offset === undefined ) offset = 0; - - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - this.r = attribute.getX( index ); - this.g = attribute.getY( index ); - this.b = attribute.getZ( index ); - - if ( attribute.normalized === true ) { - - // assuming Uint8Array - - this.r /= 255; - this.g /= 255; - this.b /= 255; - - } - - return this; - - } - - toJSON() { - - return this.getHex(); - - } - -} - -Color.NAMES = _colorKeywords; -Color.prototype.r = 1; -Color.prototype.g = 1; -Color.prototype.b = 1; - -class Face3 { - - constructor( a, b, c, normal, color, materialIndex ) { - - this.a = a; - this.b = b; - this.c = c; - - this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); - this.vertexNormals = Array.isArray( normal ) ? normal : []; - - this.color = ( color && color.isColor ) ? color : new Color(); - this.vertexColors = Array.isArray( color ) ? color : []; - - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - this.a = source.a; - this.b = source.b; - this.c = source.c; - - this.normal.copy( source.normal ); - this.color.copy( source.color ); - - this.materialIndex = source.materialIndex; - - for ( let i = 0, il = source.vertexNormals.length; i < il; i ++ ) { - - this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); - - } - - for ( let i = 0, il = source.vertexColors.length; i < il; i ++ ) { - - this.vertexColors[ i ] = source.vertexColors[ i ].clone(); - - } - - return this; - - } - -} - -let materialId = 0; - -function Material() { - - Object.defineProperty( this, 'id', { value: materialId ++ } ); - - this.uuid = MathUtils.generateUUID(); - - this.name = ''; - this.type = 'Material'; - - this.fog = true; - - this.blending = NormalBlending; - this.side = FrontSide; - this.flatShading = false; - this.vertexColors = false; - - this.opacity = 1; - this.transparent = false; - - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; - - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; - - this.stencilWriteMask = 0xff; - this.stencilFunc = AlwaysStencilFunc; - this.stencilRef = 0; - this.stencilFuncMask = 0xff; - this.stencilFail = KeepStencilOp; - this.stencilZFail = KeepStencilOp; - this.stencilZPass = KeepStencilOp; - this.stencilWrite = false; - - this.clippingPlanes = null; - this.clipIntersection = false; - this.clipShadows = false; - - this.shadowSide = null; - - this.colorWrite = true; - - this.precision = null; // override the renderer's default precision for this material - - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; - - this.dithering = false; - - this.alphaTest = 0; - this.premultipliedAlpha = false; - - this.visible = true; - - this.toneMapped = true; - - this.userData = {}; - - this.version = 0; - -} - -Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - - constructor: Material, - - isMaterial: true, - - onBeforeCompile: function ( /* shaderobject, renderer */ ) {}, - - customProgramCacheKey: function () { - - return this.onBeforeCompile.toString(); - - }, - - setValues: function ( values ) { - - if ( values === undefined ) return; - - for ( const key in values ) { - - const newValue = values[ key ]; - - if ( newValue === undefined ) { - - console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); - continue; - - } - - // for backward compatability if shading is set in the constructor - if ( key === 'shading' ) { - - console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); - this.flatShading = ( newValue === FlatShading ) ? true : false; - continue; - - } - - const currentValue = this[ key ]; - - if ( currentValue === undefined ) { - - console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); - continue; - - } - - if ( currentValue && currentValue.isColor ) { - - currentValue.set( newValue ); - - } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { - - currentValue.copy( newValue ); - - } else { - - this[ key ] = newValue; - - } - - } - - }, - - toJSON: function ( meta ) { - - const isRoot = ( meta === undefined || typeof meta === 'string' ); - - if ( isRoot ) { - - meta = { - textures: {}, - images: {} - }; - - } - - const data = { - metadata: { - version: 4.5, - type: 'Material', - generator: 'Material.toJSON' - } - }; - - // standard Material serialization - data.uuid = this.uuid; - data.type = this.type; - - if ( this.name !== '' ) data.name = this.name; - - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); - - if ( this.roughness !== undefined ) data.roughness = this.roughness; - if ( this.metalness !== undefined ) data.metalness = this.metalness; - - if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex(); - if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); - if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; - - if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); - if ( this.shininess !== undefined ) data.shininess = this.shininess; - if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; - if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; - - if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { - - data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; - - } - - if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { - - data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; - - } - - if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { - - data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; - data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); - - } - - if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; - if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; - if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; - - if ( this.aoMap && this.aoMap.isTexture ) { - - data.aoMap = this.aoMap.toJSON( meta ).uuid; - data.aoMapIntensity = this.aoMapIntensity; - - } - - if ( this.bumpMap && this.bumpMap.isTexture ) { - - data.bumpMap = this.bumpMap.toJSON( meta ).uuid; - data.bumpScale = this.bumpScale; - - } - - if ( this.normalMap && this.normalMap.isTexture ) { - - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalMapType = this.normalMapType; - data.normalScale = this.normalScale.toArray(); - - } - - if ( this.displacementMap && this.displacementMap.isTexture ) { - - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; - - } - - if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; - if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; - - if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; - if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; - - if ( this.envMap && this.envMap.isTexture ) { - - data.envMap = this.envMap.toJSON( meta ).uuid; - data.reflectivity = this.reflectivity; // Scale behind envMap - data.refractionRatio = this.refractionRatio; - - if ( this.combine !== undefined ) data.combine = this.combine; - if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; - - } - - if ( this.gradientMap && this.gradientMap.isTexture ) { - - data.gradientMap = this.gradientMap.toJSON( meta ).uuid; - - } - - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; - - if ( this.blending !== NormalBlending ) data.blending = this.blending; - if ( this.flatShading === true ) data.flatShading = this.flatShading; - if ( this.side !== FrontSide ) data.side = this.side; - if ( this.vertexColors ) data.vertexColors = true; - - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = this.transparent; - - data.depthFunc = this.depthFunc; - data.depthTest = this.depthTest; - data.depthWrite = this.depthWrite; - - data.stencilWrite = this.stencilWrite; - data.stencilWriteMask = this.stencilWriteMask; - data.stencilFunc = this.stencilFunc; - data.stencilRef = this.stencilRef; - data.stencilFuncMask = this.stencilFuncMask; - data.stencilFail = this.stencilFail; - data.stencilZFail = this.stencilZFail; - data.stencilZPass = this.stencilZPass; - - // rotation (SpriteMaterial) - if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation; - - if ( this.polygonOffset === true ) data.polygonOffset = true; - if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; - if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; - - if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth; - if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; - if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; - if ( this.scale !== undefined ) data.scale = this.scale; - - if ( this.dithering === true ) data.dithering = true; - - if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; - - if ( this.wireframe === true ) data.wireframe = this.wireframe; - if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; - if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; - if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; - - if ( this.morphTargets === true ) data.morphTargets = true; - if ( this.morphNormals === true ) data.morphNormals = true; - if ( this.skinning === true ) data.skinning = true; - - if ( this.visible === false ) data.visible = false; - - if ( this.toneMapped === false ) data.toneMapped = false; - - if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; - - // TODO: Copied from Object3D.toJSON - - function extractFromCache( cache ) { - - const values = []; - - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - if ( isRoot ) { - - const textures = extractFromCache( meta.textures ); - const images = extractFromCache( meta.images ); - - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; - - } - - return data; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.name = source.name; - - this.fog = source.fog; - - this.blending = source.blending; - this.side = source.side; - this.flatShading = source.flatShading; - this.vertexColors = source.vertexColors; - - this.opacity = source.opacity; - this.transparent = source.transparent; - - this.blendSrc = source.blendSrc; - this.blendDst = source.blendDst; - this.blendEquation = source.blendEquation; - this.blendSrcAlpha = source.blendSrcAlpha; - this.blendDstAlpha = source.blendDstAlpha; - this.blendEquationAlpha = source.blendEquationAlpha; - - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; - - this.stencilWriteMask = source.stencilWriteMask; - this.stencilFunc = source.stencilFunc; - this.stencilRef = source.stencilRef; - this.stencilFuncMask = source.stencilFuncMask; - this.stencilFail = source.stencilFail; - this.stencilZFail = source.stencilZFail; - this.stencilZPass = source.stencilZPass; - this.stencilWrite = source.stencilWrite; - - const srcPlanes = source.clippingPlanes; - let dstPlanes = null; - - if ( srcPlanes !== null ) { - - const n = srcPlanes.length; - dstPlanes = new Array( n ); - - for ( let i = 0; i !== n; ++ i ) { - - dstPlanes[ i ] = srcPlanes[ i ].clone(); - - } - - } - - this.clippingPlanes = dstPlanes; - this.clipIntersection = source.clipIntersection; - this.clipShadows = source.clipShadows; - - this.shadowSide = source.shadowSide; - - this.colorWrite = source.colorWrite; - - this.precision = source.precision; - - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; - - this.dithering = source.dithering; - - this.alphaTest = source.alphaTest; - this.premultipliedAlpha = source.premultipliedAlpha; - - this.visible = source.visible; - - this.toneMapped = source.toneMapped; - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} ); - -Object.defineProperty( Material.prototype, 'needsUpdate', { - - set: function ( value ) { - - if ( value === true ) this.version ++; - - } - -} ); - -/** - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: - * } - */ - -function MeshBasicMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshBasicMaterial'; - - this.color = new Color( 0xffffff ); // emissive - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.skinning = false; - this.morphTargets = false; - - this.setValues( parameters ); - -} - -MeshBasicMaterial.prototype = Object.create( Material.prototype ); -MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; - -MeshBasicMaterial.prototype.isMeshBasicMaterial = true; - -MeshBasicMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - - return this; - -}; - -const _vector$3 = new Vector3(); -const _vector2$1 = new Vector2(); - -function BufferAttribute( array, itemSize, normalized ) { - - if ( Array.isArray( array ) ) { - - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); - - } - - this.name = ''; - - this.array = array; - this.itemSize = itemSize; - this.count = array !== undefined ? array.length / itemSize : 0; - this.normalized = normalized === true; - - this.usage = StaticDrawUsage; - this.updateRange = { offset: 0, count: - 1 }; - - this.version = 0; - -} - -Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { - - set: function ( value ) { - - if ( value === true ) this.version ++; - - } - -} ); - -Object.assign( BufferAttribute.prototype, { - - isBufferAttribute: true, - - onUploadCallback: function () {}, - - setUsage: function ( value ) { - - this.usage = value; - - return this; - - }, - - copy: function ( source ) { - - this.name = source.name; - this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.count = source.count; - this.normalized = source.normalized; - - this.usage = source.usage; - - return this; - - }, - - copyAt: function ( index1, attribute, index2 ) { - - index1 *= this.itemSize; - index2 *= attribute.itemSize; - - for ( let i = 0, l = this.itemSize; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - }, - - copyArray: function ( array ) { - - this.array.set( array ); - - return this; - - }, - - copyColorsArray: function ( colors ) { - - const array = this.array; - let offset = 0; - - for ( let i = 0, l = colors.length; i < l; i ++ ) { - - let color = colors[ i ]; - - if ( color === undefined ) { - - console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); - color = new Color(); - - } - - array[ offset ++ ] = color.r; - array[ offset ++ ] = color.g; - array[ offset ++ ] = color.b; - - } - - return this; - - }, - - copyVector2sArray: function ( vectors ) { - - const array = this.array; - let offset = 0; - - for ( let i = 0, l = vectors.length; i < l; i ++ ) { - - let vector = vectors[ i ]; - - if ( vector === undefined ) { - - console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); - vector = new Vector2(); - - } - - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - - } - - return this; - - }, - - copyVector3sArray: function ( vectors ) { - - const array = this.array; - let offset = 0; - - for ( let i = 0, l = vectors.length; i < l; i ++ ) { - - let vector = vectors[ i ]; - - if ( vector === undefined ) { - - console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); - vector = new Vector3(); - - } - - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; - - } - - return this; - - }, - - copyVector4sArray: function ( vectors ) { - - const array = this.array; - let offset = 0; - - for ( let i = 0, l = vectors.length; i < l; i ++ ) { - - let vector = vectors[ i ]; - - if ( vector === undefined ) { - - console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); - vector = new Vector4(); - - } - - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; - array[ offset ++ ] = vector.w; - - } - - return this; - - }, - - applyMatrix3: function ( m ) { - - if ( this.itemSize === 2 ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector2$1.fromBufferAttribute( this, i ); - _vector2$1.applyMatrix3( m ); - - this.setXY( i, _vector2$1.x, _vector2$1.y ); - - } - - } else if ( this.itemSize === 3 ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$3.fromBufferAttribute( this, i ); - _vector$3.applyMatrix3( m ); - - this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); - - } - - } - - return this; - - }, - - applyMatrix4: function ( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$3.x = this.getX( i ); - _vector$3.y = this.getY( i ); - _vector$3.z = this.getZ( i ); - - _vector$3.applyMatrix4( m ); - - this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); - - } - - return this; - - }, - - applyNormalMatrix: function ( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$3.x = this.getX( i ); - _vector$3.y = this.getY( i ); - _vector$3.z = this.getZ( i ); - - _vector$3.applyNormalMatrix( m ); - - this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); - - } - - return this; - - }, - - transformDirection: function ( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$3.x = this.getX( i ); - _vector$3.y = this.getY( i ); - _vector$3.z = this.getZ( i ); - - _vector$3.transformDirection( m ); - - this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); - - } - - return this; - - }, - - set: function ( value, offset ) { - - if ( offset === undefined ) offset = 0; - - this.array.set( value, offset ); - - return this; - - }, - - getX: function ( index ) { - - return this.array[ index * this.itemSize ]; - - }, - - setX: function ( index, x ) { - - this.array[ index * this.itemSize ] = x; - - return this; - - }, - - getY: function ( index ) { - - return this.array[ index * this.itemSize + 1 ]; - - }, - - setY: function ( index, y ) { - - this.array[ index * this.itemSize + 1 ] = y; - - return this; - - }, - - getZ: function ( index ) { - - return this.array[ index * this.itemSize + 2 ]; - - }, - - setZ: function ( index, z ) { - - this.array[ index * this.itemSize + 2 ] = z; - - return this; - - }, - - getW: function ( index ) { - - return this.array[ index * this.itemSize + 3 ]; - - }, - - setW: function ( index, w ) { - - this.array[ index * this.itemSize + 3 ] = w; - - return this; - - }, - - setXY: function ( index, x, y ) { - - index *= this.itemSize; - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - - return this; - - }, - - setXYZ: function ( index, x, y, z ) { - - index *= this.itemSize; - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - - return this; - - }, - - setXYZW: function ( index, x, y, z, w ) { - - index *= this.itemSize; - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; - - return this; - - }, - - onUpload: function ( callback ) { - - this.onUploadCallback = callback; - - return this; - - }, - - clone: function () { - - return new this.constructor( this.array, this.itemSize ).copy( this ); - - }, - - toJSON: function () { - - return { - itemSize: this.itemSize, - type: this.array.constructor.name, - array: Array.prototype.slice.call( this.array ), - normalized: this.normalized - }; - - } - -} ); - -// - -function Int8BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); - -} - -Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; - - -function Uint8BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); - -} - -Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; - - -function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); - -} - -Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; - - -function Int16BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); - -} - -Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; - - -function Uint16BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); - -} - -Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; - - -function Int32BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); - -} - -Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; - - -function Uint32BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); - -} - -Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; - - -function Float32BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); - -} - -Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; - - -function Float64BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); - -} - -Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; - -class DirectGeometry { - - constructor() { - - this.vertices = []; - this.normals = []; - this.colors = []; - this.uvs = []; - this.uvs2 = []; - - this.groups = []; - - this.morphTargets = {}; - - this.skinWeights = []; - this.skinIndices = []; - - // this.lineDistances = []; - - this.boundingBox = null; - this.boundingSphere = null; - - // update flags - - this.verticesNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.groupsNeedUpdate = false; - - } - - computeGroups( geometry ) { - - const groups = []; - - let group, i; - let materialIndex = undefined; - - const faces = geometry.faces; - - for ( i = 0; i < faces.length; i ++ ) { - - const face = faces[ i ]; - - // materials - - if ( face.materialIndex !== materialIndex ) { - - materialIndex = face.materialIndex; - - if ( group !== undefined ) { - - group.count = ( i * 3 ) - group.start; - groups.push( group ); - - } - - group = { - start: i * 3, - materialIndex: materialIndex - }; - - } - - } - - if ( group !== undefined ) { - - group.count = ( i * 3 ) - group.start; - groups.push( group ); - - } - - this.groups = groups; - - } - - fromGeometry( geometry ) { - - const faces = geometry.faces; - const vertices = geometry.vertices; - const faceVertexUvs = geometry.faceVertexUvs; - - const hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; - const hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; - - // morphs - - const morphTargets = geometry.morphTargets; - const morphTargetsLength = morphTargets.length; - - let morphTargetsPosition; - - if ( morphTargetsLength > 0 ) { - - morphTargetsPosition = []; - - for ( let i = 0; i < morphTargetsLength; i ++ ) { - - morphTargetsPosition[ i ] = { - name: morphTargets[ i ].name, - data: [] - }; - - } - - this.morphTargets.position = morphTargetsPosition; - - } - - const morphNormals = geometry.morphNormals; - const morphNormalsLength = morphNormals.length; - - let morphTargetsNormal; - - if ( morphNormalsLength > 0 ) { - - morphTargetsNormal = []; - - for ( let i = 0; i < morphNormalsLength; i ++ ) { - - morphTargetsNormal[ i ] = { - name: morphNormals[ i ].name, - data: [] - }; - - } - - this.morphTargets.normal = morphTargetsNormal; - - } - - // skins - - const skinIndices = geometry.skinIndices; - const skinWeights = geometry.skinWeights; - - const hasSkinIndices = skinIndices.length === vertices.length; - const hasSkinWeights = skinWeights.length === vertices.length; - - // - - if ( vertices.length > 0 && faces.length === 0 ) { - - console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' ); - - } - - for ( let i = 0; i < faces.length; i ++ ) { - - const face = faces[ i ]; - - this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); - - const vertexNormals = face.vertexNormals; - - if ( vertexNormals.length === 3 ) { - - this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); - - } else { - - const normal = face.normal; - - this.normals.push( normal, normal, normal ); - - } - - const vertexColors = face.vertexColors; - - if ( vertexColors.length === 3 ) { - - this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); - - } else { - - const color = face.color; - - this.colors.push( color, color, color ); - - } - - if ( hasFaceVertexUv === true ) { - - const vertexUvs = faceVertexUvs[ 0 ][ i ]; - - if ( vertexUvs !== undefined ) { - - this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - - } else { - - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); - - this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); - - } - - } - - if ( hasFaceVertexUv2 === true ) { - - const vertexUvs = faceVertexUvs[ 1 ][ i ]; - - if ( vertexUvs !== undefined ) { - - this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - - } else { - - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); - - this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); - - } - - } - - // morphs - - for ( let j = 0; j < morphTargetsLength; j ++ ) { - - const morphTarget = morphTargets[ j ].vertices; - - morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); - - } - - for ( let j = 0; j < morphNormalsLength; j ++ ) { - - const morphNormal = morphNormals[ j ].vertexNormals[ i ]; - - morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c ); - - } - - // skins - - if ( hasSkinIndices ) { - - this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); - - } - - if ( hasSkinWeights ) { - - this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); - - } - - } - - this.computeGroups( geometry ); - - this.verticesNeedUpdate = geometry.verticesNeedUpdate; - this.normalsNeedUpdate = geometry.normalsNeedUpdate; - this.colorsNeedUpdate = geometry.colorsNeedUpdate; - this.uvsNeedUpdate = geometry.uvsNeedUpdate; - this.groupsNeedUpdate = geometry.groupsNeedUpdate; - - if ( geometry.boundingSphere !== null ) { - - this.boundingSphere = geometry.boundingSphere.clone(); - - } - - if ( geometry.boundingBox !== null ) { - - this.boundingBox = geometry.boundingBox.clone(); - - } - - return this; - - } - -} - -function arrayMax( array ) { - - if ( array.length === 0 ) return - Infinity; - - let max = array[ 0 ]; - - for ( let i = 1, l = array.length; i < l; ++ i ) { - - if ( array[ i ] > max ) max = array[ i ]; - - } - - return max; - -} - -let _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id - -const _m1$2 = new Matrix4(); -const _obj = new Object3D(); -const _offset = new Vector3(); -const _box$2 = new Box3(); -const _boxMorphTargets = new Box3(); -const _vector$4 = new Vector3(); - -function BufferGeometry() { - - Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } ); - - this.uuid = MathUtils.generateUUID(); - - this.name = ''; - this.type = 'BufferGeometry'; - - this.index = null; - this.attributes = {}; - - this.morphAttributes = {}; - this.morphTargetsRelative = false; - - this.groups = []; - - this.boundingBox = null; - this.boundingSphere = null; - - this.drawRange = { start: 0, count: Infinity }; - - this.userData = {}; - -} - -BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - - constructor: BufferGeometry, - - isBufferGeometry: true, - - getIndex: function () { - - return this.index; - - }, - - setIndex: function ( index ) { - - if ( Array.isArray( index ) ) { - - this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); - - } else { - - this.index = index; - - } - - }, - - getAttribute: function ( name ) { - - return this.attributes[ name ]; - - }, - - setAttribute: function ( name, attribute ) { - - this.attributes[ name ] = attribute; - - return this; - - }, - - deleteAttribute: function ( name ) { - - delete this.attributes[ name ]; - - return this; - - }, - - addGroup: function ( start, count, materialIndex ) { - - this.groups.push( { - - start: start, - count: count, - materialIndex: materialIndex !== undefined ? materialIndex : 0 - - } ); - - }, - - clearGroups: function () { - - this.groups = []; - - }, - - setDrawRange: function ( start, count ) { - - this.drawRange.start = start; - this.drawRange.count = count; - - }, - - applyMatrix4: function ( matrix ) { - - const position = this.attributes.position; - - if ( position !== undefined ) { - - position.applyMatrix4( matrix ); - - position.needsUpdate = true; - - } - - const normal = this.attributes.normal; - - if ( normal !== undefined ) { - - const normalMatrix = new Matrix3().getNormalMatrix( matrix ); - - normal.applyNormalMatrix( normalMatrix ); - - normal.needsUpdate = true; - - } - - const tangent = this.attributes.tangent; - - if ( tangent !== undefined ) { - - tangent.transformDirection( matrix ); - - tangent.needsUpdate = true; - - } - - if ( this.boundingBox !== null ) { - - this.computeBoundingBox(); - - } - - if ( this.boundingSphere !== null ) { - - this.computeBoundingSphere(); - - } - - return this; - - }, - - rotateX: function ( angle ) { - - // rotate geometry around world x-axis - - _m1$2.makeRotationX( angle ); - - this.applyMatrix4( _m1$2 ); - - return this; - - }, - - rotateY: function ( angle ) { - - // rotate geometry around world y-axis - - _m1$2.makeRotationY( angle ); - - this.applyMatrix4( _m1$2 ); - - return this; - - }, - - rotateZ: function ( angle ) { - - // rotate geometry around world z-axis - - _m1$2.makeRotationZ( angle ); - - this.applyMatrix4( _m1$2 ); - - return this; - - }, - - translate: function ( x, y, z ) { - - // translate geometry - - _m1$2.makeTranslation( x, y, z ); - - this.applyMatrix4( _m1$2 ); - - return this; - - }, - - scale: function ( x, y, z ) { - - // scale geometry - - _m1$2.makeScale( x, y, z ); - - this.applyMatrix4( _m1$2 ); - - return this; - - }, - - lookAt: function ( vector ) { - - _obj.lookAt( vector ); - - _obj.updateMatrix(); - - this.applyMatrix4( _obj.matrix ); - - return this; - - }, - - center: function () { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( _offset ).negate(); - - this.translate( _offset.x, _offset.y, _offset.z ); - - return this; - - }, - - setFromObject: function ( object ) { - - // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); - - const geometry = object.geometry; - - if ( object.isPoints || object.isLine ) { - - const positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); - const colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); - - this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); - this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); - - if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { - - const lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); - - this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); - - } - - if ( geometry.boundingSphere !== null ) { - - this.boundingSphere = geometry.boundingSphere.clone(); - - } - - if ( geometry.boundingBox !== null ) { - - this.boundingBox = geometry.boundingBox.clone(); - - } - - } else if ( object.isMesh ) { - - if ( geometry && geometry.isGeometry ) { - - this.fromGeometry( geometry ); - - } - - } - - return this; - - }, - - setFromPoints: function ( points ) { - - const position = []; - - for ( let i = 0, l = points.length; i < l; i ++ ) { - - const point = points[ i ]; - position.push( point.x, point.y, point.z || 0 ); - - } - - this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); - - return this; - - }, - - updateFromObject: function ( object ) { - - let geometry = object.geometry; - - if ( object.isMesh ) { - - let direct = geometry.__directGeometry; - - if ( geometry.elementsNeedUpdate === true ) { - - direct = undefined; - geometry.elementsNeedUpdate = false; - - } - - if ( direct === undefined ) { - - return this.fromGeometry( geometry ); - - } - - direct.verticesNeedUpdate = geometry.verticesNeedUpdate; - direct.normalsNeedUpdate = geometry.normalsNeedUpdate; - direct.colorsNeedUpdate = geometry.colorsNeedUpdate; - direct.uvsNeedUpdate = geometry.uvsNeedUpdate; - direct.groupsNeedUpdate = geometry.groupsNeedUpdate; - - geometry.verticesNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.groupsNeedUpdate = false; - - geometry = direct; - - } - - if ( geometry.verticesNeedUpdate === true ) { - - const attribute = this.attributes.position; - - if ( attribute !== undefined ) { - - attribute.copyVector3sArray( geometry.vertices ); - attribute.needsUpdate = true; - - } - - geometry.verticesNeedUpdate = false; - - } - - if ( geometry.normalsNeedUpdate === true ) { - - const attribute = this.attributes.normal; - - if ( attribute !== undefined ) { - - attribute.copyVector3sArray( geometry.normals ); - attribute.needsUpdate = true; - - } - - geometry.normalsNeedUpdate = false; - - } - - if ( geometry.colorsNeedUpdate === true ) { - - const attribute = this.attributes.color; - - if ( attribute !== undefined ) { - - attribute.copyColorsArray( geometry.colors ); - attribute.needsUpdate = true; - - } - - geometry.colorsNeedUpdate = false; - - } - - if ( geometry.uvsNeedUpdate ) { - - const attribute = this.attributes.uv; - - if ( attribute !== undefined ) { - - attribute.copyVector2sArray( geometry.uvs ); - attribute.needsUpdate = true; - - } - - geometry.uvsNeedUpdate = false; - - } - - if ( geometry.lineDistancesNeedUpdate ) { - - const attribute = this.attributes.lineDistance; - - if ( attribute !== undefined ) { - - attribute.copyArray( geometry.lineDistances ); - attribute.needsUpdate = true; - - } - - geometry.lineDistancesNeedUpdate = false; - - } - - if ( geometry.groupsNeedUpdate ) { - - geometry.computeGroups( object.geometry ); - this.groups = geometry.groups; - - geometry.groupsNeedUpdate = false; - - } - - return this; - - }, - - fromGeometry: function ( geometry ) { - - geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); - - return this.fromDirectGeometry( geometry.__directGeometry ); - - }, - - fromDirectGeometry: function ( geometry ) { - - const positions = new Float32Array( geometry.vertices.length * 3 ); - this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); - - if ( geometry.normals.length > 0 ) { - - const normals = new Float32Array( geometry.normals.length * 3 ); - this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); - - } - - if ( geometry.colors.length > 0 ) { - - const colors = new Float32Array( geometry.colors.length * 3 ); - this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); - - } - - if ( geometry.uvs.length > 0 ) { - - const uvs = new Float32Array( geometry.uvs.length * 2 ); - this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); - - } - - if ( geometry.uvs2.length > 0 ) { - - const uvs2 = new Float32Array( geometry.uvs2.length * 2 ); - this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); - - } - - // groups - - this.groups = geometry.groups; - - // morphs - - for ( const name in geometry.morphTargets ) { - - const array = []; - const morphTargets = geometry.morphTargets[ name ]; - - for ( let i = 0, l = morphTargets.length; i < l; i ++ ) { - - const morphTarget = morphTargets[ i ]; - - const attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 ); - attribute.name = morphTarget.name; - - array.push( attribute.copyVector3sArray( morphTarget.data ) ); - - } - - this.morphAttributes[ name ] = array; - - } - - // skinning - - if ( geometry.skinIndices.length > 0 ) { - - const skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); - this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); - - } - - if ( geometry.skinWeights.length > 0 ) { - - const skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); - this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); - - } - - // - - if ( geometry.boundingSphere !== null ) { - - this.boundingSphere = geometry.boundingSphere.clone(); - - } - - if ( geometry.boundingBox !== null ) { - - this.boundingBox = geometry.boundingBox.clone(); - - } - - return this; - - }, - - computeBoundingBox: function () { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; - - if ( position && position.isGLBufferAttribute ) { - - console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this ); - - this.boundingBox.set( - new Vector3( - Infinity, - Infinity, - Infinity ), - new Vector3( + Infinity, + Infinity, + Infinity ) - ); - - return; - - } - - if ( position !== undefined ) { - - this.boundingBox.setFromBufferAttribute( position ); - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - _box$2.setFromBufferAttribute( morphAttribute ); - - if ( this.morphTargetsRelative ) { - - _vector$4.addVectors( this.boundingBox.min, _box$2.min ); - this.boundingBox.expandByPoint( _vector$4 ); - - _vector$4.addVectors( this.boundingBox.max, _box$2.max ); - this.boundingBox.expandByPoint( _vector$4 ); - - } else { - - this.boundingBox.expandByPoint( _box$2.min ); - this.boundingBox.expandByPoint( _box$2.max ); - - } - - } - - } - - } else { - - this.boundingBox.makeEmpty(); - - } - - if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); - - } - - }, - - computeBoundingSphere: function () { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; - - if ( position && position.isGLBufferAttribute ) { - - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this ); - - this.boundingSphere.set( new Vector3(), Infinity ); - - return; - - } - - if ( position ) { - - // first, find the center of the bounding sphere - - const center = this.boundingSphere.center; - - _box$2.setFromBufferAttribute( position ); - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - _boxMorphTargets.setFromBufferAttribute( morphAttribute ); - - if ( this.morphTargetsRelative ) { - - _vector$4.addVectors( _box$2.min, _boxMorphTargets.min ); - _box$2.expandByPoint( _vector$4 ); - - _vector$4.addVectors( _box$2.max, _boxMorphTargets.max ); - _box$2.expandByPoint( _vector$4 ); - - } else { - - _box$2.expandByPoint( _boxMorphTargets.min ); - _box$2.expandByPoint( _boxMorphTargets.max ); - - } - - } - - } - - _box$2.getCenter( center ); - - // second, try to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - - let maxRadiusSq = 0; - - for ( let i = 0, il = position.count; i < il; i ++ ) { - - _vector$4.fromBufferAttribute( position, i ); - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) ); - - } - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - const morphTargetsRelative = this.morphTargetsRelative; - - for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { - - _vector$4.fromBufferAttribute( morphAttribute, j ); - - if ( morphTargetsRelative ) { - - _offset.fromBufferAttribute( position, j ); - _vector$4.add( _offset ); - - } - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) ); - - } - - } - - } - - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - - if ( isNaN( this.boundingSphere.radius ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); - - } - - } - - }, - - computeFaceNormals: function () { - - // backwards compatibility - - }, - - computeVertexNormals: function () { - - const index = this.index; - const positionAttribute = this.getAttribute( 'position' ); - - if ( positionAttribute !== undefined ) { - - let normalAttribute = this.getAttribute( 'normal' ); - - if ( normalAttribute === undefined ) { - - normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); - this.setAttribute( 'normal', normalAttribute ); - - } else { - - // reset existing normals to zero - - for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { - - normalAttribute.setXYZ( i, 0, 0, 0 ); - - } - - } - - const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); - const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); - const cb = new Vector3(), ab = new Vector3(); - - // indexed elements - - if ( index ) { - - for ( let i = 0, il = index.count; i < il; i += 3 ) { - - const vA = index.getX( i + 0 ); - const vB = index.getX( i + 1 ); - const vC = index.getX( i + 2 ); - - pA.fromBufferAttribute( positionAttribute, vA ); - pB.fromBufferAttribute( positionAttribute, vB ); - pC.fromBufferAttribute( positionAttribute, vC ); - - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); - - nA.fromBufferAttribute( normalAttribute, vA ); - nB.fromBufferAttribute( normalAttribute, vB ); - nC.fromBufferAttribute( normalAttribute, vC ); - - nA.add( cb ); - nB.add( cb ); - nC.add( cb ); - - normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); - normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); - normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); - - } - - } else { - - // non-indexed elements (unconnected triangle soup) - - for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { - - pA.fromBufferAttribute( positionAttribute, i + 0 ); - pB.fromBufferAttribute( positionAttribute, i + 1 ); - pC.fromBufferAttribute( positionAttribute, i + 2 ); - - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); - - normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); - normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); - normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); - - } - - } - - this.normalizeNormals(); - - normalAttribute.needsUpdate = true; - - } - - }, - - merge: function ( geometry, offset ) { - - if ( ! ( geometry && geometry.isBufferGeometry ) ) { - - console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); - return; - - } - - if ( offset === undefined ) { - - offset = 0; - - console.warn( - 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' - + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.' - ); - - } - - const attributes = this.attributes; - - for ( const key in attributes ) { - - if ( geometry.attributes[ key ] === undefined ) continue; - - const attribute1 = attributes[ key ]; - const attributeArray1 = attribute1.array; - - const attribute2 = geometry.attributes[ key ]; - const attributeArray2 = attribute2.array; - - const attributeOffset = attribute2.itemSize * offset; - const length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset ); - - for ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) { - - attributeArray1[ j ] = attributeArray2[ i ]; - - } - - } - - return this; - - }, - - normalizeNormals: function () { - - const normals = this.attributes.normal; - - for ( let i = 0, il = normals.count; i < il; i ++ ) { - - _vector$4.fromBufferAttribute( normals, i ); - - _vector$4.normalize(); - - normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z ); - - } - - }, - - toNonIndexed: function () { - - function convertBufferAttribute( attribute, indices ) { - - const array = attribute.array; - const itemSize = attribute.itemSize; - const normalized = attribute.normalized; - - const array2 = new array.constructor( indices.length * itemSize ); - - let index = 0, index2 = 0; - - for ( let i = 0, l = indices.length; i < l; i ++ ) { - - index = indices[ i ] * itemSize; - - for ( let j = 0; j < itemSize; j ++ ) { - - array2[ index2 ++ ] = array[ index ++ ]; - - } - - } - - return new BufferAttribute( array2, itemSize, normalized ); - - } - - // - - if ( this.index === null ) { - - console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); - return this; - - } - - const geometry2 = new BufferGeometry(); - - const indices = this.index.array; - const attributes = this.attributes; - - // attributes - - for ( const name in attributes ) { - - const attribute = attributes[ name ]; - - const newAttribute = convertBufferAttribute( attribute, indices ); - - geometry2.setAttribute( name, newAttribute ); - - } - - // morph attributes - - const morphAttributes = this.morphAttributes; - - for ( const name in morphAttributes ) { - - const morphArray = []; - const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - - for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { - - const attribute = morphAttribute[ i ]; - - const newAttribute = convertBufferAttribute( attribute, indices ); - - morphArray.push( newAttribute ); - - } - - geometry2.morphAttributes[ name ] = morphArray; - - } - - geometry2.morphTargetsRelative = this.morphTargetsRelative; - - // groups - - const groups = this.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - geometry2.addGroup( group.start, group.count, group.materialIndex ); - - } - - return geometry2; - - }, - - toJSON: function () { - - const data = { - metadata: { - version: 4.5, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; - - // standard BufferGeometry serialization - - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; - - if ( this.parameters !== undefined ) { - - const parameters = this.parameters; - - for ( const key in parameters ) { - - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - - } - - return data; - - } - - data.data = { attributes: {} }; - - const index = this.index; - - if ( index !== null ) { - - data.data.index = { - type: index.array.constructor.name, - array: Array.prototype.slice.call( index.array ) - }; - - } - - const attributes = this.attributes; - - for ( const key in attributes ) { - - const attribute = attributes[ key ]; - - const attributeData = attribute.toJSON( data.data ); - - if ( attribute.name !== '' ) attributeData.name = attribute.name; - - data.data.attributes[ key ] = attributeData; - - } - - const morphAttributes = {}; - let hasMorphAttributes = false; - - for ( const key in this.morphAttributes ) { - - const attributeArray = this.morphAttributes[ key ]; - - const array = []; - - for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { - - const attribute = attributeArray[ i ]; - - const attributeData = attribute.toJSON( data.data ); - - if ( attribute.name !== '' ) attributeData.name = attribute.name; - - array.push( attributeData ); - - } - - if ( array.length > 0 ) { - - morphAttributes[ key ] = array; - - hasMorphAttributes = true; - - } - - } - - if ( hasMorphAttributes ) { - - data.data.morphAttributes = morphAttributes; - data.data.morphTargetsRelative = this.morphTargetsRelative; - - } - - const groups = this.groups; - - if ( groups.length > 0 ) { - - data.data.groups = JSON.parse( JSON.stringify( groups ) ); - - } - - const boundingSphere = this.boundingSphere; - - if ( boundingSphere !== null ) { - - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; - - } - - return data; - - }, - - clone: function () { - - /* - // Handle primitives - - const parameters = this.parameters; - - if ( parameters !== undefined ) { - - const values = []; - - for ( const key in parameters ) { - - values.push( parameters[ key ] ); - - } - - const geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; - - } - - return new this.constructor().copy( this ); - */ - - return new BufferGeometry().copy( this ); - - }, - - copy: function ( source ) { - - // reset - - this.index = null; - this.attributes = {}; - this.morphAttributes = {}; - this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; - - // used for storing cloned, shared data - - const data = {}; - - // name - - this.name = source.name; - - // index - - const index = source.index; - - if ( index !== null ) { - - this.setIndex( index.clone( data ) ); - - } - - // attributes - - const attributes = source.attributes; - - for ( const name in attributes ) { - - const attribute = attributes[ name ]; - this.setAttribute( name, attribute.clone( data ) ); - - } - - // morph attributes - - const morphAttributes = source.morphAttributes; - - for ( const name in morphAttributes ) { - - const array = []; - const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - - for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { - - array.push( morphAttribute[ i ].clone( data ) ); - - } - - this.morphAttributes[ name ] = array; - - } - - this.morphTargetsRelative = source.morphTargetsRelative; - - // groups - - const groups = source.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); - - } - - // bounding box - - const boundingBox = source.boundingBox; - - if ( boundingBox !== null ) { - - this.boundingBox = boundingBox.clone(); - - } - - // bounding sphere - - const boundingSphere = source.boundingSphere; - - if ( boundingSphere !== null ) { - - this.boundingSphere = boundingSphere.clone(); - - } - - // draw range - - this.drawRange.start = source.drawRange.start; - this.drawRange.count = source.drawRange.count; - - // user data - - this.userData = source.userData; - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} ); - -const _inverseMatrix = new Matrix4(); -const _ray = new Ray(); -const _sphere = new Sphere(); - -const _vA = new Vector3(); -const _vB = new Vector3(); -const _vC = new Vector3(); - -const _tempA = new Vector3(); -const _tempB = new Vector3(); -const _tempC = new Vector3(); - -const _morphA = new Vector3(); -const _morphB = new Vector3(); -const _morphC = new Vector3(); - -const _uvA = new Vector2(); -const _uvB = new Vector2(); -const _uvC = new Vector2(); - -const _intersectionPoint = new Vector3(); -const _intersectionPointWorld = new Vector3(); - -function Mesh( geometry, material ) { - - Object3D.call( this ); - - this.type = 'Mesh'; - - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new MeshBasicMaterial(); - - this.updateMorphTargets(); - -} - -Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Mesh, - - isMesh: true, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - if ( source.morphTargetInfluences !== undefined ) { - - this.morphTargetInfluences = source.morphTargetInfluences.slice(); - - } - - if ( source.morphTargetDictionary !== undefined ) { - - this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); - - } - - this.material = source.material; - this.geometry = source.geometry; - - return this; - - }, - - updateMorphTargets: function () { - - const geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - const morphAttributes = geometry.morphAttributes; - const keys = Object.keys( morphAttributes ); - - if ( keys.length > 0 ) { - - const morphAttribute = morphAttributes[ keys[ 0 ] ]; - - if ( morphAttribute !== undefined ) { - - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; - - for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - - const name = morphAttribute[ m ].name || String( m ); - - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; - - } - - } - - } - - } else { - - const morphTargets = geometry.morphTargets; - - if ( morphTargets !== undefined && morphTargets.length > 0 ) { - - console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); - - } - - } - - }, - - raycast: function ( raycaster, intersects ) { - - const geometry = this.geometry; - const material = this.material; - const matrixWorld = this.matrixWorld; - - if ( material === undefined ) return; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere.copy( geometry.boundingSphere ); - _sphere.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; - - // - - _inverseMatrix.getInverse( matrixWorld ); - _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); - - // Check boundingBox before continuing - - if ( geometry.boundingBox !== null ) { - - if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return; - - } - - let intersection; - - if ( geometry.isBufferGeometry ) { - - const index = geometry.index; - const position = geometry.attributes.position; - const morphPosition = geometry.morphAttributes.position; - const morphTargetsRelative = geometry.morphTargetsRelative; - const uv = geometry.attributes.uv; - const uv2 = geometry.attributes.uv2; - const groups = geometry.groups; - const drawRange = geometry.drawRange; - - if ( index !== null ) { - - // indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - const start = Math.max( group.start, drawRange.start ); - const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - - for ( let j = start, jl = end; j < jl; j += 3 ) { - - const a = index.getX( j ); - const b = index.getX( j + 1 ); - const c = index.getX( j + 2 ); - - intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); - - } - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i += 3 ) { - - const a = index.getX( i ); - const b = index.getX( i + 1 ); - const c = index.getX( i + 2 ); - - intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } else if ( position !== undefined ) { - - // non-indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - const start = Math.max( group.start, drawRange.start ); - const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - - for ( let j = start, jl = end; j < jl; j += 3 ) { - - const a = j; - const b = j + 1; - const c = j + 2; - - intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); - - } - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i += 3 ) { - - const a = i; - const b = i + 1; - const c = i + 2; - - intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } - - } else if ( geometry.isGeometry ) { - - const isMultiMaterial = Array.isArray( material ); - - const vertices = geometry.vertices; - const faces = geometry.faces; - let uvs; - - const faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; - - for ( let f = 0, fl = faces.length; f < fl; f ++ ) { - - const face = faces[ f ]; - const faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; - - if ( faceMaterial === undefined ) continue; - - const fvA = vertices[ face.a ]; - const fvB = vertices[ face.b ]; - const fvC = vertices[ face.c ]; - - intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint ); - - if ( intersection ) { - - if ( uvs && uvs[ f ] ) { - - const uvs_f = uvs[ f ]; - _uvA.copy( uvs_f[ 0 ] ); - _uvB.copy( uvs_f[ 1 ] ); - _uvC.copy( uvs_f[ 2 ] ); - - intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() ); - - } - - intersection.face = face; - intersection.faceIndex = f; - intersects.push( intersection ); - - } - - } - - } - - } - -} ); - -function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { - - let intersect; - - if ( material.side === BackSide ) { - - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - - } else { - - intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); - - } - - if ( intersect === null ) return null; - - _intersectionPointWorld.copy( point ); - _intersectionPointWorld.applyMatrix4( object.matrixWorld ); - - const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); - - if ( distance < raycaster.near || distance > raycaster.far ) return null; - - return { - distance: distance, - point: _intersectionPointWorld.clone(), - object: object - }; - -} - -function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) { - - _vA.fromBufferAttribute( position, a ); - _vB.fromBufferAttribute( position, b ); - _vC.fromBufferAttribute( position, c ); - - const morphInfluences = object.morphTargetInfluences; - - if ( material.morphTargets && morphPosition && morphInfluences ) { - - _morphA.set( 0, 0, 0 ); - _morphB.set( 0, 0, 0 ); - _morphC.set( 0, 0, 0 ); - - for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { - - const influence = morphInfluences[ i ]; - const morphAttribute = morphPosition[ i ]; - - if ( influence === 0 ) continue; - - _tempA.fromBufferAttribute( morphAttribute, a ); - _tempB.fromBufferAttribute( morphAttribute, b ); - _tempC.fromBufferAttribute( morphAttribute, c ); - - if ( morphTargetsRelative ) { - - _morphA.addScaledVector( _tempA, influence ); - _morphB.addScaledVector( _tempB, influence ); - _morphC.addScaledVector( _tempC, influence ); - - } else { - - _morphA.addScaledVector( _tempA.sub( _vA ), influence ); - _morphB.addScaledVector( _tempB.sub( _vB ), influence ); - _morphC.addScaledVector( _tempC.sub( _vC ), influence ); - - } - - } - - _vA.add( _morphA ); - _vB.add( _morphB ); - _vC.add( _morphC ); - - } - - if ( object.isSkinnedMesh ) { - - object.boneTransform( a, _vA ); - object.boneTransform( b, _vB ); - object.boneTransform( c, _vC ); - - } - - const intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint ); - - if ( intersection ) { - - if ( uv ) { - - _uvA.fromBufferAttribute( uv, a ); - _uvB.fromBufferAttribute( uv, b ); - _uvC.fromBufferAttribute( uv, c ); - - intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ); - - } - - if ( uv2 ) { - - _uvA.fromBufferAttribute( uv2, a ); - _uvB.fromBufferAttribute( uv2, b ); - _uvC.fromBufferAttribute( uv2, c ); - - intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ); - - } - - const face = new Face3( a, b, c ); - Triangle.getNormal( _vA, _vB, _vC, face.normal ); - - intersection.face = face; - - } - - return intersection; - -} - -let _geometryId = 0; // Geometry uses even numbers as Id -const _m1$3 = new Matrix4(); -const _obj$1 = new Object3D(); -const _offset$1 = new Vector3(); - -function Geometry() { - - Object.defineProperty( this, 'id', { value: _geometryId += 2 } ); - - this.uuid = MathUtils.generateUUID(); - - this.name = ''; - this.type = 'Geometry'; - - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; - - this.morphTargets = []; - this.morphNormals = []; - - this.skinWeights = []; - this.skinIndices = []; - - this.lineDistances = []; - - this.boundingBox = null; - this.boundingSphere = null; - - // update flags - - this.elementsNeedUpdate = false; - this.verticesNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - this.groupsNeedUpdate = false; - -} - -Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - - constructor: Geometry, - - isGeometry: true, - - applyMatrix4: function ( matrix ) { - - const normalMatrix = new Matrix3().getNormalMatrix( matrix ); - - for ( let i = 0, il = this.vertices.length; i < il; i ++ ) { - - const vertex = this.vertices[ i ]; - vertex.applyMatrix4( matrix ); - - } - - for ( let i = 0, il = this.faces.length; i < il; i ++ ) { - - const face = this.faces[ i ]; - face.normal.applyMatrix3( normalMatrix ).normalize(); - - for ( let j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - - face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); - - } - - } - - if ( this.boundingBox !== null ) { - - this.computeBoundingBox(); - - } - - if ( this.boundingSphere !== null ) { - - this.computeBoundingSphere(); - - } - - this.verticesNeedUpdate = true; - this.normalsNeedUpdate = true; - - return this; - - }, - - rotateX: function ( angle ) { - - // rotate geometry around world x-axis - - _m1$3.makeRotationX( angle ); - - this.applyMatrix4( _m1$3 ); - - return this; - - }, - - rotateY: function ( angle ) { - - // rotate geometry around world y-axis - - _m1$3.makeRotationY( angle ); - - this.applyMatrix4( _m1$3 ); - - return this; - - }, - - rotateZ: function ( angle ) { - - // rotate geometry around world z-axis - - _m1$3.makeRotationZ( angle ); - - this.applyMatrix4( _m1$3 ); - - return this; - - }, - - translate: function ( x, y, z ) { - - // translate geometry - - _m1$3.makeTranslation( x, y, z ); - - this.applyMatrix4( _m1$3 ); - - return this; - - }, - - scale: function ( x, y, z ) { - - // scale geometry - - _m1$3.makeScale( x, y, z ); - - this.applyMatrix4( _m1$3 ); - - return this; - - }, - - lookAt: function ( vector ) { - - _obj$1.lookAt( vector ); - - _obj$1.updateMatrix(); - - this.applyMatrix4( _obj$1.matrix ); - - return this; - - }, - - fromBufferGeometry: function ( geometry ) { - - const scope = this; - - const index = geometry.index !== null ? geometry.index : undefined; - const attributes = geometry.attributes; - - if ( attributes.position === undefined ) { - - console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' ); - return this; - - } - - const position = attributes.position; - const normal = attributes.normal; - const color = attributes.color; - const uv = attributes.uv; - const uv2 = attributes.uv2; - - if ( uv2 !== undefined ) this.faceVertexUvs[ 1 ] = []; - - for ( let i = 0; i < position.count; i ++ ) { - - scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) ); - - if ( color !== undefined ) { - - scope.colors.push( new Color().fromBufferAttribute( color, i ) ); - - } - - } - - function addFace( a, b, c, materialIndex ) { - - const vertexColors = ( color === undefined ) ? [] : [ - scope.colors[ a ].clone(), - scope.colors[ b ].clone(), - scope.colors[ c ].clone() - ]; - - const vertexNormals = ( normal === undefined ) ? [] : [ - new Vector3().fromBufferAttribute( normal, a ), - new Vector3().fromBufferAttribute( normal, b ), - new Vector3().fromBufferAttribute( normal, c ) - ]; - - const face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); - - scope.faces.push( face ); - - if ( uv !== undefined ) { - - scope.faceVertexUvs[ 0 ].push( [ - new Vector2().fromBufferAttribute( uv, a ), - new Vector2().fromBufferAttribute( uv, b ), - new Vector2().fromBufferAttribute( uv, c ) - ] ); - - } - - if ( uv2 !== undefined ) { - - scope.faceVertexUvs[ 1 ].push( [ - new Vector2().fromBufferAttribute( uv2, a ), - new Vector2().fromBufferAttribute( uv2, b ), - new Vector2().fromBufferAttribute( uv2, c ) - ] ); - - } - - } - - const groups = geometry.groups; - - if ( groups.length > 0 ) { - - for ( let i = 0; i < groups.length; i ++ ) { - - const group = groups[ i ]; - - const start = group.start; - const count = group.count; - - for ( let j = start, jl = start + count; j < jl; j += 3 ) { - - if ( index !== undefined ) { - - addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex ); - - } else { - - addFace( j, j + 1, j + 2, group.materialIndex ); - - } - - } - - } - - } else { - - if ( index !== undefined ) { - - for ( let i = 0; i < index.count; i += 3 ) { - - addFace( index.getX( i ), index.getX( i + 1 ), index.getX( i + 2 ) ); - - } - - } else { - - for ( let i = 0; i < position.count; i += 3 ) { - - addFace( i, i + 1, i + 2 ); - - } - - } - - } - - this.computeFaceNormals(); - - if ( geometry.boundingBox !== null ) { - - this.boundingBox = geometry.boundingBox.clone(); - - } - - if ( geometry.boundingSphere !== null ) { - - this.boundingSphere = geometry.boundingSphere.clone(); - - } - - return this; - - }, - - center: function () { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( _offset$1 ).negate(); - - this.translate( _offset$1.x, _offset$1.y, _offset$1.z ); - - return this; - - }, - - normalize: function () { - - this.computeBoundingSphere(); - - const center = this.boundingSphere.center; - const radius = this.boundingSphere.radius; - - const s = radius === 0 ? 1 : 1.0 / radius; - - const matrix = new Matrix4(); - matrix.set( - s, 0, 0, - s * center.x, - 0, s, 0, - s * center.y, - 0, 0, s, - s * center.z, - 0, 0, 0, 1 - ); - - this.applyMatrix4( matrix ); - - return this; - - }, - - computeFaceNormals: function () { - - const cb = new Vector3(), ab = new Vector3(); - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const face = this.faces[ f ]; - - const vA = this.vertices[ face.a ]; - const vB = this.vertices[ face.b ]; - const vC = this.vertices[ face.c ]; - - cb.subVectors( vC, vB ); - ab.subVectors( vA, vB ); - cb.cross( ab ); - - cb.normalize(); - - face.normal.copy( cb ); - - } - - }, - - computeVertexNormals: function ( areaWeighted ) { - - if ( areaWeighted === undefined ) areaWeighted = true; - - const vertices = new Array( this.vertices.length ); - - for ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - vertices[ v ] = new Vector3(); - - } - - if ( areaWeighted ) { - - // vertex normals weighted by triangle areas - // http://www.iquilezles.org/www/articles/normals/normals.htm - - const cb = new Vector3(), ab = new Vector3(); - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const face = this.faces[ f ]; - - const vA = this.vertices[ face.a ]; - const vB = this.vertices[ face.b ]; - const vC = this.vertices[ face.c ]; - - cb.subVectors( vC, vB ); - ab.subVectors( vA, vB ); - cb.cross( ab ); - - vertices[ face.a ].add( cb ); - vertices[ face.b ].add( cb ); - vertices[ face.c ].add( cb ); - - } - - } else { - - this.computeFaceNormals(); - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const face = this.faces[ f ]; - - vertices[ face.a ].add( face.normal ); - vertices[ face.b ].add( face.normal ); - vertices[ face.c ].add( face.normal ); - - } - - } - - for ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - vertices[ v ].normalize(); - - } - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const face = this.faces[ f ]; - - const vertexNormals = face.vertexNormals; - - if ( vertexNormals.length === 3 ) { - - vertexNormals[ 0 ].copy( vertices[ face.a ] ); - vertexNormals[ 1 ].copy( vertices[ face.b ] ); - vertexNormals[ 2 ].copy( vertices[ face.c ] ); - - } else { - - vertexNormals[ 0 ] = vertices[ face.a ].clone(); - vertexNormals[ 1 ] = vertices[ face.b ].clone(); - vertexNormals[ 2 ] = vertices[ face.c ].clone(); - - } - - } - - if ( this.faces.length > 0 ) { - - this.normalsNeedUpdate = true; - - } - - }, - - computeFlatVertexNormals: function () { - - this.computeFaceNormals(); - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const face = this.faces[ f ]; - - const vertexNormals = face.vertexNormals; - - if ( vertexNormals.length === 3 ) { - - vertexNormals[ 0 ].copy( face.normal ); - vertexNormals[ 1 ].copy( face.normal ); - vertexNormals[ 2 ].copy( face.normal ); - - } else { - - vertexNormals[ 0 ] = face.normal.clone(); - vertexNormals[ 1 ] = face.normal.clone(); - vertexNormals[ 2 ] = face.normal.clone(); - - } - - } - - if ( this.faces.length > 0 ) { - - this.normalsNeedUpdate = true; - - } - - }, - - computeMorphNormals: function () { - - // save original normals - // - create temp variables on first access - // otherwise just copy (for faster repeated calls) - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const face = this.faces[ f ]; - - if ( ! face.__originalFaceNormal ) { - - face.__originalFaceNormal = face.normal.clone(); - - } else { - - face.__originalFaceNormal.copy( face.normal ); - - } - - if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; - - for ( let i = 0, il = face.vertexNormals.length; i < il; i ++ ) { - - if ( ! face.__originalVertexNormals[ i ] ) { - - face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); - - } else { - - face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); - - } - - } - - } - - // use temp geometry to compute face and vertex normals for each morph - - const tmpGeo = new Geometry(); - tmpGeo.faces = this.faces; - - for ( let i = 0, il = this.morphTargets.length; i < il; i ++ ) { - - // create on first access - - if ( ! this.morphNormals[ i ] ) { - - this.morphNormals[ i ] = {}; - this.morphNormals[ i ].faceNormals = []; - this.morphNormals[ i ].vertexNormals = []; - - const dstNormalsFace = this.morphNormals[ i ].faceNormals; - const dstNormalsVertex = this.morphNormals[ i ].vertexNormals; - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const faceNormal = new Vector3(); - const vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; - - dstNormalsFace.push( faceNormal ); - dstNormalsVertex.push( vertexNormals ); - - } - - } - - const morphNormals = this.morphNormals[ i ]; - - // set vertices to morph target - - tmpGeo.vertices = this.morphTargets[ i ].vertices; - - // compute morph normals - - tmpGeo.computeFaceNormals(); - tmpGeo.computeVertexNormals(); - - // store morph normals - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const face = this.faces[ f ]; - - const faceNormal = morphNormals.faceNormals[ f ]; - const vertexNormals = morphNormals.vertexNormals[ f ]; - - faceNormal.copy( face.normal ); - - vertexNormals.a.copy( face.vertexNormals[ 0 ] ); - vertexNormals.b.copy( face.vertexNormals[ 1 ] ); - vertexNormals.c.copy( face.vertexNormals[ 2 ] ); - - } - - } - - // restore original normals - - for ( let f = 0, fl = this.faces.length; f < fl; f ++ ) { - - const face = this.faces[ f ]; - - face.normal = face.__originalFaceNormal; - face.vertexNormals = face.__originalVertexNormals; - - } - - }, - - computeBoundingBox: function () { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - this.boundingBox.setFromPoints( this.vertices ); - - }, - - computeBoundingSphere: function () { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - this.boundingSphere.setFromPoints( this.vertices ); - - }, - - merge: function ( geometry, matrix, materialIndexOffset ) { - - if ( ! ( geometry && geometry.isGeometry ) ) { - - console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); - return; - - } - - let normalMatrix; - const vertexOffset = this.vertices.length, - vertices1 = this.vertices, - vertices2 = geometry.vertices, - faces1 = this.faces, - faces2 = geometry.faces, - colors1 = this.colors, - colors2 = geometry.colors; - - if ( materialIndexOffset === undefined ) materialIndexOffset = 0; - - if ( matrix !== undefined ) { - - normalMatrix = new Matrix3().getNormalMatrix( matrix ); - - } - - // vertices - - for ( let i = 0, il = vertices2.length; i < il; i ++ ) { - - const vertex = vertices2[ i ]; - - const vertexCopy = vertex.clone(); - - if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); - - vertices1.push( vertexCopy ); - - } - - // colors - - for ( let i = 0, il = colors2.length; i < il; i ++ ) { - - colors1.push( colors2[ i ].clone() ); - - } - - // faces - - for ( let i = 0, il = faces2.length; i < il; i ++ ) { - - const face = faces2[ i ]; - let normal, color; - const faceVertexNormals = face.vertexNormals, - faceVertexColors = face.vertexColors; - - const faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); - faceCopy.normal.copy( face.normal ); - - if ( normalMatrix !== undefined ) { - - faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); - - } - - for ( let j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { - - normal = faceVertexNormals[ j ].clone(); - - if ( normalMatrix !== undefined ) { - - normal.applyMatrix3( normalMatrix ).normalize(); - - } - - faceCopy.vertexNormals.push( normal ); - - } - - faceCopy.color.copy( face.color ); - - for ( let j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { - - color = faceVertexColors[ j ]; - faceCopy.vertexColors.push( color.clone() ); - - } - - faceCopy.materialIndex = face.materialIndex + materialIndexOffset; - - faces1.push( faceCopy ); - - } - - // uvs - - for ( let i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { - - const faceVertexUvs2 = geometry.faceVertexUvs[ i ]; - - if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = []; - - for ( let j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) { - - const uvs2 = faceVertexUvs2[ j ], uvsCopy = []; - - for ( let k = 0, kl = uvs2.length; k < kl; k ++ ) { - - uvsCopy.push( uvs2[ k ].clone() ); - - } - - this.faceVertexUvs[ i ].push( uvsCopy ); - - } - - } - - }, - - mergeMesh: function ( mesh ) { - - if ( ! ( mesh && mesh.isMesh ) ) { - - console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); - return; - - } - - if ( mesh.matrixAutoUpdate ) mesh.updateMatrix(); - - this.merge( mesh.geometry, mesh.matrix ); - - }, - - /* - * Checks for duplicate vertices with hashmap. - * Duplicated vertices are removed - * and faces' vertices are updated. - */ - - mergeVertices: function () { - - const verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) - const unique = [], changes = []; - - const precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 - const precision = Math.pow( 10, precisionPoints ); - - for ( let i = 0, il = this.vertices.length; i < il; i ++ ) { - - const v = this.vertices[ i ]; - const key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); - - if ( verticesMap[ key ] === undefined ) { - - verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); - changes[ i ] = unique.length - 1; - - } else { - - //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); - changes[ i ] = changes[ verticesMap[ key ] ]; - - } - - } - - - // if faces are completely degenerate after merging vertices, we - // have to remove them from the geometry. - const faceIndicesToRemove = []; - - for ( let i = 0, il = this.faces.length; i < il; i ++ ) { - - const face = this.faces[ i ]; - - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; - - const indices = [ face.a, face.b, face.c ]; - - // if any duplicate vertices are found in a Face3 - // we have to remove the face as nothing can be saved - for ( let n = 0; n < 3; n ++ ) { - - if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { - - faceIndicesToRemove.push( i ); - break; - - } - - } - - } - - for ( let i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { - - const idx = faceIndicesToRemove[ i ]; - - this.faces.splice( idx, 1 ); - - for ( let j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { - - this.faceVertexUvs[ j ].splice( idx, 1 ); - - } - - } - - // Use unique set of vertices - - const diff = this.vertices.length - unique.length; - this.vertices = unique; - return diff; - - }, - - setFromPoints: function ( points ) { - - this.vertices = []; - - for ( let i = 0, l = points.length; i < l; i ++ ) { - - const point = points[ i ]; - this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); - - } - - return this; - - }, - - sortFacesByMaterialIndex: function () { - - const faces = this.faces; - const length = faces.length; - - // tag faces - - for ( let i = 0; i < length; i ++ ) { - - faces[ i ]._id = i; - - } - - // sort faces - - function materialIndexSort( a, b ) { - - return a.materialIndex - b.materialIndex; - - } - - faces.sort( materialIndexSort ); - - // sort uvs - - const uvs1 = this.faceVertexUvs[ 0 ]; - const uvs2 = this.faceVertexUvs[ 1 ]; - - let newUvs1, newUvs2; - - if ( uvs1 && uvs1.length === length ) newUvs1 = []; - if ( uvs2 && uvs2.length === length ) newUvs2 = []; - - for ( let i = 0; i < length; i ++ ) { - - const id = faces[ i ]._id; - - if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); - if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); - - } - - if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; - if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; - - }, - - toJSON: function () { - - const data = { - metadata: { - version: 4.5, - type: 'Geometry', - generator: 'Geometry.toJSON' - } - }; - - // standard Geometry serialization - - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - - if ( this.parameters !== undefined ) { - - const parameters = this.parameters; - - for ( const key in parameters ) { - - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - - } - - return data; - - } - - const vertices = []; - - for ( let i = 0; i < this.vertices.length; i ++ ) { - - const vertex = this.vertices[ i ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - const faces = []; - const normals = []; - const normalsHash = {}; - const colors = []; - const colorsHash = {}; - const uvs = []; - const uvsHash = {}; - - for ( let i = 0; i < this.faces.length; i ++ ) { - - const face = this.faces[ i ]; - - const hasMaterial = true; - const hasFaceUv = false; // deprecated - const hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; - const hasFaceNormal = face.normal.length() > 0; - const hasFaceVertexNormal = face.vertexNormals.length > 0; - const hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; - const hasFaceVertexColor = face.vertexColors.length > 0; - - let faceType = 0; - - faceType = setBit( faceType, 0, 0 ); // isQuad - faceType = setBit( faceType, 1, hasMaterial ); - faceType = setBit( faceType, 2, hasFaceUv ); - faceType = setBit( faceType, 3, hasFaceVertexUv ); - faceType = setBit( faceType, 4, hasFaceNormal ); - faceType = setBit( faceType, 5, hasFaceVertexNormal ); - faceType = setBit( faceType, 6, hasFaceColor ); - faceType = setBit( faceType, 7, hasFaceVertexColor ); - - faces.push( faceType ); - faces.push( face.a, face.b, face.c ); - faces.push( face.materialIndex ); - - if ( hasFaceVertexUv ) { - - const faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; - - faces.push( - getUvIndex( faceVertexUvs[ 0 ] ), - getUvIndex( faceVertexUvs[ 1 ] ), - getUvIndex( faceVertexUvs[ 2 ] ) - ); - - } - - if ( hasFaceNormal ) { - - faces.push( getNormalIndex( face.normal ) ); - - } - - if ( hasFaceVertexNormal ) { - - const vertexNormals = face.vertexNormals; - - faces.push( - getNormalIndex( vertexNormals[ 0 ] ), - getNormalIndex( vertexNormals[ 1 ] ), - getNormalIndex( vertexNormals[ 2 ] ) - ); - - } - - if ( hasFaceColor ) { - - faces.push( getColorIndex( face.color ) ); - - } - - if ( hasFaceVertexColor ) { - - const vertexColors = face.vertexColors; - - faces.push( - getColorIndex( vertexColors[ 0 ] ), - getColorIndex( vertexColors[ 1 ] ), - getColorIndex( vertexColors[ 2 ] ) - ); - - } - - } - - function setBit( value, position, enabled ) { - - return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); - - } - - function getNormalIndex( normal ) { - - const hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); - - if ( normalsHash[ hash ] !== undefined ) { - - return normalsHash[ hash ]; - - } - - normalsHash[ hash ] = normals.length / 3; - normals.push( normal.x, normal.y, normal.z ); - - return normalsHash[ hash ]; - - } - - function getColorIndex( color ) { - - const hash = color.r.toString() + color.g.toString() + color.b.toString(); - - if ( colorsHash[ hash ] !== undefined ) { - - return colorsHash[ hash ]; - - } - - colorsHash[ hash ] = colors.length; - colors.push( color.getHex() ); - - return colorsHash[ hash ]; - - } - - function getUvIndex( uv ) { - - const hash = uv.x.toString() + uv.y.toString(); - - if ( uvsHash[ hash ] !== undefined ) { - - return uvsHash[ hash ]; - - } - - uvsHash[ hash ] = uvs.length / 2; - uvs.push( uv.x, uv.y ); - - return uvsHash[ hash ]; - - } - - data.data = {}; - - data.data.vertices = vertices; - data.data.normals = normals; - if ( colors.length > 0 ) data.data.colors = colors; - if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility - data.data.faces = faces; - - return data; - - }, - - clone: function () { - - /* - // Handle primitives - - const parameters = this.parameters; - - if ( parameters !== undefined ) { - - const values = []; - - for ( const key in parameters ) { - - values.push( parameters[ key ] ); - - } - - const geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; - - } - - return new this.constructor().copy( this ); - */ - - return new Geometry().copy( this ); - - }, - - copy: function ( source ) { - - // reset - - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; - this.morphTargets = []; - this.morphNormals = []; - this.skinWeights = []; - this.skinIndices = []; - this.lineDistances = []; - this.boundingBox = null; - this.boundingSphere = null; - - // name - - this.name = source.name; - - // vertices - - const vertices = source.vertices; - - for ( let i = 0, il = vertices.length; i < il; i ++ ) { - - this.vertices.push( vertices[ i ].clone() ); - - } - - // colors - - const colors = source.colors; - - for ( let i = 0, il = colors.length; i < il; i ++ ) { - - this.colors.push( colors[ i ].clone() ); - - } - - // faces - - const faces = source.faces; - - for ( let i = 0, il = faces.length; i < il; i ++ ) { - - this.faces.push( faces[ i ].clone() ); - - } - - // face vertex uvs - - for ( let i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { - - const faceVertexUvs = source.faceVertexUvs[ i ]; - - if ( this.faceVertexUvs[ i ] === undefined ) { - - this.faceVertexUvs[ i ] = []; - - } - - for ( let j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { - - const uvs = faceVertexUvs[ j ], uvsCopy = []; - - for ( let k = 0, kl = uvs.length; k < kl; k ++ ) { - - const uv = uvs[ k ]; - - uvsCopy.push( uv.clone() ); - - } - - this.faceVertexUvs[ i ].push( uvsCopy ); - - } - - } - - // morph targets - - const morphTargets = source.morphTargets; - - for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { - - const morphTarget = {}; - morphTarget.name = morphTargets[ i ].name; - - // vertices - - if ( morphTargets[ i ].vertices !== undefined ) { - - morphTarget.vertices = []; - - for ( let j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { - - morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); - - } - - } - - // normals - - if ( morphTargets[ i ].normals !== undefined ) { - - morphTarget.normals = []; - - for ( let j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { - - morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); - - } - - } - - this.morphTargets.push( morphTarget ); - - } - - // morph normals - - const morphNormals = source.morphNormals; - - for ( let i = 0, il = morphNormals.length; i < il; i ++ ) { - - const morphNormal = {}; - - // vertex normals - - if ( morphNormals[ i ].vertexNormals !== undefined ) { - - morphNormal.vertexNormals = []; - - for ( let j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { - - const srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; - const destVertexNormal = {}; - - destVertexNormal.a = srcVertexNormal.a.clone(); - destVertexNormal.b = srcVertexNormal.b.clone(); - destVertexNormal.c = srcVertexNormal.c.clone(); - - morphNormal.vertexNormals.push( destVertexNormal ); - - } - - } - - // face normals - - if ( morphNormals[ i ].faceNormals !== undefined ) { - - morphNormal.faceNormals = []; - - for ( let j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { - - morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); - - } - - } - - this.morphNormals.push( morphNormal ); - - } - - // skin weights - - const skinWeights = source.skinWeights; - - for ( let i = 0, il = skinWeights.length; i < il; i ++ ) { - - this.skinWeights.push( skinWeights[ i ].clone() ); - - } - - // skin indices - - const skinIndices = source.skinIndices; - - for ( let i = 0, il = skinIndices.length; i < il; i ++ ) { - - this.skinIndices.push( skinIndices[ i ].clone() ); - - } - - // line distances - - const lineDistances = source.lineDistances; - - for ( let i = 0, il = lineDistances.length; i < il; i ++ ) { - - this.lineDistances.push( lineDistances[ i ] ); - - } - - // bounding box - - const boundingBox = source.boundingBox; - - if ( boundingBox !== null ) { - - this.boundingBox = boundingBox.clone(); - - } - - // bounding sphere - - const boundingSphere = source.boundingSphere; - - if ( boundingSphere !== null ) { - - this.boundingSphere = boundingSphere.clone(); - - } - - // update flags - - this.elementsNeedUpdate = source.elementsNeedUpdate; - this.verticesNeedUpdate = source.verticesNeedUpdate; - this.uvsNeedUpdate = source.uvsNeedUpdate; - this.normalsNeedUpdate = source.normalsNeedUpdate; - this.colorsNeedUpdate = source.colorsNeedUpdate; - this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; - this.groupsNeedUpdate = source.groupsNeedUpdate; - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} ); - -// BoxGeometry - -class BoxGeometry extends Geometry { - - constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) { - - super(); - - this.type = 'BoxGeometry'; - - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; - - this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); - this.mergeVertices(); - - } - -} - -// BoxBufferGeometry - -class BoxBufferGeometry extends BufferGeometry { - - constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { - - super(); - - this.type = 'BoxBufferGeometry'; - - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; - - const scope = this; - - // segments - - widthSegments = Math.floor( widthSegments ); - heightSegments = Math.floor( heightSegments ); - depthSegments = Math.floor( depthSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let numberOfVertices = 0; - let groupStart = 0; - - // build each side of the box geometry - - buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px - buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx - buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py - buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny - buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz - buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - - const segmentWidth = width / gridX; - const segmentHeight = height / gridY; - - const widthHalf = width / 2; - const heightHalf = height / 2; - const depthHalf = depth / 2; - - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; - - let vertexCounter = 0; - let groupCount = 0; - - const vector = new Vector3(); - - // generate vertices, normals and uvs - - for ( let iy = 0; iy < gridY1; iy ++ ) { - - const y = iy * segmentHeight - heightHalf; - - for ( let ix = 0; ix < gridX1; ix ++ ) { - - const x = ix * segmentWidth - widthHalf; - - // set values to correct vector component - - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; - - // now apply vector to vertex buffer - - vertices.push( vector.x, vector.y, vector.z ); - - // set values to correct vector component - - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; - - // now apply vector to normal buffer - - normals.push( vector.x, vector.y, vector.z ); - - // uvs - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - // counters - - vertexCounter += 1; - - } - - } - - // indices - - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - - for ( let iy = 0; iy < gridY; iy ++ ) { - - for ( let ix = 0; ix < gridX; ix ++ ) { - - const a = numberOfVertices + ix + gridX1 * iy; - const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // increase counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, materialIndex ); - - // calculate new start value for groups - - groupStart += groupCount; - - // update total number of vertices - - numberOfVertices += vertexCounter; - - } - - } - -} - -/** - * Uniform Utilities - */ - -function cloneUniforms( src ) { - - const dst = {}; - - for ( const u in src ) { - - dst[ u ] = {}; - - for ( const p in src[ u ] ) { - - const property = src[ u ][ p ]; - - if ( property && ( property.isColor || - property.isMatrix3 || property.isMatrix4 || - property.isVector2 || property.isVector3 || property.isVector4 || - property.isTexture ) ) { - - dst[ u ][ p ] = property.clone(); - - } else if ( Array.isArray( property ) ) { - - dst[ u ][ p ] = property.slice(); - - } else { - - dst[ u ][ p ] = property; - - } - - } - - } - - return dst; - -} - -function mergeUniforms( uniforms ) { - - const merged = {}; - - for ( let u = 0; u < uniforms.length; u ++ ) { - - const tmp = cloneUniforms( uniforms[ u ] ); - - for ( const p in tmp ) { - - merged[ p ] = tmp[ p ]; - - } - - } - - return merged; - -} - -// Legacy - -const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; - -var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; - -var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; - -/** - * parameters = { - * defines: { "label" : "value" }, - * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, - * - * fragmentShader: , - * vertexShader: , - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function ShaderMaterial( parameters ) { - - Material.call( this ); - - this.type = 'ShaderMaterial'; - - this.defines = {}; - this.uniforms = {}; - - this.vertexShader = default_vertex; - this.fragmentShader = default_fragment; - - this.linewidth = 1; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.fog = false; // set to use scene fog - this.lights = false; // set to use scene lights - this.clipping = false; // set to use user-defined clipping planes - - this.skinning = false; // set to use skinning attribute streams - this.morphTargets = false; // set to use morph targets - this.morphNormals = false; // set to use morph normals - - this.extensions = { - derivatives: false, // set to use derivatives - fragDepth: false, // set to use fragment depth values - drawBuffers: false, // set to use draw buffers - shaderTextureLOD: false // set to use shader texture LOD - }; - - // When rendered geometry doesn't include these attributes but the material does, - // use these default values in WebGL. This avoids errors when buffer data is missing. - this.defaultAttributeValues = { - 'color': [ 1, 1, 1 ], - 'uv': [ 0, 0 ], - 'uv2': [ 0, 0 ] - }; - - this.index0AttributeName = undefined; - this.uniformsNeedUpdate = false; - - this.glslVersion = null; - - if ( parameters !== undefined ) { - - if ( parameters.attributes !== undefined ) { - - console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); - - } - - this.setValues( parameters ); - - } - -} - -ShaderMaterial.prototype = Object.create( Material.prototype ); -ShaderMaterial.prototype.constructor = ShaderMaterial; - -ShaderMaterial.prototype.isShaderMaterial = true; - -ShaderMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; - - this.uniforms = cloneUniforms( source.uniforms ); - - this.defines = Object.assign( {}, source.defines ); - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.lights = source.lights; - this.clipping = source.clipping; - - this.skinning = source.skinning; - - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - this.extensions = Object.assign( {}, source.extensions ); - - this.glslVersion = source.glslVersion; - - return this; - -}; - -ShaderMaterial.prototype.toJSON = function ( meta ) { - - const data = Material.prototype.toJSON.call( this, meta ); - - data.glslVersion = this.glslVersion; - data.uniforms = {}; - - for ( const name in this.uniforms ) { - - const uniform = this.uniforms[ name ]; - const value = uniform.value; - - if ( value && value.isTexture ) { - - data.uniforms[ name ] = { - type: 't', - value: value.toJSON( meta ).uuid - }; - - } else if ( value && value.isColor ) { - - data.uniforms[ name ] = { - type: 'c', - value: value.getHex() - }; - - } else if ( value && value.isVector2 ) { - - data.uniforms[ name ] = { - type: 'v2', - value: value.toArray() - }; - - } else if ( value && value.isVector3 ) { - - data.uniforms[ name ] = { - type: 'v3', - value: value.toArray() - }; - - } else if ( value && value.isVector4 ) { - - data.uniforms[ name ] = { - type: 'v4', - value: value.toArray() - }; - - } else if ( value && value.isMatrix3 ) { - - data.uniforms[ name ] = { - type: 'm3', - value: value.toArray() - }; - - } else if ( value && value.isMatrix4 ) { - - data.uniforms[ name ] = { - type: 'm4', - value: value.toArray() - }; - - } else { - - data.uniforms[ name ] = { - value: value - }; - - // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far - - } - - } - - if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; - - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; - - const extensions = {}; - - for ( const key in this.extensions ) { - - if ( this.extensions[ key ] === true ) extensions[ key ] = true; - - } - - if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; - - return data; - -}; - -function Camera() { - - Object3D.call( this ); - - this.type = 'Camera'; - - this.matrixWorldInverse = new Matrix4(); - - this.projectionMatrix = new Matrix4(); - this.projectionMatrixInverse = new Matrix4(); - -} - -Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Camera, - - isCamera: true, - - copy: function ( source, recursive ) { - - Object3D.prototype.copy.call( this, source, recursive ); - - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - - this.projectionMatrix.copy( source.projectionMatrix ); - this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); - - return this; - - }, - - getWorldDirection: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); - target = new Vector3(); - - } - - this.updateMatrixWorld( true ); - - const e = this.matrixWorld.elements; - - return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize(); - - }, - - updateMatrixWorld: function ( force ) { - - Object3D.prototype.updateMatrixWorld.call( this, force ); - - this.matrixWorldInverse.getInverse( this.matrixWorld ); - - }, - - updateWorldMatrix: function ( updateParents, updateChildren ) { - - Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren ); - - this.matrixWorldInverse.getInverse( this.matrixWorld ); - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - } - -} ); - -function PerspectiveCamera( fov, aspect, near, far ) { - - Camera.call( this ); - - this.type = 'PerspectiveCamera'; - - this.fov = fov !== undefined ? fov : 50; - this.zoom = 1; - - this.near = near !== undefined ? near : 0.1; - this.far = far !== undefined ? far : 2000; - this.focus = 10; - - this.aspect = aspect !== undefined ? aspect : 1; - this.view = null; - - this.filmGauge = 35; // width of the film (default in millimeters) - this.filmOffset = 0; // horizontal film offset (same unit as gauge) - - this.updateProjectionMatrix(); - -} - -PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { - - constructor: PerspectiveCamera, - - isPerspectiveCamera: true, - - copy: function ( source, recursive ) { - - Camera.prototype.copy.call( this, source, recursive ); - - this.fov = source.fov; - this.zoom = source.zoom; - - this.near = source.near; - this.far = source.far; - this.focus = source.focus; - - this.aspect = source.aspect; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; - - return this; - - }, - - /** - * Sets the FOV by focal length in respect to the current .filmGauge. - * - * The default film gauge is 35, so that the focal length can be specified for - * a 35mm (full frame) camera. - * - * Values for focal length and film gauge must have the same unit. - */ - setFocalLength: function ( focalLength ) { - - // see http://www.bobatkins.com/photography/technical/field_of_view.html - const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; - - this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); - - }, - - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength: function () { - - const vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ); - - return 0.5 * this.getFilmHeight() / vExtentSlope; - - }, - - getEffectiveFOV: function () { - - return MathUtils.RAD2DEG * 2 * Math.atan( - Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom ); - - }, - - getFilmWidth: function () { - - // film not completely covered in portrait format (aspect < 1) - return this.filmGauge * Math.min( this.aspect, 1 ); - - }, - - getFilmHeight: function () { - - // film not completely covered in landscape format (aspect > 1) - return this.filmGauge / Math.max( this.aspect, 1 ); - - }, - - /** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * const w = 1920; - * const h = 1080; - * const fullWidth = w * 3; - * const fullHeight = h * 2; - * - * --A-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */ - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { - - this.aspect = fullWidth / fullHeight; - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - }, - - clearViewOffset: function () { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - }, - - updateProjectionMatrix: function () { - - const near = this.near; - let top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom; - let height = 2 * top; - let width = this.aspect * height; - let left = - 0.5 * width; - const view = this.view; - - if ( this.view !== null && this.view.enabled ) { - - const fullWidth = view.fullWidth, - fullHeight = view.fullHeight; - - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; - - } - - const skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - - this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); - - this.projectionMatrixInverse.getInverse( this.projectionMatrix ); - - }, - - toJSON: function ( meta ) { - - const data = Object3D.prototype.toJSON.call( this, meta ); - - data.object.fov = this.fov; - data.object.zoom = this.zoom; - - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; - - data.object.aspect = this.aspect; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; - - return data; - - } - -} ); - -const fov = 90, aspect = 1; - -function CubeCamera( near, far, renderTarget ) { - - Object3D.call( this ); - - this.type = 'CubeCamera'; - - if ( renderTarget.isWebGLCubeRenderTarget !== true ) { - - console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' ); - return; - - } - - this.renderTarget = renderTarget; - - const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.layers = this.layers; - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); - this.add( cameraPX ); - - const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.layers = this.layers; - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); - this.add( cameraNX ); - - const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.layers = this.layers; - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); - this.add( cameraPY ); - - const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.layers = this.layers; - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); - this.add( cameraNY ); - - const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.layers = this.layers; - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); - this.add( cameraPZ ); - - const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.layers = this.layers; - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); - this.add( cameraNZ ); - - this.update = function ( renderer, scene ) { - - if ( this.parent === null ) this.updateMatrixWorld(); - - const currentXrEnabled = renderer.xr.enabled; - const currentRenderTarget = renderer.getRenderTarget(); - - renderer.xr.enabled = false; - - const generateMipmaps = renderTarget.texture.generateMipmaps; - - renderTarget.texture.generateMipmaps = false; - - renderer.setRenderTarget( renderTarget, 0 ); - renderer.render( scene, cameraPX ); - - renderer.setRenderTarget( renderTarget, 1 ); - renderer.render( scene, cameraNX ); - - renderer.setRenderTarget( renderTarget, 2 ); - renderer.render( scene, cameraPY ); - - renderer.setRenderTarget( renderTarget, 3 ); - renderer.render( scene, cameraNY ); - - renderer.setRenderTarget( renderTarget, 4 ); - renderer.render( scene, cameraPZ ); - - renderTarget.texture.generateMipmaps = generateMipmaps; - - renderer.setRenderTarget( renderTarget, 5 ); - renderer.render( scene, cameraNZ ); - - renderer.setRenderTarget( currentRenderTarget ); - - renderer.xr.enabled = currentXrEnabled; - - }; - - this.clear = function ( renderer, color, depth, stencil ) { - - const currentRenderTarget = renderer.getRenderTarget(); - - for ( let i = 0; i < 6; i ++ ) { - - renderer.setRenderTarget( renderTarget, i ); - - renderer.clear( color, depth, stencil ); - - } - - renderer.setRenderTarget( currentRenderTarget ); - - }; - -} - -CubeCamera.prototype = Object.create( Object3D.prototype ); -CubeCamera.prototype.constructor = CubeCamera; - -function WebGLCubeRenderTarget( size, options, dummy ) { - - if ( Number.isInteger( options ) ) { - - console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' ); - - options = dummy; - - } - - WebGLRenderTarget.call( this, size, size, options ); - - this.texture.isWebGLCubeRenderTargetTexture = true; // HACK Why is texture not a CubeTexture? - -} - -WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype ); -WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget; - -WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true; - -WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) { - - this.texture.type = texture.type; - this.texture.format = RGBAFormat; // see #18859 - this.texture.encoding = texture.encoding; - - this.texture.generateMipmaps = texture.generateMipmaps; - this.texture.minFilter = texture.minFilter; - this.texture.magFilter = texture.magFilter; - - const shader = { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: /* glsl */` - - varying vec3 vWorldDirection; - - vec3 transformDirection( in vec3 dir, in mat4 matrix ) { - - return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); - - } - - void main() { - - vWorldDirection = transformDirection( position, modelMatrix ); - - #include - #include - - } - `, - - fragmentShader: /* glsl */` - - uniform sampler2D tEquirect; - - varying vec3 vWorldDirection; - - #include - - void main() { - - vec3 direction = normalize( vWorldDirection ); - - vec2 sampleUV = equirectUv( direction ); - - gl_FragColor = texture2D( tEquirect, sampleUV ); - - } - ` - }; - - const geometry = new BoxBufferGeometry( 5, 5, 5 ); - - const material = new ShaderMaterial( { - - name: 'CubemapFromEquirect', - - uniforms: cloneUniforms( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader, - side: BackSide, - blending: NoBlending - - } ); - - material.uniforms.tEquirect.value = texture; - - const mesh = new Mesh( geometry, material ); - - const currentMinFilter = texture.minFilter; - - // Avoid blurred poles - if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; - - const camera = new CubeCamera( 1, 10, this ); - camera.update( renderer, mesh ); - - texture.minFilter = currentMinFilter; - - mesh.geometry.dispose(); - mesh.material.dispose(); - - return this; - -}; - -function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - - this.image = { data: data || null, width: width || 1, height: height || 1 }; - - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; - - this.needsUpdate = true; - -} - -DataTexture.prototype = Object.create( Texture.prototype ); -DataTexture.prototype.constructor = DataTexture; - -DataTexture.prototype.isDataTexture = true; - -const _sphere$1 = new Sphere(); -const _vector$5 = new Vector3(); - -class Frustum { - - constructor( p0, p1, p2, p3, p4, p5 ) { - - this.planes = [ - - ( p0 !== undefined ) ? p0 : new Plane(), - ( p1 !== undefined ) ? p1 : new Plane(), - ( p2 !== undefined ) ? p2 : new Plane(), - ( p3 !== undefined ) ? p3 : new Plane(), - ( p4 !== undefined ) ? p4 : new Plane(), - ( p5 !== undefined ) ? p5 : new Plane() - - ]; - - } - - set( p0, p1, p2, p3, p4, p5 ) { - - const planes = this.planes; - - planes[ 0 ].copy( p0 ); - planes[ 1 ].copy( p1 ); - planes[ 2 ].copy( p2 ); - planes[ 3 ].copy( p3 ); - planes[ 4 ].copy( p4 ); - planes[ 5 ].copy( p5 ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( frustum ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - planes[ i ].copy( frustum.planes[ i ] ); - - } - - return this; - - } - - setFromProjectionMatrix( m ) { - - const planes = this.planes; - const me = m.elements; - const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; - const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; - const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; - const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; - - planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); - planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); - planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); - planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); - planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); - planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); - - return this; - - } - - intersectsObject( object ) { - - const geometry = object.geometry; - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); - - return this.intersectsSphere( _sphere$1 ); - - } - - intersectsSprite( sprite ) { - - _sphere$1.center.set( 0, 0, 0 ); - _sphere$1.radius = 0.7071067811865476; - _sphere$1.applyMatrix4( sprite.matrixWorld ); - - return this.intersectsSphere( _sphere$1 ); - - } - - intersectsSphere( sphere ) { - - const planes = this.planes; - const center = sphere.center; - const negRadius = - sphere.radius; - - for ( let i = 0; i < 6; i ++ ) { - - const distance = planes[ i ].distanceToPoint( center ); - - if ( distance < negRadius ) { - - return false; - - } - - } - - return true; - - } - - intersectsBox( box ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - const plane = planes[ i ]; - - // corner at max distance - - _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x; - _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y; - _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z; - - if ( plane.distanceToPoint( _vector$5 ) < 0 ) { - - return false; - - } - - } - - return true; - - } - - containsPoint( point ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - if ( planes[ i ].distanceToPoint( point ) < 0 ) { - - return false; - - } - - } - - return true; - - } - -} - -function WebGLAnimation() { - - let context = null; - let isAnimating = false; - let animationLoop = null; - let requestId = null; - - function onAnimationFrame( time, frame ) { - - animationLoop( time, frame ); - - requestId = context.requestAnimationFrame( onAnimationFrame ); - - } - - return { - - start: function () { - - if ( isAnimating === true ) return; - if ( animationLoop === null ) return; - - requestId = context.requestAnimationFrame( onAnimationFrame ); - - isAnimating = true; - - }, - - stop: function () { - - context.cancelAnimationFrame( requestId ); - - isAnimating = false; - - }, - - setAnimationLoop: function ( callback ) { - - animationLoop = callback; - - }, - - setContext: function ( value ) { - - context = value; - - } - - }; - -} - -function WebGLAttributes( gl, capabilities ) { - - const isWebGL2 = capabilities.isWebGL2; - - const buffers = new WeakMap(); - - function createBuffer( attribute, bufferType ) { - - const array = attribute.array; - const usage = attribute.usage; - - const buffer = gl.createBuffer(); - - gl.bindBuffer( bufferType, buffer ); - gl.bufferData( bufferType, array, usage ); - - attribute.onUploadCallback(); - - let type = 5126; - - if ( array instanceof Float32Array ) { - - type = 5126; - - } else if ( array instanceof Float64Array ) { - - console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); - - } else if ( array instanceof Uint16Array ) { - - type = 5123; - - } else if ( array instanceof Int16Array ) { - - type = 5122; - - } else if ( array instanceof Uint32Array ) { - - type = 5125; - - } else if ( array instanceof Int32Array ) { - - type = 5124; - - } else if ( array instanceof Int8Array ) { - - type = 5120; - - } else if ( array instanceof Uint8Array ) { - - type = 5121; - - } - - return { - buffer: buffer, - type: type, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version - }; - - } - - function updateBuffer( buffer, attribute, bufferType ) { - - const array = attribute.array; - const updateRange = attribute.updateRange; - - gl.bindBuffer( bufferType, buffer ); - - if ( updateRange.count === - 1 ) { - - // Not using update ranges - - gl.bufferSubData( bufferType, 0, array ); - - } else { - - if ( isWebGL2 ) { - - gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, - array, updateRange.offset, updateRange.count ); - - } else { - - gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, - array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); - - } - - updateRange.count = - 1; // reset range - - } - - } - - // - - function get( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - return buffers.get( attribute ); - - } - - function remove( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - const data = buffers.get( attribute ); - - if ( data ) { - - gl.deleteBuffer( data.buffer ); - - buffers.delete( attribute ); - - } - - } - - function update( attribute, bufferType ) { - - if ( attribute.isGLBufferAttribute ) { - - var cached = buffers.get( attribute ); - - if ( ! cached || cached.version < attribute.version ) { - - buffers.set( attribute, { - buffer: attribute.buffer, - type: attribute.type, - bytesPerElement: attribute.elementSize, - version: attribute.version - } ); - - } - - return; - - } - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - const data = buffers.get( attribute ); - - if ( data === undefined ) { - - buffers.set( attribute, createBuffer( attribute, bufferType ) ); - - } else if ( data.version < attribute.version ) { - - updateBuffer( data.buffer, attribute, bufferType ); - - data.version = attribute.version; - - } - - } - - return { - - get: get, - remove: remove, - update: update - - }; - -} - -// PlaneGeometry - -class PlaneGeometry extends Geometry { - - constructor( width, height, widthSegments, heightSegments ) { - - super(); - - this.type = 'PlaneGeometry'; - - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); - this.mergeVertices(); - - } - -} - -// PlaneBufferGeometry - -class PlaneBufferGeometry extends BufferGeometry { - - constructor( width, height, widthSegments, heightSegments ) { - - super(); - this.type = 'PlaneBufferGeometry'; - - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - width = width || 1; - height = height || 1; - - const width_half = width / 2; - const height_half = height / 2; - - const gridX = Math.floor( widthSegments ) || 1; - const gridY = Math.floor( heightSegments ) || 1; - - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; - - const segment_width = width / gridX; - const segment_height = height / gridY; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // generate vertices, normals and uvs - - for ( let iy = 0; iy < gridY1; iy ++ ) { - - const y = iy * segment_height - height_half; - - for ( let ix = 0; ix < gridX1; ix ++ ) { - - const x = ix * segment_width - width_half; - - vertices.push( x, - y, 0 ); - - normals.push( 0, 0, 1 ); - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - } - - } - - // indices - - for ( let iy = 0; iy < gridY; iy ++ ) { - - for ( let ix = 0; ix < gridX; ix ++ ) { - - const a = ix + gridX1 * iy; - const b = ix + gridX1 * ( iy + 1 ); - const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - const d = ( ix + 1 ) + gridX1 * iy; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - -} - -var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif"; - -var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - -var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif"; - -var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif"; - -var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; - -var begin_vertex = "vec3 transformed = vec3( position );"; - -var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; - -var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif"; - -var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; - -var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif"; - -var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; - -var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; - -var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; - -var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; - -var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; - -var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif"; - -var color_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor.xyz *= color.xyz;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif"; - -var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}"; - -var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; - -var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; - -var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; - -var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif"; - -var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; - -var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; - -var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; - -var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}"; - -var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; - -var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; - -var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; - -var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; - -var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; - -var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif"; - -var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif"; - -var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; - -var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; - -var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}"; - -var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif"; - -var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; - -var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif"; - -var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif"; - -var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif"; - -var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; - -var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)"; - -var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; - -var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)"; - -var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif"; - -var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; - -var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; - -var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif"; - -var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif"; - -var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; - -var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; - -var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif"; - -var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif"; - -var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif"; - -var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; - -var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; - -var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - -var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; - -var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; - -var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif"; - -var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; - -var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif"; - -var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;"; - -var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif"; - -var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif"; - -var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif"; - -var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif"; - -var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif"; - -var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}"; - -var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; - -var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; - -var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; - -var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; - -var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; - -var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; - -var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; - -var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; - -var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif"; - -var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; - -var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; - -var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif"; - -var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; - -var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; - -var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; - -var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; - -var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; - -var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; - -var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif"; - -var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif"; - -var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif"; - -var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif"; - -var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; - -var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; - -var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif"; - -var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif"; - -var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; - -var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; - -var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; - -var cube_frag = "#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; - -var cube_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; - -var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; - -var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; - -var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; - -var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; - -var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; - -var equirect_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; - -var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; - -var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; - -var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; - -var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}"; - -var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; - -var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; - -var shadow_vert = "#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}"; - -var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; - -const ShaderChunk = { - alphamap_fragment: alphamap_fragment, - alphamap_pars_fragment: alphamap_pars_fragment, - alphatest_fragment: alphatest_fragment, - aomap_fragment: aomap_fragment, - aomap_pars_fragment: aomap_pars_fragment, - begin_vertex: begin_vertex, - beginnormal_vertex: beginnormal_vertex, - bsdfs: bsdfs, - bumpmap_pars_fragment: bumpmap_pars_fragment, - clipping_planes_fragment: clipping_planes_fragment, - clipping_planes_pars_fragment: clipping_planes_pars_fragment, - clipping_planes_pars_vertex: clipping_planes_pars_vertex, - clipping_planes_vertex: clipping_planes_vertex, - color_fragment: color_fragment, - color_pars_fragment: color_pars_fragment, - color_pars_vertex: color_pars_vertex, - color_vertex: color_vertex, - common: common, - cube_uv_reflection_fragment: cube_uv_reflection_fragment, - defaultnormal_vertex: defaultnormal_vertex, - displacementmap_pars_vertex: displacementmap_pars_vertex, - displacementmap_vertex: displacementmap_vertex, - emissivemap_fragment: emissivemap_fragment, - emissivemap_pars_fragment: emissivemap_pars_fragment, - encodings_fragment: encodings_fragment, - encodings_pars_fragment: encodings_pars_fragment, - envmap_fragment: envmap_fragment, - envmap_common_pars_fragment: envmap_common_pars_fragment, - envmap_pars_fragment: envmap_pars_fragment, - envmap_pars_vertex: envmap_pars_vertex, - envmap_physical_pars_fragment: envmap_physical_pars_fragment, - envmap_vertex: envmap_vertex, - fog_vertex: fog_vertex, - fog_pars_vertex: fog_pars_vertex, - fog_fragment: fog_fragment, - fog_pars_fragment: fog_pars_fragment, - gradientmap_pars_fragment: gradientmap_pars_fragment, - lightmap_fragment: lightmap_fragment, - lightmap_pars_fragment: lightmap_pars_fragment, - lights_lambert_vertex: lights_lambert_vertex, - lights_pars_begin: lights_pars_begin, - lights_toon_fragment: lights_toon_fragment, - lights_toon_pars_fragment: lights_toon_pars_fragment, - lights_phong_fragment: lights_phong_fragment, - lights_phong_pars_fragment: lights_phong_pars_fragment, - lights_physical_fragment: lights_physical_fragment, - lights_physical_pars_fragment: lights_physical_pars_fragment, - lights_fragment_begin: lights_fragment_begin, - lights_fragment_maps: lights_fragment_maps, - lights_fragment_end: lights_fragment_end, - logdepthbuf_fragment: logdepthbuf_fragment, - logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, - logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, - logdepthbuf_vertex: logdepthbuf_vertex, - map_fragment: map_fragment, - map_pars_fragment: map_pars_fragment, - map_particle_fragment: map_particle_fragment, - map_particle_pars_fragment: map_particle_pars_fragment, - metalnessmap_fragment: metalnessmap_fragment, - metalnessmap_pars_fragment: metalnessmap_pars_fragment, - morphnormal_vertex: morphnormal_vertex, - morphtarget_pars_vertex: morphtarget_pars_vertex, - morphtarget_vertex: morphtarget_vertex, - normal_fragment_begin: normal_fragment_begin, - normal_fragment_maps: normal_fragment_maps, - normalmap_pars_fragment: normalmap_pars_fragment, - clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, - clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, - clearcoat_pars_fragment: clearcoat_pars_fragment, - packing: packing, - premultiplied_alpha_fragment: premultiplied_alpha_fragment, - project_vertex: project_vertex, - dithering_fragment: dithering_fragment, - dithering_pars_fragment: dithering_pars_fragment, - roughnessmap_fragment: roughnessmap_fragment, - roughnessmap_pars_fragment: roughnessmap_pars_fragment, - shadowmap_pars_fragment: shadowmap_pars_fragment, - shadowmap_pars_vertex: shadowmap_pars_vertex, - shadowmap_vertex: shadowmap_vertex, - shadowmask_pars_fragment: shadowmask_pars_fragment, - skinbase_vertex: skinbase_vertex, - skinning_pars_vertex: skinning_pars_vertex, - skinning_vertex: skinning_vertex, - skinnormal_vertex: skinnormal_vertex, - specularmap_fragment: specularmap_fragment, - specularmap_pars_fragment: specularmap_pars_fragment, - tonemapping_fragment: tonemapping_fragment, - tonemapping_pars_fragment: tonemapping_pars_fragment, - transmissionmap_fragment: transmissionmap_fragment, - transmissionmap_pars_fragment: transmissionmap_pars_fragment, - uv_pars_fragment: uv_pars_fragment, - uv_pars_vertex: uv_pars_vertex, - uv_vertex: uv_vertex, - uv2_pars_fragment: uv2_pars_fragment, - uv2_pars_vertex: uv2_pars_vertex, - uv2_vertex: uv2_vertex, - worldpos_vertex: worldpos_vertex, - - background_frag: background_frag, - background_vert: background_vert, - cube_frag: cube_frag, - cube_vert: cube_vert, - depth_frag: depth_frag, - depth_vert: depth_vert, - distanceRGBA_frag: distanceRGBA_frag, - distanceRGBA_vert: distanceRGBA_vert, - equirect_frag: equirect_frag, - equirect_vert: equirect_vert, - linedashed_frag: linedashed_frag, - linedashed_vert: linedashed_vert, - meshbasic_frag: meshbasic_frag, - meshbasic_vert: meshbasic_vert, - meshlambert_frag: meshlambert_frag, - meshlambert_vert: meshlambert_vert, - meshmatcap_frag: meshmatcap_frag, - meshmatcap_vert: meshmatcap_vert, - meshtoon_frag: meshtoon_frag, - meshtoon_vert: meshtoon_vert, - meshphong_frag: meshphong_frag, - meshphong_vert: meshphong_vert, - meshphysical_frag: meshphysical_frag, - meshphysical_vert: meshphysical_vert, - normal_frag: normal_frag, - normal_vert: normal_vert, - points_frag: points_frag, - points_vert: points_vert, - shadow_frag: shadow_frag, - shadow_vert: shadow_vert, - sprite_frag: sprite_frag, - sprite_vert: sprite_vert -}; - -/** - * Uniforms library for shared webgl shaders - */ - -const UniformsLib = { - - common: { - - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, - - map: { value: null }, - uvTransform: { value: new Matrix3() }, - uv2Transform: { value: new Matrix3() }, - - alphaMap: { value: null }, - - }, - - specularmap: { - - specularMap: { value: null }, - - }, - - envmap: { - - envMap: { value: null }, - flipEnvMap: { value: - 1 }, - reflectivity: { value: 1.0 }, - refractionRatio: { value: 0.98 }, - maxMipLevel: { value: 0 } - - }, - - aomap: { - - aoMap: { value: null }, - aoMapIntensity: { value: 1 } - - }, - - lightmap: { - - lightMap: { value: null }, - lightMapIntensity: { value: 1 } - - }, - - emissivemap: { - - emissiveMap: { value: null } - - }, - - bumpmap: { - - bumpMap: { value: null }, - bumpScale: { value: 1 } - - }, - - normalmap: { - - normalMap: { value: null }, - normalScale: { value: new Vector2( 1, 1 ) } - - }, - - displacementmap: { - - displacementMap: { value: null }, - displacementScale: { value: 1 }, - displacementBias: { value: 0 } - - }, - - roughnessmap: { - - roughnessMap: { value: null } - - }, - - metalnessmap: { - - metalnessMap: { value: null } - - }, - - gradientmap: { - - gradientMap: { value: null } - - }, - - fog: { - - fogDensity: { value: 0.00025 }, - fogNear: { value: 1 }, - fogFar: { value: 2000 }, - fogColor: { value: new Color( 0xffffff ) } - - }, - - lights: { - - ambientLightColor: { value: [] }, - - lightProbe: { value: [] }, - - directionalLights: { value: [], properties: { - direction: {}, - color: {} - } }, - - directionalLightShadows: { value: [], properties: { - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - directionalShadowMap: { value: [] }, - directionalShadowMatrix: { value: [] }, - - spotLights: { value: [], properties: { - color: {}, - position: {}, - direction: {}, - distance: {}, - coneCos: {}, - penumbraCos: {}, - decay: {} - } }, - - spotLightShadows: { value: [], properties: { - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - spotShadowMap: { value: [] }, - spotShadowMatrix: { value: [] }, - - pointLights: { value: [], properties: { - color: {}, - position: {}, - decay: {}, - distance: {} - } }, - - pointLightShadows: { value: [], properties: { - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {}, - shadowCameraNear: {}, - shadowCameraFar: {} - } }, - - pointShadowMap: { value: [] }, - pointShadowMatrix: { value: [] }, - - hemisphereLights: { value: [], properties: { - direction: {}, - skyColor: {}, - groundColor: {} - } }, - - // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src - rectAreaLights: { value: [], properties: { - color: {}, - position: {}, - width: {}, - height: {} - } }, - - ltc_1: { value: null }, - ltc_2: { value: null } - - }, - - points: { - - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, - size: { value: 1.0 }, - scale: { value: 1.0 }, - map: { value: null }, - alphaMap: { value: null }, - uvTransform: { value: new Matrix3() } - - }, - - sprite: { - - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, - center: { value: new Vector2( 0.5, 0.5 ) }, - rotation: { value: 0.0 }, - map: { value: null }, - alphaMap: { value: null }, - uvTransform: { value: new Matrix3() } - - } - -}; - -const ShaderLib = { - - basic: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.meshbasic_vert, - fragmentShader: ShaderChunk.meshbasic_frag - - }, - - lambert: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) } - } - ] ), - - vertexShader: ShaderChunk.meshlambert_vert, - fragmentShader: ShaderChunk.meshlambert_frag - - }, - - phong: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) }, - specular: { value: new Color( 0x111111 ) }, - shininess: { value: 30 } - } - ] ), - - vertexShader: ShaderChunk.meshphong_vert, - fragmentShader: ShaderChunk.meshphong_frag - - }, - - standard: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.roughnessmap, - UniformsLib.metalnessmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) }, - roughness: { value: 1.0 }, - metalness: { value: 0.0 }, - envMapIntensity: { value: 1 } // temporary - } - ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag - - }, - - toon: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.gradientmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) } - } - ] ), - - vertexShader: ShaderChunk.meshtoon_vert, - fragmentShader: ShaderChunk.meshtoon_frag - - }, - - matcap: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.fog, - { - matcap: { value: null } - } - ] ), - - vertexShader: ShaderChunk.meshmatcap_vert, - fragmentShader: ShaderChunk.meshmatcap_frag - - }, - - points: { - - uniforms: mergeUniforms( [ - UniformsLib.points, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.points_vert, - fragmentShader: ShaderChunk.points_frag - - }, - - dashed: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.fog, - { - scale: { value: 1 }, - dashSize: { value: 1 }, - totalSize: { value: 2 } - } - ] ), - - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag - - }, - - depth: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.displacementmap - ] ), - - vertexShader: ShaderChunk.depth_vert, - fragmentShader: ShaderChunk.depth_frag - - }, - - normal: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - { - opacity: { value: 1.0 } - } - ] ), - - vertexShader: ShaderChunk.normal_vert, - fragmentShader: ShaderChunk.normal_frag - - }, - - sprite: { - - uniforms: mergeUniforms( [ - UniformsLib.sprite, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.sprite_vert, - fragmentShader: ShaderChunk.sprite_frag - - }, - - background: { - - uniforms: { - uvTransform: { value: new Matrix3() }, - t2D: { value: null }, - }, - - vertexShader: ShaderChunk.background_vert, - fragmentShader: ShaderChunk.background_frag - - }, - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - - cube: { - - uniforms: mergeUniforms( [ - UniformsLib.envmap, - { - opacity: { value: 1.0 } - } - ] ), - - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag - - }, - - equirect: { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag - - }, - - distanceRGBA: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.displacementmap, - { - referencePosition: { value: new Vector3() }, - nearDistance: { value: 1 }, - farDistance: { value: 1000 } - } - ] ), - - vertexShader: ShaderChunk.distanceRGBA_vert, - fragmentShader: ShaderChunk.distanceRGBA_frag - - }, - - shadow: { - - uniforms: mergeUniforms( [ - UniformsLib.lights, - UniformsLib.fog, - { - color: { value: new Color( 0x00000 ) }, - opacity: { value: 1.0 } - }, - ] ), - - vertexShader: ShaderChunk.shadow_vert, - fragmentShader: ShaderChunk.shadow_frag - - } - -}; - -ShaderLib.physical = { - - uniforms: mergeUniforms( [ - ShaderLib.standard.uniforms, - { - clearcoat: { value: 0 }, - clearcoatMap: { value: null }, - clearcoatRoughness: { value: 0 }, - clearcoatRoughnessMap: { value: null }, - clearcoatNormalScale: { value: new Vector2( 1, 1 ) }, - clearcoatNormalMap: { value: null }, - sheen: { value: new Color( 0x000000 ) }, - transmission: { value: 0 }, - transmissionMap: { value: null }, - } - ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag - -}; - -function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) { - - const clearColor = new Color( 0x000000 ); - let clearAlpha = 0; - - let planeMesh; - let boxMesh; - - let currentBackground = null; - let currentBackgroundVersion = 0; - let currentTonemapping = null; - - function render( renderList, scene, camera, forceClear ) { - - let background = scene.isScene === true ? scene.background : null; - - if ( background && background.isTexture ) { - - background = cubemaps.get( background ); - - } - - // Ignore background in AR - // TODO: Reconsider this. - - const xr = renderer.xr; - const session = xr.getSession && xr.getSession(); - - if ( session && session.environmentBlendMode === 'additive' ) { - - background = null; - - } - - if ( background === null ) { - - setClear( clearColor, clearAlpha ); - - } else if ( background && background.isColor ) { - - setClear( background, 1 ); - forceClear = true; - - } - - if ( renderer.autoClear || forceClear ) { - - renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); - - } - - if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.isWebGLCubeRenderTargetTexture || background.mapping === CubeUVReflectionMapping ) ) { - - if ( boxMesh === undefined ) { - - boxMesh = new Mesh( - new BoxBufferGeometry( 1, 1, 1 ), - new ShaderMaterial( { - name: 'BackgroundCubeMaterial', - uniforms: cloneUniforms( ShaderLib.cube.uniforms ), - vertexShader: ShaderLib.cube.vertexShader, - fragmentShader: ShaderLib.cube.fragmentShader, - side: BackSide, - depthTest: false, - depthWrite: false, - fog: false - } ) - ); - - boxMesh.geometry.deleteAttribute( 'normal' ); - boxMesh.geometry.deleteAttribute( 'uv' ); - - boxMesh.onBeforeRender = function ( renderer, scene, camera ) { - - this.matrixWorld.copyPosition( camera.matrixWorld ); - - }; - - // enable code injection for non-built-in material - Object.defineProperty( boxMesh.material, 'envMap', { - - get: function () { - - return this.uniforms.envMap.value; - - } - - } ); - - objects.update( boxMesh ); - - } - - if ( background.isWebGLCubeRenderTarget ) { - - // TODO Deprecate - - background = background.texture; - - } - - boxMesh.material.uniforms.envMap.value = background; - boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture ? - 1 : 1; - - if ( currentBackground !== background || - currentBackgroundVersion !== background.version || - currentTonemapping !== renderer.toneMapping ) { - - boxMesh.material.needsUpdate = true; - - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; - - } - - // push to the pre-sorted opaque render list - renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); - - } else if ( background && background.isTexture ) { - - if ( planeMesh === undefined ) { - - planeMesh = new Mesh( - new PlaneBufferGeometry( 2, 2 ), - new ShaderMaterial( { - name: 'BackgroundMaterial', - uniforms: cloneUniforms( ShaderLib.background.uniforms ), - vertexShader: ShaderLib.background.vertexShader, - fragmentShader: ShaderLib.background.fragmentShader, - side: FrontSide, - depthTest: false, - depthWrite: false, - fog: false - } ) - ); - - planeMesh.geometry.deleteAttribute( 'normal' ); - - // enable code injection for non-built-in material - Object.defineProperty( planeMesh.material, 'map', { - - get: function () { - - return this.uniforms.t2D.value; - - } - - } ); - - objects.update( planeMesh ); - - } - - planeMesh.material.uniforms.t2D.value = background; - - if ( background.matrixAutoUpdate === true ) { - - background.updateMatrix(); - - } - - planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); - - if ( currentBackground !== background || - currentBackgroundVersion !== background.version || - currentTonemapping !== renderer.toneMapping ) { - - planeMesh.material.needsUpdate = true; - - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; - - } - - - // push to the pre-sorted opaque render list - renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); - - } - - } - - function setClear( color, alpha ) { - - state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha ); - - } - - return { - - getClearColor: function () { - - return clearColor; - - }, - setClearColor: function ( color, alpha ) { - - clearColor.set( color ); - clearAlpha = alpha !== undefined ? alpha : 1; - setClear( clearColor, clearAlpha ); - - }, - getClearAlpha: function () { - - return clearAlpha; - - }, - setClearAlpha: function ( alpha ) { - - clearAlpha = alpha; - setClear( clearColor, clearAlpha ); - - }, - render: render - - }; - -} - -function WebGLBindingStates( gl, extensions, attributes, capabilities ) { - - const maxVertexAttributes = gl.getParameter( 34921 ); - - const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' ); - const vaoAvailable = capabilities.isWebGL2 || extension !== null; - - const bindingStates = {}; - - const defaultState = createBindingState( null ); - let currentState = defaultState; - - function setup( object, material, program, geometry, index ) { - - let updateBuffers = false; - - if ( vaoAvailable ) { - - const state = getBindingState( geometry, program, material ); - - if ( currentState !== state ) { - - currentState = state; - bindVertexArrayObject( currentState.object ); - - } - - updateBuffers = needsUpdate( geometry, index ); - - if ( updateBuffers ) saveCache( geometry, index ); - - } else { - - const wireframe = ( material.wireframe === true ); - - if ( currentState.geometry !== geometry.id || - currentState.program !== program.id || - currentState.wireframe !== wireframe ) { - - currentState.geometry = geometry.id; - currentState.program = program.id; - currentState.wireframe = wireframe; - - updateBuffers = true; - - } - - } - - if ( object.isInstancedMesh === true ) { - - updateBuffers = true; - - } - - if ( index !== null ) { - - attributes.update( index, 34963 ); - - } - - if ( updateBuffers ) { - - setupVertexAttributes( object, material, program, geometry ); - - if ( index !== null ) { - - gl.bindBuffer( 34963, attributes.get( index ).buffer ); - - } - - } - - } - - function createVertexArrayObject() { - - if ( capabilities.isWebGL2 ) return gl.createVertexArray(); - - return extension.createVertexArrayOES(); - - } - - function bindVertexArrayObject( vao ) { - - if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao ); - - return extension.bindVertexArrayOES( vao ); - - } - - function deleteVertexArrayObject( vao ) { - - if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao ); - - return extension.deleteVertexArrayOES( vao ); - - } - - function getBindingState( geometry, program, material ) { - - const wireframe = ( material.wireframe === true ); - - let programMap = bindingStates[ geometry.id ]; - - if ( programMap === undefined ) { - - programMap = {}; - bindingStates[ geometry.id ] = programMap; - - } - - let stateMap = programMap[ program.id ]; - - if ( stateMap === undefined ) { - - stateMap = {}; - programMap[ program.id ] = stateMap; - - } - - let state = stateMap[ wireframe ]; - - if ( state === undefined ) { - - state = createBindingState( createVertexArrayObject() ); - stateMap[ wireframe ] = state; - - } - - return state; - - } - - function createBindingState( vao ) { - - const newAttributes = []; - const enabledAttributes = []; - const attributeDivisors = []; - - for ( let i = 0; i < maxVertexAttributes; i ++ ) { - - newAttributes[ i ] = 0; - enabledAttributes[ i ] = 0; - attributeDivisors[ i ] = 0; - - } - - return { - - // for backward compatibility on non-VAO support browser - geometry: null, - program: null, - wireframe: false, - - newAttributes: newAttributes, - enabledAttributes: enabledAttributes, - attributeDivisors: attributeDivisors, - object: vao, - attributes: {}, - index: null - - }; - - } - - function needsUpdate( geometry, index ) { - - const cachedAttributes = currentState.attributes; - const geometryAttributes = geometry.attributes; - - if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) return true; - - for ( const key in geometryAttributes ) { - - const cachedAttribute = cachedAttributes[ key ]; - const geometryAttribute = geometryAttributes[ key ]; - - if ( cachedAttribute === undefined ) return true; - - if ( cachedAttribute.attribute !== geometryAttribute ) return true; - - if ( cachedAttribute.data !== geometryAttribute.data ) return true; - - } - - if ( currentState.index !== index ) return true; - - return false; - - } - - function saveCache( geometry, index ) { - - const cache = {}; - const attributes = geometry.attributes; - - for ( const key in attributes ) { - - const attribute = attributes[ key ]; - - const data = {}; - data.attribute = attribute; - - if ( attribute.data ) { - - data.data = attribute.data; - - } - - cache[ key ] = data; - - } - - currentState.attributes = cache; - - currentState.index = index; - - } - - function initAttributes() { - - const newAttributes = currentState.newAttributes; - - for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { - - newAttributes[ i ] = 0; - - } - - } - - function enableAttribute( attribute ) { - - enableAttributeAndDivisor( attribute, 0 ); - - } - - function enableAttributeAndDivisor( attribute, meshPerAttribute ) { - - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; - const attributeDivisors = currentState.attributeDivisors; - - newAttributes[ attribute ] = 1; - - if ( enabledAttributes[ attribute ] === 0 ) { - - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; - - } - - if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - - const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); - - extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); - attributeDivisors[ attribute ] = meshPerAttribute; - - } - - } - - function disableUnusedAttributes() { - - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; - - for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { - - if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { - - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; - - } - - } - - } - - function vertexAttribPointer( index, size, type, normalized, stride, offset ) { - - if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) { - - gl.vertexAttribIPointer( index, size, type, stride, offset ); - - } else { - - gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); - - } - - } - - function setupVertexAttributes( object, material, program, geometry ) { - - if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { - - if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; - - } - - initAttributes(); - - const geometryAttributes = geometry.attributes; - - const programAttributes = program.getAttributes(); - - const materialDefaultAttributeValues = material.defaultAttributeValues; - - for ( const name in programAttributes ) { - - const programAttribute = programAttributes[ name ]; - - if ( programAttribute >= 0 ) { - - const geometryAttribute = geometryAttributes[ name ]; - - if ( geometryAttribute !== undefined ) { - - const normalized = geometryAttribute.normalized; - const size = geometryAttribute.itemSize; - - const attribute = attributes.get( geometryAttribute ); - - // TODO Attribute may not be available on context restore - - if ( attribute === undefined ) continue; - - const buffer = attribute.buffer; - const type = attribute.type; - const bytesPerElement = attribute.bytesPerElement; - - if ( geometryAttribute.isInterleavedBufferAttribute ) { - - const data = geometryAttribute.data; - const stride = data.stride; - const offset = geometryAttribute.offset; - - if ( data && data.isInstancedInterleavedBuffer ) { - - enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); - - if ( geometry._maxInstanceCount === undefined ) { - - geometry._maxInstanceCount = data.meshPerAttribute * data.count; - - } - - } else { - - enableAttribute( programAttribute ); - - } - - gl.bindBuffer( 34962, buffer ); - vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement ); - - } else { - - if ( geometryAttribute.isInstancedBufferAttribute ) { - - enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); - - if ( geometry._maxInstanceCount === undefined ) { - - geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - - } - - } else { - - enableAttribute( programAttribute ); - - } - - gl.bindBuffer( 34962, buffer ); - vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 ); - - } - - } else if ( name === 'instanceMatrix' ) { - - const attribute = attributes.get( object.instanceMatrix ); - - // TODO Attribute may not be available on context restore - - if ( attribute === undefined ) continue; - - const buffer = attribute.buffer; - const type = attribute.type; - - enableAttributeAndDivisor( programAttribute + 0, 1 ); - enableAttributeAndDivisor( programAttribute + 1, 1 ); - enableAttributeAndDivisor( programAttribute + 2, 1 ); - enableAttributeAndDivisor( programAttribute + 3, 1 ); - - gl.bindBuffer( 34962, buffer ); - - gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 ); - gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 ); - gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 ); - gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 ); - - } else if ( name === 'instanceColor' ) { - - const attribute = attributes.get( object.instanceColor ); - - // TODO Attribute may not be available on context restore - - if ( attribute === undefined ) continue; - - const buffer = attribute.buffer; - const type = attribute.type; - - enableAttributeAndDivisor( programAttribute, 1 ); - - gl.bindBuffer( 34962, buffer ); - - gl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 ); - - } else if ( materialDefaultAttributeValues !== undefined ) { - - const value = materialDefaultAttributeValues[ name ]; - - if ( value !== undefined ) { - - switch ( value.length ) { - - case 2: - gl.vertexAttrib2fv( programAttribute, value ); - break; - - case 3: - gl.vertexAttrib3fv( programAttribute, value ); - break; - - case 4: - gl.vertexAttrib4fv( programAttribute, value ); - break; - - default: - gl.vertexAttrib1fv( programAttribute, value ); - - } - - } - - } - - } - - } - - disableUnusedAttributes(); - - } - - function dispose() { - - reset(); - - for ( const geometryId in bindingStates ) { - - const programMap = bindingStates[ geometryId ]; - - for ( const programId in programMap ) { - - const stateMap = programMap[ programId ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ programId ]; - - } - - delete bindingStates[ geometryId ]; - - } - - } - - function releaseStatesOfGeometry( geometry ) { - - if ( bindingStates[ geometry.id ] === undefined ) return; - - const programMap = bindingStates[ geometry.id ]; - - for ( const programId in programMap ) { - - const stateMap = programMap[ programId ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ programId ]; - - } - - delete bindingStates[ geometry.id ]; - - } - - function releaseStatesOfProgram( program ) { - - for ( const geometryId in bindingStates ) { - - const programMap = bindingStates[ geometryId ]; - - if ( programMap[ program.id ] === undefined ) continue; - - const stateMap = programMap[ program.id ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ program.id ]; - - } - - } - - function reset() { - - resetDefaultState(); - - if ( currentState === defaultState ) return; - - currentState = defaultState; - bindVertexArrayObject( currentState.object ); - - } - - // for backward-compatilibity - - function resetDefaultState() { - - defaultState.geometry = null; - defaultState.program = null; - defaultState.wireframe = false; - - } - - return { - - setup: setup, - reset: reset, - resetDefaultState: resetDefaultState, - dispose: dispose, - releaseStatesOfGeometry: releaseStatesOfGeometry, - releaseStatesOfProgram: releaseStatesOfProgram, - - initAttributes: initAttributes, - enableAttribute: enableAttribute, - disableUnusedAttributes: disableUnusedAttributes - - }; - -} - -function WebGLBufferRenderer( gl, extensions, info, capabilities ) { - - const isWebGL2 = capabilities.isWebGL2; - - let mode; - - function setMode( value ) { - - mode = value; - - } - - function render( start, count ) { - - gl.drawArrays( mode, start, count ); - - info.update( count, mode, 1 ); - - } - - function renderInstances( start, count, primcount ) { - - if ( primcount === 0 ) return; - - let extension, methodName; - - if ( isWebGL2 ) { - - extension = gl; - methodName = 'drawArraysInstanced'; - - } else { - - extension = extensions.get( 'ANGLE_instanced_arrays' ); - methodName = 'drawArraysInstancedANGLE'; - - if ( extension === null ) { - - console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; - - } - - } - - extension[ methodName ]( mode, start, count, primcount ); - - info.update( count, mode, primcount ); - - } - - // - - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; - -} - -function WebGLCapabilities( gl, extensions, parameters ) { - - let maxAnisotropy; - - function getMaxAnisotropy() { - - if ( maxAnisotropy !== undefined ) return maxAnisotropy; - - const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension !== null ) { - - maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - - } else { - - maxAnisotropy = 0; - - } - - return maxAnisotropy; - - } - - function getMaxPrecision( precision ) { - - if ( precision === 'highp' ) { - - if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 && - gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) { - - return 'highp'; - - } - - precision = 'mediump'; - - } - - if ( precision === 'mediump' ) { - - if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 && - gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) { - - return 'mediump'; - - } - - } - - return 'lowp'; - - } - - /* eslint-disable no-undef */ - const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) || - ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext ); - /* eslint-enable no-undef */ - - let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; - const maxPrecision = getMaxPrecision( precision ); - - if ( maxPrecision !== precision ) { - - console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; - - } - - const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; - - const maxTextures = gl.getParameter( 34930 ); - const maxVertexTextures = gl.getParameter( 35660 ); - const maxTextureSize = gl.getParameter( 3379 ); - const maxCubemapSize = gl.getParameter( 34076 ); - - const maxAttributes = gl.getParameter( 34921 ); - const maxVertexUniforms = gl.getParameter( 36347 ); - const maxVaryings = gl.getParameter( 36348 ); - const maxFragmentUniforms = gl.getParameter( 36349 ); - - const vertexTextures = maxVertexTextures > 0; - const floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' ); - const floatVertexTextures = vertexTextures && floatFragmentTextures; - - const maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0; - - return { - - isWebGL2: isWebGL2, - - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, - - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, - - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, - - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, - - vertexTextures: vertexTextures, - floatFragmentTextures: floatFragmentTextures, - floatVertexTextures: floatVertexTextures, - - maxSamples: maxSamples - - }; - -} - -function WebGLClipping( properties ) { - - const scope = this; - - let globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false; - - const plane = new Plane(), - viewNormalMatrix = new Matrix3(), - - uniform = { value: null, needsUpdate: false }; - - this.uniform = uniform; - this.numPlanes = 0; - this.numIntersection = 0; - - this.init = function ( planes, enableLocalClipping, camera ) { - - const enabled = - planes.length !== 0 || - enableLocalClipping || - // enable state of previous frame - the clipping code has to - // run another frame in order to reset the state: - numGlobalPlanes !== 0 || - localClippingEnabled; - - localClippingEnabled = enableLocalClipping; - - globalState = projectPlanes( planes, camera, 0 ); - numGlobalPlanes = planes.length; - - return enabled; - - }; - - this.beginShadows = function () { - - renderingShadows = true; - projectPlanes( null ); - - }; - - this.endShadows = function () { - - renderingShadows = false; - resetGlobalState(); - - }; - - this.setState = function ( material, camera, useCache ) { - - const planes = material.clippingPlanes, - clipIntersection = material.clipIntersection, - clipShadows = material.clipShadows; - - const materialProperties = properties.get( material ); - - if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { - - // there's no local clipping - - if ( renderingShadows ) { - - // there's no global clipping - - projectPlanes( null ); - - } else { - - resetGlobalState(); - - } - - } else { - - const nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4; - - let dstArray = materialProperties.clippingState || null; - - uniform.value = dstArray; // ensure unique state - - dstArray = projectPlanes( planes, camera, lGlobal, useCache ); - - for ( let i = 0; i !== lGlobal; ++ i ) { - - dstArray[ i ] = globalState[ i ]; - - } - - materialProperties.clippingState = dstArray; - this.numIntersection = clipIntersection ? this.numPlanes : 0; - this.numPlanes += nGlobal; - - } - - - }; - - function resetGlobalState() { - - if ( uniform.value !== globalState ) { - - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; - - } - - scope.numPlanes = numGlobalPlanes; - scope.numIntersection = 0; - - } - - function projectPlanes( planes, camera, dstOffset, skipTransform ) { - - const nPlanes = planes !== null ? planes.length : 0; - let dstArray = null; - - if ( nPlanes !== 0 ) { - - dstArray = uniform.value; - - if ( skipTransform !== true || dstArray === null ) { - - const flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; - - viewNormalMatrix.getNormalMatrix( viewMatrix ); - - if ( dstArray === null || dstArray.length < flatSize ) { - - dstArray = new Float32Array( flatSize ); - - } - - for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { - - plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); - - plane.normal.toArray( dstArray, i4 ); - dstArray[ i4 + 3 ] = plane.constant; - - } - - } - - uniform.value = dstArray; - uniform.needsUpdate = true; - - } - - scope.numPlanes = nPlanes; - scope.numIntersection = 0; - - return dstArray; - - } - -} - -function WebGLCubeMaps( renderer ) { - - let cubemaps = new WeakMap(); - - function mapTextureMapping( texture, mapping ) { - - if ( mapping === EquirectangularReflectionMapping ) { - - texture.mapping = CubeReflectionMapping; - - } else if ( mapping === EquirectangularRefractionMapping ) { - - texture.mapping = CubeRefractionMapping; - - } - - return texture; - - } - - function get( texture ) { - - if ( texture && texture.isTexture ) { - - const mapping = texture.mapping; - - if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { - - if ( cubemaps.has( texture ) ) { - - const cubemap = cubemaps.get( texture ).texture; - return mapTextureMapping( cubemap, texture.mapping ); - - } else { - - const image = texture.image; - - if ( image && image.height > 0 ) { - - const currentRenderList = renderer.getRenderList(); - const currentRenderTarget = renderer.getRenderTarget(); - const currentRenderState = renderer.getRenderState(); - - const renderTarget = new WebGLCubeRenderTarget( image.height / 2 ); - renderTarget.fromEquirectangularTexture( renderer, texture ); - cubemaps.set( texture, renderTarget ); - - renderer.setRenderTarget( currentRenderTarget ); - renderer.setRenderList( currentRenderList ); - renderer.setRenderState( currentRenderState ); - - return mapTextureMapping( renderTarget.texture, texture.mapping ); - - } else { - - // image not yet ready. try the conversion next frame - - return null; - - } - - } - - } - - } - - return texture; - - } - - function dispose() { - - cubemaps = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -function WebGLExtensions( gl ) { - - const extensions = {}; - - return { - - has: function ( name ) { - - if ( extensions[ name ] !== undefined ) { - - return extensions[ name ] !== null; - - } - - let extension; - - switch ( name ) { - - case 'WEBGL_depth_texture': - extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); - break; - - case 'EXT_texture_filter_anisotropic': - extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); - break; - - case 'WEBGL_compressed_texture_s3tc': - extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); - break; - - case 'WEBGL_compressed_texture_pvrtc': - extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); - break; - - default: - extension = gl.getExtension( name ); - - } - - extensions[ name ] = extension; - - return extension !== null; - - }, - - get: function ( name ) { - - if ( ! this.has( name ) ) { - - console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); - - } - - return extensions[ name ]; - - } - - }; - -} - -function WebGLGeometries( gl, attributes, info, bindingStates ) { - - const geometries = new WeakMap(); - const wireframeAttributes = new WeakMap(); - - function onGeometryDispose( event ) { - - const geometry = event.target; - const buffergeometry = geometries.get( geometry ); - - if ( buffergeometry.index !== null ) { - - attributes.remove( buffergeometry.index ); - - } - - for ( const name in buffergeometry.attributes ) { - - attributes.remove( buffergeometry.attributes[ name ] ); - - } - - geometry.removeEventListener( 'dispose', onGeometryDispose ); - - geometries.delete( geometry ); - - const attribute = wireframeAttributes.get( buffergeometry ); - - if ( attribute ) { - - attributes.remove( attribute ); - wireframeAttributes.delete( buffergeometry ); - - } - - bindingStates.releaseStatesOfGeometry( geometry ); - - if ( geometry.isInstancedBufferGeometry === true ) { - - delete geometry._maxInstanceCount; - - } - - // - - info.memory.geometries --; - - } - - function get( object, geometry ) { - - let buffergeometry = geometries.get( geometry ); - - if ( buffergeometry ) return buffergeometry; - - geometry.addEventListener( 'dispose', onGeometryDispose ); - - if ( geometry.isBufferGeometry ) { - - buffergeometry = geometry; - - } else if ( geometry.isGeometry ) { - - if ( geometry._bufferGeometry === undefined ) { - - geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); - - } - - buffergeometry = geometry._bufferGeometry; - - } - - geometries.set( geometry, buffergeometry ); - - info.memory.geometries ++; - - return buffergeometry; - - } - - function update( geometry ) { - - const geometryAttributes = geometry.attributes; - - // Updating index buffer in VAO now. See WebGLBindingStates. - - for ( const name in geometryAttributes ) { - - attributes.update( geometryAttributes[ name ], 34962 ); - - } - - // morph targets - - const morphAttributes = geometry.morphAttributes; - - for ( const name in morphAttributes ) { - - const array = morphAttributes[ name ]; - - for ( let i = 0, l = array.length; i < l; i ++ ) { - - attributes.update( array[ i ], 34962 ); - - } - - } - - } - - function updateWireframeAttribute( geometry ) { - - const indices = []; - - const geometryIndex = geometry.index; - const geometryPosition = geometry.attributes.position; - let version = 0; - - if ( geometryIndex !== null ) { - - const array = geometryIndex.array; - version = geometryIndex.version; - - for ( let i = 0, l = array.length; i < l; i += 3 ) { - - const a = array[ i + 0 ]; - const b = array[ i + 1 ]; - const c = array[ i + 2 ]; - - indices.push( a, b, b, c, c, a ); - - } - - } else { - - const array = geometryPosition.array; - version = geometryPosition.version; - - for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { - - const a = i + 0; - const b = i + 1; - const c = i + 2; - - indices.push( a, b, b, c, c, a ); - - } - - } - - const attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); - attribute.version = version; - - // Updating index buffer in VAO now. See WebGLBindingStates - - // - - const previousAttribute = wireframeAttributes.get( geometry ); - - if ( previousAttribute ) attributes.remove( previousAttribute ); - - // - - wireframeAttributes.set( geometry, attribute ); - - } - - function getWireframeAttribute( geometry ) { - - const currentAttribute = wireframeAttributes.get( geometry ); - - if ( currentAttribute ) { - - const geometryIndex = geometry.index; - - if ( geometryIndex !== null ) { - - // if the attribute is obsolete, create a new one - - if ( currentAttribute.version < geometryIndex.version ) { - - updateWireframeAttribute( geometry ); - - } - - } - - } else { - - updateWireframeAttribute( geometry ); - - } - - return wireframeAttributes.get( geometry ); - - } - - return { - - get: get, - update: update, - - getWireframeAttribute: getWireframeAttribute - - }; - -} - -function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { - - const isWebGL2 = capabilities.isWebGL2; - - let mode; - - function setMode( value ) { - - mode = value; - - } - - let type, bytesPerElement; - - function setIndex( value ) { - - type = value.type; - bytesPerElement = value.bytesPerElement; - - } - - function render( start, count ) { - - gl.drawElements( mode, count, type, start * bytesPerElement ); - - info.update( count, mode, 1 ); - - } - - function renderInstances( start, count, primcount ) { - - if ( primcount === 0 ) return; - - let extension, methodName; - - if ( isWebGL2 ) { - - extension = gl; - methodName = 'drawElementsInstanced'; - - } else { - - extension = extensions.get( 'ANGLE_instanced_arrays' ); - methodName = 'drawElementsInstancedANGLE'; - - if ( extension === null ) { - - console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; - - } - - } - - extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); - - info.update( count, mode, primcount ); - - } - - // - - this.setMode = setMode; - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; - -} - -function WebGLInfo( gl ) { - - const memory = { - geometries: 0, - textures: 0 - }; - - const render = { - frame: 0, - calls: 0, - triangles: 0, - points: 0, - lines: 0 - }; - - function update( count, mode, instanceCount ) { - - render.calls ++; - - switch ( mode ) { - - case 4: - render.triangles += instanceCount * ( count / 3 ); - break; - - case 1: - render.lines += instanceCount * ( count / 2 ); - break; - - case 3: - render.lines += instanceCount * ( count - 1 ); - break; - - case 2: - render.lines += instanceCount * count; - break; - - case 0: - render.points += instanceCount * count; - break; - - default: - console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); - break; - - } - - } - - function reset() { - - render.frame ++; - render.calls = 0; - render.triangles = 0; - render.points = 0; - render.lines = 0; - - } - - return { - memory: memory, - render: render, - programs: null, - autoReset: true, - reset: reset, - update: update - }; - -} - -function numericalSort( a, b ) { - - return a[ 0 ] - b[ 0 ]; - -} - -function absNumericalSort( a, b ) { - - return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); - -} - -function WebGLMorphtargets( gl ) { - - const influencesList = {}; - const morphInfluences = new Float32Array( 8 ); - - const workInfluences = []; - - for ( let i = 0; i < 8; i ++ ) { - - workInfluences[ i ] = [ i, 0 ]; - - } - - function update( object, geometry, material, program ) { - - const objectInfluences = object.morphTargetInfluences; - - // When object doesn't have morph target influences defined, we treat it as a 0-length array - // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences - - const length = objectInfluences === undefined ? 0 : objectInfluences.length; - - let influences = influencesList[ geometry.id ]; - - if ( influences === undefined ) { - - // initialise list - - influences = []; - - for ( let i = 0; i < length; i ++ ) { - - influences[ i ] = [ i, 0 ]; - - } - - influencesList[ geometry.id ] = influences; - - } - - // Collect influences - - for ( let i = 0; i < length; i ++ ) { - - const influence = influences[ i ]; - - influence[ 0 ] = i; - influence[ 1 ] = objectInfluences[ i ]; - - } - - influences.sort( absNumericalSort ); - - for ( let i = 0; i < 8; i ++ ) { - - if ( i < length && influences[ i ][ 1 ] ) { - - workInfluences[ i ][ 0 ] = influences[ i ][ 0 ]; - workInfluences[ i ][ 1 ] = influences[ i ][ 1 ]; - - } else { - - workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER; - workInfluences[ i ][ 1 ] = 0; - - } - - } - - workInfluences.sort( numericalSort ); - - const morphTargets = material.morphTargets && geometry.morphAttributes.position; - const morphNormals = material.morphNormals && geometry.morphAttributes.normal; - - let morphInfluencesSum = 0; - - for ( let i = 0; i < 8; i ++ ) { - - const influence = workInfluences[ i ]; - const index = influence[ 0 ]; - const value = influence[ 1 ]; - - if ( index !== Number.MAX_SAFE_INTEGER && value ) { - - if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) { - - geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); - - } - - if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) { - - geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); - - } - - morphInfluences[ i ] = value; - morphInfluencesSum += value; - - } else { - - if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== undefined ) { - - geometry.deleteAttribute( 'morphTarget' + i ); - - } - - if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== undefined ) { - - geometry.deleteAttribute( 'morphNormal' + i ); - - } - - morphInfluences[ i ] = 0; - - } - - } - - // GLSL shader uses formula baseinfluence * base + sum(target * influence) - // This allows us to switch between absolute morphs and relative morphs without changing shader code - // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) - const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; - - program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); - program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); - - } - - return { - - update: update - - }; - -} - -function WebGLObjects( gl, geometries, attributes, info ) { - - let updateMap = new WeakMap(); - - function update( object ) { - - const frame = info.render.frame; - - const geometry = object.geometry; - const buffergeometry = geometries.get( object, geometry ); - - // Update once per frame - - if ( updateMap.get( buffergeometry ) !== frame ) { - - if ( geometry.isGeometry ) { - - buffergeometry.updateFromObject( object ); - - } - - geometries.update( buffergeometry ); - - updateMap.set( buffergeometry, frame ); - - } - - if ( object.isInstancedMesh ) { - - attributes.update( object.instanceMatrix, 34962 ); - - if ( object.instanceColor !== null ) { - - attributes.update( object.instanceColor, 34962 ); - - } - - } - - return buffergeometry; - - } - - function dispose() { - - updateMap = new WeakMap(); - - } - - return { - - update: update, - dispose: dispose - - }; - -} - -function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; - format = format !== undefined ? format : RGBFormat; - - Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - - this.flipY = false; - -} - -CubeTexture.prototype = Object.create( Texture.prototype ); -CubeTexture.prototype.constructor = CubeTexture; - -CubeTexture.prototype.isCubeTexture = true; - -Object.defineProperty( CubeTexture.prototype, 'images', { - - get: function () { - - return this.image; - - }, - - set: function ( value ) { - - this.image = value; - - } - -} ); - -function DataTexture2DArray( data, width, height, depth ) { - - Texture.call( this, null ); - - this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 }; - - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; - - this.wrapR = ClampToEdgeWrapping; - - this.generateMipmaps = false; - this.flipY = false; - - this.needsUpdate = true; - -} - -DataTexture2DArray.prototype = Object.create( Texture.prototype ); -DataTexture2DArray.prototype.constructor = DataTexture2DArray; -DataTexture2DArray.prototype.isDataTexture2DArray = true; - -function DataTexture3D( data, width, height, depth ) { - - // We're going to add .setXXX() methods for setting properties later. - // Users can still set in DataTexture3D directly. - // - // const texture = new THREE.DataTexture3D( data, width, height, depth ); - // texture.anisotropy = 16; - // - // See #14839 - - Texture.call( this, null ); - - this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 }; - - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; - - this.wrapR = ClampToEdgeWrapping; - - this.generateMipmaps = false; - this.flipY = false; - - this.needsUpdate = true; - - -} - -DataTexture3D.prototype = Object.create( Texture.prototype ); -DataTexture3D.prototype.constructor = DataTexture3D; -DataTexture3D.prototype.isDataTexture3D = true; - -/** - * Uniforms of a program. - * Those form a tree structure with a special top-level container for the root, - * which you get by calling 'new WebGLUniforms( gl, program )'. - * - * - * Properties of inner nodes including the top-level container: - * - * .seq - array of nested uniforms - * .map - nested uniforms by name - * - * - * Methods of all nodes except the top-level container: - * - * .setValue( gl, value, [textures] ) - * - * uploads a uniform value(s) - * the 'textures' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (textures factorizations): - * - * .upload( gl, seq, values, textures ) - * - * sets uniforms in 'seq' to 'values[id].value' - * - * .seqWithValue( seq, values ) : filteredSeq - * - * filters 'seq' entries with corresponding entry in values - * - * - * Methods of the top-level container (textures factorizations): - * - * .setValue( gl, name, value, textures ) - * - * sets uniform with name 'name' to 'value' - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */ - -const emptyTexture = new Texture(); -const emptyTexture2dArray = new DataTexture2DArray(); -const emptyTexture3d = new DataTexture3D(); -const emptyCubeTexture = new CubeTexture(); - -// --- Utilities --- - -// Array Caches (provide typed arrays for temporary by size) - -const arrayCacheF32 = []; -const arrayCacheI32 = []; - -// Float32Array caches used for uploading Matrix uniforms - -const mat4array = new Float32Array( 16 ); -const mat3array = new Float32Array( 9 ); -const mat2array = new Float32Array( 4 ); - -// Flattening for arrays of vectors and matrices - -function flatten( array, nBlocks, blockSize ) { - - const firstElem = array[ 0 ]; - - if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 - - const n = nBlocks * blockSize; - let r = arrayCacheF32[ n ]; - - if ( r === undefined ) { - - r = new Float32Array( n ); - arrayCacheF32[ n ] = r; - - } - - if ( nBlocks !== 0 ) { - - firstElem.toArray( r, 0 ); - - for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { - - offset += blockSize; - array[ i ].toArray( r, offset ); - - } - - } - - return r; - -} - -function arraysEqual( a, b ) { - - if ( a.length !== b.length ) return false; - - for ( let i = 0, l = a.length; i < l; i ++ ) { - - if ( a[ i ] !== b[ i ] ) return false; - - } - - return true; - -} - -function copyArray( a, b ) { - - for ( let i = 0, l = b.length; i < l; i ++ ) { - - a[ i ] = b[ i ]; - - } - -} - -// Texture unit allocation - -function allocTexUnits( textures, n ) { - - let r = arrayCacheI32[ n ]; - - if ( r === undefined ) { - - r = new Int32Array( n ); - arrayCacheI32[ n ] = r; - - } - - for ( let i = 0; i !== n; ++ i ) { - - r[ i ] = textures.allocateTextureUnit(); - - } - - return r; - -} - -// --- Setters --- - -// Note: Defining these methods externally, because they come in a bunch -// and this way their names minify. - -// Single scalar - -function setValueV1f( gl, v ) { - - const cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1f( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Single float vector (from flat array or THREE.VectorN) - -function setValueV2f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { - - gl.uniform2f( this.addr, v.x, v.y ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform2fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV3f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { - - gl.uniform3f( this.addr, v.x, v.y, v.z ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - - } - - } else if ( v.r !== undefined ) { - - if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { - - gl.uniform3f( this.addr, v.r, v.g, v.b ); - - cache[ 0 ] = v.r; - cache[ 1 ] = v.g; - cache[ 2 ] = v.b; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV4f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { - - gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - cache[ 3 ] = v.w; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform4fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -// Single matrix (from flat array or MatrixN) - -function setValueM2( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix2fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat2array.set( elements ); - - gl.uniformMatrix2fv( this.addr, false, mat2array ); - - copyArray( cache, elements ); - - } - -} - -function setValueM3( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix3fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat3array.set( elements ); - - gl.uniformMatrix3fv( this.addr, false, mat3array ); - - copyArray( cache, elements ); - - } - -} - -function setValueM4( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix4fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat4array.set( elements ); - - gl.uniformMatrix4fv( this.addr, false, mat4array ); - - copyArray( cache, elements ); - - } - -} - -// Single texture (2D / Cube) - -function setValueT1( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.safeSetTexture2D( v || emptyTexture, unit ); - -} - -function setValueT2DArray1( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTexture2DArray( v || emptyTexture2dArray, unit ); - -} - -function setValueT3D1( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTexture3D( v || emptyTexture3d, unit ); - -} - -function setValueT6( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.safeSetTextureCube( v || emptyCubeTexture, unit ); - -} - -// Integer / Boolean vectors or arrays thereof (always flat arrays) - -function setValueV1i( gl, v ) { - - const cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1i( this.addr, v ); - - cache[ 0 ] = v; - -} - -function setValueV2i( gl, v ) { - - const cache = this.cache; - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform2iv( this.addr, v ); - - copyArray( cache, v ); - -} - -function setValueV3i( gl, v ) { - - const cache = this.cache; - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3iv( this.addr, v ); - - copyArray( cache, v ); - -} - -function setValueV4i( gl, v ) { - - const cache = this.cache; - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform4iv( this.addr, v ); - - copyArray( cache, v ); - -} - -// uint - -function setValueV1ui( gl, v ) { - - const cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1ui( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Helper to pick the right setter for the singular case - -function getSingularSetter( type ) { - - switch ( type ) { - - case 0x1406: return setValueV1f; // FLOAT - case 0x8b50: return setValueV2f; // _VEC2 - case 0x8b51: return setValueV3f; // _VEC3 - case 0x8b52: return setValueV4f; // _VEC4 - - case 0x8b5a: return setValueM2; // _MAT2 - case 0x8b5b: return setValueM3; // _MAT3 - case 0x8b5c: return setValueM4; // _MAT4 - - case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL - case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 - case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 - case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 - - case 0x1405: return setValueV1ui; // UINT - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1; - - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D - case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3D1; - - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6; - - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY - case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArray1; - - } - -} - -// Array of scalars -function setValueV1fArray( gl, v ) { - - gl.uniform1fv( this.addr, v ); - -} - -// Integer / Boolean vectors or arrays thereof (always flat arrays) -function setValueV1iArray( gl, v ) { - - gl.uniform1iv( this.addr, v ); - -} - -function setValueV2iArray( gl, v ) { - - gl.uniform2iv( this.addr, v ); - -} - -function setValueV3iArray( gl, v ) { - - gl.uniform3iv( this.addr, v ); - -} - -function setValueV4iArray( gl, v ) { - - gl.uniform4iv( this.addr, v ); - -} - - -// Array of vectors (flat or from THREE classes) - -function setValueV2fArray( gl, v ) { - - const data = flatten( v, this.size, 2 ); - - gl.uniform2fv( this.addr, data ); - -} - -function setValueV3fArray( gl, v ) { - - const data = flatten( v, this.size, 3 ); - - gl.uniform3fv( this.addr, data ); - -} - -function setValueV4fArray( gl, v ) { - - const data = flatten( v, this.size, 4 ); - - gl.uniform4fv( this.addr, data ); - -} - -// Array of matrices (flat or from THREE clases) - -function setValueM2Array( gl, v ) { - - const data = flatten( v, this.size, 4 ); - - gl.uniformMatrix2fv( this.addr, false, data ); - -} - -function setValueM3Array( gl, v ) { - - const data = flatten( v, this.size, 9 ); - - gl.uniformMatrix3fv( this.addr, false, data ); - -} - -function setValueM4Array( gl, v ) { - - const data = flatten( v, this.size, 16 ); - - gl.uniformMatrix4fv( this.addr, false, data ); - -} - -// Array of textures (2D / Cube) - -function setValueT1Array( gl, v, textures ) { - - const n = v.length; - - const units = allocTexUnits( textures, n ); - - gl.uniform1iv( this.addr, units ); - - for ( let i = 0; i !== n; ++ i ) { - - textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] ); - - } - -} - -function setValueT6Array( gl, v, textures ) { - - const n = v.length; - - const units = allocTexUnits( textures, n ); - - gl.uniform1iv( this.addr, units ); - - for ( let i = 0; i !== n; ++ i ) { - - textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); - - } - -} - -// Helper to pick the right setter for a pure (bottom-level) array - -function getPureArraySetter( type ) { - - switch ( type ) { - - case 0x1406: return setValueV1fArray; // FLOAT - case 0x8b50: return setValueV2fArray; // _VEC2 - case 0x8b51: return setValueV3fArray; // _VEC3 - case 0x8b52: return setValueV4fArray; // _VEC4 - - case 0x8b5a: return setValueM2Array; // _MAT2 - case 0x8b5b: return setValueM3Array; // _MAT3 - case 0x8b5c: return setValueM4Array; // _MAT4 - - case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL - case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 - case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 - case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1Array; - - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6Array; - - } - -} - -// --- Uniform Classes --- - -function SingleUniform( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.cache = []; - this.setValue = getSingularSetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - -} - -function PureArrayUniform( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.cache = []; - this.size = activeInfo.size; - this.setValue = getPureArraySetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - -} - -PureArrayUniform.prototype.updateCache = function ( data ) { - - const cache = this.cache; - - if ( data instanceof Float32Array && cache.length !== data.length ) { - - this.cache = new Float32Array( data.length ); - - } - - copyArray( cache, data ); - -}; - -function StructuredUniform( id ) { - - this.id = id; - - this.seq = []; - this.map = {}; - -} - -StructuredUniform.prototype.setValue = function ( gl, value, textures ) { - - const seq = this.seq; - - for ( let i = 0, n = seq.length; i !== n; ++ i ) { - - const u = seq[ i ]; - u.setValue( gl, value[ u.id ], textures ); - - } - -}; - -// --- Top-level --- - -// Parser - builds up the property tree from the path strings - -const RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; - -// extracts -// - the identifier (member name or array index) -// - followed by an optional right bracket (found when array index) -// - followed by an optional left bracket or dot (type of subscript) -// -// Note: These portions can be read in a non-overlapping fashion and -// allow straightforward parsing of the hierarchy that WebGL encodes -// in the uniform names. - -function addUniform( container, uniformObject ) { - - container.seq.push( uniformObject ); - container.map[ uniformObject.id ] = uniformObject; - -} - -function parseUniform( activeInfo, addr, container ) { - - const path = activeInfo.name, - pathLength = path.length; - - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; - - while ( true ) { - - const match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex; - - let id = match[ 1 ]; - const idIsIndex = match[ 2 ] === ']', - subscript = match[ 3 ]; - - if ( idIsIndex ) id = id | 0; // convert to integer - - if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { - - // bare name or "pure" bottom-level array "[0]" suffix - - addUniform( container, subscript === undefined ? - new SingleUniform( id, activeInfo, addr ) : - new PureArrayUniform( id, activeInfo, addr ) ); - - break; - - } else { - - // step into inner node / create it in case it doesn't exist - - const map = container.map; - let next = map[ id ]; - - if ( next === undefined ) { - - next = new StructuredUniform( id ); - addUniform( container, next ); - - } - - container = next; - - } - - } - -} - -// Root Container - -function WebGLUniforms( gl, program ) { - - this.seq = []; - this.map = {}; - - const n = gl.getProgramParameter( program, 35718 ); - - for ( let i = 0; i < n; ++ i ) { - - const info = gl.getActiveUniform( program, i ), - addr = gl.getUniformLocation( program, info.name ); - - parseUniform( info, addr, this ); - - } - -} - -WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) { - - const u = this.map[ name ]; - - if ( u !== undefined ) u.setValue( gl, value, textures ); - -}; - -WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { - - const v = object[ name ]; - - if ( v !== undefined ) this.setValue( gl, name, v ); - -}; - - -// Static interface - -WebGLUniforms.upload = function ( gl, seq, values, textures ) { - - for ( let i = 0, n = seq.length; i !== n; ++ i ) { - - const u = seq[ i ], - v = values[ u.id ]; - - if ( v.needsUpdate !== false ) { - - // note: always updating when .needsUpdate is undefined - u.setValue( gl, v.value, textures ); - - } - - } - -}; - -WebGLUniforms.seqWithValue = function ( seq, values ) { - - const r = []; - - for ( let i = 0, n = seq.length; i !== n; ++ i ) { - - const u = seq[ i ]; - if ( u.id in values ) r.push( u ); - - } - - return r; - -}; - -function WebGLShader( gl, type, string ) { - - const shader = gl.createShader( type ); - - gl.shaderSource( shader, string ); - gl.compileShader( shader ); - - return shader; - -} - -let programIdCount = 0; - -function addLineNumbers( string ) { - - const lines = string.split( '\n' ); - - for ( let i = 0; i < lines.length; i ++ ) { - - lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; - - } - - return lines.join( '\n' ); - -} - -function getEncodingComponents( encoding ) { - - switch ( encoding ) { - - case LinearEncoding: - return [ 'Linear', '( value )' ]; - case sRGBEncoding: - return [ 'sRGB', '( value )' ]; - case RGBEEncoding: - return [ 'RGBE', '( value )' ]; - case RGBM7Encoding: - return [ 'RGBM', '( value, 7.0 )' ]; - case RGBM16Encoding: - return [ 'RGBM', '( value, 16.0 )' ]; - case RGBDEncoding: - return [ 'RGBD', '( value, 256.0 )' ]; - case GammaEncoding: - return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; - case LogLuvEncoding: - return [ 'LogLuv', '( value )' ]; - default: - console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding ); - return [ 'Linear', '( value )' ]; - - } - -} - -function getShaderErrors( gl, shader, type ) { - - const status = gl.getShaderParameter( shader, 35713 ); - const log = gl.getShaderInfoLog( shader ).trim(); - - if ( status && log === '' ) return ''; - - // --enable-privileged-webgl-extension - // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - - const source = gl.getShaderSource( shader ); - - return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source ); - -} - -function getTexelDecodingFunction( functionName, encoding ) { - - const components = getEncodingComponents( encoding ); - return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; - -} - -function getTexelEncodingFunction( functionName, encoding ) { - - const components = getEncodingComponents( encoding ); - return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; - -} - -function getToneMappingFunction( functionName, toneMapping ) { - - let toneMappingName; - - switch ( toneMapping ) { - - case LinearToneMapping: - toneMappingName = 'Linear'; - break; - - case ReinhardToneMapping: - toneMappingName = 'Reinhard'; - break; - - case CineonToneMapping: - toneMappingName = 'OptimizedCineon'; - break; - - case ACESFilmicToneMapping: - toneMappingName = 'ACESFilmic'; - break; - - case CustomToneMapping: - toneMappingName = 'Custom'; - break; - - default: - console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); - toneMappingName = 'Linear'; - - } - - return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; - -} - -function generateExtensions( parameters ) { - - const chunks = [ - ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', - ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', - ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', - ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' - ]; - - return chunks.filter( filterEmptyLine ).join( '\n' ); - -} - -function generateDefines( defines ) { - - const chunks = []; - - for ( const name in defines ) { - - const value = defines[ name ]; - - if ( value === false ) continue; - - chunks.push( '#define ' + name + ' ' + value ); - - } - - return chunks.join( '\n' ); - -} - -function fetchAttributeLocations( gl, program ) { - - const attributes = {}; - - const n = gl.getProgramParameter( program, 35721 ); - - for ( let i = 0; i < n; i ++ ) { - - const info = gl.getActiveAttrib( program, i ); - const name = info.name; - - // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - - attributes[ name ] = gl.getAttribLocation( program, name ); - - } - - return attributes; - -} - -function filterEmptyLine( string ) { - - return string !== ''; - -} - -function replaceLightNums( string, parameters ) { - - return string - .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) - .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) - .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) - .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) - .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) - .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) - .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) - .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); - -} - -function replaceClippingPlaneNums( string, parameters ) { - - return string - .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) - .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); - -} - -// Resolve Includes - -const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; - -function resolveIncludes( string ) { - - return string.replace( includePattern, includeReplacer ); - -} - -function includeReplacer( match, include ) { - - const string = ShaderChunk[ include ]; - - if ( string === undefined ) { - - throw new Error( 'Can not resolve #include <' + include + '>' ); - - } - - return resolveIncludes( string ); - -} - -// Unroll Loops - -const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; -const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; - -function unrollLoops( string ) { - - return string - .replace( unrollLoopPattern, loopReplacer ) - .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer ); - -} - -function deprecatedLoopReplacer( match, start, end, snippet ) { - - console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' ); - return loopReplacer( match, start, end, snippet ); - -} - -function loopReplacer( match, start, end, snippet ) { - - let string = ''; - - for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { - - string += snippet - .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) - .replace( /UNROLLED_LOOP_INDEX/g, i ); - - } - - return string; - -} - -// - -function generatePrecision( parameters ) { - - let precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;"; - - if ( parameters.precision === "highp" ) { - - precisionstring += "\n#define HIGH_PRECISION"; - - } else if ( parameters.precision === "mediump" ) { - - precisionstring += "\n#define MEDIUM_PRECISION"; - - } else if ( parameters.precision === "lowp" ) { - - precisionstring += "\n#define LOW_PRECISION"; - - } - - return precisionstring; - -} - -function generateShadowMapTypeDefine( parameters ) { - - let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; - - if ( parameters.shadowMapType === PCFShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; - - } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; - - } else if ( parameters.shadowMapType === VSMShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; - - } - - return shadowMapTypeDefine; - -} - -function generateEnvMapTypeDefine( parameters ) { - - let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - - if ( parameters.envMap ) { - - switch ( parameters.envMapMode ) { - - case CubeReflectionMapping: - case CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; - - case CubeUVReflectionMapping: - case CubeUVRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; - - } - - } - - return envMapTypeDefine; - -} - -function generateEnvMapModeDefine( parameters ) { - - let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; - - if ( parameters.envMap ) { - - switch ( parameters.envMapMode ) { - - case CubeRefractionMapping: - case CubeUVRefractionMapping: - - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; - - } - - } - - return envMapModeDefine; - -} - -function generateEnvMapBlendingDefine( parameters ) { - - let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; - - if ( parameters.envMap ) { - - switch ( parameters.combine ) { - - case MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; - - case MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; - - case AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; - - } - - } - - return envMapBlendingDefine; - -} - -function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { - - const gl = renderer.getContext(); - - const defines = parameters.defines; - - let vertexShader = parameters.vertexShader; - let fragmentShader = parameters.fragmentShader; - - const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); - const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); - const envMapModeDefine = generateEnvMapModeDefine( parameters ); - const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); - - - const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; - - const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); - - const customDefines = generateDefines( defines ); - - const program = gl.createProgram(); - - let prefixVertex, prefixFragment; - let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + "\n" : ''; - - if ( parameters.isRawShaderMaterial ) { - - prefixVertex = [ - - customDefines - - ].filter( filterEmptyLine ).join( '\n' ); - - if ( prefixVertex.length > 0 ) { - - prefixVertex += '\n'; - - } - - prefixFragment = [ - - customExtensions, - customDefines - - ].filter( filterEmptyLine ).join( '\n' ); - - if ( prefixFragment.length > 0 ) { - - prefixFragment += '\n'; - - } - - } else { - - prefixVertex = [ - - generatePrecision( parameters ), - - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines, - - parameters.instancing ? '#define USE_INSTANCING' : '', - parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', - - parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', - - '#define GAMMA_FACTOR ' + gammaFactorDefine, - - '#define MAX_BONES ' + parameters.maxBones, - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', - - parameters.map ? '#define USE_MAP' : '', - parameters.envMap ? '#define USE_ENVMAP' : '', - parameters.envMap ? '#define ' + envMapModeDefine : '', - parameters.lightMap ? '#define USE_LIGHTMAP' : '', - parameters.aoMap ? '#define USE_AOMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', - ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', - - parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', - parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', - parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', - parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', - - parameters.vertexTangents ? '#define USE_TANGENT' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', - parameters.vertexUvs ? '#define USE_UV' : '', - parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', - - parameters.flatShading ? '#define FLAT_SHADED' : '', - - parameters.skinning ? '#define USE_SKINNING' : '', - parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', - - parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', - parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', - - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - - parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', - - 'uniform mat4 modelMatrix;', - 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrix;', - 'uniform mat4 viewMatrix;', - 'uniform mat3 normalMatrix;', - 'uniform vec3 cameraPosition;', - 'uniform bool isOrthographic;', - - '#ifdef USE_INSTANCING', - - ' attribute mat4 instanceMatrix;', - - '#endif', - - '#ifdef USE_INSTANCING_COLOR', - - ' attribute vec3 instanceColor;', - - '#endif', - - 'attribute vec3 position;', - 'attribute vec3 normal;', - 'attribute vec2 uv;', - - '#ifdef USE_TANGENT', - - ' attribute vec4 tangent;', - - '#endif', - - '#ifdef USE_COLOR', - - ' attribute vec3 color;', - - '#endif', - - '#ifdef USE_MORPHTARGETS', - - ' attribute vec3 morphTarget0;', - ' attribute vec3 morphTarget1;', - ' attribute vec3 morphTarget2;', - ' attribute vec3 morphTarget3;', - - ' #ifdef USE_MORPHNORMALS', - - ' attribute vec3 morphNormal0;', - ' attribute vec3 morphNormal1;', - ' attribute vec3 morphNormal2;', - ' attribute vec3 morphNormal3;', - - ' #else', - - ' attribute vec3 morphTarget4;', - ' attribute vec3 morphTarget5;', - ' attribute vec3 morphTarget6;', - ' attribute vec3 morphTarget7;', - - ' #endif', - - '#endif', - - '#ifdef USE_SKINNING', - - ' attribute vec4 skinIndex;', - ' attribute vec4 skinWeight;', - - '#endif', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - prefixFragment = [ - - customExtensions, - - generatePrecision( parameters ), - - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines, - - parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer - - '#define GAMMA_FACTOR ' + gammaFactorDefine, - - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', - - parameters.map ? '#define USE_MAP' : '', - parameters.matcap ? '#define USE_MATCAP' : '', - parameters.envMap ? '#define USE_ENVMAP' : '', - parameters.envMap ? '#define ' + envMapTypeDefine : '', - parameters.envMap ? '#define ' + envMapModeDefine : '', - parameters.envMap ? '#define ' + envMapBlendingDefine : '', - parameters.lightMap ? '#define USE_LIGHTMAP' : '', - parameters.aoMap ? '#define USE_AOMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', - ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', - parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', - parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', - parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - - parameters.sheen ? '#define USE_SHEEN' : '', - parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', - - parameters.vertexTangents ? '#define USE_TANGENT' : '', - parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', - parameters.vertexUvs ? '#define USE_UV' : '', - parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', - - parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', - - parameters.flatShading ? '#define FLAT_SHADED' : '', - - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', - - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - - parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', - - parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', - - ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '', - - 'uniform mat4 viewMatrix;', - 'uniform vec3 cameraPosition;', - 'uniform bool isOrthographic;', - - ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', - ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below - ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', - - parameters.dithering ? '#define DITHERING' : '', - - ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below - parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', - parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '', - parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', - parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', - parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '', - getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ), - - parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - } - - vertexShader = resolveIncludes( vertexShader ); - vertexShader = replaceLightNums( vertexShader, parameters ); - vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); - - fragmentShader = resolveIncludes( fragmentShader ); - fragmentShader = replaceLightNums( fragmentShader, parameters ); - fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); - - vertexShader = unrollLoops( vertexShader ); - fragmentShader = unrollLoops( fragmentShader ); - - if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) { - - // GLSL 3.0 conversion for built-in materials and ShaderMaterial - - versionString = '#version 300 es\n'; - - prefixVertex = [ - '#define attribute in', - '#define varying out', - '#define texture2D texture' - ].join( '\n' ) + '\n' + prefixVertex; - - prefixFragment = [ - '#define varying in', - ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;', - ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', - '#define gl_FragDepthEXT gl_FragDepth', - '#define texture2D texture', - '#define textureCube texture', - '#define texture2DProj textureProj', - '#define texture2DLodEXT textureLod', - '#define texture2DProjLodEXT textureProjLod', - '#define textureCubeLodEXT textureLod', - '#define texture2DGradEXT textureGrad', - '#define texture2DProjGradEXT textureProjGrad', - '#define textureCubeGradEXT textureGrad' - ].join( '\n' ) + '\n' + prefixFragment; - - } - - const vertexGlsl = versionString + prefixVertex + vertexShader; - const fragmentGlsl = versionString + prefixFragment + fragmentShader; - - // console.log( '*VERTEX*', vertexGlsl ); - // console.log( '*FRAGMENT*', fragmentGlsl ); - - const glVertexShader = WebGLShader( gl, 35633, vertexGlsl ); - const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl ); - - gl.attachShader( program, glVertexShader ); - gl.attachShader( program, glFragmentShader ); - - // Force a particular attribute to index 0. - - if ( parameters.index0AttributeName !== undefined ) { - - gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); - - } else if ( parameters.morphTargets === true ) { - - // programs with morphTargets displace position out of attribute 0 - gl.bindAttribLocation( program, 0, 'position' ); - - } - - gl.linkProgram( program ); - - // check for link errors - if ( renderer.debug.checkShaderErrors ) { - - const programLog = gl.getProgramInfoLog( program ).trim(); - const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); - const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); - - let runnable = true; - let haveDiagnostics = true; - - if ( gl.getProgramParameter( program, 35714 ) === false ) { - - runnable = false; - - const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); - const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); - - console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors ); - - } else if ( programLog !== '' ) { - - console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); - - } else if ( vertexLog === '' || fragmentLog === '' ) { - - haveDiagnostics = false; - - } - - if ( haveDiagnostics ) { - - this.diagnostics = { - - runnable: runnable, - - programLog: programLog, - - vertexShader: { - - log: vertexLog, - prefix: prefixVertex - - }, - - fragmentShader: { - - log: fragmentLog, - prefix: prefixFragment - - } - - }; - - } - - } - - // Clean up - - // Crashes in iOS9 and iOS10. #18402 - // gl.detachShader( program, glVertexShader ); - // gl.detachShader( program, glFragmentShader ); - - gl.deleteShader( glVertexShader ); - gl.deleteShader( glFragmentShader ); - - // set up caching for uniform locations - - let cachedUniforms; - - this.getUniforms = function () { - - if ( cachedUniforms === undefined ) { - - cachedUniforms = new WebGLUniforms( gl, program ); - - } - - return cachedUniforms; - - }; - - // set up caching for attribute locations - - let cachedAttributes; - - this.getAttributes = function () { - - if ( cachedAttributes === undefined ) { - - cachedAttributes = fetchAttributeLocations( gl, program ); - - } - - return cachedAttributes; - - }; - - // free resource - - this.destroy = function () { - - bindingStates.releaseStatesOfProgram( this ); - - gl.deleteProgram( program ); - this.program = undefined; - - }; - - // - - this.name = parameters.shaderName; - this.id = programIdCount ++; - this.cacheKey = cacheKey; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; - - return this; - -} - -function WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) { - - const programs = []; - - const isWebGL2 = capabilities.isWebGL2; - const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; - const floatVertexTextures = capabilities.floatVertexTextures; - const maxVertexUniforms = capabilities.maxVertexUniforms; - const vertexTextures = capabilities.vertexTextures; - - let precision = capabilities.precision; - - const shaderIDs = { - MeshDepthMaterial: 'depth', - MeshDistanceMaterial: 'distanceRGBA', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshToonMaterial: 'toon', - MeshStandardMaterial: 'physical', - MeshPhysicalMaterial: 'physical', - MeshMatcapMaterial: 'matcap', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points', - ShadowMaterial: 'shadow', - SpriteMaterial: 'sprite' - }; - - const parameterNames = [ - "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "instancingColor", - "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV", - "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap", - "roughnessMap", "metalnessMap", "gradientMap", - "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2", - "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", - "maxBones", "useVertexTexture", "morphTargets", "morphNormals", - "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", - "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", - "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows", - "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', - "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering", - "sheen", "transmissionMap" - ]; - - function getMaxBones( object ) { - - const skeleton = object.skeleton; - const bones = skeleton.bones; - - if ( floatVertexTextures ) { - - return 1024; - - } else { - - // default for when object is not specified - // ( for example when prebuilding shader to be used with multiple objects ) - // - // - leave some extra space for other uniforms - // - limit here is ANGLE's 254 max uniform vectors - // (up to 54 should be safe) - - const nVertexUniforms = maxVertexUniforms; - const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); - - const maxBones = Math.min( nVertexMatrices, bones.length ); - - if ( maxBones < bones.length ) { - - console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); - return 0; - - } - - return maxBones; - - } - - } - - function getTextureEncodingFromMap( map ) { - - let encoding; - - if ( ! map ) { - - encoding = LinearEncoding; - - } else if ( map.isTexture ) { - - encoding = map.encoding; - - } else if ( map.isWebGLRenderTarget ) { - - console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); - encoding = map.texture.encoding; - - } - - return encoding; - - } - - function getParameters( material, lights, shadows, scene, object ) { - - const fog = scene.fog; - const environment = material.isMeshStandardMaterial ? scene.environment : null; - - const envMap = cubemaps.get( material.envMap || environment ); - - const shaderID = shaderIDs[ material.type ]; - - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) - - const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0; - - if ( material.precision !== null ) { - - precision = capabilities.getMaxPrecision( material.precision ); - - if ( precision !== material.precision ) { - - console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); - - } - - } - - let vertexShader, fragmentShader; - - if ( shaderID ) { - - const shader = ShaderLib[ shaderID ]; - - vertexShader = shader.vertexShader; - fragmentShader = shader.fragmentShader; - - } else { - - vertexShader = material.vertexShader; - fragmentShader = material.fragmentShader; - - } - - const currentRenderTarget = renderer.getRenderTarget(); - - const parameters = { - - isWebGL2: isWebGL2, - - shaderID: shaderID, - shaderName: material.type, - - vertexShader: vertexShader, - fragmentShader: fragmentShader, - defines: material.defines, - - isRawShaderMaterial: material.isRawShaderMaterial === true, - glslVersion: material.glslVersion, - - precision: precision, - - instancing: object.isInstancedMesh === true, - instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, - - supportsVertexTextures: vertexTextures, - outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding, - map: !! material.map, - mapEncoding: getTextureEncodingFromMap( material.map ), - matcap: !! material.matcap, - matcapEncoding: getTextureEncodingFromMap( material.matcap ), - envMap: !! envMap, - envMapMode: envMap && envMap.mapping, - envMapEncoding: getTextureEncodingFromMap( envMap ), - envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ), - lightMap: !! material.lightMap, - lightMapEncoding: getTextureEncodingFromMap( material.lightMap ), - aoMap: !! material.aoMap, - emissiveMap: !! material.emissiveMap, - emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ), - bumpMap: !! material.bumpMap, - normalMap: !! material.normalMap, - objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, - tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, - clearcoatMap: !! material.clearcoatMap, - clearcoatRoughnessMap: !! material.clearcoatRoughnessMap, - clearcoatNormalMap: !! material.clearcoatNormalMap, - displacementMap: !! material.displacementMap, - roughnessMap: !! material.roughnessMap, - metalnessMap: !! material.metalnessMap, - specularMap: !! material.specularMap, - alphaMap: !! material.alphaMap, - - gradientMap: !! material.gradientMap, - - sheen: !! material.sheen, - - transmissionMap: !! material.transmissionMap, - - combine: material.combine, - - vertexTangents: ( material.normalMap && material.vertexTangents ), - vertexColors: material.vertexColors, - vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap, - uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap, - - fog: !! fog, - useFog: material.fog, - fogExp2: ( fog && fog.isFogExp2 ), - - flatShading: material.flatShading, - - sizeAttenuation: material.sizeAttenuation, - logarithmicDepthBuffer: logarithmicDepthBuffer, - - skinning: material.skinning && maxBones > 0, - maxBones: maxBones, - useVertexTexture: floatVertexTextures, - - morphTargets: material.morphTargets, - morphNormals: material.morphNormals, - maxMorphTargets: renderer.maxMorphTargets, - maxMorphNormals: renderer.maxMorphNormals, - - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numRectAreaLights: lights.rectArea.length, - numHemiLights: lights.hemi.length, - - numDirLightShadows: lights.directionalShadowMap.length, - numPointLightShadows: lights.pointShadowMap.length, - numSpotLightShadows: lights.spotShadowMap.length, - - numClippingPlanes: clipping.numPlanes, - numClipIntersection: clipping.numIntersection, - - dithering: material.dithering, - - shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, - shadowMapType: renderer.shadowMap.type, - - toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, - - premultipliedAlpha: material.premultipliedAlpha, - - alphaTest: material.alphaTest, - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, - - depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false, - - index0AttributeName: material.index0AttributeName, - - extensionDerivatives: material.extensions && material.extensions.derivatives, - extensionFragDepth: material.extensions && material.extensions.fragDepth, - extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, - extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, - - rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ), - rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ), - rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ), - - customProgramCacheKey: material.customProgramCacheKey() - - }; - - return parameters; - - } - - function getProgramCacheKey( parameters ) { - - const array = []; - - if ( parameters.shaderID ) { - - array.push( parameters.shaderID ); - - } else { - - array.push( parameters.fragmentShader ); - array.push( parameters.vertexShader ); - - } - - if ( parameters.defines !== undefined ) { - - for ( const name in parameters.defines ) { - - array.push( name ); - array.push( parameters.defines[ name ] ); - - } - - } - - if ( parameters.isRawShaderMaterial === false ) { - - for ( let i = 0; i < parameterNames.length; i ++ ) { - - array.push( parameters[ parameterNames[ i ] ] ); - - } - - array.push( renderer.outputEncoding ); - array.push( renderer.gammaFactor ); - - } - - array.push( parameters.customProgramCacheKey ); - - return array.join(); - - } - - function getUniforms( material ) { - - const shaderID = shaderIDs[ material.type ]; - let uniforms; - - if ( shaderID ) { - - const shader = ShaderLib[ shaderID ]; - uniforms = UniformsUtils.clone( shader.uniforms ); - - } else { - - uniforms = material.uniforms; - - } - - return uniforms; - - } - - function acquireProgram( parameters, cacheKey ) { - - let program; - - // Check if code has been already compiled - for ( let p = 0, pl = programs.length; p < pl; p ++ ) { - - const preexistingProgram = programs[ p ]; - - if ( preexistingProgram.cacheKey === cacheKey ) { - - program = preexistingProgram; - ++ program.usedTimes; - - break; - - } - - } - - if ( program === undefined ) { - - program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); - programs.push( program ); - - } - - return program; - - } - - function releaseProgram( program ) { - - if ( -- program.usedTimes === 0 ) { - - // Remove from unordered set - const i = programs.indexOf( program ); - programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); - - // Free WebGL resources - program.destroy(); - - } - - } - - return { - getParameters: getParameters, - getProgramCacheKey: getProgramCacheKey, - getUniforms: getUniforms, - acquireProgram: acquireProgram, - releaseProgram: releaseProgram, - // Exposed for resource monitoring & error feedback via renderer.info: - programs: programs - }; - -} - -function WebGLProperties() { - - let properties = new WeakMap(); - - function get( object ) { - - let map = properties.get( object ); - - if ( map === undefined ) { - - map = {}; - properties.set( object, map ); - - } - - return map; - - } - - function remove( object ) { - - properties.delete( object ); - - } - - function update( object, key, value ) { - - properties.get( object )[ key ] = value; - - } - - function dispose() { - - properties = new WeakMap(); - - } - - return { - get: get, - remove: remove, - update: update, - dispose: dispose - }; - -} - -function painterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.program !== b.program ) { - - return a.program.id - b.program.id; - - } else if ( a.material.id !== b.material.id ) { - - return a.material.id - b.material.id; - - } else if ( a.z !== b.z ) { - - return a.z - b.z; - - } else { - - return a.id - b.id; - - } - -} - -function reversePainterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return a.id - b.id; - - } - -} - - -function WebGLRenderList( properties ) { - - const renderItems = []; - let renderItemsIndex = 0; - - const opaque = []; - const transparent = []; - - const defaultProgram = { id: - 1 }; - - function init() { - - renderItemsIndex = 0; - - opaque.length = 0; - transparent.length = 0; - - } - - function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { - - let renderItem = renderItems[ renderItemsIndex ]; - const materialProperties = properties.get( material ); - - if ( renderItem === undefined ) { - - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - program: materialProperties.program || defaultProgram, - groupOrder: groupOrder, - renderOrder: object.renderOrder, - z: z, - group: group - }; - - renderItems[ renderItemsIndex ] = renderItem; - - } else { - - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.program = materialProperties.program || defaultProgram; - renderItem.groupOrder = groupOrder; - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; - - } - - renderItemsIndex ++; - - return renderItem; - - } - - function push( object, geometry, material, groupOrder, z, group ) { - - const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - ( material.transparent === true ? transparent : opaque ).push( renderItem ); - - } - - function unshift( object, geometry, material, groupOrder, z, group ) { - - const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - ( material.transparent === true ? transparent : opaque ).unshift( renderItem ); - - } - - function sort( customOpaqueSort, customTransparentSort ) { - - if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); - if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); - - } - - function finish() { - - // Clear references from inactive renderItems in the list - - for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { - - const renderItem = renderItems[ i ]; - - if ( renderItem.id === null ) break; - - renderItem.id = null; - renderItem.object = null; - renderItem.geometry = null; - renderItem.material = null; - renderItem.program = null; - renderItem.group = null; - - } - - } - - return { - - opaque: opaque, - transparent: transparent, - - init: init, - push: push, - unshift: unshift, - finish: finish, - - sort: sort - }; - -} - -function WebGLRenderLists( properties ) { - - let lists = new WeakMap(); - - function get( scene, camera ) { - - const cameras = lists.get( scene ); - let list; - - if ( cameras === undefined ) { - - list = new WebGLRenderList( properties ); - lists.set( scene, new WeakMap() ); - lists.get( scene ).set( camera, list ); - - } else { - - list = cameras.get( camera ); - if ( list === undefined ) { - - list = new WebGLRenderList( properties ); - cameras.set( camera, list ); - - } - - } - - return list; - - } - - function dispose() { - - lists = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -function UniformsCache() { - - const lights = {}; - - return { - - get: function ( light ) { - - if ( lights[ light.id ] !== undefined ) { - - return lights[ light.id ]; - - } - - let uniforms; - - switch ( light.type ) { - - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color() - }; - break; - - case 'SpotLight': - uniforms = { - position: new Vector3(), - direction: new Vector3(), - color: new Color(), - distance: 0, - coneCos: 0, - penumbraCos: 0, - decay: 0 - }; - break; - - case 'PointLight': - uniforms = { - position: new Vector3(), - color: new Color(), - distance: 0, - decay: 0 - }; - break; - - case 'HemisphereLight': - uniforms = { - direction: new Vector3(), - skyColor: new Color(), - groundColor: new Color() - }; - break; - - case 'RectAreaLight': - uniforms = { - color: new Color(), - position: new Vector3(), - halfWidth: new Vector3(), - halfHeight: new Vector3() - }; - break; - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - } - - }; - -} - -function ShadowUniformsCache() { - - const lights = {}; - - return { - - get: function ( light ) { - - if ( lights[ light.id ] !== undefined ) { - - return lights[ light.id ]; - - } - - let uniforms; - - switch ( light.type ) { - - case 'DirectionalLight': - uniforms = { - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; - - case 'SpotLight': - uniforms = { - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; - - case 'PointLight': - uniforms = { - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2(), - shadowCameraNear: 1, - shadowCameraFar: 1000 - }; - break; - - // TODO (abelnation): set RectAreaLight shadow uniforms - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - } - - }; - -} - - - -let nextVersion = 0; - -function shadowCastingLightsFirst( lightA, lightB ) { - - return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 ); - -} - -function WebGLLights() { - - const cache = new UniformsCache(); - - const shadowCache = ShadowUniformsCache(); - - const state = { - - version: 0, - - hash: { - directionalLength: - 1, - pointLength: - 1, - spotLength: - 1, - rectAreaLength: - 1, - hemiLength: - 1, - - numDirectionalShadows: - 1, - numPointShadows: - 1, - numSpotShadows: - 1 - }, - - ambient: [ 0, 0, 0 ], - probe: [], - directional: [], - directionalShadow: [], - directionalShadowMap: [], - directionalShadowMatrix: [], - spot: [], - spotShadow: [], - spotShadowMap: [], - spotShadowMatrix: [], - rectArea: [], - rectAreaLTC1: null, - rectAreaLTC2: null, - point: [], - pointShadow: [], - pointShadowMap: [], - pointShadowMatrix: [], - hemi: [] - - }; - - for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); - - const vector3 = new Vector3(); - const matrix4 = new Matrix4(); - const matrix42 = new Matrix4(); - - function setup( lights, shadows, camera ) { - - let r = 0, g = 0, b = 0; - - for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); - - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; - - let numDirectionalShadows = 0; - let numPointShadows = 0; - let numSpotShadows = 0; - - const viewMatrix = camera.matrixWorldInverse; - - lights.sort( shadowCastingLightsFirst ); - - for ( let i = 0, l = lights.length; i < l; i ++ ) { - - const light = lights[ i ]; - - const color = light.color; - const intensity = light.intensity; - const distance = light.distance; - - const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; - - if ( light.isAmbientLight ) { - - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; - - } else if ( light.isLightProbe ) { - - for ( let j = 0; j < 9; j ++ ) { - - state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); - - } - - } else if ( light.isDirectionalLight ) { - - const uniforms = cache.get( light ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - if ( light.castShadow ) { - - const shadow = light.shadow; - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - - state.directionalShadow[ directionalLength ] = shadowUniforms; - state.directionalShadowMap[ directionalLength ] = shadowMap; - state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; - - numDirectionalShadows ++; - - } - - state.directional[ directionalLength ] = uniforms; - - directionalLength ++; - - } else if ( light.isSpotLight ) { - - const uniforms = cache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.color.copy( color ).multiplyScalar( intensity ); - uniforms.distance = distance; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - uniforms.coneCos = Math.cos( light.angle ); - uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = light.decay; - - if ( light.castShadow ) { - - const shadow = light.shadow; - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - - state.spotShadow[ spotLength ] = shadowUniforms; - state.spotShadowMap[ spotLength ] = shadowMap; - state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; - - numSpotShadows ++; - - } - - state.spot[ spotLength ] = uniforms; - - spotLength ++; - - } else if ( light.isRectAreaLight ) { - - const uniforms = cache.get( light ); - - // (a) intensity is the total visible light emitted - //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); - - // (b) intensity is the brightness of the light - uniforms.color.copy( color ).multiplyScalar( intensity ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - // extract local rotation of light to derive width/height half vectors - matrix42.identity(); - matrix4.copy( light.matrixWorld ); - matrix4.premultiply( viewMatrix ); - matrix42.extractRotation( matrix4 ); - - uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); - uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); - - uniforms.halfWidth.applyMatrix4( matrix42 ); - uniforms.halfHeight.applyMatrix4( matrix42 ); - - // TODO (abelnation): RectAreaLight distance? - // uniforms.distance = distance; - - state.rectArea[ rectAreaLength ] = uniforms; - - rectAreaLength ++; - - } else if ( light.isPointLight ) { - - const uniforms = cache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.distance = light.distance; - uniforms.decay = light.decay; - - if ( light.castShadow ) { - - const shadow = light.shadow; - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - shadowUniforms.shadowCameraNear = shadow.camera.near; - shadowUniforms.shadowCameraFar = shadow.camera.far; - - state.pointShadow[ pointLength ] = shadowUniforms; - state.pointShadowMap[ pointLength ] = shadowMap; - state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; - - numPointShadows ++; - - } - - state.point[ pointLength ] = uniforms; - - pointLength ++; - - } else if ( light.isHemisphereLight ) { - - const uniforms = cache.get( light ); - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - uniforms.direction.normalize(); - - uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); - uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - - state.hemi[ hemiLength ] = uniforms; - - hemiLength ++; - - } - - } - - if ( rectAreaLength > 0 ) { - - state.rectAreaLTC1 = UniformsLib.LTC_1; - state.rectAreaLTC2 = UniformsLib.LTC_2; - - } - - state.ambient[ 0 ] = r; - state.ambient[ 1 ] = g; - state.ambient[ 2 ] = b; - - const hash = state.hash; - - if ( hash.directionalLength !== directionalLength || - hash.pointLength !== pointLength || - hash.spotLength !== spotLength || - hash.rectAreaLength !== rectAreaLength || - hash.hemiLength !== hemiLength || - hash.numDirectionalShadows !== numDirectionalShadows || - hash.numPointShadows !== numPointShadows || - hash.numSpotShadows !== numSpotShadows ) { - - state.directional.length = directionalLength; - state.spot.length = spotLength; - state.rectArea.length = rectAreaLength; - state.point.length = pointLength; - state.hemi.length = hemiLength; - - state.directionalShadow.length = numDirectionalShadows; - state.directionalShadowMap.length = numDirectionalShadows; - state.pointShadow.length = numPointShadows; - state.pointShadowMap.length = numPointShadows; - state.spotShadow.length = numSpotShadows; - state.spotShadowMap.length = numSpotShadows; - state.directionalShadowMatrix.length = numDirectionalShadows; - state.pointShadowMatrix.length = numPointShadows; - state.spotShadowMatrix.length = numSpotShadows; - - hash.directionalLength = directionalLength; - hash.pointLength = pointLength; - hash.spotLength = spotLength; - hash.rectAreaLength = rectAreaLength; - hash.hemiLength = hemiLength; - - hash.numDirectionalShadows = numDirectionalShadows; - hash.numPointShadows = numPointShadows; - hash.numSpotShadows = numSpotShadows; - - state.version = nextVersion ++; - - } - - } - - return { - setup: setup, - state: state - }; - -} - -function WebGLRenderState() { - - const lights = new WebGLLights(); - - const lightsArray = []; - const shadowsArray = []; - - function init() { - - lightsArray.length = 0; - shadowsArray.length = 0; - - } - - function pushLight( light ) { - - lightsArray.push( light ); - - } - - function pushShadow( shadowLight ) { - - shadowsArray.push( shadowLight ); - - } - - function setupLights( camera ) { - - lights.setup( lightsArray, shadowsArray, camera ); - - } - - const state = { - lightsArray: lightsArray, - shadowsArray: shadowsArray, - - lights: lights - }; - - return { - init: init, - state: state, - setupLights: setupLights, - - pushLight: pushLight, - pushShadow: pushShadow - }; - -} - -function WebGLRenderStates() { - - let renderStates = new WeakMap(); - - function get( scene, camera ) { - - let renderState; - - if ( renderStates.has( scene ) === false ) { - - renderState = new WebGLRenderState(); - renderStates.set( scene, new WeakMap() ); - renderStates.get( scene ).set( camera, renderState ); - - } else { - - if ( renderStates.get( scene ).has( camera ) === false ) { - - renderState = new WebGLRenderState(); - renderStates.get( scene ).set( camera, renderState ); - - } else { - - renderState = renderStates.get( scene ).get( camera ); - - } - - } - - return renderState; - - } - - function dispose() { - - renderStates = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -/** - * parameters = { - * - * opacity: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * } - */ - -function MeshDepthMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshDepthMaterial'; - - this.depthPacking = BasicDepthPacking; - - this.skinning = false; - this.morphTargets = false; - - this.map = null; - - this.alphaMap = null; - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.fog = false; - - this.setValues( parameters ); - -} - -MeshDepthMaterial.prototype = Object.create( Material.prototype ); -MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; - -MeshDepthMaterial.prototype.isMeshDepthMaterial = true; - -MeshDepthMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.depthPacking = source.depthPacking; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - return this; - -}; - -/** - * parameters = { - * - * referencePosition: , - * nearDistance: , - * farDistance: , - * - * skinning: , - * morphTargets: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: - * - * } - */ - -function MeshDistanceMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshDistanceMaterial'; - - this.referencePosition = new Vector3(); - this.nearDistance = 1; - this.farDistance = 1000; - - this.skinning = false; - this.morphTargets = false; - - this.map = null; - - this.alphaMap = null; - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.fog = false; - - this.setValues( parameters ); - -} - -MeshDistanceMaterial.prototype = Object.create( Material.prototype ); -MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; - -MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; - -MeshDistanceMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.referencePosition.copy( source.referencePosition ); - this.nearDistance = source.nearDistance; - this.farDistance = source.farDistance; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - return this; - -}; - -var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; - -var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; - -function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { - - let _frustum = new Frustum(); - - const _shadowMapSize = new Vector2(), - _viewportSize = new Vector2(), - - _viewport = new Vector4(), - - _depthMaterials = [], - _distanceMaterials = [], - - _materialCache = {}; - - const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; - - const shadowMaterialVertical = new ShaderMaterial( { - - defines: { - SAMPLE_RATE: 2.0 / 8.0, - HALF_SAMPLE_RATE: 1.0 / 8.0 - }, - - uniforms: { - shadow_pass: { value: null }, - resolution: { value: new Vector2() }, - radius: { value: 4.0 } - }, - - vertexShader: vsm_vert, - - fragmentShader: vsm_frag - - } ); - - const shadowMaterialHorizonal = shadowMaterialVertical.clone(); - shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1; - - const fullScreenTri = new BufferGeometry(); - fullScreenTri.setAttribute( - "position", - new BufferAttribute( - new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), - 3 - ) - ); - - const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); - - const scope = this; - - this.enabled = false; - - this.autoUpdate = true; - this.needsUpdate = false; - - this.type = PCFShadowMap; - - this.render = function ( lights, scene, camera ) { - - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; - - if ( lights.length === 0 ) return; - - const currentRenderTarget = _renderer.getRenderTarget(); - const activeCubeFace = _renderer.getActiveCubeFace(); - const activeMipmapLevel = _renderer.getActiveMipmapLevel(); - - const _state = _renderer.state; - - // Set GL state for depth map. - _state.setBlending( NoBlending ); - _state.buffers.color.setClear( 1, 1, 1, 1 ); - _state.buffers.depth.setTest( true ); - _state.setScissorTest( false ); - - // render depth map - - for ( let i = 0, il = lights.length; i < il; i ++ ) { - - const light = lights[ i ]; - const shadow = light.shadow; - - if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; - - if ( shadow === undefined ) { - - console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); - continue; - - } - - _shadowMapSize.copy( shadow.mapSize ); - - const shadowFrameExtents = shadow.getFrameExtents(); - - _shadowMapSize.multiply( shadowFrameExtents ); - - _viewportSize.copy( shadow.mapSize ); - - if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) { - - if ( _shadowMapSize.x > maxTextureSize ) { - - _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x ); - _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; - shadow.mapSize.x = _viewportSize.x; - - } - - if ( _shadowMapSize.y > maxTextureSize ) { - - _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y ); - _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; - shadow.mapSize.y = _viewportSize.y; - - } - - } - - if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { - - const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + ".shadowMap"; - - shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - - shadow.camera.updateProjectionMatrix(); - - } - - if ( shadow.map === null ) { - - const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + ".shadowMap"; - - shadow.camera.updateProjectionMatrix(); - - } - - _renderer.setRenderTarget( shadow.map ); - _renderer.clear(); - - const viewportCount = shadow.getViewportCount(); - - for ( let vp = 0; vp < viewportCount; vp ++ ) { - - const viewport = shadow.getViewport( vp ); - - _viewport.set( - _viewportSize.x * viewport.x, - _viewportSize.y * viewport.y, - _viewportSize.x * viewport.z, - _viewportSize.y * viewport.w - ); - - _state.viewport( _viewport ); - - shadow.updateMatrices( light, vp ); - - _frustum = shadow.getFrustum(); - - renderObject( scene, camera, shadow.camera, light, this.type ); - - } - - // do blur pass for VSM - - if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { - - VSMPass( shadow, camera ); - - } - - shadow.needsUpdate = false; - - } - - scope.needsUpdate = false; - - _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); - - }; - - function VSMPass( shadow, camera ) { - - const geometry = _objects.update( fullScreenMesh ); - - // vertical pass - - shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; - shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; - shadowMaterialVertical.uniforms.radius.value = shadow.radius; - _renderer.setRenderTarget( shadow.mapPass ); - _renderer.clear(); - _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); - - // horizonal pass - - shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture; - shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize; - shadowMaterialHorizonal.uniforms.radius.value = shadow.radius; - _renderer.setRenderTarget( shadow.map ); - _renderer.clear(); - _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null ); - - } - - function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) { - - const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; - - let material = _depthMaterials[ index ]; - - if ( material === undefined ) { - - material = new MeshDepthMaterial( { - - depthPacking: RGBADepthPacking, - - morphTargets: useMorphing, - skinning: useSkinning - - } ); - - _depthMaterials[ index ] = material; - - } - - return material; - - } - - function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) { - - const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; - - let material = _distanceMaterials[ index ]; - - if ( material === undefined ) { - - material = new MeshDistanceMaterial( { - - morphTargets: useMorphing, - skinning: useSkinning - - } ); - - _distanceMaterials[ index ] = material; - - } - - return material; - - } - - function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) { - - let result = null; - - let getMaterialVariant = getDepthMaterialVariant; - let customMaterial = object.customDepthMaterial; - - if ( light.isPointLight === true ) { - - getMaterialVariant = getDistanceMaterialVariant; - customMaterial = object.customDistanceMaterial; - - } - - if ( customMaterial === undefined ) { - - let useMorphing = false; - - if ( material.morphTargets === true ) { - - useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; - - } - - let useSkinning = false; - - if ( object.isSkinnedMesh === true ) { - - if ( material.skinning === true ) { - - useSkinning = true; - - } else { - - console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); - - } - - } - - const useInstancing = object.isInstancedMesh === true; - - result = getMaterialVariant( useMorphing, useSkinning, useInstancing ); - - } else { - - result = customMaterial; - - } - - if ( _renderer.localClippingEnabled && - material.clipShadows === true && - material.clippingPlanes.length !== 0 ) { - - // in this case we need a unique material instance reflecting the - // appropriate state - - const keyA = result.uuid, keyB = material.uuid; - - let materialsForVariant = _materialCache[ keyA ]; - - if ( materialsForVariant === undefined ) { - - materialsForVariant = {}; - _materialCache[ keyA ] = materialsForVariant; - - } - - let cachedMaterial = materialsForVariant[ keyB ]; - - if ( cachedMaterial === undefined ) { - - cachedMaterial = result.clone(); - materialsForVariant[ keyB ] = cachedMaterial; - - } - - result = cachedMaterial; - - } - - result.visible = material.visible; - result.wireframe = material.wireframe; - - if ( type === VSMShadowMap ) { - - result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; - - } else { - - result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; - - } - - result.clipShadows = material.clipShadows; - result.clippingPlanes = material.clippingPlanes; - result.clipIntersection = material.clipIntersection; - - result.wireframeLinewidth = material.wireframeLinewidth; - result.linewidth = material.linewidth; - - if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { - - result.referencePosition.setFromMatrixPosition( light.matrixWorld ); - result.nearDistance = shadowCameraNear; - result.farDistance = shadowCameraFar; - - } - - return result; - - } - - function renderObject( object, camera, shadowCamera, light, type ) { - - if ( object.visible === false ) return; - - const visible = object.layers.test( camera.layers ); - - if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { - - if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { - - object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - - const geometry = _objects.update( object ); - const material = object.material; - - if ( Array.isArray( material ) ) { - - const groups = geometry.groups; - - for ( let k = 0, kl = groups.length; k < kl; k ++ ) { - - const group = groups[ k ]; - const groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - const depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type ); - - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - - } - - } - - } else if ( material.visible ) { - - const depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type ); - - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); - - } - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - renderObject( children[ i ], camera, shadowCamera, light, type ); - - } - - } - -} - -function WebGLState( gl, extensions, capabilities ) { - - const isWebGL2 = capabilities.isWebGL2; - - function ColorBuffer() { - - let locked = false; - - const color = new Vector4(); - let currentColorMask = null; - const currentColorClear = new Vector4( 0, 0, 0, 0 ); - - return { - - setMask: function ( colorMask ) { - - if ( currentColorMask !== colorMask && ! locked ) { - - gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( r, g, b, a, premultipliedAlpha ) { - - if ( premultipliedAlpha === true ) { - - r *= a; g *= a; b *= a; - - } - - color.set( r, g, b, a ); - - if ( currentColorClear.equals( color ) === false ) { - - gl.clearColor( r, g, b, a ); - currentColorClear.copy( color ); - - } - - }, - - reset: function () { - - locked = false; - - currentColorMask = null; - currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state - - } - - }; - - } - - function DepthBuffer() { - - let locked = false; - - let currentDepthMask = null; - let currentDepthFunc = null; - let currentDepthClear = null; - - return { - - setTest: function ( depthTest ) { - - if ( depthTest ) { - - enable( 2929 ); - - } else { - - disable( 2929 ); - - } - - }, - - setMask: function ( depthMask ) { - - if ( currentDepthMask !== depthMask && ! locked ) { - - gl.depthMask( depthMask ); - currentDepthMask = depthMask; - - } - - }, - - setFunc: function ( depthFunc ) { - - if ( currentDepthFunc !== depthFunc ) { - - if ( depthFunc ) { - - switch ( depthFunc ) { - - case NeverDepth: - - gl.depthFunc( 512 ); - break; - - case AlwaysDepth: - - gl.depthFunc( 519 ); - break; - - case LessDepth: - - gl.depthFunc( 513 ); - break; - - case LessEqualDepth: - - gl.depthFunc( 515 ); - break; - - case EqualDepth: - - gl.depthFunc( 514 ); - break; - - case GreaterEqualDepth: - - gl.depthFunc( 518 ); - break; - - case GreaterDepth: - - gl.depthFunc( 516 ); - break; - - case NotEqualDepth: - - gl.depthFunc( 517 ); - break; - - default: - - gl.depthFunc( 515 ); - - } - - } else { - - gl.depthFunc( 515 ); - - } - - currentDepthFunc = depthFunc; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( depth ) { - - if ( currentDepthClear !== depth ) { - - gl.clearDepth( depth ); - currentDepthClear = depth; - - } - - }, - - reset: function () { - - locked = false; - - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; - - } - - }; - - } - - function StencilBuffer() { - - let locked = false; - - let currentStencilMask = null; - let currentStencilFunc = null; - let currentStencilRef = null; - let currentStencilFuncMask = null; - let currentStencilFail = null; - let currentStencilZFail = null; - let currentStencilZPass = null; - let currentStencilClear = null; - - return { - - setTest: function ( stencilTest ) { - - if ( ! locked ) { - - if ( stencilTest ) { - - enable( 2960 ); - - } else { - - disable( 2960 ); - - } - - } - - }, - - setMask: function ( stencilMask ) { - - if ( currentStencilMask !== stencilMask && ! locked ) { - - gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; - - } - - }, - - setFunc: function ( stencilFunc, stencilRef, stencilMask ) { - - if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { - - gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilFuncMask = stencilMask; - - } - - }, - - setOp: function ( stencilFail, stencilZFail, stencilZPass ) { - - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { - - gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( stencil ) { - - if ( currentStencilClear !== stencil ) { - - gl.clearStencil( stencil ); - currentStencilClear = stencil; - - } - - }, - - reset: function () { - - locked = false; - - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; - currentStencilFuncMask = null; - currentStencilFail = null; - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; - - } - - }; - - } - - // - - const colorBuffer = new ColorBuffer(); - const depthBuffer = new DepthBuffer(); - const stencilBuffer = new StencilBuffer(); - - let enabledCapabilities = {}; - - let currentProgram = null; - - let currentBlendingEnabled = null; - let currentBlending = null; - let currentBlendEquation = null; - let currentBlendSrc = null; - let currentBlendDst = null; - let currentBlendEquationAlpha = null; - let currentBlendSrcAlpha = null; - let currentBlendDstAlpha = null; - let currentPremultipledAlpha = false; - - let currentFlipSided = null; - let currentCullFace = null; - - let currentLineWidth = null; - - let currentPolygonOffsetFactor = null; - let currentPolygonOffsetUnits = null; - - const maxTextures = gl.getParameter( 35661 ); - - let lineWidthAvailable = false; - let version = 0; - const glVersion = gl.getParameter( 7938 ); - - if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { - - version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] ); - lineWidthAvailable = ( version >= 1.0 ); - - } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { - - version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] ); - lineWidthAvailable = ( version >= 2.0 ); - - } - - let currentTextureSlot = null; - let currentBoundTextures = {}; - - const currentScissor = new Vector4(); - const currentViewport = new Vector4(); - - function createTexture( type, target, count ) { - - const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. - const texture = gl.createTexture(); - - gl.bindTexture( type, texture ); - gl.texParameteri( type, 10241, 9728 ); - gl.texParameteri( type, 10240, 9728 ); - - for ( let i = 0; i < count; i ++ ) { - - gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data ); - - } - - return texture; - - } - - const emptyTextures = {}; - emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 ); - emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 ); - - // init - - colorBuffer.setClear( 0, 0, 0, 1 ); - depthBuffer.setClear( 1 ); - stencilBuffer.setClear( 0 ); - - enable( 2929 ); - depthBuffer.setFunc( LessEqualDepth ); - - setFlipSided( false ); - setCullFace( CullFaceBack ); - enable( 2884 ); - - setBlending( NoBlending ); - - // - - function enable( id ) { - - if ( enabledCapabilities[ id ] !== true ) { - - gl.enable( id ); - enabledCapabilities[ id ] = true; - - } - - } - - function disable( id ) { - - if ( enabledCapabilities[ id ] !== false ) { - - gl.disable( id ); - enabledCapabilities[ id ] = false; - - } - - } - - function useProgram( program ) { - - if ( currentProgram !== program ) { - - gl.useProgram( program ); - - currentProgram = program; - - return true; - - } - - return false; - - } - - const equationToGL = { - [ AddEquation ]: 32774, - [ SubtractEquation ]: 32778, - [ ReverseSubtractEquation ]: 32779 - }; - - if ( isWebGL2 ) { - - equationToGL[ MinEquation ] = 32775; - equationToGL[ MaxEquation ] = 32776; - - } else { - - const extension = extensions.get( 'EXT_blend_minmax' ); - - if ( extension !== null ) { - - equationToGL[ MinEquation ] = extension.MIN_EXT; - equationToGL[ MaxEquation ] = extension.MAX_EXT; - - } - - } - - const factorToGL = { - [ ZeroFactor ]: 0, - [ OneFactor ]: 1, - [ SrcColorFactor ]: 768, - [ SrcAlphaFactor ]: 770, - [ SrcAlphaSaturateFactor ]: 776, - [ DstColorFactor ]: 774, - [ DstAlphaFactor ]: 772, - [ OneMinusSrcColorFactor ]: 769, - [ OneMinusSrcAlphaFactor ]: 771, - [ OneMinusDstColorFactor ]: 775, - [ OneMinusDstAlphaFactor ]: 773 - }; - - function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { - - if ( blending === NoBlending ) { - - if ( currentBlendingEnabled ) { - - disable( 3042 ); - currentBlendingEnabled = false; - - } - - return; - - } - - if ( ! currentBlendingEnabled ) { - - enable( 3042 ); - currentBlendingEnabled = true; - - } - - if ( blending !== CustomBlending ) { - - if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { - - if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { - - gl.blendEquation( 32774 ); - - currentBlendEquation = AddEquation; - currentBlendEquationAlpha = AddEquation; - - } - - if ( premultipliedAlpha ) { - - switch ( blending ) { - - case NormalBlending: - gl.blendFuncSeparate( 1, 771, 1, 771 ); - break; - - case AdditiveBlending: - gl.blendFunc( 1, 1 ); - break; - - case SubtractiveBlending: - gl.blendFuncSeparate( 0, 0, 769, 771 ); - break; - - case MultiplyBlending: - gl.blendFuncSeparate( 0, 768, 0, 770 ); - break; - - default: - console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; - - } - - } else { - - switch ( blending ) { - - case NormalBlending: - gl.blendFuncSeparate( 770, 771, 1, 771 ); - break; - - case AdditiveBlending: - gl.blendFunc( 770, 1 ); - break; - - case SubtractiveBlending: - gl.blendFunc( 0, 769 ); - break; - - case MultiplyBlending: - gl.blendFunc( 0, 768 ); - break; - - default: - console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; - - } - - } - - currentBlendSrc = null; - currentBlendDst = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; - - } - - return; - - } - - // custom blending - - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; - - if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { - - gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); - - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; - - } - - if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { - - gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); - - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; - - } - - currentBlending = blending; - currentPremultipledAlpha = null; - - } - - function setMaterial( material, frontFaceCW ) { - - material.side === DoubleSide - ? disable( 2884 ) - : enable( 2884 ); - - let flipSided = ( material.side === BackSide ); - if ( frontFaceCW ) flipSided = ! flipSided; - - setFlipSided( flipSided ); - - ( material.blending === NormalBlending && material.transparent === false ) - ? setBlending( NoBlending ) - : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); - - depthBuffer.setFunc( material.depthFunc ); - depthBuffer.setTest( material.depthTest ); - depthBuffer.setMask( material.depthWrite ); - colorBuffer.setMask( material.colorWrite ); - - const stencilWrite = material.stencilWrite; - stencilBuffer.setTest( stencilWrite ); - if ( stencilWrite ) { - - stencilBuffer.setMask( material.stencilWriteMask ); - stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); - stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); - - } - - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - // - - function setFlipSided( flipSided ) { - - if ( currentFlipSided !== flipSided ) { - - if ( flipSided ) { - - gl.frontFace( 2304 ); - - } else { - - gl.frontFace( 2305 ); - - } - - currentFlipSided = flipSided; - - } - - } - - function setCullFace( cullFace ) { - - if ( cullFace !== CullFaceNone ) { - - enable( 2884 ); - - if ( cullFace !== currentCullFace ) { - - if ( cullFace === CullFaceBack ) { - - gl.cullFace( 1029 ); - - } else if ( cullFace === CullFaceFront ) { - - gl.cullFace( 1028 ); - - } else { - - gl.cullFace( 1032 ); - - } - - } - - } else { - - disable( 2884 ); - - } - - currentCullFace = cullFace; - - } - - function setLineWidth( width ) { - - if ( width !== currentLineWidth ) { - - if ( lineWidthAvailable ) gl.lineWidth( width ); - - currentLineWidth = width; - - } - - } - - function setPolygonOffset( polygonOffset, factor, units ) { - - if ( polygonOffset ) { - - enable( 32823 ); - - if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { - - gl.polygonOffset( factor, units ); - - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; - - } - - } else { - - disable( 32823 ); - - } - - } - - function setScissorTest( scissorTest ) { - - if ( scissorTest ) { - - enable( 3089 ); - - } else { - - disable( 3089 ); - - } - - } - - // texture - - function activeTexture( webglSlot ) { - - if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1; - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; - - } - - } - - function bindTexture( webglType, webglTexture ) { - - if ( currentTextureSlot === null ) { - - activeTexture(); - - } - - let boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture === undefined ) { - - boundTexture = { type: undefined, texture: undefined }; - currentBoundTextures[ currentTextureSlot ] = boundTexture; - - } - - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - - gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); - - boundTexture.type = webglType; - boundTexture.texture = webglTexture; - - } - - } - - function unbindTexture() { - - const boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture !== undefined && boundTexture.type !== undefined ) { - - gl.bindTexture( boundTexture.type, null ); - - boundTexture.type = undefined; - boundTexture.texture = undefined; - - } - - } - - function compressedTexImage2D() { - - try { - - gl.compressedTexImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - function texImage2D() { - - try { - - gl.texImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - function texImage3D() { - - try { - - gl.texImage3D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - // - - function scissor( scissor ) { - - if ( currentScissor.equals( scissor ) === false ) { - - gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); - currentScissor.copy( scissor ); - - } - - } - - function viewport( viewport ) { - - if ( currentViewport.equals( viewport ) === false ) { - - gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); - currentViewport.copy( viewport ); - - } - - } - - // - - function reset() { - - enabledCapabilities = {}; - - currentTextureSlot = null; - currentBoundTextures = {}; - - currentProgram = null; - - currentBlending = null; - - currentFlipSided = null; - currentCullFace = null; - - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); - - } - - return { - - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, - - enable: enable, - disable: disable, - - useProgram: useProgram, - - setBlending: setBlending, - setMaterial: setMaterial, - - setFlipSided: setFlipSided, - setCullFace: setCullFace, - - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, - - setScissorTest: setScissorTest, - - activeTexture: activeTexture, - bindTexture: bindTexture, - unbindTexture: unbindTexture, - compressedTexImage2D: compressedTexImage2D, - texImage2D: texImage2D, - texImage3D: texImage3D, - - scissor: scissor, - viewport: viewport, - - reset: reset - - }; - -} - -function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { - - const isWebGL2 = capabilities.isWebGL2; - const maxTextures = capabilities.maxTextures; - const maxCubemapSize = capabilities.maxCubemapSize; - const maxTextureSize = capabilities.maxTextureSize; - const maxSamples = capabilities.maxSamples; - - const _videoTextures = new WeakMap(); - let _canvas; - - // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, - // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! - // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). - - let useOffscreenCanvas = false; - - try { - - useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' - && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null; - - } catch ( err ) { - - // Ignore any errors - - } - - function createCanvas( width, height ) { - - // Use OffscreenCanvas when available. Specially needed in web workers - - return useOffscreenCanvas ? - new OffscreenCanvas( width, height ) : - document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - - } - - function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { - - let scale = 1; - - // handle case if texture exceeds max size - - if ( image.width > maxSize || image.height > maxSize ) { - - scale = maxSize / Math.max( image.width, image.height ); - - } - - // only perform resize if necessary - - if ( scale < 1 || needsPowerOfTwo === true ) { - - // only perform resize for certain image types - - if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || - ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || - ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { - - const floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor; - - const width = floor( scale * image.width ); - const height = floor( scale * image.height ); - - if ( _canvas === undefined ) _canvas = createCanvas( width, height ); - - // cube textures can't reuse the same canvas - - const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; - - canvas.width = width; - canvas.height = height; - - const context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, width, height ); - - console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); - - return canvas; - - } else { - - if ( 'data' in image ) { - - console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); - - } - - return image; - - } - - } - - return image; - - } - - function isPowerOfTwo( image ) { - - return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height ); - - } - - function textureNeedsPowerOfTwo( texture ) { - - if ( isWebGL2 ) return false; - - return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || - ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); - - } - - function textureNeedsGenerateMipmaps( texture, supportsMips ) { - - return texture.generateMipmaps && supportsMips && - texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; - - } - - function generateMipmap( target, texture, width, height ) { - - _gl.generateMipmap( target ); - - const textureProperties = properties.get( texture ); - - // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 - textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E; - - } - - function getInternalFormat( internalFormatName, glFormat, glType ) { - - if ( isWebGL2 === false ) return glFormat; - - if ( internalFormatName !== null ) { - - if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; - - console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); - - } - - let internalFormat = glFormat; - - if ( glFormat === 6403 ) { - - if ( glType === 5126 ) internalFormat = 33326; - if ( glType === 5131 ) internalFormat = 33325; - if ( glType === 5121 ) internalFormat = 33321; - - } - - if ( glFormat === 6407 ) { - - if ( glType === 5126 ) internalFormat = 34837; - if ( glType === 5131 ) internalFormat = 34843; - if ( glType === 5121 ) internalFormat = 32849; - - } - - if ( glFormat === 6408 ) { - - if ( glType === 5126 ) internalFormat = 34836; - if ( glType === 5131 ) internalFormat = 34842; - if ( glType === 5121 ) internalFormat = 32856; - - } - - if ( internalFormat === 33325 || internalFormat === 33326 || - internalFormat === 34842 || internalFormat === 34836 ) { - - extensions.get( 'EXT_color_buffer_float' ); - - } - - return internalFormat; - - } - - // Fallback filters for non-power-of-2 textures - - function filterFallback( f ) { - - if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { - - return 9728; - - } - - return 9729; - - } - - // - - function onTextureDispose( event ) { - - const texture = event.target; - - texture.removeEventListener( 'dispose', onTextureDispose ); - - deallocateTexture( texture ); - - if ( texture.isVideoTexture ) { - - _videoTextures.delete( texture ); - - } - - info.memory.textures --; - - } - - function onRenderTargetDispose( event ) { - - const renderTarget = event.target; - - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - - deallocateRenderTarget( renderTarget ); - - info.memory.textures --; - - } - - // - - function deallocateTexture( texture ) { - - const textureProperties = properties.get( texture ); - - if ( textureProperties.__webglInit === undefined ) return; - - _gl.deleteTexture( textureProperties.__webglTexture ); - - properties.remove( texture ); - - } - - function deallocateRenderTarget( renderTarget ) { - - const renderTargetProperties = properties.get( renderTarget ); - const textureProperties = properties.get( renderTarget.texture ); - - if ( ! renderTarget ) return; - - if ( textureProperties.__webglTexture !== undefined ) { - - _gl.deleteTexture( textureProperties.__webglTexture ); - - } - - if ( renderTarget.depthTexture ) { - - renderTarget.depthTexture.dispose(); - - } - - if ( renderTarget.isWebGLCubeRenderTarget ) { - - for ( let i = 0; i < 6; i ++ ) { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - - } - - } else { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); - if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); - if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); - if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); - - } - - properties.remove( renderTarget.texture ); - properties.remove( renderTarget ); - - } - - // - - let textureUnits = 0; - - function resetTextureUnits() { - - textureUnits = 0; - - } - - function allocateTextureUnit() { - - const textureUnit = textureUnits; - - if ( textureUnit >= maxTextures ) { - - console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures ); - - } - - textureUnits += 1; - - return textureUnit; - - } - - // - - function setTexture2D( texture, slot ) { - - const textureProperties = properties.get( texture ); - - if ( texture.isVideoTexture ) updateVideoTexture( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - const image = texture.image; - - if ( image === undefined ) { - - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' ); - - } else if ( image.complete === false ) { - - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); - - } else { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - } - - state.activeTexture( 33984 + slot ); - state.bindTexture( 3553, textureProperties.__webglTexture ); - - } - - function setTexture2DArray( texture, slot ) { - - const textureProperties = properties.get( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - state.activeTexture( 33984 + slot ); - state.bindTexture( 35866, textureProperties.__webglTexture ); - - } - - function setTexture3D( texture, slot ) { - - const textureProperties = properties.get( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - state.activeTexture( 33984 + slot ); - state.bindTexture( 32879, textureProperties.__webglTexture ); - - } - - function setTextureCube( texture, slot ) { - - if ( texture.image.length !== 6 ) return; - - const textureProperties = properties.get( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - initTexture( textureProperties, texture ); - - state.activeTexture( 33984 + slot ); - state.bindTexture( 34067, textureProperties.__webglTexture ); - - _gl.pixelStorei( 37440, texture.flipY ); - - const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) ); - const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); - - const cubeImage = []; - - for ( let i = 0; i < 6; i ++ ) { - - if ( ! isCompressed && ! isDataTexture ) { - - cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize ); - - } else { - - cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; - - } - - } - - const image = cubeImage[ 0 ], - supportsMips = isPowerOfTwo( image ) || isWebGL2, - glFormat = utils.convert( texture.format ), - glType = utils.convert( texture.type ), - glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); - - setTextureParameters( 34067, texture, supportsMips ); - - let mipmaps; - - if ( isCompressed ) { - - for ( let i = 0; i < 6; i ++ ) { - - mipmaps = cubeImage[ i ].mipmaps; - - for ( let j = 0; j < mipmaps.length; j ++ ) { - - const mipmap = mipmaps[ j ]; - - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - - if ( glFormat !== null ) { - - state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); - - } - - } else { - - state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - } - - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - mipmaps = texture.mipmaps; - - for ( let i = 0; i < 6; i ++ ) { - - if ( isDataTexture ) { - - state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - - for ( let j = 0; j < mipmaps.length; j ++ ) { - - const mipmap = mipmaps[ j ]; - const mipmapImage = mipmap.image[ i ].image; - - state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); - - } - - } else { - - state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); - - for ( let j = 0; j < mipmaps.length; j ++ ) { - - const mipmap = mipmaps[ j ]; - - state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); - - } - - } - - } - - textureProperties.__maxMipLevel = mipmaps.length; - - } - - if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { - - // We assume images for cube map have the same size. - generateMipmap( 34067, texture, image.width, image.height ); - - } - - textureProperties.__version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } else { - - state.activeTexture( 33984 + slot ); - state.bindTexture( 34067, textureProperties.__webglTexture ); - - } - - } - - function setTextureCubeDynamic( texture, slot ) { - - state.activeTexture( 33984 + slot ); - state.bindTexture( 34067, properties.get( texture ).__webglTexture ); - - } - - const wrappingToGL = { - [ RepeatWrapping ]: 10497, - [ ClampToEdgeWrapping ]: 33071, - [ MirroredRepeatWrapping ]: 33648 - }; - - const filterToGL = { - [ NearestFilter ]: 9728, - [ NearestMipmapNearestFilter ]: 9984, - [ NearestMipmapLinearFilter ]: 9986, - - [ LinearFilter ]: 9729, - [ LinearMipmapNearestFilter ]: 9985, - [ LinearMipmapLinearFilter ]: 9987 - }; - - function setTextureParameters( textureType, texture, supportsMips ) { - - if ( supportsMips ) { - - _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] ); - _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] ); - - if ( textureType === 32879 || textureType === 35866 ) { - - _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] ); - - } - - _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] ); - _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] ); - - } else { - - _gl.texParameteri( textureType, 10242, 33071 ); - _gl.texParameteri( textureType, 10243, 33071 ); - - if ( textureType === 32879 || textureType === 35866 ) { - - _gl.texParameteri( textureType, 32882, 33071 ); - - } - - if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { - - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); - - } - - _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) ); - _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) ); - - if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { - - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); - - } - - } - - const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension ) { - - if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; - if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return; - - if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { - - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); - properties.get( texture ).__currentAnisotropy = texture.anisotropy; - - } - - } - - } - - function initTexture( textureProperties, texture ) { - - if ( textureProperties.__webglInit === undefined ) { - - textureProperties.__webglInit = true; - - texture.addEventListener( 'dispose', onTextureDispose ); - - textureProperties.__webglTexture = _gl.createTexture(); - - info.memory.textures ++; - - } - - } - - function uploadTexture( textureProperties, texture, slot ) { - - let textureType = 3553; - - if ( texture.isDataTexture2DArray ) textureType = 35866; - if ( texture.isDataTexture3D ) textureType = 32879; - - initTexture( textureProperties, texture ); - - state.activeTexture( 33984 + slot ); - state.bindTexture( textureType, textureProperties.__webglTexture ); - - _gl.pixelStorei( 37440, texture.flipY ); - _gl.pixelStorei( 37441, texture.premultiplyAlpha ); - _gl.pixelStorei( 3317, texture.unpackAlignment ); - - const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false; - const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize ); - - const supportsMips = isPowerOfTwo( image ) || isWebGL2, - glFormat = utils.convert( texture.format ); - - let glType = utils.convert( texture.type ), - glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); - - setTextureParameters( textureType, texture, supportsMips ); - - let mipmap; - const mipmaps = texture.mipmaps; - - if ( texture.isDepthTexture ) { - - // populate depth texture with dummy data - - glInternalFormat = 6402; - - if ( isWebGL2 ) { - - if ( texture.type === FloatType ) { - - glInternalFormat = 36012; - - } else if ( texture.type === UnsignedIntType ) { - - glInternalFormat = 33190; - - } else if ( texture.type === UnsignedInt248Type ) { - - glInternalFormat = 35056; - - } else { - - glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D - - } - - } else { - - if ( texture.type === FloatType ) { - - console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); - - } - - } - - // validation checks for WebGL 1 - - if ( texture.format === DepthFormat && glInternalFormat === 6402 ) { - - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { - - console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); - - texture.type = UnsignedShortType; - glType = utils.convert( texture.type ); - - } - - } - - if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) { - - // Depth stencil textures need the DEPTH_STENCIL internal format - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - glInternalFormat = 34041; - - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.type !== UnsignedInt248Type ) { - - console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); - - texture.type = UnsignedInt248Type; - glType = utils.convert( texture.type ); - - } - - } - - // - - state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); - - } else if ( texture.isDataTexture ) { - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - - if ( mipmaps.length > 0 && supportsMips ) { - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - texture.generateMipmaps = false; - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); - textureProperties.__maxMipLevel = 0; - - } - - } else if ( texture.isCompressedTexture ) { - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - - if ( glFormat !== null ) { - - state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - - } - - } else { - - state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else if ( texture.isDataTexture2DArray ) { - - state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); - textureProperties.__maxMipLevel = 0; - - } else if ( texture.isDataTexture3D ) { - - state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); - textureProperties.__maxMipLevel = 0; - - } else { - - // regular Texture (image, video, canvas) - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - - if ( mipmaps.length > 0 && supportsMips ) { - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap ); - - } - - texture.generateMipmaps = false; - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image ); - textureProperties.__maxMipLevel = 0; - - } - - } - - if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { - - generateMipmap( textureType, texture, image.width, image.height ); - - } - - textureProperties.__version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } - - // Render targets - - // Setup storage for target texture and bind it to correct framebuffer - function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { - - const glFormat = utils.convert( renderTarget.texture.format ); - const glType = utils.convert( renderTarget.texture.type ); - const glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); - state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - _gl.bindFramebuffer( 36160, framebuffer ); - _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); - _gl.bindFramebuffer( 36160, null ); - - } - - // Setup storage for internal depth/stencil buffers and bind to correct framebuffer - function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { - - _gl.bindRenderbuffer( 36161, renderbuffer ); - - if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { - - let glInternalFormat = 33189; - - if ( isMultisample ) { - - const depthTexture = renderTarget.depthTexture; - - if ( depthTexture && depthTexture.isDepthTexture ) { - - if ( depthTexture.type === FloatType ) { - - glInternalFormat = 36012; - - } else if ( depthTexture.type === UnsignedIntType ) { - - glInternalFormat = 33190; - - } - - } - - const samples = getRenderTargetSamples( renderTarget ); - - _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); - - } - - _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer ); - - } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - - if ( isMultisample ) { - - const samples = getRenderTargetSamples( renderTarget ); - - _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height ); - - } - - - _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer ); - - } else { - - const glFormat = utils.convert( renderTarget.texture.format ); - const glType = utils.convert( renderTarget.texture.type ); - const glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); - - if ( isMultisample ) { - - const samples = getRenderTargetSamples( renderTarget ); - - _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); - - } - - } - - _gl.bindRenderbuffer( 36161, null ); - - } - - // Setup resources for a Depth Texture for a FBO (needs an extension) - function setupDepthTexture( framebuffer, renderTarget ) { - - const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); - if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); - - _gl.bindFramebuffer( 36160, framebuffer ); - - if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { - - throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); - - } - - // upload an empty depth texture with framebuffer size - if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || - renderTarget.depthTexture.image.width !== renderTarget.width || - renderTarget.depthTexture.image.height !== renderTarget.height ) { - - renderTarget.depthTexture.image.width = renderTarget.width; - renderTarget.depthTexture.image.height = renderTarget.height; - renderTarget.depthTexture.needsUpdate = true; - - } - - setTexture2D( renderTarget.depthTexture, 0 ); - - const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; - - if ( renderTarget.depthTexture.format === DepthFormat ) { - - _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); - - } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { - - _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); - - } else { - - throw new Error( 'Unknown depthTexture format' ); - - } - - } - - // Setup GL resources for a non-texture depth buffer - function setupDepthRenderbuffer( renderTarget ) { - - const renderTargetProperties = properties.get( renderTarget ); - - const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); - - if ( renderTarget.depthTexture ) { - - if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); - - setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); - - } else { - - if ( isCube ) { - - renderTargetProperties.__webglDepthbuffer = []; - - for ( let i = 0; i < 6; i ++ ) { - - _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] ); - renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); - - } - - } else { - - _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer ); - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); - - } - - } - - _gl.bindFramebuffer( 36160, null ); - - } - - // Set up GL resources for the render target - function setupRenderTarget( renderTarget ) { - - const renderTargetProperties = properties.get( renderTarget ); - const textureProperties = properties.get( renderTarget.texture ); - - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - - textureProperties.__webglTexture = _gl.createTexture(); - - info.memory.textures ++; - - const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); - const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true ); - const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2; - - // Handles WebGL2 RGBFormat fallback - #18858 - - if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) { - - renderTarget.texture.format = RGBAFormat; - - console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' ); - - } - - // Setup framebuffer - - if ( isCube ) { - - renderTargetProperties.__webglFramebuffer = []; - - for ( let i = 0; i < 6; i ++ ) { - - renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - - } - - } else { - - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - - if ( isMultisample ) { - - if ( isWebGL2 ) { - - renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); - renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer(); - - _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer ); - - const glFormat = utils.convert( renderTarget.texture.format ); - const glType = utils.convert( renderTarget.texture.type ); - const glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); - const samples = getRenderTargetSamples( renderTarget ); - _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); - _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer ); - _gl.bindRenderbuffer( 36161, null ); - - if ( renderTarget.depthBuffer ) { - - renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); - - } - - _gl.bindFramebuffer( 36160, null ); - - - } else { - - console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); - - } - - } - - } - - // Setup color buffer - - if ( isCube ) { - - state.bindTexture( 34067, textureProperties.__webglTexture ); - setTextureParameters( 34067, renderTarget.texture, supportsMips ); - - for ( let i = 0; i < 6; i ++ ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i ); - - } - - if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) { - - generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height ); - - } - - state.bindTexture( 34067, null ); - - } else { - - state.bindTexture( 3553, textureProperties.__webglTexture ); - setTextureParameters( 3553, renderTarget.texture, supportsMips ); - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 ); - - if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) { - - generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height ); - - } - - state.bindTexture( 3553, null ); - - } - - // Setup depth and stencil buffers - - if ( renderTarget.depthBuffer ) { - - setupDepthRenderbuffer( renderTarget ); - - } - - } - - function updateRenderTargetMipmap( renderTarget ) { - - const texture = renderTarget.texture; - const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2; - - if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { - - const target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553; - const webglTexture = properties.get( texture ).__webglTexture; - - state.bindTexture( target, webglTexture ); - generateMipmap( target, texture, renderTarget.width, renderTarget.height ); - state.bindTexture( target, null ); - - } - - } - - function updateMultisampleRenderTarget( renderTarget ) { - - if ( renderTarget.isWebGLMultisampleRenderTarget ) { - - if ( isWebGL2 ) { - - const renderTargetProperties = properties.get( renderTarget ); - - _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer ); - _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer ); - - const width = renderTarget.width; - const height = renderTarget.height; - let mask = 16384; - - if ( renderTarget.depthBuffer ) mask |= 256; - if ( renderTarget.stencilBuffer ) mask |= 1024; - - _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 ); - - _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905 - - } else { - - console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); - - } - - } - - } - - function getRenderTargetSamples( renderTarget ) { - - return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ? - Math.min( maxSamples, renderTarget.samples ) : 0; - - } - - function updateVideoTexture( texture ) { - - const frame = info.render.frame; - - // Check the last frame we updated the VideoTexture - - if ( _videoTextures.get( texture ) !== frame ) { - - _videoTextures.set( texture, frame ); - texture.update(); - - } - - } - - // backwards compatibility - - let warnedTexture2D = false; - let warnedTextureCube = false; - - function safeSetTexture2D( texture, slot ) { - - if ( texture && texture.isWebGLRenderTarget ) { - - if ( warnedTexture2D === false ) { - - console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." ); - warnedTexture2D = true; - - } - - texture = texture.texture; - - } - - setTexture2D( texture, slot ); - - } - - function safeSetTextureCube( texture, slot ) { - - if ( texture && texture.isWebGLCubeRenderTarget ) { - - if ( warnedTextureCube === false ) { - - console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); - warnedTextureCube = true; - - } - - texture = texture.texture; - - } - - // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture - // TODO: unify these code paths - if ( ( texture && texture.isCubeTexture ) || - ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { - - // CompressedTexture can have Array in image :/ - - // this function alone should take care of cube textures - setTextureCube( texture, slot ); - - } else { - - // assumed: texture property of THREE.WebGLCubeRenderTarget - setTextureCubeDynamic( texture, slot ); - - } - - } - - // - - this.allocateTextureUnit = allocateTextureUnit; - this.resetTextureUnits = resetTextureUnits; - - this.setTexture2D = setTexture2D; - this.setTexture2DArray = setTexture2DArray; - this.setTexture3D = setTexture3D; - this.setTextureCube = setTextureCube; - this.setTextureCubeDynamic = setTextureCubeDynamic; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; - this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; - - this.safeSetTexture2D = safeSetTexture2D; - this.safeSetTextureCube = safeSetTextureCube; - -} - -function WebGLUtils( gl, extensions, capabilities ) { - - const isWebGL2 = capabilities.isWebGL2; - - function convert( p ) { - - let extension; - - if ( p === UnsignedByteType ) return 5121; - if ( p === UnsignedShort4444Type ) return 32819; - if ( p === UnsignedShort5551Type ) return 32820; - if ( p === UnsignedShort565Type ) return 33635; - - if ( p === ByteType ) return 5120; - if ( p === ShortType ) return 5122; - if ( p === UnsignedShortType ) return 5123; - if ( p === IntType ) return 5124; - if ( p === UnsignedIntType ) return 5125; - if ( p === FloatType ) return 5126; - - if ( p === HalfFloatType ) { - - if ( isWebGL2 ) return 5131; - - extension = extensions.get( 'OES_texture_half_float' ); - - if ( extension !== null ) { - - return extension.HALF_FLOAT_OES; - - } else { - - return null; - - } - - } - - if ( p === AlphaFormat ) return 6406; - if ( p === RGBFormat ) return 6407; - if ( p === RGBAFormat ) return 6408; - if ( p === LuminanceFormat ) return 6409; - if ( p === LuminanceAlphaFormat ) return 6410; - if ( p === DepthFormat ) return 6402; - if ( p === DepthStencilFormat ) return 34041; - if ( p === RedFormat ) return 6403; - - // WebGL2 formats. - - if ( p === RedIntegerFormat ) return 36244; - if ( p === RGFormat ) return 33319; - if ( p === RGIntegerFormat ) return 33320; - if ( p === RGBIntegerFormat ) return 36248; - if ( p === RGBAIntegerFormat ) return 36249; - - if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || - p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); - - if ( extension !== null ) { - - if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; - if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; - - } else { - - return null; - - } - - } - - if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || - p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - - if ( extension !== null ) { - - if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; - if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; - if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; - if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; - - } else { - - return null; - - } - - } - - if ( p === RGB_ETC1_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); - - if ( extension !== null ) { - - return extension.COMPRESSED_RGB_ETC1_WEBGL; - - } else { - - return null; - - } - - } - - if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_etc' ); - - if ( extension !== null ) { - - if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2; - if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC; - - } - - } - - if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || - p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || - p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || - p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || - p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || - p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || - p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || - p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || - p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || - p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_astc' ); - - if ( extension !== null ) { - - // TODO Complete? - - return p; - - } else { - - return null; - - } - - } - - if ( p === RGBA_BPTC_Format ) { - - extension = extensions.get( 'EXT_texture_compression_bptc' ); - - if ( extension !== null ) { - - // TODO Complete? - - return p; - - } else { - - return null; - - } - - } - - if ( p === UnsignedInt248Type ) { - - if ( isWebGL2 ) return 34042; - - extension = extensions.get( 'WEBGL_depth_texture' ); - - if ( extension !== null ) { - - return extension.UNSIGNED_INT_24_8_WEBGL; - - } else { - - return null; - - } - - } - - } - - return { convert: convert }; - -} - -function ArrayCamera( array ) { - - PerspectiveCamera.call( this ); - - this.cameras = array || []; - -} - -ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { - - constructor: ArrayCamera, - - isArrayCamera: true - -} ); - -function Group() { - - Object3D.call( this ); - - this.type = 'Group'; - -} - -Group.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Group, - - isGroup: true - -} ); - -function WebXRController() { - - this._targetRay = null; - this._grip = null; - this._hand = null; - -} - -Object.assign( WebXRController.prototype, { - - constructor: WebXRController, - - getHandSpace: function () { - - if ( this._hand === null ) { - - this._hand = new Group(); - this._hand.matrixAutoUpdate = false; - this._hand.visible = false; - - this._hand.joints = []; - this._hand.inputState = { pinching: false }; - - if ( window.XRHand ) { - - for ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) { - - // The transform of this joint will be updated with the joint pose on each frame - const joint = new Group(); - joint.matrixAutoUpdate = false; - joint.visible = false; - this._hand.joints.push( joint ); - // ?? - this._hand.add( joint ); - - } - - } - - } - - return this._hand; - - }, - - getTargetRaySpace: function () { - - if ( this._targetRay === null ) { - - this._targetRay = new Group(); - this._targetRay.matrixAutoUpdate = false; - this._targetRay.visible = false; - - } - - return this._targetRay; - - }, - - getGripSpace: function () { - - if ( this._grip === null ) { - - this._grip = new Group(); - this._grip.matrixAutoUpdate = false; - this._grip.visible = false; - - } - - return this._grip; - - }, - - dispatchEvent: function ( event ) { - - if ( this._targetRay !== null ) { - - this._targetRay.dispatchEvent( event ); - - } - - if ( this._grip !== null ) { - - this._grip.dispatchEvent( event ); - - } - - if ( this._hand !== null ) { - - this._hand.dispatchEvent( event ); - - } - - return this; - - }, - - disconnect: function ( inputSource ) { - - this.dispatchEvent( { type: 'disconnected', data: inputSource } ); - - if ( this._targetRay !== null ) { - - this._targetRay.visible = false; - - } - - if ( this._grip !== null ) { - - this._grip.visible = false; - - } - - if ( this._hand !== null ) { - - this._hand.visible = false; - - } - - return this; - - }, - - update: function ( inputSource, frame, referenceSpace ) { - - let inputPose = null; - let gripPose = null; - let handPose = null; - - const targetRay = this._targetRay; - const grip = this._grip; - const hand = this._hand; - - if ( inputSource ) { - - if ( hand && inputSource.hand ) { - - handPose = true; - - for ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) { - - if ( inputSource.hand[ i ] ) { - - // Update the joints groups with the XRJoint poses - const jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace ); - const joint = hand.joints[ i ]; - - if ( jointPose !== null ) { - - joint.matrix.fromArray( jointPose.transform.matrix ); - joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); - joint.jointRadius = jointPose.radius; - - } - - joint.visible = jointPose !== null; - - // Custom events - - // Check pinch - const indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ]; - const thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ]; - const distance = indexTip.position.distanceTo( thumbTip.position ); - - const distanceToPinch = 0.02; - const threshold = 0.005; - - if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { - - hand.inputState.pinching = false; - this.dispatchEvent( { - type: "pinchend", - handedness: inputSource.handedness, - target: this - } ); - - } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { - - hand.inputState.pinching = true; - this.dispatchEvent( { - type: "pinchstart", - handedness: inputSource.handedness, - target: this - } ); - - } - - } - - } - - } else { - - if ( targetRay !== null ) { - - inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); - - if ( inputPose !== null ) { - - targetRay.matrix.fromArray( inputPose.transform.matrix ); - targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); - - } - - } - - if ( grip !== null && inputSource.gripSpace ) { - - gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); - - if ( gripPose !== null ) { - - grip.matrix.fromArray( gripPose.transform.matrix ); - grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); - - } - - } - - } - - } - - if ( targetRay !== null ) { - - targetRay.visible = ( inputPose !== null ); - - } - - if ( grip !== null ) { - - grip.visible = ( gripPose !== null ); - - } - - if ( hand !== null ) { - - hand.visible = ( handPose !== null ); - - } - - return this; - - } - -} ); - -function WebXRManager( renderer, gl ) { - - const scope = this; - - let session = null; - - let framebufferScaleFactor = 1.0; - - let referenceSpace = null; - let referenceSpaceType = 'local-floor'; - - let pose = null; - - const controllers = []; - const inputSourcesMap = new Map(); - - // - - const cameraL = new PerspectiveCamera(); - cameraL.layers.enable( 1 ); - cameraL.viewport = new Vector4(); - - const cameraR = new PerspectiveCamera(); - cameraR.layers.enable( 2 ); - cameraR.viewport = new Vector4(); - - const cameras = [ cameraL, cameraR ]; - - const cameraVR = new ArrayCamera(); - cameraVR.layers.enable( 1 ); - cameraVR.layers.enable( 2 ); - - let _currentDepthNear = null; - let _currentDepthFar = null; - - // - - this.enabled = false; - - this.isPresenting = false; - - this.getController = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getTargetRaySpace(); - - }; - - this.getControllerGrip = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getGripSpace(); - - }; - - this.getHand = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getHandSpace(); - - }; - - // - - function onSessionEvent( event ) { - - const controller = inputSourcesMap.get( event.inputSource ); - - if ( controller ) { - - controller.dispatchEvent( { type: event.type } ); - - } - - } - - function onSessionEnd() { - - inputSourcesMap.forEach( function ( controller, inputSource ) { - - controller.disconnect( inputSource ); - - } ); - - inputSourcesMap.clear(); - - // - - renderer.setFramebuffer( null ); - renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830 - animation.stop(); - - scope.isPresenting = false; - - scope.dispatchEvent( { type: 'sessionend' } ); - - } - - function onRequestReferenceSpace( value ) { - - referenceSpace = value; - - animation.setContext( session ); - animation.start(); - - scope.isPresenting = true; - - scope.dispatchEvent( { type: 'sessionstart' } ); - - } - - this.setFramebufferScaleFactor = function ( value ) { - - framebufferScaleFactor = value; - - if ( scope.isPresenting === true ) { - - console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); - - } - - }; - - this.setReferenceSpaceType = function ( value ) { - - referenceSpaceType = value; - - if ( scope.isPresenting === true ) { - - console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); - - } - - }; - - this.getReferenceSpace = function () { - - return referenceSpace; - - }; - - this.getSession = function () { - - return session; - - }; - - this.setSession = function ( value ) { - - session = value; - - if ( session !== null ) { - - session.addEventListener( 'select', onSessionEvent ); - session.addEventListener( 'selectstart', onSessionEvent ); - session.addEventListener( 'selectend', onSessionEvent ); - session.addEventListener( 'squeeze', onSessionEvent ); - session.addEventListener( 'squeezestart', onSessionEvent ); - session.addEventListener( 'squeezeend', onSessionEvent ); - session.addEventListener( 'end', onSessionEnd ); - - const attributes = gl.getContextAttributes(); - - if ( attributes.xrCompatible !== true ) { - - gl.makeXRCompatible(); - - } - - const layerInit = { - antialias: attributes.antialias, - alpha: attributes.alpha, - depth: attributes.depth, - stencil: attributes.stencil, - framebufferScaleFactor: framebufferScaleFactor - }; - - // eslint-disable-next-line no-undef - const baseLayer = new XRWebGLLayer( session, gl, layerInit ); - - session.updateRenderState( { baseLayer: baseLayer } ); - - session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace ); - - // - - session.addEventListener( 'inputsourceschange', updateInputSources ); - - } - - }; - - function updateInputSources( event ) { - - const inputSources = session.inputSources; - - // Assign inputSources to available controllers - - for ( let i = 0; i < controllers.length; i ++ ) { - - inputSourcesMap.set( inputSources[ i ], controllers[ i ] ); - - } - - // Notify disconnected - - for ( let i = 0; i < event.removed.length; i ++ ) { - - const inputSource = event.removed[ i ]; - const controller = inputSourcesMap.get( inputSource ); - - if ( controller ) { - - controller.dispatchEvent( { type: 'disconnected', data: inputSource } ); - inputSourcesMap.delete( inputSource ); - - } - - } - - // Notify connected - - for ( let i = 0; i < event.added.length; i ++ ) { - - const inputSource = event.added[ i ]; - const controller = inputSourcesMap.get( inputSource ); - - if ( controller ) { - - controller.dispatchEvent( { type: 'connected', data: inputSource } ); - - } - - } - - } - - // - - const cameraLPos = new Vector3(); - const cameraRPos = new Vector3(); - - /** - * Assumes 2 cameras that are parallel and share an X-axis, and that - * the cameras' projection and world matrices have already been set. - * And that near and far planes are identical for both cameras. - * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 - */ - function setProjectionFromUnion( camera, cameraL, cameraR ) { - - cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); - cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); - - const ipd = cameraLPos.distanceTo( cameraRPos ); - - const projL = cameraL.projectionMatrix.elements; - const projR = cameraR.projectionMatrix.elements; - - // VR systems will have identical far and near planes, and - // most likely identical top and bottom frustum extents. - // Use the left camera for these values. - const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); - const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); - const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; - const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; - - const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; - const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; - const left = near * leftFov; - const right = near * rightFov; - - // Calculate the new camera's position offset from the - // left camera. xOffset should be roughly half `ipd`. - const zOffset = ipd / ( - leftFov + rightFov ); - const xOffset = zOffset * - leftFov; - - // TODO: Better way to apply this offset? - cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); - camera.translateX( xOffset ); - camera.translateZ( zOffset ); - camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - // Find the union of the frustum values of the cameras and scale - // the values so that the near plane's position does not change in world space, - // although must now be relative to the new union camera. - const near2 = near + zOffset; - const far2 = far + zOffset; - const left2 = left - xOffset; - const right2 = right + ( ipd - xOffset ); - const top2 = topFov * far / far2 * near2; - const bottom2 = bottomFov * far / far2 * near2; - - camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); - - } - - function updateCamera( camera, parent ) { - - if ( parent === null ) { - - camera.matrixWorld.copy( camera.matrix ); - - } else { - - camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); - - } - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - } - - this.getCamera = function ( camera ) { - - cameraVR.near = cameraR.near = cameraL.near = camera.near; - cameraVR.far = cameraR.far = cameraL.far = camera.far; - - if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) { - - // Note that the new renderState won't apply until the next frame. See #18320 - - session.updateRenderState( { - depthNear: cameraVR.near, - depthFar: cameraVR.far - } ); - - _currentDepthNear = cameraVR.near; - _currentDepthFar = cameraVR.far; - - } - - const parent = camera.parent; - const cameras = cameraVR.cameras; - - updateCamera( cameraVR, parent ); - - for ( let i = 0; i < cameras.length; i ++ ) { - - updateCamera( cameras[ i ], parent ); - - } - - // update camera and its children - - camera.matrixWorld.copy( cameraVR.matrixWorld ); - - const children = camera.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].updateMatrixWorld( true ); - - } - - // update projection matrix for proper view frustum culling - - if ( cameras.length === 2 ) { - - setProjectionFromUnion( cameraVR, cameraL, cameraR ); - - } else { - - // assume single camera setup (AR) - - cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); - - } - - return cameraVR; - - }; - - // Animation Loop - - let onAnimationFrameCallback = null; - - function onAnimationFrame( time, frame ) { - - pose = frame.getViewerPose( referenceSpace ); - - if ( pose !== null ) { - - const views = pose.views; - const baseLayer = session.renderState.baseLayer; - - renderer.setFramebuffer( baseLayer.framebuffer ); - - let cameraVRNeedsUpdate = false; - - // check if it's necessary to rebuild cameraVR's camera list - - if ( views.length !== cameraVR.cameras.length ) { - - cameraVR.cameras.length = 0; - cameraVRNeedsUpdate = true; - - } - - for ( let i = 0; i < views.length; i ++ ) { - - const view = views[ i ]; - const viewport = baseLayer.getViewport( view ); - - const camera = cameras[ i ]; - camera.matrix.fromArray( view.transform.matrix ); - camera.projectionMatrix.fromArray( view.projectionMatrix ); - camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); - - if ( i === 0 ) { - - cameraVR.matrix.copy( camera.matrix ); - - } - - if ( cameraVRNeedsUpdate === true ) { - - cameraVR.cameras.push( camera ); - - } - - } - - } - - // - - const inputSources = session.inputSources; - - for ( let i = 0; i < controllers.length; i ++ ) { - - const controller = controllers[ i ]; - const inputSource = inputSources[ i ]; - - controller.update( inputSource, frame, referenceSpace ); - - } - - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); - - } - - const animation = new WebGLAnimation(); - animation.setAnimationLoop( onAnimationFrame ); - - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; - - }; - - this.dispose = function () {}; - -} - -Object.assign( WebXRManager.prototype, EventDispatcher.prototype ); - -function WebGLMaterials( properties ) { - - function refreshFogUniforms( uniforms, fog ) { - - uniforms.fogColor.value.copy( fog.color ); - - if ( fog.isFog ) { - - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; - - } else if ( fog.isFogExp2 ) { - - uniforms.fogDensity.value = fog.density; - - } - - } - - function refreshMaterialUniforms( uniforms, material, pixelRatio, height ) { - - if ( material.isMeshBasicMaterial ) { - - refreshUniformsCommon( uniforms, material ); - - } else if ( material.isMeshLambertMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsLambert( uniforms, material ); - - } else if ( material.isMeshToonMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsToon( uniforms, material ); - - } else if ( material.isMeshPhongMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsPhong( uniforms, material ); - - } else if ( material.isMeshStandardMaterial ) { - - refreshUniformsCommon( uniforms, material ); - - if ( material.isMeshPhysicalMaterial ) { - - refreshUniformsPhysical( uniforms, material ); - - } else { - - refreshUniformsStandard( uniforms, material ); - - } - - } else if ( material.isMeshMatcapMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsMatcap( uniforms, material ); - - } else if ( material.isMeshDepthMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsDepth( uniforms, material ); - - } else if ( material.isMeshDistanceMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsDistance( uniforms, material ); - - } else if ( material.isMeshNormalMaterial ) { - - refreshUniformsCommon( uniforms, material ); - refreshUniformsNormal( uniforms, material ); - - } else if ( material.isLineBasicMaterial ) { - - refreshUniformsLine( uniforms, material ); - - if ( material.isLineDashedMaterial ) { - - refreshUniformsDash( uniforms, material ); - - } - - } else if ( material.isPointsMaterial ) { - - refreshUniformsPoints( uniforms, material, pixelRatio, height ); - - } else if ( material.isSpriteMaterial ) { - - refreshUniformsSprites( uniforms, material ); - - } else if ( material.isShadowMaterial ) { - - uniforms.color.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - - } else if ( material.isShaderMaterial ) { - - material.uniformsNeedUpdate = false; // #15581 - - } - - } - - function refreshUniformsCommon( uniforms, material ) { - - uniforms.opacity.value = material.opacity; - - if ( material.color ) { - - uniforms.diffuse.value.copy( material.color ); - - } - - if ( material.emissive ) { - - uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - - } - - if ( material.map ) { - - uniforms.map.value = material.map; - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - } - - if ( material.specularMap ) { - - uniforms.specularMap.value = material.specularMap; - - } - - const envMap = properties.get( material ).envMap; - - if ( envMap ) { - - uniforms.envMap.value = envMap; - - uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1; - - uniforms.reflectivity.value = material.reflectivity; - uniforms.refractionRatio.value = material.refractionRatio; - - const maxMipLevel = properties.get( envMap ).__maxMipLevel; - - if ( maxMipLevel !== undefined ) { - - uniforms.maxMipLevel.value = maxMipLevel; - - } - - } - - if ( material.lightMap ) { - - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - - } - - if ( material.aoMap ) { - - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. specular map - // 3. displacementMap map - // 4. normal map - // 5. bump map - // 6. roughnessMap map - // 7. metalnessMap map - // 8. alphaMap map - // 9. emissiveMap map - // 10. clearcoat map - // 11. clearcoat normal map - // 12. clearcoat roughnessMap map - - let uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.specularMap ) { - - uvScaleMap = material.specularMap; - - } else if ( material.displacementMap ) { - - uvScaleMap = material.displacementMap; - - } else if ( material.normalMap ) { - - uvScaleMap = material.normalMap; - - } else if ( material.bumpMap ) { - - uvScaleMap = material.bumpMap; - - } else if ( material.roughnessMap ) { - - uvScaleMap = material.roughnessMap; - - } else if ( material.metalnessMap ) { - - uvScaleMap = material.metalnessMap; - - } else if ( material.alphaMap ) { - - uvScaleMap = material.alphaMap; - - } else if ( material.emissiveMap ) { - - uvScaleMap = material.emissiveMap; - - } else if ( material.clearcoatMap ) { - - uvScaleMap = material.clearcoatMap; - - } else if ( material.clearcoatNormalMap ) { - - uvScaleMap = material.clearcoatNormalMap; - - } else if ( material.clearcoatRoughnessMap ) { - - uvScaleMap = material.clearcoatRoughnessMap; - - } - - if ( uvScaleMap !== undefined ) { - - // backwards compatibility - if ( uvScaleMap.isWebGLRenderTarget ) { - - uvScaleMap = uvScaleMap.texture; - - } - - if ( uvScaleMap.matrixAutoUpdate === true ) { - - uvScaleMap.updateMatrix(); - - } - - uniforms.uvTransform.value.copy( uvScaleMap.matrix ); - - } - - // uv repeat and offset setting priorities for uv2 - // 1. ao map - // 2. light map - - let uv2ScaleMap; - - if ( material.aoMap ) { - - uv2ScaleMap = material.aoMap; - - } else if ( material.lightMap ) { - - uv2ScaleMap = material.lightMap; - - } - - if ( uv2ScaleMap !== undefined ) { - - // backwards compatibility - if ( uv2ScaleMap.isWebGLRenderTarget ) { - - uv2ScaleMap = uv2ScaleMap.texture; - - } - - if ( uv2ScaleMap.matrixAutoUpdate === true ) { - - uv2ScaleMap.updateMatrix(); - - } - - uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix ); - - } - - } - - function refreshUniformsLine( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - - } - - function refreshUniformsDash( uniforms, material ) { - - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; - - } - - function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * pixelRatio; - uniforms.scale.value = height * 0.5; - - if ( material.map ) { - - uniforms.map.value = material.map; - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. alpha map - - let uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.alphaMap ) { - - uvScaleMap = material.alphaMap; - - } - - if ( uvScaleMap !== undefined ) { - - if ( uvScaleMap.matrixAutoUpdate === true ) { - - uvScaleMap.updateMatrix(); - - } - - uniforms.uvTransform.value.copy( uvScaleMap.matrix ); - - } - - } - - function refreshUniformsSprites( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.rotation.value = material.rotation; - - if ( material.map ) { - - uniforms.map.value = material.map; - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. alpha map - - let uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.alphaMap ) { - - uvScaleMap = material.alphaMap; - - } - - if ( uvScaleMap !== undefined ) { - - if ( uvScaleMap.matrixAutoUpdate === true ) { - - uvScaleMap.updateMatrix(); - - } - - uniforms.uvTransform.value.copy( uvScaleMap.matrix ); - - } - - } - - function refreshUniformsLambert( uniforms, material ) { - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - } - - function refreshUniformsPhong( uniforms, material ) { - - uniforms.specular.value.copy( material.specular ); - uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsToon( uniforms, material ) { - - if ( material.gradientMap ) { - - uniforms.gradientMap.value = material.gradientMap; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsStandard( uniforms, material ) { - - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; - - if ( material.roughnessMap ) { - - uniforms.roughnessMap.value = material.roughnessMap; - - } - - if ( material.metalnessMap ) { - - uniforms.metalnessMap.value = material.metalnessMap; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - const envMap = properties.get( material ).envMap; - - if ( envMap ) { - - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; - - } - - } - - function refreshUniformsPhysical( uniforms, material ) { - - refreshUniformsStandard( uniforms, material ); - - uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common - - uniforms.clearcoat.value = material.clearcoat; - uniforms.clearcoatRoughness.value = material.clearcoatRoughness; - if ( material.sheen ) uniforms.sheen.value.copy( material.sheen ); - - if ( material.clearcoatMap ) { - - uniforms.clearcoatMap.value = material.clearcoatMap; - - } - - if ( material.clearcoatRoughnessMap ) { - - uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; - - } - - if ( material.clearcoatNormalMap ) { - - uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); - uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; - - if ( material.side === BackSide ) { - - uniforms.clearcoatNormalScale.value.negate(); - - } - - } - - uniforms.transmission.value = material.transmission; - - if ( material.transmissionMap ) { - - uniforms.transmissionMap.value = material.transmissionMap; - - } - - } - - function refreshUniformsMatcap( uniforms, material ) { - - if ( material.matcap ) { - - uniforms.matcap.value = material.matcap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsDepth( uniforms, material ) { - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsDistance( uniforms, material ) { - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - uniforms.referencePosition.value.copy( material.referencePosition ); - uniforms.nearDistance.value = material.nearDistance; - uniforms.farDistance.value = material.farDistance; - - } - - function refreshUniformsNormal( uniforms, material ) { - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - return { - refreshFogUniforms: refreshFogUniforms, - refreshMaterialUniforms: refreshMaterialUniforms - }; - -} - -function WebGLRenderer( parameters ) { - - parameters = parameters || {}; - - const _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), - _context = parameters.context !== undefined ? parameters.context : null, - - _alpha = parameters.alpha !== undefined ? parameters.alpha : false, - _depth = parameters.depth !== undefined ? parameters.depth : true, - _stencil = parameters.stencil !== undefined ? parameters.stencil : true, - _antialias = parameters.antialias !== undefined ? parameters.antialias : false, - _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, - _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, - _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', - _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; - - let currentRenderList = null; - let currentRenderState = null; - - // public properties - - this.domElement = _canvas; - - // Debug configuration container - this.debug = { - - /** - * Enables error checking and reporting when shader programs are being compiled - * @type {boolean} - */ - checkShaderErrors: true - }; - - // clearing - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; - - // scene graph - - this.sortObjects = true; - - // user-defined clipping - - this.clippingPlanes = []; - this.localClippingEnabled = false; - - // physically based shading - - this.gammaFactor = 2.0; // for backwards compatibility - this.outputEncoding = LinearEncoding; - - // physical lights - - this.physicallyCorrectLights = false; - - // tone mapping - - this.toneMapping = NoToneMapping; - this.toneMappingExposure = 1.0; - - // morphs - - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; - - // internal properties - - const _this = this; - - let _isContextLost = false; - - // internal state cache - - let _framebuffer = null; - - let _currentActiveCubeFace = 0; - let _currentActiveMipmapLevel = 0; - let _currentRenderTarget = null; - let _currentFramebuffer = null; - let _currentMaterialId = - 1; - - let _currentCamera = null; - let _currentArrayCamera = null; - - const _currentViewport = new Vector4(); - const _currentScissor = new Vector4(); - let _currentScissorTest = null; - - // - - let _width = _canvas.width; - let _height = _canvas.height; - - let _pixelRatio = 1; - let _opaqueSort = null; - let _transparentSort = null; - - const _viewport = new Vector4( 0, 0, _width, _height ); - const _scissor = new Vector4( 0, 0, _width, _height ); - let _scissorTest = false; - - // frustum - - const _frustum = new Frustum(); - - // clipping - - let _clippingEnabled = false; - let _localClippingEnabled = false; - - // camera matrices cache - - const _projScreenMatrix = new Matrix4(); - - const _vector3 = new Vector3(); - - const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; - - function getTargetPixelRatio() { - - return _currentRenderTarget === null ? _pixelRatio : 1; - - } - - // initialize - - let _gl = _context; - - function getContext( contextNames, contextAttributes ) { - - for ( let i = 0; i < contextNames.length; i ++ ) { - - const contextName = contextNames[ i ]; - const context = _canvas.getContext( contextName, contextAttributes ); - if ( context !== null ) return context; - - } - - return null; - - } - - try { - - const contextAttributes = { - alpha: _alpha, - depth: _depth, - stencil: _stencil, - antialias: _antialias, - premultipliedAlpha: _premultipliedAlpha, - preserveDrawingBuffer: _preserveDrawingBuffer, - powerPreference: _powerPreference, - failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat - }; - - // event listeners must be registered before WebGL context is created, see #12753 - - _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); - _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); - - if ( _gl === null ) { - - const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ]; - - if ( _this.isWebGL1Renderer === true ) { - - contextNames.shift(); - - } - - _gl = getContext( contextNames, contextAttributes ); - - if ( _gl === null ) { - - if ( getContext( contextNames ) ) { - - throw new Error( 'Error creating WebGL context with your selected attributes.' ); - - } else { - - throw new Error( 'Error creating WebGL context.' ); - - } - - } - - } - - // Some experimental-webgl implementations do not have getShaderPrecisionFormat - - if ( _gl.getShaderPrecisionFormat === undefined ) { - - _gl.getShaderPrecisionFormat = function () { - - return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; - - }; - - } - - } catch ( error ) { - - console.error( 'THREE.WebGLRenderer: ' + error.message ); - throw error; - - } - - let extensions, capabilities, state, info; - let properties, textures, cubemaps, attributes, geometries, objects; - let programCache, materials, renderLists, renderStates, clipping; - - let background, morphtargets, bufferRenderer, indexedBufferRenderer; - - let utils, bindingStates; - - function initGLContext() { - - extensions = new WebGLExtensions( _gl ); - - capabilities = new WebGLCapabilities( _gl, extensions, parameters ); - - if ( capabilities.isWebGL2 === false ) { - - extensions.get( 'WEBGL_depth_texture' ); - extensions.get( 'OES_texture_float' ); - extensions.get( 'OES_texture_half_float' ); - extensions.get( 'OES_texture_half_float_linear' ); - extensions.get( 'OES_standard_derivatives' ); - extensions.get( 'OES_element_index_uint' ); - extensions.get( 'OES_vertex_array_object' ); - extensions.get( 'ANGLE_instanced_arrays' ); - - } - - extensions.get( 'OES_texture_float_linear' ); - - utils = new WebGLUtils( _gl, extensions, capabilities ); - - state = new WebGLState( _gl, extensions, capabilities ); - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); - - info = new WebGLInfo( _gl ); - properties = new WebGLProperties(); - textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); - cubemaps = new WebGLCubeMaps( _this ); - attributes = new WebGLAttributes( _gl, capabilities ); - bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities ); - geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); - objects = new WebGLObjects( _gl, geometries, attributes, info ); - morphtargets = new WebGLMorphtargets( _gl ); - clipping = new WebGLClipping( properties ); - programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping ); - materials = new WebGLMaterials( properties ); - renderLists = new WebGLRenderLists( properties ); - renderStates = new WebGLRenderStates(); - background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha ); - - bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); - indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); - - info.programs = programCache.programs; - - _this.capabilities = capabilities; - _this.extensions = extensions; - _this.properties = properties; - _this.renderLists = renderLists; - _this.state = state; - _this.info = info; - - } - - initGLContext(); - - // xr - - const xr = new WebXRManager( _this, _gl ); - - this.xr = xr; - - // shadow map - - const shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize ); - - this.shadowMap = shadowMap; - - // API - - this.getContext = function () { - - return _gl; - - }; - - this.getContextAttributes = function () { - - return _gl.getContextAttributes(); - - }; - - this.forceContextLoss = function () { - - const extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.loseContext(); - - }; - - this.forceContextRestore = function () { - - const extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.restoreContext(); - - }; - - this.getPixelRatio = function () { - - return _pixelRatio; - - }; - - this.setPixelRatio = function ( value ) { - - if ( value === undefined ) return; - - _pixelRatio = value; - - this.setSize( _width, _height, false ); - - }; - - this.getSize = function ( target ) { - - if ( target === undefined ) { - - console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' ); - - target = new Vector2(); - - } - - return target.set( _width, _height ); - - }; - - this.setSize = function ( width, height, updateStyle ) { - - if ( xr.isPresenting ) { - - console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); - return; - - } - - _width = width; - _height = height; - - _canvas.width = Math.floor( width * _pixelRatio ); - _canvas.height = Math.floor( height * _pixelRatio ); - - if ( updateStyle !== false ) { - - _canvas.style.width = width + 'px'; - _canvas.style.height = height + 'px'; - - } - - this.setViewport( 0, 0, width, height ); - - }; - - this.getDrawingBufferSize = function ( target ) { - - if ( target === undefined ) { - - console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' ); - - target = new Vector2(); - - } - - return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); - - }; - - this.setDrawingBufferSize = function ( width, height, pixelRatio ) { - - _width = width; - _height = height; - - _pixelRatio = pixelRatio; - - _canvas.width = Math.floor( width * pixelRatio ); - _canvas.height = Math.floor( height * pixelRatio ); - - this.setViewport( 0, 0, width, height ); - - }; - - this.getCurrentViewport = function ( target ) { - - if ( target === undefined ) { - - console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' ); - - target = new Vector4(); - - } - - return target.copy( _currentViewport ); - - }; - - this.getViewport = function ( target ) { - - return target.copy( _viewport ); - - }; - - this.setViewport = function ( x, y, width, height ) { - - if ( x.isVector4 ) { - - _viewport.set( x.x, x.y, x.z, x.w ); - - } else { - - _viewport.set( x, y, width, height ); - - } - - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); - - }; - - this.getScissor = function ( target ) { - - return target.copy( _scissor ); - - }; - - this.setScissor = function ( x, y, width, height ) { - - if ( x.isVector4 ) { - - _scissor.set( x.x, x.y, x.z, x.w ); - - } else { - - _scissor.set( x, y, width, height ); - - } - - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); - - }; - - this.getScissorTest = function () { - - return _scissorTest; - - }; - - this.setScissorTest = function ( boolean ) { - - state.setScissorTest( _scissorTest = boolean ); - - }; - - this.setOpaqueSort = function ( method ) { - - _opaqueSort = method; - - }; - - this.setTransparentSort = function ( method ) { - - _transparentSort = method; - - }; - - // Clearing - - this.getClearColor = function () { - - return background.getClearColor(); - - }; - - this.setClearColor = function () { - - background.setClearColor.apply( background, arguments ); - - }; - - this.getClearAlpha = function () { - - return background.getClearAlpha(); - - }; - - this.setClearAlpha = function () { - - background.setClearAlpha.apply( background, arguments ); - - }; - - this.clear = function ( color, depth, stencil ) { - - let bits = 0; - - if ( color === undefined || color ) bits |= 16384; - if ( depth === undefined || depth ) bits |= 256; - if ( stencil === undefined || stencil ) bits |= 1024; - - _gl.clear( bits ); - - }; - - this.clearColor = function () { - - this.clear( true, false, false ); - - }; - - this.clearDepth = function () { - - this.clear( false, true, false ); - - }; - - this.clearStencil = function () { - - this.clear( false, false, true ); - - }; - - // - - this.dispose = function () { - - _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); - - renderLists.dispose(); - renderStates.dispose(); - properties.dispose(); - cubemaps.dispose(); - objects.dispose(); - bindingStates.dispose(); - - xr.dispose(); - - animation.stop(); - - }; - - // Events - - function onContextLost( event ) { - - event.preventDefault(); - - console.log( 'THREE.WebGLRenderer: Context Lost.' ); - - _isContextLost = true; - - } - - function onContextRestore( /* event */ ) { - - console.log( 'THREE.WebGLRenderer: Context Restored.' ); - - _isContextLost = false; - - initGLContext(); - - } - - function onMaterialDispose( event ) { - - const material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - deallocateMaterial( material ); - - } - - // Buffer deallocation - - function deallocateMaterial( material ) { - - releaseMaterialProgramReference( material ); - - properties.remove( material ); - - } - - - function releaseMaterialProgramReference( material ) { - - const programInfo = properties.get( material ).program; - - if ( programInfo !== undefined ) { - - programCache.releaseProgram( programInfo ); - - } - - } - - // Buffer rendering - - function renderObjectImmediate( object, program ) { - - object.render( function ( object ) { - - _this.renderBufferImmediate( object, program ); - - } ); - - } - - this.renderBufferImmediate = function ( object, program ) { - - bindingStates.initAttributes(); - - const buffers = properties.get( object ); - - if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); - if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); - if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); - if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); - - const programAttributes = program.getAttributes(); - - if ( object.hasPositions ) { - - _gl.bindBuffer( 34962, buffers.position ); - _gl.bufferData( 34962, object.positionArray, 35048 ); - - bindingStates.enableAttribute( programAttributes.position ); - _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 ); - - } - - if ( object.hasNormals ) { - - _gl.bindBuffer( 34962, buffers.normal ); - _gl.bufferData( 34962, object.normalArray, 35048 ); - - bindingStates.enableAttribute( programAttributes.normal ); - _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 ); - - } - - if ( object.hasUvs ) { - - _gl.bindBuffer( 34962, buffers.uv ); - _gl.bufferData( 34962, object.uvArray, 35048 ); - - bindingStates.enableAttribute( programAttributes.uv ); - _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 ); - - } - - if ( object.hasColors ) { - - _gl.bindBuffer( 34962, buffers.color ); - _gl.bufferData( 34962, object.colorArray, 35048 ); - - bindingStates.enableAttribute( programAttributes.color ); - _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 ); - - } - - bindingStates.disableUnusedAttributes(); - - _gl.drawArrays( 4, 0, object.count ); - - object.count = 0; - - }; - - this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { - - if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) - - const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); - - const program = setProgram( camera, scene, material, object ); - - state.setMaterial( material, frontFaceCW ); - - // - - let index = geometry.index; - const position = geometry.attributes.position; - - // - - if ( index === null ) { - - if ( position === undefined || position.count === 0 ) return; - - } else if ( index.count === 0 ) { - - return; - - } - - // - - let rangeFactor = 1; - - if ( material.wireframe === true ) { - - index = geometries.getWireframeAttribute( geometry ); - rangeFactor = 2; - - } - - if ( material.morphTargets || material.morphNormals ) { - - morphtargets.update( object, geometry, material, program ); - - } - - bindingStates.setup( object, material, program, geometry, index ); - - let attribute; - let renderer = bufferRenderer; - - if ( index !== null ) { - - attribute = attributes.get( index ); - - renderer = indexedBufferRenderer; - renderer.setIndex( attribute ); - - } - - // - - const dataCount = ( index !== null ) ? index.count : position.count; - - const rangeStart = geometry.drawRange.start * rangeFactor; - const rangeCount = geometry.drawRange.count * rangeFactor; - - const groupStart = group !== null ? group.start * rangeFactor : 0; - const groupCount = group !== null ? group.count * rangeFactor : Infinity; - - const drawStart = Math.max( rangeStart, groupStart ); - const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; - - const drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - - if ( drawCount === 0 ) return; - - // - - if ( object.isMesh ) { - - if ( material.wireframe === true ) { - - state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); - renderer.setMode( 1 ); - - } else { - - renderer.setMode( 4 ); - - } - - } else if ( object.isLine ) { - - let lineWidth = material.linewidth; - - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material - - state.setLineWidth( lineWidth * getTargetPixelRatio() ); - - if ( object.isLineSegments ) { - - renderer.setMode( 1 ); - - } else if ( object.isLineLoop ) { - - renderer.setMode( 2 ); - - } else { - - renderer.setMode( 3 ); - - } - - } else if ( object.isPoints ) { - - renderer.setMode( 0 ); - - } else if ( object.isSprite ) { - - renderer.setMode( 4 ); - - } - - if ( object.isInstancedMesh ) { - - renderer.renderInstances( drawStart, drawCount, object.count ); - - } else if ( geometry.isInstancedBufferGeometry ) { - - const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount ); - - renderer.renderInstances( drawStart, drawCount, instanceCount ); - - } else { - - renderer.render( drawStart, drawCount ); - - } - - }; - - // Compile - - this.compile = function ( scene, camera ) { - - currentRenderState = renderStates.get( scene, camera ); - currentRenderState.init(); - - scene.traverse( function ( object ) { - - if ( object.isLight ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } - - } ); - - currentRenderState.setupLights( camera ); - - const compiled = new WeakMap(); - - scene.traverse( function ( object ) { - - const material = object.material; - - if ( material ) { - - if ( Array.isArray( material ) ) { - - for ( let i = 0; i < material.length; i ++ ) { - - const material2 = material[ i ]; - - if ( compiled.has( material2 ) === false ) { - - initMaterial( material2, scene, object ); - compiled.set( material2 ); - - } - - } - - } else if ( compiled.has( material ) === false ) { - - initMaterial( material, scene, object ); - compiled.set( material ); - - } - - } - - } ); - - }; - - // Animation Loop - - let onAnimationFrameCallback = null; - - function onAnimationFrame( time ) { - - if ( xr.isPresenting ) return; - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); - - } - - const animation = new WebGLAnimation(); - animation.setAnimationLoop( onAnimationFrame ); - - if ( typeof window !== 'undefined' ) animation.setContext( window ); - - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; - xr.setAnimationLoop( callback ); - - ( callback === null ) ? animation.stop() : animation.start(); - - }; - - // Rendering - - this.render = function ( scene, camera ) { - - let renderTarget, forceClear; - - if ( arguments[ 2 ] !== undefined ) { - - console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' ); - renderTarget = arguments[ 2 ]; - - } - - if ( arguments[ 3 ] !== undefined ) { - - console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' ); - forceClear = arguments[ 3 ]; - - } - - if ( camera !== undefined && camera.isCamera !== true ) { - - console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - if ( _isContextLost === true ) return; - - // reset caching for this frame - - bindingStates.resetDefaultState(); - _currentMaterialId = - 1; - _currentCamera = null; - - // update scene graph - - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - - if ( camera.parent === null ) camera.updateMatrixWorld(); - - if ( xr.enabled === true && xr.isPresenting === true ) { - - camera = xr.getCamera( camera ); - - } - - // - if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); - - currentRenderState = renderStates.get( scene, camera ); - currentRenderState.init(); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromProjectionMatrix( _projScreenMatrix ); - - _localClippingEnabled = this.localClippingEnabled; - _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); - - currentRenderList = renderLists.get( scene, camera ); - currentRenderList.init(); - - projectObject( scene, camera, 0, _this.sortObjects ); - - currentRenderList.finish(); - - if ( _this.sortObjects === true ) { - - currentRenderList.sort( _opaqueSort, _transparentSort ); - - } - - // - - if ( _clippingEnabled === true ) clipping.beginShadows(); - - const shadowsArray = currentRenderState.state.shadowsArray; - - shadowMap.render( shadowsArray, scene, camera ); - - currentRenderState.setupLights( camera ); - - if ( _clippingEnabled === true ) clipping.endShadows(); - - // - - if ( this.info.autoReset === true ) this.info.reset(); - - if ( renderTarget !== undefined ) { - - this.setRenderTarget( renderTarget ); - - } - - // - - background.render( currentRenderList, scene, camera, forceClear ); - - // render scene - - const opaqueObjects = currentRenderList.opaque; - const transparentObjects = currentRenderList.transparent; - - if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); - if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); - - // - - if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); - - // - - if ( _currentRenderTarget !== null ) { - - // Generate mipmap if we're using any kind of mipmap filtering - - textures.updateRenderTargetMipmap( _currentRenderTarget ); - - // resolve multisample renderbuffers to a single-sample texture if necessary - - textures.updateMultisampleRenderTarget( _currentRenderTarget ); - - } - - // Ensure depth buffer writing is enabled so it can be cleared on next render - - state.buffers.depth.setTest( true ); - state.buffers.depth.setMask( true ); - state.buffers.color.setMask( true ); - - state.setPolygonOffset( false ); - - // _gl.finish(); - - currentRenderList = null; - currentRenderState = null; - - }; - - function projectObject( object, camera, groupOrder, sortObjects ) { - - if ( object.visible === false ) return; - - const visible = object.layers.test( camera.layers ); - - if ( visible ) { - - if ( object.isGroup ) { - - groupOrder = object.renderOrder; - - } else if ( object.isLOD ) { - - if ( object.autoUpdate === true ) object.update( camera ); - - } else if ( object.isLight ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } else if ( object.isSprite ) { - - if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { - - if ( sortObjects ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - const geometry = objects.update( object ); - const material = object.material; - - if ( material.visible ) { - - currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); - - } - - } - - } else if ( object.isImmediateRenderObject ) { - - if ( sortObjects ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null ); - - } else if ( object.isMesh || object.isLine || object.isPoints ) { - - if ( object.isSkinnedMesh ) { - - // update skeleton only once in a frame - - if ( object.skeleton.frame !== info.render.frame ) { - - object.skeleton.update(); - object.skeleton.frame = info.render.frame; - - } - - } - - if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { - - if ( sortObjects ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - const geometry = objects.update( object ); - const material = object.material; - - if ( Array.isArray( material ) ) { - - const groups = geometry.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); - - } - - } - - } else if ( material.visible ) { - - currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); - - } - - } - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - projectObject( children[ i ], camera, groupOrder, sortObjects ); - - } - - } - - function renderObjects( renderList, scene, camera ) { - - const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; - - for ( let i = 0, l = renderList.length; i < l; i ++ ) { - - const renderItem = renderList[ i ]; - - const object = renderItem.object; - const geometry = renderItem.geometry; - const material = overrideMaterial === null ? renderItem.material : overrideMaterial; - const group = renderItem.group; - - if ( camera.isArrayCamera ) { - - _currentArrayCamera = camera; - - const cameras = camera.cameras; - - for ( let j = 0, jl = cameras.length; j < jl; j ++ ) { - - const camera2 = cameras[ j ]; - - if ( object.layers.test( camera2.layers ) ) { - - state.viewport( _currentViewport.copy( camera2.viewport ) ); - - currentRenderState.setupLights( camera2 ); - - renderObject( object, scene, camera2, geometry, material, group ); - - } - - } - - } else { - - _currentArrayCamera = null; - - renderObject( object, scene, camera, geometry, material, group ); - - } - - } - - } - - function renderObject( object, scene, camera, geometry, material, group ) { - - object.onBeforeRender( _this, scene, camera, geometry, material, group ); - currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); - - object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); - - if ( object.isImmediateRenderObject ) { - - const program = setProgram( camera, scene, material, object ); - - state.setMaterial( material ); - - bindingStates.reset(); - - renderObjectImmediate( object, program ); - - } else { - - _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - - } - - object.onAfterRender( _this, scene, camera, geometry, material, group ); - currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); - - } - - function initMaterial( material, scene, object ) { - - if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - - const materialProperties = properties.get( material ); - - const lights = currentRenderState.state.lights; - const shadowsArray = currentRenderState.state.shadowsArray; - - const lightsStateVersion = lights.state.version; - - const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); - const programCacheKey = programCache.getProgramCacheKey( parameters ); - - let program = materialProperties.program; - let programChange = true; - - if ( program === undefined ) { - - // new material - material.addEventListener( 'dispose', onMaterialDispose ); - - } else if ( program.cacheKey !== programCacheKey ) { - - // changed glsl or parameters - releaseMaterialProgramReference( material ); - - } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) { - - programChange = false; - - } else if ( parameters.shaderID !== undefined ) { - - // same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect - - const environment = material.isMeshStandardMaterial ? scene.environment : null; - materialProperties.envMap = cubemaps.get( material.envMap || environment ); - - return; - - } else { - - // only rebuild uniform list - programChange = false; - - } - - if ( programChange ) { - - parameters.uniforms = programCache.getUniforms( material ); - - material.onBeforeCompile( parameters, _this ); - - program = programCache.acquireProgram( parameters, programCacheKey ); - - materialProperties.program = program; - materialProperties.uniforms = parameters.uniforms; - materialProperties.outputEncoding = parameters.outputEncoding; - - } - - const uniforms = materialProperties.uniforms; - - if ( ! material.isShaderMaterial && - ! material.isRawShaderMaterial || - material.clipping === true ) { - - materialProperties.numClippingPlanes = clipping.numPlanes; - materialProperties.numIntersection = clipping.numIntersection; - uniforms.clippingPlanes = clipping.uniform; - - } - - materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; - materialProperties.fog = scene.fog; - materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment ); - - // store the light setup it was created for - - materialProperties.needsLights = materialNeedsLights( material ); - materialProperties.lightsStateVersion = lightsStateVersion; - - if ( materialProperties.needsLights ) { - - // wire up the material to this renderer's lighting state - - uniforms.ambientLightColor.value = lights.state.ambient; - uniforms.lightProbe.value = lights.state.probe; - uniforms.directionalLights.value = lights.state.directional; - uniforms.directionalLightShadows.value = lights.state.directionalShadow; - uniforms.spotLights.value = lights.state.spot; - uniforms.spotLightShadows.value = lights.state.spotShadow; - uniforms.rectAreaLights.value = lights.state.rectArea; - uniforms.ltc_1.value = lights.state.rectAreaLTC1; - uniforms.ltc_2.value = lights.state.rectAreaLTC2; - uniforms.pointLights.value = lights.state.point; - uniforms.pointLightShadows.value = lights.state.pointShadow; - uniforms.hemisphereLights.value = lights.state.hemi; - - uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; - uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; - uniforms.spotShadowMap.value = lights.state.spotShadowMap; - uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; - uniforms.pointShadowMap.value = lights.state.pointShadowMap; - uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; - // TODO (abelnation): add area lights shadow info to uniforms - - } - - const progUniforms = materialProperties.program.getUniforms(); - const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); - - materialProperties.uniformsList = uniformsList; - - } - - function setProgram( camera, scene, material, object ) { - - if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - - textures.resetTextureUnits(); - - const fog = scene.fog; - const environment = material.isMeshStandardMaterial ? scene.environment : null; - const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding; - const envMap = cubemaps.get( material.envMap || environment ); - - const materialProperties = properties.get( material ); - const lights = currentRenderState.state.lights; - - if ( _clippingEnabled === true ) { - - if ( _localClippingEnabled === true || camera !== _currentCamera ) { - - const useCache = - camera === _currentCamera && - material.id === _currentMaterialId; - - // we might want to call this function with some ClippingGroup - // object instead of the material, once it becomes feasible - // (#8465, #8379) - clipping.setState( material, camera, useCache ); - - } - - } - - if ( material.version === materialProperties.__version ) { - - if ( material.fog && materialProperties.fog !== fog ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.environment !== environment ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.numClippingPlanes !== undefined && - ( materialProperties.numClippingPlanes !== clipping.numPlanes || - materialProperties.numIntersection !== clipping.numIntersection ) ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.outputEncoding !== encoding ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.envMap !== envMap ) { - - initMaterial( material, scene, object ); - - } - - } else { - - initMaterial( material, scene, object ); - materialProperties.__version = material.version; - - } - - let refreshProgram = false; - let refreshMaterial = false; - let refreshLights = false; - - const program = materialProperties.program, - p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.uniforms; - - if ( state.useProgram( program.program ) ) { - - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; - - } - - if ( material.id !== _currentMaterialId ) { - - _currentMaterialId = material.id; - - refreshMaterial = true; - - } - - if ( refreshProgram || _currentCamera !== camera ) { - - p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); - - if ( capabilities.logarithmicDepthBuffer ) { - - p_uniforms.setValue( _gl, 'logDepthBufFC', - 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - - } - - if ( _currentCamera !== camera ) { - - _currentCamera = camera; - - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: - - refreshMaterial = true; // set to true on material change - refreshLights = true; // remains set until update done - - } - - // load material specific uniforms - // (shader material also gets them for the sake of genericity) - - if ( material.isShaderMaterial || - material.isMeshPhongMaterial || - material.isMeshToonMaterial || - material.isMeshStandardMaterial || - material.envMap ) { - - const uCamPos = p_uniforms.map.cameraPosition; - - if ( uCamPos !== undefined ) { - - uCamPos.setValue( _gl, - _vector3.setFromMatrixPosition( camera.matrixWorld ) ); - - } - - } - - if ( material.isMeshPhongMaterial || - material.isMeshToonMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial ) { - - p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); - - } - - if ( material.isMeshPhongMaterial || - material.isMeshToonMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial || - material.isShadowMaterial || - material.skinning ) { - - p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); - - } - - } - - // skinning uniforms must be set even if material didn't change - // auto-setting of texture unit for bone texture must go before other textures - // otherwise textures used for skinning can take over texture units reserved for other material textures - - if ( material.skinning ) { - - p_uniforms.setOptional( _gl, object, 'bindMatrix' ); - p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); - - const skeleton = object.skeleton; - - if ( skeleton ) { - - const bones = skeleton.bones; - - if ( capabilities.floatVertexTextures ) { - - if ( skeleton.boneTexture === undefined ) { - - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) - - - let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix - size = MathUtils.ceilPowerOfTwo( size ); - size = Math.max( size, 4 ); - - const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel - boneMatrices.set( skeleton.boneMatrices ); // copy current values - - const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); - - skeleton.boneMatrices = boneMatrices; - skeleton.boneTexture = boneTexture; - skeleton.boneTextureSize = size; - - } - - p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); - p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); - - } else { - - p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); - - } - - } - - } - - if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { - - materialProperties.receiveShadow = object.receiveShadow; - p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); - - } - - if ( refreshMaterial ) { - - p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); - - if ( materialProperties.needsLights ) { - - // the current material requires lighting info - - // note: all lighting uniforms are always set correctly - // they simply reference the renderer's state for their - // values - // - // use the current material's .needsUpdate flags to set - // the GL state when required - - markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); - - } - - // refresh uniforms common to several materials - - if ( fog && material.fog ) { - - materials.refreshFogUniforms( m_uniforms, fog ); - - } - - materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height ); - - WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); - - } - - if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { - - WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); - material.uniformsNeedUpdate = false; - - } - - if ( material.isSpriteMaterial ) { - - p_uniforms.setValue( _gl, 'center', object.center ); - - } - - // common matrices - - p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); - p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); - p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - - return program; - - } - - // If uniforms are marked as clean, they don't need to be loaded to the GPU. - - function markUniformsLightsNeedsUpdate( uniforms, value ) { - - uniforms.ambientLightColor.needsUpdate = value; - uniforms.lightProbe.needsUpdate = value; - - uniforms.directionalLights.needsUpdate = value; - uniforms.directionalLightShadows.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.pointLightShadows.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.spotLightShadows.needsUpdate = value; - uniforms.rectAreaLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; - - } - - function materialNeedsLights( material ) { - - return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || - material.isMeshStandardMaterial || material.isShadowMaterial || - ( material.isShaderMaterial && material.lights === true ); - - } - - // - this.setFramebuffer = function ( value ) { - - if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value ); - - _framebuffer = value; - - }; - - this.getActiveCubeFace = function () { - - return _currentActiveCubeFace; - - }; - - this.getActiveMipmapLevel = function () { - - return _currentActiveMipmapLevel; - - }; - - this.getRenderList = function () { - - return currentRenderList; - - }; - - this.setRenderList = function ( renderList ) { - - currentRenderList = renderList; - - }; - - this.getRenderState = function () { - - return currentRenderState; - - }; - - this.setRenderState = function ( renderState ) { - - currentRenderState = renderState; - - }; - - this.getRenderTarget = function () { - - return _currentRenderTarget; - - }; - - this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { - - _currentRenderTarget = renderTarget; - _currentActiveCubeFace = activeCubeFace; - _currentActiveMipmapLevel = activeMipmapLevel; - - if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { - - textures.setupRenderTarget( renderTarget ); - - } - - let framebuffer = _framebuffer; - let isCube = false; - - if ( renderTarget ) { - - const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLCubeRenderTarget ) { - - framebuffer = __webglFramebuffer[ activeCubeFace ]; - isCube = true; - - } else if ( renderTarget.isWebGLMultisampleRenderTarget ) { - - framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; - - } else { - - framebuffer = __webglFramebuffer; - - } - - _currentViewport.copy( renderTarget.viewport ); - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; - - } else { - - _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); - _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); - _currentScissorTest = _scissorTest; - - } - - if ( _currentFramebuffer !== framebuffer ) { - - _gl.bindFramebuffer( 36160, framebuffer ); - _currentFramebuffer = framebuffer; - - } - - state.viewport( _currentViewport ); - state.scissor( _currentScissor ); - state.setScissorTest( _currentScissorTest ); - - if ( isCube ) { - - const textureProperties = properties.get( renderTarget.texture ); - _gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); - - } - - }; - - this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { - - if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; - - } - - let framebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { - - framebuffer = framebuffer[ activeCubeFaceIndex ]; - - } - - if ( framebuffer ) { - - let restore = false; - - if ( framebuffer !== _currentFramebuffer ) { - - _gl.bindFramebuffer( 36160, framebuffer ); - - restore = true; - - } - - try { - - const texture = renderTarget.texture; - const textureFormat = texture.format; - const textureType = texture.type; - - if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; - - } - - if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513) - ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox - ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); - return; - - } - - if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) { - - // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - - if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { - - _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); - - } - - } else { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); - - } - - } finally { - - if ( restore ) { - - _gl.bindFramebuffer( 36160, _currentFramebuffer ); - - } - - } - - } - - }; - - this.copyFramebufferToTexture = function ( position, texture, level ) { - - if ( level === undefined ) level = 0; - - const levelScale = Math.pow( 2, - level ); - const width = Math.floor( texture.image.width * levelScale ); - const height = Math.floor( texture.image.height * levelScale ); - const glFormat = utils.convert( texture.format ); - - textures.setTexture2D( texture, 0 ); - - _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 ); - - state.unbindTexture(); - - }; - - this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) { - - if ( level === undefined ) level = 0; - - const width = srcTexture.image.width; - const height = srcTexture.image.height; - const glFormat = utils.convert( dstTexture.format ); - const glType = utils.convert( dstTexture.type ); - - textures.setTexture2D( dstTexture, 0 ); - - // As another texture upload may have changed pixelStorei - // parameters, make sure they are correct for the dstTexture - _gl.pixelStorei( 37440, dstTexture.flipY ); - _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha ); - _gl.pixelStorei( 3317, dstTexture.unpackAlignment ); - - if ( srcTexture.isDataTexture ) { - - _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); - - } else { - - if ( srcTexture.isCompressedTexture ) { - - _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data ); - - } else { - - _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image ); - - } - - } - - // Generate mipmaps only when copying level 0 - if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 ); - - state.unbindTexture(); - - }; - - this.initTexture = function ( texture ) { - - textures.setTexture2D( texture, 0 ); - - state.unbindTexture(); - - }; - - if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef - - } - -} - -function WebGL1Renderer( parameters ) { - - WebGLRenderer.call( this, parameters ); - -} - -WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), { - - constructor: WebGL1Renderer, - - isWebGL1Renderer: true - -} ); - -class FogExp2 { - - constructor( color, density ) { - - Object.defineProperty( this, 'isFogExp2', { value: true } ); - - this.name = ''; - - this.color = new Color( color ); - this.density = ( density !== undefined ) ? density : 0.00025; - - } - - clone() { - - return new FogExp2( this.color, this.density ); - - } - - toJSON( /* meta */ ) { - - return { - type: 'FogExp2', - color: this.color.getHex(), - density: this.density - }; - - } - -} - -class Fog { - - constructor( color, near, far ) { - - Object.defineProperty( this, 'isFog', { value: true } ); - - this.name = ''; - - this.color = new Color( color ); - - this.near = ( near !== undefined ) ? near : 1; - this.far = ( far !== undefined ) ? far : 1000; - - } - - clone() { - - return new Fog( this.color, this.near, this.far ); - - } - - toJSON( /* meta */ ) { - - return { - type: 'Fog', - color: this.color.getHex(), - near: this.near, - far: this.far - }; - - } - -} - -class Scene extends Object3D { - - constructor() { - - super(); - - Object.defineProperty( this, 'isScene', { value: true } ); - - this.type = 'Scene'; - - this.background = null; - this.environment = null; - this.fog = null; - - this.overrideMaterial = null; - - this.autoUpdate = true; // checked by the renderer - - if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef - - } - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - if ( source.background !== null ) this.background = source.background.clone(); - if ( source.environment !== null ) this.environment = source.environment.clone(); - if ( source.fog !== null ) this.fog = source.fog.clone(); - - if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); - - this.autoUpdate = source.autoUpdate; - this.matrixAutoUpdate = source.matrixAutoUpdate; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); - if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta ); - if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); - - return data; - - } - -} - -function InterleavedBuffer( array, stride ) { - - this.array = array; - this.stride = stride; - this.count = array !== undefined ? array.length / stride : 0; - - this.usage = StaticDrawUsage; - this.updateRange = { offset: 0, count: - 1 }; - - this.version = 0; - - this.uuid = MathUtils.generateUUID(); - -} - -Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { - - set: function ( value ) { - - if ( value === true ) this.version ++; - - } - -} ); - -Object.assign( InterleavedBuffer.prototype, { - - isInterleavedBuffer: true, - - onUploadCallback: function () {}, - - setUsage: function ( value ) { - - this.usage = value; - - return this; - - }, - - copy: function ( source ) { - - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.usage = source.usage; - - return this; - - }, - - copyAt: function ( index1, attribute, index2 ) { - - index1 *= this.stride; - index2 *= attribute.stride; - - for ( let i = 0, l = this.stride; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - }, - - set: function ( value, offset ) { - - if ( offset === undefined ) offset = 0; - - this.array.set( value, offset ); - - return this; - - }, - - clone: function ( data ) { - - if ( data.arrayBuffers === undefined ) { - - data.arrayBuffers = {}; - - } - - if ( this.array.buffer._uuid === undefined ) { - - this.array.buffer._uuid = MathUtils.generateUUID(); - - } - - if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - - data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; - - } - - const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); - - const ib = new InterleavedBuffer( array, this.stride ); - ib.setUsage( this.usage ); - - return ib; - - }, - - onUpload: function ( callback ) { - - this.onUploadCallback = callback; - - return this; - - }, - - toJSON: function ( data ) { - - if ( data.arrayBuffers === undefined ) { - - data.arrayBuffers = {}; - - } - - // generate UUID for array buffer if necessary - - if ( this.array.buffer._uuid === undefined ) { - - this.array.buffer._uuid = MathUtils.generateUUID(); - - } - - if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - - data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) ); - - } - - // - - return { - uuid: this.uuid, - buffer: this.array.buffer._uuid, - type: this.array.constructor.name, - stride: this.stride - }; - - } - -} ); - -const _vector$6 = new Vector3(); - -function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { - - this.name = ''; - - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; - - this.normalized = normalized === true; - -} - -Object.defineProperties( InterleavedBufferAttribute.prototype, { - - count: { - - get: function () { - - return this.data.count; - - } - - }, - - array: { - - get: function () { - - return this.data.array; - - } - - }, - - needsUpdate: { - - set: function ( value ) { - - this.data.needsUpdate = value; - - } - - } - -} ); - -Object.assign( InterleavedBufferAttribute.prototype, { - - isInterleavedBufferAttribute: true, - - applyMatrix4: function ( m ) { - - for ( let i = 0, l = this.data.count; i < l; i ++ ) { - - _vector$6.x = this.getX( i ); - _vector$6.y = this.getY( i ); - _vector$6.z = this.getZ( i ); - - _vector$6.applyMatrix4( m ); - - this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); - - } - - return this; - - }, - - setX: function ( index, x ) { - - this.data.array[ index * this.data.stride + this.offset ] = x; - - return this; - - }, - - setY: function ( index, y ) { - - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - - return this; - - }, - - setZ: function ( index, z ) { - - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - - return this; - - }, - - setW: function ( index, w ) { - - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - - return this; - - }, - - getX: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset ]; - - }, - - getY: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 1 ]; - - }, - - getZ: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 2 ]; - - }, - - getW: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 3 ]; - - }, - - setXY: function ( index, x, y ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - - return this; - - }, - - setXYZ: function ( index, x, y, z ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - - return this; - - }, - - setXYZW: function ( index, x, y, z, w ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - this.data.array[ index + 3 ] = w; - - return this; - - }, - - clone: function ( data ) { - - if ( data === undefined ) { - - console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' ); - - const array = []; - - for ( let i = 0; i < this.count; i ++ ) { - - const index = i * this.data.stride + this.offset; - - for ( let j = 0; j < this.itemSize; j ++ ) { - - array.push( this.data.array[ index + j ] ); - - } - - } - - return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); - - } else { - - if ( data.interleavedBuffers === undefined ) { - - data.interleavedBuffers = {}; - - } - - if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - - data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); - - } - - return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); - - } - - }, - - toJSON: function ( data ) { - - if ( data === undefined ) { - - console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' ); - - const array = []; - - for ( let i = 0; i < this.count; i ++ ) { - - const index = i * this.data.stride + this.offset; - - for ( let j = 0; j < this.itemSize; j ++ ) { - - array.push( this.data.array[ index + j ] ); - - } - - } - - // deinterleave data and save it as an ordinary buffer attribute for now - - return { - itemSize: this.itemSize, - type: this.array.constructor.name, - array: array, - normalized: this.normalized - }; - - } else { - - // save as true interlaved attribtue - - if ( data.interleavedBuffers === undefined ) { - - data.interleavedBuffers = {}; - - } - - if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - - data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); - - } - - return { - isInterleavedBufferAttribute: true, - itemSize: this.itemSize, - data: this.data.uuid, - offset: this.offset, - normalized: this.normalized - }; - - } - - } - -} ); - -/** - * parameters = { - * color: , - * map: new THREE.Texture( ), - * alphaMap: new THREE.Texture( ), - * rotation: , - * sizeAttenuation: - * } - */ - -function SpriteMaterial( parameters ) { - - Material.call( this ); - - this.type = 'SpriteMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.alphaMap = null; - - this.rotation = 0; - - this.sizeAttenuation = true; - - this.transparent = true; - - this.setValues( parameters ); - -} - -SpriteMaterial.prototype = Object.create( Material.prototype ); -SpriteMaterial.prototype.constructor = SpriteMaterial; -SpriteMaterial.prototype.isSpriteMaterial = true; - -SpriteMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.rotation = source.rotation; - - this.sizeAttenuation = source.sizeAttenuation; - - return this; - -}; - -let _geometry; - -const _intersectPoint = new Vector3(); -const _worldScale = new Vector3(); -const _mvPosition = new Vector3(); - -const _alignedPosition = new Vector2(); -const _rotatedPosition = new Vector2(); -const _viewWorldMatrix = new Matrix4(); - -const _vA$1 = new Vector3(); -const _vB$1 = new Vector3(); -const _vC$1 = new Vector3(); - -const _uvA$1 = new Vector2(); -const _uvB$1 = new Vector2(); -const _uvC$1 = new Vector2(); - -function Sprite( material ) { - - Object3D.call( this ); - - this.type = 'Sprite'; - - if ( _geometry === undefined ) { - - _geometry = new BufferGeometry(); - - const float32Array = new Float32Array( [ - - 0.5, - 0.5, 0, 0, 0, - 0.5, - 0.5, 0, 1, 0, - 0.5, 0.5, 0, 1, 1, - - 0.5, 0.5, 0, 0, 1 - ] ); - - const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); - - _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); - _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); - _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); - - } - - this.geometry = _geometry; - this.material = ( material !== undefined ) ? material : new SpriteMaterial(); - - this.center = new Vector2( 0.5, 0.5 ); - -} - -Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Sprite, - - isSprite: true, - - raycast: function ( raycaster, intersects ) { - - if ( raycaster.camera === null ) { - - console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); - - } - - _worldScale.setFromMatrixScale( this.matrixWorld ); - - _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); - this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); - - _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); - - if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { - - _worldScale.multiplyScalar( - _mvPosition.z ); - - } - - const rotation = this.material.rotation; - let sin, cos; - - if ( rotation !== 0 ) { - - cos = Math.cos( rotation ); - sin = Math.sin( rotation ); - - } - - const center = this.center; - - transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - - _uvA$1.set( 0, 0 ); - _uvB$1.set( 1, 0 ); - _uvC$1.set( 1, 1 ); - - // check first triangle - let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint ); - - if ( intersect === null ) { - - // check second triangle - transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - _uvB$1.set( 0, 1 ); - - intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint ); - if ( intersect === null ) { - - return; - - } - - } - - const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - point: _intersectPoint.clone(), - uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ), - face: null, - object: this - - } ); - - }, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - if ( source.center !== undefined ) this.center.copy( source.center ); - - this.material = source.material; - - return this; - - } - -} ); - -function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { - - // compute position in camera space - _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - - // to check if rotation is not zero - if ( sin !== undefined ) { - - _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); - _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); - - } else { - - _rotatedPosition.copy( _alignedPosition ); - - } - - - vertexPosition.copy( mvPosition ); - vertexPosition.x += _rotatedPosition.x; - vertexPosition.y += _rotatedPosition.y; - - // transform to world space - vertexPosition.applyMatrix4( _viewWorldMatrix ); - -} - -const _v1$4 = new Vector3(); -const _v2$2 = new Vector3(); - -function LOD() { - - Object3D.call( this ); - - this._currentLevel = 0; - - this.type = 'LOD'; - - Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - } - } ); - - this.autoUpdate = true; - -} - -LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: LOD, - - isLOD: true, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source, false ); - - const levels = source.levels; - - for ( let i = 0, l = levels.length; i < l; i ++ ) { - - const level = levels[ i ]; - - this.addLevel( level.object.clone(), level.distance ); - - } - - this.autoUpdate = source.autoUpdate; - - return this; - - }, - - addLevel: function ( object, distance ) { - - if ( distance === undefined ) distance = 0; - - distance = Math.abs( distance ); - - const levels = this.levels; - - let l; - - for ( l = 0; l < levels.length; l ++ ) { - - if ( distance < levels[ l ].distance ) { - - break; - - } - - } - - levels.splice( l, 0, { distance: distance, object: object } ); - - this.add( object ); - - return this; - - }, - - getCurrentLevel: function () { - - return this._currentLevel; - - }, - - getObjectForDistance: function ( distance ) { - - const levels = this.levels; - - if ( levels.length > 0 ) { - - let i, l; - - for ( i = 1, l = levels.length; i < l; i ++ ) { - - if ( distance < levels[ i ].distance ) { - - break; - - } - - } - - return levels[ i - 1 ].object; - - } - - return null; - - }, - - raycast: function ( raycaster, intersects ) { - - const levels = this.levels; - - if ( levels.length > 0 ) { - - _v1$4.setFromMatrixPosition( this.matrixWorld ); - - const distance = raycaster.ray.origin.distanceTo( _v1$4 ); - - this.getObjectForDistance( distance ).raycast( raycaster, intersects ); - - } - - }, - - update: function ( camera ) { - - const levels = this.levels; - - if ( levels.length > 1 ) { - - _v1$4.setFromMatrixPosition( camera.matrixWorld ); - _v2$2.setFromMatrixPosition( this.matrixWorld ); - - const distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom; - - levels[ 0 ].object.visible = true; - - let i, l; - - for ( i = 1, l = levels.length; i < l; i ++ ) { - - if ( distance >= levels[ i ].distance ) { - - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; - - } else { - - break; - - } - - } - - this._currentLevel = i - 1; - - for ( ; i < l; i ++ ) { - - levels[ i ].object.visible = false; - - } - - } - - }, - - toJSON: function ( meta ) { - - const data = Object3D.prototype.toJSON.call( this, meta ); - - if ( this.autoUpdate === false ) data.object.autoUpdate = false; - - data.object.levels = []; - - const levels = this.levels; - - for ( let i = 0, l = levels.length; i < l; i ++ ) { - - const level = levels[ i ]; - - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance - } ); - - } - - return data; - - } - -} ); - -function SkinnedMesh( geometry, material ) { - - if ( geometry && geometry.isGeometry ) { - - console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); - - } - - Mesh.call( this, geometry, material ); - - this.type = 'SkinnedMesh'; - - this.bindMode = 'attached'; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); - -} - -SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { - - constructor: SkinnedMesh, - - isSkinnedMesh: true, - - copy: function ( source ) { - - Mesh.prototype.copy.call( this, source ); - - this.bindMode = source.bindMode; - this.bindMatrix.copy( source.bindMatrix ); - this.bindMatrixInverse.copy( source.bindMatrixInverse ); - - this.skeleton = source.skeleton; - - return this; - - }, - - bind: function ( skeleton, bindMatrix ) { - - this.skeleton = skeleton; - - if ( bindMatrix === undefined ) { - - this.updateMatrixWorld( true ); - - this.skeleton.calculateInverses(); - - bindMatrix = this.matrixWorld; - - } - - this.bindMatrix.copy( bindMatrix ); - this.bindMatrixInverse.getInverse( bindMatrix ); - - }, - - pose: function () { - - this.skeleton.pose(); - - }, - - normalizeSkinWeights: function () { - - const vector = new Vector4(); - - const skinWeight = this.geometry.attributes.skinWeight; - - for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { - - vector.x = skinWeight.getX( i ); - vector.y = skinWeight.getY( i ); - vector.z = skinWeight.getZ( i ); - vector.w = skinWeight.getW( i ); - - const scale = 1.0 / vector.manhattanLength(); - - if ( scale !== Infinity ) { - - vector.multiplyScalar( scale ); - - } else { - - vector.set( 1, 0, 0, 0 ); // do something reasonable - - } - - skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); - - } - - }, - - updateMatrixWorld: function ( force ) { - - Mesh.prototype.updateMatrixWorld.call( this, force ); - - if ( this.bindMode === 'attached' ) { - - this.bindMatrixInverse.getInverse( this.matrixWorld ); - - } else if ( this.bindMode === 'detached' ) { - - this.bindMatrixInverse.getInverse( this.bindMatrix ); - - } else { - - console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); - - } - - }, - - boneTransform: ( function () { - - const basePosition = new Vector3(); - - const skinIndex = new Vector4(); - const skinWeight = new Vector4(); - - const vector = new Vector3(); - const matrix = new Matrix4(); - - return function ( index, target ) { - - const skeleton = this.skeleton; - const geometry = this.geometry; - - skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); - skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); - - basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix ); - - target.set( 0, 0, 0 ); - - for ( let i = 0; i < 4; i ++ ) { - - const weight = skinWeight.getComponent( i ); - - if ( weight !== 0 ) { - - const boneIndex = skinIndex.getComponent( i ); - - matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); - - target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight ); - - } - - } - - return target.applyMatrix4( this.bindMatrixInverse ); - - }; - - }() ) - -} ); - -const _offsetMatrix = new Matrix4(); -const _identityMatrix = new Matrix4(); - -function Skeleton( bones, boneInverses ) { - - // copy the bone array - - bones = bones || []; - - this.bones = bones.slice( 0 ); - this.boneMatrices = new Float32Array( this.bones.length * 16 ); - - this.frame = - 1; - - // use the supplied bone inverses or calculate the inverses - - if ( boneInverses === undefined ) { - - this.calculateInverses(); - - } else { - - if ( this.bones.length === boneInverses.length ) { - - this.boneInverses = boneInverses.slice( 0 ); - - } else { - - console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); - - this.boneInverses = []; - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - this.boneInverses.push( new Matrix4() ); - - } - - } - - } - -} - -Object.assign( Skeleton.prototype, { - - calculateInverses: function () { - - this.boneInverses = []; - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - const inverse = new Matrix4(); - - if ( this.bones[ i ] ) { - - inverse.getInverse( this.bones[ i ].matrixWorld ); - - } - - this.boneInverses.push( inverse ); - - } - - }, - - pose: function () { - - // recover the bind-time world matrices - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - const bone = this.bones[ i ]; - - if ( bone ) { - - bone.matrixWorld.getInverse( this.boneInverses[ i ] ); - - } - - } - - // compute the local matrices, positions, rotations and scales - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - const bone = this.bones[ i ]; - - if ( bone ) { - - if ( bone.parent && bone.parent.isBone ) { - - bone.matrix.getInverse( bone.parent.matrixWorld ); - bone.matrix.multiply( bone.matrixWorld ); - - } else { - - bone.matrix.copy( bone.matrixWorld ); - - } - - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - - } - - } - - }, - - update: function () { - - const bones = this.bones; - const boneInverses = this.boneInverses; - const boneMatrices = this.boneMatrices; - const boneTexture = this.boneTexture; - - // flatten bone matrices to array - - for ( let i = 0, il = bones.length; i < il; i ++ ) { - - // compute the offset between the current and the original transform - - const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; - - _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - _offsetMatrix.toArray( boneMatrices, i * 16 ); - - } - - if ( boneTexture !== undefined ) { - - boneTexture.needsUpdate = true; - - } - - }, - - clone: function () { - - return new Skeleton( this.bones, this.boneInverses ); - - }, - - getBoneByName: function ( name ) { - - for ( let i = 0, il = this.bones.length; i < il; i ++ ) { - - const bone = this.bones[ i ]; - - if ( bone.name === name ) { - - return bone; - - } - - } - - return undefined; - - }, - - dispose: function ( ) { - - if ( this.boneTexture ) { - - this.boneTexture.dispose(); - - this.boneTexture = undefined; - - } - - } - -} ); - -function Bone() { - - Object3D.call( this ); - - this.type = 'Bone'; - -} - -Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Bone, - - isBone: true - -} ); - -const _instanceLocalMatrix = new Matrix4(); -const _instanceWorldMatrix = new Matrix4(); - -const _instanceIntersects = []; - -const _mesh = new Mesh(); - -function InstancedMesh( geometry, material, count ) { - - Mesh.call( this, geometry, material ); - - this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 ); - this.instanceColor = null; - - this.count = count; - - this.frustumCulled = false; - -} - -InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { - - constructor: InstancedMesh, - - isInstancedMesh: true, - - copy: function ( source ) { - - Mesh.prototype.copy.call( this, source ); - - this.instanceMatrix.copy( source.instanceMatrix ); - this.count = source.count; - - return this; - - }, - - setColorAt: function ( index, color ) { - - if ( this.instanceColor === null ) { - - this.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 ); - - } - - color.toArray( this.instanceColor.array, index * 3 ); - - }, - - getMatrixAt: function ( index, matrix ) { - - matrix.fromArray( this.instanceMatrix.array, index * 16 ); - - }, - - raycast: function ( raycaster, intersects ) { - - const matrixWorld = this.matrixWorld; - const raycastTimes = this.count; - - _mesh.geometry = this.geometry; - _mesh.material = this.material; - - if ( _mesh.material === undefined ) return; - - for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { - - // calculate the world matrix for each instance - - this.getMatrixAt( instanceId, _instanceLocalMatrix ); - - _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); - - // the mesh represents this single instance - - _mesh.matrixWorld = _instanceWorldMatrix; - - _mesh.raycast( raycaster, _instanceIntersects ); - - // process the result of raycast - - for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { - - const intersect = _instanceIntersects[ i ]; - intersect.instanceId = instanceId; - intersect.object = this; - intersects.push( intersect ); - - } - - _instanceIntersects.length = 0; - - } - - }, - - setMatrixAt: function ( index, matrix ) { - - matrix.toArray( this.instanceMatrix.array, index * 16 ); - - }, - - updateMorphTargets: function () { - - } - -} ); - -/** - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round" - * } - */ - -function LineBasicMaterial( parameters ) { - - Material.call( this ); - - this.type = 'LineBasicMaterial'; - - this.color = new Color( 0xffffff ); - - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; - - this.morphTargets = false; - - this.setValues( parameters ); - -} - -LineBasicMaterial.prototype = Object.create( Material.prototype ); -LineBasicMaterial.prototype.constructor = LineBasicMaterial; - -LineBasicMaterial.prototype.isLineBasicMaterial = true; - -LineBasicMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; - - this.morphTargets = source.morphTargets; - - return this; - -}; - -const _start = new Vector3(); -const _end = new Vector3(); -const _inverseMatrix$1 = new Matrix4(); -const _ray$1 = new Ray(); -const _sphere$2 = new Sphere(); - -function Line( geometry, material, mode ) { - - if ( mode === 1 ) { - - console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' ); - - } - - Object3D.call( this ); - - this.type = 'Line'; - - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new LineBasicMaterial(); - - this.updateMorphTargets(); - -} - -Line.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Line, - - isLine: true, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - this.material = source.material; - this.geometry = source.geometry; - - return this; - - }, - - computeLineDistances: function () { - - const geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - const positionAttribute = geometry.attributes.position; - const lineDistances = [ 0 ]; - - for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { - - _start.fromBufferAttribute( positionAttribute, i - 1 ); - _end.fromBufferAttribute( positionAttribute, i ); - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += _start.distanceTo( _end ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - } else if ( geometry.isGeometry ) { - - const vertices = geometry.vertices; - const lineDistances = geometry.lineDistances; - - lineDistances[ 0 ] = 0; - - for ( let i = 1, l = vertices.length; i < l; i ++ ) { - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); - - } - - } - - return this; - - }, - - raycast: function ( raycaster, intersects ) { - - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Line.threshold; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$2.copy( geometry.boundingSphere ); - _sphere$2.applyMatrix4( matrixWorld ); - _sphere$2.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return; - - // - - _inverseMatrix$1.getInverse( matrixWorld ); - _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); - - const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; - - const vStart = new Vector3(); - const vEnd = new Vector3(); - const interSegment = new Vector3(); - const interRay = new Vector3(); - const step = ( this && this.isLineSegments ) ? 2 : 1; - - if ( geometry.isBufferGeometry ) { - - const index = geometry.index; - const attributes = geometry.attributes; - const positions = attributes.position.array; - - if ( index !== null ) { - - const indices = index.array; - - for ( let i = 0, l = indices.length - 1; i < l; i += step ) { - - const a = indices[ i ]; - const b = indices[ i + 1 ]; - - vStart.fromArray( positions, a * 3 ); - vEnd.fromArray( positions, b * 3 ); - - const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - - if ( distSq > localThresholdSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - const distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } else { - - for ( let i = 0, l = positions.length / 3 - 1; i < l; i += step ) { - - vStart.fromArray( positions, 3 * i ); - vEnd.fromArray( positions, 3 * i + 3 ); - - const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - - if ( distSq > localThresholdSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - const distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } - - } else if ( geometry.isGeometry ) { - - const vertices = geometry.vertices; - const nbVertices = vertices.length; - - for ( let i = 0; i < nbVertices - 1; i += step ) { - - const distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); - - if ( distSq > localThresholdSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - const distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } - - }, - - updateMorphTargets: function () { - - const geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - const morphAttributes = geometry.morphAttributes; - const keys = Object.keys( morphAttributes ); - - if ( keys.length > 0 ) { - - const morphAttribute = morphAttributes[ keys[ 0 ] ]; - - if ( morphAttribute !== undefined ) { - - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; - - for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - - const name = morphAttribute[ m ].name || String( m ); - - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; - - } - - } - - } - - } else { - - const morphTargets = geometry.morphTargets; - - if ( morphTargets !== undefined && morphTargets.length > 0 ) { - - console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); - - } - - } - - } - -} ); - -const _start$1 = new Vector3(); -const _end$1 = new Vector3(); - -function LineSegments( geometry, material ) { - - Line.call( this, geometry, material ); - - this.type = 'LineSegments'; - -} - -LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { - - constructor: LineSegments, - - isLineSegments: true, - - computeLineDistances: function () { - - const geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - const positionAttribute = geometry.attributes.position; - const lineDistances = []; - - for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { - - _start$1.fromBufferAttribute( positionAttribute, i ); - _end$1.fromBufferAttribute( positionAttribute, i + 1 ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - } else if ( geometry.isGeometry ) { - - const vertices = geometry.vertices; - const lineDistances = geometry.lineDistances; - - for ( let i = 0, l = vertices.length; i < l; i += 2 ) { - - _start$1.copy( vertices[ i ] ); - _end$1.copy( vertices[ i + 1 ] ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 ); - - } - - } - - return this; - - } - -} ); - -function LineLoop( geometry, material ) { - - Line.call( this, geometry, material ); - - this.type = 'LineLoop'; - -} - -LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { - - constructor: LineLoop, - - isLineLoop: true, - -} ); - -/** - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * alphaMap: new THREE.Texture( ), - * - * size: , - * sizeAttenuation: - * - * morphTargets: - * } - */ - -function PointsMaterial( parameters ) { - - Material.call( this ); - - this.type = 'PointsMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.alphaMap = null; - - this.size = 1; - this.sizeAttenuation = true; - - this.morphTargets = false; - - this.setValues( parameters ); - -} - -PointsMaterial.prototype = Object.create( Material.prototype ); -PointsMaterial.prototype.constructor = PointsMaterial; - -PointsMaterial.prototype.isPointsMaterial = true; - -PointsMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; - - this.morphTargets = source.morphTargets; - - return this; - -}; - -const _inverseMatrix$2 = new Matrix4(); -const _ray$2 = new Ray(); -const _sphere$3 = new Sphere(); -const _position$1 = new Vector3(); - -function Points( geometry, material ) { - - Object3D.call( this ); - - this.type = 'Points'; - - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new PointsMaterial(); - - this.updateMorphTargets(); - -} - -Points.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Points, - - isPoints: true, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - this.material = source.material; - this.geometry = source.geometry; - - return this; - - }, - - raycast: function ( raycaster, intersects ) { - - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Points.threshold; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$3.copy( geometry.boundingSphere ); - _sphere$3.applyMatrix4( matrixWorld ); - _sphere$3.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; - - // - - _inverseMatrix$2.getInverse( matrixWorld ); - _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); - - const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; - - if ( geometry.isBufferGeometry ) { - - const index = geometry.index; - const attributes = geometry.attributes; - const positions = attributes.position.array; - - if ( index !== null ) { - - const indices = index.array; - - for ( let i = 0, il = indices.length; i < il; i ++ ) { - - const a = indices[ i ]; - - _position$1.fromArray( positions, a * 3 ); - - testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); - - } - - } else { - - for ( let i = 0, l = positions.length / 3; i < l; i ++ ) { - - _position$1.fromArray( positions, i * 3 ); - - testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); - - } - - } - - } else { - - const vertices = geometry.vertices; - - for ( let i = 0, l = vertices.length; i < l; i ++ ) { - - testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this ); - - } - - } - - }, - - updateMorphTargets: function () { - - const geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - const morphAttributes = geometry.morphAttributes; - const keys = Object.keys( morphAttributes ); - - if ( keys.length > 0 ) { - - const morphAttribute = morphAttributes[ keys[ 0 ] ]; - - if ( morphAttribute !== undefined ) { - - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; - - for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - - const name = morphAttribute[ m ].name || String( m ); - - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; - - } - - } - - } - - } else { - - const morphTargets = geometry.morphTargets; - - if ( morphTargets !== undefined && morphTargets.length > 0 ) { - - console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); - - } - - } - - } - -} ); - -function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { - - const rayPointDistanceSq = _ray$2.distanceSqToPoint( point ); - - if ( rayPointDistanceSq < localThresholdSq ) { - - const intersectPoint = new Vector3(); - - _ray$2.closestPointToPoint( point, intersectPoint ); - intersectPoint.applyMatrix4( matrixWorld ); - - const distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint, - index: index, - face: null, - object: object - - } ); - - } - -} - -function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.format = format !== undefined ? format : RGBFormat; - - this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - - this.generateMipmaps = false; - - const scope = this; - - function updateVideo() { - - scope.needsUpdate = true; - video.requestVideoFrameCallback( updateVideo ); - - } - - if ( 'requestVideoFrameCallback' in video ) { - - video.requestVideoFrameCallback( updateVideo ); - - } - -} - -VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { - - constructor: VideoTexture, - - isVideoTexture: true, - - update: function () { - - const video = this.image; - const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; - - if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { - - this.needsUpdate = true; - - } - - } - -} ); - -function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; - - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) - - this.flipY = false; - - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files - - this.generateMipmaps = false; - -} - -CompressedTexture.prototype = Object.create( Texture.prototype ); -CompressedTexture.prototype.constructor = CompressedTexture; - -CompressedTexture.prototype.isCompressedTexture = true; - -function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.needsUpdate = true; - -} - -CanvasTexture.prototype = Object.create( Texture.prototype ); -CanvasTexture.prototype.constructor = CanvasTexture; -CanvasTexture.prototype.isCanvasTexture = true; - -function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { - - format = format !== undefined ? format : DepthFormat; - - if ( format !== DepthFormat && format !== DepthStencilFormat ) { - - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); - - } - - if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; - if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; - - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.image = { width: width, height: height }; - - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - - this.flipY = false; - this.generateMipmaps = false; - -} - -DepthTexture.prototype = Object.create( Texture.prototype ); -DepthTexture.prototype.constructor = DepthTexture; -DepthTexture.prototype.isDepthTexture = true; - -class WireframeGeometry extends BufferGeometry { - - constructor( geometry ) { - - super(); - this.type = 'WireframeGeometry'; - - // buffer - - const vertices = []; - - // helper variables - - const edge = [ 0, 0 ], edges = {}; - const keys = [ 'a', 'b', 'c' ]; - - // different logic for Geometry and BufferGeometry - - if ( geometry && geometry.isGeometry ) { - - // create a data structure that contains all edges without duplicates - - const faces = geometry.faces; - - for ( let i = 0, l = faces.length; i < l; i ++ ) { - - const face = faces[ i ]; - - for ( let j = 0; j < 3; j ++ ) { - - const edge1 = face[ keys[ j ] ]; - const edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); - - const key = edge[ 0 ] + ',' + edge[ 1 ]; - - if ( edges[ key ] === undefined ) { - - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - - } - - } - - } - - // generate vertices - - for ( const key in edges ) { - - const e = edges[ key ]; - - let vertex = geometry.vertices[ e.index1 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - vertex = geometry.vertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } else if ( geometry && geometry.isBufferGeometry ) { - - const vertex = new Vector3(); - - if ( geometry.index !== null ) { - - // indexed BufferGeometry - - const position = geometry.attributes.position; - const indices = geometry.index; - let groups = geometry.groups; - - if ( groups.length === 0 ) { - - groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; - - } - - // create a data structure that contains all eges without duplicates - - for ( let o = 0, ol = groups.length; o < ol; ++ o ) { - - const group = groups[ o ]; - - const start = group.start; - const count = group.count; - - for ( let i = start, l = ( start + count ); i < l; i += 3 ) { - - for ( let j = 0; j < 3; j ++ ) { - - const edge1 = indices.getX( i + j ); - const edge2 = indices.getX( i + ( j + 1 ) % 3 ); - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); - - const key = edge[ 0 ] + ',' + edge[ 1 ]; - - if ( edges[ key ] === undefined ) { - - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - - } - - } - - } - - } - - // generate vertices - - for ( const key in edges ) { - - const e = edges[ key ]; - - vertex.fromBufferAttribute( position, e.index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - vertex.fromBufferAttribute( position, e.index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } else { - - // non-indexed BufferGeometry - - const position = geometry.attributes.position; - - for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { - - for ( let j = 0; j < 3; j ++ ) { - - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - - const index1 = 3 * i + j; - vertex.fromBufferAttribute( position, index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - const index2 = 3 * i + ( ( j + 1 ) % 3 ); - vertex.fromBufferAttribute( position, index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - } - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - -} - -/** - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html - */ - -// ParametricGeometry - -function ParametricGeometry( func, slices, stacks ) { - - Geometry.call( this ); - - this.type = 'ParametricGeometry'; - - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; - - this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); - this.mergeVertices(); - -} - -ParametricGeometry.prototype = Object.create( Geometry.prototype ); -ParametricGeometry.prototype.constructor = ParametricGeometry; - -// ParametricBufferGeometry - -function ParametricBufferGeometry( func, slices, stacks ) { - - BufferGeometry.call( this ); - - this.type = 'ParametricBufferGeometry'; - - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - const EPS = 0.00001; - - const normal = new Vector3(); - - const p0 = new Vector3(), p1 = new Vector3(); - const pu = new Vector3(), pv = new Vector3(); - - if ( func.length < 3 ) { - - console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' ); - - } - - // generate vertices, normals and uvs - - const sliceCount = slices + 1; - - for ( let i = 0; i <= stacks; i ++ ) { - - const v = i / stacks; - - for ( let j = 0; j <= slices; j ++ ) { - - const u = j / slices; - - // vertex - - func( u, v, p0 ); - vertices.push( p0.x, p0.y, p0.z ); - - // normal - - // approximate tangent vectors via finite differences - - if ( u - EPS >= 0 ) { - - func( u - EPS, v, p1 ); - pu.subVectors( p0, p1 ); - - } else { - - func( u + EPS, v, p1 ); - pu.subVectors( p1, p0 ); - - } - - if ( v - EPS >= 0 ) { - - func( u, v - EPS, p1 ); - pv.subVectors( p0, p1 ); - - } else { - - func( u, v + EPS, p1 ); - pv.subVectors( p1, p0 ); - - } - - // cross product of tangent vectors returns surface normal - - normal.crossVectors( pu, pv ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, v ); - - } - - } - - // generate indices - - for ( let i = 0; i < stacks; i ++ ) { - - for ( let j = 0; j < slices; j ++ ) { - - const a = i * sliceCount + j; - const b = i * sliceCount + j + 1; - const c = ( i + 1 ) * sliceCount + j + 1; - const d = ( i + 1 ) * sliceCount + j; - - // faces one and two - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - -} - -ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; - -// PolyhedronGeometry - -class PolyhedronGeometry extends Geometry { - - constructor( vertices, indices, radius, detail ) { - - super(); - - this.type = 'PolyhedronGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); - this.mergeVertices(); - - } - -} - -// PolyhedronBufferGeometry - -class PolyhedronBufferGeometry extends BufferGeometry { - - constructor( vertices, indices, radius, detail ) { - - super(); - - this.type = 'PolyhedronBufferGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - radius = radius || 1; - detail = detail || 0; - - // default buffer data - - const vertexBuffer = []; - const uvBuffer = []; - - // the subdivision creates the vertex buffer data - - subdivide( detail ); - - // all vertices should lie on a conceptual sphere with a given radius - - applyRadius( radius ); - - // finally, create the uv data - - generateUVs(); - - // build non-indexed geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); - - if ( detail === 0 ) { - - this.computeVertexNormals(); // flat normals - - } else { - - this.normalizeNormals(); // smooth normals - - } - - // helper functions - - function subdivide( detail ) { - - const a = new Vector3(); - const b = new Vector3(); - const c = new Vector3(); - - // iterate over all faces and apply a subdivison with the given detail value - - for ( let i = 0; i < indices.length; i += 3 ) { - - // get the vertices of the face - - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); - - // perform subdivision - - subdivideFace( a, b, c, detail ); - - } - - } - - function subdivideFace( a, b, c, detail ) { - - const cols = Math.pow( 2, detail ); - - // we use this multidimensional array as a data structure for creating the subdivision - - const v = []; - - // construct all of the vertices for this subdivision - - for ( let i = 0; i <= cols; i ++ ) { - - v[ i ] = []; - - const aj = a.clone().lerp( c, i / cols ); - const bj = b.clone().lerp( c, i / cols ); - - const rows = cols - i; - - for ( let j = 0; j <= rows; j ++ ) { - - if ( j === 0 && i === cols ) { - - v[ i ][ j ] = aj; - - } else { - - v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); - - } - - } - - } - - // construct all of the faces - - for ( let i = 0; i < cols; i ++ ) { - - for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { - - const k = Math.floor( j / 2 ); - - if ( j % 2 === 0 ) { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k ] ); - - } else { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - - } - - } - - } - - } - - function applyRadius( radius ) { - - const vertex = new Vector3(); - - // iterate over the entire buffer and apply the radius to each vertex - - for ( let i = 0; i < vertexBuffer.length; i += 3 ) { - - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; - - vertex.normalize().multiplyScalar( radius ); - - vertexBuffer[ i + 0 ] = vertex.x; - vertexBuffer[ i + 1 ] = vertex.y; - vertexBuffer[ i + 2 ] = vertex.z; - - } - - } - - function generateUVs() { - - const vertex = new Vector3(); - - for ( let i = 0; i < vertexBuffer.length; i += 3 ) { - - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; - - const u = azimuth( vertex ) / 2 / Math.PI + 0.5; - const v = inclination( vertex ) / Math.PI + 0.5; - uvBuffer.push( u, 1 - v ); - - } - - correctUVs(); - - correctSeam(); - - } - - function correctSeam() { - - // handle case when face straddles the seam, see #3269 - - for ( let i = 0; i < uvBuffer.length; i += 6 ) { - - // uv data of a single face - - const x0 = uvBuffer[ i + 0 ]; - const x1 = uvBuffer[ i + 2 ]; - const x2 = uvBuffer[ i + 4 ]; - - const max = Math.max( x0, x1, x2 ); - const min = Math.min( x0, x1, x2 ); - - // 0.9 is somewhat arbitrary - - if ( max > 0.9 && min < 0.1 ) { - - if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; - if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; - if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; - - } - - } - - } - - function pushVertex( vertex ) { - - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - - } - - function getVertexByIndex( index, vertex ) { - - const stride = index * 3; - - vertex.x = vertices[ stride + 0 ]; - vertex.y = vertices[ stride + 1 ]; - vertex.z = vertices[ stride + 2 ]; - - } - - function correctUVs() { - - const a = new Vector3(); - const b = new Vector3(); - const c = new Vector3(); - - const centroid = new Vector3(); - - const uvA = new Vector2(); - const uvB = new Vector2(); - const uvC = new Vector2(); - - for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { - - a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); - b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); - c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); - - uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); - uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); - uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); - - centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); - - const azi = azimuth( centroid ); - - correctUV( uvA, j + 0, a, azi ); - correctUV( uvB, j + 2, b, azi ); - correctUV( uvC, j + 4, c, azi ); - - } - - } - - function correctUV( uv, stride, vector, azimuth ) { - - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - - uvBuffer[ stride ] = uv.x - 1; - - } - - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - - } - - } - - // Angle around the Y axis, counter-clockwise when looking from above. - - function azimuth( vector ) { - - return Math.atan2( vector.z, - vector.x ); - - } - - - // Angle above the XZ plane. - - function inclination( vector ) { - - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - - } - - } - -} - -// TetrahedronGeometry - -class TetrahedronGeometry extends Geometry { - - constructor( radius, detail ) { - - super(); - this.type = 'TetrahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - - } - -} - - -// TetrahedronBufferGeometry - -class TetrahedronBufferGeometry extends PolyhedronBufferGeometry { - - constructor( radius, detail ) { - - const vertices = [ - 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 - ]; - - const indices = [ - 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 - ]; - - super( vertices, indices, radius, detail ); - - this.type = 'TetrahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - -} - -// OctahedronGeometry - -class OctahedronGeometry extends Geometry { - - constructor( radius, detail ) { - - super(); - - this.type = 'OctahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - - } - -} - -// OctahedronBufferGeometry - -class OctahedronBufferGeometry extends PolyhedronBufferGeometry { - - constructor( radius, detail ) { - - const vertices = [ - 1, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, - 1, 0, 0, 0, 1, 0, 0, - 1 - ]; - - const indices = [ - 0, 2, 4, 0, 4, 3, 0, 3, 5, - 0, 5, 2, 1, 2, 5, 1, 5, 3, - 1, 3, 4, 1, 4, 2 - ]; - - super( vertices, indices, radius, detail ); - - this.type = 'OctahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - -} - -// IcosahedronGeometry - -class IcosahedronGeometry extends Geometry { - - constructor( radius, detail ) { - - super(); - - this.type = 'IcosahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - - } - -} - -// IcosahedronBufferGeometry - -class IcosahedronBufferGeometry extends PolyhedronBufferGeometry { - - constructor( radius, detail ) { - - const t = ( 1 + Math.sqrt( 5 ) ) / 2; - - const vertices = [ - - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, - 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, - t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 - ]; - - const indices = [ - 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, - 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, - 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, - 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 - ]; - - super( vertices, indices, radius, detail ); - - this.type = 'IcosahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - -} - -// DodecahedronGeometry - -class DodecahedronGeometry extends Geometry { - - constructor( radius, detail ) { - - super(); - this.type = 'DodecahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - - } - -} - -// DodecahedronBufferGeometry - -class DodecahedronBufferGeometry extends PolyhedronBufferGeometry { - - constructor( radius, detail ) { - - const t = ( 1 + Math.sqrt( 5 ) ) / 2; - const r = 1 / t; - - const vertices = [ - - // (±1, ±1, ±1) - - 1, - 1, - 1, - 1, - 1, 1, - - 1, 1, - 1, - 1, 1, 1, - 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, 1, 1, 1, - - // (0, ±1/φ, ±φ) - 0, - r, - t, 0, - r, t, - 0, r, - t, 0, r, t, - - // (±1/φ, ±φ, 0) - - r, - t, 0, - r, t, 0, - r, - t, 0, r, t, 0, - - // (±φ, 0, ±1/φ) - - t, 0, - r, t, 0, - r, - - t, 0, r, t, 0, r - ]; - - const indices = [ - 3, 11, 7, 3, 7, 15, 3, 15, 13, - 7, 19, 17, 7, 17, 6, 7, 6, 15, - 17, 4, 8, 17, 8, 10, 17, 10, 6, - 8, 0, 16, 8, 16, 2, 8, 2, 10, - 0, 12, 1, 0, 1, 18, 0, 18, 16, - 6, 10, 2, 6, 2, 13, 6, 13, 15, - 2, 16, 18, 2, 18, 3, 2, 3, 13, - 18, 1, 9, 18, 9, 11, 18, 11, 3, - 4, 14, 12, 4, 12, 0, 4, 0, 8, - 11, 9, 5, 11, 5, 19, 11, 19, 7, - 19, 5, 14, 19, 14, 4, 19, 4, 17, - 1, 12, 14, 1, 14, 5, 1, 5, 9 - ]; - - super( vertices, indices, radius, detail ); - - this.type = 'DodecahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - -} - -// TubeGeometry - -class TubeGeometry extends Geometry { - - constructor( path, tubularSegments, radius, radialSegments, closed, taper ) { - - super(); - this.type = 'TubeGeometry'; - - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); - - const bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); - - // expose internals - - this.tangents = bufferGeometry.tangents; - this.normals = bufferGeometry.normals; - this.binormals = bufferGeometry.binormals; - - // create geometry - - this.fromBufferGeometry( bufferGeometry ); - this.mergeVertices(); - - } - -} - - -// TubeBufferGeometry - -class TubeBufferGeometry extends BufferGeometry { - - constructor( path, tubularSegments, radius, radialSegments, closed ) { - - super(); - this.type = 'TubeBufferGeometry'; - - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - tubularSegments = tubularSegments || 64; - radius = radius || 1; - radialSegments = radialSegments || 8; - closed = closed || false; - - const frames = path.computeFrenetFrames( tubularSegments, closed ); - - // expose internals - - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; - - // helper variables - - const vertex = new Vector3(); - const normal = new Vector3(); - const uv = new Vector2(); - let P = new Vector3(); - - // buffer - - const vertices = []; - const normals = []; - const uvs = []; - const indices = []; - - // create buffer data - - generateBufferData(); - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // functions - - function generateBufferData() { - - for ( let i = 0; i < tubularSegments; i ++ ) { - - generateSegment( i ); - - } - - // if the geometry is not closed, generate the last row of vertices and normals - // at the regular position on the given path - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - - generateSegment( ( closed === false ) ? tubularSegments : 0 ); - - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries - - generateUVs(); - - // finally create faces - - generateIndices(); - - } - - function generateSegment( i ) { - - // we use getPointAt to sample evenly distributed points from the given path - - P = path.getPointAt( i / tubularSegments, P ); - - // retrieve corresponding normal and binormal - - const N = frames.normals[ i ]; - const B = frames.binormals[ i ]; - - // generate normals and vertices for the current segment - - for ( let j = 0; j <= radialSegments; j ++ ) { - - const v = j / radialSegments * Math.PI * 2; - - const sin = Math.sin( v ); - const cos = - Math.cos( v ); - - // normal - - normal.x = ( cos * N.x + sin * B.x ); - normal.y = ( cos * N.y + sin * B.y ); - normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // vertex - - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - function generateIndices() { - - for ( let j = 1; j <= tubularSegments; j ++ ) { - - for ( let i = 1; i <= radialSegments; i ++ ) { - - const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - const b = ( radialSegments + 1 ) * j + ( i - 1 ); - const c = ( radialSegments + 1 ) * j + i; - const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - } - - function generateUVs() { - - for ( let i = 0; i <= tubularSegments; i ++ ) { - - for ( let j = 0; j <= radialSegments; j ++ ) { - - uv.x = i / tubularSegments; - uv.y = j / radialSegments; - - uvs.push( uv.x, uv.y ); - - } - - } - - } - - } - toJSON() { - - const data = BufferGeometry.prototype.toJSON.call( this ); - - data.path = this.parameters.path.toJSON(); - - return data; - - } - -} - -// TorusKnotGeometry - -class TorusKnotGeometry extends Geometry { - - constructor( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { - - super(); - this.type = 'TorusKnotGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); - - this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); - this.mergeVertices(); - - } - -} - - -// TorusKnotBufferGeometry - -class TorusKnotBufferGeometry extends BufferGeometry { - - constructor( radius, tube, tubularSegments, radialSegments, p, q ) { - - super(); - this.type = 'TorusKnotBufferGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - radius = radius || 1; - tube = tube || 0.4; - tubularSegments = Math.floor( tubularSegments ) || 64; - radialSegments = Math.floor( radialSegments ) || 8; - p = p || 2; - q = q || 3; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const vertex = new Vector3(); - const normal = new Vector3(); - - const P1 = new Vector3(); - const P2 = new Vector3(); - - const B = new Vector3(); - const T = new Vector3(); - const N = new Vector3(); - - // generate vertices, normals and uvs - - for ( let i = 0; i <= tubularSegments; ++ i ) { - - // the radian "u" is used to calculate the position on the torus curve of the current tubular segement - - const u = i / tubularSegments * p * Math.PI * 2; - - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); - - for ( let j = 0; j <= radialSegments; ++ j ) { - - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - - const v = j / radialSegments * Math.PI * 2; - const cx = - tube * Math.cos( v ); - const cy = tube * Math.sin( v ); - - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve - - vertex.x = P1.x + ( cx * N.x + cy * B.x ); - vertex.y = P1.y + ( cx * N.y + cy * B.y ); - vertex.z = P1.z + ( cx * N.z + cy * B.z ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - - normal.subVectors( vertex, P1 ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( let j = 1; j <= tubularSegments; j ++ ) { - - for ( let i = 1; i <= radialSegments; i ++ ) { - - // indices - - const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - const b = ( radialSegments + 1 ) * j + ( i - 1 ); - const c = ( radialSegments + 1 ) * j + i; - const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // this function calculates the current position on the torus curve - - function calculatePositionOnCurve( u, p, q, radius, position ) { - - const cu = Math.cos( u ); - const su = Math.sin( u ); - const quOverP = q / p * u; - const cs = Math.cos( quOverP ); - - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; - - } - - } - -} - -// TorusGeometry - -class TorusGeometry extends Geometry { - - constructor( radius, tube, radialSegments, tubularSegments, arc ) { - - super(); - this.type = 'TorusGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; - - this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); - this.mergeVertices(); - - } - -} - - -// TorusBufferGeometry - -class TorusBufferGeometry extends BufferGeometry { - - constructor( radius, tube, radialSegments, tubularSegments, arc ) { - - super(); - this.type = 'TorusBufferGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; - - radius = radius || 1; - tube = tube || 0.4; - radialSegments = Math.floor( radialSegments ) || 8; - tubularSegments = Math.floor( tubularSegments ) || 6; - arc = arc || Math.PI * 2; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const center = new Vector3(); - const vertex = new Vector3(); - const normal = new Vector3(); - - // generate vertices, normals and uvs - - for ( let j = 0; j <= radialSegments; j ++ ) { - - for ( let i = 0; i <= tubularSegments; i ++ ) { - - const u = i / tubularSegments * arc; - const v = j / radialSegments * Math.PI * 2; - - // vertex - - vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); - vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); - vertex.z = tube * Math.sin( v ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( let j = 1; j <= radialSegments; j ++ ) { - - for ( let i = 1; i <= tubularSegments; i ++ ) { - - // indices - - const a = ( tubularSegments + 1 ) * j + i - 1; - const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; - const c = ( tubularSegments + 1 ) * ( j - 1 ) + i; - const d = ( tubularSegments + 1 ) * j + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - -} - -/** - * Port from https://github.com/mapbox/earcut (v2.2.2) - */ - -const Earcut = { - - triangulate: function ( data, holeIndices, dim ) { - - dim = dim || 2; - - const hasHoles = holeIndices && holeIndices.length; - const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length; - let outerNode = linkedList( data, 0, outerLen, dim, true ); - const triangles = []; - - if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; - - let minX, minY, maxX, maxY, x, y, invSize; - - if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); - - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox - if ( data.length > 80 * dim ) { - - minX = maxX = data[ 0 ]; - minY = maxY = data[ 1 ]; - - for ( let i = dim; i < outerLen; i += dim ) { - - x = data[ i ]; - y = data[ i + 1 ]; - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - - } - - // minX, minY and invSize are later used to transform coords into integers for z-order calculation - invSize = Math.max( maxX - minX, maxY - minY ); - invSize = invSize !== 0 ? 1 / invSize : 0; - - } - - earcutLinked( outerNode, triangles, dim, minX, minY, invSize ); - - return triangles; - - } - -}; - -// create a circular doubly linked list from polygon points in the specified winding order -function linkedList( data, start, end, dim, clockwise ) { - - let i, last; - - if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { - - for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); - - } else { - - for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); - - } - - if ( last && equals( last, last.next ) ) { - - removeNode( last ); - last = last.next; - - } - - return last; - -} - -// eliminate colinear or duplicate points -function filterPoints( start, end ) { - - if ( ! start ) return start; - if ( ! end ) end = start; - - let p = start, - again; - do { - - again = false; - - if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { - - removeNode( p ); - p = end = p.prev; - if ( p === p.next ) break; - again = true; - - } else { - - p = p.next; - - } - - } while ( again || p !== end ); - - return end; - -} - -// main ear slicing loop which triangulates a polygon (given as a linked list) -function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { - - if ( ! ear ) return; - - // interlink polygon nodes in z-order - if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); - - let stop = ear, - prev, next; - - // iterate through ears, slicing them one by one - while ( ear.prev !== ear.next ) { - - prev = ear.prev; - next = ear.next; - - if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { - - // cut off the triangle - triangles.push( prev.i / dim ); - triangles.push( ear.i / dim ); - triangles.push( next.i / dim ); - - removeNode( ear ); - - // skipping the next vertex leads to less sliver triangles - ear = next.next; - stop = next.next; - - continue; - - } - - ear = next; - - // if we looped through the whole remaining polygon and can't find any more ears - if ( ear === stop ) { - - // try filtering points and slicing again - if ( ! pass ) { - - earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); - - // if this didn't work, try curing all small self-intersections locally - - } else if ( pass === 1 ) { - - ear = cureLocalIntersections( filterPoints( ear ), triangles, dim ); - earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); - - // as a last resort, try splitting the remaining polygon into two - - } else if ( pass === 2 ) { - - splitEarcut( ear, triangles, dim, minX, minY, invSize ); - - } - - break; - - } - - } - -} - -// check whether a polygon node forms a valid ear with adjacent nodes -function isEar( ear ) { - - const a = ear.prev, - b = ear, - c = ear.next; - - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear - let p = ear.next.next; - - while ( p !== ear.prev ) { - - if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && - area( p.prev, p, p.next ) >= 0 ) return false; - p = p.next; - - } - - return true; - -} - -function isEarHashed( ear, minX, minY, invSize ) { - - const a = ear.prev, - b = ear, - c = ear.next; - - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - // triangle bbox; min & max are calculated like this for speed - const minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ), - minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ), - maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ), - maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y ); - - // z-order range for the current triangle bbox; - const minZ = zOrder( minTX, minTY, minX, minY, invSize ), - maxZ = zOrder( maxTX, maxTY, minX, minY, invSize ); - - let p = ear.prevZ, - n = ear.nextZ; - - // look for points inside the triangle in both directions - while ( p && p.z >= minZ && n && n.z <= maxZ ) { - - if ( p !== ear.prev && p !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && - area( p.prev, p, p.next ) >= 0 ) return false; - p = p.prevZ; - - if ( n !== ear.prev && n !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) && - area( n.prev, n, n.next ) >= 0 ) return false; - n = n.nextZ; - - } - - // look for remaining points in decreasing z-order - while ( p && p.z >= minZ ) { - - if ( p !== ear.prev && p !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && - area( p.prev, p, p.next ) >= 0 ) return false; - p = p.prevZ; - - } - - // look for remaining points in increasing z-order - while ( n && n.z <= maxZ ) { - - if ( n !== ear.prev && n !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) && - area( n.prev, n, n.next ) >= 0 ) return false; - n = n.nextZ; - - } - - return true; - -} - -// go through all polygon nodes and cure small local self-intersections -function cureLocalIntersections( start, triangles, dim ) { - - let p = start; - do { - - const a = p.prev, - b = p.next.next; - - if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { - - triangles.push( a.i / dim ); - triangles.push( p.i / dim ); - triangles.push( b.i / dim ); - - // remove two nodes involved - removeNode( p ); - removeNode( p.next ); - - p = start = b; - - } - - p = p.next; - - } while ( p !== start ); - - return filterPoints( p ); - -} - -// try splitting polygon into two and triangulate them independently -function splitEarcut( start, triangles, dim, minX, minY, invSize ) { - - // look for a valid diagonal that divides the polygon into two - let a = start; - do { - - let b = a.next.next; - while ( b !== a.prev ) { - - if ( a.i !== b.i && isValidDiagonal( a, b ) ) { - - // split the polygon in two by the diagonal - let c = splitPolygon( a, b ); - - // filter colinear points around the cuts - a = filterPoints( a, a.next ); - c = filterPoints( c, c.next ); - - // run earcut on each half - earcutLinked( a, triangles, dim, minX, minY, invSize ); - earcutLinked( c, triangles, dim, minX, minY, invSize ); - return; - - } - - b = b.next; - - } - - a = a.next; - - } while ( a !== start ); - -} - -// link every hole into the outer loop, producing a single-ring polygon without holes -function eliminateHoles( data, holeIndices, outerNode, dim ) { - - const queue = []; - let i, len, start, end, list; - - for ( i = 0, len = holeIndices.length; i < len; i ++ ) { - - start = holeIndices[ i ] * dim; - end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; - list = linkedList( data, start, end, dim, false ); - if ( list === list.next ) list.steiner = true; - queue.push( getLeftmost( list ) ); - - } - - queue.sort( compareX ); - - // process holes from left to right - for ( i = 0; i < queue.length; i ++ ) { - - eliminateHole( queue[ i ], outerNode ); - outerNode = filterPoints( outerNode, outerNode.next ); - - } - - return outerNode; - -} - -function compareX( a, b ) { - - return a.x - b.x; - -} - -// find a bridge between vertices that connects hole with an outer ring and and link it -function eliminateHole( hole, outerNode ) { - - outerNode = findHoleBridge( hole, outerNode ); - if ( outerNode ) { - - const b = splitPolygon( outerNode, hole ); - - // filter collinear points around the cuts - filterPoints( outerNode, outerNode.next ); - filterPoints( b, b.next ); - - } - -} - -// David Eberly's algorithm for finding a bridge between hole and outer polygon -function findHoleBridge( hole, outerNode ) { - - let p = outerNode; - const hx = hole.x; - const hy = hole.y; - let qx = - Infinity, m; - - // find a segment intersected by a ray from the hole's leftmost point to the left; - // segment's endpoint with lesser x will be potential connection point - do { - - if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { - - const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); - if ( x <= hx && x > qx ) { - - qx = x; - if ( x === hx ) { - - if ( hy === p.y ) return p; - if ( hy === p.next.y ) return p.next; - - } - - m = p.x < p.next.x ? p : p.next; - - } - - } - - p = p.next; - - } while ( p !== outerNode ); - - if ( ! m ) return null; - - if ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint - - // look for points inside the triangle of hole point, segment intersection and endpoint; - // if there are no points found, we have a valid connection; - // otherwise choose the point of the minimum angle with the ray as connection point - - const stop = m, - mx = m.x, - my = m.y; - let tanMin = Infinity, tan; - - p = m; - - do { - - if ( hx >= p.x && p.x >= mx && hx !== p.x && - pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { - - tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential - - if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) { - - m = p; - tanMin = tan; - - } - - } - - p = p.next; - - } while ( p !== stop ); - - return m; - -} - -// whether sector in vertex m contains sector in vertex p in the same coordinates -function sectorContainsSector( m, p ) { - - return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0; - -} - -// interlink polygon nodes in z-order -function indexCurve( start, minX, minY, invSize ) { - - let p = start; - do { - - if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); - p.prevZ = p.prev; - p.nextZ = p.next; - p = p.next; - - } while ( p !== start ); - - p.prevZ.nextZ = null; - p.prevZ = null; - - sortLinked( p ); - -} - -// Simon Tatham's linked list merge sort algorithm -// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -function sortLinked( list ) { - - let i, p, q, e, tail, numMerges, pSize, qSize, - inSize = 1; - - do { - - p = list; - list = null; - tail = null; - numMerges = 0; - - while ( p ) { - - numMerges ++; - q = p; - pSize = 0; - for ( i = 0; i < inSize; i ++ ) { - - pSize ++; - q = q.nextZ; - if ( ! q ) break; - - } - - qSize = inSize; - - while ( pSize > 0 || ( qSize > 0 && q ) ) { - - if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { - - e = p; - p = p.nextZ; - pSize --; - - } else { - - e = q; - q = q.nextZ; - qSize --; - - } - - if ( tail ) tail.nextZ = e; - else list = e; - - e.prevZ = tail; - tail = e; - - } - - p = q; - - } - - tail.nextZ = null; - inSize *= 2; - - } while ( numMerges > 1 ); - - return list; - -} - -// z-order of a point given coords and inverse of the longer side of data bbox -function zOrder( x, y, minX, minY, invSize ) { - - // coords are transformed into non-negative 15-bit integer range - x = 32767 * ( x - minX ) * invSize; - y = 32767 * ( y - minY ) * invSize; - - x = ( x | ( x << 8 ) ) & 0x00FF00FF; - x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; - x = ( x | ( x << 2 ) ) & 0x33333333; - x = ( x | ( x << 1 ) ) & 0x55555555; - - y = ( y | ( y << 8 ) ) & 0x00FF00FF; - y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; - y = ( y | ( y << 2 ) ) & 0x33333333; - y = ( y | ( y << 1 ) ) & 0x55555555; - - return x | ( y << 1 ); - -} - -// find the leftmost node of a polygon ring -function getLeftmost( start ) { - - let p = start, - leftmost = start; - do { - - if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; - p = p.next; - - } while ( p !== start ); - - return leftmost; - -} - -// check if a point lies within a convex triangle -function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { - - return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 && - ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 && - ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0; - -} - -// check if a diagonal between two polygon nodes is valid (lies in polygon interior) -function isValidDiagonal( a, b ) { - - return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges - ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible - ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors - equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case - -} - -// signed area of a triangle -function area( p, q, r ) { - - return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); - -} - -// check if two points are equal -function equals( p1, p2 ) { - - return p1.x === p2.x && p1.y === p2.y; - -} - -// check if two segments intersect -function intersects( p1, q1, p2, q2 ) { - - const o1 = sign( area( p1, q1, p2 ) ); - const o2 = sign( area( p1, q1, q2 ) ); - const o3 = sign( area( p2, q2, p1 ) ); - const o4 = sign( area( p2, q2, q1 ) ); - - if ( o1 !== o2 && o3 !== o4 ) return true; // general case - - if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 - if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 - if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 - if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - - return false; - -} - -// for collinear points p, q, r, check if point q lies on segment pr -function onSegment( p, q, r ) { - - 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 ); - -} - -function sign( num ) { - - return num > 0 ? 1 : num < 0 ? - 1 : 0; - -} - -// check if a polygon diagonal intersects any polygon segments -function intersectsPolygon( a, b ) { - - let p = a; - do { - - if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && - intersects( p, p.next, a, b ) ) return true; - p = p.next; - - } while ( p !== a ); - - return false; - -} - -// check if a polygon diagonal is locally inside the polygon -function locallyInside( a, b ) { - - return area( a.prev, a, a.next ) < 0 ? - area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : - area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; - -} - -// check if the middle point of a polygon diagonal is inside the polygon -function middleInside( a, b ) { - - let p = a, - inside = false; - const px = ( a.x + b.x ) / 2, - py = ( a.y + b.y ) / 2; - do { - - if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && - ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) - inside = ! inside; - p = p.next; - - } while ( p !== a ); - - return inside; - -} - -// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; -// if one belongs to the outer ring and another to a hole, it merges it into a single ring -function splitPolygon( a, b ) { - - const a2 = new Node( a.i, a.x, a.y ), - b2 = new Node( b.i, b.x, b.y ), - an = a.next, - bp = b.prev; - - a.next = b; - b.prev = a; - - a2.next = an; - an.prev = a2; - - b2.next = a2; - a2.prev = b2; - - bp.next = b2; - b2.prev = bp; - - return b2; - -} - -// create a node and optionally link it with previous one (in a circular doubly linked list) -function insertNode( i, x, y, last ) { - - const p = new Node( i, x, y ); - - if ( ! last ) { - - p.prev = p; - p.next = p; - - } else { - - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; - - } - - return p; - -} - -function removeNode( p ) { - - p.next.prev = p.prev; - p.prev.next = p.next; - - if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; - if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; - -} - -function Node( i, x, y ) { - - // vertex index in coordinates array - this.i = i; - - // vertex coordinates - this.x = x; - this.y = y; - - // previous and next vertex nodes in a polygon ring - this.prev = null; - this.next = null; - - // z-order curve value - this.z = null; - - // previous and next nodes in z-order - this.prevZ = null; - this.nextZ = null; - - // indicates whether this is a steiner point - this.steiner = false; - -} - -function signedArea( data, start, end, dim ) { - - let sum = 0; - for ( let i = start, j = end - dim; i < end; i += dim ) { - - sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); - j = i; - - } - - return sum; - -} - -const ShapeUtils = { - - // calculate area of the contour polygon - - area: function ( contour ) { - - const n = contour.length; - let a = 0.0; - - for ( let p = n - 1, q = 0; q < n; p = q ++ ) { - - a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; - - } - - return a * 0.5; - - }, - - isClockWise: function ( pts ) { - - return ShapeUtils.area( pts ) < 0; - - }, - - triangulateShape: function ( contour, holes ) { - - const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - const holeIndices = []; // array of hole indices - const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] - - removeDupEndPts( contour ); - addContour( vertices, contour ); - - // - - let holeIndex = contour.length; - - holes.forEach( removeDupEndPts ); - - for ( let i = 0; i < holes.length; i ++ ) { - - holeIndices.push( holeIndex ); - holeIndex += holes[ i ].length; - addContour( vertices, holes[ i ] ); - - } - - // - - const triangles = Earcut.triangulate( vertices, holeIndices ); - - // - - for ( let i = 0; i < triangles.length; i += 3 ) { - - faces.push( triangles.slice( i, i + 3 ) ); - - } - - return faces; - - } - -}; - -function removeDupEndPts( points ) { - - const l = points.length; - - if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { - - points.pop(); - - } - -} - -function addContour( vertices, contour ) { - - for ( let i = 0; i < contour.length; i ++ ) { - - vertices.push( contour[ i ].x ); - vertices.push( contour[ i ].y ); - - } - -} - -/** - * Creates extruded geometry from a path shape. - * - * parameters = { - * - * curveSegments: , // number of points on the curves - * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too - * depth: , // Depth to extrude the shape - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into the original shape bevel goes - * bevelSize: , // how far from shape outline (including bevelOffset) is bevel - * bevelOffset: , // how far from shape outline does bevel start - * bevelSegments: , // number of bevel layers - * - * extrudePath: // curve to extrude shape along - * - * UVGenerator: // object that provides UV generator functions - * - * } - */ - -// ExtrudeGeometry - -class ExtrudeGeometry extends Geometry { - - constructor( shapes, options ) { - - super(); - - this.type = 'ExtrudeGeometry'; - - this.parameters = { - shapes: shapes, - options: options - }; - - this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); - this.mergeVertices(); - - } - - toJSON() { - - const data = super.toJSON(); - - const shapes = this.parameters.shapes; - const options = this.parameters.options; - - return toJSON( shapes, options, data ); - - } - -} - - -// ExtrudeBufferGeometry - -class ExtrudeBufferGeometry extends BufferGeometry { - - constructor( shapes, options ) { - - super(); - - this.type = 'ExtrudeBufferGeometry'; - - this.parameters = { - shapes: shapes, - options: options - }; - - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; - - const scope = this; - - const verticesArray = []; - const uvArray = []; - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - addShape( shape ); - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); - - this.computeVertexNormals(); - - // functions - - function addShape( shape ) { - - const placeholder = []; - - // options - - const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - const steps = options.steps !== undefined ? options.steps : 1; - let depth = options.depth !== undefined ? options.depth : 100; - - let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; - let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; - let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; - let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; - let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - - const extrudePath = options.extrudePath; - - const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; - - // deprecated options - - if ( options.amount !== undefined ) { - - console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' ); - depth = options.amount; - - } - - // - - let extrudePts, extrudeByPath = false; - let splineTube, binormal, normal, position2; - - if ( extrudePath ) { - - extrudePts = extrudePath.getSpacedPoints( steps ); - - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - - // SETUP TNB variables - - // TODO1 - have a .isClosed in spline? - - splineTube = extrudePath.computeFrenetFrames( steps, false ); - - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); - - } - - // Safeguards if bevels are not enabled - - if ( ! bevelEnabled ) { - - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - bevelOffset = 0; - - } - - // Variables initialization - - const shapePoints = shape.extractPoints( curveSegments ); - - let vertices = shapePoints.shape; - const holes = shapePoints.holes; - - const reverse = ! ShapeUtils.isClockWise( vertices ); - - if ( reverse ) { - - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - if ( ShapeUtils.isClockWise( ahole ) ) { - - holes[ h ] = ahole.reverse(); - - } - - } - - } - - - const faces = ShapeUtils.triangulateShape( vertices, holes ); - - /* Vertices */ - - const contour = vertices; // vertices has all points but contour has only points of circumference - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - vertices = vertices.concat( ahole ); - - } - - - function scalePt2( pt, vec, size ) { - - if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); - - return vec.clone().multiplyScalar( size ).add( pt ); - - } - - const vlen = vertices.length, flen = faces.length; - - - // Find directions for point movement - - - function getBevelVec( inPt, inPrev, inNext ) { - - // computes for inPt the corresponding point inPt' on a new contour - // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. - - let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt - - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html - - const v_prev_x = inPt.x - inPrev.x, - v_prev_y = inPt.y - inPrev.y; - const v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; - - const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - - // check for collinear edges - const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - if ( Math.abs( collinear0 ) > Number.EPSILON ) { - - // not collinear - - // length of vectors for normalizing - - const v_prev_len = Math.sqrt( v_prev_lensq ); - const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - - // shift adjacent points by unit vectors to the left - - const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); - - const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - - // scaling factor for v_prev to intersection point - - const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - // vector from inPt to intersection point - - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); - if ( v_trans_lensq <= 2 ) { - - return new Vector2( v_trans_x, v_trans_y ); - - } else { - - shrink_by = Math.sqrt( v_trans_lensq / 2 ); - - } - - } else { - - // handle special case of collinear edges - - let direction_eq = false; // assumes: opposite - - if ( v_prev_x > Number.EPSILON ) { - - if ( v_next_x > Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( v_prev_x < - Number.EPSILON ) { - - if ( v_next_x < - Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { - - direction_eq = true; - - } - - } - - } - - if ( direction_eq ) { - - // console.log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); - - } else { - - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); - - } - - } - - return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); - - } - - - const contourMovements = []; - - for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) - - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - - } - - const holesMovements = []; - let oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - oneHoleMovements = []; - - for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - - } - - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } - - - // Loop bevelSegments, 1 for the front, 1 for the back - - for ( let b = 0; b < bevelSegments; b ++ ) { - - //for ( b = bevelSegments; b > 0; b -- ) { - - const t = b / bevelSegments; - const z = bevelThickness * Math.cos( t * Math.PI / 2 ); - const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - - for ( let i = 0, il = contour.length; i < il; i ++ ) { - - const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - // expand holes - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( let i = 0, il = ahole.length; i < il; i ++ ) { - - const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - } - - } - - const bs = bevelSize + bevelOffset; - - // Back facing vertices - - for ( let i = 0; i < vlen; i ++ ) { - - const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, 0 ); - - } else { - - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - // Add stepped vertices... - // Including front facing vertices - - for ( let s = 1; s <= steps; s ++ ) { - - for ( let i = 0; i < vlen; i ++ ) { - - const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, depth / steps * s ); - - } else { - - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - } - - - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( let b = bevelSegments - 1; b >= 0; b -- ) { - - const t = b / bevelSegments; - const z = bevelThickness * Math.cos( t * Math.PI / 2 ); - const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - - for ( let i = 0, il = contour.length; i < il; i ++ ) { - - const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, depth + z ); - - } - - // expand holes - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( let i = 0, il = ahole.length; i < il; i ++ ) { - - const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, depth + z ); - - } else { - - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - - } - - } - - } - - } - - /* Faces */ - - // Top and bottom faces - - buildLidFaces(); - - // Sides faces - - buildSideFaces(); - - - ///// Internal functions - - function buildLidFaces() { - - const start = verticesArray.length / 3; - - if ( bevelEnabled ) { - - let layer = 0; // steps + 1 - let offset = vlen * layer; - - // Bottom faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - - } - - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - - } - - } else { - - // Bottom faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - - } - - // Top faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - - } - - } - - scope.addGroup( start, verticesArray.length / 3 - start, 0 ); - - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { - - const start = verticesArray.length / 3; - let layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; - - } - - - scope.addGroup( start, verticesArray.length / 3 - start, 1 ); - - - } - - function sidewalls( contour, layeroffset ) { - - let i = contour.length; - - while ( -- i >= 0 ) { - - const j = i; - let k = i - 1; - if ( k < 0 ) k = contour.length - 1; - - //console.log('b', i,j, i-1, k,vertices.length); - - for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { - - const slen1 = vlen * s; - const slen2 = vlen * ( s + 1 ); - - const a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; - - f4( a, b, c, d ); - - } - - } - - } - - function v( x, y, z ) { - - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); - - } - - - function f3( a, b, c ) { - - addVertex( a ); - addVertex( b ); - addVertex( c ); - - const nextIndex = verticesArray.length / 3; - const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - - } - - function f4( a, b, c, d ) { - - addVertex( a ); - addVertex( b ); - addVertex( d ); - - addVertex( b ); - addVertex( c ); - addVertex( d ); - - - const nextIndex = verticesArray.length / 3; - const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); - - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); - - } - - function addVertex( index ) { - - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); - - } - - - function addUV( vector2 ) { - - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); - - } - - } - - } - - toJSON() { - - const data = BufferGeometry.prototype.toJSON.call( this ); - - const shapes = this.parameters.shapes; - const options = this.parameters.options; - - return toJSON( shapes, options, data ); - - } - -} - -const WorldUVGenerator = { - - generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { - - const a_x = vertices[ indexA * 3 ]; - const a_y = vertices[ indexA * 3 + 1 ]; - const b_x = vertices[ indexB * 3 ]; - const b_y = vertices[ indexB * 3 + 1 ]; - const c_x = vertices[ indexC * 3 ]; - const c_y = vertices[ indexC * 3 + 1 ]; - - return [ - new Vector2( a_x, a_y ), - new Vector2( b_x, b_y ), - new Vector2( c_x, c_y ) - ]; - - }, - - generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { - - const a_x = vertices[ indexA * 3 ]; - const a_y = vertices[ indexA * 3 + 1 ]; - const a_z = vertices[ indexA * 3 + 2 ]; - const b_x = vertices[ indexB * 3 ]; - const b_y = vertices[ indexB * 3 + 1 ]; - const b_z = vertices[ indexB * 3 + 2 ]; - const c_x = vertices[ indexC * 3 ]; - const c_y = vertices[ indexC * 3 + 1 ]; - const c_z = vertices[ indexC * 3 + 2 ]; - const d_x = vertices[ indexD * 3 ]; - const d_y = vertices[ indexD * 3 + 1 ]; - const d_z = vertices[ indexD * 3 + 2 ]; - - if ( Math.abs( a_y - b_y ) < 0.01 ) { - - return [ - new Vector2( a_x, 1 - a_z ), - new Vector2( b_x, 1 - b_z ), - new Vector2( c_x, 1 - c_z ), - new Vector2( d_x, 1 - d_z ) - ]; - - } else { - - return [ - new Vector2( a_y, 1 - a_z ), - new Vector2( b_y, 1 - b_z ), - new Vector2( c_y, 1 - c_z ), - new Vector2( d_y, 1 - d_z ) - ]; - - } - - } -}; - -function toJSON( shapes, options, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); - - return data; - -} - -/** - * Text = 3D Text - * - * parameters = { - * font: , // font - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: , // how far from text outline (including bevelOffset) is bevel - * bevelOffset: // how far from text outline does bevel start - * } - */ - -// TextGeometry - -class TextGeometry extends Geometry { - - constructor( text, parameters ) { - - super(); - this.type = 'TextGeometry'; - - this.parameters = { - text: text, - parameters: parameters - }; - - this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); - this.mergeVertices(); - - } - -} - - -// TextBufferGeometry - -class TextBufferGeometry extends ExtrudeBufferGeometry { - - constructor( text, parameters ) { - - parameters = parameters || {}; - - const font = parameters.font; - - if ( ! ( font && font.isFont ) ) { - - console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); - return new Geometry(); - - } - - const shapes = font.generateShapes( text, parameters.size ); - - // translate parameters to ExtrudeGeometry API - - parameters.depth = parameters.height !== undefined ? parameters.height : 50; - - // defaults - - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; - - super( shapes, parameters ); - - this.type = 'TextBufferGeometry'; - - } - -} - -// SphereGeometry - -class SphereGeometry extends Geometry { - - constructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - - super(); - this.type = 'SphereGeometry'; - - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); - this.mergeVertices(); - - } - -} - -// SphereBufferGeometry - -class SphereBufferGeometry extends BufferGeometry { - - constructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - - super(); - this.type = 'SphereBufferGeometry'; - - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - radius = radius || 1; - - widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); - - phiStart = phiStart !== undefined ? phiStart : 0; - phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - - const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); - - let index = 0; - const grid = []; - - const vertex = new Vector3(); - const normal = new Vector3(); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // generate vertices, normals and uvs - - for ( let iy = 0; iy <= heightSegments; iy ++ ) { - - const verticesRow = []; - - const v = iy / heightSegments; - - // special case for the poles - - let uOffset = 0; - - if ( iy == 0 && thetaStart == 0 ) { - - uOffset = 0.5 / widthSegments; - - } else if ( iy == heightSegments && thetaEnd == Math.PI ) { - - uOffset = - 0.5 / widthSegments; - - } - - for ( let ix = 0; ix <= widthSegments; ix ++ ) { - - const u = ix / widthSegments; - - // vertex - - vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); - vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.copy( vertex ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u + uOffset, 1 - v ); - - verticesRow.push( index ++ ); - - } - - grid.push( verticesRow ); - - } - - // indices - - for ( let iy = 0; iy < heightSegments; iy ++ ) { - - for ( let ix = 0; ix < widthSegments; ix ++ ) { - - const a = grid[ iy ][ ix + 1 ]; - const b = grid[ iy ][ ix ]; - const c = grid[ iy + 1 ][ ix ]; - const d = grid[ iy + 1 ][ ix + 1 ]; - - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - -} - -// RingGeometry - -class RingGeometry extends Geometry { - - constructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - - super(); - - this.type = 'RingGeometry'; - - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); - this.mergeVertices(); - - } - -} - -// RingBufferGeometry - -class RingBufferGeometry extends BufferGeometry { - - constructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - - super(); - - this.type = 'RingBufferGeometry'; - - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - innerRadius = innerRadius || 0.5; - outerRadius = outerRadius || 1; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - - thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; - phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // some helper variables - - let radius = innerRadius; - const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - const vertex = new Vector3(); - const uv = new Vector2(); - - // generate vertices, normals and uvs - - for ( let j = 0; j <= phiSegments; j ++ ) { - - for ( let i = 0; i <= thetaSegments; i ++ ) { - - // values are generate from the inside of the ring to the outside - - const segment = thetaStart + i / thetaSegments * thetaLength; - - // vertex - - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, 0, 1 ); - - // uv - - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // increase the radius for next row of vertices - - radius += radiusStep; - - } - - // indices - - for ( let j = 0; j < phiSegments; j ++ ) { - - const thetaSegmentLevel = j * ( thetaSegments + 1 ); - - for ( let i = 0; i < thetaSegments; i ++ ) { - - const segment = i + thetaSegmentLevel; - - const a = segment; - const b = segment + thetaSegments + 1; - const c = segment + thetaSegments + 2; - const d = segment + 1; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - -} - -// LatheGeometry - -class LatheGeometry extends Geometry { - - constructor( points, segments, phiStart, phiLength ) { - - super(); - - this.type = 'LatheGeometry'; - - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); - this.mergeVertices(); - - } - -} - -// LatheBufferGeometry - -class LatheBufferGeometry extends BufferGeometry { - - constructor( points, segments, phiStart, phiLength ) { - - super(); - - this.type = 'LatheBufferGeometry'; - - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - segments = Math.floor( segments ) || 12; - phiStart = phiStart || 0; - phiLength = phiLength || Math.PI * 2; - - // clamp phiLength so it's in range of [ 0, 2PI ] - - phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 ); - - - // buffers - - const indices = []; - const vertices = []; - const uvs = []; - - // helper variables - - const inverseSegments = 1.0 / segments; - const vertex = new Vector3(); - const uv = new Vector2(); - - // generate vertices and uvs - - for ( let i = 0; i <= segments; i ++ ) { - - const phi = phiStart + i * inverseSegments * phiLength; - - const sin = Math.sin( phi ); - const cos = Math.cos( phi ); - - for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { - - // vertex - - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // uv - - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); - - uvs.push( uv.x, uv.y ); - - - } - - } - - // indices - - for ( let i = 0; i < segments; i ++ ) { - - for ( let j = 0; j < ( points.length - 1 ); j ++ ) { - - const base = j + i * points.length; - - const a = base; - const b = base + points.length; - const c = base + points.length + 1; - const d = base + 1; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // generate normals - - this.computeVertexNormals(); - - // if the geometry is closed, we need to average the normals along the seam. - // because the corresponding vertices are identical (but still have different UVs). - - if ( phiLength === Math.PI * 2 ) { - - const normals = this.attributes.normal.array; - const n1 = new Vector3(); - const n2 = new Vector3(); - const n = new Vector3(); - - // this is the buffer offset for the last line of vertices - - const base = segments * points.length * 3; - - for ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) { - - // select the normal of the vertex in the first line - - n1.x = normals[ j + 0 ]; - n1.y = normals[ j + 1 ]; - n1.z = normals[ j + 2 ]; - - // select the normal of the vertex in the last line - - n2.x = normals[ base + j + 0 ]; - n2.y = normals[ base + j + 1 ]; - n2.z = normals[ base + j + 2 ]; - - // average normals - - n.addVectors( n1, n2 ).normalize(); - - // assign the new values to both normals - - normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; - normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; - normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; - - } - - } - - } - -} - -// ShapeGeometry - -class ShapeGeometry extends Geometry { - - constructor( shapes, curveSegments ) { - - super(); - this.type = 'ShapeGeometry'; - - if ( typeof curveSegments === 'object' ) { - - console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); - - curveSegments = curveSegments.curveSegments; - - } - - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; - - this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); - this.mergeVertices(); - - } - - toJSON() { - - const data = Geometry.prototype.toJSON.call( this ); - - const shapes = this.parameters.shapes; - - return toJSON$1( shapes, data ); - - } - -} - -// ShapeBufferGeometry - -class ShapeBufferGeometry extends BufferGeometry { - - constructor( shapes, curveSegments ) { - - super(); - this.type = 'ShapeBufferGeometry'; - - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; - - curveSegments = curveSegments || 12; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let groupStart = 0; - let groupCount = 0; - - // allow single and array values for "shapes" parameter - - if ( Array.isArray( shapes ) === false ) { - - addShape( shapes ); - - } else { - - for ( let i = 0; i < shapes.length; i ++ ) { - - addShape( shapes[ i ] ); - - this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - - groupStart += groupCount; - groupCount = 0; - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - - // helper functions - - function addShape( shape ) { - - const indexOffset = vertices.length / 3; - const points = shape.extractPoints( curveSegments ); - - let shapeVertices = points.shape; - const shapeHoles = points.holes; - - // check direction of vertices - - if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { - - shapeVertices = shapeVertices.reverse(); - - } - - for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { - - const shapeHole = shapeHoles[ i ]; - - if ( ShapeUtils.isClockWise( shapeHole ) === true ) { - - shapeHoles[ i ] = shapeHole.reverse(); - - } - - } - - const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - - // join vertices of inner and outer paths to a single array - - for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { - - const shapeHole = shapeHoles[ i ]; - shapeVertices = shapeVertices.concat( shapeHole ); - - } - - // vertices, normals, uvs - - for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) { - - const vertex = shapeVertices[ i ]; - - vertices.push( vertex.x, vertex.y, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( vertex.x, vertex.y ); // world uvs - - } - - // incides - - for ( let i = 0, l = faces.length; i < l; i ++ ) { - - const face = faces[ i ]; - - const a = face[ 0 ] + indexOffset; - const b = face[ 1 ] + indexOffset; - const c = face[ 2 ] + indexOffset; - - indices.push( a, b, c ); - groupCount += 3; - - } - - } - - } - - toJSON() { - - const data = BufferGeometry.prototype.toJSON.call( this ); - - const shapes = this.parameters.shapes; - - return toJSON$1( shapes, data ); - - } - -} - -// - -function toJSON$1( shapes, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - return data; - -} - -class EdgesGeometry extends BufferGeometry { - - constructor( geometry, thresholdAngle ) { - - super(); - - this.type = 'EdgesGeometry'; - - this.parameters = { - thresholdAngle: thresholdAngle - }; - - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; - - // buffer - - const vertices = []; - - // helper variables - - const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle ); - const edge = [ 0, 0 ], edges = {}; - let edge1, edge2, key; - const keys = [ 'a', 'b', 'c' ]; - - // prepare source geometry - - let geometry2; - - if ( geometry.isBufferGeometry ) { - - geometry2 = new Geometry(); - geometry2.fromBufferGeometry( geometry ); - - } else { - - geometry2 = geometry.clone(); - - } - - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); - - const sourceVertices = geometry2.vertices; - const faces = geometry2.faces; - - // now create a data structure where each entry represents an edge with its adjoining faces - - for ( let i = 0, l = faces.length; i < l; i ++ ) { - - const face = faces[ i ]; - - for ( let j = 0; j < 3; j ++ ) { - - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); - edge[ 1 ] = Math.max( edge1, edge2 ); - - key = edge[ 0 ] + ',' + edge[ 1 ]; - - if ( edges[ key ] === undefined ) { - - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; - - } else { - - edges[ key ].face2 = i; - - } - - } - - } - - // generate vertices - - for ( key in edges ) { - - const e = edges[ key ]; - - // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. - - if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { - - let vertex = sourceVertices[ e.index1 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - vertex = sourceVertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - -} - -// CylinderGeometry - -class CylinderGeometry extends Geometry { - - constructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - super(); - this.type = 'CylinderGeometry'; - - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); - this.mergeVertices(); - - } - -} - -// CylinderBufferGeometry - -class CylinderBufferGeometry extends BufferGeometry { - - constructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - super(); - this.type = 'CylinderBufferGeometry'; - - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - const scope = this; - - radiusTop = radiusTop !== undefined ? radiusTop : 1; - radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; - height = height || 1; - - radialSegments = Math.floor( radialSegments ) || 8; - heightSegments = Math.floor( heightSegments ) || 1; - - openEnded = openEnded !== undefined ? openEnded : false; - thetaStart = thetaStart !== undefined ? thetaStart : 0.0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let index = 0; - const indexArray = []; - const halfHeight = height / 2; - let groupStart = 0; - - // generate geometry - - generateTorso(); - - if ( openEnded === false ) { - - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function generateTorso() { - - const normal = new Vector3(); - const vertex = new Vector3(); - - let groupCount = 0; - - // this will be used to calculate the normal - const slope = ( radiusBottom - radiusTop ) / height; - - // generate vertices, normals and uvs - - for ( let y = 0; y <= heightSegments; y ++ ) { - - const indexRow = []; - - const v = y / heightSegments; - - // calculate the radius of the current row - - const radius = v * ( radiusBottom - radiusTop ) + radiusTop; - - for ( let x = 0; x <= radialSegments; x ++ ) { - - const u = x / radialSegments; - - const theta = u * thetaLength + thetaStart; - - const sinTheta = Math.sin( theta ); - const cosTheta = Math.cos( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, 1 - v ); - - // save index of vertex in respective row - - indexRow.push( index ++ ); - - } - - // now save vertices of the row in our index array - - indexArray.push( indexRow ); - - } - - // generate indices - - for ( let x = 0; x < radialSegments; x ++ ) { - - for ( let y = 0; y < heightSegments; y ++ ) { - - // we use the index array to access the correct indices - - const a = indexArray[ y ][ x ]; - const b = indexArray[ y + 1 ][ x ]; - const c = indexArray[ y + 1 ][ x + 1 ]; - const d = indexArray[ y ][ x + 1 ]; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // update group counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, 0 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - function generateCap( top ) { - - // save the index of the first center vertex - const centerIndexStart = index; - - const uv = new Vector2(); - const vertex = new Vector3(); - - let groupCount = 0; - - const radius = ( top === true ) ? radiusTop : radiusBottom; - const sign = ( top === true ) ? 1 : - 1; - - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment - - for ( let x = 1; x <= radialSegments; x ++ ) { - - // vertex - - vertices.push( 0, halfHeight * sign, 0 ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uvs.push( 0.5, 0.5 ); - - // increase index - - index ++; - - } - - // save the index of the last center vertex - const centerIndexEnd = index; - - // now we generate the surrounding vertices, normals and uvs - - for ( let x = 0; x <= radialSegments; x ++ ) { - - const u = x / radialSegments; - const theta = u * thetaLength + thetaStart; - - const cosTheta = Math.cos( theta ); - const sinTheta = Math.sin( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); - - // increase index - - index ++; - - } - - // generate indices - - for ( let x = 0; x < radialSegments; x ++ ) { - - const c = centerIndexStart + x; - const i = centerIndexEnd + x; - - if ( top === true ) { - - // face top - - indices.push( i, i + 1, c ); - - } else { - - // face bottom - - indices.push( i + 1, i, c ); - - } - - groupCount += 3; - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - } - -} - -// ConeGeometry - -class ConeGeometry extends CylinderGeometry { - - constructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - this.type = 'ConeGeometry'; - - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - } - -} - -// ConeBufferGeometry - -class ConeBufferGeometry extends CylinderBufferGeometry { - - constructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - this.type = 'ConeBufferGeometry'; - - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - } - -} - -// CircleGeometry - -class CircleGeometry extends Geometry { - - constructor( radius, segments, thetaStart, thetaLength ) { - - super(); - this.type = 'CircleGeometry'; - - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); - this.mergeVertices(); - - } - -} - -// CircleBufferGeometry - -class CircleBufferGeometry extends BufferGeometry { - - constructor( radius, segments, thetaStart, thetaLength ) { - - super(); - - this.type = 'CircleBufferGeometry'; - - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - radius = radius || 1; - segments = segments !== undefined ? Math.max( 3, segments ) : 8; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const vertex = new Vector3(); - const uv = new Vector2(); - - // center point - - vertices.push( 0, 0, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( 0.5, 0.5 ); - - for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) { - - const segment = thetaStart + s / segments * thetaLength; - - // vertex - - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, 0, 1 ); - - // uvs - - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // indices - - for ( let i = 1; i <= segments; i ++ ) { - - indices.push( i, i + 1, 0 ); - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - -} - -var Geometries = /*#__PURE__*/Object.freeze({ - __proto__: null, - WireframeGeometry: WireframeGeometry, - ParametricGeometry: ParametricGeometry, - ParametricBufferGeometry: ParametricBufferGeometry, - TetrahedronGeometry: TetrahedronGeometry, - TetrahedronBufferGeometry: TetrahedronBufferGeometry, - OctahedronGeometry: OctahedronGeometry, - OctahedronBufferGeometry: OctahedronBufferGeometry, - IcosahedronGeometry: IcosahedronGeometry, - IcosahedronBufferGeometry: IcosahedronBufferGeometry, - DodecahedronGeometry: DodecahedronGeometry, - DodecahedronBufferGeometry: DodecahedronBufferGeometry, - PolyhedronGeometry: PolyhedronGeometry, - PolyhedronBufferGeometry: PolyhedronBufferGeometry, - TubeGeometry: TubeGeometry, - TubeBufferGeometry: TubeBufferGeometry, - TorusKnotGeometry: TorusKnotGeometry, - TorusKnotBufferGeometry: TorusKnotBufferGeometry, - TorusGeometry: TorusGeometry, - TorusBufferGeometry: TorusBufferGeometry, - TextGeometry: TextGeometry, - TextBufferGeometry: TextBufferGeometry, - SphereGeometry: SphereGeometry, - SphereBufferGeometry: SphereBufferGeometry, - RingGeometry: RingGeometry, - RingBufferGeometry: RingBufferGeometry, - PlaneGeometry: PlaneGeometry, - PlaneBufferGeometry: PlaneBufferGeometry, - LatheGeometry: LatheGeometry, - LatheBufferGeometry: LatheBufferGeometry, - ShapeGeometry: ShapeGeometry, - ShapeBufferGeometry: ShapeBufferGeometry, - ExtrudeGeometry: ExtrudeGeometry, - ExtrudeBufferGeometry: ExtrudeBufferGeometry, - EdgesGeometry: EdgesGeometry, - ConeGeometry: ConeGeometry, - ConeBufferGeometry: ConeBufferGeometry, - CylinderGeometry: CylinderGeometry, - CylinderBufferGeometry: CylinderBufferGeometry, - CircleGeometry: CircleGeometry, - CircleBufferGeometry: CircleBufferGeometry, - BoxGeometry: BoxGeometry, - BoxBufferGeometry: BoxBufferGeometry -}); - -/** - * parameters = { - * color: - * } - */ - -function ShadowMaterial( parameters ) { - - Material.call( this ); - - this.type = 'ShadowMaterial'; - - this.color = new Color( 0x000000 ); - this.transparent = true; - - this.setValues( parameters ); - -} - -ShadowMaterial.prototype = Object.create( Material.prototype ); -ShadowMaterial.prototype.constructor = ShadowMaterial; - -ShadowMaterial.prototype.isShadowMaterial = true; - -ShadowMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - return this; - -}; - -function RawShaderMaterial( parameters ) { - - ShaderMaterial.call( this, parameters ); - - this.type = 'RawShaderMaterial'; - -} - -RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); -RawShaderMaterial.prototype.constructor = RawShaderMaterial; - -RawShaderMaterial.prototype.isRawShaderMaterial = true; - -/** - * parameters = { - * color: , - * roughness: , - * metalness: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * roughnessMap: new THREE.Texture( ), - * - * metalnessMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * envMapIntensity: - * - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function MeshStandardMaterial( parameters ) { - - Material.call( this ); - - this.defines = { 'STANDARD': '' }; - - this.type = 'MeshStandardMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 1.0; - this.metalness = 0.0; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.roughnessMap = null; - - this.metalnessMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapIntensity = 1.0; - - this.refractionRatio = 0.98; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.vertexTangents = false; - - this.setValues( parameters ); - -} - -MeshStandardMaterial.prototype = Object.create( Material.prototype ); -MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; - -MeshStandardMaterial.prototype.isMeshStandardMaterial = true; - -MeshStandardMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.defines = { 'STANDARD': '' }; - - this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.roughnessMap = source.roughnessMap; - - this.metalnessMap = source.metalnessMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; - - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - this.vertexTangents = source.vertexTangents; - - return this; - -}; - -/** - * parameters = { - * clearcoat: , - * clearcoatMap: new THREE.Texture( ), - * clearcoatRoughness: , - * clearcoatRoughnessMap: new THREE.Texture( ), - * clearcoatNormalScale: , - * clearcoatNormalMap: new THREE.Texture( ), - * - * reflectivity: , - * - * sheen: , - * - * transmission: , - * transmissionMap: new THREE.Texture( ) - * } - */ - -function MeshPhysicalMaterial( parameters ) { - - MeshStandardMaterial.call( this ); - - this.defines = { - - 'STANDARD': '', - 'PHYSICAL': '' - - }; - - this.type = 'MeshPhysicalMaterial'; - - this.clearcoat = 0.0; - this.clearcoatMap = null; - this.clearcoatRoughness = 0.0; - this.clearcoatRoughnessMap = null; - this.clearcoatNormalScale = new Vector2( 1, 1 ); - this.clearcoatNormalMap = null; - - this.reflectivity = 0.5; // maps to F0 = 0.04 - - this.sheen = null; // null will disable sheen bsdf - - this.transmission = 0.0; - this.transmissionMap = null; - - this.setValues( parameters ); - -} - -MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); -MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; - -MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; - -MeshPhysicalMaterial.prototype.copy = function ( source ) { - - MeshStandardMaterial.prototype.copy.call( this, source ); - - this.defines = { - - 'STANDARD': '', - 'PHYSICAL': '' - - }; - - this.clearcoat = source.clearcoat; - this.clearcoatMap = source.clearcoatMap; - this.clearcoatRoughness = source.clearcoatRoughness; - this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; - this.clearcoatNormalMap = source.clearcoatNormalMap; - this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); - - this.reflectivity = source.reflectivity; - - if ( source.sheen ) { - - this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); - - } else { - - this.sheen = null; - - } - - this.transmission = source.transmission; - this.transmissionMap = source.transmissionMap; - - return this; - -}; - -/** - * parameters = { - * color: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.MultiplyOperation, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function MeshPhongMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshPhongMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - -} - -MeshPhongMaterial.prototype = Object.create( Material.prototype ); -MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; - -MeshPhongMaterial.prototype.isMeshPhongMaterial = true; - -MeshPhongMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - -}; - -/** - * parameters = { - * color: , - * - * map: new THREE.Texture( ), - * gradientMap: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * alphaMap: new THREE.Texture( ), - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function MeshToonMaterial( parameters ) { - - Material.call( this ); - - this.defines = { 'TOON': '' }; - - this.type = 'MeshToonMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - this.gradientMap = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.alphaMap = null; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - -} - -MeshToonMaterial.prototype = Object.create( Material.prototype ); -MeshToonMaterial.prototype.constructor = MeshToonMaterial; - -MeshToonMaterial.prototype.isMeshToonMaterial = true; - -MeshToonMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - this.gradientMap = source.gradientMap; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.alphaMap = source.alphaMap; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - -}; - -/** - * parameters = { - * opacity: , - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function MeshNormalMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshNormalMaterial'; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.fog = false; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - -} - -MeshNormalMaterial.prototype = Object.create( Material.prototype ); -MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; - -MeshNormalMaterial.prototype.isMeshNormalMaterial = true; - -MeshNormalMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - -}; - -/** - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function MeshLambertMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshLambertMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - -} - -MeshLambertMaterial.prototype = Object.create( Material.prototype ); -MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; - -MeshLambertMaterial.prototype.isMeshLambertMaterial = true; - -MeshLambertMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - -}; - -/** - * parameters = { - * color: , - * opacity: , - * - * matcap: new THREE.Texture( ), - * - * map: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * alphaMap: new THREE.Texture( ), - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function MeshMatcapMaterial( parameters ) { - - Material.call( this ); - - this.defines = { 'MATCAP': '' }; - - this.type = 'MeshMatcapMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - - this.matcap = null; - - this.map = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.alphaMap = null; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - -} - -MeshMatcapMaterial.prototype = Object.create( Material.prototype ); -MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial; - -MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true; - -MeshMatcapMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.defines = { 'MATCAP': '' }; - - this.color.copy( source.color ); - - this.matcap = source.matcap; - - this.map = source.map; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.alphaMap = source.alphaMap; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - -}; - -/** - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: - * } - */ - -function LineDashedMaterial( parameters ) { - - LineBasicMaterial.call( this ); - - this.type = 'LineDashedMaterial'; - - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; - - this.setValues( parameters ); - -} - -LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); -LineDashedMaterial.prototype.constructor = LineDashedMaterial; - -LineDashedMaterial.prototype.isLineDashedMaterial = true; - -LineDashedMaterial.prototype.copy = function ( source ) { - - LineBasicMaterial.prototype.copy.call( this, source ); - - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; - - return this; - -}; - -var Materials = /*#__PURE__*/Object.freeze({ - __proto__: null, - ShadowMaterial: ShadowMaterial, - SpriteMaterial: SpriteMaterial, - RawShaderMaterial: RawShaderMaterial, - ShaderMaterial: ShaderMaterial, - PointsMaterial: PointsMaterial, - MeshPhysicalMaterial: MeshPhysicalMaterial, - MeshStandardMaterial: MeshStandardMaterial, - MeshPhongMaterial: MeshPhongMaterial, - MeshToonMaterial: MeshToonMaterial, - MeshNormalMaterial: MeshNormalMaterial, - MeshLambertMaterial: MeshLambertMaterial, - MeshDepthMaterial: MeshDepthMaterial, - MeshDistanceMaterial: MeshDistanceMaterial, - MeshBasicMaterial: MeshBasicMaterial, - MeshMatcapMaterial: MeshMatcapMaterial, - LineDashedMaterial: LineDashedMaterial, - LineBasicMaterial: LineBasicMaterial, - Material: Material -}); - -const AnimationUtils = { - - // same as Array.prototype.slice, but also works on typed arrays - arraySlice: function ( array, from, to ) { - - if ( AnimationUtils.isTypedArray( array ) ) { - - // in ios9 array.subarray(from, undefined) will return empty array - // but array.subarray(from) or array.subarray(from, len) is correct - return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); - - } - - return array.slice( from, to ); - - }, - - // converts an array to a specific type - convertArray: function ( array, type, forceClone ) { - - if ( ! array || // let 'undefined' and 'null' pass - ! forceClone && array.constructor === type ) return array; - - if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { - - return new type( array ); // create typed array - - } - - return Array.prototype.slice.call( array ); // create Array - - }, - - isTypedArray: function ( object ) { - - return ArrayBuffer.isView( object ) && - ! ( object instanceof DataView ); - - }, - - // returns an array by which times and values can be sorted - getKeyframeOrder: function ( times ) { - - function compareTime( i, j ) { - - return times[ i ] - times[ j ]; - - } - - const n = times.length; - const result = new Array( n ); - for ( let i = 0; i !== n; ++ i ) result[ i ] = i; - - result.sort( compareTime ); - - return result; - - }, - - // uses the array previously returned by 'getKeyframeOrder' to sort data - sortedArray: function ( values, stride, order ) { - - const nValues = values.length; - const result = new values.constructor( nValues ); - - for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { - - const srcOffset = order[ i ] * stride; - - for ( let j = 0; j !== stride; ++ j ) { - - result[ dstOffset ++ ] = values[ srcOffset + j ]; - - } - - } - - return result; - - }, - - // function for parsing AOS keyframe formats - flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { - - let i = 1, key = jsonKeys[ 0 ]; - - while ( key !== undefined && key[ valuePropertyName ] === undefined ) { - - key = jsonKeys[ i ++ ]; - - } - - if ( key === undefined ) return; // no data - - let value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data - - if ( Array.isArray( value ) ) { - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push.apply( values, value ); // push all elements - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else if ( value.toArray !== undefined ) { - - // ...assume THREE.Math-ish - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - value.toArray( values, values.length ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else { - - // otherwise push as-is - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push( value ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } - - }, - - subclip: function ( sourceClip, name, startFrame, endFrame, fps ) { - - fps = fps || 30; - - const clip = sourceClip.clone(); - - clip.name = name; - - const tracks = []; - - for ( let i = 0; i < clip.tracks.length; ++ i ) { - - const track = clip.tracks[ i ]; - const valueSize = track.getValueSize(); - - const times = []; - const values = []; - - for ( let j = 0; j < track.times.length; ++ j ) { - - const frame = track.times[ j ] * fps; - - if ( frame < startFrame || frame >= endFrame ) continue; - - times.push( track.times[ j ] ); - - for ( let k = 0; k < valueSize; ++ k ) { - - values.push( track.values[ j * valueSize + k ] ); - - } - - } - - if ( times.length === 0 ) continue; - - track.times = AnimationUtils.convertArray( times, track.times.constructor ); - track.values = AnimationUtils.convertArray( values, track.values.constructor ); - - tracks.push( track ); - - } - - clip.tracks = tracks; - - // find minimum .times value across all tracks in the trimmed clip - - let minStartTime = Infinity; - - for ( let i = 0; i < clip.tracks.length; ++ i ) { - - if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { - - minStartTime = clip.tracks[ i ].times[ 0 ]; - - } - - } - - // shift all tracks such that clip begins at t=0 - - for ( let i = 0; i < clip.tracks.length; ++ i ) { - - clip.tracks[ i ].shift( - 1 * minStartTime ); - - } - - clip.resetDuration(); - - return clip; - - }, - - makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) { - - if ( referenceFrame === undefined ) referenceFrame = 0; - if ( referenceClip === undefined ) referenceClip = targetClip; - if ( fps === undefined || fps <= 0 ) fps = 30; - - const numTracks = targetClip.tracks.length; - const referenceTime = referenceFrame / fps; - - // Make each track's values relative to the values at the reference frame - for ( let i = 0; i < numTracks; ++ i ) { - - const referenceTrack = referenceClip.tracks[ i ]; - const referenceTrackType = referenceTrack.ValueTypeName; - - // Skip this track if it's non-numeric - if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; - - // Find the track in the target clip whose name and type matches the reference track - const targetTrack = targetClip.tracks.find( function ( track ) { - - return track.name === referenceTrack.name - && track.ValueTypeName === referenceTrackType; - - } ); - - if ( targetTrack === undefined ) continue; - - let referenceOffset = 0; - const referenceValueSize = referenceTrack.getValueSize(); - - if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - referenceOffset = referenceValueSize / 3; - - } - - let targetOffset = 0; - const targetValueSize = targetTrack.getValueSize(); - - if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - targetOffset = targetValueSize / 3; - - } - - const lastIndex = referenceTrack.times.length - 1; - let referenceValue; - - // Find the value to subtract out of the track - if ( referenceTime <= referenceTrack.times[ 0 ] ) { - - // Reference frame is earlier than the first keyframe, so just use the first keyframe - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; - referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex ); - - } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { - - // Reference frame is after the last keyframe, so just use the last keyframe - const startIndex = lastIndex * referenceValueSize + referenceOffset; - const endIndex = startIndex + referenceValueSize - referenceOffset; - referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex ); - - } else { - - // Interpolate to the reference value - const interpolant = referenceTrack.createInterpolant(); - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; - interpolant.evaluate( referenceTime ); - referenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex ); - - } - - // Conjugate the quaternion - if ( referenceTrackType === 'quaternion' ) { - - const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); - referenceQuat.toArray( referenceValue ); - - } - - // Subtract the reference value from all of the track values - - const numTimes = targetTrack.times.length; - for ( let j = 0; j < numTimes; ++ j ) { - - const valueStart = j * targetValueSize + targetOffset; - - if ( referenceTrackType === 'quaternion' ) { - - // Multiply the conjugate for quaternion track types - Quaternion.multiplyQuaternionsFlat( - targetTrack.values, - valueStart, - referenceValue, - 0, - targetTrack.values, - valueStart - ); - - } else { - - const valueEnd = targetValueSize - targetOffset * 2; - - // Subtract each value for all other numeric track types - for ( let k = 0; k < valueEnd; ++ k ) { - - targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; - - } - - } - - } - - } - - targetClip.blendMode = AdditiveAnimationBlendMode; - - return targetClip; - - } - -}; - -/** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - */ - -function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; - - this.resultBuffer = resultBuffer !== undefined ? - resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; - -} - -Object.assign( Interpolant.prototype, { - - evaluate: function ( t ) { - - const pp = this.parameterPositions; - let i1 = this._cachedIndex, - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; - - validate_interval: { - - seek: { - - let right; - - linear_scan: { - - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { - - for ( let giveUpAt = i1 + 2; ; ) { - - if ( t1 === undefined ) { - - if ( t < t0 ) break forward_scan; - - // after end - - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t, t0 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t0 = t1; - t1 = pp[ ++ i1 ]; - - if ( t < t1 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; - - } - - //- slower code: - //- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { - - // looping? - - const t1global = pp[ 1 ]; - - if ( t < t1global ) { - - i1 = 2; // + 1, using the scan for the details - t0 = t1global; - - } - - // linear reverse scan - - for ( let giveUpAt = i1 - 2; ; ) { - - if ( t0 === undefined ) { - - // before start - - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t1 = t0; - t0 = pp[ -- i1 - 1 ]; - - if ( t >= t0 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; - - } - - // the interval is valid - - break validate_interval; - - } // linear scan - - // binary search - - while ( i1 < right ) { - - const mid = ( i1 + right ) >>> 1; - - if ( t < pp[ mid ] ) { - - right = mid; - - } else { - - i1 = mid + 1; - - } - - } - - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; - - // check boundary cases, again - - if ( t0 === undefined ) { - - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); - - } - - if ( t1 === undefined ) { - - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t0, t ); - - } - - } // seek - - this._cachedIndex = i1; - - this.intervalChanged_( i1, t0, t1 ); - - } // validate_interval - - return this.interpolate_( i1, t0, t, t1 ); - - }, - - settings: null, // optional, subclass-specific settings structure - // Note: The indirection allows central control of many interpolants. - - // --- Protected interface - - DefaultSettings_: {}, - - getSettings_: function () { - - return this.settings || this.DefaultSettings_; - - }, - - copySampleValue_: function ( index ) { - - // copies a sample value to the result buffer - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = values[ offset + i ]; - - } - - return result; - - }, - - // Template methods for derived classes: - - interpolate_: function ( /* i1, t0, t, t1 */ ) { - - throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer - - }, - - intervalChanged_: function ( /* i1, t0, t1 */ ) { - - // empty - - } - -} ); - -// DECLARE ALIAS AFTER assign prototype -Object.assign( Interpolant.prototype, { - - //( 0, t, t0 ), returns this.resultBuffer - beforeStart_: Interpolant.prototype.copySampleValue_, - - //( N-1, tN-1, t ), returns this.resultBuffer - afterEnd_: Interpolant.prototype.copySampleValue_, - -} ); - -/** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - */ - -function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - - this._weightPrev = - 0; - this._offsetPrev = - 0; - this._weightNext = - 0; - this._offsetNext = - 0; - -} - -CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: CubicInterpolant, - - DefaultSettings_: { - - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - - }, - - intervalChanged_: function ( i1, t0, t1 ) { - - const pp = this.parameterPositions; - let iPrev = i1 - 2, - iNext = i1 + 1, - - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; - - if ( tPrev === undefined ) { - - switch ( this.getSettings_().endingStart ) { - - case ZeroSlopeEnding: - - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; - - } - - } - - if ( tNext === undefined ) { - - switch ( this.getSettings_().endingEnd ) { - - case ZeroSlopeEnding: - - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; - - } - - } - - const halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; - - this._weightPrev = halfDt / ( t0 - tPrev ); - this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; - - }, - - interpolate_: function ( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, - - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; - - // evaluate polynomials - - const sP = - wP * ppp + 2 * wP * pp - wP * p; - const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; - const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - const sN = wN * ppp - wN * pp; - - // combine data linearly - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = - sP * values[ oP + i ] + - s0 * values[ o0 + i ] + - s1 * values[ o1 + i ] + - sN * values[ oN + i ]; - - } - - return result; - - } - -} ); - -function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - -} - -LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: LinearInterpolant, - - interpolate_: function ( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - offset1 = i1 * stride, - offset0 = offset1 - stride, - - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; - - } - - return result; - - } - -} ); - -/** - * - * Interpolant that evaluates to the sample value at the position preceeding - * the parameter. - */ - -function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - -} - -DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: DiscreteInterpolant, - - interpolate_: function ( i1 /*, t0, t, t1 */ ) { - - return this.copySampleValue_( i1 - 1 ); - - } - -} ); - -function KeyframeTrack( name, times, values, interpolation ) { - - if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); - if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); - - this.name = name; - - this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); - this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); - - this.setInterpolation( interpolation || this.DefaultInterpolation ); - -} - -// Static methods - -Object.assign( KeyframeTrack, { - - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): - - toJSON: function ( track ) { - - const trackType = track.constructor; - - let json; - - // derived classes can define a static toJSON method - if ( trackType.toJSON !== undefined ) { - - json = trackType.toJSON( track ); - - } else { - - // by default, we assume the data can be serialized as-is - json = { - - 'name': track.name, - 'times': AnimationUtils.convertArray( track.times, Array ), - 'values': AnimationUtils.convertArray( track.values, Array ) - - }; - - const interpolation = track.getInterpolation(); - - if ( interpolation !== track.DefaultInterpolation ) { - - json.interpolation = interpolation; - - } - - } - - json.type = track.ValueTypeName; // mandatory - - return json; - - } - -} ); - -Object.assign( KeyframeTrack.prototype, { - - constructor: KeyframeTrack, - - TimeBufferType: Float32Array, - - ValueBufferType: Float32Array, - - DefaultInterpolation: InterpolateLinear, - - InterpolantFactoryMethodDiscrete: function ( result ) { - - return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodLinear: function ( result ) { - - return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodSmooth: function ( result ) { - - return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); - - }, - - setInterpolation: function ( interpolation ) { - - let factoryMethod; - - switch ( interpolation ) { - - case InterpolateDiscrete: - - factoryMethod = this.InterpolantFactoryMethodDiscrete; - - break; - - case InterpolateLinear: - - factoryMethod = this.InterpolantFactoryMethodLinear; - - break; - - case InterpolateSmooth: - - factoryMethod = this.InterpolantFactoryMethodSmooth; - - break; - - } - - if ( factoryMethod === undefined ) { - - const message = "unsupported interpolation for " + - this.ValueTypeName + " keyframe track named " + this.name; - - if ( this.createInterpolant === undefined ) { - - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { - - this.setInterpolation( this.DefaultInterpolation ); - - } else { - - throw new Error( message ); // fatal, in this case - - } - - } - - console.warn( 'THREE.KeyframeTrack:', message ); - return this; - - } - - this.createInterpolant = factoryMethod; - - return this; - - }, - - getInterpolation: function () { - - switch ( this.createInterpolant ) { - - case this.InterpolantFactoryMethodDiscrete: - - return InterpolateDiscrete; - - case this.InterpolantFactoryMethodLinear: - - return InterpolateLinear; - - case this.InterpolantFactoryMethodSmooth: - - return InterpolateSmooth; - - } - - }, - - getValueSize: function () { - - return this.values.length / this.times.length; - - }, - - // move all keyframes either forwards or backwards in time - shift: function ( timeOffset ) { - - if ( timeOffset !== 0.0 ) { - - const times = this.times; - - for ( let i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] += timeOffset; - - } - - } - - return this; - - }, - - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale: function ( timeScale ) { - - if ( timeScale !== 1.0 ) { - - const times = this.times; - - for ( let i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] *= timeScale; - - } - - } - - return this; - - }, - - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values - trim: function ( startTime, endTime ) { - - const times = this.times, - nKeys = times.length; - - let from = 0, - to = nKeys - 1; - - while ( from !== nKeys && times[ from ] < startTime ) { - - ++ from; - - } - - while ( to !== - 1 && times[ to ] > endTime ) { - - -- to; - - } - - ++ to; // inclusive -> exclusive bound - - if ( from !== 0 || to !== nKeys ) { - - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) { - - to = Math.max( to, 1 ); - from = to - 1; - - } - - const stride = this.getValueSize(); - this.times = AnimationUtils.arraySlice( times, from, to ); - this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); - - } - - return this; - - }, - - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate: function () { - - let valid = true; - - const valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { - - console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); - valid = false; - - } - - const times = this.times, - values = this.values, - - nKeys = times.length; - - if ( nKeys === 0 ) { - - console.error( 'THREE.KeyframeTrack: Track is empty.', this ); - valid = false; - - } - - let prevTime = null; - - for ( let i = 0; i !== nKeys; i ++ ) { - - const currTime = times[ i ]; - - if ( typeof currTime === 'number' && isNaN( currTime ) ) { - - console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; - - } - - if ( prevTime !== null && prevTime > currTime ) { - - console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; - - } - - prevTime = currTime; - - } - - if ( values !== undefined ) { - - if ( AnimationUtils.isTypedArray( values ) ) { - - for ( let i = 0, n = values.length; i !== n; ++ i ) { - - const value = values[ i ]; - - if ( isNaN( value ) ) { - - console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); - valid = false; - break; - - } - - } - - } - - } - - return valid; - - }, - - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize: function () { - - // times or values may be shared with other tracks, so overwriting is unsafe - const times = AnimationUtils.arraySlice( this.times ), - values = AnimationUtils.arraySlice( this.values ), - stride = this.getValueSize(), - - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - - lastIndex = times.length - 1; - - let writeIndex = 1; - - for ( let i = 1; i < lastIndex; ++ i ) { - - let keep = false; - - const time = times[ i ]; - const timeNext = times[ i + 1 ]; - - // remove adjacent keyframes scheduled at the same time - - if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { - - if ( ! smoothInterpolation ) { - - // remove unnecessary keyframes same as their neighbors - - const offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; - - for ( let j = 0; j !== stride; ++ j ) { - - const value = values[ offset + j ]; - - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { - - keep = true; - break; - - } - - } - - } else { - - keep = true; - - } - - } - - // in-place compaction - - if ( keep ) { - - if ( i !== writeIndex ) { - - times[ writeIndex ] = times[ i ]; - - const readOffset = i * stride, - writeOffset = writeIndex * stride; - - for ( let j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - } - - ++ writeIndex; - - } - - } - - // flush last keyframe (compaction looks ahead) - - if ( lastIndex > 0 ) { - - times[ writeIndex ] = times[ lastIndex ]; - - for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - ++ writeIndex; - - } - - if ( writeIndex !== times.length ) { - - this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); - this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); - - } else { - - this.times = times; - this.values = values; - - } - - return this; - - }, - - clone: function () { - - const times = AnimationUtils.arraySlice( this.times, 0 ); - const values = AnimationUtils.arraySlice( this.values, 0 ); - - const TypedKeyframeTrack = this.constructor; - const track = new TypedKeyframeTrack( this.name, times, values ); - - // Interpolant argument to constructor is not saved, so copy the factory method directly. - track.createInterpolant = this.createInterpolant; - - return track; - - } - -} ); - -/** - * A Track of Boolean keyframe values. - */ - -function BooleanKeyframeTrack( name, times, values ) { - - KeyframeTrack.call( this, name, times, values ); - -} - -BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: BooleanKeyframeTrack, - - ValueTypeName: 'bool', - ValueBufferType: Array, - - DefaultInterpolation: InterpolateDiscrete, - - InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodSmooth: undefined - - // Note: Actually this track could have a optimized / compressed - // representation of a single value and a custom interpolant that - // computes "firstValue ^ isOdd( index )". - -} ); - -/** - * A Track of keyframe values that represent color. - */ - -function ColorKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - -} - -ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: ColorKeyframeTrack, - - ValueTypeName: 'color' - - // ValueBufferType is inherited - - // DefaultInterpolation is inherited - - // Note: Very basic implementation and nothing special yet. - // However, this is the place for color space parameterization. - -} ); - -/** - * A Track of numeric keyframe values. - */ - -function NumberKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - -} - -NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: NumberKeyframeTrack, - - ValueTypeName: 'number' - - // ValueBufferType is inherited - - // DefaultInterpolation is inherited - -} ); - -/** - * Spherical linear unit quaternion interpolant. - */ - -function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - -} - -QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: QuaternionLinearInterpolant, - - interpolate_: function ( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - alpha = ( t - t0 ) / ( t1 - t0 ); - - let offset = i1 * stride; - - for ( let end = offset + stride; offset !== end; offset += 4 ) { - - Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); - - } - - return result; - - } - -} ); - -/** - * A Track of quaternion keyframe values. - */ - -function QuaternionKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - -} - -QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: QuaternionKeyframeTrack, - - ValueTypeName: 'quaternion', - - // ValueBufferType is inherited - - DefaultInterpolation: InterpolateLinear, - - InterpolantFactoryMethodLinear: function ( result ) { - - return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodSmooth: undefined // not yet implemented - -} ); - -/** - * A Track that interpolates Strings - */ - -function StringKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - -} - -StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: StringKeyframeTrack, - - ValueTypeName: 'string', - ValueBufferType: Array, - - DefaultInterpolation: InterpolateDiscrete, - - InterpolantFactoryMethodLinear: undefined, - - InterpolantFactoryMethodSmooth: undefined - -} ); - -/** - * A Track of vectored keyframe values. - */ - -function VectorKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - -} - -VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: VectorKeyframeTrack, - - ValueTypeName: 'vector' - - // ValueBufferType is inherited - - // DefaultInterpolation is inherited - -} ); - -function AnimationClip( name, duration, tracks, blendMode ) { - - this.name = name; - this.tracks = tracks; - this.duration = ( duration !== undefined ) ? duration : - 1; - this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode; - - this.uuid = MathUtils.generateUUID(); - - // this means it should figure out its duration by scanning the tracks - if ( this.duration < 0 ) { - - this.resetDuration(); - - } - -} - -function getTrackTypeForValueTypeName( typeName ) { - - switch ( typeName.toLowerCase() ) { - - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': - - return NumberKeyframeTrack; - - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': - - return VectorKeyframeTrack; - - case 'color': - - return ColorKeyframeTrack; - - case 'quaternion': - - return QuaternionKeyframeTrack; - - case 'bool': - case 'boolean': - - return BooleanKeyframeTrack; - - case 'string': - - return StringKeyframeTrack; - - } - - throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - -} - -function parseKeyframeTrack( json ) { - - if ( json.type === undefined ) { - - throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - - } - - const trackType = getTrackTypeForValueTypeName( json.type ); - - if ( json.times === undefined ) { - - const times = [], values = []; - - AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); - - json.times = times; - json.values = values; - - } - - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { - - return trackType.parse( json ); - - } else { - - // by default, we assume a constructor compatible with the base - return new trackType( json.name, json.times, json.values, json.interpolation ); - - } - -} - -Object.assign( AnimationClip, { - - parse: function ( json ) { - - const tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); - - for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { - - tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); - - } - - return new AnimationClip( json.name, json.duration, tracks, json.blendMode ); - - }, - - toJSON: function ( clip ) { - - const tracks = [], - clipTracks = clip.tracks; - - const json = { - - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks, - 'uuid': clip.uuid, - 'blendMode': clip.blendMode - - }; - - for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { - - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); - - } - - return json; - - }, - - CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { - - const numMorphTargets = morphTargetSequence.length; - const tracks = []; - - for ( let i = 0; i < numMorphTargets; i ++ ) { - - let times = []; - let values = []; - - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); - - values.push( 0, 1, 0 ); - - const order = AnimationUtils.getKeyframeOrder( times ); - times = AnimationUtils.sortedArray( times, 1, order ); - values = AnimationUtils.sortedArray( values, 1, order ); - - // if there is a key at the first frame, duplicate it as the - // last frame as well for perfect loop. - if ( ! noLoop && times[ 0 ] === 0 ) { - - times.push( numMorphTargets ); - values.push( values[ 0 ] ); - - } - - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); - - } - - return new AnimationClip( name, - 1, tracks ); - - }, - - findByName: function ( objectOrClipArray, name ) { - - let clipArray = objectOrClipArray; - - if ( ! Array.isArray( objectOrClipArray ) ) { - - const o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; - - } - - for ( let i = 0; i < clipArray.length; i ++ ) { - - if ( clipArray[ i ].name === name ) { - - return clipArray[ i ]; - - } - - } - - return null; - - }, - - CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { - - const animationToMorphTargets = {}; - - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - const pattern = /^([\w-]*?)([\d]+)$/; - - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { - - const morphTarget = morphTargets[ i ]; - const parts = morphTarget.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - const name = parts[ 1 ]; - - let animationMorphTargets = animationToMorphTargets[ name ]; - - if ( ! animationMorphTargets ) { - - animationToMorphTargets[ name ] = animationMorphTargets = []; - - } - - animationMorphTargets.push( morphTarget ); - - } - - } - - const clips = []; - - for ( const name in animationToMorphTargets ) { - - clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - - } - - return clips; - - }, - - // parse the animation.hierarchy format - parseAnimation: function ( animation, bones ) { - - if ( ! animation ) { - - console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; - - } - - const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { - - // only return track if there are actually keys. - if ( animationKeys.length !== 0 ) { - - const times = []; - const values = []; - - AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); - - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { - - destTracks.push( new trackType( trackName, times, values ) ); - - } - - } - - }; - - const tracks = []; - - const clipName = animation.name || 'default'; - const fps = animation.fps || 30; - const blendMode = animation.blendMode; - - // automatic length determination in AnimationClip. - let duration = animation.length || - 1; - - const hierarchyTracks = animation.hierarchy || []; - - for ( let h = 0; h < hierarchyTracks.length; h ++ ) { - - const animationKeys = hierarchyTracks[ h ].keys; - - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; - - // process morph targets - if ( animationKeys[ 0 ].morphTargets ) { - - // figure out all morph targets used in this track - const morphTargetNames = {}; - - let k; - - for ( k = 0; k < animationKeys.length; k ++ ) { - - if ( animationKeys[ k ].morphTargets ) { - - for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { - - morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; - - } - - } - - } - - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( const morphTargetName in morphTargetNames ) { - - const times = []; - const values = []; - - for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { - - const animationKey = animationKeys[ k ]; - - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); - - } - - tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); - - } - - duration = morphTargetNames.length * ( fps || 1.0 ); - - } else { - - // ...assume skeletal animation - - const boneName = '.bones[' + bones[ h ].name + ']'; - - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); - - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); - - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); - - } - - } - - if ( tracks.length === 0 ) { - - return null; - - } - - const clip = new AnimationClip( clipName, duration, tracks, blendMode ); - - return clip; - - } - -} ); - -Object.assign( AnimationClip.prototype, { - - resetDuration: function () { - - const tracks = this.tracks; - let duration = 0; - - for ( let i = 0, n = tracks.length; i !== n; ++ i ) { - - const track = this.tracks[ i ]; - - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); - - } - - this.duration = duration; - - return this; - - }, - - trim: function () { - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].trim( 0, this.duration ); - - } - - return this; - - }, - - validate: function () { - - let valid = true; - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - valid = valid && this.tracks[ i ].validate(); - - } - - return valid; - - }, - - optimize: function () { - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].optimize(); - - } - - return this; - - }, - - clone: function () { - - const tracks = []; - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - tracks.push( this.tracks[ i ].clone() ); - - } - - return new AnimationClip( this.name, this.duration, tracks, this.blendMode ); - - } - -} ); - -const Cache = { - - enabled: false, - - files: {}, - - add: function ( key, file ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Adding key:', key ); - - this.files[ key ] = file; - - }, - - get: function ( key ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Checking key:', key ); - - return this.files[ key ]; - - }, - - remove: function ( key ) { - - delete this.files[ key ]; - - }, - - clear: function () { - - this.files = {}; - - } - -}; - -function LoadingManager( onLoad, onProgress, onError ) { - - const scope = this; - - let isLoading = false; - let itemsLoaded = 0; - let itemsTotal = 0; - let urlModifier = undefined; - const handlers = []; - - // Refer to #5689 for the reason why we don't set .onStart - // in the constructor - - this.onStart = undefined; - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; - - this.itemStart = function ( url ) { - - itemsTotal ++; - - if ( isLoading === false ) { - - if ( scope.onStart !== undefined ) { - - scope.onStart( url, itemsLoaded, itemsTotal ); - - } - - } - - isLoading = true; - - }; - - this.itemEnd = function ( url ) { - - itemsLoaded ++; - - if ( scope.onProgress !== undefined ) { - - scope.onProgress( url, itemsLoaded, itemsTotal ); - - } - - if ( itemsLoaded === itemsTotal ) { - - isLoading = false; - - if ( scope.onLoad !== undefined ) { - - scope.onLoad(); - - } - - } - - }; - - this.itemError = function ( url ) { - - if ( scope.onError !== undefined ) { - - scope.onError( url ); - - } - - }; - - this.resolveURL = function ( url ) { - - if ( urlModifier ) { - - return urlModifier( url ); - - } - - return url; - - }; - - this.setURLModifier = function ( transform ) { - - urlModifier = transform; - - return this; - - }; - - this.addHandler = function ( regex, loader ) { - - handlers.push( regex, loader ); - - return this; - - }; - - this.removeHandler = function ( regex ) { - - const index = handlers.indexOf( regex ); - - if ( index !== - 1 ) { - - handlers.splice( index, 2 ); - - } - - return this; - - }; - - this.getHandler = function ( file ) { - - for ( let i = 0, l = handlers.length; i < l; i += 2 ) { - - const regex = handlers[ i ]; - const loader = handlers[ i + 1 ]; - - if ( regex.global ) regex.lastIndex = 0; // see #17920 - - if ( regex.test( file ) ) { - - return loader; - - } - - } - - return null; - - }; - -} - -const DefaultLoadingManager = new LoadingManager(); - -function Loader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - this.crossOrigin = 'anonymous'; - this.path = ''; - this.resourcePath = ''; - this.requestHeader = {}; - -} - -Object.assign( Loader.prototype, { - - load: function ( /* url, onLoad, onProgress, onError */ ) {}, - - loadAsync: function ( url, onProgress ) { - - const scope = this; - - return new Promise( function ( resolve, reject ) { - - scope.load( url, resolve, onProgress, reject ); - - } ); - - }, - - parse: function ( /* data */ ) {}, - - setCrossOrigin: function ( crossOrigin ) { - - this.crossOrigin = crossOrigin; - return this; - - }, - - setPath: function ( path ) { - - this.path = path; - return this; - - }, - - setResourcePath: function ( resourcePath ) { - - this.resourcePath = resourcePath; - return this; - - }, - - setRequestHeader: function ( requestHeader ) { - - this.requestHeader = requestHeader; - return this; - - } - -} ); - -const loading = {}; - -function FileLoader( manager ) { - - Loader.call( this, manager ); - -} - -FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: FileLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - // Check if request is duplicate - - if ( loading[ url ] !== undefined ) { - - loading[ url ].push( { - - onLoad: onLoad, - onProgress: onProgress, - onError: onError - - } ); - - return; - - } - - // Check for data: URI - const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; - const dataUriRegexResult = url.match( dataUriRegex ); - let request; - - // Safari can not handle Data URIs through XMLHttpRequest so process manually - if ( dataUriRegexResult ) { - - const mimeType = dataUriRegexResult[ 1 ]; - const isBase64 = !! dataUriRegexResult[ 2 ]; - - let data = dataUriRegexResult[ 3 ]; - data = decodeURIComponent( data ); - - if ( isBase64 ) data = atob( data ); - - try { - - let response; - const responseType = ( this.responseType || '' ).toLowerCase(); - - switch ( responseType ) { - - case 'arraybuffer': - case 'blob': - - const view = new Uint8Array( data.length ); - - for ( let i = 0; i < data.length; i ++ ) { - - view[ i ] = data.charCodeAt( i ); - - } - - if ( responseType === 'blob' ) { - - response = new Blob( [ view.buffer ], { type: mimeType } ); - - } else { - - response = view.buffer; - - } - - break; - - case 'document': - - const parser = new DOMParser(); - response = parser.parseFromString( data, mimeType ); - - break; - - case 'json': - - response = JSON.parse( data ); - - break; - - default: // 'text' or other - - response = data; - - break; - - } - - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - setTimeout( function () { - - if ( onLoad ) onLoad( response ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - } catch ( error ) { - - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - setTimeout( function () { - - if ( onError ) onError( error ); - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - }, 0 ); - - } - - } else { - - // Initialise array for duplicate requests - - loading[ url ] = []; - - loading[ url ].push( { - - onLoad: onLoad, - onProgress: onProgress, - onError: onError - - } ); - - request = new XMLHttpRequest(); - - request.open( 'GET', url, true ); - - request.addEventListener( 'load', function ( event ) { - - const response = this.response; - - const callbacks = loading[ url ]; - - delete loading[ url ]; - - if ( this.status === 200 || this.status === 0 ) { - - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. - - if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); - - // Add to cache only on HTTP success, so that we do not cache - // error response bodies as proper responses to requests. - Cache.add( url, response ); - - for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onLoad ) callback.onLoad( response ); - - } - - scope.manager.itemEnd( url ); - - } else { - - for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); - - } - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } - - }, false ); - - request.addEventListener( 'progress', function ( event ) { - - const callbacks = loading[ url ]; - - for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onProgress ) callback.onProgress( event ); - - } - - }, false ); - - request.addEventListener( 'error', function ( event ) { - - const callbacks = loading[ url ]; - - delete loading[ url ]; - - for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); - - } - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - }, false ); - - request.addEventListener( 'abort', function ( event ) { - - const callbacks = loading[ url ]; - - delete loading[ url ]; - - for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - - const callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); - - } - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - }, false ); - - if ( this.responseType !== undefined ) request.responseType = this.responseType; - if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; - - if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); - - for ( const header in this.requestHeader ) { - - request.setRequestHeader( header, this.requestHeader[ header ] ); - - } - - request.send( null ); - - } - - scope.manager.itemStart( url ); - - return request; - - }, - - setResponseType: function ( value ) { - - this.responseType = value; - return this; - - }, - - setWithCredentials: function ( value ) { - - this.withCredentials = value; - return this; - - }, - - setMimeType: function ( value ) { - - this.mimeType = value; - return this; - - } - -} ); - -function AnimationLoader( manager ) { - - Loader.call( this, manager ); - -} - -AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: AnimationLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( scope.manager ); - loader.setPath( scope.path ); - loader.setRequestHeader( scope.requestHeader ); - loader.load( url, function ( text ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - }, - - parse: function ( json ) { - - const animations = []; - - for ( let i = 0; i < json.length; i ++ ) { - - const clip = AnimationClip.parse( json[ i ] ); - - animations.push( clip ); - - } - - return animations; - - } - -} ); - -/** - * Abstract Base class to block based textures loader (dds, pvr, ...) - * - * Sub classes have to implement the parse() method which will be used in load(). - */ - -function CompressedTextureLoader( manager ) { - - Loader.call( this, manager ); - -} - -CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: CompressedTextureLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const scope = this; - - const images = []; - - const texture = new CompressedTexture(); - texture.image = images; - - const loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); - loader.setRequestHeader( this.requestHeader ); - - let loaded = 0; - - function loadTexture( i ) { - - loader.load( url[ i ], function ( buffer ) { - - const texDatas = scope.parse( buffer, true ); - - images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; - - loaded += 1; - - if ( loaded === 6 ) { - - if ( texDatas.mipmapCount === 1 ) - texture.minFilter = LinearFilter; - - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, onProgress, onError ); - - } - - if ( Array.isArray( url ) ) { - - for ( let i = 0, il = url.length; i < il; ++ i ) { - - loadTexture( i ); - - } - - } else { - - // compressed cubemap texture stored in a single DDS file - - loader.load( url, function ( buffer ) { - - const texDatas = scope.parse( buffer, true ); - - if ( texDatas.isCubemap ) { - - const faces = texDatas.mipmaps.length / texDatas.mipmapCount; - - for ( let f = 0; f < faces; f ++ ) { - - images[ f ] = { mipmaps: [] }; - - for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { - - images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); - images[ f ].format = texDatas.format; - images[ f ].width = texDatas.width; - images[ f ].height = texDatas.height; - - } - - } - - } else { - - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; - - } - - if ( texDatas.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - }, onProgress, onError ); - - } - - return texture; - - } - -} ); - -function ImageLoader( manager ) { - - Loader.call( this, manager ); - -} - -ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: ImageLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - const image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); - - function onImageLoad() { - - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); - - Cache.add( url, this ); - - if ( onLoad ) onLoad( this ); - - scope.manager.itemEnd( url ); - - } - - function onImageError( event ) { - - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); - - if ( onError ) onError( event ); - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } - - image.addEventListener( 'load', onImageLoad, false ); - image.addEventListener( 'error', onImageError, false ); - - if ( url.substr( 0, 5 ) !== 'data:' ) { - - if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; - - } - - scope.manager.itemStart( url ); - - image.src = url; - - return image; - - } - -} ); - -function CubeTextureLoader( manager ) { - - Loader.call( this, manager ); - -} - -CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: CubeTextureLoader, - - load: function ( urls, onLoad, onProgress, onError ) { - - const texture = new CubeTexture(); - - const loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - let loaded = 0; - - function loadTexture( i ) { - - loader.load( urls[ i ], function ( image ) { - - texture.images[ i ] = image; - - loaded ++; - - if ( loaded === 6 ) { - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, undefined, onError ); - - } - - for ( let i = 0; i < urls.length; ++ i ) { - - loadTexture( i ); - - } - - return texture; - - } - -} ); - -/** - * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) - * - * Sub classes have to implement the parse() method which will be used in load(). - */ - -function DataTextureLoader( manager ) { - - Loader.call( this, manager ); - -} - -DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: DataTextureLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const scope = this; - - const texture = new DataTexture(); - - const loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.setRequestHeader( this.requestHeader ); - loader.setPath( this.path ); - loader.load( url, function ( buffer ) { - - const texData = scope.parse( buffer ); - - if ( ! texData ) return; - - if ( texData.image !== undefined ) { - - texture.image = texData.image; - - } else if ( texData.data !== undefined ) { - - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; - - } - - texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; - - texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; - texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; - - texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; - - if ( texData.format !== undefined ) { - - texture.format = texData.format; - - } - - if ( texData.type !== undefined ) { - - texture.type = texData.type; - - } - - if ( texData.mipmaps !== undefined ) { - - texture.mipmaps = texData.mipmaps; - texture.minFilter = LinearMipmapLinearFilter; // presumably... - - } - - if ( texData.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture, texData ); - - }, onProgress, onError ); - - - return texture; - - } - -} ); - -function TextureLoader( manager ) { - - Loader.call( this, manager ); - -} - -TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: TextureLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const texture = new Texture(); - - const loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - loader.load( url, function ( image ) { - - texture.image = image; - - // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. - const isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; - - texture.format = isJPEG ? RGBFormat : RGBAFormat; - texture.needsUpdate = true; - - if ( onLoad !== undefined ) { - - onLoad( texture ); - - } - - }, onProgress, onError ); - - return texture; - - } - -} ); - -/** - * Extensible curve object. - * - * Some common of curve methods: - * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) - * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) - * .getPoints(), .getSpacedPoints() - * .getLength() - * .updateArcLengths() - * - * This following curves inherit from THREE.Curve: - * - * -- 2D curves -- - * THREE.ArcCurve - * THREE.CubicBezierCurve - * THREE.EllipseCurve - * THREE.LineCurve - * THREE.QuadraticBezierCurve - * THREE.SplineCurve - * - * -- 3D curves -- - * THREE.CatmullRomCurve3 - * THREE.CubicBezierCurve3 - * THREE.LineCurve3 - * THREE.QuadraticBezierCurve3 - * - * A series of curves can be represented as a THREE.CurvePath. - * - **/ - -function Curve() { - - this.type = 'Curve'; - - this.arcLengthDivisions = 200; - -} - -Object.assign( Curve.prototype, { - - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] - - getPoint: function ( /* t, optionalTarget */ ) { - - console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; - - }, - - // Get point at relative position in curve according to arc length - // - u [0 .. 1] - - getPointAt: function ( u, optionalTarget ) { - - const t = this.getUtoTmapping( u ); - return this.getPoint( t, optionalTarget ); - - }, - - // Get sequence of points using getPoint( t ) - - getPoints: function ( divisions ) { - - if ( divisions === undefined ) divisions = 5; - - const points = []; - - for ( let d = 0; d <= divisions; d ++ ) { - - points.push( this.getPoint( d / divisions ) ); - - } - - return points; - - }, - - // Get sequence of points using getPointAt( u ) - - getSpacedPoints: function ( divisions ) { - - if ( divisions === undefined ) divisions = 5; - - const points = []; - - for ( let d = 0; d <= divisions; d ++ ) { - - points.push( this.getPointAt( d / divisions ) ); - - } - - return points; - - }, - - // Get total curve arc length - - getLength: function () { - - const lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - - }, - - // Get list of cumulative segment lengths - - getLengths: function ( divisions ) { - - if ( divisions === undefined ) divisions = this.arcLengthDivisions; - - if ( this.cacheArcLengths && - ( this.cacheArcLengths.length === divisions + 1 ) && - ! this.needsUpdate ) { - - return this.cacheArcLengths; - - } - - this.needsUpdate = false; - - const cache = []; - let current, last = this.getPoint( 0 ); - let sum = 0; - - cache.push( 0 ); - - for ( let p = 1; p <= divisions; p ++ ) { - - current = this.getPoint( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; - - } - - this.cacheArcLengths = cache; - - return cache; // { sums: cache, sum: sum }; Sum is in the last element. - - }, - - updateArcLengths: function () { - - this.needsUpdate = true; - this.getLengths(); - - }, - - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - - getUtoTmapping: function ( u, distance ) { - - const arcLengths = this.getLengths(); - - let i = 0; - const il = arcLengths.length; - - let targetArcLength; // The targeted u distance value to get - - if ( distance ) { - - targetArcLength = distance; - - } else { - - targetArcLength = u * arcLengths[ il - 1 ]; - - } - - // binary search for the index with largest value smaller than target u distance - - let low = 0, high = il - 1, comparison; - - while ( low <= high ) { - - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - - comparison = arcLengths[ i ] - targetArcLength; - - if ( comparison < 0 ) { - - low = i + 1; - - } else if ( comparison > 0 ) { - - high = i - 1; - - } else { - - high = i; - break; - - // DONE - - } - - } - - i = high; - - if ( arcLengths[ i ] === targetArcLength ) { - - return i / ( il - 1 ); - - } - - // we could get finer grain at lengths, or use simple interpolation between two points - - const lengthBefore = arcLengths[ i ]; - const lengthAfter = arcLengths[ i + 1 ]; - - const segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - - const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - - const t = ( i + segmentFraction ) / ( il - 1 ); - - return t; - - }, - - // Returns a unit vector tangent at t - // In case any sub curve does not implement its tangent derivation, - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation - - getTangent: function ( t, optionalTarget ) { - - const delta = 0.0001; - let t1 = t - delta; - let t2 = t + delta; - - // Capping in case of danger - - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; - - const pt1 = this.getPoint( t1 ); - const pt2 = this.getPoint( t2 ); - - const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); - - tangent.copy( pt2 ).sub( pt1 ).normalize(); - - return tangent; - - }, - - getTangentAt: function ( u, optionalTarget ) { - - const t = this.getUtoTmapping( u ); - return this.getTangent( t, optionalTarget ); - - }, - - computeFrenetFrames: function ( segments, closed ) { - - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - - const normal = new Vector3(); - - const tangents = []; - const normals = []; - const binormals = []; - - const vec = new Vector3(); - const mat = new Matrix4(); - - // compute the tangent vectors for each segment on the curve - - for ( let i = 0; i <= segments; i ++ ) { - - const u = i / segments; - - tangents[ i ] = this.getTangentAt( u, new Vector3() ); - tangents[ i ].normalize(); - - } - - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component - - normals[ 0 ] = new Vector3(); - binormals[ 0 ] = new Vector3(); - let min = Number.MAX_VALUE; - const tx = Math.abs( tangents[ 0 ].x ); - const ty = Math.abs( tangents[ 0 ].y ); - const tz = Math.abs( tangents[ 0 ].z ); - - if ( tx <= min ) { - - min = tx; - normal.set( 1, 0, 0 ); - - } - - if ( ty <= min ) { - - min = ty; - normal.set( 0, 1, 0 ); - - } - - if ( tz <= min ) { - - normal.set( 0, 0, 1 ); - - } - - vec.crossVectors( tangents[ 0 ], normal ).normalize(); - - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - - - // compute the slowly-varying normal and binormal vectors for each segment on the curve - - for ( let i = 1; i <= segments; i ++ ) { - - normals[ i ] = normals[ i - 1 ].clone(); - - binormals[ i ] = binormals[ i - 1 ].clone(); - - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - - if ( vec.length() > Number.EPSILON ) { - - vec.normalize(); - - const theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - - } - - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - - if ( closed === true ) { - - let theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; - - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - - theta = - theta; - - } - - for ( let i = 1; i <= segments; i ++ ) { - - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - } - - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.arcLengthDivisions = source.arcLengthDivisions; - - return this; - - }, - - toJSON: function () { - - const data = { - metadata: { - version: 4.5, - type: 'Curve', - generator: 'Curve.toJSON' - } - }; - - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; - - return data; - - }, - - fromJSON: function ( json ) { - - this.arcLengthDivisions = json.arcLengthDivisions; - - return this; - - } - -} ); - -function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - Curve.call( this ); - - this.type = 'EllipseCurve'; - - this.aX = aX || 0; - this.aY = aY || 0; - - this.xRadius = xRadius || 1; - this.yRadius = yRadius || 1; - - this.aStartAngle = aStartAngle || 0; - this.aEndAngle = aEndAngle || 2 * Math.PI; - - this.aClockwise = aClockwise || false; - - this.aRotation = aRotation || 0; - -} - -EllipseCurve.prototype = Object.create( Curve.prototype ); -EllipseCurve.prototype.constructor = EllipseCurve; - -EllipseCurve.prototype.isEllipseCurve = true; - -EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector2(); - - const twoPi = Math.PI * 2; - let deltaAngle = this.aEndAngle - this.aStartAngle; - const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - - // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; - - if ( deltaAngle < Number.EPSILON ) { - - if ( samePoints ) { - - deltaAngle = 0; - - } else { - - deltaAngle = twoPi; - - } - - } - - if ( this.aClockwise === true && ! samePoints ) { - - if ( deltaAngle === twoPi ) { - - deltaAngle = - twoPi; - - } else { - - deltaAngle = deltaAngle - twoPi; - - } - - } - - const angle = this.aStartAngle + t * deltaAngle; - let x = this.aX + this.xRadius * Math.cos( angle ); - let y = this.aY + this.yRadius * Math.sin( angle ); - - if ( this.aRotation !== 0 ) { - - const cos = Math.cos( this.aRotation ); - const sin = Math.sin( this.aRotation ); - - const tx = x - this.aX; - const ty = y - this.aY; - - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; - - } - - return point.set( x, y ); - -}; - -EllipseCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.aX = source.aX; - this.aY = source.aY; - - this.xRadius = source.xRadius; - this.yRadius = source.yRadius; - - this.aStartAngle = source.aStartAngle; - this.aEndAngle = source.aEndAngle; - - this.aClockwise = source.aClockwise; - - this.aRotation = source.aRotation; - - return this; - -}; - - -EllipseCurve.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.aX = this.aX; - data.aY = this.aY; - - data.xRadius = this.xRadius; - data.yRadius = this.yRadius; - - data.aStartAngle = this.aStartAngle; - data.aEndAngle = this.aEndAngle; - - data.aClockwise = this.aClockwise; - - data.aRotation = this.aRotation; - - return data; - -}; - -EllipseCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.aX = json.aX; - this.aY = json.aY; - - this.xRadius = json.xRadius; - this.yRadius = json.yRadius; - - this.aStartAngle = json.aStartAngle; - this.aEndAngle = json.aEndAngle; - - this.aClockwise = json.aClockwise; - - this.aRotation = json.aRotation; - - return this; - -}; - -function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - this.type = 'ArcCurve'; - -} - -ArcCurve.prototype = Object.create( EllipseCurve.prototype ); -ArcCurve.prototype.constructor = ArcCurve; - -ArcCurve.prototype.isArcCurve = true; - -/** - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ - - -/* -Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM - -This CubicPoly class could be used for reusing some variables and calculations, -but for three.js curve use, it could be possible inlined and flatten into a single function call -which can be placed in CurveUtils. -*/ - -function CubicPoly() { - - let c0 = 0, c1 = 0, c2 = 0, c3 = 0; - - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - function init( x0, x1, t0, t1 ) { - - c0 = x0; - c1 = t0; - c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; - - } - - return { - - initCatmullRom: function ( x0, x1, x2, x3, tension ) { - - init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); - - }, - - initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { - - // compute tangents when parameterized in [t1,t2] - let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; - - init( x1, x2, t1, t2 ); - - }, - - calc: function ( t ) { - - const t2 = t * t; - const t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; - - } - - }; - -} - -// - -const tmp = new Vector3(); -const px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly(); - -function CatmullRomCurve3( points, closed, curveType, tension ) { - - Curve.call( this ); - - this.type = 'CatmullRomCurve3'; - - this.points = points || []; - this.closed = closed || false; - this.curveType = curveType || 'centripetal'; - this.tension = ( tension !== undefined ) ? tension : 0.5; - -} - -CatmullRomCurve3.prototype = Object.create( Curve.prototype ); -CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; - -CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; - -CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector3(); - - const points = this.points; - const l = points.length; - - const p = ( l - ( this.closed ? 0 : 1 ) ) * t; - let intPoint = Math.floor( p ); - let weight = p - intPoint; - - if ( this.closed ) { - - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; - - } else if ( weight === 0 && intPoint === l - 1 ) { - - intPoint = l - 2; - weight = 1; - - } - - let p0, p3; // 4 points (p1 & p2 defined below) - - if ( this.closed || intPoint > 0 ) { - - p0 = points[ ( intPoint - 1 ) % l ]; - - } else { - - // extrapolate first point - tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; - - } - - const p1 = points[ intPoint % l ]; - const p2 = points[ ( intPoint + 1 ) % l ]; - - if ( this.closed || intPoint + 2 < l ) { - - p3 = points[ ( intPoint + 2 ) % l ]; - - } else { - - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; - - } - - if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { - - // init Centripetal / Chordal Catmull-Rom - const pow = this.curveType === 'chordal' ? 0.5 : 0.25; - let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; - - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); - - } else if ( this.curveType === 'catmullrom' ) { - - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); - - } - - point.set( - px.calc( weight ), - py.calc( weight ), - pz.calc( weight ) - ); - - return point; - -}; - -CatmullRomCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.points = []; - - for ( let i = 0, l = source.points.length; i < l; i ++ ) { - - const point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - this.closed = source.closed; - this.curveType = source.curveType; - this.tension = source.tension; - - return this; - -}; - -CatmullRomCurve3.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.points = []; - - for ( let i = 0, l = this.points.length; i < l; i ++ ) { - - const point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - data.closed = this.closed; - data.curveType = this.curveType; - data.tension = this.tension; - - return data; - -}; - -CatmullRomCurve3.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.points = []; - - for ( let i = 0, l = json.points.length; i < l; i ++ ) { - - const point = json.points[ i ]; - this.points.push( new Vector3().fromArray( point ) ); - - } - - this.closed = json.closed; - this.curveType = json.curveType; - this.tension = json.tension; - - return this; - -}; - -/** - * Bezier Curves formulas obtained from - * http://en.wikipedia.org/wiki/Bézier_curve - */ - -function CatmullRom( t, p0, p1, p2, p3 ) { - - const v0 = ( p2 - p0 ) * 0.5; - const v1 = ( p3 - p1 ) * 0.5; - const t2 = t * t; - const t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; - -} - -// - -function QuadraticBezierP0( t, p ) { - - const k = 1 - t; - return k * k * p; - -} - -function QuadraticBezierP1( t, p ) { - - return 2 * ( 1 - t ) * t * p; - -} - -function QuadraticBezierP2( t, p ) { - - return t * t * p; - -} - -function QuadraticBezier( t, p0, p1, p2 ) { - - return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + - QuadraticBezierP2( t, p2 ); - -} - -// - -function CubicBezierP0( t, p ) { - - const k = 1 - t; - return k * k * k * p; - -} - -function CubicBezierP1( t, p ) { - - const k = 1 - t; - return 3 * k * k * t * p; - -} - -function CubicBezierP2( t, p ) { - - return 3 * ( 1 - t ) * t * t * p; - -} - -function CubicBezierP3( t, p ) { - - return t * t * t * p; - -} - -function CubicBezier( t, p0, p1, p2, p3 ) { - - return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + - CubicBezierP3( t, p3 ); - -} - -function CubicBezierCurve( v0, v1, v2, v3 ) { - - Curve.call( this ); - - this.type = 'CubicBezierCurve'; - - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - this.v3 = v3 || new Vector2(); - -} - -CubicBezierCurve.prototype = Object.create( Curve.prototype ); -CubicBezierCurve.prototype.constructor = CubicBezierCurve; - -CubicBezierCurve.prototype.isCubicBezierCurve = true; - -CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector2(); - - const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) - ); - - return point; - -}; - -CubicBezierCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - -}; - -CubicBezierCurve.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - -}; - -CubicBezierCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - -}; - -function CubicBezierCurve3( v0, v1, v2, v3 ) { - - Curve.call( this ); - - this.type = 'CubicBezierCurve3'; - - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - this.v3 = v3 || new Vector3(); - -} - -CubicBezierCurve3.prototype = Object.create( Curve.prototype ); -CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; - -CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; - -CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector3(); - - const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), - CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) - ); - - return point; - -}; - -CubicBezierCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - -}; - -CubicBezierCurve3.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - -}; - -CubicBezierCurve3.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - -}; - -function LineCurve( v1, v2 ) { - - Curve.call( this ); - - this.type = 'LineCurve'; - - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - -} - -LineCurve.prototype = Object.create( Curve.prototype ); -LineCurve.prototype.constructor = LineCurve; - -LineCurve.prototype.isLineCurve = true; - -LineCurve.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector2(); - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - -}; - -// Line curve is linear, so we can overwrite default getPointAt - -LineCurve.prototype.getPointAt = function ( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - -}; - -LineCurve.prototype.getTangent = function ( t, optionalTarget ) { - - const tangent = optionalTarget || new Vector2(); - - tangent.copy( this.v2 ).sub( this.v1 ).normalize(); - - return tangent; - -}; - -LineCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - -}; - -LineCurve.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - -}; - -LineCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - -}; - -function LineCurve3( v1, v2 ) { - - Curve.call( this ); - - this.type = 'LineCurve3'; - - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - -} - -LineCurve3.prototype = Object.create( Curve.prototype ); -LineCurve3.prototype.constructor = LineCurve3; - -LineCurve3.prototype.isLineCurve3 = true; - -LineCurve3.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector3(); - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - -}; - -// Line curve is linear, so we can overwrite default getPointAt - -LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - -}; - -LineCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - -}; - -LineCurve3.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - -}; - -LineCurve3.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - -}; - -function QuadraticBezierCurve( v0, v1, v2 ) { - - Curve.call( this ); - - this.type = 'QuadraticBezierCurve'; - - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - -} - -QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); -QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; - -QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; - -QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector2(); - - const v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ) - ); - - return point; - -}; - -QuadraticBezierCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - -}; - -QuadraticBezierCurve.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - -}; - -QuadraticBezierCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - -}; - -function QuadraticBezierCurve3( v0, v1, v2 ) { - - Curve.call( this ); - - this.type = 'QuadraticBezierCurve3'; - - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - -} - -QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); -QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; - -QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; - -QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector3(); - - const v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ), - QuadraticBezier( t, v0.z, v1.z, v2.z ) - ); - - return point; - -}; - -QuadraticBezierCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - -}; - -QuadraticBezierCurve3.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - -}; - -QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - -}; - -function SplineCurve( points ) { - - Curve.call( this ); - - this.type = 'SplineCurve'; - - this.points = points || []; - -} - -SplineCurve.prototype = Object.create( Curve.prototype ); -SplineCurve.prototype.constructor = SplineCurve; - -SplineCurve.prototype.isSplineCurve = true; - -SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { - - const point = optionalTarget || new Vector2(); - - const points = this.points; - const p = ( points.length - 1 ) * t; - - const intPoint = Math.floor( p ); - const weight = p - intPoint; - - const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; - const p1 = points[ intPoint ]; - const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; - - point.set( - CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), - CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) - ); - - return point; - -}; - -SplineCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.points = []; - - for ( let i = 0, l = source.points.length; i < l; i ++ ) { - - const point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - return this; - -}; - -SplineCurve.prototype.toJSON = function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.points = []; - - for ( let i = 0, l = this.points.length; i < l; i ++ ) { - - const point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - return data; - -}; - -SplineCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.points = []; - - for ( let i = 0, l = json.points.length; i < l; i ++ ) { - - const point = json.points[ i ]; - this.points.push( new Vector2().fromArray( point ) ); - - } - - return this; - -}; - -var Curves = /*#__PURE__*/Object.freeze({ - __proto__: null, - ArcCurve: ArcCurve, - CatmullRomCurve3: CatmullRomCurve3, - CubicBezierCurve: CubicBezierCurve, - CubicBezierCurve3: CubicBezierCurve3, - EllipseCurve: EllipseCurve, - LineCurve: LineCurve, - LineCurve3: LineCurve3, - QuadraticBezierCurve: QuadraticBezierCurve, - QuadraticBezierCurve3: QuadraticBezierCurve3, - SplineCurve: SplineCurve -}); - -/************************************************************** - * Curved Path - a curve path is simply a array of connected - * curves, but retains the api of a curve - **************************************************************/ - -function CurvePath() { - - Curve.call( this ); - - this.type = 'CurvePath'; - - this.curves = []; - this.autoClose = false; // Automatically closes the path - -} - -CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { - - constructor: CurvePath, - - add: function ( curve ) { - - this.curves.push( curve ); - - }, - - closePath: function () { - - // Add a line curve if start and end of lines are not connected - const startPoint = this.curves[ 0 ].getPoint( 0 ); - const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); - - if ( ! startPoint.equals( endPoint ) ) { - - this.curves.push( new LineCurve( endPoint, startPoint ) ); - - } - - }, - - // To get accurate point with reference to - // entire path distance at time t, - // following has to be done: - - // 1. Length of each sub path have to be known - // 2. Locate and identify type of curve - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') - - getPoint: function ( t ) { - - const d = t * this.getLength(); - const curveLengths = this.getCurveLengths(); - let i = 0; - - // To think about boundaries points. - - while ( i < curveLengths.length ) { - - if ( curveLengths[ i ] >= d ) { - - const diff = curveLengths[ i ] - d; - const curve = this.curves[ i ]; - - const segmentLength = curve.getLength(); - const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; - - return curve.getPointAt( u ); - - } - - i ++; - - } - - return null; - - // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { - - points.push( points[ 0 ] ); - - } - - return points; - - }, - - copy: function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.curves = []; - - for ( let i = 0, l = source.curves.length; i < l; i ++ ) { - - const curve = source.curves[ i ]; - - this.curves.push( curve.clone() ); - - } - - this.autoClose = source.autoClose; - - return this; - - }, - - toJSON: function () { - - const data = Curve.prototype.toJSON.call( this ); - - data.autoClose = this.autoClose; - data.curves = []; - - for ( let i = 0, l = this.curves.length; i < l; i ++ ) { - - const curve = this.curves[ i ]; - data.curves.push( curve.toJSON() ); - - } - - return data; - - }, - - fromJSON: function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.autoClose = json.autoClose; - this.curves = []; - - for ( let i = 0, l = json.curves.length; i < l; i ++ ) { - - const curve = json.curves[ i ]; - this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); - - } - - return this; - - } - -} ); - -function Path( points ) { - - CurvePath.call( this ); - - this.type = 'Path'; - - this.currentPoint = new Vector2(); - - if ( points ) { - - this.setFromPoints( points ); - - } - -} - -Path.prototype = Object.assign( Object.create( CurvePath.prototype ), { - - constructor: Path, - - setFromPoints: function ( points ) { - - this.moveTo( points[ 0 ].x, points[ 0 ].y ); - - for ( let i = 1, l = points.length; i < l; i ++ ) { - - this.lineTo( points[ i ].x, points[ i ].y ); - - } - - return this; - - }, - - moveTo: function ( x, y ) { - - this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? - - return this; - - }, - - lineTo: function ( x, y ) { - - const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); - this.curves.push( curve ); - - this.currentPoint.set( x, y ); - - return this; - - }, - - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - - const curve = new QuadraticBezierCurve( - this.currentPoint.clone(), - new Vector2( aCPx, aCPy ), - new Vector2( aX, aY ) - ); - - this.curves.push( curve ); - - this.currentPoint.set( aX, aY ); - - return this; - - }, - - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - const curve = new CubicBezierCurve( - this.currentPoint.clone(), - new Vector2( aCP1x, aCP1y ), - new Vector2( aCP2x, aCP2y ), - new Vector2( aX, aY ) - ); - - this.curves.push( curve ); - - this.currentPoint.set( aX, aY ); - - return this; - - }, - - splineThru: function ( pts /*Array of Vector*/ ) { - - const npts = [ this.currentPoint.clone() ].concat( pts ); - - const curve = new SplineCurve( npts ); - this.curves.push( curve ); - - this.currentPoint.copy( pts[ pts.length - 1 ] ); - - return this; - - }, - - arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; - - this.absarc( aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); - - return this; - - }, - - absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - return this; - - }, - - ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; - - this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - return this; - - }, - - absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - if ( this.curves.length > 0 ) { - - // if a previous curve is present, attempt to join - const firstPoint = curve.getPoint( 0 ); - - if ( ! firstPoint.equals( this.currentPoint ) ) { - - this.lineTo( firstPoint.x, firstPoint.y ); - - } - - } - - this.curves.push( curve ); - - const lastPoint = curve.getPoint( 1 ); - this.currentPoint.copy( lastPoint ); - - return this; - - }, - - copy: function ( source ) { - - CurvePath.prototype.copy.call( this, source ); - - this.currentPoint.copy( source.currentPoint ); - - return this; - - }, - - toJSON: function () { - - const data = CurvePath.prototype.toJSON.call( this ); - - data.currentPoint = this.currentPoint.toArray(); - - return data; - - }, - - fromJSON: function ( json ) { - - CurvePath.prototype.fromJSON.call( this, json ); - - this.currentPoint.fromArray( json.currentPoint ); - - return this; - - } - -} ); - -function Shape( points ) { - - Path.call( this, points ); - - this.uuid = MathUtils.generateUUID(); - - this.type = 'Shape'; - - this.holes = []; - -} - -Shape.prototype = Object.assign( Object.create( Path.prototype ), { - - constructor: Shape, - - getPointsHoles: function ( divisions ) { - - const holesPts = []; - - for ( let i = 0, l = this.holes.length; i < l; i ++ ) { - - holesPts[ i ] = this.holes[ i ].getPoints( divisions ); - - } - - return holesPts; - - }, - - // get points of shape and holes (keypoints based on segments parameter) - - extractPoints: function ( divisions ) { - - return { - - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) - - }; - - }, - - copy: function ( source ) { - - Path.prototype.copy.call( this, source ); - - this.holes = []; - - for ( let i = 0, l = source.holes.length; i < l; i ++ ) { - - const hole = source.holes[ i ]; - - this.holes.push( hole.clone() ); - - } - - return this; - - }, - - toJSON: function () { - - const data = Path.prototype.toJSON.call( this ); - - data.uuid = this.uuid; - data.holes = []; - - for ( let i = 0, l = this.holes.length; i < l; i ++ ) { - - const hole = this.holes[ i ]; - data.holes.push( hole.toJSON() ); - - } - - return data; - - }, - - fromJSON: function ( json ) { - - Path.prototype.fromJSON.call( this, json ); - - this.uuid = json.uuid; - this.holes = []; - - for ( let i = 0, l = json.holes.length; i < l; i ++ ) { - - const hole = json.holes[ i ]; - this.holes.push( new Path().fromJSON( hole ) ); - - } - - return this; - - } - -} ); - -function Light( color, intensity ) { - - Object3D.call( this ); - - this.type = 'Light'; - - this.color = new Color( color ); - this.intensity = intensity !== undefined ? intensity : 1; - - this.receiveShadow = undefined; - -} - -Light.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Light, - - isLight: true, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.intensity = source.intensity; - - return this; - - }, - - toJSON: function ( meta ) { - - const data = Object3D.prototype.toJSON.call( this, meta ); - - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - - if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); - - if ( this.distance !== undefined ) data.object.distance = this.distance; - if ( this.angle !== undefined ) data.object.angle = this.angle; - if ( this.decay !== undefined ) data.object.decay = this.decay; - if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; - - if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); - - return data; - - } - -} ); - -function HemisphereLight( skyColor, groundColor, intensity ) { - - Light.call( this, skyColor, intensity ); - - this.type = 'HemisphereLight'; - - this.castShadow = undefined; - - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); - - this.groundColor = new Color( groundColor ); - -} - -HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: HemisphereLight, - - isHemisphereLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.groundColor.copy( source.groundColor ); - - return this; - - } - -} ); - -function LightShadow( camera ) { - - this.camera = camera; - - this.bias = 0; - this.normalBias = 0; - this.radius = 1; - - this.mapSize = new Vector2( 512, 512 ); - - this.map = null; - this.mapPass = null; - this.matrix = new Matrix4(); - - this.autoUpdate = true; - this.needsUpdate = false; - - this._frustum = new Frustum(); - this._frameExtents = new Vector2( 1, 1 ); - - this._viewportCount = 1; - - this._viewports = [ - - new Vector4( 0, 0, 1, 1 ) - - ]; - -} - -Object.assign( LightShadow.prototype, { - - _projScreenMatrix: new Matrix4(), - - _lightPositionWorld: new Vector3(), - - _lookTarget: new Vector3(), - - getViewportCount: function () { - - return this._viewportCount; - - }, - - getFrustum: function () { - - return this._frustum; - - }, - - updateMatrices: function ( light ) { - - const shadowCamera = this.camera, - shadowMatrix = this.matrix, - projScreenMatrix = this._projScreenMatrix, - lookTarget = this._lookTarget, - lightPositionWorld = this._lightPositionWorld; - - lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( lightPositionWorld ); - - lookTarget.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( lookTarget ); - shadowCamera.updateMatrixWorld(); - - projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - this._frustum.setFromProjectionMatrix( projScreenMatrix ); - - shadowMatrix.set( - 0.5, 0.0, 0.0, 0.5, - 0.0, 0.5, 0.0, 0.5, - 0.0, 0.0, 0.5, 0.5, - 0.0, 0.0, 0.0, 1.0 - ); - - shadowMatrix.multiply( shadowCamera.projectionMatrix ); - shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); - - }, - - getViewport: function ( viewportIndex ) { - - return this._viewports[ viewportIndex ]; - - }, - - getFrameExtents: function () { - - return this._frameExtents; - - }, - - copy: function ( source ) { - - this.camera = source.camera.clone(); - - this.bias = source.bias; - this.radius = source.radius; - - this.mapSize.copy( source.mapSize ); - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - toJSON: function () { - - const object = {}; - - if ( this.bias !== 0 ) object.bias = this.bias; - if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; - if ( this.radius !== 1 ) object.radius = this.radius; - if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); - - object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; - - return object; - - } - -} ); - -function SpotLightShadow() { - - LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); - -} - -SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { - - constructor: SpotLightShadow, - - isSpotLightShadow: true, - - updateMatrices: function ( light ) { - - const camera = this.camera; - - const fov = MathUtils.RAD2DEG * 2 * light.angle; - const aspect = this.mapSize.width / this.mapSize.height; - const far = light.distance || camera.far; - - if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { - - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); - - } - - LightShadow.prototype.updateMatrices.call( this, light ); - - } - -} ); - -function SpotLight( color, intensity, distance, angle, penumbra, decay ) { - - Light.call( this, color, intensity ); - - this.type = 'SpotLight'; - - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); - - this.target = new Object3D(); - - Object.defineProperty( this, 'power', { - get: function () { - - // intensity = power per solid angle. - // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - return this.intensity * Math.PI; - - }, - set: function ( power ) { - - // intensity = power per solid angle. - // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - this.intensity = power / Math.PI; - - } - } ); - - this.distance = ( distance !== undefined ) ? distance : 0; - this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; - this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - - this.shadow = new SpotLightShadow(); - -} - -SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: SpotLight, - - isSpotLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; - - this.target = source.target.clone(); - - this.shadow = source.shadow.clone(); - - return this; - - } - -} ); - -function PointLightShadow() { - - LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) ); - - this._frameExtents = new Vector2( 4, 2 ); - - this._viewportCount = 6; - - this._viewports = [ - // These viewports map a cube-map onto a 2D texture with the - // following orientation: - // - // xzXZ - // y Y - // - // X - Positive x direction - // x - Negative x direction - // Y - Positive y direction - // y - Negative y direction - // Z - Positive z direction - // z - Negative z direction - - // positive X - new Vector4( 2, 1, 1, 1 ), - // negative X - new Vector4( 0, 1, 1, 1 ), - // positive Z - new Vector4( 3, 1, 1, 1 ), - // negative Z - new Vector4( 1, 1, 1, 1 ), - // positive Y - new Vector4( 3, 0, 1, 1 ), - // negative Y - new Vector4( 1, 0, 1, 1 ) - ]; - - this._cubeDirections = [ - new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), - new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) - ]; - - this._cubeUps = [ - new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), - new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) - ]; - -} - -PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { - - constructor: PointLightShadow, - - isPointLightShadow: true, - - updateMatrices: function ( light, viewportIndex ) { - - if ( viewportIndex === undefined ) viewportIndex = 0; - - const camera = this.camera, - shadowMatrix = this.matrix, - lightPositionWorld = this._lightPositionWorld, - lookTarget = this._lookTarget, - projScreenMatrix = this._projScreenMatrix; - - lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - camera.position.copy( lightPositionWorld ); - - lookTarget.copy( camera.position ); - lookTarget.add( this._cubeDirections[ viewportIndex ] ); - camera.up.copy( this._cubeUps[ viewportIndex ] ); - camera.lookAt( lookTarget ); - camera.updateMatrixWorld(); - - shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z ); - - projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - this._frustum.setFromProjectionMatrix( projScreenMatrix ); - - } - -} ); - -function PointLight( color, intensity, distance, decay ) { - - Light.call( this, color, intensity ); - - this.type = 'PointLight'; - - Object.defineProperty( this, 'power', { - get: function () { - - // intensity = power per solid angle. - // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - return this.intensity * 4 * Math.PI; - - }, - set: function ( power ) { - - // intensity = power per solid angle. - // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - this.intensity = power / ( 4 * Math.PI ); - - } - } ); - - this.distance = ( distance !== undefined ) ? distance : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - - this.shadow = new PointLightShadow(); - -} - -PointLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: PointLight, - - isPointLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.distance = source.distance; - this.decay = source.decay; - - this.shadow = source.shadow.clone(); - - return this; - - } - -} ); - -function OrthographicCamera( left, right, top, bottom, near, far ) { - - Camera.call( this ); - - this.type = 'OrthographicCamera'; - - this.zoom = 1; - this.view = null; - - this.left = ( left !== undefined ) ? left : - 1; - this.right = ( right !== undefined ) ? right : 1; - this.top = ( top !== undefined ) ? top : 1; - this.bottom = ( bottom !== undefined ) ? bottom : - 1; - - this.near = ( near !== undefined ) ? near : 0.1; - this.far = ( far !== undefined ) ? far : 2000; - - this.updateProjectionMatrix(); - -} - -OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { - - constructor: OrthographicCamera, - - isOrthographicCamera: true, - - copy: function ( source, recursive ) { - - Camera.prototype.copy.call( this, source, recursive ); - - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; - - this.zoom = source.zoom; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - return this; - - }, - - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - }, - - clearViewOffset: function () { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - }, - - updateProjectionMatrix: function () { - - const dx = ( this.right - this.left ) / ( 2 * this.zoom ); - const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); - const cx = ( this.right + this.left ) / 2; - const cy = ( this.top + this.bottom ) / 2; - - let left = cx - dx; - let right = cx + dx; - let top = cy + dy; - let bottom = cy - dy; - - if ( this.view !== null && this.view.enabled ) { - - const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; - const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; - - left += scaleW * this.view.offsetX; - right = left + scaleW * this.view.width; - top -= scaleH * this.view.offsetY; - bottom = top - scaleH * this.view.height; - - } - - this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); - - this.projectionMatrixInverse.getInverse( this.projectionMatrix ); - - }, - - toJSON: function ( meta ) { - - const data = Object3D.prototype.toJSON.call( this, meta ); - - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; - data.object.top = this.top; - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - return data; - - } - -} ); - -function DirectionalLightShadow() { - - LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); - -} - -DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { - - constructor: DirectionalLightShadow, - - isDirectionalLightShadow: true, - - updateMatrices: function ( light ) { - - LightShadow.prototype.updateMatrices.call( this, light ); - - } - -} ); - -function DirectionalLight( color, intensity ) { - - Light.call( this, color, intensity ); - - this.type = 'DirectionalLight'; - - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); - - this.target = new Object3D(); - - this.shadow = new DirectionalLightShadow(); - -} - -DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: DirectionalLight, - - isDirectionalLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.target = source.target.clone(); - - this.shadow = source.shadow.clone(); - - return this; - - } - -} ); - -function AmbientLight( color, intensity ) { - - Light.call( this, color, intensity ); - - this.type = 'AmbientLight'; - - this.castShadow = undefined; - -} - -AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: AmbientLight, - - isAmbientLight: true - -} ); - -function RectAreaLight( color, intensity, width, height ) { - - Light.call( this, color, intensity ); - - this.type = 'RectAreaLight'; - - this.width = ( width !== undefined ) ? width : 10; - this.height = ( height !== undefined ) ? height : 10; - -} - -RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: RectAreaLight, - - isRectAreaLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.width = source.width; - this.height = source.height; - - return this; - - }, - - toJSON: function ( meta ) { - - const data = Light.prototype.toJSON.call( this, meta ); - - data.object.width = this.width; - data.object.height = this.height; - - return data; - - } - -} ); - -/** - * Primary reference: - * https://graphics.stanford.edu/papers/envmap/envmap.pdf - * - * Secondary reference: - * https://www.ppsloan.org/publications/StupidSH36.pdf - */ - -// 3-band SH defined by 9 coefficients - -class SphericalHarmonics3 { - - constructor() { - - Object.defineProperty( this, 'isSphericalHarmonics3', { value: true } ); - - this.coefficients = []; - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients.push( new Vector3() ); - - } - - } - - set( coefficients ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].copy( coefficients[ i ] ); - - } - - return this; - - } - - zero() { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].set( 0, 0, 0 ); - - } - - return this; - - } - - // get the radiance in the direction of the normal - // target is a Vector3 - getAt( normal, target ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - const coeff = this.coefficients; - - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); - - // band 1 - target.addScaledVector( coeff[ 1 ], 0.488603 * y ); - target.addScaledVector( coeff[ 2 ], 0.488603 * z ); - target.addScaledVector( coeff[ 3 ], 0.488603 * x ); - - // band 2 - target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); - target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); - target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); - target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); - target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); - - return target; - - } - - // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal - // target is a Vector3 - // https://graphics.stanford.edu/papers/envmap/envmap.pdf - getIrradianceAt( normal, target ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - const coeff = this.coefficients; - - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 - - // band 1 - target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 - target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); - target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); - - // band 2 - target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 - target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); - target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 - target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); - target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 - - return target; - - } - - add( sh ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].add( sh.coefficients[ i ] ); - - } - - return this; - - } - - addScaledSH( sh, s ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); - - } - - return this; - - } - - scale( s ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].multiplyScalar( s ); - - } - - return this; - - } - - lerp( sh, alpha ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); - - } - - return this; - - } - - equals( sh ) { - - for ( let i = 0; i < 9; i ++ ) { - - if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { - - return false; - - } - - } - - return true; - - } - - copy( sh ) { - - return this.set( sh.coefficients ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - fromArray( array, offset ) { - - if ( offset === undefined ) offset = 0; - - const coefficients = this.coefficients; - - for ( let i = 0; i < 9; i ++ ) { - - coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); - - } - - return this; - - } - - toArray( array, offset ) { - - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; - - const coefficients = this.coefficients; - - for ( let i = 0; i < 9; i ++ ) { - - coefficients[ i ].toArray( array, offset + ( i * 3 ) ); - - } - - return array; - - } - - // evaluate the basis functions - // shBasis is an Array[ 9 ] - static getBasisAt( normal, shBasis ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - // band 0 - shBasis[ 0 ] = 0.282095; - - // band 1 - shBasis[ 1 ] = 0.488603 * y; - shBasis[ 2 ] = 0.488603 * z; - shBasis[ 3 ] = 0.488603 * x; - - // band 2 - shBasis[ 4 ] = 1.092548 * x * y; - shBasis[ 5 ] = 1.092548 * y * z; - shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); - shBasis[ 7 ] = 1.092548 * x * z; - shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); - - } - -} - -function LightProbe( sh, intensity ) { - - Light.call( this, undefined, intensity ); - - this.type = 'LightProbe'; - - this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3(); - -} - -LightProbe.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: LightProbe, - - isLightProbe: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.sh.copy( source.sh ); - - return this; - - }, - - fromJSON: function ( json ) { - - this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); - this.sh.fromArray( json.sh ); - - return this; - - }, - - toJSON: function ( meta ) { - - const data = Light.prototype.toJSON.call( this, meta ); - - data.object.sh = this.sh.toArray(); - - return data; - - } - -} ); - -function MaterialLoader( manager ) { - - Loader.call( this, manager ); - - this.textures = {}; - -} - -MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: MaterialLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( scope.manager ); - loader.setPath( scope.path ); - loader.setRequestHeader( scope.requestHeader ); - loader.load( url, function ( text ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - }, - - parse: function ( json ) { - - const textures = this.textures; - - function getTexture( name ) { - - if ( textures[ name ] === undefined ) { - - console.warn( 'THREE.MaterialLoader: Undefined texture', name ); - - } - - return textures[ name ]; - - } - - const material = new Materials[ json.type ](); - - if ( json.uuid !== undefined ) material.uuid = json.uuid; - if ( json.name !== undefined ) material.name = json.name; - if ( json.color !== undefined ) material.color.setHex( json.color ); - if ( json.roughness !== undefined ) material.roughness = json.roughness; - if ( json.metalness !== undefined ) material.metalness = json.metalness; - if ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen ); - if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); - if ( json.specular !== undefined ) material.specular.setHex( json.specular ); - if ( json.shininess !== undefined ) material.shininess = json.shininess; - if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; - if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; - if ( json.fog !== undefined ) material.fog = json.fog; - if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; - if ( json.blending !== undefined ) material.blending = json.blending; - if ( json.combine !== undefined ) material.combine = json.combine; - if ( json.side !== undefined ) material.side = json.side; - if ( json.opacity !== undefined ) material.opacity = json.opacity; - if ( json.transparent !== undefined ) material.transparent = json.transparent; - if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; - if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; - - if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; - if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; - if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; - if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; - if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; - if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; - if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; - if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; - - if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; - if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; - if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; - - if ( json.rotation !== undefined ) material.rotation = json.rotation; - - if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; - if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; - if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; - if ( json.scale !== undefined ) material.scale = json.scale; - - if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; - if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; - if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; - - if ( json.skinning !== undefined ) material.skinning = json.skinning; - if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; - if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals; - if ( json.dithering !== undefined ) material.dithering = json.dithering; - - if ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents; - - if ( json.visible !== undefined ) material.visible = json.visible; - - if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped; - - if ( json.userData !== undefined ) material.userData = json.userData; - - if ( json.vertexColors !== undefined ) { - - if ( typeof json.vertexColors === 'number' ) { - - material.vertexColors = ( json.vertexColors > 0 ) ? true : false; - - } else { - - material.vertexColors = json.vertexColors; - - } - - } - - // Shader Material - - if ( json.uniforms !== undefined ) { - - for ( const name in json.uniforms ) { - - const uniform = json.uniforms[ name ]; - - material.uniforms[ name ] = {}; - - switch ( uniform.type ) { - - case 't': - material.uniforms[ name ].value = getTexture( uniform.value ); - break; - - case 'c': - material.uniforms[ name ].value = new Color().setHex( uniform.value ); - break; - - case 'v2': - material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); - break; - - case 'v3': - material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); - break; - - case 'v4': - material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); - break; - - case 'm3': - material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); - break; - - case 'm4': - material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); - break; - - default: - material.uniforms[ name ].value = uniform.value; - - } - - } - - } - - if ( json.defines !== undefined ) material.defines = json.defines; - if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; - if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; - - if ( json.extensions !== undefined ) { - - for ( const key in json.extensions ) { - - material.extensions[ key ] = json.extensions[ key ]; - - } - - } - - // Deprecated - - if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading - - // for PointsMaterial - - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - - // maps - - if ( json.map !== undefined ) material.map = getTexture( json.map ); - if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); - - if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); - - if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); - if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; - - if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); - if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; - if ( json.normalScale !== undefined ) { - - let normalScale = json.normalScale; - - if ( Array.isArray( normalScale ) === false ) { - - // Blender exporter used to export a scalar. See #7459 - - normalScale = [ normalScale, normalScale ]; - - } - - material.normalScale = new Vector2().fromArray( normalScale ); - - } - - if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); - if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; - if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; - - if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); - if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); - - if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); - if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; - - if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); - - if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); - if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; - - if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; - if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; - - if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); - if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; - - if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); - if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; - - if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); - - if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); - if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); - if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); - if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); - - if ( json.transmission !== undefined ) material.transmission = json.transmission; - if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap ); - - return material; - - }, - - setTextures: function ( value ) { - - this.textures = value; - return this; - - } - -} ); - -const LoaderUtils = { - - decodeText: function ( array ) { - - if ( typeof TextDecoder !== 'undefined' ) { - - return new TextDecoder().decode( array ); - - } - - // Avoid the String.fromCharCode.apply(null, array) shortcut, which - // throws a "maximum call stack size exceeded" error for large arrays. - - let s = ''; - - for ( let i = 0, il = array.length; i < il; i ++ ) { - - // Implicitly assumes little-endian. - s += String.fromCharCode( array[ i ] ); - - } - - try { - - // merges multi-byte utf-8 characters. - - return decodeURIComponent( escape( s ) ); - - } catch ( e ) { // see #16358 - - return s; - - } - - }, - - extractUrlBase: function ( url ) { - - const index = url.lastIndexOf( '/' ); - - if ( index === - 1 ) return './'; - - return url.substr( 0, index + 1 ); - - } - -}; - -function InstancedBufferGeometry() { - - BufferGeometry.call( this ); - - this.type = 'InstancedBufferGeometry'; - this.instanceCount = Infinity; - -} - -InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { - - constructor: InstancedBufferGeometry, - - isInstancedBufferGeometry: true, - - copy: function ( source ) { - - BufferGeometry.prototype.copy.call( this, source ); - - this.instanceCount = source.instanceCount; - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - toJSON: function () { - - const data = BufferGeometry.prototype.toJSON.call( this ); - - data.instanceCount = this.instanceCount; - - data.isInstancedBufferGeometry = true; - - return data; - - } - -} ); - -function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) { - - if ( typeof ( normalized ) === 'number' ) { - - meshPerAttribute = normalized; - - normalized = false; - - console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' ); - - } - - BufferAttribute.call( this, array, itemSize, normalized ); - - this.meshPerAttribute = meshPerAttribute || 1; - -} - -InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { - - constructor: InstancedBufferAttribute, - - isInstancedBufferAttribute: true, - - copy: function ( source ) { - - BufferAttribute.prototype.copy.call( this, source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - }, - - toJSON: function () { - - const data = BufferAttribute.prototype.toJSON.call( this ); - - data.meshPerAttribute = this.meshPerAttribute; - - data.isInstancedBufferAttribute = true; - - return data; - - } - -} ); - -function BufferGeometryLoader( manager ) { - - Loader.call( this, manager ); - -} - -BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: BufferGeometryLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( scope.manager ); - loader.setPath( scope.path ); - loader.setRequestHeader( scope.requestHeader ); - loader.load( url, function ( text ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - }, - - parse: function ( json ) { - - const interleavedBufferMap = {}; - const arrayBufferMap = {}; - - function getInterleavedBuffer( json, uuid ) { - - if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; - - const interleavedBuffers = json.interleavedBuffers; - const interleavedBuffer = interleavedBuffers[ uuid ]; - - const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); - - const array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer ); - const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); - ib.uuid = interleavedBuffer.uuid; - - interleavedBufferMap[ uuid ] = ib; - - return ib; - - } - - function getArrayBuffer( json, uuid ) { - - if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; - - const arrayBuffers = json.arrayBuffers; - const arrayBuffer = arrayBuffers[ uuid ]; - - const ab = new Uint32Array( arrayBuffer ).buffer; - - arrayBufferMap[ uuid ] = ab; - - return ab; - - } - - const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); - - const index = json.data.index; - - if ( index !== undefined ) { - - const typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); - geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); - - } - - const attributes = json.data.attributes; - - for ( const key in attributes ) { - - const attribute = attributes[ key ]; - let bufferAttribute; - - if ( attribute.isInterleavedBufferAttribute ) { - - const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); - bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); - - } else { - - const typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; - bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); - - } - - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - geometry.setAttribute( key, bufferAttribute ); - - } - - const morphAttributes = json.data.morphAttributes; - - if ( morphAttributes ) { - - for ( const key in morphAttributes ) { - - const attributeArray = morphAttributes[ key ]; - - const array = []; - - for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { - - const attribute = attributeArray[ i ]; - let bufferAttribute; - - if ( attribute.isInterleavedBufferAttribute ) { - - const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); - bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); - - } else { - - const typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); - - } - - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - array.push( bufferAttribute ); - - } - - geometry.morphAttributes[ key ] = array; - - } - - } - - const morphTargetsRelative = json.data.morphTargetsRelative; - - if ( morphTargetsRelative ) { - - geometry.morphTargetsRelative = true; - - } - - const groups = json.data.groups || json.data.drawcalls || json.data.offsets; - - if ( groups !== undefined ) { - - for ( let i = 0, n = groups.length; i !== n; ++ i ) { - - const group = groups[ i ]; - - geometry.addGroup( group.start, group.count, group.materialIndex ); - - } - - } - - const boundingSphere = json.data.boundingSphere; - - if ( boundingSphere !== undefined ) { - - const center = new Vector3(); - - if ( boundingSphere.center !== undefined ) { - - center.fromArray( boundingSphere.center ); - - } - - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); - - } - - if ( json.name ) geometry.name = json.name; - if ( json.userData ) geometry.userData = json.userData; - - return geometry; - - } - -} ); - -const TYPED_ARRAYS = { - Int8Array: Int8Array, - Uint8Array: Uint8Array, - // Workaround for IE11 pre KB2929437. See #11440 - Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, - Int16Array: Int16Array, - Uint16Array: Uint16Array, - Int32Array: Int32Array, - Uint32Array: Uint32Array, - Float32Array: Float32Array, - Float64Array: Float64Array -}; - -function ObjectLoader( manager ) { - - Loader.call( this, manager ); - -} - -ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: ObjectLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const scope = this; - - const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; - this.resourcePath = this.resourcePath || path; - - const loader = new FileLoader( scope.manager ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.load( url, function ( text ) { - - let json = null; - - try { - - json = JSON.parse( text ); - - } catch ( error ) { - - if ( onError !== undefined ) onError( error ); - - console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); - - return; - - } - - const metadata = json.metadata; - - if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { - - console.error( 'THREE.ObjectLoader: Can\'t load ' + url ); - return; - - } - - scope.parse( json, onLoad ); - - }, onProgress, onError ); - - }, - - parse: function ( json, onLoad ) { - - const shapes = this.parseShape( json.shapes ); - const geometries = this.parseGeometries( json.geometries, shapes ); - - const images = this.parseImages( json.images, function () { - - if ( onLoad !== undefined ) onLoad( object ); - - } ); - - const textures = this.parseTextures( json.textures, images ); - const materials = this.parseMaterials( json.materials, textures ); - - const object = this.parseObject( json.object, geometries, materials ); - - if ( json.animations ) { - - object.animations = this.parseAnimations( json.animations ); - - } - - if ( json.images === undefined || json.images.length === 0 ) { - - if ( onLoad !== undefined ) onLoad( object ); - - } - - return object; - - }, - - parseShape: function ( json ) { - - const shapes = {}; - - if ( json !== undefined ) { - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - const shape = new Shape().fromJSON( json[ i ] ); - - shapes[ shape.uuid ] = shape; - - } - - } - - return shapes; - - }, - - parseGeometries: function ( json, shapes ) { - - const geometries = {}; - let geometryShapes; - - if ( json !== undefined ) { - - const bufferGeometryLoader = new BufferGeometryLoader(); - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - let geometry; - const data = json[ i ]; - - switch ( data.type ) { - - case 'PlaneGeometry': - case 'PlaneBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.widthSegments, - data.heightSegments - ); - - break; - - case 'BoxGeometry': - case 'BoxBufferGeometry': - case 'CubeGeometry': // backwards compatible - - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.depth, - data.widthSegments, - data.heightSegments, - data.depthSegments - ); - - break; - - case 'CircleGeometry': - case 'CircleBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.segments, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'CylinderGeometry': - case 'CylinderBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radiusTop, - data.radiusBottom, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'ConeGeometry': - case 'ConeBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'SphereGeometry': - case 'SphereBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'DodecahedronGeometry': - case 'DodecahedronBufferGeometry': - case 'IcosahedronGeometry': - case 'IcosahedronBufferGeometry': - case 'OctahedronGeometry': - case 'OctahedronBufferGeometry': - case 'TetrahedronGeometry': - case 'TetrahedronBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.detail - ); - - break; - - case 'RingGeometry': - case 'RingBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.innerRadius, - data.outerRadius, - data.thetaSegments, - data.phiSegments, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'TorusGeometry': - case 'TorusBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.radialSegments, - data.tubularSegments, - data.arc - ); - - break; - - case 'TorusKnotGeometry': - case 'TorusKnotBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.tubularSegments, - data.radialSegments, - data.p, - data.q - ); - - break; - - case 'TubeGeometry': - case 'TubeBufferGeometry': - - // This only works for built-in curves (e.g. CatmullRomCurve3). - // User defined curves or instances of CurvePath will not be deserialized. - geometry = new Geometries[ data.type ]( - new Curves[ data.path.type ]().fromJSON( data.path ), - data.tubularSegments, - data.radius, - data.radialSegments, - data.closed - ); - - break; - - case 'LatheGeometry': - case 'LatheBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.points, - data.segments, - data.phiStart, - data.phiLength - ); - - break; - - case 'PolyhedronGeometry': - case 'PolyhedronBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.vertices, - data.indices, - data.radius, - data.details - ); - - break; - - case 'ShapeGeometry': - case 'ShapeBufferGeometry': - - geometryShapes = []; - - for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { - - const shape = shapes[ data.shapes[ j ] ]; - - geometryShapes.push( shape ); - - } - - geometry = new Geometries[ data.type ]( - geometryShapes, - data.curveSegments - ); - - break; - - - case 'ExtrudeGeometry': - case 'ExtrudeBufferGeometry': - - geometryShapes = []; - - for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { - - const shape = shapes[ data.shapes[ j ] ]; - - geometryShapes.push( shape ); - - } - - const extrudePath = data.options.extrudePath; - - if ( extrudePath !== undefined ) { - - data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); - - } - - geometry = new Geometries[ data.type ]( - geometryShapes, - data.options - ); - - break; - - case 'BufferGeometry': - case 'InstancedBufferGeometry': - - geometry = bufferGeometryLoader.parse( data ); - - break; - - case 'Geometry': - - console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' ); - - break; - - default: - - console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); - - continue; - - } - - geometry.uuid = data.uuid; - - if ( data.name !== undefined ) geometry.name = data.name; - if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData; - - geometries[ data.uuid ] = geometry; - - } - - } - - return geometries; - - }, - - parseMaterials: function ( json, textures ) { - - const cache = {}; // MultiMaterial - const materials = {}; - - if ( json !== undefined ) { - - const loader = new MaterialLoader(); - loader.setTextures( textures ); - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - const data = json[ i ]; - - if ( data.type === 'MultiMaterial' ) { - - // Deprecated - - const array = []; - - for ( let j = 0; j < data.materials.length; j ++ ) { - - const material = data.materials[ j ]; - - if ( cache[ material.uuid ] === undefined ) { - - cache[ material.uuid ] = loader.parse( material ); - - } - - array.push( cache[ material.uuid ] ); - - } - - materials[ data.uuid ] = array; - - } else { - - if ( cache[ data.uuid ] === undefined ) { - - cache[ data.uuid ] = loader.parse( data ); - - } - - materials[ data.uuid ] = cache[ data.uuid ]; - - } - - } - - } - - return materials; - - }, - - parseAnimations: function ( json ) { - - const animations = []; - - for ( let i = 0; i < json.length; i ++ ) { - - const data = json[ i ]; - - const clip = AnimationClip.parse( data ); - - if ( data.uuid !== undefined ) clip.uuid = data.uuid; - - animations.push( clip ); - - } - - return animations; - - }, - - parseImages: function ( json, onLoad ) { - - const scope = this; - const images = {}; - - let loader; - - function loadImage( url ) { - - scope.manager.itemStart( url ); - - return loader.load( url, function () { - - scope.manager.itemEnd( url ); - - }, undefined, function () { - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } ); - - } - - if ( json !== undefined && json.length > 0 ) { - - const manager = new LoadingManager( onLoad ); - - loader = new ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); - - for ( let i = 0, il = json.length; i < il; i ++ ) { - - const image = json[ i ]; - const url = image.url; - - if ( Array.isArray( url ) ) { - - // load array of images e.g CubeTexture - - images[ image.uuid ] = []; - - for ( let j = 0, jl = url.length; j < jl; j ++ ) { - - const currentUrl = url[ j ]; - - const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl; - - images[ image.uuid ].push( loadImage( path ) ); - - } - - } else { - - // load single image - - const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url; - - images[ image.uuid ] = loadImage( path ); - - } - - } - - } - - return images; - - }, - - parseTextures: function ( json, images ) { - - function parseConstant( value, type ) { - - if ( typeof value === 'number' ) return value; - - console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); - - return type[ value ]; - - } - - const textures = {}; - - if ( json !== undefined ) { - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - const data = json[ i ]; - - if ( data.image === undefined ) { - - console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); - - } - - if ( images[ data.image ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); - - } - - let texture; - - if ( Array.isArray( images[ data.image ] ) ) { - - texture = new CubeTexture( images[ data.image ] ); - - } else { - - texture = new Texture( images[ data.image ] ); - - } - - texture.needsUpdate = true; - - texture.uuid = data.uuid; - - if ( data.name !== undefined ) texture.name = data.name; - - if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); - - if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); - if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); - if ( data.center !== undefined ) texture.center.fromArray( data.center ); - if ( data.rotation !== undefined ) texture.rotation = data.rotation; - - if ( data.wrap !== undefined ) { - - texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); - texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); - - } - - if ( data.format !== undefined ) texture.format = data.format; - if ( data.type !== undefined ) texture.type = data.type; - if ( data.encoding !== undefined ) texture.encoding = data.encoding; - - if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); - if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); - if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; - - if ( data.flipY !== undefined ) texture.flipY = data.flipY; - - if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; - if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; - - textures[ data.uuid ] = texture; - - } - - } - - return textures; - - }, - - parseObject: function ( data, geometries, materials ) { - - let object; - - function getGeometry( name ) { - - if ( geometries[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); - - } - - return geometries[ name ]; - - } - - function getMaterial( name ) { - - if ( name === undefined ) return undefined; - - if ( Array.isArray( name ) ) { - - const array = []; - - for ( let i = 0, l = name.length; i < l; i ++ ) { - - const uuid = name[ i ]; - - if ( materials[ uuid ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); - - } - - array.push( materials[ uuid ] ); - - } - - return array; - - } - - if ( materials[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', name ); - - } - - return materials[ name ]; - - } - - let geometry, material; - - switch ( data.type ) { - - case 'Scene': - - object = new Scene(); - - if ( data.background !== undefined ) { - - if ( Number.isInteger( data.background ) ) { - - object.background = new Color( data.background ); - - } - - } - - if ( data.fog !== undefined ) { - - if ( data.fog.type === 'Fog' ) { - - object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); - - } else if ( data.fog.type === 'FogExp2' ) { - - object.fog = new FogExp2( data.fog.color, data.fog.density ); - - } - - } - - break; - - case 'PerspectiveCamera': - - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - - if ( data.focus !== undefined ) object.focus = data.focus; - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; - if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - - break; - - case 'OrthographicCamera': - - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - - break; - - case 'AmbientLight': - - object = new AmbientLight( data.color, data.intensity ); - - break; - - case 'DirectionalLight': - - object = new DirectionalLight( data.color, data.intensity ); - - break; - - case 'PointLight': - - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - - break; - - case 'RectAreaLight': - - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); - - break; - - case 'SpotLight': - - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - - break; - - case 'HemisphereLight': - - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - - break; - - case 'LightProbe': - - object = new LightProbe().fromJSON( data ); - - break; - - case 'SkinnedMesh': - - console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); - - case 'Mesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - - object = new Mesh( geometry, material ); - - break; - - case 'InstancedMesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - const count = data.count; - const instanceMatrix = data.instanceMatrix; - - object = new InstancedMesh( geometry, material, count ); - object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); - - break; - - case 'LOD': - - object = new LOD(); - - break; - - case 'Line': - - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); - - break; - - case 'LineLoop': - - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'LineSegments': - - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'PointCloud': - case 'Points': - - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'Sprite': - - object = new Sprite( getMaterial( data.material ) ); - - break; - - case 'Group': - - object = new Group(); - - break; - - default: - - object = new Object3D(); - - } - - object.uuid = data.uuid; - - if ( data.name !== undefined ) object.name = data.name; - - if ( data.matrix !== undefined ) { - - object.matrix.fromArray( data.matrix ); - - if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; - if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); - - } else { - - if ( data.position !== undefined ) object.position.fromArray( data.position ); - if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); - if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); - if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); - - } - - if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; - - if ( data.shadow ) { - - if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; - if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; - if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; - if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); - if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); - - } - - if ( data.visible !== undefined ) object.visible = data.visible; - if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; - if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; - if ( data.userData !== undefined ) object.userData = data.userData; - if ( data.layers !== undefined ) object.layers.mask = data.layers; - - if ( data.children !== undefined ) { - - const children = data.children; - - for ( let i = 0; i < children.length; i ++ ) { - - object.add( this.parseObject( children[ i ], geometries, materials ) ); - - } - - } - - if ( data.type === 'LOD' ) { - - if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; - - const levels = data.levels; - - for ( let l = 0; l < levels.length; l ++ ) { - - const level = levels[ l ]; - const child = object.getObjectByProperty( 'uuid', level.object ); - - if ( child !== undefined ) { - - object.addLevel( child, level.distance ); - - } - - } - - } - - return object; - - } - -} ); - -const TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, - CubeRefractionMapping: CubeRefractionMapping, - EquirectangularReflectionMapping: EquirectangularReflectionMapping, - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping, - CubeUVRefractionMapping: CubeUVRefractionMapping -}; - -const TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping -}; - -const TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipmapNearestFilter: NearestMipmapNearestFilter, - NearestMipmapLinearFilter: NearestMipmapLinearFilter, - LinearFilter: LinearFilter, - LinearMipmapNearestFilter: LinearMipmapNearestFilter, - LinearMipmapLinearFilter: LinearMipmapLinearFilter -}; - -function ImageBitmapLoader( manager ) { - - if ( typeof createImageBitmap === 'undefined' ) { - - console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); - - } - - if ( typeof fetch === 'undefined' ) { - - console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); - - } - - Loader.call( this, manager ); - - this.options = { premultiplyAlpha: 'none' }; - -} - -ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: ImageBitmapLoader, - - isImageBitmapLoader: true, - - setOptions: function setOptions( options ) { - - this.options = options; - - return this; - - }, - - load: function ( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - fetch( url ).then( function ( res ) { - - return res.blob(); - - } ).then( function ( blob ) { - - return createImageBitmap( blob, scope.options ); - - } ).then( function ( imageBitmap ) { - - Cache.add( url, imageBitmap ); - - if ( onLoad ) onLoad( imageBitmap ); - - scope.manager.itemEnd( url ); - - } ).catch( function ( e ) { - - if ( onError ) onError( e ); - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } ); - - scope.manager.itemStart( url ); - - } - -} ); - -function ShapePath() { - - this.type = 'ShapePath'; - - this.color = new Color(); - - this.subPaths = []; - this.currentPath = null; - -} - -Object.assign( ShapePath.prototype, { - - moveTo: function ( x, y ) { - - this.currentPath = new Path(); - this.subPaths.push( this.currentPath ); - this.currentPath.moveTo( x, y ); - - return this; - - }, - - lineTo: function ( x, y ) { - - this.currentPath.lineTo( x, y ); - - return this; - - }, - - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - - this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - - return this; - - }, - - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - - return this; - - }, - - splineThru: function ( pts ) { - - this.currentPath.splineThru( pts ); - - return this; - - }, - - toShapes: function ( isCCW, noHoles ) { - - function toShapesNoHoles( inSubpaths ) { - - const shapes = []; - - for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) { - - const tmpPath = inSubpaths[ i ]; - - const tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - - shapes.push( tmpShape ); - - } - - return shapes; - - } - - function isPointInsidePolygon( inPt, inPolygon ) { - - const polyLen = inPolygon.length; - - // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge - // with the horizontal line through inPt, left of inPt - // not counting lowerY endpoints of edges and whole edges on that line - let inside = false; - for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { - - let edgeLowPt = inPolygon[ p ]; - let edgeHighPt = inPolygon[ q ]; - - let edgeDx = edgeHighPt.x - edgeLowPt.x; - let edgeDy = edgeHighPt.y - edgeLowPt.y; - - if ( Math.abs( edgeDy ) > Number.EPSILON ) { - - // not parallel - if ( edgeDy < 0 ) { - - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; - - } - - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; - - if ( inPt.y === edgeLowPt.y ) { - - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! - - } else { - - const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); - if ( perpEdge === 0 ) return true; // inPt is on contour ? - if ( perpEdge < 0 ) continue; - inside = ! inside; // true intersection left of inPt - - } - - } else { - - // parallel or collinear - if ( inPt.y !== edgeLowPt.y ) continue; // parallel - // edge lies on the same horizontal line as inPt - if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || - ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; - - } - - } - - return inside; - - } - - const isClockWise = ShapeUtils.isClockWise; - - const subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; - - if ( noHoles === true ) return toShapesNoHoles( subPaths ); - - - let solid, tmpPath, tmpShape; - const shapes = []; - - if ( subPaths.length === 1 ) { - - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return shapes; - - } - - let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); - holesFirst = isCCW ? ! holesFirst : holesFirst; - - // console.log("Holes first", holesFirst); - - const betterShapeHoles = []; - const newShapes = []; - let newShapeHoles = []; - let mainIdx = 0; - let tmpPoints; - - newShapes[ mainIdx ] = undefined; - newShapeHoles[ mainIdx ] = []; - - for ( let i = 0, l = subPaths.length; i < l; i ++ ) { - - tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; - - if ( solid ) { - - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; - - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; - - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; - - //console.log('cw', i); - - } else { - - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); - - //console.log('ccw', i); - - } - - } - - // only Holes? -> probably all Shapes with wrong orientation - if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); - - - if ( newShapes.length > 1 ) { - - let ambiguous = false; - const toChange = []; - - for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - - betterShapeHoles[ sIdx ] = []; - - } - - for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - - const sho = newShapeHoles[ sIdx ]; - - for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) { - - const ho = sho[ hIdx ]; - let hole_unassigned = true; - - for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { - - if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { - - if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); - if ( hole_unassigned ) { - - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); - - } else { - - ambiguous = true; - - } - - } - - } - - if ( hole_unassigned ) { - - betterShapeHoles[ sIdx ].push( ho ); - - } - - } - - } - // console.log("ambiguous: ", ambiguous); - - if ( toChange.length > 0 ) { - - // console.log("to change: ", toChange); - if ( ! ambiguous ) newShapeHoles = betterShapeHoles; - - } - - } - - let tmpHoles; - - for ( let i = 0, il = newShapes.length; i < il; i ++ ) { - - tmpShape = newShapes[ i ].s; - shapes.push( tmpShape ); - tmpHoles = newShapeHoles[ i ]; - - for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) { - - tmpShape.holes.push( tmpHoles[ j ].h ); - - } - - } - - //console.log("shape", shapes); - - return shapes; - - } - -} ); - -function Font( data ) { - - this.type = 'Font'; - - this.data = data; - -} - -Object.assign( Font.prototype, { - - isFont: true, - - generateShapes: function ( text, size ) { - - if ( size === undefined ) size = 100; - - const shapes = []; - const paths = createPaths( text, size, this.data ); - - for ( let p = 0, pl = paths.length; p < pl; p ++ ) { - - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); - - } - - return shapes; - - } - -} ); - -function createPaths( text, size, data ) { - - const chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988 - const scale = size / data.resolution; - const line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; - - const paths = []; - - let offsetX = 0, offsetY = 0; - - for ( let i = 0; i < chars.length; i ++ ) { - - const char = chars[ i ]; - - if ( char === '\n' ) { - - offsetX = 0; - offsetY -= line_height; - - } else { - - const ret = createPath( char, scale, offsetX, offsetY, data ); - offsetX += ret.offsetX; - paths.push( ret.path ); - - } - - } - - return paths; - -} - -function createPath( char, scale, offsetX, offsetY, data ) { - - const glyph = data.glyphs[ char ] || data.glyphs[ '?' ]; - - if ( ! glyph ) { - - console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' ); - - return; - - } - - const path = new ShapePath(); - - let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2; - - if ( glyph.o ) { - - const outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); - - for ( let i = 0, l = outline.length; i < l; ) { - - const action = outline[ i ++ ]; - - switch ( action ) { - - case 'm': // moveTo - - x = outline[ i ++ ] * scale + offsetX; - y = outline[ i ++ ] * scale + offsetY; - - path.moveTo( x, y ); - - break; - - case 'l': // lineTo - - x = outline[ i ++ ] * scale + offsetX; - y = outline[ i ++ ] * scale + offsetY; - - path.lineTo( x, y ); - - break; - - case 'q': // quadraticCurveTo - - cpx = outline[ i ++ ] * scale + offsetX; - cpy = outline[ i ++ ] * scale + offsetY; - cpx1 = outline[ i ++ ] * scale + offsetX; - cpy1 = outline[ i ++ ] * scale + offsetY; - - path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); - - break; - - case 'b': // bezierCurveTo - - cpx = outline[ i ++ ] * scale + offsetX; - cpy = outline[ i ++ ] * scale + offsetY; - cpx1 = outline[ i ++ ] * scale + offsetX; - cpy1 = outline[ i ++ ] * scale + offsetY; - cpx2 = outline[ i ++ ] * scale + offsetX; - cpy2 = outline[ i ++ ] * scale + offsetY; - - path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); - - break; - - } - - } - - } - - return { offsetX: glyph.ha * scale, path: path }; - -} - -function FontLoader( manager ) { - - Loader.call( this, manager ); - -} - -FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: FontLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.load( url, function ( text ) { - - let json; - - try { - - json = JSON.parse( text ); - - } catch ( e ) { - - console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); - json = JSON.parse( text.substring( 65, text.length - 2 ) ); - - } - - const font = scope.parse( json ); - - if ( onLoad ) onLoad( font ); - - }, onProgress, onError ); - - }, - - parse: function ( json ) { - - return new Font( json ); - - } - -} ); - -let _context; - -const AudioContext = { - - getContext: function () { - - if ( _context === undefined ) { - - _context = new ( window.AudioContext || window.webkitAudioContext )(); - - } - - return _context; - - }, - - setContext: function ( value ) { - - _context = value; - - } - -}; - -function AudioLoader( manager ) { - - Loader.call( this, manager ); - -} - -AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - - constructor: AudioLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( scope.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.setPath( scope.path ); - loader.setRequestHeader( scope.requestHeader ); - loader.load( url, function ( buffer ) { - - try { - - // Create a copy of the buffer. The `decodeAudioData` method - // detaches the buffer when complete, preventing reuse. - const bufferCopy = buffer.slice( 0 ); - - const context = AudioContext.getContext(); - context.decodeAudioData( bufferCopy, function ( audioBuffer ) { - - onLoad( audioBuffer ); - - } ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - -} ); - -function HemisphereLightProbe( skyColor, groundColor, intensity ) { - - LightProbe.call( this, undefined, intensity ); - - const color1 = new Color().set( skyColor ); - const color2 = new Color().set( groundColor ); - - const sky = new Vector3( color1.r, color1.g, color1.b ); - const ground = new Vector3( color2.r, color2.g, color2.b ); - - // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI ); - const c0 = Math.sqrt( Math.PI ); - const c1 = c0 * Math.sqrt( 0.75 ); - - this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 ); - this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 ); - -} - -HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), { - - constructor: HemisphereLightProbe, - - isHemisphereLightProbe: true, - - copy: function ( source ) { // modifying colors not currently supported - - LightProbe.prototype.copy.call( this, source ); - - return this; - - }, - - toJSON: function ( meta ) { - - const data = LightProbe.prototype.toJSON.call( this, meta ); - - // data.sh = this.sh.toArray(); // todo - - return data; - - } - -} ); - -function AmbientLightProbe( color, intensity ) { - - LightProbe.call( this, undefined, intensity ); - - const color1 = new Color().set( color ); - - // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); - this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) ); - -} - -AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), { - - constructor: AmbientLightProbe, - - isAmbientLightProbe: true, - - copy: function ( source ) { // modifying color not currently supported - - LightProbe.prototype.copy.call( this, source ); - - return this; - - }, - - toJSON: function ( meta ) { - - const data = LightProbe.prototype.toJSON.call( this, meta ); - - // data.sh = this.sh.toArray(); // todo - - return data; - - } - -} ); - -const _eyeRight = new Matrix4(); -const _eyeLeft = new Matrix4(); - -function StereoCamera() { - - this.type = 'StereoCamera'; - - this.aspect = 1; - - this.eyeSep = 0.064; - - this.cameraL = new PerspectiveCamera(); - this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; - - this.cameraR = new PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; - - this._cache = { - focus: null, - fov: null, - aspect: null, - near: null, - far: null, - zoom: null, - eyeSep: null - }; - -} - -Object.assign( StereoCamera.prototype, { - - update: function ( camera ) { - - const cache = this._cache; - - const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || - cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || - cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; - - if ( needsUpdate ) { - - cache.focus = camera.focus; - cache.fov = camera.fov; - cache.aspect = camera.aspect * this.aspect; - cache.near = camera.near; - cache.far = camera.far; - cache.zoom = camera.zoom; - cache.eyeSep = this.eyeSep; - - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ - - const projectionMatrix = camera.projectionMatrix.clone(); - const eyeSepHalf = cache.eyeSep / 2; - const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; - const ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; - let xmin, xmax; - - // translate xOffset - - _eyeLeft.elements[ 12 ] = - eyeSepHalf; - _eyeRight.elements[ 12 ] = eyeSepHalf; - - // for left eye - - xmin = - ymax * cache.aspect + eyeSepOnProjection; - xmax = ymax * cache.aspect + eyeSepOnProjection; - - projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - - this.cameraL.projectionMatrix.copy( projectionMatrix ); - - // for right eye - - xmin = - ymax * cache.aspect - eyeSepOnProjection; - xmax = ymax * cache.aspect - eyeSepOnProjection; - - projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - - this.cameraR.projectionMatrix.copy( projectionMatrix ); - - } - - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); - - } - -} ); - -class Clock { - - constructor( autoStart ) { - - this.autoStart = ( autoStart !== undefined ) ? autoStart : true; - - this.startTime = 0; - this.oldTime = 0; - this.elapsedTime = 0; - - this.running = false; - - } - - start() { - - this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 - - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; - - } - - stop() { - - this.getElapsedTime(); - this.running = false; - this.autoStart = false; - - } - - getElapsedTime() { - - this.getDelta(); - return this.elapsedTime; - - } - - getDelta() { - - let diff = 0; - - if ( this.autoStart && ! this.running ) { - - this.start(); - return 0; - - } - - if ( this.running ) { - - const newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); - - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; - - this.elapsedTime += diff; - - } - - return diff; - - } - -} - -const _position$2 = new Vector3(); -const _quaternion$3 = new Quaternion(); -const _scale$1 = new Vector3(); -const _orientation = new Vector3(); - -class AudioListener extends Object3D { - - constructor() { - - super(); - - this.type = 'AudioListener'; - - this.context = AudioContext.getContext(); - - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); - - this.filter = null; - - this.timeDelta = 0; - - // private - - this._clock = new Clock(); - - } - - getInput() { - - return this.gain; - - } - - removeFilter() { - - if ( this.filter !== null ) { - - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - this.gain.connect( this.context.destination ); - this.filter = null; - - } - - return this; - - } - - getFilter() { - - return this.filter; - - } - - setFilter( value ) { - - if ( this.filter !== null ) { - - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - - } else { - - this.gain.disconnect( this.context.destination ); - - } - - this.filter = value; - this.gain.connect( this.filter ); - this.filter.connect( this.context.destination ); - - return this; - - } - - getMasterVolume() { - - return this.gain.gain.value; - - } - - setMasterVolume( value ) { - - this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); - - return this; - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - const listener = this.context.listener; - const up = this.up; - - this.timeDelta = this._clock.getDelta(); - - this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 ); - - _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 ); - - if ( listener.positionX ) { - - // code path for Chrome (see #14393) - - const endTime = this.context.currentTime + this.timeDelta; - - listener.positionX.linearRampToValueAtTime( _position$2.x, endTime ); - listener.positionY.linearRampToValueAtTime( _position$2.y, endTime ); - listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime ); - listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime ); - listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime ); - listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime ); - listener.upX.linearRampToValueAtTime( up.x, endTime ); - listener.upY.linearRampToValueAtTime( up.y, endTime ); - listener.upZ.linearRampToValueAtTime( up.z, endTime ); - - } else { - - listener.setPosition( _position$2.x, _position$2.y, _position$2.z ); - listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z ); - - } - - } - -} - -class Audio extends Object3D { - - constructor( listener ) { - - super(); - - this.type = 'Audio'; - - this.listener = listener; - this.context = listener.context; - - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); - - this.autoplay = false; - - this.buffer = null; - this.detune = 0; - this.loop = false; - this.loopStart = 0; - this.loopEnd = 0; - this.offset = 0; - this.duration = undefined; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.source = null; - this.sourceType = 'empty'; - - this._startedAt = 0; - this._progress = 0; - this._connected = false; - - this.filters = []; - - } - - getOutput() { - - return this.gain; - - } - - setNodeSource( audioNode ) { - - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); - - return this; - - } - - setMediaElementSource( mediaElement ) { - - this.hasPlaybackControl = false; - this.sourceType = 'mediaNode'; - this.source = this.context.createMediaElementSource( mediaElement ); - this.connect(); - - return this; - - } - - setMediaStreamSource( mediaStream ) { - - this.hasPlaybackControl = false; - this.sourceType = 'mediaStreamNode'; - this.source = this.context.createMediaStreamSource( mediaStream ); - this.connect(); - - return this; - - } - - setBuffer( audioBuffer ) { - - this.buffer = audioBuffer; - this.sourceType = 'buffer'; - - if ( this.autoplay ) this.play(); - - return this; - - } - - play( delay ) { - - if ( delay === undefined ) delay = 0; - - if ( this.isPlaying === true ) { - - console.warn( 'THREE.Audio: Audio is already playing.' ); - return; - - } - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this._startedAt = this.context.currentTime + delay; - - const source = this.context.createBufferSource(); - source.buffer = this.buffer; - source.loop = this.loop; - source.loopStart = this.loopStart; - source.loopEnd = this.loopEnd; - source.onended = this.onEnded.bind( this ); - source.start( this._startedAt, this._progress + this.offset, this.duration ); - - this.isPlaying = true; - - this.source = source; - - this.setDetune( this.detune ); - this.setPlaybackRate( this.playbackRate ); - - return this.connect(); - - } - - pause() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - if ( this.isPlaying === true ) { - - // update current progress - - this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; - - if ( this.loop === true ) { - - // ensure _progress does not exceed duration with looped audios - - this._progress = this._progress % ( this.duration || this.buffer.duration ); - - } - - this.source.stop(); - this.source.onended = null; - - this.isPlaying = false; - - } - - return this; - - } - - stop() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this._progress = 0; - - this.source.stop(); - this.source.onended = null; - this.isPlaying = false; - - return this; - - } - - connect() { - - if ( this.filters.length > 0 ) { - - this.source.connect( this.filters[ 0 ] ); - - for ( let i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].connect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); - - } else { - - this.source.connect( this.getOutput() ); - - } - - this._connected = true; - - return this; - - } - - disconnect() { - - if ( this.filters.length > 0 ) { - - this.source.disconnect( this.filters[ 0 ] ); - - for ( let i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); - - } else { - - this.source.disconnect( this.getOutput() ); - - } - - this._connected = false; - - return this; - - } - - getFilters() { - - return this.filters; - - } - - setFilters( value ) { - - if ( ! value ) value = []; - - if ( this._connected === true ) { - - this.disconnect(); - this.filters = value; - this.connect(); - - } else { - - this.filters = value; - - } - - return this; - - } - - setDetune( value ) { - - this.detune = value; - - if ( this.source.detune === undefined ) return; // only set detune when available - - if ( this.isPlaying === true ) { - - this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); - - } - - return this; - - } - - getDetune() { - - return this.detune; - - } - - getFilter() { - - return this.getFilters()[ 0 ]; - - } - - setFilter( filter ) { - - return this.setFilters( filter ? [ filter ] : [] ); - - } - - setPlaybackRate( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.playbackRate = value; - - if ( this.isPlaying === true ) { - - this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); - - } - - return this; - - } - - getPlaybackRate() { - - return this.playbackRate; - - } - - onEnded() { - - this.isPlaying = false; - - } - - getLoop() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; - - } - - return this.loop; - - } - - setLoop( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.loop = value; - - if ( this.isPlaying === true ) { - - this.source.loop = this.loop; - - } - - return this; - - } - - setLoopStart( value ) { - - this.loopStart = value; - - return this; - - } - - setLoopEnd( value ) { - - this.loopEnd = value; - - return this; - - } - - getVolume() { - - return this.gain.gain.value; - - } - - setVolume( value ) { - - this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); - - return this; - - } - -} - -const _position$3 = new Vector3(); -const _quaternion$4 = new Quaternion(); -const _scale$2 = new Vector3(); -const _orientation$1 = new Vector3(); - -class PositionalAudio extends Audio { - - constructor( listener ) { - - super( listener ); - - this.panner = this.context.createPanner(); - this.panner.panningModel = 'HRTF'; - this.panner.connect( this.gain ); - - } - - getOutput() { - - return this.panner; - - } - - getRefDistance() { - - return this.panner.refDistance; - - } - - setRefDistance( value ) { - - this.panner.refDistance = value; - - return this; - - } - - getRolloffFactor() { - - return this.panner.rolloffFactor; - - } - - setRolloffFactor( value ) { - - this.panner.rolloffFactor = value; - - return this; - - } - - getDistanceModel() { - - return this.panner.distanceModel; - - } - - setDistanceModel( value ) { - - this.panner.distanceModel = value; - - return this; - - } - - getMaxDistance() { - - return this.panner.maxDistance; - - } - - setMaxDistance( value ) { - - this.panner.maxDistance = value; - - return this; - - } - - setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { - - this.panner.coneInnerAngle = coneInnerAngle; - this.panner.coneOuterAngle = coneOuterAngle; - this.panner.coneOuterGain = coneOuterGain; - - return this; - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; - - this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 ); - - _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 ); - - const panner = this.panner; - - if ( panner.positionX ) { - - // code path for Chrome and Firefox (see #14393) - - const endTime = this.context.currentTime + this.listener.timeDelta; - - panner.positionX.linearRampToValueAtTime( _position$3.x, endTime ); - panner.positionY.linearRampToValueAtTime( _position$3.y, endTime ); - panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime ); - panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime ); - panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime ); - panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime ); - - } else { - - panner.setPosition( _position$3.x, _position$3.y, _position$3.z ); - panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z ); - - } - - } - -} - -class AudioAnalyser { - - constructor( audio, fftSize ) { - - this.analyser = audio.context.createAnalyser(); - this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; - - this.data = new Uint8Array( this.analyser.frequencyBinCount ); - - audio.getOutput().connect( this.analyser ); - - } - - - getFrequencyData() { - - this.analyser.getByteFrequencyData( this.data ); - - return this.data; - - } - - getAverageFrequency() { - - let value = 0; - const data = this.getFrequencyData(); - - for ( let i = 0; i < data.length; i ++ ) { - - value += data[ i ]; - - } - - return value / data.length; - - } - -} - -function PropertyMixer( binding, typeName, valueSize ) { - - this.binding = binding; - this.valueSize = valueSize; - - let mixFunction, - mixFunctionAdditive, - setIdentity; - - // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] - // - // interpolators can use .buffer as their .result - // the data then goes to 'incoming' - // - // 'accu0' and 'accu1' are used frame-interleaved for - // the cumulative result and are compared to detect - // changes - // - // 'orig' stores the original state of the property - // - // 'add' is used for additive cumulative results - // - // 'work' is optional and is only present for quaternion types. It is used - // to store intermediate quaternion multiplication results - - switch ( typeName ) { - - case 'quaternion': - mixFunction = this._slerp; - mixFunctionAdditive = this._slerpAdditive; - setIdentity = this._setAdditiveIdentityQuaternion; - - this.buffer = new Float64Array( valueSize * 6 ); - this._workIndex = 5; - break; - - case 'string': - case 'bool': - mixFunction = this._select; - - // Use the regular mix function and for additive on these types, - // additive is not relevant for non-numeric types - mixFunctionAdditive = this._select; - - setIdentity = this._setAdditiveIdentityOther; - - this.buffer = new Array( valueSize * 5 ); - break; - - default: - mixFunction = this._lerp; - mixFunctionAdditive = this._lerpAdditive; - setIdentity = this._setAdditiveIdentityNumeric; - - this.buffer = new Float64Array( valueSize * 5 ); - - } - - this._mixBufferRegion = mixFunction; - this._mixBufferRegionAdditive = mixFunctionAdditive; - this._setIdentity = setIdentity; - this._origIndex = 3; - this._addIndex = 4; - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - this.useCount = 0; - this.referenceCount = 0; - -} - -Object.assign( PropertyMixer.prototype, { - - // accumulate data in the 'incoming' region into 'accu' - accumulate: function ( accuIndex, weight ) { - - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place - - const buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride; - - let currentWeight = this.cumulativeWeight; - - if ( currentWeight === 0 ) { - - // accuN := incoming * weight - - for ( let i = 0; i !== stride; ++ i ) { - - buffer[ offset + i ] = buffer[ i ]; - - } - - currentWeight = weight; - - } else { - - // accuN := accuN + incoming * weight - - currentWeight += weight; - const mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); - - } - - this.cumulativeWeight = currentWeight; - - }, - - // accumulate data in the 'incoming' region into 'add' - accumulateAdditive: function ( weight ) { - - const buffer = this.buffer, - stride = this.valueSize, - offset = stride * this._addIndex; - - if ( this.cumulativeWeightAdditive === 0 ) { - - // add = identity - - this._setIdentity(); - - } - - // add := add + incoming * weight - - this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride ); - this.cumulativeWeightAdditive += weight; - - }, - - // apply the state of 'accu' to the binding when accus differ - apply: function ( accuIndex ) { - - const stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, - - weight = this.cumulativeWeight, - weightAdditive = this.cumulativeWeightAdditive, - - binding = this.binding; - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - if ( weight < 1 ) { - - // accuN := accuN + original * ( 1 - cumulativeWeight ) - - const originalValueOffset = stride * this._origIndex; - - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); - - } - - if ( weightAdditive > 0 ) { - - // accuN := accuN + additive accuN - - this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); - - } - - for ( let i = stride, e = stride + stride; i !== e; ++ i ) { - - if ( buffer[ i ] !== buffer[ i + stride ] ) { - - // value has changed -> update scene graph - - binding.setValue( buffer, offset ); - break; - - } - - } - - }, - - // remember the state of the bound property and copy it to both accus - saveOriginalState: function () { - - const binding = this.binding; - - const buffer = this.buffer, - stride = this.valueSize, - - originalValueOffset = stride * this._origIndex; - - binding.getValue( buffer, originalValueOffset ); - - // accu[0..1] := orig -- initially detect changes against the original - for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { - - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - - } - - // Add to identity for additive - this._setIdentity(); - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - }, - - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState: function () { - - const originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); - - }, - - _setAdditiveIdentityNumeric: function () { - - const startIndex = this._addIndex * this.valueSize; - const endIndex = startIndex + this.valueSize; - - for ( let i = startIndex; i < endIndex; i ++ ) { - - this.buffer[ i ] = 0; - - } - - }, - - _setAdditiveIdentityQuaternion: function () { - - this._setAdditiveIdentityNumeric(); - this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; - - }, - - _setAdditiveIdentityOther: function () { - - const startIndex = this._origIndex * this.valueSize; - const targetIndex = this._addIndex * this.valueSize; - - for ( let i = 0; i < this.valueSize; i ++ ) { - - this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; - - } - - }, - - - // mix functions - - _select: function ( buffer, dstOffset, srcOffset, t, stride ) { - - if ( t >= 0.5 ) { - - for ( let i = 0; i !== stride; ++ i ) { - - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; - - } - - } - - }, - - _slerp: function ( buffer, dstOffset, srcOffset, t ) { - - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); - - }, - - _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) { - - const workOffset = this._workIndex * stride; - - // Store result in intermediate buffer offset - Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); - - // Slerp to the intermediate result - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); - - }, - - _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { - - const s = 1 - t; - - for ( let i = 0; i !== stride; ++ i ) { - - const j = dstOffset + i; - - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; - - } - - }, - - _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) { - - for ( let i = 0; i !== stride; ++ i ) { - - const j = dstOffset + i; - - buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; - - } - - } - -} ); - -// Characters [].:/ are reserved for track binding syntax. -const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; -const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); - -// Attempts to allow node names from any language. ES5's `\w` regexp matches -// only latin characters, and the unicode \p{L} is not yet supported. So -// instead, we exclude reserved characters and match everything else. -const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; -const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; - -// Parent directories, delimited by '/' or ':'. Currently unused, but must -// be matched to parse the rest of the track name. -const _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); - -// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. -const _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); - -// Object on target node, and accessor. May not contain reserved -// characters. Accessor may contain any character except closing bracket. -const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); - -// Property and accessor. May not contain reserved characters. Accessor may -// contain any non-bracket characters. -const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); - -const _trackRe = new RegExp( '' - + '^' - + _directoryRe - + _nodeRe - + _objectRe - + _propertyRe - + '$' -); - -const _supportedObjectNames = [ 'material', 'materials', 'bones' ]; - -function Composite( targetGroup, path, optionalParsedPath ) { - - const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); - - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); - -} - -Object.assign( Composite.prototype, { - - getValue: function ( array, offset ) { - - this.bind(); // bind all binding - - const firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; - - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); - - }, - - setValue: function ( array, offset ) { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].setValue( array, offset ); - - } - - }, - - bind: function () { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].bind(); - - } - - }, - - unbind: function () { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].unbind(); - - } - - } - -} ); - - -function PropertyBinding( rootNode, path, parsedPath ) { - - this.path = path; - this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); - - this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; - - this.rootNode = rootNode; - -} - -Object.assign( PropertyBinding, { - - Composite: Composite, - - create: function ( root, path, parsedPath ) { - - if ( ! ( root && root.isAnimationObjectGroup ) ) { - - return new PropertyBinding( root, path, parsedPath ); - - } else { - - return new PropertyBinding.Composite( root, path, parsedPath ); - - } - - }, - - /** - * Replaces spaces with underscores and removes unsupported characters from - * node names, to ensure compatibility with parseTrackName(). - * - * @param {string} name Node name to be sanitized. - * @return {string} - */ - sanitizeNodeName: function ( name ) { - - return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); - - }, - - parseTrackName: function ( trackName ) { - - const matches = _trackRe.exec( trackName ); - - if ( ! matches ) { - - throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); - - } - - const results = { - // directoryName: matches[ 1 ], // (tschw) currently unused - nodeName: matches[ 2 ], - objectName: matches[ 3 ], - objectIndex: matches[ 4 ], - propertyName: matches[ 5 ], // required - propertyIndex: matches[ 6 ] - }; - - const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - - if ( lastDot !== undefined && lastDot !== - 1 ) { - - const objectName = results.nodeName.substring( lastDot + 1 ); - - // Object names must be checked against an allowlist. Otherwise, there - // is no way to parse 'foo.bar.baz': 'baz' must be a property, but - // 'bar' could be the objectName, or part of a nodeName (which can - // include '.' characters). - if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { - - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; - - } - - } - - if ( results.propertyName === null || results.propertyName.length === 0 ) { - - throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - - } - - return results; - - }, - - findNode: function ( root, nodeName ) { - - if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { - - return root; - - } - - // search into skeleton bones. - if ( root.skeleton ) { - - const bone = root.skeleton.getBoneByName( nodeName ); - - if ( bone !== undefined ) { - - return bone; - - } - - } - - // search into node subtree. - if ( root.children ) { - - const searchNodeSubtree = function ( children ) { - - for ( let i = 0; i < children.length; i ++ ) { - - const childNode = children[ i ]; - - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - - return childNode; - - } - - const result = searchNodeSubtree( childNode.children ); - - if ( result ) return result; - - } - - return null; - - }; - - const subTreeNode = searchNodeSubtree( root.children ); - - if ( subTreeNode ) { - - return subTreeNode; - - } - - } - - return null; - - } - -} ); - -Object.assign( PropertyBinding.prototype, { // prototype, continued - - // these are used to "bind" a nonexistent property - _getValue_unavailable: function () {}, - _setValue_unavailable: function () {}, - - BindingType: { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 - }, - - Versioning: { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }, - - GetterByBindingType: [ - - function getValue_direct( buffer, offset ) { - - buffer[ offset ] = this.node[ this.propertyName ]; - - }, - - function getValue_array( buffer, offset ) { - - const source = this.resolvedProperty; - - for ( let i = 0, n = source.length; i !== n; ++ i ) { - - buffer[ offset ++ ] = source[ i ]; - - } - - }, - - function getValue_arrayElement( buffer, offset ) { - - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - - }, - - function getValue_toArray( buffer, offset ) { - - this.resolvedProperty.toArray( buffer, offset ); - - } - - ], - - SetterByBindingTypeAndVersioning: [ - - [ - // Direct - - function setValue_direct( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - - }, - - function setValue_direct_setNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - }, - - function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // EntireArray - - function setValue_array( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - }, - - function setValue_array_setNeedsUpdate( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.needsUpdate = true; - - }, - - function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // ArrayElement - - function setValue_arrayElement( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - - }, - - function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - }, - - function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // HasToFromArray - - function setValue_fromArray( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - - }, - - function setValue_fromArray_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; - - }, - - function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ] - - ], - - getValue: function getValue_unbound( targetArray, offset ) { - - this.bind(); - this.getValue( targetArray, offset ); - - // Note: This class uses a State pattern on a per-method basis: - // 'bind' sets 'this.getValue' / 'setValue' and shadows the - // prototype version of these methods with one that represents - // the bound state. When the property is not found, the methods - // become no-ops. - - }, - - setValue: function getValue_unbound( sourceArray, offset ) { - - this.bind(); - this.setValue( sourceArray, offset ); - - }, - - // create getter / setter pair for a property in the scene graph - bind: function () { - - let targetObject = this.node; - const parsedPath = this.parsedPath; - - const objectName = parsedPath.objectName; - const propertyName = parsedPath.propertyName; - let propertyIndex = parsedPath.propertyIndex; - - if ( ! targetObject ) { - - targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; - - this.node = targetObject; - - } - - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; - - // ensure there is a value node - if ( ! targetObject ) { - - console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); - return; - - } - - if ( objectName ) { - - let objectIndex = parsedPath.objectIndex; - - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { - - case 'materials': - - if ( ! targetObject.material ) { - - console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; - - } - - if ( ! targetObject.material.materials ) { - - console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; - - } - - targetObject = targetObject.material.materials; - - break; - - case 'bones': - - if ( ! targetObject.skeleton ) { - - console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; - - } - - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. - - targetObject = targetObject.skeleton.bones; - - // support resolving morphTarget names into indices. - for ( let i = 0; i < targetObject.length; i ++ ) { - - if ( targetObject[ i ].name === objectIndex ) { - - objectIndex = i; - break; - - } - - } - - break; - - default: - - if ( targetObject[ objectName ] === undefined ) { - - console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); - return; - - } - - targetObject = targetObject[ objectName ]; - - } - - - if ( objectIndex !== undefined ) { - - if ( targetObject[ objectIndex ] === undefined ) { - - console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; - - } - - targetObject = targetObject[ objectIndex ]; - - } - - } - - // resolve property - const nodeProperty = targetObject[ propertyName ]; - - if ( nodeProperty === undefined ) { - - const nodeName = parsedPath.nodeName; - - console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + - '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; - - } - - // determine versioning scheme - let versioning = this.Versioning.None; - - this.targetObject = targetObject; - - if ( targetObject.needsUpdate !== undefined ) { // material - - versioning = this.Versioning.NeedsUpdate; - - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - - versioning = this.Versioning.MatrixWorldNeedsUpdate; - - } - - // determine how the property gets bound - let bindingType = this.BindingType.Direct; - - if ( propertyIndex !== undefined ) { - - // access a sub element of the property array (only primitives are supported right now) - - if ( propertyName === "morphTargetInfluences" ) { - - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { - - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; - - } - - if ( targetObject.geometry.isBufferGeometry ) { - - if ( ! targetObject.geometry.morphAttributes ) { - - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); - return; - - } - - if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { - - propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; - - } - - - } else { - - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this ); - return; - - } - - } - - bindingType = this.BindingType.ArrayElement; - - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; - - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - - // must use copy for Object3D.Euler/Quaternion - - bindingType = this.BindingType.HasFromToArray; - - this.resolvedProperty = nodeProperty; - - } else if ( Array.isArray( nodeProperty ) ) { - - bindingType = this.BindingType.EntireArray; - - this.resolvedProperty = nodeProperty; - - } else { - - this.propertyName = propertyName; - - } - - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - - }, - - unbind: function () { - - this.node = null; - - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - -} ); - -// DECLARE ALIAS AFTER assign prototype -Object.assign( PropertyBinding.prototype, { - - // initial state of these methods that calls 'bind' - _getValue_unbound: PropertyBinding.prototype.getValue, - _setValue_unbound: PropertyBinding.prototype.setValue, - -} ); - -/** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - */ - -function AnimationObjectGroup() { - - this.uuid = MathUtils.generateUUID(); - - // cached objects followed by the active ones - this._objects = Array.prototype.slice.call( arguments ); - - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite - - const indices = {}; - this._indicesByUUID = indices; // for bookkeeping - - for ( let i = 0, n = arguments.length; i !== n; ++ i ) { - - indices[ arguments[ i ].uuid ] = i; - - } - - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays - - const scope = this; - - this.stats = { - - objects: { - get total() { - - return scope._objects.length; - - }, - get inUse() { - - return this.total - scope.nCachedObjects_; - - } - }, - get bindingsPerObject() { - - return scope._bindings.length; - - } - - }; - -} - -Object.assign( AnimationObjectGroup.prototype, { - - isAnimationObjectGroup: true, - - add: function () { - - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length; - - let knownObject = undefined, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_; - - for ( let i = 0, n = arguments.length; i !== n; ++ i ) { - - const object = arguments[ i ], - uuid = object.uuid; - let index = indicesByUUID[ uuid ]; - - if ( index === undefined ) { - - // unknown object -> add it to the ACTIVE region - - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); - - } - - } else if ( index < nCachedObjects ) { - - knownObject = objects[ index ]; - - // move existing object to the ACTIVE region - - const firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; - - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - const bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ]; - - let binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = lastCached; - - if ( binding === undefined ) { - - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist - - binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); - - } - - bindingsForPath[ firstActiveIndex ] = binding; - - } - - } else if ( objects[ index ] !== knownObject ) { - - console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + - 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); - - } // else the object is already where we want it to be - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - remove: function () { - - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - - let nCachedObjects = this.nCachedObjects_; - - for ( let i = 0, n = arguments.length; i !== n; ++ i ) { - - const object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index !== undefined && index >= nCachedObjects ) { - - // move existing object into the CACHED region - - const lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; - - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; - - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - const bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; - - } - - } - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - // remove & forget - uncache: function () { - - const objects = this._objects, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - - let nCachedObjects = this.nCachedObjects_, - nObjects = objects.length; - - for ( let i = 0, n = arguments.length; i !== n; ++ i ) { - - const object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index !== undefined ) { - - delete indicesByUUID[ uuid ]; - - if ( index < nCachedObjects ) { - - // object is cached, shrink the CACHED region - - const firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; - - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - const bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; - - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); - - } - - } else { - - // object is active, just swap with the last and pop - - const lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; - - indicesByUUID[ lastObject.uuid ] = index; - objects[ index ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( let j = 0, m = nBindings; j !== m; ++ j ) { - - const bindingsForPath = bindings[ j ]; - - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); - - } - - } // cached or active - - } // if object is known - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - // Internal interface used by befriended PropertyBinding.Composite: - - subscribe_: function ( path, parsedPath ) { - - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group - - const indicesByPath = this._bindingsIndicesByPath; - let index = indicesByPath[ path ]; - const bindings = this._bindings; - - if ( index !== undefined ) return bindings[ index ]; - - const paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); - - index = bindings.length; - - indicesByPath[ path ] = index; - - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); - - for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) { - - const object = objects[ i ]; - bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); - - } - - return bindingsForPath; - - }, - - unsubscribe_: function ( path ) { - - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' - - const indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ]; - - if ( index !== undefined ) { - - const paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = path[ lastBindingsIndex ]; - - indicesByPath[ lastBindingsPath ] = index; - - bindings[ index ] = lastBindings; - bindings.pop(); - - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); - - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); - - } - - } - -} ); - -class AnimationAction { - - constructor( mixer, clip, localRoot, blendMode ) { - - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot || null; - this.blendMode = blendMode || clip.blendMode; - - const tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); - - const interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; - - for ( let i = 0; i !== nTracks; ++ i ) { - - const interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; - - } - - this._interpolantSettings = interpolantSettings; - - this._interpolants = interpolants; // bound by the mixer - - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); - - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager - - this._timeScaleInterpolant = null; - this._weightInterpolant = null; - - this.loop = LoopRepeat; - this._loopCount = - 1; - - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; - - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; - - this.timeScale = 1; - this._effectiveTimeScale = 1; - - this.weight = 1; - this._effectiveWeight = 1; - - this.repetitions = Infinity; // no. of repetitions when looping - - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight - - this.clampWhenFinished = false;// keep feeding the last frame? - - this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate - this.zeroSlopeAtEnd = true;// clips for start, loop and end - - } - - // State & Scheduling - - play() { - - this._mixer._activateAction( this ); - - return this; - - } - - stop() { - - this._mixer._deactivateAction( this ); - - return this.reset(); - - } - - reset() { - - this.paused = false; - this.enabled = true; - - this.time = 0; // restart clip - this._loopCount = - 1;// forget previous loops - this._startTime = null;// forget scheduling - - return this.stopFading().stopWarping(); - - } - - isRunning() { - - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); - - } - - // return true when play has been called - isScheduled() { - - return this._mixer._isActiveAction( this ); - - } - - startAt( time ) { - - this._startTime = time; - - return this; - - } - - setLoop( mode, repetitions ) { - - this.loop = mode; - this.repetitions = repetitions; - - return this; - - } - - // Weight - - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight( weight ) { - - this.weight = weight; - - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; - - return this.stopFading(); - - } - - // return the weight considering fading and .enabled - getEffectiveWeight() { - - return this._effectiveWeight; - - } - - fadeIn( duration ) { - - return this._scheduleFading( duration, 0, 1 ); - - } - - fadeOut( duration ) { - - return this._scheduleFading( duration, 1, 0 ); - - } - - crossFadeFrom( fadeOutAction, duration, warp ) { - - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); - - if ( warp ) { - - const fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, - - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; - - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); - - } - - return this; - - } - - crossFadeTo( fadeInAction, duration, warp ) { - - return fadeInAction.crossFadeFrom( this, duration, warp ); - - } - - stopFading() { - - const weightInterpolant = this._weightInterpolant; - - if ( weightInterpolant !== null ) { - - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); - - } - - return this; - - } - - // Time Scale Control - - // set the time scale stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing - setEffectiveTimeScale( timeScale ) { - - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 : timeScale; - - return this.stopWarping(); - - } - - // return the time scale considering warping and .paused - getEffectiveTimeScale() { - - return this._effectiveTimeScale; - - } - - setDuration( duration ) { - - this.timeScale = this._clip.duration / duration; - - return this.stopWarping(); - - } - - syncWith( action ) { - - this.time = action.time; - this.timeScale = action.timeScale; - - return this.stopWarping(); - - } - - halt( duration ) { - - return this.warp( this._effectiveTimeScale, 0, duration ); - - } - - warp( startTimeScale, endTimeScale, duration ) { - - const mixer = this._mixer, - now = mixer.time, - timeScale = this.timeScale; - - let interpolant = this._timeScaleInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; - - } - - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - times[ 1 ] = now + duration; - - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; - - return this; - - } - - stopWarping() { - - const timeScaleInterpolant = this._timeScaleInterpolant; - - if ( timeScaleInterpolant !== null ) { - - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - - } - - return this; - - } - - // Object Accessors - - getMixer() { - - return this._mixer; - - } - - getClip() { - - return this._clip; - - } - - getRoot() { - - return this._localRoot || this._mixer._root; - - } - - // Interna - - _update( time, deltaTime, timeDirection, accuIndex ) { - - // called by the mixer - - if ( ! this.enabled ) { - - // call ._updateWeight() to update ._effectiveWeight - - this._updateWeight( time ); - return; - - } - - const startTime = this._startTime; - - if ( startTime !== null ) { - - // check for scheduled start of action - - const timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { - - return; // yet to come / don't decide when delta = 0 - - } - - // start - - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; - - } - - // apply time scale and advance time - - deltaTime *= this._updateTimeScale( time ); - const clipTime = this._updateTime( deltaTime ); - - // note: _updateTime may disable the action resulting in - // an effective weight of 0 - - const weight = this._updateWeight( time ); - - if ( weight > 0 ) { - - const interpolants = this._interpolants; - const propertyMixers = this._propertyBindings; - - switch ( this.blendMode ) { - - case AdditiveAnimationBlendMode: - - for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulateAdditive( weight ); - - } - - break; - - case NormalAnimationBlendMode: - default: - - for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); - - } - - } - - } - - } - - _updateWeight( time ) { - - let weight = 0; - - if ( this.enabled ) { - - weight = this.weight; - const interpolant = this._weightInterpolant; - - if ( interpolant !== null ) { - - const interpolantValue = interpolant.evaluate( time )[ 0 ]; - - weight *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopFading(); - - if ( interpolantValue === 0 ) { - - // faded out, disable - this.enabled = false; - - } - - } - - } - - } - - this._effectiveWeight = weight; - return weight; - - } - - _updateTimeScale( time ) { - - let timeScale = 0; - - if ( ! this.paused ) { - - timeScale = this.timeScale; - - const interpolant = this._timeScaleInterpolant; - - if ( interpolant !== null ) { - - const interpolantValue = interpolant.evaluate( time )[ 0 ]; - - timeScale *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopWarping(); - - if ( timeScale === 0 ) { - - // motion has halted, pause - this.paused = true; - - } else { - - // warp done - apply final time scale - this.timeScale = timeScale; - - } - - } - - } - - } - - this._effectiveTimeScale = timeScale; - return timeScale; - - } - - _updateTime( deltaTime ) { - - const duration = this._clip.duration; - const loop = this.loop; - - let time = this.time + deltaTime; - let loopCount = this._loopCount; - - const pingPong = ( loop === LoopPingPong ); - - if ( deltaTime === 0 ) { - - if ( loopCount === - 1 ) return time; - - return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; - - } - - if ( loop === LoopOnce ) { - - if ( loopCount === - 1 ) { - - // just started - - this._loopCount = 0; - this._setEndings( true, true, false ); - - } - - handle_stop: { - - if ( time >= duration ) { - - time = duration; - - } else if ( time < 0 ) { - - time = 0; - - } else { - - this.time = time; - - break handle_stop; - - } - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? - 1 : 1 - } ); - - } - - } else { // repetitive Repeat or PingPong - - if ( loopCount === - 1 ) { - - // just started - - if ( deltaTime >= 0 ) { - - loopCount = 0; - - this._setEndings( true, this.repetitions === 0, pingPong ); - - } else { - - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 - - this._setEndings( this.repetitions === 0, true, pingPong ); - - } - - } - - if ( time >= duration || time < 0 ) { - - // wrap around - - const loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; - - loopCount += Math.abs( loopDelta ); - - const pending = this.repetitions - loopCount; - - if ( pending <= 0 ) { - - // have to stop (switch state, clamp time, fire event) - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - time = deltaTime > 0 ? duration : 0; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : - 1 - } ); - - } else { - - // keep running - - if ( pending === 1 ) { - - // entering the last round - - const atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); - - } else { - - this._setEndings( false, false, pingPong ); - - } - - this._loopCount = loopCount; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); - - } - - } else { - - this.time = time; - - } - - if ( pingPong && ( loopCount & 1 ) === 1 ) { - - // invert time for the "pong round" - - return duration - time; - - } - - } - - return time; - - } - - _setEndings( atStart, atEnd, pingPong ) { - - const settings = this._interpolantSettings; - - if ( pingPong ) { - - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; - - } else { - - // assuming for LoopOnce atStart == atEnd == true - - if ( atStart ) { - - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingStart = WrapAroundEnding; - - } - - if ( atEnd ) { - - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingEnd = WrapAroundEnding; - - } - - } - - } - - _scheduleFading( duration, weightNow, weightThen ) { - - const mixer = this._mixer, now = mixer.time; - let interpolant = this._weightInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; - - } - - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - values[ 0 ] = weightNow; - times[ 1 ] = now + duration; - values[ 1 ] = weightThen; - - return this; - - } - -} - -function AnimationMixer( root ) { - - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; - - this.time = 0; - - this.timeScale = 1.0; - -} - -AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - - constructor: AnimationMixer, - - _bindAction: function ( action, prototypeAction ) { - - const root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName; - - let bindingsByName = bindingsByRoot[ rootUuid ]; - - if ( bindingsByName === undefined ) { - - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; - - } - - for ( let i = 0; i !== nTracks; ++ i ) { - - const track = tracks[ i ], - trackName = track.name; - - let binding = bindingsByName[ trackName ]; - - if ( binding !== undefined ) { - - bindings[ i ] = binding; - - } else { - - binding = bindings[ i ]; - - if ( binding !== undefined ) { - - // existing binding, make sure the cache knows - - if ( binding._cacheIndex === null ) { - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - } - - continue; - - } - - const path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; - - binding = new PropertyMixer( - PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - bindings[ i ] = binding; - - } - - interpolants[ i ].resultBuffer = binding.buffer; - - } - - }, - - _activateAction: function ( action ) { - - if ( ! this._isActiveAction( action ) ) { - - if ( action._cacheIndex === null ) { - - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind - - const rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, - actionsForClip = this._actionsByClip[ clipUuid ]; - - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); - - this._addInactiveAction( action, clipUuid, rootUuid ); - - } - - const bindings = action._propertyBindings; - - // increment reference counts / sort out state - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( binding.useCount ++ === 0 ) { - - this._lendBinding( binding ); - binding.saveOriginalState(); - - } - - } - - this._lendAction( action ); - - } - - }, - - _deactivateAction: function ( action ) { - - if ( this._isActiveAction( action ) ) { - - const bindings = action._propertyBindings; - - // decrement reference counts / sort out state - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( -- binding.useCount === 0 ) { - - binding.restoreOriginalState(); - this._takeBackBinding( binding ); - - } - - } - - this._takeBackAction( action ); - - } - - }, - - // Memory manager - - _initMemoryManager: function () { - - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; - - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< AnimationAction > - used as prototypes - // actionByRoot: AnimationAction - lookup - // } - - - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; - - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - - - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; - - const scope = this; - - this.stats = { - - actions: { - get total() { - - return scope._actions.length; - - }, - get inUse() { - - return scope._nActiveActions; - - } - }, - bindings: { - get total() { - - return scope._bindings.length; - - }, - get inUse() { - - return scope._nActiveBindings; - - } - }, - controlInterpolants: { - get total() { - - return scope._controlInterpolants.length; - - }, - get inUse() { - - return scope._nActiveControlInterpolants; - - } - } - - }; - - }, - - // Memory management for AnimationAction objects - - _isActiveAction: function ( action ) { - - const index = action._cacheIndex; - return index !== null && index < this._nActiveActions; - - }, - - _addInactiveAction: function ( action, clipUuid, rootUuid ) { - - const actions = this._actions, - actionsByClip = this._actionsByClip; - - let actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip === undefined ) { - - actionsForClip = { - - knownActions: [ action ], - actionByRoot: {} - - }; - - action._byClipCacheIndex = 0; - - actionsByClip[ clipUuid ] = actionsForClip; - - } else { - - const knownActions = actionsForClip.knownActions; - - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); - - } - - action._cacheIndex = actions.length; - actions.push( action ); - - actionsForClip.actionByRoot[ rootUuid ] = action; - - }, - - _removeInactiveAction: function ( action ) { - - const actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - action._cacheIndex = null; - - - const clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, - - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], - - byClipCacheIndex = action._byClipCacheIndex; - - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); - - action._byClipCacheIndex = null; - - - const actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( action._localRoot || this._root ).uuid; - - delete actionByRoot[ rootUuid ]; - - if ( knownActionsForClip.length === 0 ) { - - delete actionsByClip[ clipUuid ]; - - } - - this._removeInactiveBindingsForAction( action ); - - }, - - _removeInactiveBindingsForAction: function ( action ) { - - const bindings = action._propertyBindings; - - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( -- binding.referenceCount === 0 ) { - - this._removeInactiveBinding( binding ); - - } - - } - - }, - - _lendAction: function ( action ) { - - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s - - const actions = this._actions, - prevIndex = action._cacheIndex, - - lastActiveIndex = this._nActiveActions ++, - - firstInactiveAction = actions[ lastActiveIndex ]; - - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; - - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; - - }, - - _takeBackAction: function ( action ) { - - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a - - const actions = this._actions, - prevIndex = action._cacheIndex, - - firstInactiveIndex = -- this._nActiveActions, - - lastActiveAction = actions[ firstInactiveIndex ]; - - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; - - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; - - }, - - // Memory management for PropertyMixer objects - - _addInactiveBinding: function ( binding, rootUuid, trackName ) { - - const bindingsByRoot = this._bindingsByRootAndName, - bindings = this._bindings; - - let bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName === undefined ) { - - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; - - } - - bindingByName[ trackName ] = binding; - - binding._cacheIndex = bindings.length; - bindings.push( binding ); - - }, - - _removeInactiveBinding: function ( binding ) { - - const bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], - - lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; - - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); - - delete bindingByName[ trackName ]; - - if ( Object.keys( bindingByName ).length === 0 ) { - - delete bindingsByRoot[ rootUuid ]; - - } - - }, - - _lendBinding: function ( binding ) { - - const bindings = this._bindings, - prevIndex = binding._cacheIndex, - - lastActiveIndex = this._nActiveBindings ++, - - firstInactiveBinding = bindings[ lastActiveIndex ]; - - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; - - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; - - }, - - _takeBackBinding: function ( binding ) { - - const bindings = this._bindings, - prevIndex = binding._cacheIndex, - - firstInactiveIndex = -- this._nActiveBindings, - - lastActiveBinding = bindings[ firstInactiveIndex ]; - - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; - - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; - - }, - - - // Memory management of Interpolants for weight and time scale - - _lendControlInterpolant: function () { - - const interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++; - - let interpolant = interpolants[ lastActiveIndex ]; - - if ( interpolant === undefined ) { - - interpolant = new LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, this._controlInterpolantsResultBuffer ); - - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; - - } - - return interpolant; - - }, - - _takeBackControlInterpolant: function ( interpolant ) { - - const interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, - - firstInactiveIndex = -- this._nActiveControlInterpolants, - - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; - - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; - - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; - - }, - - _controlInterpolantsResultBuffer: new Float32Array( 1 ), - - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) - clipAction: function ( clip, optionalRoot, blendMode ) { - - const root = optionalRoot || this._root, - rootUuid = root.uuid; - - let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; - - const clipUuid = clipObject !== null ? clipObject.uuid : clip; - - const actionsForClip = this._actionsByClip[ clipUuid ]; - let prototypeAction = null; - - if ( blendMode === undefined ) { - - if ( clipObject !== null ) { - - blendMode = clipObject.blendMode; - - } else { - - blendMode = NormalAnimationBlendMode; - - } - - } - - if ( actionsForClip !== undefined ) { - - const existingAction = actionsForClip.actionByRoot[ rootUuid ]; - - if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { - - return existingAction; - - } - - // we know the clip, so we don't have to parse all - // the bindings again but can just copy - prototypeAction = actionsForClip.knownActions[ 0 ]; - - // also, take the clip from the prototype action - if ( clipObject === null ) - clipObject = prototypeAction._clip; - - } - - // clip must be known when specified via string - if ( clipObject === null ) return null; - - // allocate all resources required to run it - const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); - - this._bindAction( newAction, prototypeAction ); - - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipUuid, rootUuid ); - - return newAction; - - }, - - // get an existing action - existingAction: function ( clip, optionalRoot ) { - - const root = optionalRoot || this._root, - rootUuid = root.uuid, - - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, - - clipUuid = clipObject ? clipObject.uuid : clip, - - actionsForClip = this._actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - return actionsForClip.actionByRoot[ rootUuid ] || null; - - } - - return null; - - }, - - // deactivates all previously scheduled actions - stopAllAction: function () { - - const actions = this._actions, - nActions = this._nActiveActions; - - for ( let i = nActions - 1; i >= 0; -- i ) { - - actions[ i ].stop(); - - } - - return this; - - }, - - // advance the time and update apply the animation - update: function ( deltaTime ) { - - deltaTime *= this.timeScale; - - const actions = this._actions, - nActions = this._nActiveActions, - - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), - - accuIndex = this._accuIndex ^= 1; - - // run active actions - - for ( let i = 0; i !== nActions; ++ i ) { - - const action = actions[ i ]; - - action._update( time, deltaTime, timeDirection, accuIndex ); - - } - - // update scene graph - - const bindings = this._bindings, - nBindings = this._nActiveBindings; - - for ( let i = 0; i !== nBindings; ++ i ) { - - bindings[ i ].apply( accuIndex ); - - } - - return this; - - }, - - // Allows you to seek to a specific time in an animation. - setTime: function ( timeInSeconds ) { - - this.time = 0; // Zero out time attribute for AnimationMixer object; - for ( let i = 0; i < this._actions.length; i ++ ) { - - this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. - - } - - return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. - - }, - - // return this mixer's root target object - getRoot: function () { - - return this._root; - - }, - - // free all resources specific to a particular clip - uncacheClip: function ( clip ) { - - const actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away - - const actionsToRemove = actionsForClip.knownActions; - - for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { - - const action = actionsToRemove[ i ]; - - this._deactivateAction( action ); - - const cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; - - action._cacheIndex = null; - action._byClipCacheIndex = null; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - this._removeInactiveBindingsForAction( action ); - - } - - delete actionsByClip[ clipUuid ]; - - } - - }, - - // free all resources specific to a particular root target object - uncacheRoot: function ( root ) { - - const rootUuid = root.uuid, - actionsByClip = this._actionsByClip; - - for ( const clipUuid in actionsByClip ) { - - const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, - action = actionByRoot[ rootUuid ]; - - if ( action !== undefined ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - - const bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName !== undefined ) { - - for ( const trackName in bindingByName ) { - - const binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); - - } - - } - - }, - - // remove a targeted clip from the cache - uncacheAction: function ( clip, optionalRoot ) { - - const action = this.existingAction( clip, optionalRoot ); - - if ( action !== null ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - -} ); - -class Uniform { - - constructor( value ) { - - if ( typeof value === 'string' ) { - - console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); - value = arguments[ 1 ]; - - } - - this.value = value; - - } - - clone() { - - return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); - - } - -} - -function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - - InterleavedBuffer.call( this, array, stride ); - - this.meshPerAttribute = meshPerAttribute || 1; - -} - -InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { - - constructor: InstancedInterleavedBuffer, - - isInstancedInterleavedBuffer: true, - - copy: function ( source ) { - - InterleavedBuffer.prototype.copy.call( this, source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - }, - - clone: function ( data ) { - - const ib = InterleavedBuffer.prototype.clone.call( this, data ); - - ib.meshPerAttribute = this.meshPerAttribute; - - return ib; - - }, - - toJSON: function ( data ) { - - const json = InterleavedBuffer.prototype.toJSON.call( this, data ); - - json.isInstancedInterleavedBuffer = true; - json.meshPerAttribute = this.meshPerAttribute; - - return json; - - } - -} ); - -/** - * @author raub / https://github.com/raub - */ - -/** - * Element size is one of: - * 5126: 4 - * 5123: 2 - * 5122: 2 - * 5125: 4 - * 5124: 4 - * 5120: 1 - * 5121: 1 - */ -function GLBufferAttribute( buffer, type, itemSize, elementSize, count ) { - - this.buffer = buffer; - this.type = type; - this.itemSize = itemSize; - this.elementSize = elementSize; - this.count = count; - - this.version = 0; - -} - -Object.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', { - - set: function ( value ) { - - if ( value === true ) this.version ++; - - } - -} ); - -Object.assign( GLBufferAttribute.prototype, { - - isGLBufferAttribute: true, - - setBuffer: function ( buffer ) { - - this.buffer = buffer; - - return this; - - }, - - setType: function ( type, elementSize ) { - - this.type = type; - this.elementSize = elementSize; - - return this; - - }, - - setItemSize: function ( itemSize ) { - - this.itemSize = itemSize; - - return this; - - }, - - setCount: function ( count ) { - - this.count = count; - - return this; - - }, - -} ); - -function Raycaster( origin, direction, near, far ) { - - this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) - - this.near = near || 0; - this.far = far || Infinity; - this.camera = null; - this.layers = new Layers(); - - this.params = { - Mesh: {}, - Line: { threshold: 1 }, - LOD: {}, - Points: { threshold: 1 }, - Sprite: {} - }; - - Object.defineProperties( this.params, { - PointCloud: { - get: function () { - - console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); - return this.Points; - - } - } - } ); - -} - -function ascSort( a, b ) { - - return a.distance - b.distance; - -} - -function intersectObject( object, raycaster, intersects, recursive ) { - - if ( object.layers.test( raycaster.layers ) ) { - - object.raycast( raycaster, intersects ); - - } - - if ( recursive === true ) { - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - intersectObject( children[ i ], raycaster, intersects, true ); - - } - - } - -} - -Object.assign( Raycaster.prototype, { - - set: function ( origin, direction ) { - - // direction is assumed to be normalized (for accurate distance calculations) - - this.ray.set( origin, direction ); - - }, - - setFromCamera: function ( coords, camera ) { - - if ( ( camera && camera.isPerspectiveCamera ) ) { - - this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); - this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - this.camera = camera; - - } else if ( ( camera && camera.isOrthographicCamera ) ) { - - this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera - this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); - this.camera = camera; - - } else { - - console.error( 'THREE.Raycaster: Unsupported camera type.' ); - - } - - }, - - intersectObject: function ( object, recursive, optionalTarget ) { - - const intersects = optionalTarget || []; - - intersectObject( object, this, intersects, recursive ); - - intersects.sort( ascSort ); - - return intersects; - - }, - - intersectObjects: function ( objects, recursive, optionalTarget ) { - - const intersects = optionalTarget || []; - - if ( Array.isArray( objects ) === false ) { - - console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); - return intersects; - - } - - for ( let i = 0, l = objects.length; i < l; i ++ ) { - - intersectObject( objects[ i ], this, intersects, recursive ); - - } - - intersects.sort( ascSort ); - - return intersects; - - } - -} ); - -/** - * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system - * - * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. - * The azimuthal angle (theta) is measured from the positive z-axis. - */ - -class Spherical { - - constructor( radius = 1, phi = 0, theta = 0 ) { - - this.radius = radius; - this.phi = phi; // polar angle - this.theta = theta; // azimuthal angle - - return this; - - } - - set( radius, phi, theta ) { - - this.radius = radius; - this.phi = phi; - this.theta = theta; - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( other ) { - - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; - - return this; - - } - - // restrict phi to be betwee EPS and PI-EPS - makeSafe() { - - const EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); - - return this; - - } - - setFromVector3( v ) { - - return this.setFromCartesianCoords( v.x, v.y, v.z ); - - } - - setFromCartesianCoords( x, y, z ) { - - this.radius = Math.sqrt( x * x + y * y + z * z ); - - if ( this.radius === 0 ) { - - this.theta = 0; - this.phi = 0; - - } else { - - this.theta = Math.atan2( x, z ); - this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) ); - - } - - return this; - - } - -} - -/** - * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system - */ - -class Cylindrical { - - constructor( radius, theta, y ) { - - this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane - this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis - this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane - - return this; - - } - - set( radius, theta, y ) { - - this.radius = radius; - this.theta = theta; - this.y = y; - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( other ) { - - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; - - return this; - - } - - setFromVector3( v ) { - - return this.setFromCartesianCoords( v.x, v.y, v.z ); - - } - - setFromCartesianCoords( x, y, z ) { - - this.radius = Math.sqrt( x * x + z * z ); - this.theta = Math.atan2( x, z ); - this.y = y; - - return this; - - } - -} - -const _vector$7 = new Vector2(); - -class Box2 { - - constructor( min, max ) { - - Object.defineProperty( this, 'isBox2', { value: true } ); - - this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); - - } - - set( min, max ) { - - this.min.copy( min ); - this.max.copy( max ); - - return this; - - } - - setFromPoints( points ) { - - this.makeEmpty(); - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - } - - setFromCenterAndSize( center, size ) { - - const halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( box ) { - - this.min.copy( box.min ); - this.max.copy( box.max ); - - return this; - - } - - makeEmpty() { - - this.min.x = this.min.y = + Infinity; - this.max.x = this.max.y = - Infinity; - - return this; - - } - - isEmpty() { - - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); - - } - - getCenter( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box2: .getCenter() target is now required' ); - target = new Vector2(); - - } - - return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - - } - - getSize( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box2: .getSize() target is now required' ); - target = new Vector2(); - - } - - return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); - - } - - expandByPoint( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - } - - expandByVector( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - } - - expandByScalar( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - } - - containsPoint( point ) { - - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y ? false : true; - - } - - containsBox( box ) { - - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y; - - } - - getParameter( point, target ) { - - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - - if ( target === undefined ) { - - console.warn( 'THREE.Box2: .getParameter() target is now required' ); - target = new Vector2(); - - } - - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ) - ); - - } - - intersectsBox( box ) { - - // using 4 splitting planes to rule out intersections - - return box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y ? false : true; - - } - - clampPoint( point, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box2: .clampPoint() target is now required' ); - target = new Vector2(); - - } - - return target.copy( point ).clamp( this.min, this.max ); - - } - - distanceToPoint( point ) { - - const clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); - - } - - intersect( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - return this; - - } - - union( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - } - - translate( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - } - - equals( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - -} - -const _startP = new Vector3(); -const _startEnd = new Vector3(); - -class Line3 { - - constructor( start, end ) { - - this.start = ( start !== undefined ) ? start : new Vector3(); - this.end = ( end !== undefined ) ? end : new Vector3(); - - } - - set( start, end ) { - - this.start.copy( start ); - this.end.copy( end ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( line ) { - - this.start.copy( line.start ); - this.end.copy( line.end ); - - return this; - - } - - getCenter( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Line3: .getCenter() target is now required' ); - target = new Vector3(); - - } - - return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); - - } - - delta( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Line3: .delta() target is now required' ); - target = new Vector3(); - - } - - return target.subVectors( this.end, this.start ); - - } - - distanceSq() { - - return this.start.distanceToSquared( this.end ); - - } - - distance() { - - return this.start.distanceTo( this.end ); - - } - - at( t, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Line3: .at() target is now required' ); - target = new Vector3(); - - } - - return this.delta( target ).multiplyScalar( t ).add( this.start ); - - } - - closestPointToPointParameter( point, clampToLine ) { - - _startP.subVectors( point, this.start ); - _startEnd.subVectors( this.end, this.start ); - - const startEnd2 = _startEnd.dot( _startEnd ); - const startEnd_startP = _startEnd.dot( _startP ); - - let t = startEnd_startP / startEnd2; - - if ( clampToLine ) { - - t = MathUtils.clamp( t, 0, 1 ); - - } - - return t; - - } - - closestPointToPoint( point, clampToLine, target ) { - - const t = this.closestPointToPointParameter( point, clampToLine ); - - if ( target === undefined ) { - - console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); - target = new Vector3(); - - } - - return this.delta( target ).multiplyScalar( t ).add( this.start ); - - } - - applyMatrix4( matrix ) { - - this.start.applyMatrix4( matrix ); - this.end.applyMatrix4( matrix ); - - return this; - - } - - equals( line ) { - - return line.start.equals( this.start ) && line.end.equals( this.end ); - - } - -} - -function ImmediateRenderObject( material ) { - - Object3D.call( this ); - - this.material = material; - this.render = function ( /* renderCallback */ ) {}; - - this.hasPositions = false; - this.hasNormals = false; - this.hasColors = false; - this.hasUvs = false; - - this.positionArray = null; - this.normalArray = null; - this.colorArray = null; - this.uvArray = null; - - this.count = 0; - -} - -ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); -ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; - -ImmediateRenderObject.prototype.isImmediateRenderObject = true; - -const _vector$8 = new Vector3(); - -class SpotLightHelper extends Object3D { - - constructor( light, color ) { - - super(); - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - this.color = color; - - const geometry = new BufferGeometry(); - - const positions = [ - 0, 0, 0, 0, 0, 1, - 0, 0, 0, 1, 0, 1, - 0, 0, 0, - 1, 0, 1, - 0, 0, 0, 0, 1, 1, - 0, 0, 0, 0, - 1, 1 - ]; - - for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { - - const p1 = ( i / l ) * Math.PI * 2; - const p2 = ( j / l ) * Math.PI * 2; - - positions.push( - Math.cos( p1 ), Math.sin( p1 ), 1, - Math.cos( p2 ), Math.sin( p2 ), 1 - ); - - } - - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - - const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); - - this.cone = new LineSegments( geometry, material ); - this.add( this.cone ); - - this.update(); - - } - - dispose() { - - this.cone.geometry.dispose(); - this.cone.material.dispose(); - - } - - update() { - - this.light.updateMatrixWorld(); - - const coneLength = this.light.distance ? this.light.distance : 1000; - const coneWidth = coneLength * Math.tan( this.light.angle ); - - this.cone.scale.set( coneWidth, coneWidth, coneLength ); - - _vector$8.setFromMatrixPosition( this.light.target.matrixWorld ); - - this.cone.lookAt( _vector$8 ); - - if ( this.color !== undefined ) { - - this.cone.material.color.set( this.color ); - - } else { - - this.cone.material.color.copy( this.light.color ); - - } - - } - -} - -const _vector$9 = new Vector3(); -const _boneMatrix = new Matrix4(); -const _matrixWorldInv = new Matrix4(); - - -class SkeletonHelper extends LineSegments { - - constructor( object ) { - - const bones = getBoneList( object ); - - const geometry = new BufferGeometry(); - - const vertices = []; - const colors = []; - - const color1 = new Color( 0, 0, 1 ); - const color2 = new Color( 0, 1, 0 ); - - for ( let i = 0; i < bones.length; i ++ ) { - - const bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - vertices.push( 0, 0, 0 ); - vertices.push( 0, 0, 0 ); - colors.push( color1.r, color1.g, color1.b ); - colors.push( color2.r, color2.g, color2.b ); - - } - - } - - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); - - super( geometry, material ); - - this.type = 'SkeletonHelper'; - this.isSkeletonHelper = true; - - this.root = object; - this.bones = bones; - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - - } - - updateMatrixWorld( force ) { - - const bones = this.bones; - - const geometry = this.geometry; - const position = geometry.getAttribute( 'position' ); - - _matrixWorldInv.getInverse( this.root.matrixWorld ); - - for ( let i = 0, j = 0; i < bones.length; i ++ ) { - - const bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); - _vector$9.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z ); - - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); - _vector$9.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z ); - - j += 2; - - } - - } - - geometry.getAttribute( 'position' ).needsUpdate = true; - - super.updateMatrixWorld( force ); - - } - -} - - -function getBoneList( object ) { - - const boneList = []; - - if ( object && object.isBone ) { - - boneList.push( object ); - - } - - for ( let i = 0; i < object.children.length; i ++ ) { - - boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); - - } - - return boneList; - -} - -class PointLightHelper extends Mesh { - - constructor( light, sphereSize, color ) { - - const geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); - const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); - - super( geometry, material ); - - this.light = light; - this.light.updateMatrixWorld(); - - this.color = color; - - this.type = 'PointLightHelper'; - - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; - - this.update(); - - - /* - // TODO: delete this comment? - const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 ); - const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); - - this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); - this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); - - const d = light.distance; - - if ( d === 0.0 ) { - - this.lightDistance.visible = false; - - } else { - - this.lightDistance.scale.set( d, d, d ); - - } - - this.add( this.lightDistance ); - */ - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - - update() { - - if ( this.color !== undefined ) { - - this.material.color.set( this.color ); - - } else { - - this.material.color.copy( this.light.color ); - - } - - /* - const d = this.light.distance; - - if ( d === 0.0 ) { - - this.lightDistance.visible = false; - - } else { - - this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); - - } - */ - - } - -} - -const _vector$a = new Vector3(); -const _color1 = new Color(); -const _color2 = new Color(); - -class HemisphereLightHelper extends Object3D { - - constructor( light, size, color ) { - - super(); - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - this.color = color; - - const geometry = new OctahedronBufferGeometry( size ); - geometry.rotateY( Math.PI * 0.5 ); - - this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); - if ( this.color === undefined ) this.material.vertexColors = true; - - const position = geometry.getAttribute( 'position' ); - const colors = new Float32Array( position.count * 3 ); - - geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); - - this.add( new Mesh( geometry, this.material ) ); - - this.update(); - - } - - dispose() { - - this.children[ 0 ].geometry.dispose(); - this.children[ 0 ].material.dispose(); - - } - - update() { - - const mesh = this.children[ 0 ]; - - if ( this.color !== undefined ) { - - this.material.color.set( this.color ); - - } else { - - const colors = mesh.geometry.getAttribute( 'color' ); - - _color1.copy( this.light.color ); - _color2.copy( this.light.groundColor ); - - for ( let i = 0, l = colors.count; i < l; i ++ ) { - - const color = ( i < ( l / 2 ) ) ? _color1 : _color2; - - colors.setXYZ( i, color.r, color.g, color.b ); - - } - - colors.needsUpdate = true; - - } - - mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() ); - - } - -} - -class GridHelper extends LineSegments { - - constructor( size, divisions, color1, color2 ) { - - size = size || 10; - divisions = divisions || 10; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - - const center = divisions / 2; - const step = size / divisions; - const halfSize = size / 2; - - const vertices = [], colors = []; - - for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { - - vertices.push( - halfSize, 0, k, halfSize, 0, k ); - vertices.push( k, 0, - halfSize, k, 0, halfSize ); - - const color = i === center ? color1 : color2; - - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - - } - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'GridHelper'; - - } - -} - -class PolarGridHelper extends LineSegments { - - constructor( radius, radials, circles, divisions, color1, color2 ) { - - radius = radius || 10; - radials = radials || 16; - circles = circles || 8; - divisions = divisions || 64; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - - const vertices = []; - const colors = []; - - // create the radials - - for ( let i = 0; i <= radials; i ++ ) { - - const v = ( i / radials ) * ( Math.PI * 2 ); - - const x = Math.sin( v ) * radius; - const z = Math.cos( v ) * radius; - - vertices.push( 0, 0, 0 ); - vertices.push( x, 0, z ); - - const color = ( i & 1 ) ? color1 : color2; - - colors.push( color.r, color.g, color.b ); - colors.push( color.r, color.g, color.b ); - - } - - // create the circles - - for ( let i = 0; i <= circles; i ++ ) { - - const color = ( i & 1 ) ? color1 : color2; - - const r = radius - ( radius / circles * i ); - - for ( let j = 0; j < divisions; j ++ ) { - - // first vertex - - let v = ( j / divisions ) * ( Math.PI * 2 ); - - let x = Math.sin( v ) * r; - let z = Math.cos( v ) * r; - - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); - - // second vertex - - v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); - - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; - - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); - - } - - } - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'PolarGridHelper'; - - } - -} - -const _v1$5 = new Vector3(); -const _v2$3 = new Vector3(); -const _v3$1 = new Vector3(); - -class DirectionalLightHelper extends Object3D { - - constructor( light, size, color ) { - - super(); - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - this.color = color; - - if ( size === undefined ) size = 1; - - let geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( [ - - size, size, 0, - size, size, 0, - size, - size, 0, - - size, - size, 0, - - size, size, 0 - ], 3 ) ); - - const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); - - this.lightPlane = new Line( geometry, material ); - this.add( this.lightPlane ); - - geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); - - this.targetLine = new Line( geometry, material ); - this.add( this.targetLine ); - - this.update(); - - } - - dispose() { - - this.lightPlane.geometry.dispose(); - this.lightPlane.material.dispose(); - this.targetLine.geometry.dispose(); - this.targetLine.material.dispose(); - - } - - update() { - - _v1$5.setFromMatrixPosition( this.light.matrixWorld ); - _v2$3.setFromMatrixPosition( this.light.target.matrixWorld ); - _v3$1.subVectors( _v2$3, _v1$5 ); - - this.lightPlane.lookAt( _v2$3 ); - - if ( this.color !== undefined ) { - - this.lightPlane.material.color.set( this.color ); - this.targetLine.material.color.set( this.color ); - - } else { - - this.lightPlane.material.color.copy( this.light.color ); - this.targetLine.material.color.copy( this.light.color ); - - } - - this.targetLine.lookAt( _v2$3 ); - this.targetLine.scale.z = _v3$1.length(); - - } - -} - -const _vector$b = new Vector3(); -const _camera = new Camera(); - -/** - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * http://evanw.github.com/lightgl.js/tests/shadowmap.html - */ - -class CameraHelper extends LineSegments { - - constructor( camera ) { - - const geometry = new BufferGeometry(); - const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); - - const vertices = []; - const colors = []; - - const pointMap = {}; - - // colors - - const colorFrustum = new Color( 0xffaa00 ); - const colorCone = new Color( 0xff0000 ); - const colorUp = new Color( 0x00aaff ); - const colorTarget = new Color( 0xffffff ); - const colorCross = new Color( 0x333333 ); - - // near - - addLine( 'n1', 'n2', colorFrustum ); - addLine( 'n2', 'n4', colorFrustum ); - addLine( 'n4', 'n3', colorFrustum ); - addLine( 'n3', 'n1', colorFrustum ); - - // far - - addLine( 'f1', 'f2', colorFrustum ); - addLine( 'f2', 'f4', colorFrustum ); - addLine( 'f4', 'f3', colorFrustum ); - addLine( 'f3', 'f1', colorFrustum ); - - // sides - - addLine( 'n1', 'f1', colorFrustum ); - addLine( 'n2', 'f2', colorFrustum ); - addLine( 'n3', 'f3', colorFrustum ); - addLine( 'n4', 'f4', colorFrustum ); - - // cone - - addLine( 'p', 'n1', colorCone ); - addLine( 'p', 'n2', colorCone ); - addLine( 'p', 'n3', colorCone ); - addLine( 'p', 'n4', colorCone ); - - // up - - addLine( 'u1', 'u2', colorUp ); - addLine( 'u2', 'u3', colorUp ); - addLine( 'u3', 'u1', colorUp ); - - // target - - addLine( 'c', 't', colorTarget ); - addLine( 'p', 'c', colorCross ); - - // cross - - addLine( 'cn1', 'cn2', colorCross ); - addLine( 'cn3', 'cn4', colorCross ); - - addLine( 'cf1', 'cf2', colorCross ); - addLine( 'cf3', 'cf4', colorCross ); - - function addLine( a, b, color ) { - - addPoint( a, color ); - addPoint( b, color ); - - } - - function addPoint( id, color ) { - - vertices.push( 0, 0, 0 ); - colors.push( color.r, color.g, color.b ); - - if ( pointMap[ id ] === undefined ) { - - pointMap[ id ] = []; - - } - - pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); - - } - - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - super( geometry, material ); - - this.type = 'CameraHelper'; - - this.camera = camera; - if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); - - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; - - this.pointMap = pointMap; - - this.update(); - - } - - update() { - - const geometry = this.geometry; - const pointMap = this.pointMap; - - const w = 1, h = 1; - - // we need just camera projection matrix inverse - // world matrix must be identity - - _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); - - // center / target - - setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 ); - setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 ); - - // near - - setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 ); - setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 ); - setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 ); - setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 ); - - // far - - setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 ); - setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 ); - setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 ); - setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 ); - - // up - - setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 ); - setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 ); - setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 ); - - // cross - - setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 ); - setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 ); - setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 ); - setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 ); - - setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 ); - setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 ); - setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 ); - setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 ); - - geometry.getAttribute( 'position' ).needsUpdate = true; - - } - -} - - -function setPoint( point, pointMap, geometry, camera, x, y, z ) { - - _vector$b.set( x, y, z ).unproject( camera ); - - const points = pointMap[ point ]; - - if ( points !== undefined ) { - - const position = geometry.getAttribute( 'position' ); - - for ( let i = 0, l = points.length; i < l; i ++ ) { - - position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z ); - - } - - } - -} - -const _box$3 = new Box3(); - -class BoxHelper extends LineSegments { - - constructor( object, color = 0xffff00 ) { - - 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 ] ); - const positions = new Float32Array( 8 * 3 ); - - const geometry = new BufferGeometry(); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); - - super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - - this.object = object; - this.type = 'BoxHelper'; - - this.matrixAutoUpdate = false; - - this.update(); - - } - - update( object ) { - - if ( object !== undefined ) { - - console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); - - } - - if ( this.object !== undefined ) { - - _box$3.setFromObject( this.object ); - - } - - if ( _box$3.isEmpty() ) return; - - const min = _box$3.min; - const max = _box$3.max; - - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ - - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ - - const position = this.geometry.attributes.position; - const array = position.array; - - array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; - array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; - array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; - array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; - array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; - array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; - array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; - array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; - - position.needsUpdate = true; - - this.geometry.computeBoundingSphere(); - - - } - - setFromObject( object ) { - - this.object = object; - this.update(); - - return this; - - } - - copy( source ) { - - LineSegments.prototype.copy.call( this, source ); - - this.object = source.object; - - return this; - - } - -} - -class Box3Helper extends LineSegments { - - constructor( box, color = 0xffff00 ) { - - 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 ] ); - - 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 ]; - - const geometry = new BufferGeometry(); - - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - - super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - - this.box = box; - - this.type = 'Box3Helper'; - - this.geometry.computeBoundingSphere(); - - } - - updateMatrixWorld( force ) { - - const box = this.box; - - if ( box.isEmpty() ) return; - - box.getCenter( this.position ); - - box.getSize( this.scale ); - - this.scale.multiplyScalar( 0.5 ); - - super.updateMatrixWorld( force ); - - } - -} - -class PlaneHelper extends Line { - - constructor( plane, size, hex ) { - - const color = ( hex !== undefined ) ? hex : 0xffff00; - - 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, 0, 0, 1, 0, 0, 0 ]; - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); - - super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - - this.type = 'PlaneHelper'; - - this.plane = plane; - - this.size = ( size === undefined ) ? 1 : size; - - const positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; - - const geometry2 = new BufferGeometry(); - geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); - geometry2.computeBoundingSphere(); - - this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); - - } - - updateMatrixWorld( force ) { - - let scale = - this.plane.constant; - - if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter - - this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); - - this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here - - this.lookAt( this.plane.normal ); - - super.updateMatrixWorld( force ); - - } - -} - -const _axis = new Vector3(); -let _lineGeometry, _coneGeometry; - -class ArrowHelper extends Object3D { - - constructor( dir, origin, length, color, headLength, headWidth ) { - - super(); - // dir is assumed to be normalized - - this.type = 'ArrowHelper'; - - if ( dir === undefined ) dir = new Vector3( 0, 0, 1 ); - if ( origin === undefined ) origin = new Vector3( 0, 0, 0 ); - if ( length === undefined ) length = 1; - if ( color === undefined ) color = 0xffff00; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; - - if ( _lineGeometry === undefined ) { - - _lineGeometry = new BufferGeometry(); - _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); - - _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); - _coneGeometry.translate( 0, - 0.5, 0 ); - - } - - this.position.copy( origin ); - - this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); - - this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); - - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); - - } - - setDirection( dir ) { - - // dir is assumed to be normalized - - if ( dir.y > 0.99999 ) { - - this.quaternion.set( 0, 0, 0, 1 ); - - } else if ( dir.y < - 0.99999 ) { - - this.quaternion.set( 1, 0, 0, 0 ); - - } else { - - _axis.set( dir.z, 0, - dir.x ).normalize(); - - const radians = Math.acos( dir.y ); - - this.quaternion.setFromAxisAngle( _axis, radians ); - - } - - } - - setLength( length, headLength, headWidth ) { - - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; - - this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 - this.line.updateMatrix(); - - this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); - - } - - setColor( color ) { - - this.line.material.color.set( color ); - this.cone.material.color.set( color ); - - } - - copy( source ) { - - super.copy( source, false ); - - this.line.copy( source.line ); - this.cone.copy( source.cone ); - - return this; - - } - -} - -class AxesHelper extends LineSegments { - - constructor( size = 1 ) { - - const vertices = [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ]; - - const colors = [ - 1, 0, 0, 1, 0.6, 0, - 0, 1, 0, 0.6, 1, 0, - 0, 0, 1, 0, 0.6, 1 - ]; - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'AxesHelper'; - - } - -} - -const LOD_MIN = 4; -const LOD_MAX = 8; -const SIZE_MAX = Math.pow( 2, LOD_MAX ); - -// The standard deviations (radians) associated with the extra mips. These are -// chosen to approximate a Trowbridge-Reitz distribution function times the -// geometric shadowing function. These sigma values squared must match the -// variance #defines in cube_uv_reflection_fragment.glsl.js. -const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; - -const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; - -// The maximum length of the blur for loop. Smaller sigmas will use fewer -// samples and exit early, but not recompile the shader. -const MAX_SAMPLES = 20; - -const ENCODINGS = { - [ LinearEncoding ]: 0, - [ sRGBEncoding ]: 1, - [ RGBEEncoding ]: 2, - [ RGBM7Encoding ]: 3, - [ RGBM16Encoding ]: 4, - [ RGBDEncoding ]: 5, - [ GammaEncoding ]: 6 -}; - -const _flatCamera = new OrthographicCamera(); -const { _lodPlanes, _sizeLods, _sigmas } = _createPlanes(); -let _oldTarget = null; - -// Golden Ratio -const PHI = ( 1 + Math.sqrt( 5 ) ) / 2; -const INV_PHI = 1 / PHI; - -// Vertices of a dodecahedron (except the opposites, which represent the -// same axis), used as axis directions evenly spread on a sphere. -const _axisDirections = [ - new Vector3( 1, 1, 1 ), - new Vector3( - 1, 1, 1 ), - new Vector3( 1, 1, - 1 ), - new Vector3( - 1, 1, - 1 ), - new Vector3( 0, PHI, INV_PHI ), - new Vector3( 0, PHI, - INV_PHI ), - new Vector3( INV_PHI, 0, PHI ), - new Vector3( - INV_PHI, 0, PHI ), - new Vector3( PHI, INV_PHI, 0 ), - new Vector3( - PHI, INV_PHI, 0 ) ]; - -/** - * This class generates a Prefiltered, Mipmapped Radiance Environment Map - * (PMREM) from a cubeMap environment texture. This allows different levels of - * blur to be quickly accessed based on material roughness. It is packed into a - * special CubeUV format that allows us to perform custom interpolation so that - * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap - * chain, it only goes down to the LOD_MIN level (above), and then creates extra - * even more filtered 'mips' at the same LOD_MIN resolution, associated with - * higher roughness levels. In this way we maintain resolution to smoothly - * interpolate diffuse lighting while limiting sampling computation. - */ - -class PMREMGenerator { - - constructor( renderer ) { - - this._renderer = renderer; - this._pingPongRenderTarget = null; - - this._blurMaterial = _getBlurShader( MAX_SAMPLES ); - this._equirectShader = null; - this._cubemapShader = null; - - this._compileMaterial( this._blurMaterial ); - - } - - /** - * Generates a PMREM from a supplied Scene, which can be faster than using an - * image if networking bandwidth is low. Optional sigma specifies a blur radius - * in radians to be applied to the scene before PMREM generation. Optional near - * and far planes ensure the scene is rendered in its entirety (the cubeCamera - * is placed at the origin). - */ - fromScene( scene, sigma = 0, near = 0.1, far = 100 ) { - - _oldTarget = this._renderer.getRenderTarget(); - const cubeUVRenderTarget = this._allocateTargets(); - - this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget ); - if ( sigma > 0 ) { - - this._blur( cubeUVRenderTarget, 0, 0, sigma ); - - } - - this._applyPMREM( cubeUVRenderTarget ); - this._cleanup( cubeUVRenderTarget ); - - return cubeUVRenderTarget; - - } - - /** - * Generates a PMREM from an equirectangular texture, which can be either LDR - * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512), - * as this matches best with the 256 x 256 cubemap output. - */ - fromEquirectangular( equirectangular ) { - - return this._fromTexture( equirectangular ); - - } - - /** - * Generates a PMREM from an cubemap texture, which can be either LDR - * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256, - * as this matches best with the 256 x 256 cubemap output. - */ - fromCubemap( cubemap ) { - - return this._fromTexture( cubemap ); - - } - - /** - * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during - * your texture's network fetch for increased concurrency. - */ - compileCubemapShader() { - - if ( this._cubemapShader === null ) { - - this._cubemapShader = _getCubemapShader(); - this._compileMaterial( this._cubemapShader ); - - } - - } - - /** - * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during - * your texture's network fetch for increased concurrency. - */ - compileEquirectangularShader() { - - if ( this._equirectShader === null ) { - - this._equirectShader = _getEquirectShader(); - this._compileMaterial( this._equirectShader ); - - } - - } - - /** - * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, - * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on - * one of them will cause any others to also become unusable. - */ - dispose() { - - this._blurMaterial.dispose(); - - if ( this._cubemapShader !== null ) this._cubemapShader.dispose(); - if ( this._equirectShader !== null ) this._equirectShader.dispose(); - - for ( let i = 0; i < _lodPlanes.length; i ++ ) { - - _lodPlanes[ i ].dispose(); - - } - - } - - // private interface - - _cleanup( outputTarget ) { - - this._pingPongRenderTarget.dispose(); - this._renderer.setRenderTarget( _oldTarget ); - outputTarget.scissorTest = false; - _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); - - } - - _fromTexture( texture ) { - - _oldTarget = this._renderer.getRenderTarget(); - const cubeUVRenderTarget = this._allocateTargets( texture ); - this._textureToCubeUV( texture, cubeUVRenderTarget ); - this._applyPMREM( cubeUVRenderTarget ); - this._cleanup( cubeUVRenderTarget ); - - return cubeUVRenderTarget; - - } - - _allocateTargets( texture ) { // warning: null texture is valid - - const params = { - magFilter: NearestFilter, - minFilter: NearestFilter, - generateMipmaps: false, - type: UnsignedByteType, - format: RGBEFormat, - encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding, - depthBuffer: false - }; - - const cubeUVRenderTarget = _createRenderTarget( params ); - cubeUVRenderTarget.depthBuffer = texture ? false : true; - this._pingPongRenderTarget = _createRenderTarget( params ); - return cubeUVRenderTarget; - - } - - _compileMaterial( material ) { - - const tmpMesh = new Mesh( _lodPlanes[ 0 ], material ); - this._renderer.compile( tmpMesh, _flatCamera ); - - } - - _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) { - - const fov = 90; - const aspect = 1; - const cubeCamera = new PerspectiveCamera( fov, aspect, near, far ); - const upSign = [ 1, - 1, 1, 1, 1, 1 ]; - const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ]; - const renderer = this._renderer; - - const outputEncoding = renderer.outputEncoding; - const toneMapping = renderer.toneMapping; - const clearColor = renderer.getClearColor(); - const clearAlpha = renderer.getClearAlpha(); - - renderer.toneMapping = NoToneMapping; - renderer.outputEncoding = LinearEncoding; - - let background = scene.background; - if ( background && background.isColor ) { - - background.convertSRGBToLinear(); - // Convert linear to RGBE - const maxComponent = Math.max( background.r, background.g, background.b ); - const fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 ); - background = background.multiplyScalar( Math.pow( 2.0, - fExp ) ); - const alpha = ( fExp + 128.0 ) / 255.0; - renderer.setClearColor( background, alpha ); - scene.background = null; - - } - - for ( let i = 0; i < 6; i ++ ) { - - const col = i % 3; - if ( col == 0 ) { - - cubeCamera.up.set( 0, upSign[ i ], 0 ); - cubeCamera.lookAt( forwardSign[ i ], 0, 0 ); - - } else if ( col == 1 ) { - - cubeCamera.up.set( 0, 0, upSign[ i ] ); - cubeCamera.lookAt( 0, forwardSign[ i ], 0 ); - - } else { - - cubeCamera.up.set( 0, upSign[ i ], 0 ); - cubeCamera.lookAt( 0, 0, forwardSign[ i ] ); - - } - - _setViewport( cubeUVRenderTarget, - col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX ); - renderer.setRenderTarget( cubeUVRenderTarget ); - renderer.render( scene, cubeCamera ); - - } - - renderer.toneMapping = toneMapping; - renderer.outputEncoding = outputEncoding; - renderer.setClearColor( clearColor, clearAlpha ); - - } - - _textureToCubeUV( texture, cubeUVRenderTarget ) { - - const renderer = this._renderer; - - if ( texture.isCubeTexture ) { - - if ( this._cubemapShader == null ) { - - this._cubemapShader = _getCubemapShader(); - - } - - } else { - - if ( this._equirectShader == null ) { - - this._equirectShader = _getEquirectShader(); - - } - - } - - const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader; - const mesh = new Mesh( _lodPlanes[ 0 ], material ); - - const uniforms = material.uniforms; - - uniforms[ 'envMap' ].value = texture; - - if ( ! texture.isCubeTexture ) { - - uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height ); - - } - - uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ]; - uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ]; - - _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX ); - - renderer.setRenderTarget( cubeUVRenderTarget ); - renderer.render( mesh, _flatCamera ); - - } - - _applyPMREM( cubeUVRenderTarget ) { - - const renderer = this._renderer; - const autoClear = renderer.autoClear; - renderer.autoClear = false; - - for ( let i = 1; i < TOTAL_LODS; i ++ ) { - - const sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] ); - - const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ]; - - this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); - - } - - renderer.autoClear = autoClear; - - } - - /** - * This is a two-pass Gaussian blur for a cubemap. Normally this is done - * vertically and horizontally, but this breaks down on a cube. Here we apply - * the blur latitudinally (around the poles), and then longitudinally (towards - * the poles) to approximate the orthogonally-separable blur. It is least - * accurate at the poles, but still does a decent job. - */ - _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) { - - const pingPongRenderTarget = this._pingPongRenderTarget; - - this._halfBlur( - cubeUVRenderTarget, - pingPongRenderTarget, - lodIn, - lodOut, - sigma, - 'latitudinal', - poleAxis ); - - this._halfBlur( - pingPongRenderTarget, - cubeUVRenderTarget, - lodOut, - lodOut, - sigma, - 'longitudinal', - poleAxis ); - - } - - _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) { - - const renderer = this._renderer; - const blurMaterial = this._blurMaterial; - - if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) { - - console.error( - 'blur direction must be either latitudinal or longitudinal!' ); - - } - - // Number of standard deviations at which to cut off the discrete approximation. - const STANDARD_DEVIATIONS = 3; - - const blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial ); - const blurUniforms = blurMaterial.uniforms; - - const pixels = _sizeLods[ lodIn ] - 1; - const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 ); - const sigmaPixels = sigmaRadians / radiansPerPixel; - const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES; - - if ( samples > MAX_SAMPLES ) { - - console.warn( `sigmaRadians, ${ - sigmaRadians}, is too large and will clip, as it requested ${ - samples} samples when the maximum is set to ${MAX_SAMPLES}` ); - - } - - const weights = []; - let sum = 0; - - for ( let i = 0; i < MAX_SAMPLES; ++ i ) { - - const x = i / sigmaPixels; - const weight = Math.exp( - x * x / 2 ); - weights.push( weight ); - - if ( i == 0 ) { - - sum += weight; - - } else if ( i < samples ) { - - sum += 2 * weight; - - } - - } - - for ( let i = 0; i < weights.length; i ++ ) { - - weights[ i ] = weights[ i ] / sum; - - } - - blurUniforms[ 'envMap' ].value = targetIn.texture; - blurUniforms[ 'samples' ].value = samples; - blurUniforms[ 'weights' ].value = weights; - blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal'; - - if ( poleAxis ) { - - blurUniforms[ 'poleAxis' ].value = poleAxis; - - } - - blurUniforms[ 'dTheta' ].value = radiansPerPixel; - blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn; - blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ]; - blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ]; - - const outputSize = _sizeLods[ lodOut ]; - const x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize ); - const y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 ); - - _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); - renderer.setRenderTarget( targetOut ); - renderer.render( blurMesh, _flatCamera ); - - } - -} - -function _isLDR( texture ) { - - if ( texture === undefined || texture.type !== UnsignedByteType ) return false; - - return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding; - -} - -function _createPlanes() { - - const _lodPlanes = []; - const _sizeLods = []; - const _sigmas = []; - - let lod = LOD_MAX; - - for ( let i = 0; i < TOTAL_LODS; i ++ ) { - - const sizeLod = Math.pow( 2, lod ); - _sizeLods.push( sizeLod ); - let sigma = 1.0 / sizeLod; - - if ( i > LOD_MAX - LOD_MIN ) { - - sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ]; - - } else if ( i == 0 ) { - - sigma = 0; - - } - - _sigmas.push( sigma ); - - const texelSize = 1.0 / ( sizeLod - 1 ); - const min = - texelSize / 2; - const max = 1 + texelSize / 2; - const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; - - const cubeFaces = 6; - const vertices = 6; - const positionSize = 3; - const uvSize = 2; - const faceIndexSize = 1; - - const position = new Float32Array( positionSize * vertices * cubeFaces ); - const uv = new Float32Array( uvSize * vertices * cubeFaces ); - const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); - - for ( let face = 0; face < cubeFaces; face ++ ) { - - const x = ( face % 3 ) * 2 / 3 - 1; - const y = face > 2 ? 0 : - 1; - const coordinates = [ - x, y, 0, - x + 2 / 3, y, 0, - x + 2 / 3, y + 1, 0, - x, y, 0, - x + 2 / 3, y + 1, 0, - x, y + 1, 0 - ]; - position.set( coordinates, positionSize * vertices * face ); - uv.set( uv1, uvSize * vertices * face ); - const fill = [ face, face, face, face, face, face ]; - faceIndex.set( fill, faceIndexSize * vertices * face ); - - } - - const planes = new BufferGeometry(); - planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); - planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); - planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); - _lodPlanes.push( planes ); - - if ( lod > LOD_MIN ) { - - lod --; - - } - - } - - return { _lodPlanes, _sizeLods, _sigmas }; - -} - -function _createRenderTarget( params ) { - - const cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params ); - cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; - cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; - cubeUVRenderTarget.scissorTest = true; - return cubeUVRenderTarget; - -} - -function _setViewport( target, x, y, width, height ) { - - target.viewport.set( x, y, width, height ); - target.scissor.set( x, y, width, height ); - -} - -function _getBlurShader( maxSamples ) { - - const weights = new Float32Array( maxSamples ); - const poleAxis = new Vector3( 0, 1, 0 ); - const shaderMaterial = new RawShaderMaterial( { - - name: 'SphericalGaussianBlur', - - defines: { 'n': maxSamples }, - - uniforms: { - 'envMap': { value: null }, - 'samples': { value: 1 }, - 'weights': { value: weights }, - 'latitudinal': { value: false }, - 'dTheta': { value: 0 }, - 'mipInt': { value: 0 }, - 'poleAxis': { value: poleAxis }, - 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, - 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } - }, - - vertexShader: _getCommonVertexShader(), - - fragmentShader: /* glsl */` - - precision mediump float; - precision mediump int; - - varying vec3 vOutputDirection; - - uniform sampler2D envMap; - uniform int samples; - uniform float weights[ n ]; - uniform bool latitudinal; - uniform float dTheta; - uniform float mipInt; - uniform vec3 poleAxis; - - ${ _getEncodings() } - - #define ENVMAP_TYPE_CUBE_UV - #include - - vec3 getSample( float theta, vec3 axis ) { - - float cosTheta = cos( theta ); - // Rodrigues' axis-angle rotation - vec3 sampleDirection = vOutputDirection * cosTheta - + cross( axis, vOutputDirection ) * sin( theta ) - + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta ); - - return bilinearCubeUV( envMap, sampleDirection, mipInt ); - - } - - void main() { - - vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection ); - - if ( all( equal( axis, vec3( 0.0 ) ) ) ) { - - axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x ); - - } - - axis = normalize( axis ); - - gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); - gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis ); - - for ( int i = 1; i < n; i++ ) { - - if ( i >= samples ) { - - break; - - } - - float theta = dTheta * float( i ); - gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis ); - gl_FragColor.rgb += weights[ i ] * getSample( theta, axis ); - - } - - gl_FragColor = linearToOutputTexel( gl_FragColor ); - - } - `, - - blending: NoBlending, - depthTest: false, - depthWrite: false - - } ); - - return shaderMaterial; - -} - -function _getEquirectShader() { - - const texelSize = new Vector2( 1, 1 ); - const shaderMaterial = new RawShaderMaterial( { - - name: 'EquirectangularToCubeUV', - - uniforms: { - 'envMap': { value: null }, - 'texelSize': { value: texelSize }, - 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, - 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } - }, - - vertexShader: _getCommonVertexShader(), - - fragmentShader: /* glsl */` - - precision mediump float; - precision mediump int; - - varying vec3 vOutputDirection; - - uniform sampler2D envMap; - uniform vec2 texelSize; - - ${ _getEncodings() } - - #include - - void main() { - - gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); - - vec3 outputDirection = normalize( vOutputDirection ); - vec2 uv = equirectUv( outputDirection ); - - vec2 f = fract( uv / texelSize - 0.5 ); - uv -= f * texelSize; - vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; - uv.x += texelSize.x; - vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; - uv.y += texelSize.y; - vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; - uv.x -= texelSize.x; - vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; - - vec3 tm = mix( tl, tr, f.x ); - vec3 bm = mix( bl, br, f.x ); - gl_FragColor.rgb = mix( tm, bm, f.y ); - - gl_FragColor = linearToOutputTexel( gl_FragColor ); - - } - `, - - blending: NoBlending, - depthTest: false, - depthWrite: false - - } ); - - return shaderMaterial; - -} - -function _getCubemapShader() { - - const shaderMaterial = new RawShaderMaterial( { - - name: 'CubemapToCubeUV', - - uniforms: { - 'envMap': { value: null }, - 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, - 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } - }, - - vertexShader: _getCommonVertexShader(), - - fragmentShader: /* glsl */` - - precision mediump float; - precision mediump int; - - varying vec3 vOutputDirection; - - uniform samplerCube envMap; - - ${ _getEncodings() } - - void main() { - - gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); - gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb; - gl_FragColor = linearToOutputTexel( gl_FragColor ); - - } - `, - - blending: NoBlending, - depthTest: false, - depthWrite: false - - } ); - - return shaderMaterial; - -} - -function _getCommonVertexShader() { - - return /* glsl */` - - precision mediump float; - precision mediump int; - - attribute vec3 position; - attribute vec2 uv; - attribute float faceIndex; - - varying vec3 vOutputDirection; - - // RH coordinate system; PMREM face-indexing convention - vec3 getDirection( vec2 uv, float face ) { - - uv = 2.0 * uv - 1.0; - - vec3 direction = vec3( uv, 1.0 ); - - if ( face == 0.0 ) { - - direction = direction.zyx; // ( 1, v, u ) pos x - - } else if ( face == 1.0 ) { - - direction = direction.xzy; - direction.xz *= -1.0; // ( -u, 1, -v ) pos y - - } else if ( face == 2.0 ) { - - direction.x *= -1.0; // ( -u, v, 1 ) pos z - - } else if ( face == 3.0 ) { - - direction = direction.zyx; - direction.xz *= -1.0; // ( -1, v, -u ) neg x - - } else if ( face == 4.0 ) { - - direction = direction.xzy; - direction.xy *= -1.0; // ( -u, -1, v ) neg y - - } else if ( face == 5.0 ) { - - direction.z *= -1.0; // ( u, v, -1 ) neg z - - } - - return direction; - - } - - void main() { - - vOutputDirection = getDirection( uv, faceIndex ); - gl_Position = vec4( position, 1.0 ); - - } - `; - -} - -function _getEncodings() { - - return /* glsl */` - - uniform int inputEncoding; - uniform int outputEncoding; - - #include - - vec4 inputTexelToLinear( vec4 value ) { - - if ( inputEncoding == 0 ) { - - return value; - - } else if ( inputEncoding == 1 ) { - - return sRGBToLinear( value ); - - } else if ( inputEncoding == 2 ) { - - return RGBEToLinear( value ); - - } else if ( inputEncoding == 3 ) { - - return RGBMToLinear( value, 7.0 ); - - } else if ( inputEncoding == 4 ) { - - return RGBMToLinear( value, 16.0 ); - - } else if ( inputEncoding == 5 ) { - - return RGBDToLinear( value, 256.0 ); - - } else { - - return GammaToLinear( value, 2.2 ); - - } - - } - - vec4 linearToOutputTexel( vec4 value ) { - - if ( outputEncoding == 0 ) { - - return value; - - } else if ( outputEncoding == 1 ) { - - return LinearTosRGB( value ); - - } else if ( outputEncoding == 2 ) { - - return LinearToRGBE( value ); - - } else if ( outputEncoding == 3 ) { - - return LinearToRGBM( value, 7.0 ); - - } else if ( outputEncoding == 4 ) { - - return LinearToRGBM( value, 16.0 ); - - } else if ( outputEncoding == 5 ) { - - return LinearToRGBD( value, 256.0 ); - - } else { - - return LinearToGamma( value, 2.2 ); - - } - - } - - vec4 envMapTexelToLinear( vec4 color ) { - - return inputTexelToLinear( color ); - - } - `; - -} - -function Face4( a, b, c, d, normal, color, materialIndex ) { - - console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); - return new Face3( a, b, c, normal, color, materialIndex ); - -} - -const LineStrip = 0; -const LinePieces = 1; -const NoColors = 0; -const FaceColors = 1; -const VertexColors = 2; - -function MeshFaceMaterial( materials ) { - - console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); - return materials; - -} - -function MultiMaterial( materials ) { - - if ( materials === undefined ) materials = []; - - console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); - materials.isMultiMaterial = true; - materials.materials = materials; - materials.clone = function () { - - return materials.slice(); - - }; - - return materials; - -} - -function PointCloud( geometry, material ) { - - console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); - return new Points( geometry, material ); - -} - -function Particle( material ) { - - console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); - return new Sprite( material ); - -} - -function ParticleSystem( geometry, material ) { - - console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); - return new Points( geometry, material ); - -} - -function PointCloudMaterial( parameters ) { - - console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - -} - -function ParticleBasicMaterial( parameters ) { - - console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - -} - -function ParticleSystemMaterial( parameters ) { - - console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - -} - -function Vertex( x, y, z ) { - - console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); - return new Vector3( x, y, z ); - -} - -// - -function DynamicBufferAttribute( array, itemSize ) { - - console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' ); - return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage ); - -} - -function Int8Attribute( array, itemSize ) { - - console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); - return new Int8BufferAttribute( array, itemSize ); - -} - -function Uint8Attribute( array, itemSize ) { - - console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); - return new Uint8BufferAttribute( array, itemSize ); - -} - -function Uint8ClampedAttribute( array, itemSize ) { - - console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); - return new Uint8ClampedBufferAttribute( array, itemSize ); - -} - -function Int16Attribute( array, itemSize ) { - - console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); - return new Int16BufferAttribute( array, itemSize ); - -} - -function Uint16Attribute( array, itemSize ) { - - console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); - return new Uint16BufferAttribute( array, itemSize ); - -} - -function Int32Attribute( array, itemSize ) { - - console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); - return new Int32BufferAttribute( array, itemSize ); - -} - -function Uint32Attribute( array, itemSize ) { - - console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); - return new Uint32BufferAttribute( array, itemSize ); - -} - -function Float32Attribute( array, itemSize ) { - - console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); - return new Float32BufferAttribute( array, itemSize ); - -} - -function Float64Attribute( array, itemSize ) { - - console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); - return new Float64BufferAttribute( array, itemSize ); - -} - -// - -Curve.create = function ( construct, getPoint ) { - - console.log( 'THREE.Curve.create() has been deprecated' ); - - construct.prototype = Object.create( Curve.prototype ); - construct.prototype.constructor = construct; - construct.prototype.getPoint = getPoint; - - return construct; - -}; - -// - -Object.assign( CurvePath.prototype, { - - createPointsGeometry: function ( divisions ) { - - console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); - - // generate geometry from path points (for Line or Points objects) - - const pts = this.getPoints( divisions ); - return this.createGeometry( pts ); - - }, - - createSpacedPointsGeometry: function ( divisions ) { - - console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); - - // generate geometry from equidistant sampling along the path - - const pts = this.getSpacedPoints( divisions ); - return this.createGeometry( pts ); - - }, - - createGeometry: function ( points ) { - - console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); - - const geometry = new Geometry(); - - for ( let i = 0, l = points.length; i < l; i ++ ) { - - const point = points[ i ]; - geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); - - } - - return geometry; - - } - -} ); - -// - -Object.assign( Path.prototype, { - - fromPoints: function ( points ) { - - console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); - return this.setFromPoints( points ); - - } - -} ); - -// - -function ClosedSplineCurve3( points ) { - - console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); - - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - this.closed = true; - -} - -ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); - -// - -function SplineCurve3( points ) { - - console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); - - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - -} - -SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); - -// - -function Spline( points ) { - - console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); - - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - -} - -Spline.prototype = Object.create( CatmullRomCurve3.prototype ); - -Object.assign( Spline.prototype, { - - initFromArray: function ( /* a */ ) { - - console.error( 'THREE.Spline: .initFromArray() has been removed.' ); - - }, - getControlPointsArray: function ( /* optionalTarget */ ) { - - console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); - - }, - reparametrizeByArcLength: function ( /* samplingCoef */ ) { - - console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); - - } - -} ); - -// - -function AxisHelper( size ) { - - console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); - return new AxesHelper( size ); - -} - -function BoundingBoxHelper( object, color ) { - - console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); - return new BoxHelper( object, color ); - -} - -function EdgesHelper( object, hex ) { - - console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); - return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); - -} - -GridHelper.prototype.setColors = function () { - - console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); - -}; - -SkeletonHelper.prototype.update = function () { - - console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' ); - -}; - -function WireframeHelper( object, hex ) { - - console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); - return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); - -} - -// - -Object.assign( Loader.prototype, { - - extractUrlBase: function ( url ) { - - console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); - return LoaderUtils.extractUrlBase( url ); - - } - -} ); - -Loader.Handlers = { - - add: function ( /* regex, loader */ ) { - - console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' ); - - }, - - get: function ( /* file */ ) { - - console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' ); - - } - -}; - -function XHRLoader( manager ) { - - console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); - return new FileLoader( manager ); - -} - -function BinaryTextureLoader( manager ) { - - console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); - return new DataTextureLoader( manager ); - -} - -Object.assign( ObjectLoader.prototype, { - - setTexturePath: function ( value ) { - - console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' ); - return this.setResourcePath( value ); - - } - -} ); - -// - -Object.assign( Box2.prototype, { - - center: function ( optionalTarget ) { - - console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }, - empty: function () { - - console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - size: function ( optionalTarget ) { - - console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); - - } -} ); - -Object.assign( Box3.prototype, { - - center: function ( optionalTarget ) { - - console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }, - empty: function () { - - console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - isIntersectionSphere: function ( sphere ) { - - console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - - }, - size: function ( optionalTarget ) { - - console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); - - } -} ); - -Object.assign( Sphere.prototype, { - - empty: function () { - - console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - -} ); - -Frustum.prototype.setFromMatrix = function ( m ) { - - console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' ); - return this.setFromProjectionMatrix( m ); - -}; - -Line3.prototype.center = function ( optionalTarget ) { - - console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - -}; - -Object.assign( MathUtils, { - - random16: function () { - - console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); - return Math.random(); - - }, - - nearestPowerOfTwo: function ( value ) { - - console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); - return MathUtils.floorPowerOfTwo( value ); - - }, - - nextPowerOfTwo: function ( value ) { - - console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); - return MathUtils.ceilPowerOfTwo( value ); - - } - -} ); - -Object.assign( Matrix3.prototype, { - - flattenToArrayOffset: function ( array, offset ) { - - console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); - - }, - multiplyVector3: function ( vector ) { - - console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); - return vector.applyMatrix3( this ); - - }, - multiplyVector3Array: function ( /* a */ ) { - - console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' ); - - }, - applyToBufferAttribute: function ( attribute ) { - - console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' ); - return attribute.applyMatrix3( this ); - - }, - applyToVector3Array: function ( /* array, offset, length */ ) { - - console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); - - } - -} ); - -Object.assign( Matrix4.prototype, { - - extractPosition: function ( m ) { - - console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); - return this.copyPosition( m ); - - }, - flattenToArrayOffset: function ( array, offset ) { - - console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); - - }, - getPosition: function () { - - console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); - return new Vector3().setFromMatrixColumn( this, 3 ); - - }, - setRotationFromQuaternion: function ( q ) { - - console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); - return this.makeRotationFromQuaternion( q ); - - }, - multiplyToArray: function () { - - console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); - - }, - multiplyVector3: function ( vector ) { - - console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - - }, - multiplyVector4: function ( vector ) { - - console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - - }, - multiplyVector3Array: function ( /* a */ ) { - - console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' ); - - }, - rotateAxis: function ( v ) { - - console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); - v.transformDirection( this ); - - }, - crossVector: function ( vector ) { - - console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - - }, - translate: function () { - - console.error( 'THREE.Matrix4: .translate() has been removed.' ); - - }, - rotateX: function () { - - console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); - - }, - rotateY: function () { - - console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); - - }, - rotateZ: function () { - - console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); - - }, - rotateByAxis: function () { - - console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); - - }, - applyToBufferAttribute: function ( attribute ) { - - console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' ); - return attribute.applyMatrix4( this ); - - }, - applyToVector3Array: function ( /* array, offset, length */ ) { - - console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); - - }, - makeFrustum: function ( left, right, bottom, top, near, far ) { - - console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); - return this.makePerspective( left, right, top, bottom, near, far ); - - } - -} ); - -Plane.prototype.isIntersectionLine = function ( line ) { - - console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); - return this.intersectsLine( line ); - -}; - -Quaternion.prototype.multiplyVector3 = function ( vector ) { - - console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); - return vector.applyQuaternion( this ); - -}; - -Object.assign( Ray.prototype, { - - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - isIntersectionPlane: function ( plane ) { - - console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); - return this.intersectsPlane( plane ); - - }, - isIntersectionSphere: function ( sphere ) { - - console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - - } - -} ); - -Object.assign( Triangle.prototype, { - - area: function () { - - console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' ); - return this.getArea(); - - }, - barycoordFromPoint: function ( point, target ) { - - console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); - return this.getBarycoord( point, target ); - - }, - midpoint: function ( target ) { - - console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' ); - return this.getMidpoint( target ); - - }, - normal: function ( target ) { - - console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); - return this.getNormal( target ); - - }, - plane: function ( target ) { - - console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' ); - return this.getPlane( target ); - - } - -} ); - -Object.assign( Triangle, { - - barycoordFromPoint: function ( point, a, b, c, target ) { - - console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); - return Triangle.getBarycoord( point, a, b, c, target ); - - }, - normal: function ( a, b, c, target ) { - - console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); - return Triangle.getNormal( a, b, c, target ); - - } - -} ); - -Object.assign( Shape.prototype, { - - extractAllPoints: function ( divisions ) { - - console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' ); - return this.extractPoints( divisions ); - - }, - extrude: function ( options ) { - - console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); - return new ExtrudeGeometry( this, options ); - - }, - makeGeometry: function ( options ) { - - console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); - return new ShapeGeometry( this, options ); - - } - -} ); - -Object.assign( Vector2.prototype, { - - fromAttribute: function ( attribute, index, offset ) { - - console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); - - }, - distanceToManhattan: function ( v ) { - - console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); - return this.manhattanDistanceTo( v ); - - }, - lengthManhattan: function () { - - console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); - - } - -} ); - -Object.assign( Vector3.prototype, { - - setEulerFromRotationMatrix: function () { - - console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); - - }, - setEulerFromQuaternion: function () { - - console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); - - }, - getPositionFromMatrix: function ( m ) { - - console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); - return this.setFromMatrixPosition( m ); - - }, - getScaleFromMatrix: function ( m ) { - - console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); - return this.setFromMatrixScale( m ); - - }, - getColumnFromMatrix: function ( index, matrix ) { - - console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); - return this.setFromMatrixColumn( matrix, index ); - - }, - applyProjection: function ( m ) { - - console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); - return this.applyMatrix4( m ); - - }, - fromAttribute: function ( attribute, index, offset ) { - - console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); - - }, - distanceToManhattan: function ( v ) { - - console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); - return this.manhattanDistanceTo( v ); - - }, - lengthManhattan: function () { - - console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); - - } - -} ); - -Object.assign( Vector4.prototype, { - - fromAttribute: function ( attribute, index, offset ) { - - console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); - - }, - lengthManhattan: function () { - - console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); - - } - -} ); - -// - -Object.assign( Geometry.prototype, { - - computeTangents: function () { - - console.error( 'THREE.Geometry: .computeTangents() has been removed.' ); - - }, - computeLineDistances: function () { - - console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' ); - - }, - applyMatrix: function ( matrix ) { - - console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' ); - return this.applyMatrix4( matrix ); - - } - -} ); - -Object.assign( Object3D.prototype, { - - getChildByName: function ( name ) { - - console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); - return this.getObjectByName( name ); - - }, - renderDepth: function () { - - console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); - - }, - translate: function ( distance, axis ) { - - console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); - return this.translateOnAxis( axis, distance ); - - }, - getWorldRotation: function () { - - console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' ); - - }, - applyMatrix: function ( matrix ) { - - console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' ); - return this.applyMatrix4( matrix ); - - } - -} ); - -Object.defineProperties( Object3D.prototype, { - - eulerOrder: { - get: function () { - - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - return this.rotation.order; - - }, - set: function ( value ) { - - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - this.rotation.order = value; - - } - }, - useQuaternion: { - get: function () { - - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - - }, - set: function () { - - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - - } - } - -} ); - -Object.assign( Mesh.prototype, { - - setDrawMode: function () { - - console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ); - - }, - -} ); - -Object.defineProperties( Mesh.prototype, { - - drawMode: { - get: function () { - - console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' ); - return TrianglesDrawMode; - - }, - set: function () { - - console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ); - - } - } - -} ); - -Object.defineProperties( LOD.prototype, { - - objects: { - get: function () { - - console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); - return this.levels; - - } - } - -} ); - -Object.defineProperty( Skeleton.prototype, 'useVertexTexture', { - - get: function () { - - console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); - - }, - set: function () { - - console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); - - } - -} ); - -SkinnedMesh.prototype.initBones = function () { - - console.error( 'THREE.SkinnedMesh: initBones() has been removed.' ); - -}; - -Object.defineProperty( Curve.prototype, '__arcLengthDivisions', { - - get: function () { - - console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); - return this.arcLengthDivisions; - - }, - set: function ( value ) { - - console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); - this.arcLengthDivisions = value; - - } - -} ); - -// - -PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { - - console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + - "Use .setFocalLength and .filmGauge for a photographic setup." ); - - if ( filmGauge !== undefined ) this.filmGauge = filmGauge; - this.setFocalLength( focalLength ); - -}; - -// - -Object.defineProperties( Light.prototype, { - onlyShadow: { - set: function () { - - console.warn( 'THREE.Light: .onlyShadow has been removed.' ); - - } - }, - shadowCameraFov: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); - this.shadow.camera.fov = value; - - } - }, - shadowCameraLeft: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); - this.shadow.camera.left = value; - - } - }, - shadowCameraRight: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); - this.shadow.camera.right = value; - - } - }, - shadowCameraTop: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); - this.shadow.camera.top = value; - - } - }, - shadowCameraBottom: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); - this.shadow.camera.bottom = value; - - } - }, - shadowCameraNear: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); - this.shadow.camera.near = value; - - } - }, - shadowCameraFar: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); - this.shadow.camera.far = value; - - } - }, - shadowCameraVisible: { - set: function () { - - console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); - - } - }, - shadowBias: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); - this.shadow.bias = value; - - } - }, - shadowDarkness: { - set: function () { - - console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); - - } - }, - shadowMapWidth: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); - this.shadow.mapSize.width = value; - - } - }, - shadowMapHeight: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); - this.shadow.mapSize.height = value; - - } - } -} ); - -// - -Object.defineProperties( BufferAttribute.prototype, { - - length: { - get: function () { - - console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); - return this.array.length; - - } - }, - dynamic: { - get: function () { - - console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' ); - return this.usage === DynamicDrawUsage; - - }, - set: function ( /* value */ ) { - - console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' ); - this.setUsage( DynamicDrawUsage ); - - } - } - -} ); - -Object.assign( BufferAttribute.prototype, { - setDynamic: function ( value ) { - - console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' ); - this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); - return this; - - }, - copyIndicesArray: function ( /* indices */ ) { - - console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' ); - - }, - setArray: function ( /* array */ ) { - - console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); - - } -} ); - -Object.assign( BufferGeometry.prototype, { - - addIndex: function ( index ) { - - console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); - this.setIndex( index ); - - }, - addAttribute: function ( name, attribute ) { - - console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' ); - - if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { - - console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); - - return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); - - } - - if ( name === 'index' ) { - - console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); - this.setIndex( attribute ); - - return this; - - } - - return this.setAttribute( name, attribute ); - - }, - addDrawCall: function ( start, count, indexOffset ) { - - if ( indexOffset !== undefined ) { - - console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); - - } - - console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); - this.addGroup( start, count ); - - }, - clearDrawCalls: function () { - - console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); - this.clearGroups(); - - }, - computeTangents: function () { - - console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); - - }, - computeOffsets: function () { - - console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); - - }, - removeAttribute: function ( name ) { - - console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' ); - - return this.deleteAttribute( name ); - - }, - applyMatrix: function ( matrix ) { - - console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' ); - return this.applyMatrix4( matrix ); - - } - -} ); - -Object.defineProperties( BufferGeometry.prototype, { - - drawcalls: { - get: function () { - - console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); - return this.groups; - - } - }, - offsets: { - get: function () { - - console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); - return this.groups; - - } - } - -} ); - -Object.defineProperties( InstancedBufferGeometry.prototype, { - - maxInstancedCount: { - get: function () { - - console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' ); - return this.instanceCount; - - }, - set: function ( value ) { - - console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' ); - this.instanceCount = value; - - } - } - -} ); - -Object.defineProperties( Raycaster.prototype, { - - linePrecision: { - get: function () { - - console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' ); - return this.params.Line.threshold; - - }, - set: function ( value ) { - - console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' ); - this.params.Line.threshold = value; - - } - } - -} ); - -Object.defineProperties( InterleavedBuffer.prototype, { - - dynamic: { - get: function () { - - console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' ); - return this.usage === DynamicDrawUsage; - - }, - set: function ( value ) { - - console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' ); - this.setUsage( value ); - - } - } - -} ); - -Object.assign( InterleavedBuffer.prototype, { - setDynamic: function ( value ) { - - console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' ); - this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); - return this; - - }, - setArray: function ( /* array */ ) { - - console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); - - } -} ); - -// - -Object.assign( ExtrudeBufferGeometry.prototype, { - - getArrays: function () { - - console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' ); - - }, - - addShapeList: function () { - - console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' ); - - }, - - addShape: function () { - - console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' ); - - } - -} ); - -// - -Object.assign( Scene.prototype, { - - dispose: function () { - - console.error( 'THREE.Scene: .dispose() has been removed.' ); - - } - -} ); - -// - -Object.defineProperties( Uniform.prototype, { - - dynamic: { - set: function () { - - console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); - - } - }, - onUpdate: { - value: function () { - - console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); - return this; - - } - } - -} ); - -// - -Object.defineProperties( Material.prototype, { - - wrapAround: { - get: function () { - - console.warn( 'THREE.Material: .wrapAround has been removed.' ); - - }, - set: function () { - - console.warn( 'THREE.Material: .wrapAround has been removed.' ); - - } - }, - - overdraw: { - get: function () { - - console.warn( 'THREE.Material: .overdraw has been removed.' ); - - }, - set: function () { - - console.warn( 'THREE.Material: .overdraw has been removed.' ); - - } - }, - - wrapRGB: { - get: function () { - - console.warn( 'THREE.Material: .wrapRGB has been removed.' ); - return new Color(); - - } - }, - - shading: { - get: function () { - - console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); - - }, - set: function ( value ) { - - console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); - this.flatShading = ( value === FlatShading ); - - } - }, - - stencilMask: { - get: function () { - - console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' ); - return this.stencilFuncMask; - - }, - set: function ( value ) { - - console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' ); - this.stencilFuncMask = value; - - } - } - -} ); - -Object.defineProperties( MeshPhongMaterial.prototype, { - - metal: { - get: function () { - - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); - return false; - - }, - set: function () { - - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); - - } - } - -} ); - -Object.defineProperties( MeshPhysicalMaterial.prototype, { - - transparency: { - get: function () { - - console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' ); - return this.transmission; - - }, - set: function ( value ) { - - console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' ); - this.transmission = value; - - } - } - -} ); - -Object.defineProperties( ShaderMaterial.prototype, { - - derivatives: { - get: function () { - - console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - return this.extensions.derivatives; - - }, - set: function ( value ) { - - console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - this.extensions.derivatives = value; - - } - } - -} ); - -// - -Object.assign( WebGLRenderer.prototype, { - - clearTarget: function ( renderTarget, color, depth, stencil ) { - - console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' ); - this.setRenderTarget( renderTarget ); - this.clear( color, depth, stencil ); - - }, - animate: function ( callback ) { - - console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' ); - this.setAnimationLoop( callback ); - - }, - getCurrentRenderTarget: function () { - - console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); - return this.getRenderTarget(); - - }, - getMaxAnisotropy: function () { - - console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); - return this.capabilities.getMaxAnisotropy(); - - }, - getPrecision: function () { - - console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); - return this.capabilities.precision; - - }, - resetGLState: function () { - - console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); - return this.state.reset(); - - }, - supportsFloatTextures: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); - return this.extensions.get( 'OES_texture_float' ); - - }, - supportsHalfFloatTextures: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); - return this.extensions.get( 'OES_texture_half_float' ); - - }, - supportsStandardDerivatives: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); - return this.extensions.get( 'OES_standard_derivatives' ); - - }, - supportsCompressedTextureS3TC: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); - - }, - supportsCompressedTexturePVRTC: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - - }, - supportsBlendMinMax: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); - return this.extensions.get( 'EXT_blend_minmax' ); - - }, - supportsVertexTextures: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); - return this.capabilities.vertexTextures; - - }, - supportsInstancedArrays: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); - return this.extensions.get( 'ANGLE_instanced_arrays' ); - - }, - enableScissorTest: function ( boolean ) { - - console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); - this.setScissorTest( boolean ); - - }, - initMaterial: function () { - - console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); - - }, - addPrePlugin: function () { - - console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); - - }, - addPostPlugin: function () { - - console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); - - }, - updateShadowMap: function () { - - console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); - - }, - setFaceCulling: function () { - - console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' ); - - }, - allocTextureUnit: function () { - - console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' ); - - }, - setTexture: function () { - - console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' ); - - }, - setTexture2D: function () { - - console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' ); - - }, - setTextureCube: function () { - - console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' ); - - }, - getActiveMipMapLevel: function () { - - console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' ); - return this.getActiveMipmapLevel(); - - } - -} ); - -Object.defineProperties( WebGLRenderer.prototype, { - - shadowMapEnabled: { - get: function () { - - return this.shadowMap.enabled; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); - this.shadowMap.enabled = value; - - } - }, - shadowMapType: { - get: function () { - - return this.shadowMap.type; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); - this.shadowMap.type = value; - - } - }, - shadowMapCullFace: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); - return undefined; - - }, - set: function ( /* value */ ) { - - console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); - - } - }, - context: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' ); - return this.getContext(); - - } - }, - vr: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' ); - return this.xr; - - } - }, - gammaInput: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' ); - return false; - - }, - set: function () { - - console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' ); - - } - }, - gammaOutput: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' ); - return false; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' ); - this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding; - - } - }, - toneMappingWhitePoint: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' ); - return 1.0; - - }, - set: function () { - - console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' ); - - } - }, - -} ); - -Object.defineProperties( WebGLShadowMap.prototype, { - - cullFace: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); - return undefined; - - }, - set: function ( /* cullFace */ ) { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); - - } - }, - renderReverseSided: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); - return undefined; - - }, - set: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); - - } - }, - renderSingleSided: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); - return undefined; - - }, - set: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); - - } - } - -} ); - -function WebGLRenderTargetCube( width, height, options ) { - - console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' ); - return new WebGLCubeRenderTarget( width, options ); - -} - -// - -Object.defineProperties( WebGLRenderTarget.prototype, { - - wrapS: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - return this.texture.wrapS; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - this.texture.wrapS = value; - - } - }, - wrapT: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - return this.texture.wrapT; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - this.texture.wrapT = value; - - } - }, - magFilter: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - return this.texture.magFilter; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - this.texture.magFilter = value; - - } - }, - minFilter: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - return this.texture.minFilter; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - this.texture.minFilter = value; - - } - }, - anisotropy: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - return this.texture.anisotropy; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - this.texture.anisotropy = value; - - } - }, - offset: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - return this.texture.offset; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - this.texture.offset = value; - - } - }, - repeat: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - return this.texture.repeat; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - this.texture.repeat = value; - - } - }, - format: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - return this.texture.format; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - this.texture.format = value; - - } - }, - type: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - return this.texture.type; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - this.texture.type = value; - - } - }, - generateMipmaps: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - return this.texture.generateMipmaps; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - this.texture.generateMipmaps = value; - - } - } - -} ); - -// - -Object.defineProperties( Audio.prototype, { - - load: { - value: function ( file ) { - - console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); - const scope = this; - const audioLoader = new AudioLoader(); - audioLoader.load( file, function ( buffer ) { - - scope.setBuffer( buffer ); - - } ); - return this; - - } - }, - startTime: { - set: function () { - - console.warn( 'THREE.Audio: .startTime is now .play( delay ).' ); - - } - } - -} ); - -AudioAnalyser.prototype.getData = function () { - - console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); - return this.getFrequencyData(); - -}; - -// - -CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { - - console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); - return this.update( renderer, scene ); - -}; - -// - -const GeometryUtils = { - - merge: function ( geometry1, geometry2, materialIndexOffset ) { - - console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); - let matrix; - - if ( geometry2.isMesh ) { - - geometry2.matrixAutoUpdate && geometry2.updateMatrix(); - - matrix = geometry2.matrix; - geometry2 = geometry2.geometry; - - } - - geometry1.merge( geometry2, matrix, materialIndexOffset ); - - }, - - center: function ( geometry ) { - - console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); - return geometry.center(); - - } - -}; - -ImageUtils.crossOrigin = undefined; - -ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) { - - console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); - - const loader = new TextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); - - const texture = loader.load( url, onLoad, undefined, onError ); - - if ( mapping ) texture.mapping = mapping; - - return texture; - -}; - -ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) { - - console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); - - const loader = new CubeTextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); - - const texture = loader.load( urls, onLoad, undefined, onError ); - - if ( mapping ) texture.mapping = mapping; - - return texture; - -}; - -ImageUtils.loadCompressedTexture = function () { - - console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); - -}; - -ImageUtils.loadCompressedTextureCube = function () { - - console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); - -}; - -// - -function CanvasRenderer() { - - console.error( 'THREE.CanvasRenderer has been removed' ); - -} - -// - -function JSONLoader() { - - console.error( 'THREE.JSONLoader has been removed.' ); - -} - -// - -const SceneUtils = { - - createMultiMaterialObject: function ( /* geometry, materials */ ) { - - console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' ); - - }, - - detach: function ( /* child, parent, scene */ ) { - - console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' ); - - }, - - attach: function ( /* child, scene, parent */ ) { - - console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' ); - - } - -}; - -// - -function LensFlare() { - - console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' ); - -} - -if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - /* eslint-disable no-undef */ - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { - revision: REVISION, - } } ) ); - /* eslint-enable no-undef */ - -} - - - - -/***/ }), - -/***/ "./node_modules/three/examples/jsm/lines/Line2.js": -/*!********************************************************!*\ - !*** ./node_modules/three/examples/jsm/lines/Line2.js ***! - \********************************************************/ -/*! exports provided: Line2 */ -/***/ (function(module, __webpack_exports__, __webpack_require__) { - -"use strict"; -__webpack_require__.r(__webpack_exports__); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Line2", function() { return Line2; }); -/* harmony import */ var _lines_LineSegments2_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../lines/LineSegments2.js */ "./node_modules/three/examples/jsm/lines/LineSegments2.js"); -/* harmony import */ var _lines_LineGeometry_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../lines/LineGeometry.js */ "./node_modules/three/examples/jsm/lines/LineGeometry.js"); -/* harmony import */ var _lines_LineMaterial_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../lines/LineMaterial.js */ "./node_modules/three/examples/jsm/lines/LineMaterial.js"); - - - - - -var Line2 = function ( geometry, material ) { - - _lines_LineSegments2_js__WEBPACK_IMPORTED_MODULE_0__["LineSegments2"].call( this ); - - this.type = 'Line2'; - - this.geometry = geometry !== undefined ? geometry : new _lines_LineGeometry_js__WEBPACK_IMPORTED_MODULE_1__["LineGeometry"](); - this.material = material !== undefined ? material : new _lines_LineMaterial_js__WEBPACK_IMPORTED_MODULE_2__["LineMaterial"]( { color: Math.random() * 0xffffff } ); - -}; - -Line2.prototype = Object.assign( Object.create( _lines_LineSegments2_js__WEBPACK_IMPORTED_MODULE_0__["LineSegments2"].prototype ), { - - constructor: Line2, - - isLine2: true - -} ); - - - - -/***/ }), - -/***/ "./node_modules/three/examples/jsm/lines/LineGeometry.js": -/*!***************************************************************!*\ - !*** ./node_modules/three/examples/jsm/lines/LineGeometry.js ***! - \***************************************************************/ -/*! exports provided: LineGeometry */ -/***/ (function(module, __webpack_exports__, __webpack_require__) { - -"use strict"; -__webpack_require__.r(__webpack_exports__); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineGeometry", function() { return LineGeometry; }); -/* harmony import */ var _lines_LineSegmentsGeometry_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../lines/LineSegmentsGeometry.js */ "./node_modules/three/examples/jsm/lines/LineSegmentsGeometry.js"); - - - -var LineGeometry = function () { - - _lines_LineSegmentsGeometry_js__WEBPACK_IMPORTED_MODULE_0__["LineSegmentsGeometry"].call( this ); - - this.type = 'LineGeometry'; - -}; - -LineGeometry.prototype = Object.assign( Object.create( _lines_LineSegmentsGeometry_js__WEBPACK_IMPORTED_MODULE_0__["LineSegmentsGeometry"].prototype ), { - - constructor: LineGeometry, - - isLineGeometry: true, - - setPositions: function ( array ) { - - // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format - - var length = array.length - 3; - var points = new Float32Array( 2 * length ); - - for ( var i = 0; i < length; i += 3 ) { - - points[ 2 * i ] = array[ i ]; - points[ 2 * i + 1 ] = array[ i + 1 ]; - points[ 2 * i + 2 ] = array[ i + 2 ]; - - points[ 2 * i + 3 ] = array[ i + 3 ]; - points[ 2 * i + 4 ] = array[ i + 4 ]; - points[ 2 * i + 5 ] = array[ i + 5 ]; - - } - - _lines_LineSegmentsGeometry_js__WEBPACK_IMPORTED_MODULE_0__["LineSegmentsGeometry"].prototype.setPositions.call( this, points ); - - return this; - - }, - - setColors: function ( array ) { - - // converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format - - var length = array.length - 3; - var colors = new Float32Array( 2 * length ); - - for ( var i = 0; i < length; i += 3 ) { - - colors[ 2 * i ] = array[ i ]; - colors[ 2 * i + 1 ] = array[ i + 1 ]; - colors[ 2 * i + 2 ] = array[ i + 2 ]; - - colors[ 2 * i + 3 ] = array[ i + 3 ]; - colors[ 2 * i + 4 ] = array[ i + 4 ]; - colors[ 2 * i + 5 ] = array[ i + 5 ]; - - } - - _lines_LineSegmentsGeometry_js__WEBPACK_IMPORTED_MODULE_0__["LineSegmentsGeometry"].prototype.setColors.call( this, colors ); - - return this; - - }, - - fromLine: function ( line ) { - - var geometry = line.geometry; - - if ( geometry.isGeometry ) { - - this.setPositions( geometry.vertices ); - - } else if ( geometry.isBufferGeometry ) { - - this.setPositions( geometry.attributes.position.array ); // assumes non-indexed - - } - - // set colors, maybe - - return this; - - }, - - copy: function ( /* source */ ) { - - // todo - - return this; - - } - -} ); - - - - -/***/ }), - -/***/ "./node_modules/three/examples/jsm/lines/LineMaterial.js": -/*!***************************************************************!*\ - !*** ./node_modules/three/examples/jsm/lines/LineMaterial.js ***! - \***************************************************************/ -/*! exports provided: LineMaterial */ -/***/ (function(module, __webpack_exports__, __webpack_require__) { - -"use strict"; -__webpack_require__.r(__webpack_exports__); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineMaterial", function() { return LineMaterial; }); -/* harmony import */ var _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../../../build/three.module.js */ "./node_modules/three/build/three.module.js"); - -/** - * parameters = { - * color: , - * linewidth: , - * dashed: , - * dashScale: , - * dashSize: , - * gapSize: , - * resolution: , // to be set by renderer - * } - */ - -_build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["UniformsLib"].line = { - - linewidth: { value: 1 }, - resolution: { value: new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector2"]( 1, 1 ) }, - dashScale: { value: 1 }, - dashSize: { value: 1 }, - gapSize: { value: 1 }, // todo FIX - maybe change to totalSize - opacity: { value: 1 } - -}; - -_build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["ShaderLib"][ 'line' ] = { - - uniforms: _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["UniformsUtils"].merge( [ - _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["UniformsLib"].common, - _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["UniformsLib"].fog, - _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["UniformsLib"].line - ] ), - - vertexShader: - ` - #include - #include - #include - #include - #include - - uniform float linewidth; - uniform vec2 resolution; - - attribute vec3 instanceStart; - attribute vec3 instanceEnd; - - attribute vec3 instanceColorStart; - attribute vec3 instanceColorEnd; - - varying vec2 vUv; - - #ifdef USE_DASH - - uniform float dashScale; - attribute float instanceDistanceStart; - attribute float instanceDistanceEnd; - varying float vLineDistance; - - #endif - - void trimSegment( const in vec4 start, inout vec4 end ) { - - // trim end segment so it terminates between the camera plane and the near plane - - // conservative estimate of the near plane - float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column - float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column - float nearEstimate = - 0.5 * b / a; - - float alpha = ( nearEstimate - start.z ) / ( end.z - start.z ); - - end.xyz = mix( start.xyz, end.xyz, alpha ); - - } - - void main() { - - #ifdef USE_COLOR - - vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd; - - #endif - - #ifdef USE_DASH - - vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd; - - #endif - - float aspect = resolution.x / resolution.y; - - vUv = uv; - - // camera space - vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 ); - vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 ); - - // special case for perspective projection, and segments that terminate either in, or behind, the camera plane - // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space - // but we need to perform ndc-space calculations in the shader, so we must address this issue directly - // perhaps there is a more elegant solution -- WestLangley - - bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column - - if ( perspective ) { - - if ( start.z < 0.0 && end.z >= 0.0 ) { - - trimSegment( start, end ); - - } else if ( end.z < 0.0 && start.z >= 0.0 ) { - - trimSegment( end, start ); - - } - - } - - // clip space - vec4 clipStart = projectionMatrix * start; - vec4 clipEnd = projectionMatrix * end; - - // ndc space - vec2 ndcStart = clipStart.xy / clipStart.w; - vec2 ndcEnd = clipEnd.xy / clipEnd.w; - - // direction - vec2 dir = ndcEnd - ndcStart; - - // account for clip-space aspect ratio - dir.x *= aspect; - dir = normalize( dir ); - - // perpendicular to dir - vec2 offset = vec2( dir.y, - dir.x ); - - // undo aspect ratio adjustment - dir.x /= aspect; - offset.x /= aspect; - - // sign flip - if ( position.x < 0.0 ) offset *= - 1.0; - - // endcaps - if ( position.y < 0.0 ) { - - offset += - dir; - - } else if ( position.y > 1.0 ) { - - offset += dir; - - } - - // adjust for linewidth - offset *= linewidth; - - // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ... - offset /= resolution.y; - - // select end - vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd; - - // back to clip space - offset *= clip.w; - - clip.xy += offset; - - gl_Position = clip; - - vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation - - #include - #include - #include - - } - `, - - fragmentShader: - ` - uniform vec3 diffuse; - uniform float opacity; - - #ifdef USE_DASH - - uniform float dashSize; - uniform float gapSize; - - #endif - - varying float vLineDistance; - - #include - #include - #include - #include - #include - - varying vec2 vUv; - - void main() { - - #include - - #ifdef USE_DASH - - if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps - - if ( mod( vLineDistance, dashSize + gapSize ) > dashSize ) discard; // todo - FIX - - #endif - - if ( abs( vUv.y ) > 1.0 ) { - - float a = vUv.x; - float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0; - float len2 = a * a + b * b; - - if ( len2 > 1.0 ) discard; - - } - - vec4 diffuseColor = vec4( diffuse, opacity ); - - #include - #include - - gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a ); - - #include - #include - #include - #include - - } - ` -}; - -var LineMaterial = function ( parameters ) { - - _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["ShaderMaterial"].call( this, { - - type: 'LineMaterial', - - uniforms: _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["UniformsUtils"].clone( _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["ShaderLib"][ 'line' ].uniforms ), - - vertexShader: _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["ShaderLib"][ 'line' ].vertexShader, - fragmentShader: _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["ShaderLib"][ 'line' ].fragmentShader, - - clipping: true // required for clipping support - - } ); - - this.dashed = false; - - Object.defineProperties( this, { - - color: { - - enumerable: true, - - get: function () { - - return this.uniforms.diffuse.value; - - }, - - set: function ( value ) { - - this.uniforms.diffuse.value = value; - - } - - }, - - linewidth: { - - enumerable: true, - - get: function () { - - return this.uniforms.linewidth.value; - - }, - - set: function ( value ) { - - this.uniforms.linewidth.value = value; - - } - - }, - - dashScale: { - - enumerable: true, - - get: function () { - - return this.uniforms.dashScale.value; - - }, - - set: function ( value ) { - - this.uniforms.dashScale.value = value; - - } - - }, - - dashSize: { - - enumerable: true, - - get: function () { - - return this.uniforms.dashSize.value; - - }, - - set: function ( value ) { - - this.uniforms.dashSize.value = value; - - } - - }, - - gapSize: { - - enumerable: true, - - get: function () { - - return this.uniforms.gapSize.value; - - }, - - set: function ( value ) { - - this.uniforms.gapSize.value = value; - - } - - }, - - opacity: { - - enumerable: true, - - get: function () { - - return this.uniforms.opacity.value; - - }, - - set: function ( value ) { - - this.uniforms.opacity.value = value; - - } - - }, - - resolution: { - - enumerable: true, - - get: function () { - - return this.uniforms.resolution.value; - - }, - - set: function ( value ) { - - this.uniforms.resolution.value.copy( value ); - - } - - } - - } ); - - this.setValues( parameters ); - -}; - -LineMaterial.prototype = Object.create( _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["ShaderMaterial"].prototype ); -LineMaterial.prototype.constructor = LineMaterial; - -LineMaterial.prototype.isLineMaterial = true; - - - - -/***/ }), - -/***/ "./node_modules/three/examples/jsm/lines/LineSegments2.js": -/*!****************************************************************!*\ - !*** ./node_modules/three/examples/jsm/lines/LineSegments2.js ***! - \****************************************************************/ -/*! exports provided: LineSegments2 */ -/***/ (function(module, __webpack_exports__, __webpack_require__) { - -"use strict"; -__webpack_require__.r(__webpack_exports__); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineSegments2", function() { return LineSegments2; }); -/* harmony import */ var _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../../../build/three.module.js */ "./node_modules/three/build/three.module.js"); -/* harmony import */ var _lines_LineSegmentsGeometry_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../lines/LineSegmentsGeometry.js */ "./node_modules/three/examples/jsm/lines/LineSegmentsGeometry.js"); -/* harmony import */ var _lines_LineMaterial_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../lines/LineMaterial.js */ "./node_modules/three/examples/jsm/lines/LineMaterial.js"); - - - - -var LineSegments2 = function ( geometry, material ) { - - _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Mesh"].call( this ); - - this.type = 'LineSegments2'; - - this.geometry = geometry !== undefined ? geometry : new _lines_LineSegmentsGeometry_js__WEBPACK_IMPORTED_MODULE_1__["LineSegmentsGeometry"](); - this.material = material !== undefined ? material : new _lines_LineMaterial_js__WEBPACK_IMPORTED_MODULE_2__["LineMaterial"]( { color: Math.random() * 0xffffff } ); - -}; - -LineSegments2.prototype = Object.assign( Object.create( _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Mesh"].prototype ), { - - constructor: LineSegments2, - - isLineSegments2: true, - - computeLineDistances: ( function () { // for backwards-compatability, but could be a method of LineSegmentsGeometry... - - var start = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector3"](); - var end = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector3"](); - - return function computeLineDistances() { - - var geometry = this.geometry; - - var instanceStart = geometry.attributes.instanceStart; - var instanceEnd = geometry.attributes.instanceEnd; - var lineDistances = new Float32Array( 2 * instanceStart.data.count ); - - for ( var i = 0, j = 0, l = instanceStart.data.count; i < l; i ++, j += 2 ) { - - start.fromBufferAttribute( instanceStart, i ); - end.fromBufferAttribute( instanceEnd, i ); - - lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ]; - lineDistances[ j + 1 ] = lineDistances[ j ] + start.distanceTo( end ); - - } - - var instanceDistanceBuffer = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InstancedInterleavedBuffer"]( lineDistances, 2, 1 ); // d0, d1 - - geometry.setAttribute( 'instanceDistanceStart', new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InterleavedBufferAttribute"]( instanceDistanceBuffer, 1, 0 ) ); // d0 - geometry.setAttribute( 'instanceDistanceEnd', new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InterleavedBufferAttribute"]( instanceDistanceBuffer, 1, 1 ) ); // d1 - - return this; - - }; - - }() ), - - raycast: ( function () { - - var start = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector4"](); - var end = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector4"](); - - var ssOrigin = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector4"](); - var ssOrigin3 = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector3"](); - var mvMatrix = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Matrix4"](); - var line = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Line3"](); - var closestPoint = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector3"](); - - return function raycast( raycaster, intersects ) { - - if ( raycaster.camera === null ) { - - console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.' ); - - } - - var ray = raycaster.ray; - var camera = raycaster.camera; - var projectionMatrix = camera.projectionMatrix; - - var geometry = this.geometry; - var material = this.material; - var resolution = material.resolution; - var lineWidth = material.linewidth; - - var instanceStart = geometry.attributes.instanceStart; - var instanceEnd = geometry.attributes.instanceEnd; - - // pick a point 1 unit out along the ray to avoid the ray origin - // sitting at the camera origin which will cause "w" to be 0 when - // applying the projection matrix. - ray.at( 1, ssOrigin ); - - // ndc space [ - 1.0, 1.0 ] - ssOrigin.w = 1; - ssOrigin.applyMatrix4( camera.matrixWorldInverse ); - ssOrigin.applyMatrix4( projectionMatrix ); - ssOrigin.multiplyScalar( 1 / ssOrigin.w ); - - // screen space - ssOrigin.x *= resolution.x / 2; - ssOrigin.y *= resolution.y / 2; - ssOrigin.z = 0; - - ssOrigin3.copy( ssOrigin ); - - var matrixWorld = this.matrixWorld; - mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld ); - - for ( var i = 0, l = instanceStart.count; i < l; i ++ ) { - - start.fromBufferAttribute( instanceStart, i ); - end.fromBufferAttribute( instanceEnd, i ); - - start.w = 1; - end.w = 1; - - // camera space - start.applyMatrix4( mvMatrix ); - end.applyMatrix4( mvMatrix ); - - // clip space - start.applyMatrix4( projectionMatrix ); - end.applyMatrix4( projectionMatrix ); - - // ndc space [ - 1.0, 1.0 ] - start.multiplyScalar( 1 / start.w ); - end.multiplyScalar( 1 / end.w ); - - // skip the segment if it's outside the camera near and far planes - var isBehindCameraNear = start.z < - 1 && end.z < - 1; - var isPastCameraFar = start.z > 1 && end.z > 1; - if ( isBehindCameraNear || isPastCameraFar ) { - - continue; - - } - - // screen space - start.x *= resolution.x / 2; - start.y *= resolution.y / 2; - - end.x *= resolution.x / 2; - end.y *= resolution.y / 2; - - // create 2d segment - line.start.copy( start ); - line.start.z = 0; - - line.end.copy( end ); - line.end.z = 0; - - // get closest point on ray to segment - var param = line.closestPointToPointParameter( ssOrigin3, true ); - line.at( param, closestPoint ); - - // check if the intersection point is within clip space - var zPos = _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["MathUtils"].lerp( start.z, end.z, param ); - var isInClipSpace = zPos >= - 1 && zPos <= 1; - - var isInside = ssOrigin3.distanceTo( closestPoint ) < lineWidth * 0.5; - - if ( isInClipSpace && isInside ) { - - line.start.fromBufferAttribute( instanceStart, i ); - line.end.fromBufferAttribute( instanceEnd, i ); - - line.start.applyMatrix4( matrixWorld ); - line.end.applyMatrix4( matrixWorld ); - - var pointOnLine = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector3"](); - var point = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector3"](); - - ray.distanceSqToSegment( line.start, line.end, point, pointOnLine ); - - intersects.push( { - - point: point, - pointOnLine: pointOnLine, - distance: ray.origin.distanceTo( point ), - - object: this, - face: null, - faceIndex: i, - uv: null, - uv2: null, - - } ); - - } - - } - - }; - - }() ) - -} ); - - - - -/***/ }), - -/***/ "./node_modules/three/examples/jsm/lines/LineSegmentsGeometry.js": -/*!***********************************************************************!*\ - !*** ./node_modules/three/examples/jsm/lines/LineSegmentsGeometry.js ***! - \***********************************************************************/ -/*! exports provided: LineSegmentsGeometry */ -/***/ (function(module, __webpack_exports__, __webpack_require__) { - -"use strict"; -__webpack_require__.r(__webpack_exports__); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineSegmentsGeometry", function() { return LineSegmentsGeometry; }); -/* harmony import */ var _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../../../build/three.module.js */ "./node_modules/three/build/three.module.js"); - - -var LineSegmentsGeometry = function () { - - _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InstancedBufferGeometry"].call( this ); - - this.type = 'LineSegmentsGeometry'; - - var positions = [ - 1, 2, 0, 1, 2, 0, - 1, 1, 0, 1, 1, 0, - 1, 0, 0, 1, 0, 0, - 1, - 1, 0, 1, - 1, 0 ]; - var uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ]; - var index = [ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ]; - - this.setIndex( index ); - this.setAttribute( 'position', new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Float32BufferAttribute"]( positions, 3 ) ); - this.setAttribute( 'uv', new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Float32BufferAttribute"]( uvs, 2 ) ); - -}; - -LineSegmentsGeometry.prototype = Object.assign( Object.create( _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InstancedBufferGeometry"].prototype ), { - - constructor: LineSegmentsGeometry, - - isLineSegmentsGeometry: true, - - applyMatrix4: function ( matrix ) { - - var start = this.attributes.instanceStart; - var end = this.attributes.instanceEnd; - - if ( start !== undefined ) { - - start.applyMatrix4( matrix ); - - end.applyMatrix4( matrix ); - - start.needsUpdate = true; - - } - - if ( this.boundingBox !== null ) { - - this.computeBoundingBox(); - - } - - if ( this.boundingSphere !== null ) { - - this.computeBoundingSphere(); - - } - - return this; - - }, - - setPositions: function ( array ) { - - var lineSegments; - - if ( array instanceof Float32Array ) { - - lineSegments = array; - - } else if ( Array.isArray( array ) ) { - - lineSegments = new Float32Array( array ); - - } - - var instanceBuffer = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InstancedInterleavedBuffer"]( lineSegments, 6, 1 ); // xyz, xyz - - this.setAttribute( 'instanceStart', new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InterleavedBufferAttribute"]( instanceBuffer, 3, 0 ) ); // xyz - this.setAttribute( 'instanceEnd', new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InterleavedBufferAttribute"]( instanceBuffer, 3, 3 ) ); // xyz - - // - - this.computeBoundingBox(); - this.computeBoundingSphere(); - - return this; - - }, - - setColors: function ( array ) { - - var colors; - - if ( array instanceof Float32Array ) { - - colors = array; - - } else if ( Array.isArray( array ) ) { - - colors = new Float32Array( array ); - - } - - var instanceColorBuffer = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InstancedInterleavedBuffer"]( colors, 6, 1 ); // rgb, rgb - - this.setAttribute( 'instanceColorStart', new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InterleavedBufferAttribute"]( instanceColorBuffer, 3, 0 ) ); // rgb - this.setAttribute( 'instanceColorEnd', new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["InterleavedBufferAttribute"]( instanceColorBuffer, 3, 3 ) ); // rgb - - return this; - - }, - - fromWireframeGeometry: function ( geometry ) { - - this.setPositions( geometry.attributes.position.array ); - - return this; - - }, - - fromEdgesGeometry: function ( geometry ) { - - this.setPositions( geometry.attributes.position.array ); - - return this; - - }, - - fromMesh: function ( mesh ) { - - this.fromWireframeGeometry( new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["WireframeGeometry"]( mesh.geometry ) ); - - // set colors, maybe - - return this; - - }, - - fromLineSegments: function ( lineSegments ) { - - var geometry = lineSegments.geometry; - - if ( geometry.isGeometry ) { - - this.setPositions( geometry.vertices ); - - } else if ( geometry.isBufferGeometry ) { - - this.setPositions( geometry.attributes.position.array ); // assumes non-indexed - - } - - // set colors, maybe - - return this; - - }, - - computeBoundingBox: function () { - - var box = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Box3"](); - - return function computeBoundingBox() { - - if ( this.boundingBox === null ) { - - this.boundingBox = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Box3"](); - - } - - var start = this.attributes.instanceStart; - var end = this.attributes.instanceEnd; - - if ( start !== undefined && end !== undefined ) { - - this.boundingBox.setFromBufferAttribute( start ); - - box.setFromBufferAttribute( end ); - - this.boundingBox.union( box ); - - } - - }; - - }(), - - computeBoundingSphere: function () { - - var vector = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Vector3"](); - - return function computeBoundingSphere() { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new _build_three_module_js__WEBPACK_IMPORTED_MODULE_0__["Sphere"](); - - } - - if ( this.boundingBox === null ) { - - this.computeBoundingBox(); - - } - - var start = this.attributes.instanceStart; - var end = this.attributes.instanceEnd; - - if ( start !== undefined && end !== undefined ) { - - var center = this.boundingSphere.center; - - this.boundingBox.getCenter( center ); - - var maxRadiusSq = 0; - - for ( var i = 0, il = start.count; i < il; i ++ ) { - - vector.fromBufferAttribute( start, i ); - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); - - vector.fromBufferAttribute( end, i ); - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); - - } - - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - - if ( isNaN( this.boundingSphere.radius ) ) { - - console.error( 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this ); - - } - - } - - }; - - }(), - - toJSON: function () { - - // todo - - }, - - applyMatrix: function ( matrix ) { - - console.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' ); - - return this.applyMatrix4( matrix ); - - } - -} ); - - - - -/***/ }), - -/***/ "./node_modules/xaop/dist/index.js": -/*!*****************************************!*\ - !*** ./node_modules/xaop/dist/index.js ***! - \*****************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -function __export(m) { - for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p]; -} -Object.defineProperty(exports, "__esModule", { value: true }); -__export(__webpack_require__(/*! ./lib */ "./node_modules/xaop/dist/lib.js")); -//# sourceMappingURL=index.js.map - -/***/ }), - -/***/ "./node_modules/xaop/dist/lib.js": -/*!***************************************!*\ - !*** ./node_modules/xaop/dist/lib.js ***! - \***************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -const type_1 = __webpack_require__(/*! ./type */ "./node_modules/xaop/dist/type.js"); -//aop注入数据的缓存 -let aopMap = new WeakMap(); -/** - * 保存被注入的函数列表 - */ -class AopData { - constructor() { - //函数开始执行时的调用函数列表 - this.m_Begin = []; - //函数结束执行时调用的函数列表 - this.m_Ending = []; - } -} -/** - * 函数调用 - * - * @param {Function[]} funcList 函数列表 - * @param {Object} object 源对象 - * @param {any} args 参数列表 - */ -function functionCall(funcList, object, ...args) { - for (let f of funcList) { - if (f.call(object, ...args)) //如果函数返回true 那么结束注入. - return; - } -} -/** - * 全局注入装饰器. - * - * @param {Object} target 目标类 - * @param {(string | symbol)} propertyKey 装饰key - * @param {any} [descriptor] 描述 - */ -function iaop(target, propertyKey, descriptor) { - //声明注入数据 - let injectData = new AopData(); - //缓存旧的函数 - let _oldFunc; - //构建新的函数 - let newFunction = function (...args) { - //调用起始注入的函数列表 - functionCall(injectData.m_Begin, this, ...args); - //调用原始的函数 - let res = _oldFunc.call(this, ...args); - //将原始结果加入到参数列表中 - args.push(res); - //调用结束的注入 - functionCall(injectData.m_Ending, this, ...args); - return res; - }; - if (!descriptor) { - let getter = function () { - if (typeof _oldFunc == "function") - return newFunction; - else { - console.warn("warning:this is not a function!"); - return _oldFunc; - } - }; - let setter = function (newVal) { - _oldFunc = newVal; - }; - Object.defineProperty(target, propertyKey, { - get: getter, - set: setter, - enumerable: true, - configurable: true - }); - } - else { - _oldFunc = descriptor.value; - descriptor.value = newFunction; - } - aopMap.set(newFunction, injectData); -} -exports.iaop = iaop; -/** - * 返回注入方法. - */ -function Inject(injectType) { - function injectAll(func, injectFunction) { - if (!aopMap.has(func)) { - console.warn("不存在的注入."); - return; - } - let data = aopMap.get(func); - let farr; - switch (injectType) { - case type_1.InjectType.begin: - farr = data.m_Begin; - break; - case type_1.InjectType.end: - farr = data.m_Ending; - break; - default: - break; - } - farr.unshift(injectFunction); - if (farr.length > 20) - console.warn("aop注入函数个数超过20", injectFunction); - return function () { - let index = farr.indexOf(injectFunction); - if (index != -1) { - farr.splice(index, 1); - } - }; - } - function injectObject(obj, func, injectFunction) { - let name = getFunctionName(obj, func); - let beginName = getInjectFunctionArrayName(name, injectType); - initInjectReplace(obj, name); - let functionArr = initInjectFunctionArray(obj, beginName); - functionArr.unshift(injectFunction); - if (functionArr.length > 20) - console.warn("aop注入函数个数超过20", injectFunction); - return function () { - let index = functionArr.indexOf(injectFunction); - if (index != -1) - functionArr.splice(index, 1); - }; - } - return function inject(...args) { - if (args.length === 2) { - return injectAll.call(this, ...args); - } - else if (args.length === 3) { - return injectObject.call(this, ...args); - } - }; -} -exports.begin = Inject(type_1.InjectType.begin); -exports.end = Inject(type_1.InjectType.end); -/** - * 获得注入的函数名称. - */ -function getInjectFunctionArrayName(name, type) { - return type + name; -} -/** - * 初始化注入. - */ -function initInjectFunctionArray(obj, funcName) { - if (!obj.hasOwnProperty(funcName)) { - obj[funcName] = []; - } - return obj[funcName]; -} -function callFunctionArray(thisArg, name, ...args) { - let funcList = thisArg[name]; - if (funcList) { - functionCall(funcList, thisArg, ...args); - } -} -function callInjectFunctionList(target, funcName, type, ...args) { - callFunctionArray(target, getInjectFunctionArrayName(funcName, type), ...args); -} -/** - * 初始化注入 - * - * @param {Object} target 目标对象 - * @param {string} funcName 目标函数 - */ -function initInjectReplace(target, funcName) { - const key = Symbol.for("__aopinit__" + funcName); - if (!target.hasOwnProperty(key)) { - target[key] = true; - let oldFunction = target[funcName]; - target[funcName] = function (...args) { - callInjectFunctionList(target, funcName, type_1.InjectType.begin, ...args); - let res = oldFunction.call(target, ...args); - args.push(res); - callInjectFunctionList(target, funcName, type_1.InjectType.end, ...args); - return res; - }; - } -} -/** - * 返回函数的名称.稳妥起见,你应该传入 {class}.prototype.{function} - */ -function getFunctionName(target, func) { - if (func.name) - return func.name; - for (let key in target) { - if (target[key] == func) { - return key; - } - } -} -exports.getFunctionName = getFunctionName; -//# sourceMappingURL=lib.js.map - -/***/ }), - -/***/ "./node_modules/xaop/dist/type.js": -/*!****************************************!*\ - !*** ./node_modules/xaop/dist/type.js ***! - \****************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -// /** -// * 指定aop是否继续执行 -// * -// * @export -// * @enum {number} -// */ -// export enum AopState -// { -// Continue = 0,//继续执行 -// Break = 1, //中断执行 -// } -Object.defineProperty(exports, "__esModule", { value: true }); -/** - * 注入类型. - * - * @enum {number} - */ -var InjectType; -(function (InjectType) { - InjectType["begin"] = "__begin__"; - InjectType["end"] = "__end__"; -})(InjectType = exports.InjectType || (exports.InjectType = {})); -//# sourceMappingURL=type.js.map - -/***/ }), - -/***/ "./src/ApplicationServices/HostApplicationServices.ts": -/*!************************************************************!*\ - !*** ./src/ApplicationServices/HostApplicationServices.ts ***! - \************************************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.HostApplicationServices = void 0; -exports.HostApplicationServices = { ShowHistoryLog: true }; - - -/***/ }), - -/***/ "./src/ApplicationServices/mesh/createBoard.ts": -/*!*****************************************************!*\ - !*** ./src/ApplicationServices/mesh/createBoard.ts ***! - \*****************************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.CreateBoardUtil = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const Shape2_1 = __webpack_require__(/*! ../../DatabaseServices/Shape2 */ "./src/DatabaseServices/Shape2.ts"); -const GeUtils_1 = __webpack_require__(/*! ../../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const RotateUV_1 = __webpack_require__(/*! ../../Geometry/RotateUV */ "./src/Geometry/RotateUV.ts"); -var CreateBoardUtil; -(function (CreateBoardUtil) { - //解析二维圆弧 - class Arc2d { - constructor(p1, p2, bul) { - this._StartPoint = p1.clone(); - this._EndPoint = p2.clone(); - let vec = p2.clone().sub(p1); - let len = vec.length(); - let an = vec.angle(); - this._Radius = len / Math.sin(2 * Math.atan(bul)) / 2; - let allAngle = Math.atan(bul) * 4; - let delDis = bul * len / 2; - let toDis = this._Radius - delDis; - an += Math.PI * 0.5; - this._Center = p1.clone().add(p2); - this._Center.multiplyScalar(0.5); - GeUtils_1.polar(this._Center, an, toDis); - this._StartAn = p1.clone().sub(this._Center).angle(); - this._EndAn = p2.clone().sub(this._Center).angle(); - if (bul < 0) { - //一个神奇的特性 它需要这么做 - this._StartAn -= Math.PI; - this._EndAn -= Math.PI; - } - } - } - CreateBoardUtil.Arc2d = Arc2d; - //创建轮廓 通过点表和凸度 - function CreatePath(pts, buls) { - let shape = new Shape2_1.Shape2(); - if (pts.length === 0) - return shape; - let firstPt = pts[0]; - shape.moveTo(firstPt.x, firstPt.y); - for (let i = 0; i < pts.length - 1; i++) { - let nextPt = pts[i + 1]; - if (GeUtils_1.equaln(buls[i], 0, 1e-8)) { - shape.lineTo(nextPt.x, nextPt.y); - } - else { - let pt = pts[i]; - //参考 - //http://www.dorodnic.com/blog/tag/three-js/ 绘制一个齿轮 - //https://www.kirupa.com/html5/drawing_circles_canvas.htm //html5 - let arc2 = new Arc2d(pt, nextPt, buls[i]); - let cen = arc2._Center; - shape.absarc(cen.x, cen.y, arc2._Radius, arc2._StartAn, arc2._EndAn, buls[i] < 0); - } - } - return shape; - } - CreateBoardUtil.CreatePath = CreatePath; - //创建板件 暂时这么写 - function createBoard(boardData) { - var pts = new Array(); - var buls = new Array(); - var boardPts = boardData["Pts"]; - var boardBuls = boardData["Buls"]; - let boardHeight = boardData["H"]; - var boardMat = new three_1.Matrix4(); - var matInv = new three_1.Matrix4(); - //InitBoardMat - { - var xD = GeUtils_1.AsVector3(boardData["XVec"]); - var yD = GeUtils_1.AsVector3(boardData["YVec"]); - var ZD = GeUtils_1.AsVector3(boardData["ZVec"]); - var pBase = GeUtils_1.AsVector3(boardData["BasePoint"]).multiplyScalar(0.001); - boardMat.makeBasis(xD, yD, ZD); - boardMat.setPosition(pBase); - matInv.getInverse(boardMat); - } - for (let i = 0; i < boardPts.length; i++) { - var pt = GeUtils_1.AsVector3(boardPts[i]).multiplyScalar(0.001); - pt.applyMatrix4(matInv); - pts.push(new three_1.Vector2(pt.x, pt.y)); - buls.push(boardBuls[i]); - } - var sp = CreatePath(pts, buls); - var extrudeSettings = { - steps: 1, - bevelEnabled: false, - amount: boardHeight * 0.001 - }; - var ext = new three_1.ExtrudeGeometry(sp, extrudeSettings); - ext.translate(0, 0, -boardHeight * 0.001); - ext.applyMatrix4(boardMat); - if (boardData["BoardName"] === "地脚线") { - RotateUV_1.RotateUVs(ext); - } - var mesh = new three_1.Mesh(ext); - return mesh; - } - CreateBoardUtil.createBoard = createBoard; -})(CreateBoardUtil = exports.CreateBoardUtil || (exports.CreateBoardUtil = {})); - - -/***/ }), - -/***/ "./src/Common/ArrayExt.ts": -/*!********************************!*\ - !*** ./src/Common/ArrayExt.ts ***! - \********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.FilterSet = exports.arraySum = exports.arrayPushArray = exports.arrayClone = exports.equalArray = exports.changeArrayStartIndex = exports.arrayMap = exports.arrayRemoveDuplicateBySort = exports.arraySortByNumber = exports.arrayLast = exports.arrayFirst = exports.arrayRemoveIf = exports.arrayRemoveOnce = exports.arrayRemove = void 0; -/** - * 删除数组中指定的元素,返回数组本身 - * @param {Array} arr 需要操作的数组 - * @param {*} el 需要移除的元素 - */ -function arrayRemove(arr, el) { - let j = 0; - for (let i = 0, l = arr.length; i < l; i++) { - if (arr[i] !== el) { - arr[j++] = arr[i]; - } - } - arr.length = j; - return arr; -} -exports.arrayRemove = arrayRemove; -function arrayRemoveOnce(arr, el) { - let index = arr.indexOf(el); - if (index !== -1) - arr.splice(index, 1); - return arr; -} -exports.arrayRemoveOnce = arrayRemoveOnce; -/** - * 删除通过函数校验的元素 - * @param {(e: T) => boolean} checkFuntion 校验函数 - */ -function arrayRemoveIf(arr, checkFuntion) { - let j = 0; - for (let i = 0, l = arr.length; i < l; i++) { - if (!checkFuntion(arr[i])) { - arr[j++] = arr[i]; - } - } - arr.length = j; - return arr; -} -exports.arrayRemoveIf = arrayRemoveIf; -function arrayFirst(arr) { - return arr[0]; -} -exports.arrayFirst = arrayFirst; -function arrayLast(arr) { - return arr[arr.length - 1]; -} -exports.arrayLast = arrayLast; -/** - * 根据数值从小到大排序数组 - * @param {Array} arr - * @returns {Array} 返回自身 - */ -function arraySortByNumber(arr) { - arr.sort(sortNumberCompart); - return arr; -} -exports.arraySortByNumber = arraySortByNumber; -/** - * 对排序好的数组进行去重操作 - * @param {(e1, e2) => boolean} [checkFuction] 校验对象相等函数 - * @returns {Array} 返回自身 - */ -function arrayRemoveDuplicateBySort(arr, checkFuction = checkEqual) { - if (arr.length < 2) - return arr; - let j = 1; - for (let i = 1, l = arr.length; i < l; i++) - if (!checkFuction(arr[j - 1], arr[i])) - arr[j++] = arr[i]; - arr.length = j; - return arr; -} -exports.arrayRemoveDuplicateBySort = arrayRemoveDuplicateBySort; -//原地更新数组,注意这个函数并不会比map快. -function arrayMap(arr, mapFunc) { - for (let i = 0, count = arr.length; i < count; i++) - arr[i] = mapFunc(arr[i]); - return arr; -} -exports.arrayMap = arrayMap; -function sortNumberCompart(e1, e2) { - return e1 - e2; -} -function checkEqual(e1, e2) { - return e1 === e2; -} -/** - * 改变数组的值顺序 - * @param arr 需要改变初始值位置的数组 - * @param index //将index位置以后的值放到起始位置 - */ -function changeArrayStartIndex(arr, index) { - arr.unshift(...arr.splice(index)); - return arr; -} -exports.changeArrayStartIndex = changeArrayStartIndex; -function equalArray(a, b, checkF = checkEqual) { - if (a === b) - return true; - if (a.length !== b.length) - return false; - for (var i = 0; i < a.length; ++i) - if (!checkF(a[i], b[i])) - return false; - return true; -} -exports.equalArray = equalArray; -function arrayClone(arr) { - return arr.slice(); -} -exports.arrayClone = arrayClone; -//https://jsperf.com/merge-array-implementations/30 -function arrayPushArray(arr1, arr2) { - let arr1Length = arr1.length; - let arr2Length = arr2.length; - arr1.length = arr1Length + arr2Length; - for (let i = 0; i < arr2Length; i++) - arr1[arr1Length + i] = arr2[i]; - return arr1; -} -exports.arrayPushArray = arrayPushArray; -function arraySum(arr) { - let sum = 0; - for (let n of arr) - sum += n; - return sum; -} -exports.arraySum = arraySum; -function FilterSet(s, fn) { - let ns = new Set(); - for (let el of s) { - if (fn(el)) - ns.add(el); - } - return ns; -} -exports.FilterSet = FilterSet; - - -/***/ }), - -/***/ "./src/Common/ColorPalette.ts": -/*!************************************!*\ - !*** ./src/Common/ColorPalette.ts ***! - \************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.ColorMaterial = exports.LINE_WIDTH = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const GoochShader_1 = __webpack_require__(/*! ../GLSL/GoochShader */ "./src/GLSL/GoochShader.ts"); -const LineMaterial_1 = __webpack_require__(/*! three/examples/jsm/lines/LineMaterial */ "./node_modules/three/examples/jsm/lines/LineMaterial.js"); -const ColorPalette = [ - [255, 0, 0, 255], - //[255, 255, 255, 255],//----- 0 - ByBlock - White - [255, 0, 0, 255], - // [255, 0, 0, 255], //----- 1 - Red - [255, 255, 0, 255], - [0, 255, 0, 255], - [0, 255, 255, 255], - [0, 0, 255, 255], - [255, 0, 255, 255], - // [255, 0, 0, 255], //----- 7 - More red Red - // [255, 0, 0, 255], //----- 8 - More red Red - // [255, 0, 0, 255], //----- 9 - More red Red - [255, 255, 255, 255], - [128, 128, 128, 255], - [192, 192, 192, 255], - [255, 0, 0, 255], - [255, 127, 127, 255], - [165, 0, 0, 255], - [165, 82, 82, 255], - [127, 0, 0, 255], - [127, 63, 63, 255], - [76, 0, 0, 255], - [76, 38, 38, 255], - [38, 0, 0, 255], - [38, 19, 19, 255], - [255, 63, 0, 255], - [255, 159, 127, 255], - [165, 41, 0, 255], - [165, 103, 82, 255], - [127, 31, 0, 255], - [127, 79, 63, 255], - [76, 19, 0, 255], - [76, 47, 38, 255], - [38, 9, 0, 255], - [38, 23, 19, 255], - [255, 127, 0, 255], - [255, 191, 127, 255], - [165, 82, 0, 255], - [165, 124, 82, 255], - [127, 63, 0, 255], - [127, 95, 63, 255], - [76, 38, 0, 255], - [76, 57, 38, 255], - [38, 19, 0, 255], - [38, 28, 19, 255], - [255, 191, 0, 255], - [255, 223, 127, 255], - [165, 124, 0, 255], - [165, 145, 82, 255], - [127, 95, 0, 255], - [127, 111, 63, 255], - [76, 57, 0, 255], - [76, 66, 38, 255], - [38, 28, 0, 255], - [38, 33, 19, 255], - [255, 255, 0, 255], - [255, 255, 127, 255], - [165, 165, 0, 255], - [165, 165, 82, 255], - [127, 127, 0, 255], - [127, 127, 63, 255], - [76, 76, 0, 255], - [76, 76, 38, 255], - [38, 38, 0, 255], - [38, 38, 19, 255], - [191, 255, 0, 255], - [223, 255, 127, 255], - [124, 165, 0, 255], - [145, 165, 82, 255], - [95, 127, 0, 255], - [111, 127, 63, 255], - [57, 76, 0, 255], - [66, 76, 38, 255], - [28, 38, 0, 255], - [33, 38, 19, 255], - [127, 255, 0, 255], - [191, 255, 127, 255], - [82, 165, 0, 255], - [124, 165, 82, 255], - [63, 127, 0, 255], - [95, 127, 63, 255], - [38, 76, 0, 255], - [57, 76, 38, 255], - [19, 38, 0, 255], - [28, 38, 19, 255], - [63, 255, 0, 255], - [159, 255, 127, 255], - [41, 165, 0, 255], - [103, 165, 82, 255], - [31, 127, 0, 255], - [79, 127, 63, 255], - [19, 76, 0, 255], - [47, 76, 38, 255], - [9, 38, 0, 255], - [23, 38, 19, 255], - [0, 255, 0, 255], - [127, 255, 127, 255], - [0, 165, 0, 255], - [82, 165, 82, 255], - [0, 127, 0, 255], - [63, 127, 63, 255], - [0, 76, 0, 255], - [38, 76, 38, 255], - [0, 38, 0, 255], - [19, 38, 19, 255], - [0, 255, 63, 255], - [127, 255, 159, 255], - [0, 165, 41, 255], - [82, 165, 103, 255], - [0, 127, 31, 255], - [63, 127, 79, 255], - [0, 76, 19, 255], - [38, 76, 47, 255], - [0, 38, 9, 255], - [19, 38, 23, 255], - [0, 255, 127, 255], - [127, 255, 191, 255], - [0, 165, 82, 255], - [82, 165, 124, 255], - [0, 127, 63, 255], - [63, 127, 95, 255], - [0, 76, 38, 255], - [38, 76, 57, 255], - [0, 38, 19, 255], - [19, 38, 28, 255], - [0, 255, 191, 255], - [127, 255, 223, 255], - [0, 165, 124, 255], - [82, 165, 145, 255], - [0, 127, 95, 255], - [63, 127, 111, 255], - [0, 76, 57, 255], - [38, 76, 66, 255], - [0, 38, 28, 255], - [19, 38, 33, 255], - [0, 255, 255, 255], - [127, 255, 255, 255], - [0, 165, 165, 255], - [82, 165, 165, 255], - [0, 127, 127, 255], - [63, 127, 127, 255], - [0, 76, 76, 255], - [38, 76, 76, 255], - [0, 38, 38, 255], - [19, 38, 38, 255], - [0, 191, 255, 255], - [127, 223, 255, 255], - [0, 124, 165, 255], - [82, 145, 165, 255], - [0, 95, 127, 255], - [63, 111, 127, 255], - [0, 57, 76, 255], - [38, 66, 76, 255], - [0, 28, 38, 255], - [19, 33, 38, 255], - [0, 127, 255, 255], - [127, 191, 255, 255], - [0, 82, 165, 255], - [82, 124, 165, 255], - [0, 63, 127, 255], - [63, 95, 127, 255], - [0, 38, 76, 255], - [38, 57, 76, 255], - [0, 19, 38, 255], - [19, 28, 38, 255], - [0, 63, 255, 255], - [127, 159, 255, 255], - [0, 41, 165, 255], - [82, 103, 165, 255], - [0, 31, 127, 255], - [63, 79, 127, 255], - [0, 19, 76, 255], - [38, 47, 76, 255], - [0, 9, 38, 255], - [19, 23, 38, 255], - [0, 0, 255, 255], - [127, 127, 255, 255], - [0, 0, 165, 255], - [82, 82, 165, 255], - [0, 0, 127, 255], - [63, 63, 127, 255], - [0, 0, 76, 255], - [38, 38, 76, 255], - [0, 0, 38, 255], - [19, 19, 38, 255], - [63, 0, 255, 255], - [159, 127, 255, 255], - [41, 0, 165, 255], - [103, 82, 165, 255], - [31, 0, 127, 255], - [79, 63, 127, 255], - [19, 0, 76, 255], - 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[127, 0, 63, 255], - [127, 63, 95, 255], - [76, 0, 38, 255], - [76, 38, 57, 255], - [38, 0, 19, 255], - [38, 19, 28, 255], - [255, 0, 63, 255], - [255, 127, 159, 255], - [165, 0, 41, 255], - [165, 82, 103, 255], - [127, 0, 31, 255], - [127, 63, 79, 255], - [76, 0, 19, 255], - [76, 38, 47, 255], - [38, 0, 9, 255], - [38, 19, 23, 255], - [84, 84, 84, 255], - [118, 118, 118, 255], - [152, 152, 152, 255], - [186, 186, 186, 255], - [220, 220, 220, 255], - [255, 255, 255, 255], - [0, 0, 0, 0] //----- ByLayer - White -]; -exports.LINE_WIDTH = 2; -//颜色材质,对于二维图像来说可能有用,应该不对三维对象使用该材质 -class ColorMaterial { - constructor() { } - static GetLineMaterial(color) { - if (this._LineMaterialMap.has(color)) - return this._LineMaterialMap.get(color); - let mat = new three_1.LineBasicMaterial({ color: this.GetColor(color) }); - this._LineMaterialMap.set(color, mat); - return mat; - } - static GetBasicMaterial(color) { - if (this._BasicMaterialMap.has(color)) - return this._BasicMaterialMap.get(color); - let mtl = new three_1.MeshBasicMaterial({ color: this.GetColor(color) }); - this._BasicMaterialMap.set(color, mtl); - return mtl; - } - static GetBasicMaterialDoubleSide(color) { - if (this._BasicDoubleSideMaterialMap.has(color)) - return this._BasicDoubleSideMaterialMap.get(color); - let mtl = new three_1.MeshBasicMaterial({ color: this.GetColor(color), side: three_1.DoubleSide }); - this._BasicDoubleSideMaterialMap.set(color, mtl); - return mtl; - } - static GetConceptualMaterial(color) { - if (this._ConceptualMaterial.has(color)) - return this._ConceptualMaterial.get(color); - let shaderParams = GoochShader_1.GetGoodShaderSimple(new three_1.Vector3().fromArray(this.GetColor(color).toArray())); - let mtl = new three_1.ShaderMaterial(shaderParams); - this._ConceptualMaterial.set(color, mtl); - return mtl; - } - static GetPrintConceptualMaterial() { - if (!this._printConceptualMaterial) { - this._printConceptualMaterial = new three_1.ShaderMaterial({ - uniforms: { - "SurfaceColor": { value: [1.0, 1.0, 1.0] } - }, - vertexShader: __webpack_require__(/*! ../GLSL/GoodchSimple.vs */ "./src/GLSL/GoodchSimple.vs"), - fragmentShader: __webpack_require__(/*! ../GLSL/GoodchSimple2.fs */ "./src/GLSL/GoodchSimple2.fs"), - polygonOffset: true, - polygonOffsetFactor: 1, - polygonOffsetUnits: exports.LINE_WIDTH - }); - } - return this._printConceptualMaterial; - } - static GetBasicMaterialTransparent(color, opacity) { - let key = `${color},${opacity}`; - let mat = this._BasicTransparentMaterialMap.get(key); - if (mat) - return mat; - mat = new three_1.MeshBasicMaterial({ transparent: true, opacity: opacity, side: three_1.DoubleSide }); - this._BasicTransparentMaterialMap.set(key, mat); - return mat; - } - static GetBasicMaterialTransparent2(color, opacity) { - let key = `${color},${opacity}`; - let mat = this._BasicTransparentMaterialMap2.get(key); - if (mat) - return mat; - mat = new three_1.MeshBasicMaterial({ transparent: true, opacity: opacity }); - this._BasicTransparentMaterialMap2.set(key, mat); - return mat; - } - static GetColor(color) { - let rgb = ColorPalette[color]; - if (rgb) - return new three_1.Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255); - } -} -exports.ColorMaterial = ColorMaterial; -ColorMaterial._LineMaterialMap = new Map(); -ColorMaterial._BasicMaterialMap = new Map(); -ColorMaterial._BasicDoubleSideMaterialMap = new Map(); -ColorMaterial._ConceptualMaterial = new Map(); -ColorMaterial._BasicTransparentMaterialMap = new Map(); -ColorMaterial._BasicTransparentMaterialMap2 = new Map(); -//橡皮筋材质: 黄色 点划线 -ColorMaterial.RubberBandMaterial = new three_1.LineDashedMaterial({ - color: 0xF0B41E, - dashSize: 20, - gapSize: 8, -}); -//极轴材质: 绿色 点划线 -ColorMaterial.SnapAxisMaterial = new three_1.LineDashedMaterial({ - color: 0x008B00, - dashSize: 5, - gapSize: 5 -}); -ColorMaterial.PrintLineMatrial = new LineMaterial_1.LineMaterial({ - color: 0x000000, - linewidth: exports.LINE_WIDTH / 1000, - dashed: false -}); -ColorMaterial.GrayTransparentMeshMaterial = new three_1.MeshBasicMaterial({ - color: 0xcccccc, - transparent: true, - opacity: 0.3, -}); -ColorMaterial.TransparentMeshMaterial = new three_1.MeshBasicMaterial({ - transparent: true, - opacity: 0, -}); -ColorMaterial.TransparentLineMaterial = new three_1.MeshBasicMaterial({ - transparent: true, - opacity: 0, -}); - - -/***/ }), - -/***/ "./src/Common/CurveUtils.ts": -/*!**********************************!*\ - !*** ./src/Common/CurveUtils.ts ***! - \**********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.PolylineSpliteRect = exports.GetRectData = exports.Pts2Polyline = exports.ComputerCurvesNormalOCS = exports.SwapParam = exports.MergeCurvelist = exports.getRectFrom4Pts = exports.IsRect = exports.getTanPtsOnEllipse = exports.getArcOrCirNearPts = exports.CircleOuterTangentLines = exports.CircleInternalTangentLines = exports.GetTanPtsOnArcOrCircle = exports.ConverCircleToPolyline = exports.GetPointAtCurveDir = exports.equalCurve = exports.curveLinkGroup = exports.getDeterminantFor3V = exports.getDeterminantFor2V = exports.getCirAngleByChordAndTangent = exports.getCircleCenter = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const Arc_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Arc */ "./src/DatabaseServices/Entity/Arc.ts"); -const Circle_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Circle */ "./src/DatabaseServices/Entity/Circle.ts"); -const Ellipse_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Ellipse */ "./src/DatabaseServices/Entity/Ellipse.ts"); -const Line_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Line */ "./src/DatabaseServices/Entity/Line.ts"); -const Polyline_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -const PointInPolyline_1 = __webpack_require__(/*! ../DatabaseServices/PointInPolyline */ "./src/DatabaseServices/PointInPolyline.ts"); -const Count_1 = __webpack_require__(/*! ../Geometry/Count */ "./src/Geometry/Count.ts"); -const CurveMap_1 = __webpack_require__(/*! ../Geometry/CurveMap */ "./src/Geometry/CurveMap.ts"); -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const Orbit_1 = __webpack_require__(/*! ../Geometry/Orbit */ "./src/Geometry/Orbit.ts"); -const Plane_1 = __webpack_require__(/*! ../Geometry/Plane */ "./src/Geometry/Plane.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -const OffsetPolyline_1 = __webpack_require__(/*! ../GraphicsSystem/OffsetPolyline */ "./src/GraphicsSystem/OffsetPolyline.ts"); -const ArrayExt_1 = __webpack_require__(/*! ./ArrayExt */ "./src/Common/ArrayExt.ts"); -const Status_1 = __webpack_require__(/*! ./Status */ "./src/Common/Status.ts"); -const Utils_1 = __webpack_require__(/*! ./Utils */ "./src/Common/Utils.ts"); -//3点获取圆心 -function getCircleCenter(pt1, pt2, pt3) { - if (!(pt1 && pt2 && pt3)) - return; - let A1 = pt1.x - pt2.x; - let B1 = pt1.y - pt2.y; - let C1 = (Math.pow(pt1.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt1.y, 2) - Math.pow(pt2.y, 2)) / 2; - let A2 = pt3.x - pt2.x; - let B2 = pt3.y - pt2.y; - let C2 = (Math.pow(pt3.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt3.y, 2) - Math.pow(pt2.y, 2)) / 2; - //令temp = A1*B2 - A2*B1 - let temp = A1 * B2 - A2 * B1; - let center = new three_1.Vector3(); - //判断三点是否共线 - if (temp === 0) { - //共线则将第一个点pt1作为圆心 - center.x = pt1.x; - center.y = pt1.y; - } - else { - //不共线则求出圆心: - center.x = (C1 * B2 - C2 * B1) / temp; - center.y = (A1 * C2 - A2 * C1) / temp; - } - return center; -} -exports.getCircleCenter = getCircleCenter; -// 弦长+切线获取圆心角 -function getCirAngleByChordAndTangent(chord, tangentLine) { - let dir = tangentLine.clone().cross(chord).normalize(); - let ctAngle = chord.angleTo(tangentLine); - // 圆心角 - let cirAng = Math.PI - 2 * Math.abs(ctAngle - Math.PI / 2); - if (ctAngle > Math.PI / 2) { - cirAng = Math.PI * 2 - cirAng; - } - return cirAng *= dir.z; -} -exports.getCirAngleByChordAndTangent = getCirAngleByChordAndTangent; -//行列式 -function getDeterminantFor2V(v1, v2) { - return v1.x * v2.y - v1.y * v2.x; -} -exports.getDeterminantFor2V = getDeterminantFor2V; -function getDeterminantFor3V(v1, v2, v3) { - let mat = new three_1.Matrix3(); - mat.set(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, v3.x, v3.y, v3.z); - return mat.determinant(); -} -exports.getDeterminantFor3V = getDeterminantFor3V; -/** - * 曲线根据连接来分组,每组都是一条首尾相连的曲线表. - * - * @export - * @param {Curve[]} cus 传入的分组的曲线表 - * @returns {Array>} 返回如下 - * [ - * [c1,c2,c3...],//后面的曲线的起点总是等于上一个曲线的终点 - * [c1,c2,c3...], - * ] - */ -function curveLinkGroup(cus) { - //返回的曲线组 - let groupCus = new Array(); - //将封闭的曲线先提取出来 - cus = cus.filter(c => { - let isClose = c.IsClose; - if (isClose) - groupCus.push([c]); - return !isClose; - }); - if (cus.length === 0) - return groupCus; - //曲线节点图 - let cuMap = new CurveMap_1.CurveMap(); - cus.forEach(c => cuMap.AddCurveToMap(c)); - //曲线站点表 - let stands = cuMap.Stands; - //曲线使用计数 - let cuCount = new Count_1.Count(); - /** - * 从站点的路线中任意取一条,加入到曲线数组中. - * - * @param {Curve[]} cus 已经连接的曲线列表 - * @param {boolean} isEndSeach true:从终点搜索,false:从起点搜索 - * @returns {Stand} 如果站点中存在可以取得的曲线,返回下个站点,否则返回undefined - */ - function linkCurve(stand, cus, isEndSeach) { - for (let route of stand.routes) { - let cu = route.curve; - if (cuCount.GetCount(cu) === 0) { - if (isEndSeach) { - //保证曲线总是从起点连接到终点 - if (!GeUtils_1.equalv3(cu.StartPoint, stand.position)) - cu.Reverse(); - cus.push(cu); - } - else { - //保证曲线总是从起点连接到终点 - if (!GeUtils_1.equalv3(cu.EndPoint, stand.position)) - cu.Reverse(); - cus.unshift(cu); - } - cuCount.AddCount(cu, 1); - return route.to; - } - } - } - for (let stand of stands) { - let startStand = stand; - let cus = []; //形成合并轮廓的曲线组 - while (startStand) - startStand = linkCurve(startStand, cus, true); - if (cus.length > 0) { - startStand = cuMap.GetOnlyVertice(cus[0].StartPoint); - while (startStand) - startStand = linkCurve(startStand, cus, false); - } - if (cus.length > 0) - groupCus.push(cus); - } - return groupCus; -} -exports.curveLinkGroup = curveLinkGroup; -function equalCurve(cu1, cu2, tolerance = 1e-4) { - if ((cu1 instanceof Polyline_1.Polyline) && (cu2 instanceof Polyline_1.Polyline)) { - if (cu1.IsClose !== cu2.IsClose || !GeUtils_1.isParallelTo(cu1.Normal, cu2.Normal)) - return false; - let area1 = cu1.Area2; - let area2 = cu2.Area2; - if (!GeUtils_1.equaln(Math.abs(area1), Math.abs(area2), 0.1)) - return false; - let ptsBuls1 = cu1.PtsBuls; - let ptsBuls2 = cu2.PtsBuls; - let pts1 = ptsBuls1.pts; - let pts2 = ptsBuls2.pts; - let buls1 = ptsBuls1.buls; - let buls2 = ptsBuls2.buls; - let isEqualArea = GeUtils_1.equaln(area1, area2, 0.1); - if (!GeUtils_1.equalv3(cu1.Normal, cu2.Normal)) { - if (isEqualArea) { - pts2.reverse(); - buls2.reverse(); - buls2.push(buls2.shift()); - } - else - buls2 = buls2.map(bul => -bul); - } - else if (!isEqualArea) { - pts2.reverse(); - buls2.reverse(); - buls2 = buls2.map(bul => -bul); - buls2.push(buls2.shift()); - } - if (cu1.IsClose && GeUtils_1.equalv2(pts1[0], ArrayExt_1.arrayLast(pts1), tolerance)) { - pts1.pop(); - buls1.pop(); - } - if (cu2.IsClose && GeUtils_1.equalv2(pts2[0], ArrayExt_1.arrayLast(pts2), tolerance)) { - pts2.pop(); - buls2.pop(); - } - let cu1Sp = GeUtils_1.AsVector2(cu1.StartPoint.applyMatrix4(cu2.OCSInv)); - let index = pts2.findIndex(p => GeUtils_1.equalv2(cu1Sp, p, tolerance)); - ArrayExt_1.changeArrayStartIndex(buls2, index); - ArrayExt_1.changeArrayStartIndex(pts2, index); - return ArrayExt_1.equalArray(buls1, buls2, GeUtils_1.equaln) && - ArrayExt_1.equalArray(pts1, pts2, (p1, p2) => GeUtils_1.equalv3(GeUtils_1.AsVector3(p1).applyMatrix4(cu1.OCS), GeUtils_1.AsVector3(p2).applyMatrix4(cu2.OCS), tolerance)); - } - else if (cu1 instanceof Circle_1.Circle && cu2 instanceof Circle_1.Circle) { - return GeUtils_1.equalv3(cu1.Center, cu2.Center) && GeUtils_1.equaln(cu1.Radius, cu2.Radius, 1e-6); - } - else if (cu1 instanceof Arc_1.Arc && cu2 instanceof Arc_1.Arc) { - if (!GeUtils_1.equalv3(cu1.StartPoint, cu2.EndPoint)) - cu1.Reverse(); - return GeUtils_1.equalv3(cu1.Center, cu2.Center) - && GeUtils_1.equaln(cu1.Radius, cu2.Radius, 1e-6) - && GeUtils_1.equaln(cu1.StartAngle, cu2.StartAngle) - && GeUtils_1.equaln(cu1.EndAngle, cu2.EndAngle); - } - else if (cu1 instanceof Ellipse_1.Ellipse && cu2 instanceof Ellipse_1.Ellipse) { - return GeUtils_1.equalv3(cu1.Center, cu2.Center) - && GeUtils_1.equaln(cu1.RadX, cu2.RadX) - && GeUtils_1.equaln(cu1.RadY, cu2.RadY) - && GeUtils_1.equalv3(cu1.StartPoint, cu2.StartPoint); - } - else if (cu1 instanceof Line_1.Line && cu2 instanceof Line_1.Line) { - let ps1 = [cu1.StartPoint, cu1.EndPoint]; - let ps2 = [cu2.StartPoint, cu2.EndPoint]; - return ps1.every(p => ps2.some(p1 => GeUtils_1.equalv3(p1, p))); - } - return false; -} -exports.equalCurve = equalCurve; -/** -* 计算点在曲线前进方向的方位,左边或者右边 -* -* @param {Curve} cu -* @param {Vector3} pt -* @returns {boolean} 左边为-1,右边为1 -*/ -function GetPointAtCurveDir(cu, pt) { - if (cu instanceof Circle_1.Circle) - return cu.PtInCurve(pt) ? -1 : 1; - else if (cu instanceof Polyline_1.Polyline) { - let u = new OffsetPolyline_1.OffsetPolyline(cu, 1); - u.InitSubCurves(); - return u.GetPointAtCurveDir(pt.clone().applyMatrix4(cu.OCSInv).setZ(0)); - } - //最近点 - let cp = cu.GetClosestPointTo(pt, false); - if (GeUtils_1.equalv3(cp, pt, 1e-6)) - return 0; - //最近点参数 - let cparam = cu.GetParamAtPoint(cp); - let dri = cu.GetFistDeriv(cparam); - let cross = dri.cross(pt.clone().sub(cp)).applyMatrix4(cu.OCSInv); - return -Math.sign(cross.z); -} -exports.GetPointAtCurveDir = GetPointAtCurveDir; -/** - * 点在多段线的某个索引的圆弧(弓形)内 - * - * @param {Polyline} pl - * @param {number} index - * @param {Vector3} pt - * @returns {number} - */ -function PointInPolylineArc(pl, index, pt) { - let bul = pl.GetBuilgeAt(index); - if (GeUtils_1.equaln(bul, 0, 1e-8)) - return 0; - let arc = pl.GetCurveAtIndex(index); - if (PointInPolyline_1.IsPointInBowArc(arc, pt, true)) - return Math.sign(bul); - return 0; -} -function ConverCircleToPolyline(cir) { - //该写法不支持三维坐标系 - // let pl = new Polyline(); - // let bul = Math.tan(Math.PI * 0.125); - // for (let i = 0; i < 4; i++) - // { - // let p = cir.GetPointAtParam(i * 0.25); - // pl.AddVertexAt(i, Vec3DTo2D(p)); - // pl.SetBulgeAt(i, bul); - // } - // pl.CloseMark = true; - // return pl; - let arcs = cir.GetSplitCurves([0, 0.5]); - let pl = new Polyline_1.Polyline(); - pl.OCS = cir.OCS; - pl.Join(arcs[0]); - pl.Join(arcs[1]); - return pl; -} -exports.ConverCircleToPolyline = ConverCircleToPolyline; -function GetTanPtsOnArcOrCircle(cu, lastPoint) { - if (lastPoint) { - //ref:wykobi - let ocsInv = cu.OCSInv; - let v = lastPoint.clone().applyMatrix4(ocsInv); - let lengthSq = v.lengthSq(); - let radiusSq = cu.Radius ** 2; - if (lengthSq >= radiusSq) { - let ratio = 1 / lengthSq; - let deltaDist = Math.sqrt(lengthSq - radiusSq); - let pts = [ - new three_1.Vector3(cu.Radius * (cu.Radius * v.x - v.y * deltaDist) * ratio, cu.Radius * (cu.Radius * v.y + v.x * deltaDist) * ratio), - new three_1.Vector3(cu.Radius * (cu.Radius * v.x + v.y * deltaDist) * ratio, cu.Radius * (cu.Radius * v.y - v.x * deltaDist) * ratio), - ]; - for (let p of pts) - p.applyMatrix4(cu.OCS); - return pts; - } - } -} -exports.GetTanPtsOnArcOrCircle = GetTanPtsOnArcOrCircle; -function CircleInternalTangentLines(cir0, cir1) { - let c0 = new three_1.Vector3(); - let c1 = cir1.Center.applyMatrix4(cir0.OCSInv); - let dist = c0.distanceTo(c1); - if (dist - (cir0.Radius + cir1.Radius) < 0) - return []; - else if (GeUtils_1.equaln(dist - (cir0.Radius + cir1.Radius), 0)) - return []; - else { - let m = cir0.Radius / cir1.Radius; - let h0 = (m * dist) / (m + 1); - let h1 = dist / (m + 1); - let i = new three_1.Vector3((h1 * c0.x + h0 * c1.x) / dist, (h1 * c0.y + h0 * c1.y) / dist).applyMatrix4(cir0.OCS); - let [c0p0, c0p1] = GetTanPtsOnArcOrCircle(cir0, i); - let [c1p0, c1p1] = GetTanPtsOnArcOrCircle(cir1, i); - return [ - new Line_1.Line(c0p0, c1p0), - new Line_1.Line(c0p1, c1p1), - ]; - } -} -exports.CircleInternalTangentLines = CircleInternalTangentLines; -function CircleOuterTangentLines(circle0, circle1) { - let c0 = circle0.Center; - let c1 = circle1.Center; - let dist = c0.distanceTo(c1); - let rd = Math.abs(circle0.Radius - circle1.Radius); - if (dist < rd) - return []; - else if (GeUtils_1.equaln(Math.abs(dist - rd), 0)) - return []; - else if (GeUtils_1.equaln(circle0.Radius, circle1.Radius)) { - let cp = circle0.GetClosestPointTo(c1, true); - let derv = circle0.GetFistDeriv(cp).multiplyScalar(circle0.Radius); - let dervn = derv.clone().negate(); - let c0p0 = c0.clone().add(derv); - let c0p1 = c0.clone().add(dervn); - let c1p0 = c1.clone().add(derv); - let c1p1 = c1.clone().add(dervn); - return [ - new Line_1.Line(c0p0, c1p0), - new Line_1.Line(c0p1, c1p1), - ]; - } - else { - let c0 = new three_1.Vector3(); - let c1 = circle1.Center.applyMatrix4(circle0.OCSInv); - let p; - if (circle0.Radius > circle1.Radius) - p = new three_1.Vector3(c1.x * circle0.Radius - c0.x * circle1.Radius, c1.y * circle0.Radius - c0.y * circle1.Radius); - else - p = new three_1.Vector3(c0.x * circle1.Radius - c1.x * circle0.Radius, c0.y * circle1.Radius - c1.y * circle0.Radius); - let diff = Math.abs(circle0.Radius - circle1.Radius); - p.x /= diff; - p.y /= diff; - p.applyMatrix4(circle0.OCS); - let [c0p0, c0p1] = GetTanPtsOnArcOrCircle(circle0, p); - let [c1p0, c1p1] = GetTanPtsOnArcOrCircle(circle1, p); - return [ - new Line_1.Line(c0p0, c1p0), - new Line_1.Line(c0p1, c1p1), - ]; - } -} -exports.CircleOuterTangentLines = CircleOuterTangentLines; -function getArcOrCirNearPts(cu, pickPoint, viewXform) { - let viewNormal = new three_1.Vector3().fromArray(viewXform.elements, 2 * 3); - let plane = new Plane_1.PlaneExt(cu.Normal, cu.Center); - let pickLocal = plane.intersectLine(new three_1.Line3(pickPoint, pickPoint.clone().add(viewNormal)), new three_1.Vector3(), true); - if (pickLocal) { - let x = new three_1.Vector3().fromArray(viewXform.elements, 0).add(pickLocal); - let y = new three_1.Vector3().fromArray(viewXform.elements, 3).add(pickLocal); - x = plane.intersectLine(new three_1.Line3(x, x.clone().add(viewNormal)), new three_1.Vector3(), true); - y = plane.intersectLine(new three_1.Line3(y, y.clone().add(viewNormal)), new three_1.Vector3(), true); - let lx = new Line_1.Line(pickLocal, x); - let ly = new Line_1.Line(pickLocal, y); - let ins = cu.IntersectWith(lx, IntersectWith_1.IntersectOption.ExtendBoth); - ins.push(...cu.IntersectWith(ly, IntersectWith_1.IntersectOption.ExtendBoth)); - return ins; - } - else { - let ptLocal = plane.projectPoint(pickPoint, new three_1.Vector3()); - let lz = new Line_1.Line(ptLocal, ptLocal.clone().add(viewNormal)); - return cu.IntersectWith(lz, IntersectWith_1.IntersectOption.ExtendBoth); - } -} -exports.getArcOrCirNearPts = getArcOrCirNearPts; -function getTanPtsOnEllipse(cu, lastPoint) { - return []; -} -exports.getTanPtsOnEllipse = getTanPtsOnEllipse; -function IsRect(cu) { - if (cu instanceof Polyline_1.Polyline) { - if (!cu.IsClose) - return { isRect: false }; - let pts = cu.GetStretchPoints(); - if (pts.length < 4) - return { isRect: false }; - let xVec; - let p1 = pts[0]; - for (let i = 1; i < pts.length; i++) { - xVec = pts[i].clone().sub(p1).normalize(); - if (!GeUtils_1.equalv3(xVec, GeUtils_1.ZeroVec)) - break; - } - if (!xVec) - return { isRect: false }; - let zVec = cu.Normal; - let yVec = zVec.clone().cross(xVec).normalize(); - let rectOCS = new three_1.Matrix4().makeBasis(xVec, yVec, zVec); - let rectOCSInv = new three_1.Matrix4().getInverse(rectOCS); - for (let p of pts) - p.applyMatrix4(rectOCSInv); - let box = new three_1.Box3().setFromPoints(pts); - let size = box.getSize(new three_1.Vector3); - if (GeUtils_1.equaln(size.x * size.y, cu.Area, 0.1)) { - return { - isRect: true, - size, - box, - OCS: rectOCS, - }; - } - } - return { isRect: false }; -} -exports.IsRect = IsRect; -/**用4个矩形点构造矩形 */ -function getRectFrom4Pts(pts) { - if (pts.length !== 4) - return; - let p = pts.shift(); - pts.sort((p1, p2) => p.distanceTo(p1) - p.distanceTo(p2)); - pts.splice(1, 0, p); - let lineData = pts.map(p => { - return { - pt: new three_1.Vector2(p.x, p.y), - bul: 0 - }; - }); - let l = new Polyline_1.Polyline(lineData); - l.CloseMark = true; - return l; -} -exports.getRectFrom4Pts = getRectFrom4Pts; -function MergeCurvelist(cus) { - for (let i = 0; i < cus.length; i++) { - let c1 = cus[i]; - let nextI = Utils_1.FixIndex(i + 1, cus); - let c2 = cus[nextI]; - let status = GeUtils_1.equaln(c2.Length, 0) ? Status_1.Status.True : c1.Join(c2, false, 1e-4); - if (status === Status_1.Status.True) { - cus.splice(nextI, 1); - i--; - } - else if (status === Status_1.Status.ConverToCircle) { - cus.length = 0; - let a = c1; - cus.push(new Circle_1.Circle(a.Center, a.Radius)); - break; - } - } - return cus; -} -exports.MergeCurvelist = MergeCurvelist; -function SwapParam(res) { - for (let r of res) { - let p = r.thisParam; - r.thisParam = r.argParam; - r.argParam = p; - } - return res; -} -exports.SwapParam = SwapParam; -function ComputerCurvesNormalOCS(curves, allowAutoCalc = true) { - if (!curves || curves.length === 0) - return; - //准备计算多段线的法向量 - let normal; - let firstV; - for (let c of curves) { - if (c instanceof Arc_1.Arc) { - normal = c.Normal; - break; - } - else if (firstV) { - let v = c.GetFistDeriv(0); - v.cross(firstV); - if (!GeUtils_1.equalv3(v, GeUtils_1.ZeroVec)) { - normal = v.normalize(); - break; - } - } - else { - let cus = c.Explode(); - let ocs = ComputerCurvesNormalOCS(cus, false); - if (ocs) - return ocs; - firstV = c.GetFistDeriv(0); - } - } - if (!normal && !allowAutoCalc) - return; - let x = new three_1.Vector3(); - let y = new three_1.Vector3(); - if (!normal) { - normal = firstV.normalize(); - Orbit_1.Orbit.ComputUpDirection(normal, y, x); - [x, y, normal] = [normal, x, y]; - } - else { - if (GeUtils_1.equalv3(normal, curves[0].Normal.negate())) - normal.negate(); - Orbit_1.Orbit.ComputUpDirection(normal, y, x); - } - return new three_1.Matrix4().makeBasis(x, y, normal).setPosition(curves[0].StartPoint); -} -exports.ComputerCurvesNormalOCS = ComputerCurvesNormalOCS; -function Pts2Polyline(pts, isClose) { - let pl = new Polyline_1.Polyline(); - for (let i = 0; i < pts.length; i += 2) { - let p1 = GeUtils_1.AsVector3(pts[i]); - let arc; - let p2; - let p3; - if (isClose) { - p2 = GeUtils_1.AsVector3(pts[Utils_1.FixIndex(i + 1, pts.length)]); - p3 = GeUtils_1.AsVector3(pts[Utils_1.FixIndex(i + 2, pts.length)]); - } - else { - if (i >= pts.length - 2) - break; - p2 = GeUtils_1.AsVector3(pts[i + 1]); - p3 = GeUtils_1.AsVector3(pts[i + 2]); - } - let v1 = p1.clone().sub(p2); - let v2 = p2.clone().sub(p3); - if (GeUtils_1.equaln(v1.angleTo(v2), 0)) - arc = new Line_1.Line(p1, p3); - else - arc = new Arc_1.Arc().FromThreePoint(p1, p2, p3); - pl.Join(arc); - } - return pl; -} -exports.Pts2Polyline = Pts2Polyline; -/**获取矩形信息 */ -function GetRectData(cu) { - if (cu instanceof Polyline_1.Polyline) { - if (!cu.IsClose) - return { isRect: false }; - let pts = cu.GetStretchPoints(); - if (cu.Area2 < 0) - pts.reverse(); - if (GeUtils_1.equalv3(pts[0], ArrayExt_1.arrayLast(pts))) - pts.pop(); - if (pts.length < 4) - return { isRect: false }; - let xVec; - let p1 = pts[0]; - let originIndex = 0; - for (let i = 1; i < pts.length; i++) { - if (pts[i].y < p1.y) { - p1 = pts[i]; - originIndex = i; - } - else if (GeUtils_1.equaln(pts[i].y, p1.y)) { - if (pts[i].x < p1.x) { - p1 = pts[i]; - originIndex = i; - } - } - } - let tempPts = pts.splice(0, originIndex); - pts.push(...tempPts); - p1 = pts[0]; - for (let i = 1; i < pts.length; i++) { - let v = pts[i].clone().sub(p1); - if (GeUtils_1.equalv3(v, GeUtils_1.ZeroVec)) - continue; - if (!xVec) - xVec = v; - else { - if (GeUtils_1.isParallelTo(v, xVec)) - xVec.copy(v); - else - break; - } - } - let yVec; - for (let i = pts.length - 1; i > 0; i--) { - let v = pts[i].clone().sub(p1); - if (GeUtils_1.equalv3(v, GeUtils_1.ZeroVec)) - continue; - if (!yVec) - yVec = v; - else { - if (GeUtils_1.isParallelTo(v, yVec)) - yVec.copy(v); - else - break; - } - } - if (!xVec || !yVec) - return { isRect: false }; - //2向量必须垂直 - if (!GeUtils_1.isPerpendicularityTo(xVec.clone().normalize(), yVec.clone().normalize())) - return { isRect: false }; - if (yVec.length() > xVec.length()) - [xVec, yVec] = [yVec.negate(), xVec]; - if (xVec.angleTo(GeUtils_1.XAxis) > Math.PI / 4) - [xVec, yVec] = [yVec.negate(), xVec]; - let rectOCS = new three_1.Matrix4().makeBasis(xVec.normalize(), yVec.normalize(), xVec.clone().cross(yVec)); - let rectOCSInv = new three_1.Matrix4().getInverse(rectOCS); - for (let p of pts) - p.applyMatrix4(rectOCSInv); - let box = new three_1.Box3().setFromPoints(pts); - let size = box.getSize(new three_1.Vector3); - if (GeUtils_1.equaln(size.x * size.y, cu.Area, 0.1)) { - return { - isRect: true, - size, - box, - OCS: rectOCS, - }; - } - } - return { isRect: false }; -} -exports.GetRectData = GetRectData; -const PolylineSpliteRectFuzz = 1e-3; -/**封闭多段线 分割成矩形 */ -function PolylineSpliteRect(outline) { - if (!outline.IsClose || IsRect(outline).isRect) - return [outline]; - let firstDerv = outline.GetFistDeriv(0).normalize(); - if (!GeUtils_1.isParallelTo(firstDerv, GeUtils_1.XAxis, PolylineSpliteRectFuzz) && !GeUtils_1.isParallelTo(firstDerv, GeUtils_1.YAxis, PolylineSpliteRectFuzz)) - return [outline]; - let cus = outline.Explode(); - let yCus = []; - for (let c of cus) { - if (c instanceof Arc_1.Arc) - return [outline]; - let derv = c.GetFistDeriv(0).normalize(); - if (GeUtils_1.isParallelTo(derv, GeUtils_1.YAxis, PolylineSpliteRectFuzz)) - yCus.push(c); - else if (!GeUtils_1.isParallelTo(derv, GeUtils_1.XAxis, PolylineSpliteRectFuzz)) { - return [outline]; - } - } - yCus.sort((c1, c2) => c1.StartPoint.x - c2.StartPoint.x); - let rects = []; - for (let i = 0; i < yCus.length - 1; i++) { - let c1 = yCus[i]; - let c2 = yCus[i + 1]; - let x1 = c1.StartPoint.x; - let x2 = c2.StartPoint.x; - if (GeUtils_1.equaln(x1, x2)) - continue; - let y1; - let y2; - let res = c1.IntersectWith2(outline, IntersectWith_1.IntersectOption.ExtendThis); - let res2 = c2.IntersectWith2(outline, IntersectWith_1.IntersectOption.ExtendThis); - let pars = [...res.map(r => Math.floor(r.argParam)), ...res2.map(r => Math.floor(r.argParam))]; - pars = [...new Set(pars)]; - pars.sort((a, b) => a - b); - let ys = []; - for (let par of pars) { - let c = outline.GetCurveAtParam(par); - let derv = c.GetFistDeriv(0).normalize(); - if (GeUtils_1.isParallelTo(derv, GeUtils_1.XAxis, PolylineSpliteRectFuzz)) { - let x3 = c.StartPoint.x; - let x4 = c.EndPoint.x; - if (x3 > x4) - [x3, x4] = [x4, x3]; - if (GeUtils_1.isIntersect(x1, x2, x3, x4, -PolylineSpliteRectFuzz)) - ys.push(c.StartPoint.y); - } - } - if (ys.length < 2) - return [outline]; - ys.sort((a, b) => a - b); - y1 = ys[0]; - y2 = ArrayExt_1.arrayLast(ys); - rects.push(new Polyline_1.Polyline().RectangleFrom2Pt(new three_1.Vector3(x1, y1), new three_1.Vector3(x2, y2))); - } - return rects; -} -exports.PolylineSpliteRect = PolylineSpliteRect; - - -/***/ }), - -/***/ "./src/Common/Dispose.ts": -/*!*******************************!*\ - !*** ./src/Common/Dispose.ts ***! - \*******************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Object3DRemoveAll = exports.DisposeThreeObj = void 0; -/** - * 销毁Object对象的Geometry,并不会销毁材质. - */ -function DisposeThreeObj(obj) { - for (let o of obj.children) { - let oany = o; - //文字的geometry缓存保留下来 - if (oany.geometry && oany.geometry.name !== "Text") - oany.geometry.dispose(); - DisposeThreeObj(o); - o.parent = null; - o.dispatchEvent({ type: "removed" }); - } - obj.children.length = 0; - return obj; -} -exports.DisposeThreeObj = DisposeThreeObj; -function Object3DRemoveAll(obj) { - for (let o of obj.children) { - o.parent = null; - o.dispatchEvent({ type: "removed" }); - } - obj.children.length = 0; - return obj; -} -exports.Object3DRemoveAll = Object3DRemoveAll; - - -/***/ }), - -/***/ "./src/Common/Matrix4Utils.ts": -/*!************************************!*\ - !*** ./src/Common/Matrix4Utils.ts ***! - \************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.tempMatrix1 = exports.MatrixPlanarizere = exports.ApplyMatrix4IgnorePosition = exports.GetMirrorMat = exports.Vector2ApplyMatrix4 = exports.reviseMirrorMatrix = exports.setRotationOnAxis = exports.matrixScale = exports.matrixIsCoplane = exports.matrixAlignCoordSys = exports.matrixSetVector = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const CoordinateSystem_1 = __webpack_require__(/*! ../Geometry/CoordinateSystem */ "./src/Geometry/CoordinateSystem.ts"); -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -/** - * 设置矩阵的某列的向量 - * @param {Matrix4} mat 矩阵 - * @param {number} col 列索引,0x 1y 2z 3org - * @param {Vector3} v 向量或点 - */ -function matrixSetVector(mat, col, v) { - let index = col * 4; - mat.elements[index] = v.x; - mat.elements[index + 1] = v.y; - mat.elements[index + 2] = v.z; -} -exports.matrixSetVector = matrixSetVector; -/** - * 返回矩阵,该坐标系将坐标系与原点的坐标系映射为坐标系, - * 并将坐标系与X轴坐标系, - * Y轴坐标轴以及Z轴坐标系统之间的坐标系统坐标系统的原点坐标系和原点坐标系统坐标轴的坐标系分别设置为XAxis,YAxis和ZAxis - * @returns {Matrix4} 返回新的矩阵 - */ -function matrixAlignCoordSys(matrixFrom, matrixTo) { - return new three_1.Matrix4().getInverse(matrixTo).multiply(matrixFrom); -} -exports.matrixAlignCoordSys = matrixAlignCoordSys; -/** - * 判断2个矩形共面 - * @param {Matrix4} matrixFrom - * @param {Matrix4} matrixTo - * @returns {boolean} 2个矩阵共面 - */ -function matrixIsCoplane(matrixFrom, matrixTo, fuzz = 1e-5) { - let nor1 = new three_1.Vector3().setFromMatrixColumn(matrixFrom, 2); - let nor2 = new three_1.Vector3().setFromMatrixColumn(matrixTo, 2); - //法线共面 - if (!GeUtils_1.isParallelTo(nor1, nor2)) - return false; - //高共面 - let pt = new three_1.Vector3().setFromMatrixPosition(matrixTo); - //变换到自身对象坐标系. - pt.applyMatrix4(new three_1.Matrix4().getInverse(matrixFrom)); - return GeUtils_1.equaln(pt.z, 0, fuzz); -} -exports.matrixIsCoplane = matrixIsCoplane; -//构造缩放矩阵 -function matrixScale(scale, center) { - let scaleMat = new three_1.Matrix4().makeScale(scale, scale, scale); - if (center) - scaleMat.setPosition(center.clone().multiplyScalar(1 - scale)); - return scaleMat; -} -exports.matrixScale = matrixScale; -/** - * 设置旋转矩阵,不改变矩阵的基点 - */ -function setRotationOnAxis(mtx, axis, ro) { - let pos = new three_1.Vector3().setFromMatrixPosition(mtx); - mtx.makeRotationAxis(axis, ro); - mtx.setPosition(pos); - return mtx; -} -exports.setRotationOnAxis = setRotationOnAxis; -/** - * 修正镜像后矩阵 - */ -function reviseMirrorMatrix(mtx) { - let cs = new CoordinateSystem_1.CoordinateSystem().applyMatrix4(mtx); - cs.YAxis.negate(); - mtx.copy(cs.getMatrix4()); - return mtx; -} -exports.reviseMirrorMatrix = reviseMirrorMatrix; -let cacheVec; -function Vector2ApplyMatrix4(mtx, vec) { - if (!cacheVec) - cacheVec = new three_1.Vector3(); - cacheVec.x = vec.x; - cacheVec.y = vec.y; - cacheVec.applyMatrix4(mtx); - vec.x = cacheVec.x; - vec.y = cacheVec.y; -} -exports.Vector2ApplyMatrix4 = Vector2ApplyMatrix4; -function GetMirrorMat(v) { - let mirrorMat = new three_1.Matrix4(); - let xAxis = new three_1.Vector3(1 - 2 * v.x ** 2, -2 * v.x * v.y, -2 * v.x * v.z); - let yAxis = new three_1.Vector3(-2 * v.x * v.y, 1 - 2 * v.y ** 2, -2 * v.y * v.z); - let zAxis = new three_1.Vector3(-2 * v.x * v.z, -2 * v.y * v.z, 1 - 2 * v.z ** 2); - mirrorMat.makeBasis(xAxis, yAxis, zAxis); - return mirrorMat; -} -exports.GetMirrorMat = GetMirrorMat; -function ApplyMatrix4IgnorePosition(vec, m) { - let { x, y, z } = vec; - let e = m.elements; - vec.x = e[0] * x + e[4] * y + e[8] * z; - vec.y = e[1] * x + e[5] * y + e[9] * z; - vec.z = e[2] * x + e[6] * y + e[10] * z; - return vec; -} -exports.ApplyMatrix4IgnorePosition = ApplyMatrix4IgnorePosition; -/** - * 把变换矩阵展平成2d矩阵,避免出现三维坐标. - */ -function MatrixPlanarizere(mtx, z0 = true) { - mtx.elements[2] = 0; - mtx.elements[6] = 0; - mtx.elements[8] = 0; - mtx.elements[9] = 0; - mtx.elements[10] = Math.sign(mtx.elements[10]); - if (z0) - mtx.elements[14] = 0; - return mtx; -} -exports.MatrixPlanarizere = MatrixPlanarizere; -exports.tempMatrix1 = new three_1.Matrix4; - - -/***/ }), - -/***/ "./src/Common/Status.ts": -/*!******************************!*\ - !*** ./src/Common/Status.ts ***! - \******************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.DuplicateRecordCloning = exports.UpdateDraw = exports.Status = void 0; -var Status; -(function (Status) { - Status[Status["False"] = 0] = "False"; - Status[Status["True"] = 1] = "True"; - Status[Status["Canel"] = -1] = "Canel"; - Status[Status["ConverToCircle"] = 101] = "ConverToCircle"; - Status[Status["DuplicateRecordName"] = 102] = "DuplicateRecordName"; -})(Status = exports.Status || (exports.Status = {})); -var UpdateDraw; -(function (UpdateDraw) { - UpdateDraw[UpdateDraw["None"] = 0] = "None"; - UpdateDraw[UpdateDraw["Matrix"] = 1] = "Matrix"; - UpdateDraw[UpdateDraw["Geometry"] = 2] = "Geometry"; - UpdateDraw[UpdateDraw["Material"] = 4] = "Material"; - UpdateDraw[UpdateDraw["All"] = 63] = "All"; -})(UpdateDraw = exports.UpdateDraw || (exports.UpdateDraw = {})); -/** - * WblockClne时,遇到重复记录的操作方式 - */ -var DuplicateRecordCloning; -(function (DuplicateRecordCloning) { - DuplicateRecordCloning[DuplicateRecordCloning["Ignore"] = 1] = "Ignore"; - DuplicateRecordCloning[DuplicateRecordCloning["Replace"] = 2] = "Replace"; - DuplicateRecordCloning[DuplicateRecordCloning["Rename"] = 3] = "Rename"; -})(DuplicateRecordCloning = exports.DuplicateRecordCloning || (exports.DuplicateRecordCloning = {})); - - -/***/ }), - -/***/ "./src/Common/StoreageKeys.ts": -/*!************************************!*\ - !*** ./src/Common/StoreageKeys.ts ***! - \************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.StoreageKeys = void 0; -var StoreageKeys; -(function (StoreageKeys) { - StoreageKeys["IsLogin"] = "isLogin"; - StoreageKeys["PlatSession"] = "platSession"; - StoreageKeys["PlatToken"] = "platToken"; - StoreageKeys["UserName"] = "userName"; - StoreageKeys["UserPhone"] = "userPhone"; - StoreageKeys["RenderType"] = "renderType"; - StoreageKeys["ExactDrill"] = "openExactDrill"; - StoreageKeys["ConfigName"] = "configName_"; - StoreageKeys["IsNewErp"] = "isNewErp"; - StoreageKeys["RoomName"] = "roomName"; - StoreageKeys["LastOpenFileId"] = "lastfid"; - StoreageKeys["Uid"] = "uid"; - StoreageKeys["Goods"] = "Goods_"; - StoreageKeys["DrillTemp"] = "drilltemp_"; - StoreageKeys["DrillReactor"] = "drillRreactor"; - StoreageKeys["kjlConfig"] = "kjl"; -})(StoreageKeys = exports.StoreageKeys || (exports.StoreageKeys = {})); - - -/***/ }), - -/***/ "./src/Common/SystemEnum.ts": -/*!**********************************!*\ - !*** ./src/Common/SystemEnum.ts ***! - \**********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.ViewDirType = exports.AAType = void 0; -var AAType; -(function (AAType) { - AAType[AAType["FXAA"] = 0] = "FXAA"; - AAType[AAType["SMAA"] = 1] = "SMAA"; -})(AAType = exports.AAType || (exports.AAType = {})); -var ViewDirType; -(function (ViewDirType) { - ViewDirType[ViewDirType["FS"] = 0] = "FS"; - ViewDirType[ViewDirType["YAS"] = 1] = "YAS"; - ViewDirType[ViewDirType["ZS"] = 2] = "ZS"; - ViewDirType[ViewDirType["YS"] = 3] = "YS"; - ViewDirType[ViewDirType["QS"] = 4] = "QS"; - ViewDirType[ViewDirType["HS"] = 5] = "HS"; - ViewDirType[ViewDirType["XN"] = 6] = "XN"; -})(ViewDirType = exports.ViewDirType || (exports.ViewDirType = {})); - - -/***/ }), - -/***/ "./src/Common/Utils.ts": -/*!*****************************!*\ - !*** ./src/Common/Utils.ts ***! - \*****************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.FixDigits = exports.GetIndexDBID = exports.getFileSize = exports.Uint8ArrayToBase64 = exports.cloneObject = exports.equalObject = exports.getThumbsUrl = exports.IsNoErase = exports.IsEntity = exports.GetEntity = exports.ToFixed = exports.FixedNotZero = exports.readClipboardText = exports.copyTextToClipboard = exports.sliceDeep = exports.isBetweenNums = exports.formateDate = exports.FixIndex = exports.clamp = exports.isNum = exports.isLetter = exports.IsChar = exports.IsNumber = exports.FileFormatReg = exports.ClosingStripReg = exports.onlyEnExpReg = exports.commandReg = exports.digitStrReg = void 0; -const Entity_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Entity */ "./src/DatabaseServices/Entity/Entity.ts"); -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const eval_1 = __webpack_require__(/*! ./eval */ "./src/Common/eval.ts"); -const StoreageKeys_1 = __webpack_require__(/*! ./StoreageKeys */ "./src/Common/StoreageKeys.ts"); -//仅数字构成的3位字符串(不以0开头) -exports.digitStrReg = /^[^0\D]\d{0,2}$/; -exports.commandReg = /[^A-Za-z0-9]/g; -//仅可输入英文 -exports.onlyEnExpReg = /[^A-Za-z]/g; -/**替换收口条柜名后缀 */ -exports.ClosingStripReg = /[左|右|上]{1}收口$/; -exports.FileFormatReg = /^\[(\d+,){5}[(true)|(false)].+\]$/; -function IsNumber(keyCode) { - return (keyCode >= 48 && keyCode <= 57) || (keyCode >= 96 && keyCode <= 105); -} -exports.IsNumber = IsNumber; -function IsChar(keyCode) { - return keyCode >= 65 && keyCode <= 90; -} -exports.IsChar = IsChar; -function isLetter(s) { - let code = s.charCodeAt(0); - return (code >= 97 && code <= 122) || (code >= 65 && code <= 90); -} -exports.isLetter = isLetter; -function isNum(s) { - return !isNaN(eval_1.safeEval(s)); -} -exports.isNum = isNum; -function clamp(value, min, max) { - return Math.max(min, Math.min(max, value)); -} -exports.clamp = clamp; -function FixIndex(index, arr) { - let count = (arr instanceof Array) ? arr.length : arr; - if (index < 0) - return count + index; - else if (index >= count) - return index - count; - else - return index; -} -exports.FixIndex = FixIndex; -//格式化日期 -function formateDate(date, fmt) { - let o = { - "M+": date.getMonth() + 1, - "d+": date.getDate(), - "h+": date.getHours(), - "m+": date.getMinutes(), - "s+": date.getSeconds(), - "q+": Math.floor((date.getMonth() + 3) / 3), - "S": date.getMilliseconds() //毫秒 - }; - //如:yyyy - if (/(y+)/.test(fmt)) { - fmt = fmt.replace(RegExp.$1, (date.getFullYear().toString()).substr(4 - RegExp.$1.length)); - } - //yyyy-MM-dd hh:mm:ss - for (let k in o) { - if (new RegExp("(" + k + ")").test(fmt)) { - fmt = fmt.replace(RegExp.$1, (RegExp.$1.length == 1) ? (o[k]) : (("00" + o[k]).substr(("" + o[k]).length))); - } - } - return fmt; -} -exports.formateDate = formateDate; -//判断v在v1和v2之间.(v1>v2 or v2>v1) -function isBetweenNums(v1, v2, v, fuzz = 1e-8) { - if (v1 > v2) - [v1, v2] = [v2, v1]; - return GeUtils_1.equaln(v, clamp(v, v1, v2), fuzz); -} -exports.isBetweenNums = isBetweenNums; -//深复制对象数组 -function sliceDeep(arr, start, end) { - return arr.slice(start, end).map((obj) => Object.assign({}, obj)); -} -exports.sliceDeep = sliceDeep; -function fallbackCopyTextToClipboard(text) { - let textArea = document.createElement("textarea"); - textArea.value = text; - document.body.appendChild(textArea); - textArea.focus(); - textArea.select(); - try { - let successful = document.execCommand('copy'); - } - catch (err) { - } - document.body.removeChild(textArea); -} -async function copyTextToClipboard(text) { - if (!navigator["clipboard"]) { - fallbackCopyTextToClipboard(text); - return; - } - return await navigator["clipboard"].writeText(text); -} -exports.copyTextToClipboard = copyTextToClipboard; -//ref: https://stackoverflow.com/questions/400212/how-do-i-copy-to-the-clipboard-in-javascript -/** - * 读取剪切板的字符串 - */ -async function readClipboardText() { - if (navigator["clipboard"]) - return await navigator["clipboard"].readText(); - return ""; -} -exports.readClipboardText = readClipboardText; -//使用定点表示法来格式化一个数,小数点后面不尾随0. 如 FixedNotZero(1.1 , 3) => 1.1 -function FixedNotZero(v, fractionDigits = 0) { - if (typeof v === "string") - v = parseFloat(v); - if (isNaN(v)) - return ""; - if (GeUtils_1.equaln(v, 0)) - return "0"; - let str = v.toFixed(fractionDigits); - let commonIndex = str.indexOf("."); - if (commonIndex !== -1) { - let zeroCount = 0; - let strCount = str.length; - for (let l = strCount; l--;) { - if (str[l] === "0") - zeroCount++; - else - break; - } - if (zeroCount > 0) { - if (zeroCount === (strCount - commonIndex - 1)) - zeroCount++; - return str.slice(0, strCount - zeroCount); - } - } - return str; -} -exports.FixedNotZero = FixedNotZero; -/** - * To fixed - * @param v - * @param [fractionDigits] - * @returns - */ -function ToFixed(v, fractionDigits = 5) { - if (GeUtils_1.equaln(v, 0, Math.pow(0.1, fractionDigits))) - return "0"; - return v.toFixed(fractionDigits); -} -exports.ToFixed = ToFixed; -function GetEntity(obj) { - while (obj) { - if (obj.userData.Entity) - return obj.userData.Entity; - obj = obj.parent; - } -} -exports.GetEntity = GetEntity; -function IsEntity(obj) { - return GetEntity(obj) instanceof Entity_1.Entity; -} -exports.IsEntity = IsEntity; -function IsNoErase(id) { - return id && !id.IsErase; -} -exports.IsNoErase = IsNoErase; -/** - * 原图地址转换为对应缩略图地址 - */ -function getThumbsUrl(url) { - return url ? url.replace(/\/\w*\.\w*$/, mat => "/thumbs" + mat.replace(".", "_100.")) : ""; -} -exports.getThumbsUrl = getThumbsUrl; -/** - * 快速判断a是不是被修改了 - */ -function equalObject(a, b) { - for (let key in a) { - if (a[key] !== b[key]) - return false; - } - return true; -} -exports.equalObject = equalObject; -function cloneObject(a) { - return Object.assign({}, a); -} -exports.cloneObject = cloneObject; -function Uint8ArrayToBase64(bytes) { - let binary = ""; - let len = bytes.byteLength; - for (let i = 0; i < len; i++) - binary += String.fromCharCode(bytes[i]); - return window.btoa(binary); -} -exports.Uint8ArrayToBase64 = Uint8ArrayToBase64; -/**转换服务端获取的文件大小 */ -function getFileSize(size) { - let units = ["B", "KB", "MB", "GB"]; - for (let u of units) { - if (size > 1 && size < 1024) - return FixedNotZero(size, 2) + u; - else - size /= 1024; - } -} -exports.getFileSize = getFileSize; -function GetIndexDBID(id) { - return localStorage.getItem(StoreageKeys_1.StoreageKeys.Uid) + ":" + id; -} -exports.GetIndexDBID = GetIndexDBID; -function FixDigits(v, fractionDigits = 2) { - return parseFloat(v.toFixed(fractionDigits)); -} -exports.FixDigits = FixDigits; - - -/***/ }), - -/***/ "./src/Common/eval.ts": -/*!****************************!*\ - !*** ./src/Common/eval.ts ***! - \****************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.ParseExpr = exports.CheckExpr = exports.safeEval = exports.eval2 = void 0; -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const Utils_1 = __webpack_require__(/*! ./Utils */ "./src/Common/Utils.ts"); -let abs = Math.abs; -let acos = Math.acos; -let acosh = Math.acosh; -let asin = Math.asin; -let asinh = Math.asinh; -let atan = Math.atan; -let atanh = Math.atanh; -let atan2 = Math.atan2; -let ceil = Math.ceil; -let cbrt = Math.cbrt; -let expm1 = Math.expm1; -let clz32 = Math.clz32; -let cos = Math.cos; -let cosh = Math.cosh; -let exp = Math.exp; -let floor = Math.floor; -let fround = Math.fround; -let hypot = Math.hypot; -let imul = Math.imul; -let log = Math.log; -let log1p = Math.log1p; -let log2 = Math.log2; -let log10 = Math.log10; -let max = Math.max; -let min = Math.min; -let pow = Math.pow; -let random = Math.random; -let round = Math.round; -let sign = Math.sign; -let sin = Math.sin; -let sinh = Math.sinh; -let sqrt = Math.sqrt; -let tan = Math.tan; -let tanh = Math.tanh; -let trunc = Math.trunc; -let E = Math.E; -let LN10 = Math.LN10; -let LN2 = Math.LN2; -let LOG10E = Math.LOG10E; -let LOG2E = Math.LOG2E; -let PI = Math.PI; -let SQRT1_2 = Math.SQRT1_2; -let SQRT2 = Math.SQRT2; -let clamp = Utils_1.clamp; -let eq = GeUtils_1.equaln; -function eval2(expr, params) { - let code = ""; - if (params) - for (let name in params) - code += `let ${name} = ${params[name]};`; - code += expr; - let result = eval(code); - if (typeof result === "function") - return result(); - return Number(result); //防止bigint乱入 -} -exports.eval2 = eval2; -function safeEval(expr, params) { - try { - return eval2(expr, params); - } - catch (error) { - return NaN; - } -} -exports.safeEval = safeEval; -function CheckExpr(expr, params) { - let resultObj = { res: undefined, error: undefined }; - try { - resultObj.res = eval2(expr, params); - } - catch (error) { - resultObj.error = error; - } - return resultObj; -} -exports.CheckExpr = CheckExpr; -const Reg_Expr = /\{[^\}]+\}/g; -/**解析大括号内的 */ -function ParseExpr(expr, params) { - let strs = expr.match(Reg_Expr); - if (!strs) - return expr; - for (let str of strs) - expr = expr.replace(str, Utils_1.FixedNotZero(safeEval(str.slice(1, -1), params), 2)); - return expr; -} -exports.ParseExpr = ParseExpr; - - -/***/ }), - -/***/ "./src/DatabaseServices/AllObjectData.ts": -/*!***********************************************!*\ - !*** ./src/DatabaseServices/AllObjectData.ts ***! - \***********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.AllObjectData = void 0; -const CADFactory_1 = __webpack_require__(/*! ./CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const CADFiler_1 = __webpack_require__(/*! ./CADFiler */ "./src/DatabaseServices/CADFiler.ts"); -/** - * 保存对象创建或者修改时的所有数据记录 - */ -let AllObjectData = class AllObjectData { - constructor(obj) { - this.file = new CADFiler_1.CADFiler(); - if (obj) - obj.WriteFile(this.file); - } - //#region -------------------------File------------------------- - //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 - //对象从文件中读取数据,初始化自身 - ReadFile(file) { - let ver = file.Read(); - let data = file.Read(); - this.file.Data = data; - return this; - } - //对象将自身数据写入到文件. - WriteFile(file) { - file.Write(1); - file.Write(this.file.Data); - return this; - } -}; -AllObjectData = __decorate([ - CADFactory_1.Factory -], AllObjectData); -exports.AllObjectData = AllObjectData; - - -/***/ }), - -/***/ "./src/DatabaseServices/AutoRecord.ts": -/*!********************************************!*\ - !*** ./src/DatabaseServices/AutoRecord.ts ***! - \********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.AutoRecord = exports.ISPROXYKEY = void 0; -exports.ISPROXYKEY = "_isProxy"; -/** - * 自动对CADObject的属性添加属性记录器,自动调用 `WriteAllObjectRecord` - * 如果属性是数组,那么自动添加`Proxy`. - * 可以使用`ISPROXYKEY`覆盖这个函数的代理行为(使用CADObject.CreateProxyArray快速覆盖) - * - * @param target - * @param property - * @param [descriptor] - */ -function AutoRecord(target, property, descriptor) { - let privateKey = '__' + property; - Object.defineProperty(target, property, { - set: function (value) { - if (value instanceof Array) { - if (!this[privateKey]) { - if (value[exports.ISPROXYKEY]) - this[privateKey] = value; - else - this[privateKey] = new Proxy(value, { - set: (target, key, value, receiver) => { - if (Reflect.get(target, key, receiver) !== value) - this.WriteAllObjectRecord(); - return Reflect.set(target, key, value, receiver); - }, - get: (target, key, receiver) => { - if (key === exports.ISPROXYKEY) - return true; - //实体先被删除后在触发length = xxx - if (key === "splice" || key === "pop" || key === "shift") - this.WriteAllObjectRecord(); - return Reflect.get(target, key, receiver); - } - }); - } - else { - let arr = this[privateKey]; - arr.length = 0; - arr.push(...value); - } - } - else { - let oldv = this[privateKey]; - if (oldv !== value) { - this.WriteAllObjectRecord(); - this[privateKey] = value; - } - } - }, - get: function () { - return this[privateKey]; - }, - enumerable: true, - configurable: true - }); -} -exports.AutoRecord = AutoRecord; - - -/***/ }), - -/***/ "./src/DatabaseServices/CADFactory.ts": -/*!********************************************!*\ - !*** ./src/DatabaseServices/CADFactory.ts ***! - \********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Factory = exports.CADFactory = void 0; -/** - * CAD对象工厂,通过注册 和暴露的创建方法,动态创建对象 - */ -class CADFactory { - constructor() { - this.objectNameMap = new Map(); - } - static RegisterObject(C) { - this.factory.objectNameMap.set(C.name, C); - } - static RegisterObjectAlias(C, name) { - this.factory.objectNameMap.set(name, C); - } - static CreateObject(name) { - let C = this.factory.objectNameMap.get(name); - if (C) - return new C(); - } -} -exports.CADFactory = CADFactory; -CADFactory.factory = new CADFactory(); -//可以通过添加装饰器 在类前面(@Factory),自动注册工厂的序列化 -function Factory(target) { - CADFactory.RegisterObject(target); -} -exports.Factory = Factory; - - -/***/ }), - -/***/ "./src/DatabaseServices/CADFiler.ts": -/*!******************************************!*\ - !*** ./src/DatabaseServices/CADFiler.ts ***! - \******************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.CADFiler = void 0; -const CADFactory_1 = __webpack_require__(/*! ./CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const CADObject_1 = __webpack_require__(/*! ./CADObject */ "./src/DatabaseServices/CADObject.ts"); -const ObjectId_1 = __webpack_require__(/*! ./ObjectId */ "./src/DatabaseServices/ObjectId.ts"); -const Entity_1 = __webpack_require__(/*! ./Entity/Entity */ "./src/DatabaseServices/Entity/Entity.ts"); -/** - * CAD文件数据 - */ -class CADFiler { - constructor(_datas = []) { - this._datas = _datas; - this.readIndex = 0; - } - Destroy() { - delete this._datas; - delete this.readIndex; - } - get Data() { - return this._datas; - } - set Data(data) { - this._datas = data; - this.Reset(); - } - Clear() { - this._datas.length = 0; - return this.Reset(); - } - Reset() { - this.readIndex = 0; - return this; - } - WriteString(str) { - this._datas.push(str); - return this; - } - ReadString() { - return this._datas[this.readIndex++]; - } - WriteObject(obj) { - if (!obj) { - this.Write(""); - return; - } - this.WriteString(obj.constructor.name); - obj.WriteFile(this); - return this; - } - ReadObject(obj) { - let className = this.ReadString(); - if (className) { - if (obj === undefined) { - obj = CADFactory_1.CADFactory.CreateObject(className); - if (this.database !== undefined && obj instanceof CADObject_1.CADObject) - obj.SetDefaultDb(this.database); - } - obj.ReadFile(this); - return obj; - } - } - CloneObjects(objects, clonedObjects = []) { - for (let o of objects) - this.WriteObject(o); - let count = objects.length; - for (let i = 0; i < count; i++) { - let obj = this.ReadObject(); - if (obj instanceof Entity_1.Entity) - obj.CloneDrawObject(objects[i]); - clonedObjects.push(obj); - } - return clonedObjects; - } - Write(data) { - if (data instanceof ObjectId_1.ObjectId) - this._datas.push(data.Index); - else - this._datas.push(data); - return this; - } - Read() { - return this._datas[this.readIndex++]; - } - ReadArray(count) { - let arr = this._datas.slice(this.readIndex, this.readIndex + count); - this.readIndex += count; - return arr; - } - //------------------------ID序列化------------------------ - /* - Id关联分为三种情况: - 1.普通关联:关联对象未被拷贝时,关联到空对象. - 2.软关联 :关联对象未被拷贝时,关联到原先的对象. - 3.硬关联 :对象被拷贝时,被关联的对象必须也被拷贝. - */ - //-------1.普通关联 - WriteObjectId(id) { - if (id) - this.Write(id.Index); - else - this.Write(0); - return this; - } - ReadObjectId() { - let index = this.Read(); - if (this.database) - return this.database.GetObjectId(index, true); - } - //-------2.软关联 - WriteSoftObjectId(id) { - return this.WriteObjectId(id); - } - ReadSoftObjectId() { - return this.ReadObjectId(); - } - //-------3.硬关联 - WriteHardObjectId(id) { - return this.WriteObjectId(id); - } - ReadHardObjectId() { - return this.ReadObjectId(); - } - //序列化 - ToString() { - return JSON.stringify(this._datas); - } - FromString(str) { - this._datas = JSON.parse(str); - } -} -exports.CADFiler = CADFiler; - - -/***/ }), - -/***/ "./src/DatabaseServices/CADObject.ts": -/*!*******************************************!*\ - !*** ./src/DatabaseServices/CADObject.ts ***! - \*******************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.CADObject = void 0; -const xaop_1 = __webpack_require__(/*! xaop */ "./node_modules/xaop/dist/index.js"); -const AllObjectData_1 = __webpack_require__(/*! ./AllObjectData */ "./src/DatabaseServices/AllObjectData.ts"); -const AutoRecord_1 = __webpack_require__(/*! ./AutoRecord */ "./src/DatabaseServices/AutoRecord.ts"); -const CADFactory_1 = __webpack_require__(/*! ./CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const CADFiler_1 = __webpack_require__(/*! ./CADFiler */ "./src/DatabaseServices/CADFiler.ts"); -const EraseEntityData_1 = __webpack_require__(/*! ./EraseEntityData */ "./src/DatabaseServices/EraseEntityData.ts"); -class CADObject { - constructor() { - //-------------------------DB End------------------------- - // -------------------------isErase------------------------- - this._isErase = false; - } - set Owner(owner) { - this._Owner = owner; - } - get Owner() { - return this._Owner; - } - Destroy() { - //在效果图同步反应器中,需要知道被删除的实体的id,所以不删除这个属性 - // this.objectId = undefined; - this._db = undefined; - } - //对象被彻底遗弃 - GoodBye() { - this.Destroy(); - this.Erase(true); - } - /** - * 当实体异步更新绘制实体完成后触发这个函数. - * Application通过注入的方式得知这个事件,刷新视图显示. - */ - AsyncUpdated() { - } - get Db() { - return this._db; - } - //对象在加入数据库时,必须指定一个源数据库,否则无法读取引用id. - SetDefaultDb(db) { - if (!this._db) - this._db = db; - else - console.warn("重复设置默认Database!"); - return this; - } - //private 私有的方法,暴露给Db的添加对象,方法使用. - //只用对象加入到db中,我们才初始化ObjectId. - //从db池中分配id给自身使用. 除非你创建对象往db里面加,否则不要调用该方法 - SetOwnerDatabase(db) { - if (!this._db) { - this._db = db; - this.objectId = db.AllocateId(); - this.objectId.Object = this; - } - else - console.warn("重复设置源Database!"); - return this; - } - /** - * WblockClone 的时候,id是db分配的,此刻我们只需要设置它的db - */ - SetDatabase(db) { - this._db = db; - } - get IsErase() { - return this._isErase; - } - Erase(isErase = true) { - if (isErase === this._isErase) - return; - let undoData = this.UndoRecord(); - if (undoData) - undoData.CreateEraseHistory(this, isErase); - this._isErase = isErase; - } - get Id() { - return this.objectId; - } - // -------------------------id End------------------------- - // -------------------------File------------------------- - //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 - //对象从文件中读取数据,初始化自身 - ReadFile(file) { - let ver = file.Read(); - //write Id; - let id = file.ReadObjectId(); - if (!this.objectId && id) //避免CopyFrom时错误的修改自身Id - { - this.objectId = id; - id.Object = this; - } - this._isErase = file.Read(); - if (ver > 1) - this.Owner = file.ReadObjectId(); - } - //对象将自身数据写入到文件. - WriteFile(file) { - file.Write(2); - file.WriteObjectId(this.objectId); - file.Write(this._isErase); - file.WriteObjectId(this.Owner); - } - //局部撤销 - ApplyPartialUndo(undoData) { - if (undoData instanceof AllObjectData_1.AllObjectData) { - undoData.file.database = this._db; - undoData.file.Reset(); - this.ReadFile(undoData.file); - } - else if (undoData instanceof EraseEntityData_1.EraseEntityData) { - this.Erase(undoData.isErase); - } - } - //撤销所保存的位置 - UndoRecord() { - if (this._db && this.objectId) - return this._db.hm.UndoData; - } - //写入所有的对象数据 以便还原对象 - WriteAllObjectRecord() { - let undoData = this.UndoRecord(); - if (undoData) { - undoData.WriteObjectSnapshoot(this); - return true; - } - return false; - } - //复制出一个实体,如果存在关联,则指向原关联实体 - Clone() { - let newObject = CADFactory_1.CADFactory.CreateObject(this.constructor.name); - //备份 - let bakId = this.objectId; - this.objectId = undefined; - let file = new CADFiler_1.CADFiler(); - file.database = this._db; - this.WriteFile(file); - file.Reset(); - newObject.ReadFile(file); - newObject.objectId = undefined; - newObject._db = undefined; - this.objectId = bakId; - return newObject; - } - DeepClone(ownerObject, cloneObejct, idMaping = undefined, isPrimary = true) { - return this; - } - //从一个实体拷贝数据,实体类型必须相同. - CopyFrom(obj) { - let idBak = this.objectId; - let ownerBak = this._Owner; - this.WriteAllObjectRecord(); - let f = new CADFiler_1.CADFiler(); - obj.WriteFile(f); - this.ReadFile(f); - this.objectId = idBak; - this._Owner = ownerBak; - } - //-------------------------File End------------------------- - //Utils - /** - * 配合 `@AutoRecord` 使用 - * 使用这个方法来覆盖AutoRecord的监听行为. - * 这个行为只能用来监听实体添加和实体修改. - * 实体删除行为暂时无法监听 - * @param setCallback 设置新的实体到数组时的回调函数 - */ - CreateProxyArray(setCallback) { - return new Proxy([], { - set: (target, key, value, receiver) => { - if (Reflect.get(target, key, receiver) !== value) { - this.WriteAllObjectRecord(); - setCallback(value); - } - return Reflect.set(target, key, value, receiver); - }, - get: (target, key, receiver) => { - if (key === AutoRecord_1.ISPROXYKEY) - return true; - //实体先被删除后在触发length = xxx - if (key === "splice" || key === "pop" || key === "shift") { - this.WriteAllObjectRecord(); - setCallback(undefined); - } - return Reflect.get(target, key, receiver); - } - }); - } -} -__decorate([ - xaop_1.iaop -], CADObject.prototype, "AsyncUpdated", null); -exports.CADObject = CADObject; - - -/***/ }), - -/***/ "./src/DatabaseServices/Contour.ts": -/*!*****************************************!*\ - !*** ./src/DatabaseServices/Contour.ts ***! - \*****************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Contour = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const ArrayExt_1 = __webpack_require__(/*! ../Common/ArrayExt */ "./src/Common/ArrayExt.ts"); -const CurveUtils_1 = __webpack_require__(/*! ../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const Status_1 = __webpack_require__(/*! ../Common/Status */ "./src/Common/Status.ts"); -const Utils_1 = __webpack_require__(/*! ../Common/Utils */ "./src/Common/Utils.ts"); -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const RegionParse_1 = __webpack_require__(/*! ../Geometry/RegionParse */ "./src/Geometry/RegionParse.ts"); -const BoolOperateUtils_1 = __webpack_require__(/*! ../GraphicsSystem/BoolOperateUtils */ "./src/GraphicsSystem/BoolOperateUtils.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -const Circle_1 = __webpack_require__(/*! ./Entity/Circle */ "./src/DatabaseServices/Entity/Circle.ts"); -const Curve_1 = __webpack_require__(/*! ./Entity/Curve */ "./src/DatabaseServices/Entity/Curve.ts"); -const Polyline_1 = __webpack_require__(/*! ./Entity/Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -const Box_1 = __webpack_require__(/*! ../Geometry/Box */ "./src/Geometry/Box.ts"); -let cache = new WeakMap(); -class Contour { - SetCurve(cu) { - if (cu instanceof Polyline_1.Polyline) { - if (cu.Area2 < 0) - cu.Reverse(); - } - this._Curve = cu; - } - /**会将传入的闭合轮廓改为逆时针 */ - static CreateContour(cus, needLink = true) { - if (cus instanceof Curve_1.Curve) { - if (cus.IsClose) { - let c = new Contour(); - c.SetCurve(cus); - return c; - } - return; - } - let closeCurve = Contour.Combine(cus, needLink, 1e-2); - if (closeCurve && closeCurve.IsClose) { - if (closeCurve instanceof Polyline_1.Polyline && closeCurve.CloseMark === false) { - closeCurve.CloseMark = true; - closeCurve.RemoveVertexAt(closeCurve.NumberOfVertices - 1); - } - let c = new Contour(); - c.SetCurve(closeCurve); - return c; - } - } - get Curve() { - return this._Curve; - } - get Area() { - return this._Curve.Area; - } - get BoundingBox() { - return this._Curve.BoundingBox; - } - /** - * 不等比例缩放 - * @param {number} ref 缩放参考值,大于该值的点缩放 - * @param {number} dist 缩放距离 - * @param {string} dir x y z - */ - UnEqualProportionScale(ref, dist, dir) { - let cu = this._Curve; - if (cu instanceof Polyline_1.Polyline) { - let lineData = cu.LineData; - let length = lineData.length; - let p = cu.Position[dir]; - let moveIndexs = []; - for (let i = 0; i < length; i++) { - if (lineData[i].pt[dir] + p > ref) - moveIndexs.push(i); - } - let moveVec = new three_1.Vector3(); - moveVec[dir] = dist; - cu.MoveStretchPoints(moveIndexs, moveVec); - return true; - } - return false; - } - Clone() { - return Contour.CreateContour([this._Curve.Clone()]); - } - //交集:结果数组为空则失败 - IntersectionBoolOperation(target) { - if (!Box_1.IntersectBox2(this.BoundingBox, target.BoundingBox)) - return []; - let resultCus = this.GetIntersetAndUnionList(target); - return Contour.GetAllContour(resultCus.intersectionList); - } - //并集:结果轮廓数组长度大于2,则失败.等于1则成功. - UnionBoolOperation(target) { - let resultCus = this.GetIntersetAndUnionList(target); - //快速 - if (resultCus.unionList.every(c => c.IsClose)) - return { - contours: Contour.GetAllContour(resultCus.unionList), - holes: [], - }; - //并集后的线段表如果有共线的直接合并起来 - let cus = []; - for (let pl of resultCus.unionList) { - if (pl instanceof Polyline_1.Polyline) - cus.push(...pl.Explode()); - else - cus.push(pl); - } - let cuGroups = CurveUtils_1.curveLinkGroup(cus); - for (let g of cuGroups) { - for (let i = 0; i < g.length; i++) { - let c1 = g[i]; - let nextI = Utils_1.FixIndex(i + 1, g); - let c2 = g[nextI]; - let status = c1.Join(c2); - if (status === Status_1.Status.True) { - g.splice(nextI, 1); - i--; - } - else if (status === Status_1.Status.ConverToCircle) { - g.length = 0; - let a = c1; - g.push(new Circle_1.Circle(a.Center, a.Radius)); - break; - } - } - } - let allContour = Contour.GetAllContour(cuGroups); - if (allContour.length < 2) { - return { - contours: allContour, - holes: [], - }; - } - else { - let cache = new WeakMap(); - for (let c of allContour) - cache.set(c, c.Area); - allContour.sort((a, b) => cache.get(b) - cache.get(a)); - return { - contours: [allContour[0]], - holes: allContour.slice(1) - }; - } - } - //差集:等于0完全被减去 - SubstactBoolOperation(target) { - let subtractList = this.GetSubtractList(target); - //纯网洞 - if (subtractList.every(c => c.IsClose)) - return Contour.GetAllContour(subtractList); - let regParse = new RegionParse_1.RegionParse(subtractList, 2); - let contours = []; - //分析封闭包围区域 - const parseRoute = (routeSet) => { - for (let routes of routeSet) { - let cs = routes.map(r => r.curve); - let c = Contour.CreateContour(cs, false); - if (c - && !CurveUtils_1.equalCurve(c.Curve, this.Curve) - && !CurveUtils_1.equalCurve(c.Curve, target.Curve) - && c.Area > 1e-3) - contours.push(c); - } - }; - parseRoute(regParse.RegionsOutline); - parseRoute(regParse.RegionsInternal); - return contours; - } - /** - * 计算与目标轮廓布尔运算后的结果曲线. - */ - GetIntersetAndUnionList(target) { - let intersectionList = []; - let unionList = []; - let sourceOutline = this._Curve; - let targetOutline = target.Curve; - let isEqualNormal = GeUtils_1.equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3); - let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectWith_1.IntersectOption.OnBothOperands); - let sourceContainerTarget = this.CuInOutline(targetOutline); - let targetContainerSource = target.CuInOutline(sourceOutline); - //包含.相交.分离(三种状态) - if (sourceContainerTarget) //源包含目标 - { - intersectionList.push(targetOutline); - unionList.push(sourceOutline); - } - else if (targetContainerSource) //目标包含源 - { - unionList.push(targetOutline); - intersectionList.push(sourceOutline); - } - else if (interPts.length <= 1) //分离 - { - unionList.push(sourceOutline, targetOutline); - } - else //相交 interPts.length > 0 - { - let pars1 = interPts.map(r => r.thisParam); - let pars2 = interPts.map(r => r.argParam); - let sourceCus = sourceOutline.GetSplitCurves(pars1); - let targetCus = targetOutline.GetSplitCurves(pars2); - for (let pl of sourceCus) { - let hasEqualCus = false; - for (let i = 0; i < targetCus.length; i++) { - let cu = targetCus[i]; - hasEqualCus = fastEqualCurve(cu, pl); - if (hasEqualCus) { - //方向相同 - if (GeUtils_1.equalv3(cu.GetFistDeriv(cu.EndParam * 0.5).normalize(), pl.GetFistDeriv(pl.EndParam * 0.5).normalize(), 1e-3) - === isEqualNormal) { - unionList.push(pl); - intersectionList.push(pl); - } - targetCus.splice(i, 1); - break; - } - } - if (hasEqualCus) - continue; - if (target.CuInOutline(pl)) - intersectionList.push(pl); - else - unionList.push(pl); - } - for (let pl of targetCus) { - if (this.CuInOutline(pl)) - intersectionList.push(pl); - else - unionList.push(pl); - } - //特殊的分离 - if (intersectionList.length === 0 && unionList.length === (sourceCus.length + targetCus.length)) { - return { intersectionList, unionList: [sourceOutline, targetOutline] }; - } - } - return { intersectionList, unionList }; - } - GetSubtractList(target) { - let sourceOutline = this._Curve; - let targetOutline = target.Curve; - let isEqualNormal = GeUtils_1.equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3); - let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectWith_1.IntersectOption.OnBothOperands, 1e-3); - if (interPts.length <= 1) { - //反包含 - if (fastCurveInCurve2(targetOutline, sourceOutline) || CurveUtils_1.equalCurve(targetOutline, sourceOutline)) - return []; - //包含 - if (fastCurveInCurve2(sourceOutline, targetOutline)) - return [sourceOutline, targetOutline]; - else //分离 - return [sourceOutline]; - } - //相交 - let subtractList = []; - let sourceCus = sourceOutline.GetSplitCurves(interPts.map(r => r.thisParam)); - let targetCus = targetOutline.GetSplitCurves(interPts.map(r => r.argParam)); - for (let pl of sourceCus) { - let plMidParam = pl.MidParam; - let plDir = pl.GetFistDeriv(plMidParam).normalize(); - let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl)); - if (index !== -1) { - let cu = targetCus[index]; - let cuMidParam = cu.MidParam; - let cuDir = cu.GetFistDeriv(cuMidParam).normalize(); - if (isEqualNormal === !GeUtils_1.equalv3(cuDir, plDir, 1e-3)) //不同向 - subtractList.push(pl); - targetCus.splice(index, 1); - continue; - } - if (!fastCurveInCurve(targetOutline, pl)) - subtractList.push(pl); - } - //源对象没有被破坏 - let sourceNotBreak = subtractList.length === sourceCus.length; - for (let pl of targetCus) - if (fastCurveInCurve(sourceOutline, pl)) - subtractList.push(pl); - if (sourceNotBreak && subtractList.length === sourceCus.length) - return [sourceOutline]; - return subtractList; - } - GetSubtractListByMoreTargets(targets) { - let { holes, subtractList } = this.GetSubListWithCus(targets); - //纯网洞 - if (subtractList.every(c => c.IsClose)) - return { - holes: holes.map(h => Contour.CreateContour(h)), - outlines: Contour.GetAllContour(subtractList) - }; - let regParse = new RegionParse_1.RegionParse(subtractList, 2); - let contours = []; - //分析封闭包围区域 - const parseRoute = (routeSet) => { - for (let routes of routeSet) { - let cs = routes.map(r => r.curve); - let c = Contour.CreateContour(cs, false); - if (c - && !CurveUtils_1.equalCurve(c.Curve, this.Curve) - && targets.every(target => !CurveUtils_1.equalCurve(c.Curve, target.Curve)) - && c.Area > 1e-3) - contours.push(c); - } - }; - parseRoute(regParse.RegionsOutline); - parseRoute(regParse.RegionsInternal); - return { - holes: holes.map(h => Contour.CreateContour(h)), - outlines: contours - }; - } - GetSubListWithCus(targets) { - let sourceOutline = this._Curve; - let subtractList = []; - let holes = []; - let intPars = []; - let cuMap = new Map(); - let outBox = sourceOutline.BoundingBox; - for (let con of targets) { - const targetOutline = con.Curve; - if (!Box_1.IntersectBox2(outBox, targetOutline.BoundingBox)) - continue; - let pts = sourceOutline.IntersectWith2(con.Curve, IntersectWith_1.IntersectOption.OnBothOperands, 1e-3); - if (pts.length <= 1) { - //反包含 - if (fastCurveInCurve2(targetOutline, sourceOutline) || CurveUtils_1.equalCurve(targetOutline, sourceOutline)) - return { holes, subtractList }; - //包含 - if (fastCurveInCurve2(sourceOutline, targetOutline)) - holes.push(targetOutline); - else //分离 - { - } - } - else { - intPars.push(...pts.map(r => r.thisParam)); - cuMap.set(targetOutline, pts.map(r => r.argParam)); - } - } - intPars.sort((a, b) => a - b); - ArrayExt_1.arrayRemoveDuplicateBySort(intPars, (e1, e2) => GeUtils_1.equaln(e1, e2, 1e-8)); - let sourceCus = sourceOutline.GetSplitCurves(intPars); - let targetCus = []; - let targetMap = new WeakMap(); - let isEqualNormal; - for (let [c, pars] of cuMap) { - let cus = c.GetSplitCurves(pars); - cus.forEach(cu => targetMap.set(cu, c)); - targetCus.push(...cus); - } - for (let pl of sourceCus) { - let plMidParam = pl.MidParam; - let plDir = pl.GetFistDeriv(plMidParam).normalize(); - let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl, 0.05)); - if (index !== -1) { - let cu = targetCus[index]; - isEqualNormal = GeUtils_1.equalv3(sourceOutline.Normal, targetMap.get(cu).Normal, 1e-3); - let cuMidParam = cu.MidParam; - let cuDir = cu.GetFistDeriv(cuMidParam).normalize(); - if (isEqualNormal === !GeUtils_1.equalv3(cuDir, plDir, 1e-3)) //不同向 - subtractList.push(pl); - targetCus.splice(index, 1); - continue; - } - if (targets.every(t => !fastCurveInCurve(t.Curve, pl))) - subtractList.push(pl); - } - //源对象没有被破坏 - let sourceNotBreak = subtractList.length === sourceCus.length; - for (let pl of targetCus) - if (fastCurveInCurve(sourceOutline, pl)) - subtractList.push(pl); - if (sourceNotBreak && subtractList.length === sourceCus.length) - return { subtractList: [sourceOutline], holes }; - return { subtractList, holes }; - } - /** - * 获得全部闭合曲线 - * @若传入二维曲线数据,将默认子数组为闭合曲线段 - */ - static GetAllContour(cus) { - if (cus.length === 0) - return []; - let cuGroups; - if (Array.isArray(cus[0])) - cuGroups = cus; - else - cuGroups = CurveUtils_1.curveLinkGroup(cus); - let contours = []; - for (let g of cuGroups) - contours.push(Contour.CreateContour(g, false)); - return contours.filter(c => c !== undefined && !GeUtils_1.equaln(c.Area, 0, 1e-6)); - } - /** - * 合并曲线组成为多段线 - * @param cus 曲线组 - * @param [needLink=true] 需要解析成首尾连接状态 - * @returns 单一曲线,如果返回超过1个,其他的将被遗弃. - */ - static Combine(cus, needLink = true, tolerance = 1e-3) { - if (cus.length === 0) - return undefined; - let groups = needLink ? CurveUtils_1.curveLinkGroup(cus) : [cus]; - for (let g of groups) { - if (g.length === 1) - return g[0].Clone(); - else { - if (cache.has(g)) - return cache.get(g); - let gclone = g.map(c => c.Clone()); - ArrayExt_1.arrayRemoveDuplicateBySort(gclone, (cu1, cu2) => cu1.Join(cu2, false, tolerance) === Status_1.Status.True); - if (gclone.length > 1 && gclone[0].Join(ArrayExt_1.arrayLast(gclone), false, tolerance)) - gclone.pop(); - let pl = Polyline_1.Polyline.Combine(gclone, tolerance); - cache.set(g, pl); - return pl; - } - } - } - get Shape() { - return this._Curve.Shape; - } - CuInOutline(targetCur) { - return BoolOperateUtils_1.isTargetCurInOrOnSourceCur(this._Curve, targetCur); - } - Equal(tar) { - return CurveUtils_1.equalCurve(this._Curve, tar._Curve); - } -} -exports.Contour = Contour; -/** - * 对于轮廓切割后的曲线判断相同,使用这个函数进行快速判断 - */ -function fastEqualCurve(c1, c2, tolerance = 1e-3) { - let sp1 = c1.StartPoint; - let ep1 = c1.EndPoint; - let sp2 = c2.StartPoint; - let ep2 = c2.EndPoint; - if (!((GeUtils_1.equalv3(sp1, sp2, tolerance) && GeUtils_1.equalv3(ep1, ep2, tolerance)) - || (GeUtils_1.equalv3(sp1, ep2, tolerance) && GeUtils_1.equalv3(ep1, sp2, tolerance)))) - return false; - return GeUtils_1.equalv3(c1.Midpoint, c2.Midpoint, tolerance); -} -//对于双多段线互相切割后的结果,快速判断曲线是否在另一条曲线内部 -function fastCurveInCurve(sourceCu, targetCu) { - return sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5)); -} -function fastCurveInCurve2(sourceCu, targetCu) { - return sourceCu.PtInCurve(targetCu.StartPoint) && - sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5)); -} - - -/***/ }), - -/***/ "./src/DatabaseServices/Entity/Arc.ts": -/*!********************************************!*\ - !*** ./src/DatabaseServices/Entity/Arc.ts ***! - \********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -var Arc_1; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Arc = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const ColorPalette_1 = __webpack_require__(/*! ../../Common/ColorPalette */ "./src/Common/ColorPalette.ts"); -const CurveUtils_1 = __webpack_require__(/*! ../../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const Matrix4Utils_1 = __webpack_require__(/*! ../../Common/Matrix4Utils */ "./src/Common/Matrix4Utils.ts"); -const Status_1 = __webpack_require__(/*! ../../Common/Status */ "./src/Common/Status.ts"); -const ObjectSnapMode_1 = __webpack_require__(/*! ../../Editor/ObjectSnapMode */ "./src/Editor/ObjectSnapMode.ts"); -const BufferGeometryUtils_1 = __webpack_require__(/*! ../../Geometry/BufferGeometryUtils */ "./src/Geometry/BufferGeometryUtils.ts"); -const GeUtils_1 = __webpack_require__(/*! ../../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const RenderType_1 = __webpack_require__(/*! ../../GraphicsSystem/RenderType */ "./src/GraphicsSystem/RenderType.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -const CADFactory_1 = __webpack_require__(/*! ../CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const Circle_1 = __webpack_require__(/*! ./Circle */ "./src/DatabaseServices/Entity/Circle.ts"); -const Curve_1 = __webpack_require__(/*! ./Curve */ "./src/DatabaseServices/Entity/Curve.ts"); -const Line_1 = __webpack_require__(/*! ./Line */ "./src/DatabaseServices/Entity/Line.ts"); -const Polyline_1 = __webpack_require__(/*! ./Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -const Ellipse_1 = __webpack_require__(/*! ./Ellipse */ "./src/DatabaseServices/Entity/Ellipse.ts"); -const CurveUtils_2 = __webpack_require__(/*! ./../../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const LineGeometry_1 = __webpack_require__(/*! three/examples/jsm/lines/LineGeometry */ "./node_modules/three/examples/jsm/lines/LineGeometry.js"); -const Line2_1 = __webpack_require__(/*! three/examples/jsm/lines/Line2 */ "./node_modules/three/examples/jsm/lines/Line2.js"); -/** - * 圆弧实体类 - * 与ACAD不同,这个类加入了时针变量,并且默认构造的圆弧为顺时针圆弧. - * - * 关于时针圆弧: - * 起始圆弧到终止圆弧总是在0-2PI之间.(一个完整的圆). - * 圆弧的绘制从起始圆弧绘制到终止圆弧. 按照时针绘制. - * 参考计算圆弧的完整角度方法查看该计算方式. - */ -let Arc = Arc_1 = class Arc extends Curve_1.Curve { - constructor(center = new three_1.Vector3(), radius = 0.1, startAngle = 0.1, endAngle = 0, clockwise = true) { - super(); - /** - * 曲线为顺时针 - */ - this.m_Clockwise = true; - this._Matrix.setPosition(center); - this.m_Radius = radius; - this.m_StartAngle = GeUtils_1.clampRad(startAngle); - this.m_EndAngle = GeUtils_1.clampRad(endAngle); - this.m_Clockwise = clockwise; - } - get Shape() { - let sp = new three_1.Shape(); - sp.absarc(0, 0, this.m_Radius, this.m_StartAngle, this.m_EndAngle, this.m_Clockwise); - return sp; - } - get Center() { - return this.Position; - } - set Center(v) { - this.Position = v; - } - get Normal() { - return new three_1.Vector3().setFromMatrixColumn(this._Matrix, 2); - } - set Normal(v) { - this.WriteAllObjectRecord(); - Matrix4Utils_1.matrixSetVector(this._Matrix, 2, v); - this.Update(); - } - get Area() { - return 0.5 * this.AllAngle * this.Radius * this.Radius; - } - //获得曲线的面积,逆时针为正,顺时针为负. - get Area2() { - let clockwise = this.m_Clockwise ? -1 : 1; - return 0.5 * this.AllAngle * this.Radius * this.Radius * clockwise; - } - get IsClose() { - return false; - } - get BoundingBox() { - let pts = [this.StartPoint, this.EndPoint]; - //TODO:考虑三维圆弧. - let addPts = [ - this.Center.add(new three_1.Vector3(this.m_Radius, 0)), - this.Center.add(new three_1.Vector3(0, this.m_Radius)), - this.Center.add(new three_1.Vector3(-this.m_Radius, 0)), - this.Center.add(new three_1.Vector3(0, -this.m_Radius)), - ]; - addPts.forEach(p => { - if (this.PtOnCurve(p)) - pts.push(p); - }); - return new three_1.Box3().setFromPoints(pts); - } - get Radius() { - return this.m_Radius; - } - set Radius(v) { - this.WriteAllObjectRecord(); - this.m_Radius = v <= 0 ? 1e-19 : v; - this.Update(); - } - get IsClockWise() { - return this.m_Clockwise; - } - set IsClockWise(v) { - if (v !== this.m_Clockwise) { - this.WriteAllObjectRecord(); - this.m_Clockwise = v; - this.Update(); - } - } - get StartAngle() { - return this.m_StartAngle; - } - set StartAngle(v) { - this.WriteAllObjectRecord(); - this.m_StartAngle = v; - this.Update(); - } - get EndAngle() { - return this.m_EndAngle; - } - set EndAngle(v) { - this.WriteAllObjectRecord(); - this.m_EndAngle = v; - this.Update(); - } - //******************** Curve function start*****************// - get StartPoint() { - return GeUtils_1.polar(new three_1.Vector3(), this.m_StartAngle, this.m_Radius).applyMatrix4(this.OCS); - } - set StartPoint(v) { - let vTemp = v.clone().applyMatrix4(this.OCSInv); - this.StartAngle = GeUtils_1.angle(vTemp); - } - get EndPoint() { - return GeUtils_1.polar(new three_1.Vector3(), this.m_EndAngle, this.m_Radius).applyMatrix4(this.OCS); - } - set EndPoint(v) { - let vTemp = v.clone().applyMatrix4(this.OCSInv); - this.EndAngle = GeUtils_1.angle(vTemp); - } - get StartParam() { - return 0; - } - get EndParam() { - return 1; - } - get Length() { - return this.AllAngle * this.m_Radius; - } - GetParamAtPoint2(pt) { - return this.GetParamAtAngle(this.GetAngleAtPoint(pt)); - } - //点在曲线上,已经确定点在曲线的延伸线上 - PtOnCurve3(p, fuzz = 1e-6) { - let param = this.GetParamAtPoint2(p); - return this.ParamOnCurve(param, fuzz); - } - ApplyScaleMatrix(m) { - this.WriteAllObjectRecord(); - this.Center = this.Center.applyMatrix4(m); - this.Radius = this.Radius * m.getMaxScaleOnAxis(); - return this; - } - ApplyMirrorMatrix(m) { - this.WriteAllObjectRecord(); - let sp = this.StartPoint; - let ep = this.EndPoint; - Matrix4Utils_1.reviseMirrorMatrix(this._Matrix); - this.m_Clockwise = !this.m_Clockwise; - this.StartPoint = sp; - this.EndPoint = ep; - return this; - } - GetPointAtParam(param) { - let an = this.GetAngleAtParam(param); - return GeUtils_1.polar(new three_1.Vector3(), an, this.m_Radius).applyMatrix4(this.OCS); - } - GetPointAtDistance(distance) { - let len = this.Length; - if (len == 0) - return; - return this.GetPointAtParam(distance / len); - } - GetDistAtParam(param) { - return Math.abs(param * this.Length); - } - GetDistAtPoint(pt) { - let param = this.GetParamAtPoint(pt); - return this.GetDistAtParam(param); - } - GetParamAtPoint(pt) { - if (this.m_Radius == 0 || - this.AllAngle == 0 || - !GeUtils_1.equaln(pt.distanceTo(this.Center), this.m_Radius, 1e-6)) - return NaN; - return this.GetParamAtAngle(this.GetAngleAtPoint(pt)); - } - /** - * 利用角度计算该角度在圆弧中代表的参数. - * 如果角度在圆弧内,那么返回0-1 - * 如果角度不在圆弧内,那么尝试返回离圆弧起始或者结束的较近的参数 - * - * @param {number} an - * @returns - * @memberof Arc - */ - GetParamAtAngle(an) { - //如果以pt为终点,那么所有的角度为 - let ptAllAn = this.ComputeAnlge(an); - let allAn = this.AllAngle; - //减去圆弧角度,剩余角度的一半 - let surplusAngleHalf = Math.PI - allAn / 2; - if (ptAllAn > allAn + surplusAngleHalf) //返回负数 - { - return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn; - } - else //返回正数 - return ptAllAn / allAn; - } - /** - * Gets param at angle2 - * @param an - * @param [isStart] true:返回负数,false 返回正数 - * @returns - */ - GetParamAtAngle2(an, isStart = true) { - //如果以pt为终点,那么所有的角度为 - let ptAllAn = this.ComputeAnlge(an); - let allAn = this.AllAngle; - //减去圆弧角度,剩余角度的一半 - let surplusAngleHalf = Math.PI - allAn / 2; - if (isStart) //返回负数 - { - return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn; - } - else //返回正数 - return ptAllAn / allAn; - } - GetAngleAtPoint(pt) { - let ptTmp = pt.clone().applyMatrix4(this.OCSInv); - return GeUtils_1.angle(ptTmp); - } - GetAngleAtParam(param) { - return GeUtils_1.clampRad(this.m_StartAngle + param * this.AllAngle * (this.m_Clockwise ? -1 : 1)); - } - GetSplitCurves(param) { - let params = this.SplitParamSort(param); - //角度列表 - let ans = params.map(p => this.GetAngleAtParam(p)); - //返回圆弧表 - let arcs = []; - for (let i = 0; i < ans.length - 1; i++) { - let arc = this.Clone(); - arc.StartAngle = ans[i]; - arc.EndAngle = ans[i + 1]; - arcs.push(arc); - } - return arcs; - } - GetOffsetCurves(offsetDist) { - if (this.m_Clockwise) - offsetDist *= -1; - if ((offsetDist + this.m_Radius) > 0) { - let arc = this.Clone(); - arc.Radius = offsetDist + this.m_Radius; - return [arc]; - } - return []; - } - Extend(newParam) { - this.WriteAllObjectRecord(); - if (newParam < 0) { - this.m_StartAngle = this.GetAngleAtParam(newParam); - } - else if (newParam > 1) { - this.m_EndAngle = this.GetAngleAtParam(newParam); - } - this.Update(); - } - Join(cu) { - if (cu instanceof Arc_1) { - if (GeUtils_1.equalv3(cu.Center, this.Center) && GeUtils_1.equaln(cu.m_Radius, this.m_Radius)) { - this.WriteAllObjectRecord(); - let [sa, ea] = [cu.StartAngle, cu.EndAngle]; - if (cu.m_Clockwise != this.m_Clockwise) - [sa, ea] = [ea, sa]; - let allAn = this.AllAngle; - let saAllan = this.ComputeAnlge(sa); - let eaAllan = this.ComputeAnlge(ea); - if (GeUtils_1.equaln(sa, this.m_StartAngle)) //this起点对起点 - { - if (eaAllan > allAn) - this.EndAngle = ea; - return Status_1.Status.True; - } - else if (GeUtils_1.equaln(sa, this.m_EndAngle)) //this终点对起点 - { - if (eaAllan < allAn || GeUtils_1.equaln(ea, this.m_StartAngle)) - return Status_1.Status.ConverToCircle; - else - this.EndAngle = ea; - return Status_1.Status.True; - } - else if (GeUtils_1.equaln(ea, this.StartAngle)) //this起点对终点 - { - if (saAllan < allAn) - return Status_1.Status.ConverToCircle; - else - this.StartAngle = sa; - return Status_1.Status.True; - } - else if (GeUtils_1.equaln(ea, this.m_EndAngle)) //this终点对终点 - { - if (saAllan > allAn) - this.StartAngle = sa; - return Status_1.Status.True; - } - else if (this.ParamOnCurve(this.GetParamAtAngle(sa))) { - if (eaAllan < saAllan) - return Status_1.Status.ConverToCircle; - else if (eaAllan > allAn) - this.EndAngle = ea; - return Status_1.Status.True; - } - else if (this.ParamOnCurve(this.GetParamAtAngle(ea))) { - this.StartAngle = sa; - return Status_1.Status.True; - } - //使用按负方向去计算它的参数 - let saParam; - if (saAllan > allAn) - saParam = (saAllan - Math.PI * 2) / allAn; - else - saParam = saAllan / allAn; - let eaParam; - if (eaAllan > saAllan && saAllan > allAn) - eaParam = (eaAllan - Math.PI * 2) / allAn; - else - eaParam = eaAllan / allAn; - let pMin = Math.max(0, saParam); - let pMax = Math.min(1, eaParam); - if (pMin <= pMax + 1e-5) { - if (saParam < 0) - this.StartAngle = sa; - if (eaParam > 1) - this.EndAngle = ea; - return Status_1.Status.True; - } - } - } - return Status_1.Status.False; - } - Reverse() { - this.WriteAllObjectRecord(); - this.m_Clockwise = !this.m_Clockwise; - [this.m_StartAngle, this.m_EndAngle] = [this.m_EndAngle, this.m_StartAngle]; - return this; - } - IntersectWith2(curve, intType, tolerance = 1e-4) { - if (curve instanceof Arc_1) { - return IntersectWith_1.IntersectArcAndArc(this, curve, intType); - } - if (curve instanceof Line_1.Line) { - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectLineAndArc(curve, this, IntersectWith_1.reverseIntersectOption(intType), tolerance)); - } - if (curve instanceof Circle_1.Circle) { - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectCircleAndArc(curve, this, IntersectWith_1.reverseIntersectOption(intType), tolerance)); - } - if (curve instanceof Polyline_1.Polyline) - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectPolylineAndCurve(curve, this, IntersectWith_1.reverseIntersectOption(intType), tolerance)); - if (curve instanceof Ellipse_1.Ellipse) - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectEllipseAndCircleOrArc(curve, this, intType)); - return []; - } - /** - * 计算出圆弧所包含的角度 - * - * @readonly - * @type {number} - * @memberof Arc - */ - get AllAngle() { - return this.ComputeAnlge(this.m_EndAngle); - } - get Bul() { - if (GeUtils_1.equaln(this.AllAngle, Math.PI * 2)) - return 1; - return Math.tan(this.AllAngle * 0.25) * (this.IsClockWise ? -1 : 1); - } - /** - * 计算所包含的角度 - * - * @private - * @param {number} endAngle 结束的角度 - * @returns - * @memberof Arc - */ - ComputeAnlge(endAngle) { - //顺时针 - if (this.m_Clockwise) { - if (this.m_StartAngle > endAngle) - return this.StartAngle - endAngle; - else //越过0点绘制圆弧 - return (Math.PI * 2) - (endAngle - this.m_StartAngle); - } - else { - if (endAngle > this.m_StartAngle) - return endAngle - this.m_StartAngle; - else - return (Math.PI * 2) - (this.m_StartAngle - endAngle); - } - } - /** - * 解析两点和凸度所构成的圆弧 - * - * @param {Vector2} p1 - * @param {Vector2} p2 - * @param {number} bul 凸度,在cad中,凸度为 <(四分之一圆心角)的正切值> - */ - ParseFromBul(p1, p2, bul) { - if (p1 instanceof three_1.Vector2) - p1 = GeUtils_1.AsVector3(p1); - if (p2 instanceof three_1.Vector2) - p2 = GeUtils_1.AsVector3(p2); - let ocsInv = this.OCSInv; - p1 = p1.clone().applyMatrix4(ocsInv); - p2 = p2.clone().applyMatrix4(ocsInv); - //弦向量 - let chordV = p2.clone().sub(p1); - //弦角度 - let chordAn = GeUtils_1.angle(chordV); - //弦长度/2 - let chordLengthHalf = chordV.length() / 2; - let allAngle = Math.atan(bul) * 4; - let HalfAngle = allAngle * 0.5; - //半径 - this.m_Radius = chordLengthHalf / Math.sin(HalfAngle); - //指向圆心的角度 - let toCenterAn = chordAn + Math.PI * 0.5; //弦角度转90 - //圆心 - let center = GeUtils_1.midPoint(p1, p2); - GeUtils_1.polar(center, toCenterAn, this.m_Radius - (bul * chordLengthHalf)); - this.Center = center.clone().applyMatrix4(this.OCS); - this.m_Radius = Math.abs(this.m_Radius); - this.m_StartAngle = GeUtils_1.angle(p1.clone().sub(center)); - this.m_EndAngle = GeUtils_1.angle(p2.clone().sub(center)); - this.m_Clockwise = bul < 0; - return this; - } - FromThreePoint(pt1, pt2, pt3) { - if (!(pt1 && pt2 && pt3)) - return; - let ocsInv = this.OCSInv; - pt1 = pt1.clone().applyMatrix4(ocsInv); - pt2 = pt2.clone().applyMatrix4(ocsInv); - pt3 = pt3.clone().applyMatrix4(ocsInv); - let center = CurveUtils_1.getCircleCenter(pt1, pt2, pt3); - this.Center = center.clone().applyMatrix4(this.OCS); - //用圆心和其中一个点求距离得到半径: - this.m_Radius = center.distanceTo(pt1); - //起始角度 端点角度 - this.m_StartAngle = GeUtils_1.angle(pt1.clone().sub(center)); - this.m_EndAngle = GeUtils_1.angle(pt3.clone().sub(center)); - //求出向量p1->p2,p1->p3 - let p1 = pt2.clone().sub(pt1); - let p2 = pt3.clone().sub(pt1); - this.m_Clockwise = p1.cross(p2).z < 0; - return this; - } - /** - * 重载: 初始化绘制实体. - * - * @param {RenderType} [renderType=RenderType.Wireframe] - */ - InitDrawObject(renderType = RenderType_1.RenderType.Wireframe) { - let geo = BufferGeometryUtils_1.BufferGeometryUtils.CreateFromPts(this.Shape.getPoints(60).map(GeUtils_1.AsVector3)); - if (renderType === RenderType_1.RenderType.Print) { - var geometry = new LineGeometry_1.LineGeometry(); - geometry.setPositions(geo.attributes.position.array); - return new Line2_1.Line2(geometry, ColorPalette_1.ColorMaterial.PrintLineMatrial); - } - return new three_1.Line(geo, ColorPalette_1.ColorMaterial.GetLineMaterial(this._Color)); - } - //更新Geometry - UpdateGeometry(geo) { - let pts = this.Shape.getPoints(60).map(GeUtils_1.AsVector3); - BufferGeometryUtils_1.BufferGeometryUtils.UpdatePts(geo, pts); - } - /** - * 重载:更新绘制的实体 - * - * @param {RenderType} type - * @param {Object3D} obj - * @memberof Arc - */ - UpdateDrawObject(type, obj) { - let geo = obj["geometry"]; - this.UpdateGeometry(geo); - } - GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { - switch (snapMode) { - case ObjectSnapMode_1.ObjectSnapMode.End: - return [this.StartPoint, this.EndPoint]; - case ObjectSnapMode_1.ObjectSnapMode.Mid: - return [this.GetPointAtParam(0.5)]; - case ObjectSnapMode_1.ObjectSnapMode.Nea: - return CurveUtils_1.getArcOrCirNearPts(this, pickPoint, viewXform) - .filter(p => this.PtOnCurve(p)); - case ObjectSnapMode_1.ObjectSnapMode.Ext: - return [this.GetClosestPointTo(pickPoint, true)]; - case ObjectSnapMode_1.ObjectSnapMode.Cen: - return [this.Center]; - case ObjectSnapMode_1.ObjectSnapMode.Per: - if (lastPoint) { - if (GeUtils_1.equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) - return []; - let l = new Line_1.Line(this.Center, lastPoint); - return l.IntersectWith(this, IntersectWith_1.IntersectOption.ExtendBoth).filter(p => this.PtOnCurve(p)); - } - case ObjectSnapMode_1.ObjectSnapMode.Tan: - let pts = CurveUtils_1.GetTanPtsOnArcOrCircle(this, lastPoint); - if (pts) - return pts.filter(p => this.PtOnCurve(p)); - default: - break; - } - return []; - } - GetGripPoints() { - return [ - this.StartPoint, - this.GetPointAtParam(0.5), - this.EndPoint, - this.Center.clone(), - ]; - } - MoveGripPoints(indexList, vec) { - if (indexList.length > 0) { - this.WriteAllObjectRecord(); - let ptsArr = this.GetGripPoints(); - let index = indexList[0]; - let p = ptsArr[index]; - if (p) { - p.add(vec); - if (index > 2) - this.Center = this.Center.add(vec); - else - this.FromThreePoint(ptsArr[0], ptsArr[1], ptsArr[2]); - this.Update(); - } - } - } - GetStretchPoints() { - return [this.StartPoint, this.EndPoint]; - } - MoveStretchPoints(indexList, vec) { - if (indexList.length === 0) - return; - this.WriteAllObjectRecord(); - if (indexList.length === 2) - this.ApplyMatrix(GeUtils_1.MoveMatrix(vec)); - else - for (let index of indexList) { - let pts = [this.StartPoint, this.EndPoint]; - let [sp, ep] = pts; - let oldChordLengthHalf = sp.distanceTo(ep) * 0.5; - let arcHeight = oldChordLengthHalf * this.Bul; - pts[index].add(vec); - let newChordLengthHalf = sp.distanceTo(ep) * 0.5; - let newBul = arcHeight / newChordLengthHalf; - //根据凸度构造新的弧 - this.ParseFromBul(sp, ep, newBul); - this.Update(); - } - } - GetParamAtDist(d) { - return d / this.Length; - } - GetFistDeriv(pt) { - let an; - if (typeof pt === "number") - an = this.GetAngleAtParam(pt); - else - an = GeUtils_1.angle(pt.clone().applyMatrix4(this.OCSInv)); - an += Math.PI * 0.5 * (this.m_Clockwise ? -1 : 1); - let ocs = new three_1.Matrix4().extractRotation(this.OCS); - return GeUtils_1.polar(new three_1.Vector3(), an, this.m_Radius).applyMatrix4(ocs); - } - GetClosestPointTo(pt, extend) { - let l = new Line_1.Line(this.Center, pt); - let inPts = this.IntersectWith(l, extend ? IntersectWith_1.IntersectOption.ExtendBoth : IntersectWith_1.IntersectOption.ExtendArg); - if (inPts.length < 2) - inPts.push(this.StartPoint, this.EndPoint); - return inPts.reduce((p1, p2) => p1.distanceToSquared(pt) < p2.distanceToSquared(pt) ? p1 : p2); - } - //#region -------------------------File------------------------- - //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 - //对象从文件中读取数据,初始化自身 - _ReadFile(file) { - super._ReadFile(file); - let ver = file.Read(); - if (ver === 1) { - this.Center = new three_1.Vector3().fromArray(file.Read()); - this.Normal = new three_1.Vector3().fromArray(file.Read()); - } - this.m_Radius = file.Read(); - this.m_StartAngle = file.Read(); - this.m_EndAngle = file.Read(); - this.m_Clockwise = file.Read(); - } - //对象将自身数据写入到文件. - WriteFile(file) { - super.WriteFile(file); - file.Write(2); - file.Write(this.m_Radius); - file.Write(this.m_StartAngle); - file.Write(this.m_EndAngle); - file.Write(this.m_Clockwise); - } -}; -Arc = Arc_1 = __decorate([ - CADFactory_1.Factory -], Arc); -exports.Arc = Arc; - - -/***/ }), - -/***/ "./src/DatabaseServices/Entity/Circle.ts": -/*!***********************************************!*\ - !*** ./src/DatabaseServices/Entity/Circle.ts ***! - \***********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -var Circle_1; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Circle = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const Line2_1 = __webpack_require__(/*! three/examples/jsm/lines/Line2 */ "./node_modules/three/examples/jsm/lines/Line2.js"); -const LineGeometry_1 = __webpack_require__(/*! three/examples/jsm/lines/LineGeometry */ "./node_modules/three/examples/jsm/lines/LineGeometry.js"); -const ArrayExt_1 = __webpack_require__(/*! ../../Common/ArrayExt */ "./src/Common/ArrayExt.ts"); -const ColorPalette_1 = __webpack_require__(/*! ../../Common/ColorPalette */ "./src/Common/ColorPalette.ts"); -const CurveUtils_1 = __webpack_require__(/*! ../../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const Matrix4Utils_1 = __webpack_require__(/*! ../../Common/Matrix4Utils */ "./src/Common/Matrix4Utils.ts"); -const Utils_1 = __webpack_require__(/*! ../../Common/Utils */ "./src/Common/Utils.ts"); -const ObjectSnapMode_1 = __webpack_require__(/*! ../../Editor/ObjectSnapMode */ "./src/Editor/ObjectSnapMode.ts"); -const BufferGeometryUtils_1 = __webpack_require__(/*! ../../Geometry/BufferGeometryUtils */ "./src/Geometry/BufferGeometryUtils.ts"); -const GeUtils_1 = __webpack_require__(/*! ../../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -const RenderType_1 = __webpack_require__(/*! ../../GraphicsSystem/RenderType */ "./src/GraphicsSystem/RenderType.ts"); -const CADFactory_1 = __webpack_require__(/*! ../CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const Shape2_1 = __webpack_require__(/*! ../Shape2 */ "./src/DatabaseServices/Shape2.ts"); -const CurveUtils_2 = __webpack_require__(/*! ./../../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const Arc_1 = __webpack_require__(/*! ./Arc */ "./src/DatabaseServices/Entity/Arc.ts"); -const Curve_1 = __webpack_require__(/*! ./Curve */ "./src/DatabaseServices/Entity/Curve.ts"); -const DragPointType_1 = __webpack_require__(/*! ./DragPointType */ "./src/DatabaseServices/Entity/DragPointType.ts"); -const Ellipse_1 = __webpack_require__(/*! ./Ellipse */ "./src/DatabaseServices/Entity/Ellipse.ts"); -const Line_1 = __webpack_require__(/*! ./Line */ "./src/DatabaseServices/Entity/Line.ts"); -const Polyline_1 = __webpack_require__(/*! ./Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -let circleGeometry; -function GetCircleGeometry() { - if (!circleGeometry) - circleGeometry = BufferGeometryUtils_1.BufferGeometryUtils.CreateFromPts(new three_1.EllipseCurve(0, 0, 1, 1, 0, 2 * Math.PI, false, 0).getPoints(360).map(GeUtils_1.AsVector3)); - return circleGeometry; -} -let Circle = Circle_1 = class Circle extends Curve_1.Curve { - constructor(center, radius = 1e-6) { - super(); - center && this._Matrix.setPosition(center); - this._Radius = radius; - } - get Shape() { - let sp = new Shape2_1.Shape2(); - sp.ellipse(0, 0, this._Radius, this._Radius, 0, 2 * Math.PI, false, 0); - return sp; - } - get Center() { - return new three_1.Vector3().setFromMatrixPosition(this._Matrix); - } - set Center(v) { - this.WriteAllObjectRecord(); - this._Matrix.setPosition(v); - this.Update(); - } - get Radius() { - return this._Radius; - } - set Radius(v) { - this.WriteAllObjectRecord(); - this._Radius = Utils_1.clamp(v, 1e-9, 1e19); - this.Update(); - } - ApplyScaleMatrix(m) { - this.WriteAllObjectRecord(); - this.Center = this.Center.applyMatrix4(m); - this.Radius = this.Radius * m.getMaxScaleOnAxis(); - return this; - } - ApplyMirrorMatrix(m) { - this.WriteAllObjectRecord(); - Matrix4Utils_1.reviseMirrorMatrix(this._Matrix); - return this; - } - //******************** Curve function start*****************// - get StartPoint() { - return this.GetPointAtParam(0); - } - get StartParam() { - return 0; - } - get EndPoint() { - return this.GetPointAtParam(0); - } - get EndParam() { - return 1; - } - PtInCurve(pt) { - return pt.distanceToSquared(this.Center) < Math.pow(this.Radius, 2); - } - get Area() { - return Math.PI * this._Radius ** 2; - } - get Area2() { - return Math.PI * this._Radius ** 2; - } - get Length() { - return Math.PI * 2 * this._Radius; - } - get IsClose() { - return true; - } - //曲线为顺时针 - get IsClockWise() { return false; } - GetPointAtParam(param) { - return GeUtils_1.polar(new three_1.Vector3(), param * 2 * Math.PI, this._Radius).applyMatrix4(this._Matrix); - } - GetPointAtDistance(distance) { - let param = distance / (Math.PI * 2 * this._Radius); - return this.GetPointAtParam(param); - } - GetDistAtParam(param) { - return Math.PI * 2 * this._Radius * param; - } - GetDistAtPoint(pt) { - let param = this.GetParamAtPoint(pt); - return this.GetDistAtParam(param); - } - GetParamAtDist(d) { - return d / (Math.PI * 2 * this._Radius); - } - GetSplitCurves(param) { - let params; - if (param instanceof Array) { - params = param.filter(p => this.ParamOnCurve(p)); - params.sort((a1, a2) => a2 - a1); //从大到小 - ArrayExt_1.arrayRemoveDuplicateBySort(params); - if (params.length < 2) - return []; - } - else //圆不能被单个参数切割 - return []; - //补上最后一个到第一个的弧 - params.unshift(ArrayExt_1.arrayLast(params)); - let anglelist = params.map(param => Math.PI * 2 * param); - let curvelist = new Array(); - for (let i = 0; i < anglelist.length - 1; i++) { - let sa = anglelist[i]; - let ea = anglelist[i + 1]; - if (!GeUtils_1.equaln(sa, ea, 1e-6)) { - let arc = new Arc_1.Arc(new three_1.Vector3(), this._Radius, ea, sa, false); - arc.ApplyMatrix(this.OCS); - curvelist.push(arc); - } - } - return curvelist; - } - GetParamAtPoint(pt) { - if (!this.PtOnCurve(pt)) - return NaN; - return GeUtils_1.angle(pt.clone().applyMatrix4(this.OCSInv)) / (Math.PI * 2); - } - PtOnCurve(pt) { - return GeUtils_1.equaln(pt.distanceToSquared(this.Center), this._Radius * this._Radius, 1e-5); - } - GetOffsetCurves(offsetDist) { - if ((offsetDist + this._Radius) > 0) { - let circle = this.Clone(); - circle.Radius = this._Radius + offsetDist; - return [circle]; - } - return []; - } - IntersectWith2(curve, intType) { - if (curve instanceof Arc_1.Arc) { - return IntersectWith_1.IntersectCircleAndArc(this, curve, intType); - } - if (curve instanceof Line_1.Line) { - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectLineAndCircle(curve, this, IntersectWith_1.reverseIntersectOption(intType))); - } - if (curve instanceof Circle_1) { - return IntersectWith_1.IntersectCircleAndCircle(this, curve); - } - if (curve instanceof Ellipse_1.Ellipse) { - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectEllipseAndCircleOrArc(curve, this, intType)); - } - if (curve instanceof Polyline_1.Polyline) - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectPolylineAndCurve(curve, this, IntersectWith_1.reverseIntersectOption(intType))); - return []; - } - //******************** Curve function end*****************// - get BoundingBox() { - return new three_1.Box3().setFromPoints(this.GetGripPoints()); - } - InitDrawObject(renderType = RenderType_1.RenderType.Wireframe) { - let cirGeo = GetCircleGeometry(); - if (renderType === RenderType_1.RenderType.Print) { - var geometry = new LineGeometry_1.LineGeometry().setPositions(cirGeo.attributes.position.array); - geometry.scale(this._Radius, this._Radius, this._Radius); - return new Line2_1.Line2(geometry, ColorPalette_1.ColorMaterial.PrintLineMatrial); - } - let line = new three_1.Line(cirGeo, ColorPalette_1.ColorMaterial.GetLineMaterial(this._Color)); - let obj = new three_1.Object3D().add(line); - this.UpdateDrawObject(renderType, obj); - return obj; - } - UpdateDrawObject(type, obj) { - obj.children[0].scale.set(this._Radius, this._Radius, this._Radius); - obj.children[0].updateMatrix(); - } - UpdateDrawObjectMaterial(type, obj, material) { - let m = obj.children[0]; - m.material = material ? material : ColorPalette_1.ColorMaterial.GetLineMaterial(this._Color); - } - GetDragPointCount(drag) { - if (drag === DragPointType_1.DragPointType.Grip) - return 5; - else - return 1; - } - GetGripPoints() { - let pts = [ - new three_1.Vector3(), - new three_1.Vector3(0, this._Radius), - new three_1.Vector3(0, -this._Radius), - new three_1.Vector3(-this._Radius, 0), - new three_1.Vector3(this._Radius, 0), - ]; - let ocs = this.OCS; - pts.forEach(p => p.applyMatrix4(ocs)); - return pts; - } - GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { - switch (snapMode) { - case ObjectSnapMode_1.ObjectSnapMode.Nea: - { - return CurveUtils_1.getArcOrCirNearPts(this, pickPoint, viewXform); - } - case ObjectSnapMode_1.ObjectSnapMode.Cen: - return [this.Center]; - case ObjectSnapMode_1.ObjectSnapMode.Per: - if (lastPoint) { - if (GeUtils_1.equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) - return []; - let l = new Line_1.Line(this.Center, lastPoint); - return l.IntersectWith(this, IntersectWith_1.IntersectOption.ExtendBoth); - } - case ObjectSnapMode_1.ObjectSnapMode.Tan: - let pts = CurveUtils_1.GetTanPtsOnArcOrCircle(this, lastPoint); - if (pts) - return pts; - case ObjectSnapMode_1.ObjectSnapMode.End: - { - let pts = this.GetGripPoints(); - pts.shift(); - return pts; - } - default: - break; - } - return []; - } - MoveGripPoints(indexList, vec) { - let pts = this.GetGripPoints(); - if (indexList.length > 0) { - let index = indexList[0]; - let p = pts[index]; - if (p) { - if (index > 0) { - p.add(vec); - this.Radius = p.distanceTo(this.Center); - } - else { - this.Center = this.Center.add(vec); - } - } - } - } - GetStretchPoints() { - let pts = [new three_1.Vector3()]; - let ocs = this.OCS; - pts.forEach(p => p.applyMatrix4(ocs)); - return pts; - } - MoveStretchPoints(indexList, vec) { - if (indexList.length > 0) { - let mat = GeUtils_1.MoveMatrix(vec); - this.ApplyMatrix(mat); - } - } - GetFistDeriv(pt) { - if (typeof pt === "number") - pt = this.GetPointAtParam(pt); - else - pt = pt.clone(); - pt.applyMatrix4(this.OCSInv); - let an = GeUtils_1.angle(pt) + Math.PI * 0.5; - return GeUtils_1.polar(new three_1.Vector3(), an, 1).applyMatrix4(new three_1.Matrix4().extractRotation(this.OCS)); - } - GetClosestPointTo(pt, extend) { - pt = pt.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(this.OCS); - if (GeUtils_1.equaln(pt.distanceToSquared(this.Center), 0, 1e-10)) - return this.GetPointAtParam(0); - let l = new Line_1.Line(this.Center, pt); - let pts = l.IntersectWith(this, IntersectWith_1.IntersectOption.ExtendBoth); - pts.sort((p1, p2) => { - return p1.distanceToSquared(pt) - p2.distanceToSquared(pt); - }); - return pts[0]; - } - //#region -------------------------File------------------------- - //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 - //对象从文件中读取数据,初始化自身 - _ReadFile(file) { - super._ReadFile(file); - let ver = file.Read(); - this._Radius = file.Read(); - } - //对象将自身数据写入到文件. - WriteFile(file) { - super.WriteFile(file); - file.Write(1); - file.Write(this._Radius); - } -}; -Circle = Circle_1 = __decorate([ - CADFactory_1.Factory -], Circle); -exports.Circle = Circle; - - -/***/ }), - -/***/ "./src/DatabaseServices/Entity/Curve.ts": -/*!**********************************************!*\ - !*** ./src/DatabaseServices/Entity/Curve.ts ***! - \**********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Curve = exports.ExtendType = void 0; -const ArrayExt_1 = __webpack_require__(/*! ../../Common/ArrayExt */ "./src/Common/ArrayExt.ts"); -const ColorPalette_1 = __webpack_require__(/*! ../../Common/ColorPalette */ "./src/Common/ColorPalette.ts"); -const Status_1 = __webpack_require__(/*! ../../Common/Status */ "./src/Common/Status.ts"); -const GeUtils_1 = __webpack_require__(/*! ../../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const CADFactory_1 = __webpack_require__(/*! ../CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const Entity_1 = __webpack_require__(/*! ./Entity */ "./src/DatabaseServices/Entity/Entity.ts"); -var ExtendType; -(function (ExtendType) { - /** - * 前后都不延伸 - */ - ExtendType[ExtendType["None"] = 0] = "None"; - /** - * 只允许延伸前面 - */ - ExtendType[ExtendType["Front"] = 1] = "Front"; - /** - * 只允许延伸后面 - */ - ExtendType[ExtendType["Back"] = 2] = "Back"; - /** - * 前后延伸 - */ - ExtendType[ExtendType["Both"] = 3] = "Both"; -})(ExtendType = exports.ExtendType || (exports.ExtendType = {})); -/** - * 曲线的基类,子类请实现以下方法. - */ -let Curve = class Curve extends Entity_1.Entity { - constructor() { - super(); - //------------------绘制相关------------------ - //重载 - this.OnlyRenderType = true; - } - get Is2D() { - return GeUtils_1.equaln(this._Matrix.elements[14], 0); - } - get StartPoint() { return; } - set StartPoint(v) { return; } - get StartParam() { return; } - get EndPoint() { return; } - set EndPoint(v) { return; } - /** 曲线中点 */ - get Midpoint() { - return this.GetPointAtParam(this.MidParam); - } - get MidParam() { - if (this.EndParam === 1) - return 0.5; - else - return this.GetParamAtDist(this.Length * 0.5); - } - get EndParam() { return; } - get Area() { return 0; } - /** - *获得曲线的面积,逆时针为正,顺时针为负. - */ - get Area2() { return 0; } - get Length() { return 0; } - get IsClose() { return false; } - /** 曲线为顺时针 */ - get IsClockWise() { return this.Area2 < 0; } - GetPointAtParam(param) { return; } - GetPointAtDistance(distance) { return; } - GetDistAtParam(param) { return; } - GetDistAtPoint(pt) { return; } - GetParamAtPoint(pt) { return; } - GetParamAtPoint2(pt) { return this.GetParamAtPoint(pt); } - GetParamAtDist(d) { return; } - /** - * 返回曲线在指定位置的一阶导数(在wcs内) - * - * @param {(number | Vector3)} param - * @returns {Vector3} - * @memberof Curve - */ - GetFistDeriv(param) { return; } - GetFistDerivAngle(param) { - let d = this.GetFistDeriv(param); - return Math.atan2(d.y, d.x); - } - /** - * 返回切割曲线后的结果.总是从起点开始切割,并且按顺序返回曲线. - * @param {(number[] | number)} param - * @returns {Array} - */ - GetSplitCurves(param) { return; } - //未完善 - GetCurveAtParamRange(startParam, EndParam) { return; } - GetSplitCurvesByPts(pt) { - let pts = Array.isArray(pt) ? pt : [pt]; - let pars = pts.map(p => this.GetParamAtPoint(p)); - return this.GetSplitCurves(pars); - } - SplitParamSort(param) { - if (Array.isArray(param)) { - param = param.filter(p => this.ParamOnCurve(p)); - if (param.length === 0) - return []; - param.push(0, this.EndParam); - ArrayExt_1.arraySortByNumber(param); - ArrayExt_1.arrayRemoveDuplicateBySort(param, (e1, e2) => GeUtils_1.equaln(e1, e2, 1e-7)); - return param; - } - else if (this.ParamOnCurve(param)) - return [0, param, this.EndParam]; - else - return []; - } - Extend(newParam) { } - /** - * 连接曲线到本曲线,如果成功返回true - * @param {Curve} cu 需要连接的曲线 - * @returns {boolean} 连接成功 - * @memberof Curve - */ - Join(cu, allowGap = false, tolerance = 1e-4) { return Status_1.Status.False; } - //翻转曲线.首尾调换. - Reverse() { return this; } - //点在曲线上 - PtOnCurve(pt, fuzz = 1e-6) { - return GeUtils_1.equalv3(this.StartPoint, pt, fuzz) || GeUtils_1.equalv3(this.EndPoint, pt, fuzz) || this.ParamOnCurve(this.GetParamAtPoint(pt)); - } - //点在曲线中,不在起点或者终点. - PtOnCurve2(pt) { - return !(GeUtils_1.equalv3(this.StartPoint, pt, 1e-6) || GeUtils_1.equalv3(this.EndPoint, pt, 1e-6)) && this.ParamOnCurve(this.GetParamAtPoint(pt), 0); - } - //点在曲线上,已经确定点在曲线的延伸线上 - PtOnCurve3(p, fuzz = 1e-6) { - return this.PtOnCurve(p, fuzz); - } - //参数在曲线上 容差,1e-6 - ParamOnCurve(param, fuzz = 1e-6) { return !isNaN(param) && param >= -fuzz && param <= this.EndParam + fuzz; } - GetOffsetCurves(offsetDist) { return; } - GetClosestPointTo(pt, extend) { return; } - /** - * 曲线相交点 - */ - IntersectWith(curve, intType, tolerance = 1e-6) { - return this.IntersectWith2(curve, intType, tolerance).map(r => r.pt); - } - /** - * 曲线相交点和点的参数 - */ - IntersectWith2(curve, intType, tolerance = 1e-6) { return []; } - /** - * 拽托点个数 - */ - GetDragPointCount(drag) { return 0; } - /** - * 重载:更新实体材质 - */ - UpdateDrawObjectMaterial(type, obj, material) { - let m = obj; - m.material = material || ColorPalette_1.ColorMaterial.GetLineMaterial(this._Color); - } - UpdateJigMaterial(color = 8) { - for (let [type, obj] of this._CacheDrawObject) { - this.UpdateDrawObjectMaterial(type, obj, ColorPalette_1.ColorMaterial.GetLineMaterial(color)); - } - } -}; -Curve = __decorate([ - CADFactory_1.Factory -], Curve); -exports.Curve = Curve; - - -/***/ }), - -/***/ "./src/DatabaseServices/Entity/DragPointType.ts": -/*!******************************************************!*\ - !*** ./src/DatabaseServices/Entity/DragPointType.ts ***! - \******************************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.DragPointType = void 0; -var DragPointType; -(function (DragPointType) { - DragPointType[DragPointType["Grip"] = 0] = "Grip"; - DragPointType[DragPointType["Stretch"] = 1] = "Stretch"; -})(DragPointType = exports.DragPointType || (exports.DragPointType = {})); - - -/***/ }), - -/***/ "./src/DatabaseServices/Entity/Ellipse.ts": -/*!************************************************!*\ - !*** ./src/DatabaseServices/Entity/Ellipse.ts ***! - \************************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -var Ellipse_1; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Ellipse = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const ArrayExt_1 = __webpack_require__(/*! ../../Common/ArrayExt */ "./src/Common/ArrayExt.ts"); -const ColorPalette_1 = __webpack_require__(/*! ../../Common/ColorPalette */ "./src/Common/ColorPalette.ts"); -const CurveUtils_1 = __webpack_require__(/*! ../../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const Status_1 = __webpack_require__(/*! ../../Common/Status */ "./src/Common/Status.ts"); -const ObjectSnapMode_1 = __webpack_require__(/*! ../../Editor/ObjectSnapMode */ "./src/Editor/ObjectSnapMode.ts"); -const GeUtils_1 = __webpack_require__(/*! ../../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -const RenderType_1 = __webpack_require__(/*! ../../GraphicsSystem/RenderType */ "./src/GraphicsSystem/RenderType.ts"); -const Arc_1 = __webpack_require__(/*! ./Arc */ "./src/DatabaseServices/Entity/Arc.ts"); -const CADFactory_1 = __webpack_require__(/*! ../CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const Circle_1 = __webpack_require__(/*! ./Circle */ "./src/DatabaseServices/Entity/Circle.ts"); -const Curve_1 = __webpack_require__(/*! ./Curve */ "./src/DatabaseServices/Entity/Curve.ts"); -const Line_1 = __webpack_require__(/*! ./Line */ "./src/DatabaseServices/Entity/Line.ts"); -const Polyline_1 = __webpack_require__(/*! ./Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -const CurveUtils_2 = __webpack_require__(/*! ./../../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -let Ellipse = Ellipse_1 = class Ellipse extends Curve_1.Curve { - constructor(center, radX = 1e-3, radY = 1e-3, angle = 0) { - super(); - this._startAngle = 0; - this._endAngle = Math.PI * 2; - center && this._Matrix.setPosition(center); - this._radX = radX; - this._radY = radY; - this._rotate = angle; - } - get StartParam() { - return 0; - } - get EndParam() { - return 1; - } - get StartPoint() { - return this.GetPointAtParam(0); - } - get EndPoint() { - return this.GetPointAtParam(1); - } - get Shape() { - let sp = new three_1.Shape(); - sp.ellipse(0, 0, this._radX, this._radY, this._startAngle, this._endAngle, false, this._rotate); - return sp; - } - get IsClose() { - return GeUtils_1.equaln(this.TotalAngle, Math.PI * 2); - } - get Center() { - return new three_1.Vector3().setFromMatrixPosition(this._Matrix); - } - set Center(v) { - this.WriteAllObjectRecord(); - this._Matrix.setPosition(v); - this.Update(); - } - get RadX() { - return this._radX; - } - set RadX(v) { - this.WriteAllObjectRecord(); - this._radX = v; - this.Update(); - } - get RadY() { - return this._radY; - } - set RadY(v) { - this.WriteAllObjectRecord(); - this._radY = v; - this.Update(); - } - get Rotation() { - return this._rotate; - } - set Rotation(v) { - this.WriteAllObjectRecord(); - this._rotate = v; - this.Update(); - } - get StartAngle() { - return this._startAngle; - } - get EndAngle() { - return this._startAngle; - } - set StartAngle(v) { - this.WriteAllObjectRecord(); - this._startAngle = v; - this.Update(); - } - set EndAngle(v) { - this.WriteAllObjectRecord(); - this._endAngle = v; - this.Update(); - } - get Length() { - let a = this._radX; - let b = this._radY; - return Math.PI * Math.abs(3 * (a + b) - Math.sqrt((3 * a + b) * (a + 3 * b))) * this.TotalAngle / Math.PI * 0.5; - } - get Area() { - let area = Math.PI * this._radX * this._radY; - let an = this._endAngle - this._startAngle; - if (an < 0) - an = Math.PI * 2 + an; - area *= an / Math.PI * 0.5; - let area2 = Math.abs(CurveUtils_1.getDeterminantFor2V(GeUtils_1.AsVector2(this.StartPoint.sub(this.Center)), GeUtils_1.AsVector2(this.EndPoint.sub(this.Center)))) / 2; - if (an < Math.PI) - area -= area2; - else - area += area2; - return area; - } - get TotalAngle() { - let totolAngle = this._endAngle - this._startAngle; - if (totolAngle < 0) - totolAngle = Math.PI * 2 + totolAngle; - return totolAngle; - } - get BoundingBox() { - return new three_1.Box3().setFromPoints(this.GetGripPoints()); - } - PtInCurve(pt) { - let p = GeUtils_1.rotatePoint(pt.clone().sub(this.Center), -this.Rotation); - return p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2 < 1; - } - PtOnCurve(pt) { - if (this.PtOnEllipse(pt)) { - let a = this.GetCircleAngleAtPoint(pt); - return a <= this.TotalAngle + 1e-6; - } - return false; - } - PtOnEllipse(pt) { - let p = GeUtils_1.rotatePoint(pt.clone().applyMatrix4(this.OCSInv), -this.Rotation); - return GeUtils_1.equaln(p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2, 1, 1e-3); - } - GetPointAtParam(param) { - let an = this.TotalAngle * param + this._startAngle; - if (an > Math.PI) - an -= 2 * Math.PI; - let a = this.RadX; - let b = this.RadY; - let pt = new three_1.Vector3(a * Math.cos(an), b * Math.sin(an), 0); - pt.applyMatrix4(new three_1.Matrix4().makeRotationZ(this._rotate)); - return pt.applyMatrix4(this.OCS); - } - GetParamAtPoint(pt) { - if (!this.PtOnEllipse(pt)) { - return NaN; - } - let an = this.GetCircleAngleAtPoint(pt); - let par = an / this.TotalAngle; - if (this.IsClose || par < 1 + 1e-6) - return par; - else { - let diffPar = Math.PI * 2 / this.TotalAngle - 1; - if (par - 1 < diffPar / 2) - return par; - else - return par - 1 - diffPar; - } - } - GetPointAtDistance(distance) { - let param = distance / this.Length; - return this.GetPointAtParam(param); - } - GetDistAtParam(param) { - return this.Length * param; - } - GetDistAtPoint(pt) { - let param = this.GetParamAtPoint(pt); - return this.GetDistAtParam(param); - } - GetParamAtDist(d) { - return d / this.Length; - } - GetAngleAtParam(par) { - let pt = this.GetPointAtParam(par).applyMatrix4(this.OCSInv).applyMatrix4(new three_1.Matrix4().makeRotationZ(-this.Rotation)); - return GeUtils_1.angle(pt) + this._startAngle; - } - GetCircleAngleAtPoint(pt) { - pt = pt.clone().applyMatrix4(this.OCSInv); - let an = GeUtils_1.angle(pt) - this._rotate; - if (an < 0) - an = Math.PI * 2 - an; - if (an > Math.PI * 2) - an -= Math.PI * 2; - let dist = pt.length(); - let k = dist * Math.cos(an) / this._radX; - if (Math.abs(k) > 1) - k = Math.floor(Math.abs(k)) * Math.sign(k); - if (Math.abs(an) <= Math.PI) - an = Math.acos(k); - else - an = Math.PI * 2 - Math.acos(k); - an -= this._startAngle; - if (an < 0) - an = Math.PI * 2 + an; - return an; - } - GetFistDeriv(pt) { - if (typeof pt === "number") - pt = this.GetPointAtParam(pt); - else - pt = pt.clone(); - let refPts = this.GetGripPoints(); - let p = pt.clone().applyMatrix4(this.OCSInv).applyMatrix4(new three_1.Matrix4().makeRotationZ(-this._rotate)); - let vec = new three_1.Vector3(); - if (GeUtils_1.equalv3(pt, refPts[0])) - vec.set(0, 1, 0); - else if (GeUtils_1.equalv3(pt, refPts[1])) { - vec.set(0, -1, 0); - } - else if (p.y > 0) { - let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y); - vec.set(-1, -k, 0); - } - else { - let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y); - vec.set(1, k, 0); - } - vec.applyMatrix4(new three_1.Matrix4().makeRotationZ(this._rotate)); - return vec.applyMatrix4(new three_1.Matrix4().extractRotation(this.OCS)); - } - GetClosestPointTo(p, extend) { - //参考:https://wet-robots.ghost.io/simple-method-for-distance-to-ellipse/ - let ro = new three_1.Matrix4().makeRotationZ(this._rotate); - let roInv = new three_1.Matrix4().getInverse(ro); - let pt = p.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(roInv); - let px = pt.x; - let py = pt.y; - let t = GeUtils_1.angle(pt); - let a = this._radX; - let b = this._radY; - let x, y; - for (let i = 0; i < 3; i++) { - x = a * Math.cos(t); - y = b * Math.sin(t); - let ex = (a ** 2 - b ** 2) * Math.cos(t) ** 3 / a; - let ey = (b * b - a * a) * Math.sin(t) ** 3 / b; - let rx = x - ex; - let ry = y - ey; - let qx = px - ex; - let qy = py - ey; - let r = Math.sqrt(ry ** 2 + rx ** 2); - let q = Math.sqrt(qy ** 2 + qx ** 2); - let dc = r * Math.asin((rx * qy - ry * qx) / (r * q)); - let dt = dc / Math.sqrt(a * a + b * b - x * x - y * y); - t += dt; - } - let retPt = new three_1.Vector3(x, y).applyMatrix4(ro).applyMatrix4(this.OCS); - if (this.IsClose || extend) { - return retPt; - } - else if (this.PtOnCurve(retPt)) { - return retPt; - } - else { - let d1 = p.distanceToSquared(this.StartPoint); - let d2 = p.distanceToSquared(this.EndPoint); - return d1 < d2 ? this.StartPoint : this.EndPoint; - } - } - GetOffsetCurves(offsetDist) { - if ((offsetDist + Math.min(this._radX, this._radY)) > 0) { - let el = this.Clone(); - el.RadX = this._radX + offsetDist; - el.RadY = this._radY + offsetDist; - return [el]; - } - return []; - } - GetSplitCurves(param) { - let params; - if (param instanceof Array) { - params = param.filter(p => this.ParamOnCurve(p)); - params.sort((a1, a2) => a2 - a1); //从大到小 - } - else - params = [param]; - //补上最后一个到第一个的弧 - if (this.IsClose) - params.unshift(ArrayExt_1.arrayLast(params)); - else { - params.unshift(1); - params.push(0); - } - ArrayExt_1.arrayRemoveDuplicateBySort(params); - let anglelist = params.map(param => this.TotalAngle * param + this._startAngle); - let elllist = []; - for (let i = 0; i < anglelist.length - 1; i++) { - let sa = anglelist[i]; - let ea = anglelist[i + 1]; - let el = this.Clone(); - if (!GeUtils_1.equaln(sa, ea, 1e-6)) { - el.StartAngle = ea; - el.EndAngle = GeUtils_1.equaln(sa, 0) ? Math.PI * 2 : sa; - elllist.push(el); - } - } - return elllist; - } - Join(el) { - if (this.IsClose || el.IsClose || !this.IsCoplaneTo(el) || !GeUtils_1.equalv3(el.Center, this.Center)) - return Status_1.Status.False; - let status = Status_1.Status.False; - if (GeUtils_1.equaln(this._endAngle, this._startAngle)) { - this.EndAngle = this._endAngle; - status = Status_1.Status.True; - } - else if (GeUtils_1.equaln(this._startAngle, el._endAngle)) { - this.StartAngle = el._startAngle; - status = Status_1.Status.True; - } - if (status === Status_1.Status.True && !this.IsClose && GeUtils_1.equaln(this._startAngle, this._endAngle)) { - this.StartAngle = 0; - this.EndAngle = Math.PI * 2; - } - return status; - } - GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { - switch (snapMode) { - case ObjectSnapMode_1.ObjectSnapMode.End: - { - let pts = this.GetGripPoints(); - return pts; - } - case ObjectSnapMode_1.ObjectSnapMode.Cen: - return [this.Center]; - case ObjectSnapMode_1.ObjectSnapMode.Nea: - { - return CurveUtils_1.getArcOrCirNearPts(this, pickPoint, viewXform); - } - case ObjectSnapMode_1.ObjectSnapMode.Per: - if (lastPoint) { - if (GeUtils_1.equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10)) - return []; - return [this.GetClosestPointTo(lastPoint, false)]; - } - case ObjectSnapMode_1.ObjectSnapMode.Tan: - { - //TODO:过某点获取椭圆全部切点 - if (lastPoint) { - return CurveUtils_1.getTanPtsOnEllipse(this, lastPoint); - } - } - default: - return []; - } - } - IntersectWith2(curve, intType) { - //TODO:优化椭圆和椭圆,椭圆和圆相交 - if (curve instanceof Line_1.Line) { - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectEllipseAndLine(curve, this, IntersectWith_1.reverseIntersectOption(intType))); - } - else if (curve instanceof Circle_1.Circle || curve instanceof Arc_1.Arc) { - return IntersectWith_1.IntersectEllipseAndCircleOrArc(this, curve, intType); - } - else if (curve instanceof Polyline_1.Polyline) { - return CurveUtils_2.SwapParam(IntersectWith_1.IntersectPolylineAndCurve(curve, this, intType)); - } - else if (curve instanceof Ellipse_1) { - return IntersectWith_1.IntersectEllipse(this, curve, intType); - } - else - return []; - } - InitDrawObject(renderType = RenderType_1.RenderType.Wireframe) { - let line = new three_1.Line(this.UpdateGeometry(), ColorPalette_1.ColorMaterial.GetLineMaterial(this._Color)); - this.UpdateDrawObject(renderType, line); - return line; - } - UpdateDrawObject(type, obj) { - let geo = obj.geometry; - this.UpdateGeometry(geo); - } - //更新Geometry - UpdateGeometry(geo) { - if (!geo) - geo = new three_1.BufferGeometry(); - let curve = this.Shape; - geo.setFromPoints(curve.getPoints(60)); - return geo; - } - GetStretchPoints() { - return this.GetGripPoints(); - } - GetGripPoints() { - let tmpMat4 = new three_1.Matrix4().makeRotationZ(this.Rotation); - let pts = [ - new three_1.Vector3(this._radX, 0), - new three_1.Vector3(-this._radX, 0), - new three_1.Vector3(0, this._radY), - new three_1.Vector3(0, -this._radY) - ].map(p => p.applyMatrix4(tmpMat4).applyMatrix4(this.OCS)); - if (!GeUtils_1.equaln(0, this._startAngle)) - pts.push(this.StartPoint); - if (!GeUtils_1.equaln(0, this._endAngle)) - pts.push(this.EndPoint); - pts.push(this.Center); - return pts; - } - MoveStretchPoints(indexList, vec) { - this.ApplyMatrix(GeUtils_1.MoveMatrix(vec)); - } - MoveGripPoints(indexList, vec) { - let pts = this.GetStretchPoints(); - if (indexList.length > 0) { - let p = pts[indexList[0]].clone(); - p.add(vec); - if (indexList[0] <= 1) - this.RadX = p.distanceTo(this.Center); - else if (indexList[0] <= 3) - this.RadY = p.distanceTo(this.Center); - else { - let p1 = pts[indexList[0]]; - //TODO:跟cad不一致待优化 - if (GeUtils_1.equalv3(p1, this.StartPoint)) { - let v1 = p1.clone().sub(this.Center); - let v2 = p.clone().sub(this.Center); - let an = GeUtils_1.angleTo(v1, v2); - this.StartAngle = this.StartAngle + an; - } - else if (GeUtils_1.equalv3(p1, this.EndPoint)) { - let v1 = p1.clone().sub(this.Center); - let v2 = p.clone().sub(this.Center); - let an = GeUtils_1.angleTo(v2, v1); - this.EndAngle = this.EndAngle + an; - } - else - this.Center = p; - } - } - } - Convert2Polyline(count = 0) { - const MIN_LEN = 80; - const par = this.TotalAngle / Math.PI * 0.5; - if (!count) { - count = Math.floor(this.Length / par / MIN_LEN); - count = three_1.MathUtils.clamp(count, 15, 80); - } - count = Math.floor(count * par); - if ((count & 1) === 0) - count++; - let pts = this.Shape.getPoints(count); - if (this.IsClose) - pts.pop(); - let pl = CurveUtils_1.Pts2Polyline(pts, this.IsClose); - pl.ApplyMatrix(this.OCS); - if (this.IsClose) - pl.CloseMark = true; - return pl; - } - _ReadFile(file) { - super._ReadFile(file); - let ver = file.Read(); - this._radX = file.Read(); - this._radY = file.Read(); - this._rotate = file.Read(); - this._startAngle = file.Read(); - this._endAngle = file.Read(); - this.Update(); - } - //对象将自身数据写入到文件. - WriteFile(file) { - super.WriteFile(file); - file.Write(1); - file.Write(this.RadX); - file.Write(this.RadY); - file.Write(this.Rotation); - file.Write(this._startAngle); - file.Write(this._endAngle); - } -}; -Ellipse = Ellipse_1 = __decorate([ - CADFactory_1.Factory -], Ellipse); -exports.Ellipse = Ellipse; - - -/***/ }), - -/***/ "./src/DatabaseServices/Entity/Entity.ts": -/*!***********************************************!*\ - !*** ./src/DatabaseServices/Entity/Entity.ts ***! - \***********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -var Entity_1; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Entity = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const xaop_1 = __webpack_require__(/*! xaop */ "./node_modules/xaop/dist/index.js"); -const HostApplicationServices_1 = __webpack_require__(/*! ../../ApplicationServices/HostApplicationServices */ "./src/ApplicationServices/HostApplicationServices.ts"); -const Dispose_1 = __webpack_require__(/*! ../../Common/Dispose */ "./src/Common/Dispose.ts"); -const Matrix4Utils_1 = __webpack_require__(/*! ../../Common/Matrix4Utils */ "./src/Common/Matrix4Utils.ts"); -const Status_1 = __webpack_require__(/*! ../../Common/Status */ "./src/Common/Status.ts"); -const UserConfig_1 = __webpack_require__(/*! ../../Editor/UserConfig */ "./src/Editor/UserConfig.ts"); -const Box_1 = __webpack_require__(/*! ../../Geometry/Box */ "./src/Geometry/Box.ts"); -const GeUtils_1 = __webpack_require__(/*! ../../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const RenderType_1 = __webpack_require__(/*! ../../GraphicsSystem/RenderType */ "./src/GraphicsSystem/RenderType.ts"); -const AutoRecord_1 = __webpack_require__(/*! ../AutoRecord */ "./src/DatabaseServices/AutoRecord.ts"); -const CADFactory_1 = __webpack_require__(/*! ../CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const CADObject_1 = __webpack_require__(/*! ../CADObject */ "./src/DatabaseServices/CADObject.ts"); -/** - * Entity 是所有图元的基类,绘制的实体都集成该类. - */ -let Entity = Entity_1 = class Entity extends CADObject_1.CADObject { - constructor() { - super(...arguments); - this.IsEmbedEntity = false; - /** - * 该实体的只有一个渲染类型,任何渲染类型都一个样 - */ - this.OnlyRenderType = false; - this._CacheDrawObject = new Map(); - this._Color = 7; - //自身坐标系 - this._Matrix = new three_1.Matrix4(); - //模块空间的标系 - this._SpaceOCS = new three_1.Matrix4(); - this._Visible = true; - //加工组 - this.ProcessingGroupList = []; - /** - * 当AutoUpdate为false时,记录需要更新的标志. - * 以便延迟更新时找到相应的更新标志. - */ - this.NeedUpdateFlag = Status_1.UpdateDraw.None; - this.AutoUpdate = true; - //实体绘制更新版本号 - this.__UpdateVersion__ = 0; - //#endregion - } - get SpaceOCS() { - return this._SpaceOCS.clone(); - } - get SpaceOCSInv() { - return new three_1.Matrix4().getInverse(this._SpaceOCS); - } - set SpaceOCS(m) { - this.WriteAllObjectRecord(); - this._SpaceOCS.copy(m); - } - set Material(materialId) { - this.WriteAllObjectRecord(); - this.materialId = materialId; - this.Update(); - } - get Material() { - return this.materialId; - } - set ColorIndex(color) { - if (color !== this._Color) { - this.WriteAllObjectRecord(); - this._Color = color; - this.Update(Status_1.UpdateDraw.Material); - } - } - get ColorIndex() { - return this._Color; - } - /** - * 炸开实体 - */ - Explode() { return []; } - /** - * 返回对象的包围框. - */ - get BoundingBox() { - return new three_1.Box3(); - } - /** - * 返回对象在自身坐标系下的Box - */ - get BoundingBoxInOCS() { - let mtxBak = this._Matrix; - this._Matrix = GeUtils_1.IdentityMtx4; - let box = this.BoundingBox; - this._Matrix = mtxBak; - return new Box_1.Box3Ext().copy(box); - } - GetBoundingBoxInMtx(mtx) { - return this.BoundingBoxInOCS.applyMatrix4(this.OCS.premultiply(mtx)); - } - get BoundingBoxInSpaceCS() { - return this.GetBoundingBoxInMtx(this.SpaceOCSInv); - } - get OCS() { - return this._Matrix.clone(); - } - get OCSNoClone() { - return this._Matrix; - } - //直接设置实体的矩阵,谨慎使用该函数,没有更新实体. - set OCS(mat4) { - this._Matrix.copy(mat4); - } - get Normal() { - return new three_1.Vector3().setFromMatrixColumn(this._Matrix, 2); - } - get Position() { - return new three_1.Vector3().setFromMatrixPosition(this._Matrix); - } - set Position(pt) { - this.WriteAllObjectRecord(); - let moveX = pt.x - this._Matrix.elements[12]; - let moveY = pt.y - this._Matrix.elements[13]; - let moveZ = pt.z - this._Matrix.elements[14]; - this._Matrix.setPosition(pt); - this._SpaceOCS.elements[12] += moveX; - this._SpaceOCS.elements[13] += moveY; - this._SpaceOCS.elements[14] += moveZ; - this.Update(Status_1.UpdateDraw.Matrix); - } - //Z轴归0 - Z0() { - this.WriteAllObjectRecord(); - this._Matrix.elements[14] = 0; - this.Update(Status_1.UpdateDraw.Matrix); - return this; - } - //坐标系二维化 - MatrixPlanarizere() { - let z = this._Matrix.elements[10]; - if (GeUtils_1.equaln(Math.abs(z), 1, 1e-4)) { - this.WriteAllObjectRecord(); - Matrix4Utils_1.MatrixPlanarizere(this._Matrix, false); - } - return this; - } - get OCSInv() { - return new three_1.Matrix4().getInverse(this._Matrix); - } - /** - * 与指定实体是否共面. - */ - IsCoplaneTo(e) { - return Matrix4Utils_1.matrixIsCoplane(this._Matrix, e.OCS, 1e-4); - } - /** - * 测试两个实体的包围盒是否相交. - */ - BoundingBoxIntersectWith(en) { - let box = this.BoundingBox; - let box2 = en.BoundingBox; - return box && box2 && box.intersectsBox(box2); - } - //#region Draw - ClearDraw() { - if (this._drawObject) { - Dispose_1.DisposeThreeObj(this._drawObject); - this._drawObject = undefined; - } - for (let [, obj] of this._CacheDrawObject) - Dispose_1.DisposeThreeObj(obj); - this._CacheDrawObject.clear(); - return this; - } - ClearDrawOfJig() { - let jig = this._CacheDrawObject.get(RenderType_1.RenderType.Jig); - if (jig) - this._CacheDrawObject.delete(RenderType_1.RenderType.Jig); - for (let [type, obj] of this._CacheDrawObject) - Dispose_1.DisposeThreeObj(obj); - this._CacheDrawObject.clear(); - if (jig) - this._CacheDrawObject.set(RenderType_1.RenderType.Jig, jig); - } - get DrawObject() { - var _a; - if (this._drawObject) - return this._drawObject; - this._drawObject = new three_1.Object3D(); - if (!this.IsEmbedEntity) - this._drawObject.userData.Entity = this; - if (this.IsVisible) { - let obj = this.GetDrawObjectFromRenderType((_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : UserConfig_1.userConfig.RenderType); - if (obj) - this._drawObject.add(obj); - } - else - this._drawObject.visible = false; - return this._drawObject; - } - get JigObject() { - let obj = this.GetDrawObjectFromRenderType(RenderType_1.RenderType.Jig); - if (obj && !this.IsEmbedEntity) - obj.userData.Entity = this; - return obj; - } - DestroyJigObject() { - let obj = this._CacheDrawObject.get(RenderType_1.RenderType.Jig); - if (obj) { - this._CacheDrawObject.delete(RenderType_1.RenderType.Jig); - Dispose_1.DisposeThreeObj(obj); - if (obj.parent) - obj.parent.remove(obj); - } - } - UpdateRenderType(type) { - if ((this.OnlyRenderType && this.DrawObject.children.length > 0) || !this.Visible) - return; - Dispose_1.Object3DRemoveAll(this.DrawObject); - let obj = this.GetDrawObjectFromRenderType(type); - if (obj) - this.DrawObject.add(obj); - } - GetDrawObjectFromRenderType(renderType = RenderType_1.RenderType.Wireframe) { - var _a; - if (this.OnlyRenderType) { - if (renderType === RenderType_1.RenderType.Jig) - return; - renderType = (_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : UserConfig_1.userConfig.RenderType; - } - if (this._CacheDrawObject.has(renderType)) { - return this._CacheDrawObject.get(renderType); - } - else { - let drawObj = this.InitDrawObject(renderType); - if (drawObj === undefined) - return; - //矩阵直接使用指针,因为已经关闭自动更新,所以矩阵不会被Object3D修改. - drawObj.matrixAutoUpdate = false; - drawObj.matrix = this._Matrix; - drawObj.updateMatrixWorld(true); - drawObj.traverse(GeUtils_1.UpdateBoundingSphere); - if (!this.IsEmbedEntity) - drawObj.userData.Entity = this; - this._CacheDrawObject.set(renderType, drawObj); - return drawObj; - } - } - /** - * 初始化绘制的threejs实体,子类型重载该函数初始化绘制实体. - */ - InitDrawObject(renderType = RenderType_1.RenderType.Wireframe) { - return undefined; - } - /** - * 当实体数据改变时,绘制的实体必须做出改变.供框架调用 - */ - Update(mode = Status_1.UpdateDraw.All) { - this.__UpdateVersion__++; - this.NeedUpdateFlag |= mode; - if (this.AutoUpdate) - this.DeferUpdate(); - } - //三维实体总是一起生成线框实体和网格实体,这个通知更新,然后统一更新就好了 - //避免重复更新 - UpdateDrawGeometry() { } - DeferUpdate() { - let mode = this.NeedUpdateFlag; - if (mode === 0) - return; - if (mode & Status_1.UpdateDraw.Geometry && this._CacheDrawObject.size > 0) - this.UpdateDrawGeometry(); - this.UpdateVisible(); - let isJigIng = this._CacheDrawObject.has(RenderType_1.RenderType.Jig); - for (let [type, obj] of this._CacheDrawObject) { - if (isJigIng && type !== RenderType_1.RenderType.Jig) - continue; - if (mode & Status_1.UpdateDraw.Geometry) { - if (obj.userData.IsClone) { - let parent = obj.parent; - Dispose_1.DisposeThreeObj(obj); - this._CacheDrawObject.delete(type); - let newObj = this.GetDrawObjectFromRenderType(type); - if (parent) { - parent.remove(obj); - parent.add(newObj); - } - obj = newObj; - } - else - this.UpdateDrawObject(type, obj); - } - if (mode & Status_1.UpdateDraw.Material) - this.UpdateDrawObjectMaterial(type, obj); - if (mode & Status_1.UpdateDraw.Matrix || mode & Status_1.UpdateDraw.Geometry) { - obj.updateMatrixWorld(true); - obj.traverse(GeUtils_1.UpdateBoundingSphere); - } - } - this.NeedUpdateFlag = Status_1.UpdateDraw.None; - } - /** - * 当实体需要更新时,需要重载该方法,实现实体更新 - */ - UpdateDrawObject(type, en) { - } - /** - * 当实体需要被更新时,更新实体材质 - */ - UpdateDrawObjectMaterial(type, obj, material) { - } - get MeshMaterial() { - if (this.materialId && this.materialId.Object) - return this.materialId.Object.Material; - return HostApplicationServices_1.HostApplicationServices.DefaultMeshMaterial; - } - /** - * 更新实体Jig状态时的材质 - */ - UpdateJigMaterial(color = 8) { - } - RestoreJigMaterial() { - for (let [type, en] of this._CacheDrawObject) - this.UpdateDrawObjectMaterial(type, en); - } - get Visible() { - return this._Visible; - } - set Visible(v) { - if (v !== this._Visible) { - this.WriteAllObjectRecord(); - this._Visible = v; - this.UpdateVisible(); - } - } - get IsVisible() { - return !this._isErase && this._Visible; - } - UpdateVisible() { - var _a; - if (this._drawObject) { - this._drawObject.visible = this.IsVisible; - if (this.IsVisible) - this.UpdateRenderType((_a = this.__CacheRenderType__) !== null && _a !== void 0 ? _a : UserConfig_1.userConfig.RenderType); - } - } - //#endregion - GoodBye() { - super.GoodBye(); - if (this._drawObject && this._drawObject.parent) - this._drawObject.parent.remove(this._drawObject); - this.ClearDraw(); - } - Erase(isErase = true) { - if (isErase === this._isErase) - return; - this.__UpdateVersion__++; - super.Erase(isErase); - this.UpdateVisible(); - this.EraseEvent(isErase); - } - EraseEvent(isErase) { - } - /** - * 使用统一的方法设置对象的矩阵. - * 需要对缩放矩形进行重载.避免对象矩阵不是单位矩阵 - */ - ApplyMatrix(m) { - this.WriteAllObjectRecord(); - if (GeUtils_1.equaln(m.getMaxScaleOnAxis(), 1)) { - let xA = new three_1.Vector3(); - let yA = new three_1.Vector3(); - let zA = new three_1.Vector3(); - m.extractBasis(xA, yA, zA); - this._Matrix.multiplyMatrices(m, this._Matrix); - this._SpaceOCS.multiplyMatrices(m, this._SpaceOCS); - if (!GeUtils_1.equalv3(xA.clone().cross(yA).normalize(), zA)) - this.ApplyMirrorMatrix(m); - else - this.Update(Status_1.UpdateDraw.Matrix); - } - else { - this.ApplyScaleMatrix(m); - } - return this; - } - ApplyScaleMatrix(m) { - return this; - } - ApplyMirrorMatrix(m) { - return this; - } - GetGripPoints() { - return []; - } - MoveGripPoints(indexList, vec) { - } - /** - * - * @param snapMode 捕捉模式(单一) - * @param pickPoint const - * @param lastPoint const - * @param viewXform const 最近点捕捉需要这个变量 - * @returns object snap points - */ - GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { - return []; - } - GetStretchPoints() { - return []; - } - /** - * 拉伸夹点,用于Stretch命令 - * - * @param {Array} indexList 拉伸点索引列表. - * @param {Vector3} vec 移动向量 - * @memberof Entity - */ - MoveStretchPoints(indexList, vec) { - } - IntersectWith(curve, intType) { return; } - //#region -------------------------File------------------------- - Clone() { - let ent = super.Clone(); - ent.Template = undefined; - ent.CloneDrawObject(this); - return ent; - } - CloneDrawObject(from) { - for (let [type, obj] of from._CacheDrawObject) { - let oldUserDaata = obj.userData; - obj.traverse(o => o.userData = {}); - let newObj = obj.clone(); - obj.userData = oldUserDaata; - obj.userData.IsClone = true; - newObj.matrix = this._Matrix; - newObj.userData = { Entity: this }; - newObj.userData.IsClone = true; - this._CacheDrawObject.set(type, newObj); - } - this.NeedUpdateFlag = Status_1.UpdateDraw.None; - } - get ReadFileIng() { - return this.__ReadFileIng__ || Entity_1.__ReadFileIng__; - } - ReadFile(file) { - this.__ReadFileIng__ = true; - this._ReadFile(file); - this.Update(); - this.__ReadFileIng__ = false; - } - //对象从文件中读取数据,初始化自身 - _ReadFile(file) { - let ver = file.Read(); - super.ReadFile(file); - this._Color = file.Read(); - this.materialId = file.ReadHardObjectId(); - this._Matrix.fromArray(file.Read()); - if (ver === 2) - this.Owner = file.ReadObjectId(); - if (ver > 3) - this.Template = file.ReadObjectId(); - if (ver > 4) - this.GroupId = file.ReadHardObjectId(); - if (ver > 5) - this._Visible = file.Read(); - if (ver > 6) - this._SpaceOCS.fromArray(file.Read()); - if (ver > 7) { - let count = file.Read(); - this.ProcessingGroupList.length = 0; - for (let i = 0; i < count; i++) - this.ProcessingGroupList.push(file.ReadHardObjectId()); - } - } - //对象将自身数据写入到文件. - WriteFile(file) { - file.Write(8); - super.WriteFile(file); - file.Write(this._Color); - file.WriteHardObjectId(this.materialId); - file.Write(this._Matrix.toArray()); - file.WriteObjectId(this.Template); - file.WriteHardObjectId(this.GroupId); - file.Write(this._Visible); - file.Write(this._SpaceOCS.toArray()); - file.Write(this.ProcessingGroupList.length); - for (let id of this.ProcessingGroupList) - file.WriteHardObjectId(id); - } - //局部撤销 - ApplyPartialUndo(undoData) { - super.ApplyPartialUndo(undoData); - } - CopyFrom(obj) { - let templateIdBak = this.Template; - super.CopyFrom(obj); - this.Update(); - this.Template = templateIdBak; - } -}; -__decorate([ - AutoRecord_1.AutoRecord -], Entity.prototype, "GroupId", void 0); -__decorate([ - AutoRecord_1.AutoRecord -], Entity.prototype, "Template", void 0); -__decorate([ - AutoRecord_1.AutoRecord -], Entity.prototype, "ProcessingGroupList", void 0); -__decorate([ - xaop_1.iaop -], Entity.prototype, "Update", null); -__decorate([ - xaop_1.iaop -], Entity.prototype, "EraseEvent", null); -Entity = Entity_1 = __decorate([ - CADFactory_1.Factory -], Entity); -exports.Entity = Entity; - - -/***/ }), - -/***/ "./src/DatabaseServices/Entity/Line.ts": -/*!*********************************************!*\ - !*** ./src/DatabaseServices/Entity/Line.ts ***! - \*********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -var Line_1; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Line = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const Line2_1 = __webpack_require__(/*! three/examples/jsm/lines/Line2 */ "./node_modules/three/examples/jsm/lines/Line2.js"); -const LineGeometry_1 = __webpack_require__(/*! three/examples/jsm/lines/LineGeometry */ "./node_modules/three/examples/jsm/lines/LineGeometry.js"); -const ColorPalette_1 = __webpack_require__(/*! ../../Common/ColorPalette */ "./src/Common/ColorPalette.ts"); -const Matrix4Utils_1 = __webpack_require__(/*! ../../Common/Matrix4Utils */ "./src/Common/Matrix4Utils.ts"); -const Status_1 = __webpack_require__(/*! ../../Common/Status */ "./src/Common/Status.ts"); -const ObjectSnapMode_1 = __webpack_require__(/*! ../../Editor/ObjectSnapMode */ "./src/Editor/ObjectSnapMode.ts"); -const BufferGeometryUtils_1 = __webpack_require__(/*! ../../Geometry/BufferGeometryUtils */ "./src/Geometry/BufferGeometryUtils.ts"); -const GeUtils_1 = __webpack_require__(/*! ../../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const Plane_1 = __webpack_require__(/*! ../../Geometry/Plane */ "./src/Geometry/Plane.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -const RenderType_1 = __webpack_require__(/*! ../../GraphicsSystem/RenderType */ "./src/GraphicsSystem/RenderType.ts"); -const CADFactory_1 = __webpack_require__(/*! ../CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const CurveUtils_1 = __webpack_require__(/*! ./../../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const Arc_1 = __webpack_require__(/*! ./Arc */ "./src/DatabaseServices/Entity/Arc.ts"); -const Circle_1 = __webpack_require__(/*! ./Circle */ "./src/DatabaseServices/Entity/Circle.ts"); -const Curve_1 = __webpack_require__(/*! ./Curve */ "./src/DatabaseServices/Entity/Curve.ts"); -const Ellipse_1 = __webpack_require__(/*! ./Ellipse */ "./src/DatabaseServices/Entity/Ellipse.ts"); -const Polyline_1 = __webpack_require__(/*! ./Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -let Line = Line_1 = class Line extends Curve_1.Curve { - constructor(sp, ep) { - super(); - this._StartPoint = sp || new three_1.Vector3(0, 0, 0); - this._EndPoint = ep || new three_1.Vector3(0, 0, 0); - } - get Is2D() { - return super.Is2D && GeUtils_1.equaln(this._StartPoint.z, 0) && GeUtils_1.equaln(this._EndPoint.z, 0); - } - get Shape() { - return new three_1.Shape([GeUtils_1.AsVector2(this._StartPoint), GeUtils_1.AsVector2(this._EndPoint)]); - } - Z0() { - this.WriteAllObjectRecord(); - this.StartPoint = this.StartPoint.setZ(0); - this.EndPoint = this.EndPoint.setZ(0); - return this; - } - ApplyScaleMatrix(m) { - this.WriteAllObjectRecord(); - this.StartPoint = this.StartPoint.applyMatrix4(m); - this.EndPoint = this.EndPoint.applyMatrix4(m); - return this; - } - ApplyMirrorMatrix(m) { - this.WriteAllObjectRecord(); - let sp = this.StartPoint; - let ep = this.EndPoint; - Matrix4Utils_1.reviseMirrorMatrix(this._Matrix); - this.StartPoint = sp; - this.EndPoint = ep; - return this; - } - InitDrawObject(renderType = RenderType_1.RenderType.Wireframe) { - let geo = BufferGeometryUtils_1.BufferGeometryUtils.CreateFromPts([this._StartPoint, this._EndPoint]); - if (renderType === RenderType_1.RenderType.Print) { - var geometry = new LineGeometry_1.LineGeometry(); - geometry.setPositions(geo.attributes.position.array); - return new Line2_1.Line2(geometry, ColorPalette_1.ColorMaterial.PrintLineMatrial); - } - return new three_1.Line(geo, ColorPalette_1.ColorMaterial.GetLineMaterial(this.ColorIndex)); - } - UpdateDrawObject(type, lineObj) { - BufferGeometryUtils_1.BufferGeometryUtils.UpdatePts(lineObj.geometry, [this._StartPoint, this._EndPoint]); - } - GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { - switch (snapMode) { - case ObjectSnapMode_1.ObjectSnapMode.End: - return [this.StartPoint, this.EndPoint]; - case ObjectSnapMode_1.ObjectSnapMode.Mid: - return [this.GetPointAtParam(0.5)]; - case ObjectSnapMode_1.ObjectSnapMode.Nea: - { - let derv = this.GetFistDeriv(0).normalize(); - let viewNormal = new three_1.Vector3().fromArray(viewXform.elements, 2 * 3); - //平行不捕捉 - if (GeUtils_1.isParallelTo(viewNormal, derv)) - return []; - let fNormal = new three_1.Vector3().crossVectors(viewNormal, derv); - fNormal.crossVectors(derv, fNormal); - let plane = new Plane_1.PlaneExt(fNormal, this.StartPoint); - let plocal = plane.intersectLine(new three_1.Line3(pickPoint, pickPoint.clone().add(viewNormal)), new three_1.Vector3(), true); - let pclosest = this.GetClosestPointTo(plocal, false); - return [pclosest]; - } - case ObjectSnapMode_1.ObjectSnapMode.Ext: - return [this.GetClosestPointTo(pickPoint, true)]; - case ObjectSnapMode_1.ObjectSnapMode.Per: - if (lastPoint) { - let { closestPt, param } = this.GetClosestAtPoint(lastPoint, true); - if (this.ParamOnCurve(param)) - return [closestPt]; - } - default: - break; - } - return []; - } - GetGripPoints() { - return [this.StartPoint, this.GetPointAtParam(0.5), this.EndPoint]; - } - MoveGripPoints(indexList, vec) { - this.WriteAllObjectRecord(); - for (let index of indexList) { - if (index === 0) - this.StartPoint = this.StartPoint.add(vec); - else if (index === 2) - this.EndPoint = this.EndPoint.add(vec); - else { - let m = GeUtils_1.MoveMatrix(vec); - this.ApplyMatrix(m); - } - } - } - GetStretchPoints() { - return [this.StartPoint, this.EndPoint]; - } - MoveStretchPoints(indexList, vec) { - this.WriteAllObjectRecord(); - for (let index of indexList) { - if (index === 0) - this.StartPoint = this.StartPoint.add(vec); - else - this.EndPoint = this.EndPoint.add(vec); - } - } - GetFistDeriv(param) { - return this.EndPoint.sub(this.StartPoint); - } - IntersectWith2(curve, intType, tolerance = 1e-4) { - if (curve instanceof Line_1) { - return IntersectWith_1.IntersectLineAndLine(this, curve, intType, tolerance); - } - if (curve instanceof Arc_1.Arc) { - return IntersectWith_1.IntersectLineAndArc(this, curve, intType, tolerance); - } - if (curve instanceof Circle_1.Circle) { - return IntersectWith_1.IntersectLineAndCircle(this, curve, intType, tolerance); - } - if (curve instanceof Polyline_1.Polyline) { - return CurveUtils_1.SwapParam(IntersectWith_1.IntersectPolylineAndCurve(curve, this, IntersectWith_1.reverseIntersectOption(intType), tolerance)); - } - if (curve instanceof Ellipse_1.Ellipse) - return IntersectWith_1.IntersectEllipseAndLine(this, curve, intType, tolerance); - //其他的尚未实现. - return []; - } - //Param - GetPointAtParam(param) { - return this.StartPoint.add(this.GetFistDeriv(0).multiplyScalar(param)); - } - GetParamAtPoint(pt) { - let { closestPt, param } = this.GetClosestAtPoint(pt, true); - if (!GeUtils_1.equalv3(closestPt, pt, 1e-5)) - return NaN; - return param; - } - GetParamAtDist(d) { - return d / this.Length; - } - GetPointAtDistance(distance) { - return this.GetPointAtParam(this.GetParamAtDist(distance)); - } - GetDistAtParam(param) { - return this.Length * param; - } - GetDistAtPoint(pt) { - return this.GetDistAtParam(this.GetParamAtPoint(pt)); - } - GetSplitCurves(param) { - let params = this.SplitParamSort(param); - let pts = params.map(param => this.GetPointAtParam(param)); - let ret = new Array(); - if (pts.length >= 2) { - for (let i = 0; i < pts.length - 1; i++) { - let newLine = this.Clone(); - newLine.StartPoint = pts[i]; - newLine.EndPoint = pts[i + 1]; - ret.push(newLine); - } - } - return ret; - } - GetParamAtPoint2(pt) { - let { param } = this.GetClosestAtPoint(pt, true); - return param; - } - //点在曲线上,已经确定点在曲线的延伸线上 - PtOnCurve3(p, fuzz = 1e-6) { - let { param } = this.GetClosestAtPoint(p, true); - return this.ParamOnCurve(param, fuzz); - } - GetClosestAtPoint(pt, extend) { - let sp = this.StartPoint; - let ep = this.EndPoint; - if (GeUtils_1.equalv3(pt, sp, 1e-8)) - return { closestPt: sp, param: 0 }; - else if (GeUtils_1.equalv3(pt, ep, 1e-8)) - return { closestPt: ep, param: 1 }; - let direction = this.GetFistDeriv(0); - let length = direction.length(); - if (length === 0) { - let param = NaN; - if (GeUtils_1.equalv3(pt, this.StartPoint, 1e-6)) - param = 0; - return { closestPt: sp, param: param }; - } - direction.divideScalar(length); - let diff = pt.clone().sub(sp); - let param = direction.dot(diff); - let closestPt; - if (extend) - closestPt = sp.add(direction.multiplyScalar(param)); - else if (param < 0) { - closestPt = sp; - param = 0; - } - else if (param > length) { - closestPt = this.EndPoint; - param = length; - } - else - closestPt = sp.add(direction.multiplyScalar(param)); - return { - closestPt: closestPt, - param: param / length - }; - } - GetClosestPointTo(pt, extend) { - return this.GetClosestAtPoint(pt, extend).closestPt; - } - Extend(newParam) { - this.WriteAllObjectRecord(); - if (newParam < this.StartParam) { - this.StartPoint = this.GetPointAtParam(newParam); - } - else if (newParam > this.EndParam) { - this.EndPoint = this.GetPointAtParam(newParam); - } - } - Join(cu, allowGap = false, tolerance = 1e-5) { - if (cu instanceof Line_1) { - //平行 - if (!GeUtils_1.isParallelTo(this.GetFistDeriv(0).normalize(), cu.GetFistDeriv(0).normalize())) - return Status_1.Status.False; - let sp = cu.StartPoint; - let { closestPt: cp1, param: param1 } = this.GetClosestAtPoint(sp, true); - if (!GeUtils_1.equalv3(sp, cp1, tolerance)) //点在曲线上,允许较低的精度 - return Status_1.Status.False; - let ep = cu.EndPoint; - let { closestPt: cp2, param: param2 } = this.GetClosestAtPoint(ep, true); - if (!GeUtils_1.equalv3(ep, cp2, tolerance)) - return Status_1.Status.False; - if (param1 > param2) { - [param1, param2] = [param2, param1]; - [sp, ep] = [ep, sp]; - } - if (allowGap || Math.max(0, param1) < Math.min(1, param2) + tolerance) { - if (param1 < 0) - this.StartPoint = sp; - if (param2 > 1) - this.EndPoint = ep; - return Status_1.Status.True; - } - } - return Status_1.Status.False; - } - Reverse() { - this.WriteAllObjectRecord(); - [this._StartPoint, this._EndPoint] = [this._EndPoint, this._StartPoint]; - return this; - } - GetOffsetCurves(offsetDist) { - let derv = this.GetFistDeriv(0).normalize().multiplyScalar(offsetDist); - derv.applyMatrix4(new three_1.Matrix4().makeRotationAxis(this.Normal, -Math.PI / 2)); - let newLine = this.Clone(); - newLine.StartPoint = this.StartPoint.add(derv); - newLine.EndPoint = this.EndPoint.add(derv); - return [newLine]; - } - get BoundingBox() { - return new three_1.Box3().setFromPoints([this.StartPoint, this.EndPoint]); - } - get StartParam() { - return 0; - } - get EndParam() { - return 1; - } - //属性 - get Length() { return this._StartPoint.distanceTo(this._EndPoint); } - //#region -----------------------------File----------------------------- - //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化 - //对象从文件中读取数据,初始化自身 - _ReadFile(file) { - super._ReadFile(file); - let ver = file.Read(); //1 - this._StartPoint.fromArray(file.Read()); - this._EndPoint.fromArray(file.Read()); - } - //对象将自身数据写入到文件. - WriteFile(file) { - super.WriteFile(file); - file.Write(1); //ver - file.Write(this._StartPoint.toArray()); - file.Write(this._EndPoint.toArray()); - } - //#endregion-----------------------------File End----------------------------- - //#region 属性 - set StartPoint(p) { - this.WriteAllObjectRecord(); - this._StartPoint.copy(p).applyMatrix4(this.OCSInv); - this.Update(); - } - get StartPoint() { - return this._StartPoint.clone().applyMatrix4(this.OCS); - } - get EndPoint() { - return this._EndPoint.clone().applyMatrix4(this.OCS); - } - set EndPoint(p) { - this.WriteAllObjectRecord(); - this._EndPoint.copy(p).applyMatrix4(this.OCSInv); - this.Update(); - } -}; -Line = Line_1 = __decorate([ - CADFactory_1.Factory -], Line); -exports.Line = Line; - - -/***/ }), - -/***/ "./src/DatabaseServices/Entity/Polyline.ts": -/*!*************************************************!*\ - !*** ./src/DatabaseServices/Entity/Polyline.ts ***! - \*************************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -var Polyline_1; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.TempPolyline = exports.Polyline = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const createBoard_1 = __webpack_require__(/*! ../../ApplicationServices/mesh/createBoard */ "./src/ApplicationServices/mesh/createBoard.ts"); -const ArrayExt_1 = __webpack_require__(/*! ../../Common/ArrayExt */ "./src/Common/ArrayExt.ts"); -const ColorPalette_1 = __webpack_require__(/*! ../../Common/ColorPalette */ "./src/Common/ColorPalette.ts"); -const CurveUtils_1 = __webpack_require__(/*! ../../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const Matrix4Utils_1 = __webpack_require__(/*! ../../Common/Matrix4Utils */ "./src/Common/Matrix4Utils.ts"); -const Status_1 = __webpack_require__(/*! ../../Common/Status */ "./src/Common/Status.ts"); -const Utils_1 = __webpack_require__(/*! ../../Common/Utils */ "./src/Common/Utils.ts"); -const ObjectSnapMode_1 = __webpack_require__(/*! ../../Editor/ObjectSnapMode */ "./src/Editor/ObjectSnapMode.ts"); -const BufferGeometryUtils_1 = __webpack_require__(/*! ../../Geometry/BufferGeometryUtils */ "./src/Geometry/BufferGeometryUtils.ts"); -const GeUtils_1 = __webpack_require__(/*! ../../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -const OffsetPolyline_1 = __webpack_require__(/*! ../../GraphicsSystem/OffsetPolyline */ "./src/GraphicsSystem/OffsetPolyline.ts"); -const RenderType_1 = __webpack_require__(/*! ../../GraphicsSystem/RenderType */ "./src/GraphicsSystem/RenderType.ts"); -const CADFactory_1 = __webpack_require__(/*! ../CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -const CADFiler_1 = __webpack_require__(/*! ../CADFiler */ "./src/DatabaseServices/CADFiler.ts"); -const PointInPolyline_1 = __webpack_require__(/*! ../PointInPolyline */ "./src/DatabaseServices/PointInPolyline.ts"); -const Arc_1 = __webpack_require__(/*! ./Arc */ "./src/DatabaseServices/Entity/Arc.ts"); -const Curve_1 = __webpack_require__(/*! ./Curve */ "./src/DatabaseServices/Entity/Curve.ts"); -const DragPointType_1 = __webpack_require__(/*! ./DragPointType */ "./src/DatabaseServices/Entity/DragPointType.ts"); -const Line_1 = __webpack_require__(/*! ./Line */ "./src/DatabaseServices/Entity/Line.ts"); -const LineGeometry_1 = __webpack_require__(/*! three/examples/jsm/lines/LineGeometry */ "./node_modules/three/examples/jsm/lines/LineGeometry.js"); -const Line2_1 = __webpack_require__(/*! three/examples/jsm/lines/Line2 */ "./node_modules/three/examples/jsm/lines/Line2.js"); -let Polyline = Polyline_1 = class Polyline extends Curve_1.Curve { - constructor(_LineData = []) { - super(); - this._LineData = _LineData; - this._ClosedMark = false; - } - UpdateMatrixTo(m) { - this.WriteAllObjectRecord(); - let p = new three_1.Vector3().setFromMatrixPosition(m); - p.applyMatrix4(this.OCSInv); - if (GeUtils_1.equaln(p.z, 0)) { - let dir = Math.sign(this.Area2); - let tm = Matrix4Utils_1.matrixAlignCoordSys(this.OCS, m); - for (let p of this._LineData) { - let p3 = GeUtils_1.AsVector3(p.pt); - p3.applyMatrix4(tm); - p.pt.set(p3.x, p3.y); - } - this.OCS = m; - let newDir = Math.sign(this.Area2); - if (dir !== newDir) - for (let p of this._LineData) - p.bul *= -1; - } - } - /** - * 原地翻转,仅改变法向量 - */ - Flip() { - this.WriteAllObjectRecord(); - let x = new three_1.Vector3(); - let y = new three_1.Vector3(); - let z = new three_1.Vector3(); - this._Matrix.extractBasis(x, y, z); - z.negate(); - y.crossVectors(z, x); - let p = this.Position; - this._Matrix.makeBasis(x, y, z).setPosition(p); - for (let d of this._LineData) { - d.pt.y *= -1; - d.bul *= -1; - } - this.Update(); - return this; - } - //翻转曲线,首尾调换 - Reverse() { - if (this._LineData.length === 0) - return this; - this.WriteAllObjectRecord(); - let pts = []; - let buls = []; - for (let data of this._LineData) { - pts.push(data.pt); - buls.push(-data.bul); - } - let lastBul = buls.pop(); - buls.reverse(); - buls.push(lastBul); - pts.reverse(); - if (this._ClosedMark && !GeUtils_1.equalv2(pts[0], ArrayExt_1.arrayLast(pts))) { - pts.unshift(pts.pop()); - buls.unshift(buls.pop()); - } - for (let i = 0; i < pts.length; i++) { - let d = this._LineData[i]; - d.pt = pts[i]; - d.bul = buls[i]; - } - return this; - } - set LineData(data) { - this.WriteAllObjectRecord(); - this._LineData = data; - this.Update(); - } - get LineData() { - return this._LineData; - } - get NumberOfVertices() { - return this._LineData.length; - } - /** - * 在指定位置插入点. - * 例如: - * pl.AddVertexAt(pl.NumberOfVerticesk,p);//在末尾插入一个点 - * - * @param {number} index 索引位置 - * @param {Vector2} pt 点 - * @returns {this} - * @memberof Polyline - */ - AddVertexAt(index, pt) { - this.WriteAllObjectRecord(); - let pts; - if (Array.isArray(pt)) { - pts = pt.map(p => { - return { - pt: p.clone(), - bul: 0 - }; - }); - } - else - pts = [{ pt: pt.clone(), bul: 0 }]; - this._LineData.splice(index, 0, ...pts); - this.Update(); - return this; - } - RemoveVertexAt(index) { - if (index < this._LineData.length) { - this.WriteAllObjectRecord(); - this._LineData.splice(index, 1); - this.Update(); - } - return this; - } - RemoveVertexIn(from, to) { - if (from + 1 < this._LineData.length && to > from) { - this.WriteAllObjectRecord(); - this._LineData.splice(from + 1, to - from - 1); - this.Update(); - } - return this; - } - /** - * 重设闭合多段线的起点 - * @param index 起始index,如果index非整数,将用最接近的整数作为起始索引 - */ - ResetStartPoint(index) { - if (!this.IsClose || index >= this.EndParam) - return false; - if (GeUtils_1.equalv2(this._LineData[0].pt, ArrayExt_1.arrayLast(this._LineData).pt)) - this._LineData.pop(); - ArrayExt_1.changeArrayStartIndex(this._LineData, Math.floor(index + 0.5)); - this._LineData.push({ - pt: this._LineData[0].pt.clone(), - bul: 0 - }); - return true; - } - GetPoint2dAt(index) { - if (index >= 0 && this._LineData.length > index) - return this._LineData[index].pt.clone(); - } - /** - * 设置指定点的位置 - * - * @param {number} index - * @param {Vector2} pt - * @memberof Polyline - */ - SetPointAt(index, pt) { - let d = this._LineData[index]; - if (d) { - this.WriteAllObjectRecord(); - d.pt.copy(pt); - this.Update(); - } - return this; - } - ApplyScaleMatrix(m) { - this.WriteAllObjectRecord(); - for (let i = 0; i <= this.EndParam; i++) { - let p = this.GetPointAtParam(i); - p.applyMatrix4(m).applyMatrix4(this.OCSInv); - this.SetPointAt(i, GeUtils_1.AsVector2(p)); - } - return this; - } - ApplyMirrorMatrix(m) { - this.WriteAllObjectRecord(); - let oldPts = this.GetStretchPoints(); - Matrix4Utils_1.reviseMirrorMatrix(this._Matrix); - for (let i = 0; i < oldPts.length; i++) { - let newP = oldPts[i].applyMatrix4(this.OCSInv); - let newBul = -this.GetBuilgeAt(i); - this.SetPointAt(i, GeUtils_1.AsVector2(newP)); - this.SetBulgeAt(i, newBul); - } - this.Reverse(); - return this; - } - SetBulgeAt(index, bul) { - let d = this._LineData[index]; - if (d) { - this.WriteAllObjectRecord(); - d.bul = bul; - this.Update(); - } - return this; - } - GetBuilgeAt(index) { - return this._LineData[index].bul; - } - Rectangle(length, height) { - this.LineData = [ - { pt: new three_1.Vector2(), bul: 0 }, - { pt: new three_1.Vector2(length), bul: 0 }, - { pt: new three_1.Vector2(length, height), bul: 0 }, - { pt: new three_1.Vector2(0, height), bul: 0 } - ]; - this.CloseMark = true; - return this; - } - RectangleFrom2Pt(p1, p2) { - let box = new three_1.Box3(); - box.setFromPoints([p2, p1].map((p) => p.clone().applyMatrix4(this.OCSInv))); - let px1 = GeUtils_1.AsVector2(box.min); - let px3 = GeUtils_1.AsVector2(box.max); - let px2 = new three_1.Vector2(px3.x, px1.y); - let px4 = new three_1.Vector2(px1.x, px3.y); - this.LineData = [ - { pt: px1, bul: 0 }, - { pt: px2, bul: 0 }, - { pt: px3, bul: 0 }, - { pt: px4, bul: 0 } - ]; - this.CloseMark = true; - return this; - } - //多段线起点 - get StartPoint() { - if (this._LineData.length > 0) - return GeUtils_1.AsVector3(this._LineData[0].pt).applyMatrix4(this.OCS); - return new three_1.Vector3(); - } - set StartPoint(p) { - this.WriteAllObjectRecord(); - p = p.clone().applyMatrix4(this.OCSInv); - if (this._LineData.length === 0) - this.AddVertexAt(0, GeUtils_1.AsVector2(p)); - else if (this._LineData.length === 1) - this.SetPointAt(0, GeUtils_1.AsVector2(p)); - else { - let bul = this.GetBuilgeAt(0); - if (bul !== 0) { - let arc = this.GetCurveAtParam(0); - arc.StartPoint = p; - //前面线的凸度调整 - this.SetBulgeAt(0, Math.tan(arc.AllAngle / 4) * Math.sign(bul)); - } - this.SetPointAt(0, GeUtils_1.AsVector2(p)); - } - } - get EndPoint() { - if (this._ClosedMark) - return this.StartPoint; - if (this._LineData.length > 0) - return GeUtils_1.AsVector3(this._LineData[this.EndParam].pt).applyMatrix4(this.OCS); - return new three_1.Vector3(); - } - set EndPoint(p) { - if (this._LineData.length < 2 || this.CloseMark) - return; - this.WriteAllObjectRecord(); - p = p.clone().applyMatrix4(this.OCSInv); - let bul = this.GetBuilgeAt(this.EndParam - 1); - if (bul !== 0) { - let arc = this.GetCurveAtParam(this.EndParam - 1); - arc.ApplyMatrix(this.OCSInv); - arc.EndPoint = p; - //前面线的凸度调整 - this.SetBulgeAt(this.EndParam - 1, Math.tan(arc.AllAngle / 4) * Math.sign(bul)); - } - this.SetPointAt(this.EndParam, GeUtils_1.AsVector2(p)); - } - get CurveCount() { - return this.EndParam; - } - get StartParam() { - return 0; - } - /** - * 表示最后一条曲线的终止参数,使用该参数可以直接遍历到多段线的所有子线段. for(i 1 && (GeUtils_1.equalv3(this.StartPoint, this.EndPoint, 1e-4))); - } - set CloseMark(v) { - this.WriteAllObjectRecord(); - this._ClosedMark = v; - this.Update(); - } - DigestionCloseMark() { - if (this._ClosedMark && this._LineData.length > 1) { - this.WriteAllObjectRecord(); - this._ClosedMark = false; - if (!GeUtils_1.equalv2(this._LineData[0].pt, ArrayExt_1.arrayLast(this._LineData).pt)) - this._LineData.push({ pt: GeUtils_1.AsVector2(this._LineData[0].pt), bul: 0 }); - } - } - get Length() { - return this.Explode().reduce((l, cu) => l + cu.Length, 0); - } - /** - * 获得指定参数所在的点. - * 当曲线存在闭合标志时,参数必须在曲线内部. - * 当曲线不存在闭合标志时,参数允许延伸出曲线. - * - * @param {number} param 参数 - * @returns {Vector3} 三维点,可为空 - * @memberof Polyline - */ - GetPointAtParam(param) { - if (param === Math.floor(param) && this.ParamOnCurve(param)) - return GeUtils_1.AsVector3(this.GetPoint2dAt(Utils_1.FixIndex(param, this.NumberOfVertices))).applyMatrix4(this.OCS); - let cu = this.GetCurveAtParam(param); - if (cu) - return cu.GetPointAtParam(this.GetCurveParamAtParam(param)); - return undefined; - } - GetDistAtParam(param) { - if (this._ClosedMark && !this.ParamOnCurve(param)) - return NaN; - //参数 整数 - let paramFloor = Math.floor(param); - //需要计算的曲线个数 - let cuCout = paramFloor > this.EndParam ? this.EndParam : paramFloor; - let dist = 0; - //首先计算完整曲线的长度 - for (let i = 0; i < cuCout; i++) { - dist += this.GetCurveAtIndex(i).Length; - } - //参数已经大于索引,证明参数在线外. - if (paramFloor !== cuCout) { - dist += this.GetCurveAtParam(param).GetDistAtParam(param - cuCout); - } - else if (param > paramFloor) { - let lastParam = param - paramFloor; - dist += this.GetCurveAtParam(param).GetDistAtParam(lastParam); - } - return dist; - } - GetPointAtDistance(dist) { - let param = this.GetParamAtDist(dist); - return this.GetPointAtParam(param); - } - /** - * 返回参数所在的点. 如果曲线不闭合,会试图返回延伸点参数 - * - * @param {Vector3} pt - * @returns {number} - * @memberof Polyline - */ - GetParamAtPoint(pt) { - let cus = this.Explode(); - if (cus.length === 0) - return NaN; - for (let i = 0; i < cus.length; i++) { - let cu = cus[i]; - let param = cu.GetParamAtPoint(pt); - if (cu.ParamOnCurve(param)) - return i + param; //返回点在曲线内部的参数 - } - //当曲线闭合时,不需要延伸首尾去判断参数 - if (this._ClosedMark) - return NaN; - //起点终点参数集合 - let seParams = []; - //点在第一条曲线上的参数 - let startParam = cus[0].GetParamAtPoint(pt); - if (!isNaN(startParam) && startParam < 0) - seParams.push(startParam); - //点在最后一条线上的参数 - let endParam = cus[cus.length - 1].GetParamAtPoint(pt); - if (!isNaN(endParam) && endParam > 0) - seParams.push(endParam + this.EndParam - 1); - if (seParams.length == 1) { - return seParams[0]; - } - else if (seParams.length == 2) { - //返回较近的参数 - if (pt.distanceToSquared(this.StartPoint) - < pt.distanceToSquared(this.EndPoint)) - return seParams[0]; - else - return seParams[1]; - } - return NaN; - } - GetParamAtDist(dist) { - let cus = this.Explode(); - for (let i = 0; i < cus.length; i++) { - let cu = cus[i]; - let len = cu.Length; - if (dist <= len) - return i + cu.GetParamAtDist(dist); - else if (GeUtils_1.equaln(dist, len, 1e-8)) - return i + 1; - dist -= len; - } - if (!this._ClosedMark) - return cus.length + cus[cus.length - 1].GetParamAtDist(dist); - return NaN; - } - GetDistAtPoint(pt) { - let param = this.GetParamAtPoint(pt); - if (!this.ParamOnCurve(param)) - return NaN; - return this.GetDistAtParam(param); - } - /** - * 返回曲线的一阶导数. - * 当曲线闭合(标志)且点不在曲线上. - * 或者曲线不闭合(标志) 且点不在曲线上也不在延伸上 - * - * @param {(number | Vector3)} param - * @returns {Vector3} - * @memberof Polyline - */ - GetFistDeriv(param) { - if (param instanceof three_1.Vector3) - param = this.GetParamAtPoint(param); - if (isNaN(param)) - return undefined; - let cu = this.GetCurveAtParam(param); - if (!cu) - return undefined; - return cu.GetFistDeriv(this.GetCurveParamAtParam(param)); - } - GetSplitCurves(param) { - //参数需要转化为参数数组 - let params; - if (typeof param == "number") - params = [param]; - else - params = param; - //校验参数在曲线中,修正参数 - let endParam = this.EndParam; - params = params.filter(p => this.ParamOnCurve(p) && p > -1e-6) - .map(a => { - if (a < 0) - return 0; - if (a > endParam) - return endParam; - if (GeUtils_1.equaln(a, Math.floor(a + 0.5), 1e-8)) - return Math.floor(a + 0.5); - return a; - }); - //排序 - params.sort((a, b) => a - b); - let hasEndParam = ArrayExt_1.arrayLast(params) === this.EndParam; - //必须加入最后一个参数,保证切割后的曲线完整 - if (!hasEndParam) - params.push(this.EndParam); - ArrayExt_1.arrayRemoveDuplicateBySort(params, (e1, e2) => GeUtils_1.equaln(e1, e2, 1e-8)); - params = params.filter(p => this.ParamOnCurve(p)); - if (params.length === 0) - return []; - //判断是否存在0参数 - let hasZeroParam = params[0] === 0; - if (hasZeroParam) - params.shift(); - let { pts, buls } = this.PtsBuls; - //返回的多段线集合 - let pls = []; - let len = 0; //已经走过的参数长度(整数) - //上一个切割参数的位置 0-1 - let prePa = 0; - for (let pa of params) { - //参数所在点 - let pt = GeUtils_1.AsVector2(this.GetPointAtParam(pa).applyMatrix4(this.OCSInv)); - pa -= len; - let pafloor = Math.floor(pa); - len += pafloor; - let plData = []; - //添加点 - for (let i = 0; i < pafloor; i++) { - if (i === 0 && !GeUtils_1.equaln(buls[0], 0, 1e-8)) { - buls[0] = Math.tan((1 - prePa) * Math.atan(buls[0])); - } - plData.push({ pt: pts[0], bul: buls[0] }); - pts.shift(); - buls.shift(); - } - if (GeUtils_1.equaln(pa, pafloor, 1e-8)) //如果pa在点上 - { - plData.push({ pt: pts[0].clone(), bul: buls[0] }); - } - else //在曲线上 - { - let bul = buls[0]; - if (!GeUtils_1.equaln(bul, 0, 1e-6)) - bul = Math.tan((pa - pafloor - (0 === pafloor ? prePa : 0)) * Math.atan(buls[0])); //->凸度 - //加入顶点+凸度 - plData.push({ pt: pts[0].clone(), bul }); - //终点 - plData.push({ pt, bul: 0 }); - //修正剩余的点表和凸度表 - pts[0].copy(pt); - } - prePa = pa - pafloor; - if (plData.length > 1) - pls.push(new Polyline_1(plData).ApplyMatrix(this.OCS)); - } - //当曲线为闭合曲线,并且不存在0切割参数时,首尾连接曲线 - if (this._ClosedMark && !hasZeroParam && !hasEndParam) { - let lastPl = pls[pls.length - 1]; - if (GeUtils_1.equalv2(ArrayExt_1.arrayLast(lastPl._LineData).pt, pls[0]._LineData[0].pt)) - lastPl._LineData.pop(); - lastPl._LineData.push(...pls[0]._LineData); - pls.shift(); - } - return pls; - } - //未完善 - GetCurveAtParamRange(startParam, endParam) { - let sfloor = Math.floor(startParam + 0.5); - if (GeUtils_1.equaln(sfloor, startParam, 1e-8)) - startParam = sfloor; - else - sfloor = Math.floor(startParam); - let efloor = Math.floor(endParam + 0.5); - if (GeUtils_1.equaln(efloor, endParam, 1e-8)) - endParam = efloor; - else - efloor = Math.floor(efloor); - const GetCurve = (index) => { - let d = this._LineData[index]; - let next = this._LineData[index + 1]; - if (!GeUtils_1.equaln(d.bul, 0, 1e-8)) - return new Arc_1.Arc().ParseFromBul(d.pt, next.pt, d.bul); - else - return new Line_1.Line(GeUtils_1.AsVector3(d.pt), GeUtils_1.AsVector3(next.pt)); - }; - let lined = []; - if (startParam === sfloor) { - let d = this._LineData[sfloor]; - lined.push({ pt: d.pt.clone(), bul: d.bul }); - } - else { - let d = this._LineData[sfloor]; - let cu = GetCurve(sfloor); - let remParam = startParam - sfloor; - let p = cu.GetPointAtParam(remParam); - let bul = d.bul; - if (!GeUtils_1.equaln(bul, 0)) - bul = Math.tan(Math.atan(bul) * (1 - remParam)); - lined.push({ pt: GeUtils_1.AsVector2(p), bul: bul }); - } - for (let i = sfloor + 1; i < efloor; i++) { - let d = this._LineData[i]; - lined.push({ pt: d.pt.clone(), bul: d.bul }); - } - if (efloor !== endParam) { - let d = this.LineData[efloor]; - let remParam = endParam - efloor; - let cu = GetCurve(efloor); - let p = cu.GetPointAtParam(remParam); - let bul = d.bul; - if (!GeUtils_1.equaln(bul, 0)) { - ArrayExt_1.arrayLast(lined).bul = Math.tan(Math.atan(bul) * remParam); - bul = Math.tan(Math.atan(bul) * (1 - remParam)); - } - lined.push({ pt: GeUtils_1.AsVector2(p), bul }); - } - let pl = new Polyline_1(lined); - pl.OCS = this.OCSNoClone; - return; - } - Extend(newParam) { - if (this.CloseMark || this.ParamOnCurve(newParam)) - return; - this.WriteAllObjectRecord(); - let ptIndex; - let bulIndex; - if (newParam < 0) { - ptIndex = 0; - bulIndex = 0; - } - else if (newParam > this.EndParam) { - ptIndex = this.EndParam; - bulIndex = ptIndex - 1; - } - //修改顶点 - this._LineData[ptIndex].pt = GeUtils_1.AsVector2(this.GetPointAtParam(newParam).applyMatrix4(this.OCSInv)); - //修改凸度 - let oldBul = this._LineData[bulIndex].bul; - if (oldBul != 0) - this._LineData[bulIndex].bul = Math.tan(Math.atan(oldBul) * (1 + newParam - ptIndex)); - this.Update(); - } - //const this - MatrixAlignTo2(toMatrix) { - if (!Matrix4Utils_1.matrixIsCoplane(this._Matrix, toMatrix, 1e-4)) - return this.PtsBuls; - let m = Matrix4Utils_1.matrixAlignCoordSys(this._Matrix, toMatrix); - let z1 = this.Normal; - let z2 = new three_1.Vector3().setFromMatrixColumn(toMatrix, 2); - let isMirror = GeUtils_1.equalv3(z1, z2.negate()); - let pts = []; - let buls = []; - for (let d of this._LineData) { - let p = GeUtils_1.AsVector2(GeUtils_1.AsVector3(d.pt).applyMatrix4(m)); - pts.push(p); - buls.push(isMirror ? -d.bul : d.bul); - } - return { pts, buls }; - } - Join(cu, allowGap = false, tolerance = 1e-4) { - this.WriteAllObjectRecord(); - if (this._ClosedMark) - return Status_1.Status.False; - let [sp, ep, cuSp, cuEp] = [this.StartPoint, this.EndPoint, cu.StartPoint, cu.EndPoint]; - let ocsInv = this.OCSInv; - let [cuSp2, cuEp2] = [cuSp, cuEp].map(p => GeUtils_1.AsVector2(p.clone().applyMatrix4(ocsInv))); - if (this._LineData.length === 0) { - if (cu instanceof Line_1.Line) { - this._LineData.push({ pt: cuSp2, bul: 0 }); - this._LineData.push({ pt: cuEp2, bul: 0 }); - } - else if (cu instanceof Arc_1.Arc) { - this._LineData.push({ pt: cuSp2, bul: cu.Bul }); - this._LineData.push({ pt: cuEp2, bul: 0 }); - } - else if (cu instanceof Polyline_1) { - let f = new CADFiler_1.CADFiler(); - cu.WriteFile(f); - this.ReadFile(f); - } - else - return Status_1.Status.False; - } - else { - let LinkType; - (function (LinkType) { - LinkType[LinkType["None"] = 0] = "None"; - LinkType[LinkType["SpSp"] = 1] = "SpSp"; - LinkType[LinkType["SpEp"] = 2] = "SpEp"; - LinkType[LinkType["EpSp"] = 3] = "EpSp"; - LinkType[LinkType["EpEp"] = 4] = "EpEp"; - })(LinkType || (LinkType = {})); - ; - let spspDisSq = cuSp.distanceToSquared(sp); - let spepDisSq = cuSp.distanceToSquared(ep); - let epspDisSq = cuEp.distanceToSquared(sp); - let epepDisSq = cuEp.distanceToSquared(ep); - let minDis = tolerance * tolerance; - let linkType = LinkType.None; - if (spspDisSq < minDis) { - linkType = LinkType.SpSp; - minDis = spspDisSq; - } - if (spepDisSq < minDis) { - linkType = LinkType.SpEp; - minDis = spepDisSq; - } - if (epspDisSq < minDis) { - linkType = LinkType.EpSp; - minDis = epspDisSq; - } - if (epepDisSq < minDis) - linkType = LinkType.EpEp; - if (linkType === LinkType.None) - return Status_1.Status.False; - if (cu instanceof Line_1.Line) { - if (linkType === LinkType.SpSp) { - this._LineData.unshift({ pt: cuEp2, bul: 0 }); - } - else if (linkType === LinkType.SpEp) { - this._LineData.push({ pt: cuEp2, bul: 0 }); - } - else if (linkType === LinkType.EpSp) { - this._LineData.unshift({ pt: cuSp2, bul: 0 }); - } - else if (linkType === LinkType.EpEp) { - this._LineData.push({ pt: cuSp2, bul: 0 }); - } - } - else if (cu instanceof Arc_1.Arc) { - let dir = GeUtils_1.equalv3(this.Normal, cu.Normal.negate()) ? -1 : 1; - let bul = cu.Bul * dir; - if (linkType === LinkType.SpSp) { - this._LineData.unshift({ pt: cuEp2, bul: -bul }); - } - else if (linkType === LinkType.SpEp) { - ArrayExt_1.arrayLast(this._LineData).bul = bul; - this._LineData.push({ pt: cuEp2, bul: 0 }); - } - else if (linkType === LinkType.EpSp) { - this._LineData.unshift({ pt: cuSp2, bul: bul }); - } - else if (linkType === LinkType.EpEp) { - ArrayExt_1.arrayLast(this._LineData).bul = -bul; - this._LineData.push({ pt: cuSp2, bul: 0 }); - } - } - else if (cu instanceof Polyline_1) { - if (cu.CloseMark) - return Status_1.Status.False; - let { pts, buls } = this.PtsBuls; - if (linkType === LinkType.SpSp) { - cu.Reverse(); - let cuPtsBul = cu.MatrixAlignTo2(this.OCS); - cuPtsBul.pts.pop(); - cuPtsBul.buls.pop(); - pts = cuPtsBul.pts.concat(pts); - buls = cuPtsBul.buls.concat(buls); - } - else if (linkType === LinkType.SpEp) { - pts.pop(); - buls.pop(); - let cuPtsBul = cu.MatrixAlignTo2(this.OCS); - pts = pts.concat(cuPtsBul.pts); - buls = buls.concat(cuPtsBul.buls); - } - else if (linkType === LinkType.EpSp) { - let cuPtsBul = cu.MatrixAlignTo2(this.OCS); - cuPtsBul.pts.pop(); - cuPtsBul.buls.pop(); - pts = cuPtsBul.pts.concat(pts); - buls = cuPtsBul.buls.concat(buls); - } - else if (linkType === LinkType.EpEp) { - pts.pop(); - buls.pop(); - cu.Reverse(); - let cuPtsBul = cu.MatrixAlignTo2(this.OCS); - pts = pts.concat(cuPtsBul.pts); - buls = buls.concat(cuPtsBul.buls); - } - this._LineData.length = 0; - for (let i = 0; i < pts.length; i++) { - this._LineData.push({ pt: pts[i], bul: buls[i] }); - } - } - else - return Status_1.Status.False; - } - //在上面的其他分支已经返回了假 所以这里直接返回真. - this.Update(); - return Status_1.Status.True; - } - /** - * 将曲线数组组合成多段线 - * @param curves 已经使用CurveLinked的数组,总是首尾相连 - * @returns - */ - static Combine(curves, tolerance = 1e-5) { - if (!curves || curves.length === 0) - return; - let pl = new Polyline_1; - pl.OCS = CurveUtils_1.ComputerCurvesNormalOCS(curves); - for (let cu of curves) - pl.Join(cu, false, tolerance); - let d = pl.LineData; - if (d.length > 1) { - let ld = ArrayExt_1.arrayLast(d).pt; - if (GeUtils_1.equalv2(d[0].pt, ld, tolerance)) - ld.copy(d[0].pt); - } - return pl; - } - PtOnCurve(pt) { - for (let i = 0; i < this.EndParam; i++) { - let c = this.GetCurveAtIndex(i); - if (c.PtOnCurve(pt)) - return true; - } - return false; - } - //点在曲线上,已经确定点在曲线的延伸线上 - PtOnCurve3(p, fuzz = 1e-6) { - for (let i = 0; i < this.EndParam; i++) { - let c = this.GetCurveAtIndex(i); - if (c.PtOnCurve3(p, fuzz)) - return true; - } - return false; - } - PtInCurve(pt) { - return this.IsClose && PointInPolyline_1.IsPointInPolyLine(this, pt); - } - GetClosestPointTo(pt, extend) { - return this.GetClosestPointTo2(pt, extend ? Curve_1.ExtendType.Both : Curve_1.ExtendType.None); - } - GetClosestPointTo2(pt, extType) { - //当曲线空时,返回空 - if (this.EndParam < 1) - return undefined; - //当有闭合标志时,曲线在任何位置都不延伸 - if (this._ClosedMark) - extType = Curve_1.ExtendType.None; - //最近点 - let ptC = undefined; - //最近点的距离 - let ptCDist = Infinity; - for (let i = 0; i < this.EndParam; i++) { - let cu = this.GetCurveAtIndex(i); - //前延伸 - if (i === 0 && (extType & Curve_1.ExtendType.Front) > 0) { - let ptCFirst = cu.GetClosestPointTo(pt, true); - if (cu.GetParamAtPoint(ptCFirst) <= 1) { - ptC = ptCFirst; - ptCDist = ptC.distanceToSquared(pt); - } - if (extType === Curve_1.ExtendType.Front) - continue; - } - let ptCloseNew; //新的最近点 - //后延伸 (此处与前延伸分开if 如果线只有一段,那么前后延伸都能同时触发) - if (i === (this.EndParam - 1) && (extType & Curve_1.ExtendType.Back) > 0) { - let ptCLast = cu.GetClosestPointTo(pt, true); - if (cu.GetParamAtPoint(ptCLast) >= 0) - ptCloseNew = ptCLast; - else //如果延伸之后并不在曲线或者曲线的后延伸上 - ptCloseNew = cu.EndPoint; - } - else { - ptCloseNew = cu.GetClosestPointTo(pt, false); - } - let newDist = ptCloseNew.distanceToSquared(pt); - if (newDist < ptCDist) { - ptC = ptCloseNew; - ptCDist = newDist; - } - } - return ptC; - } - //偏移 - GetOffsetCurves(offsetDist) { - if (GeUtils_1.equaln(offsetDist, 0)) - return []; - let polyOffestUtil = new OffsetPolyline_1.OffsetPolyline(this, offsetDist); - let curves = polyOffestUtil.Do(); - for (let cu of curves) - cu.ColorIndex = this.ColorIndex; - return curves; - } - GetFeedingToolPath(offsetDist) { - if (GeUtils_1.equaln(offsetDist, 0)) - return []; - let polyOffestUtil = new OffsetPolyline_1.OffsetPolyline(this, offsetDist, true); - return polyOffestUtil.Do(); - } - /** - * 分解 - */ - Explode() { - let exportCus = []; - for (let i = 0; i < this.EndParam; i++) { - exportCus.push(this.GetCurveAtIndex(i)); - } - return exportCus; - } - /** - * 根据参数得到参数所在的子曲线. - * - * 当曲线存在闭合标志时,参数必须在曲线内部,否则返回空. - * - * @param {number} param 参数值 - * @returns {Curve} 曲线(直线或者圆弧) 或空 - * @memberof Polyline - */ - GetCurveAtParam(param) { - if (this._ClosedMark && !this.ParamOnCurve(param)) - return undefined; - if (param < 0) - return this.GetCurveAtIndex(0); - else if (param >= this.EndParam) - return this.GetCurveAtIndex(this.EndParam - 1); - else - return this.GetCurveAtIndex(Math.floor(param)); - } - /** - * 得到参数在子曲线中的表示 - * - * @param {number} param 参数在多段线中表示 - * @returns {number} 参数在子曲线中表示 - * @memberof Polyline - */ - GetCurveParamAtParam(param) { - if (param >= this.EndParam) - param -= this.EndParam - 1; - else if (param > 0) - param -= Math.floor(param); - return param; - } - /** - * 获得曲线,来自索引位置. - * @param {number} i 索引位置 整数 - */ - GetCurveAtIndex(i) { - if (i >= this._LineData.length) - return undefined; - if (!this.ParamOnCurve(i)) - return undefined; - if (!this._ClosedMark && i === this._LineData.length - 1) - return undefined; - let d1 = this._LineData[i]; - let d2 = this._LineData[Utils_1.FixIndex(i + 1, this._LineData)]; - let curve; - if (GeUtils_1.equaln(d1.bul, 0, 1e-8)) - curve = new Line_1.Line(GeUtils_1.AsVector3(d1.pt), GeUtils_1.AsVector3(d2.pt)).ApplyMatrix(this.OCS); - else - curve = new Arc_1.Arc().ParseFromBul(d1.pt, d2.pt, d1.bul).ApplyMatrix(this.OCS); - curve.ColorIndex = this._Color; - return curve; - } - IntersectWith2(curve, intType, tolerance = 1e-5) { - return IntersectWith_1.IntersectPolylineAndCurve(this, curve, intType, tolerance); - } - //计算自交点. - IntersectSelf() { - let cus = this.Explode(); - if (cus.length === 0) - return []; - let intParams = []; - for (let i = 0; i < cus.length; i++) { - let c = cus[i]; - for (let j = i + 2; j < cus.length; j++) { - let c2 = cus[j]; - let pts = c.IntersectWith(c2, IntersectWith_1.IntersectOption.OnBothOperands); - for (let p of pts) { - intParams.push(i + c.GetParamAtPoint(p)); - intParams.push(j + c2.GetParamAtPoint(p)); - } - } - } - return intParams; - } - get BoundingBox() { - let box = new three_1.Box3(); - for (let i = 0; i < this.EndParam; i++) { - let cu = this.GetCurveAtIndex(i); - box.union(cu.BoundingBox); - } - return box; - } - /** - * 得到曲线有用的点表和凸度(闭合曲线首尾重复) - */ - get PtsBuls() { - let pts = []; - let buls = []; - if (this._LineData.length === 0) - return { pts, buls }; - for (let data of this._LineData) { - pts.push(data.pt.clone()); - buls.push(data.bul); - } - //闭合且起点不等于终点 - if (this._ClosedMark && - !this._LineData[0].pt.equals(ArrayExt_1.arrayLast(this._LineData).pt)) { - pts.push(pts[0].clone()); - buls.push(buls[0]); - } - return { pts, buls }; - } - get IsBulge() { - if (!this.IsClose) - return false; - let refDir = Math.sign(this.Area2); - let c1; - let c2; - for (let i = 0; i < this.EndParam; i++) { - c1 = this.GetCurveAtIndex(i); - c2 = this.GetCurveAtIndex(Utils_1.FixIndex(i + 1, this.EndParam)); - let len1 = c1.Length; - let len2 = c2.Length; - let minLen = Math.min(len1, len2) * 0.2; - let p = c1.EndPoint; - let p1; - let p2; - if (c1 instanceof Arc_1.Arc) { - let dir = c1.IsClockWise ? -1 : 1; - if (dir !== refDir) - return false; - p1 = c1.GetPointAtDistance(len1 - minLen); - } - else - p1 = c1.StartPoint; - if (c2 instanceof Arc_1.Arc) { - let dir = c2.IsClockWise ? -1 : 1; - if (dir !== refDir) - return false; - p2 = c2.GetPointAtDistance(minLen); - } - else - p2 = c2.EndPoint; - let vec1 = p.clone().sub(p1); - let vec2 = p2.sub(p); - let dir = Math.sign(vec1.cross(vec2).z); - if (dir !== 0 && dir !== refDir) - return false; - } - return true; - } - get Shape() { - let { pts, buls } = this.PtsBuls; - let curve = createBoard_1.CreateBoardUtil.CreatePath(pts, buls); - return curve; - } - get SVG() { - let sp = this.StartPoint; - let str = `M${sp.x} ${sp.y} `; - for (let i = 1; i <= this.EndParam; i++) { - let bul = this.GetBuilgeAt(i - 1); - let p = this.GetPointAtParam(i); - if (bul === 0) - str += `L${p.x} ${p.y} `; - else { - let arc = this.GetCurveAtIndex(i - 1); - str += `A ${arc.Radius} ${arc.Radius} 0 ${Math.abs(bul) >= 1 ? 1 : 0} ${arc.IsClockWise ? 0 : 1} ${p.x} ${p.y}`; - } - } - return str; - } - InitDrawObject(renderType = RenderType_1.RenderType.Wireframe) { - let shape = this.Shape; - let geo = BufferGeometryUtils_1.BufferGeometryUtils.CreateFromPts(shape.getPoints(50).map(GeUtils_1.AsVector3)); - if (renderType === RenderType_1.RenderType.Print) { - var geometry = new LineGeometry_1.LineGeometry().setPositions(geo.attributes.position.array); - return new Line2_1.Line2(geometry, ColorPalette_1.ColorMaterial.PrintLineMatrial); - } - let obj = new three_1.Line(geo, ColorPalette_1.ColorMaterial.GetLineMaterial(this._Color)); - return obj; - } - UpdateDrawObject(type, en) { - let shape = this.Shape; - let pts = shape.getPoints(50).map(GeUtils_1.AsVector3); - let plObj = en; - let geo = plObj.geometry; - if (!BufferGeometryUtils_1.BufferGeometryUtils.UpdatePts(geo, pts)) { - GeUtils_1.updateGeometry(plObj, BufferGeometryUtils_1.BufferGeometryUtils.CreateFromPts(pts)); - } - } - GetDragPointCount(drag) { - if (drag === DragPointType_1.DragPointType.Grip) { - let count = this.EndParam * 2 + 1; - if (this.CloseMark) - count--; - return count; - } - else { - return this._LineData.length; - } - } - GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform) { - switch (snapMode) { - case ObjectSnapMode_1.ObjectSnapMode.End: - return this.GetStretchPoints(); - case ObjectSnapMode_1.ObjectSnapMode.Mid: - let midPts = []; - let enParam = this.EndParam; - for (let i = 0.5; i < enParam; i++) { - let p = this.GetPointAtParam(i); - p && midPts.push(p); - } - return midPts; - case ObjectSnapMode_1.ObjectSnapMode.Nea: - { - let nea = []; - for (let cu of this.Explode()) { - let neaa = cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform); - if (neaa) - nea.push(...neaa); - } - return nea; - } - case ObjectSnapMode_1.ObjectSnapMode.Ext: - { - let cp = this.GetClosestPointTo(pickPoint, true); - if (cp) - return [cp]; - break; - } - case ObjectSnapMode_1.ObjectSnapMode.Cen: - let cenPts = []; - for (let i = 0; i < this._LineData.length; i++) { - let data = this._LineData[i]; - if (!GeUtils_1.equaln(data.bul, 0)) { - let cu = this.GetCurveAtIndex(i); - if (cu) //end bul !== 0 但是并没有圆弧 - cenPts.push(cu.Center); - } - } - return cenPts; - case ObjectSnapMode_1.ObjectSnapMode.Per: - if (lastPoint) { - let cp = this.GetClosestPointTo(pickPoint, false); - if (!cp) - return []; - let cparam = this.GetParamAtPoint(cp); - let cu = this.GetCurveAtParam(cparam); - if (cu) { - let closestPt = cu.GetClosestPointTo(lastPoint, true); - if (closestPt && this.PtOnCurve(closestPt)) - return [closestPt]; - } - } - case ObjectSnapMode_1.ObjectSnapMode.Tan: - if (lastPoint) { - let clostPt = this.GetClosestPointTo(pickPoint, false); - if (!clostPt) - return []; - let par = this.GetParamAtPoint(clostPt); - let cu = this.GetCurveAtParam(par); - if (cu instanceof Arc_1.Arc) - return cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint); - return []; - } - default: - break; - } - return []; - } - GetGripPoints() { - let ptList = []; - if (this._LineData.length < 2) - return ptList; - let enParam = this.EndParam; - if (this.CloseMark) - enParam -= 0.5; - for (let i = 0; i < enParam + 0.5; i += 0.5) { - let p = this.GetPointAtParam(i); - ptList.push(p); - } - return ptList; - } - MoveGripPoints(indexList, moveVec) { - this.WriteAllObjectRecord(); - let moveVLoc = GeUtils_1.AsVector2(moveVec.clone().applyMatrix4(new three_1.Matrix4().extractRotation(this.OCSInv))); - let calcIndexList = indexList; - if (indexList.length > 1) { - let centerIndexes = indexList.filter(i => i % 2 === 0); - if (centerIndexes.length > 0) - calcIndexList = centerIndexes; - } - for (let index of calcIndexList) { - if (index % 2 === 0) { - let cuIndex = index / 2; - let ptCout = this._LineData.length; - let frontIndex = cuIndex - 1; - if (this._ClosedMark) - frontIndex = Utils_1.FixIndex(frontIndex, ptCout); - if (frontIndex >= 0 && this.GetBuilgeAt(frontIndex)) { - let arc = this.GetCurveAtIndex(frontIndex); - arc.MoveGripPoints([2], moveVec); - this._LineData[frontIndex].bul = arc.Bul; - } - if ((cuIndex !== ptCout - 1) && this.GetBuilgeAt(cuIndex)) { - let arc = this.GetCurveAtIndex(cuIndex); - arc.MoveGripPoints([0], moveVec); - this._LineData[cuIndex].bul = arc.Bul; - } - this._LineData[cuIndex].pt.add(moveVLoc); - } - else { - let ptIndex = (index - 1) / 2; - let nextIndex = (Utils_1.FixIndex(ptIndex + 1, this._LineData)); - let d = this._LineData[ptIndex]; - if (d.bul == 0) { - this._LineData[ptIndex].pt.add(moveVLoc); - this._LineData[nextIndex].pt.add(moveVLoc); - } - else { - let arc = this.GetCurveAtIndex(ptIndex); - arc.MoveGripPoints([1], moveVec); - this._LineData[ptIndex].bul = arc.Bul; - } - } - } - this.Update(); - } - GetStretchPoints() { - let ocs = this.OCS; - let ptList = []; - for (let data of this._LineData) { - ptList.push(GeUtils_1.AsVector3(data.pt).applyMatrix4(ocs)); - } - return ptList; - } - /** - * 范围拉伸(stretch),对夹点进行拉伸. - * 如果对圆弧的一侧进行拉伸,那么修改bul - * - * @param {Array} indexList - * @param {Vector3} vec - * @memberof Polyline - */ - MoveStretchPoints(indexList, vec) { - this.WriteAllObjectRecord(); - //本地坐标系移动向量 - let moveVLoc = vec.clone().applyMatrix4(new three_1.Matrix4().extractRotation(this.OCSInv)); - let ptCout = this._LineData.length; - for (let index of indexList) { - let frontIndex = index - 1; - let nextIndex = index + 1; - if (this._ClosedMark) { - frontIndex = Utils_1.FixIndex(frontIndex, ptCout); - nextIndex = Utils_1.FixIndex(nextIndex, ptCout); - } - /** - * 根据新的拉伸点修改凸度. - * - * @param {number} nextIndex 隔壁点索引 - * @param {number} bulIndex 需要修改凸度位置的索引 - * @returns - */ - const ChangeBul = (nextIndex, bulIndex) => { - //需要修改的点的数据 - let d = this._LineData[bulIndex]; - if (d === undefined || d.bul == 0) - return; - //如果隔壁点不在拉伸列表中 - if (indexList.indexOf(nextIndex) === -1) { - let needChangeP = this.GetPointAtParam(index); - let notChangeP = this.GetPointAtParam(nextIndex); - //原先的弦长的一半 - let oldChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5; - //弓高 - let arcHeight = oldChordLengthHalf * d.bul; - needChangeP.add(vec); - let newChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5; - d.bul = arcHeight / newChordLengthHalf; - } - }; - ChangeBul(frontIndex, frontIndex); - ChangeBul(nextIndex, index); - //修改顶点 - this._LineData[index].pt.add(GeUtils_1.AsVector2(moveVLoc)); - } - this.Update(); - } - _ReadFile(file) { - super._ReadFile(file); - let ver = file.Read(); - this._LineData.length = 0; - let cout = file.Read(); - for (let i = 0; i < cout; i++) { - let v = new three_1.Vector2().fromArray(file.Read()); - let bul = file.Read(); - this._LineData.push({ pt: v, bul: bul }); - } - if (ver > 1) - this._ClosedMark = file.Read(); - } - //对象将自身数据写入到文件. - WriteFile(file) { - super.WriteFile(file); - file.Write(2); - file.Write(this._LineData.length); - for (let l of this._LineData) { - file.Write(l.pt.toArray()); - file.Write(l.bul); - } - file.Write(this._ClosedMark); - } -}; -Polyline = Polyline_1 = __decorate([ - CADFactory_1.Factory -], Polyline); -exports.Polyline = Polyline; -exports.TempPolyline = new Polyline(); - - -/***/ }), - -/***/ "./src/DatabaseServices/EraseEntityData.ts": -/*!*************************************************!*\ - !*** ./src/DatabaseServices/EraseEntityData.ts ***! - \*************************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.EraseEntityData = void 0; -const CADFactory_1 = __webpack_require__(/*! ./CADFactory */ "./src/DatabaseServices/CADFactory.ts"); -let EraseEntityData = class EraseEntityData { - constructor(isErase = true) { - this.isErase = isErase; - } - ReadFile(file) { - this.isErase = file.Read(); - return this; - } - WriteFile(file) { - file.Write(this.isErase); - return this; - } -}; -EraseEntityData = __decorate([ - CADFactory_1.Factory -], EraseEntityData); -exports.EraseEntityData = EraseEntityData; - - -/***/ }), - -/***/ "./src/DatabaseServices/ObjectId.ts": -/*!******************************************!*\ - !*** ./src/DatabaseServices/ObjectId.ts ***! - \******************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.ObjectId = exports.RelevancyType = void 0; -var RelevancyType; -(function (RelevancyType) { - RelevancyType[RelevancyType["General"] = 0] = "General"; - RelevancyType[RelevancyType["Soft"] = 1] = "Soft"; - RelevancyType[RelevancyType["Hard"] = 2] = "Hard"; -})(RelevancyType = exports.RelevancyType || (exports.RelevancyType = {})); -/* -CADObject对象拥有Id属性,用来记录引用关系. -通过id可以得到对应的关联实体,或者记录实体的关联关系. - -ObjectId必须使用 Database分配(db里面会存id的列表,以便同时更新id指向实体) - -*/ -class ObjectId { - constructor(index = 0, obj) { - this.index = index; - this.obj = obj; - this._RelevancyType = RelevancyType.General; - } - get IsErase() { - return !this.obj || this.obj.IsErase; - } - set Object(obj) { - this.obj = obj; - } - get Object() { - return this.obj; - } - get Index() { - return this.index; - } - set Index(index) { - this.index = index; - } -} -exports.ObjectId = ObjectId; - - -/***/ }), - -/***/ "./src/DatabaseServices/PointInPolyline.ts": -/*!*************************************************!*\ - !*** ./src/DatabaseServices/PointInPolyline.ts ***! - \*************************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.IsPointInPolyLine = exports.IsPointInBowArc = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -const Line_1 = __webpack_require__(/*! ./Entity/Line */ "./src/DatabaseServices/Entity/Line.ts"); -/** - * 点在扇形内部,提供一个简单实现的版本. - * 优化版本请参照:http://www.cnblogs.com/miloyip/archive/2013/04/19/3029852.html - * - * @param arc 二维圆弧 - * @param pt - * @returns 点在扇形内部. - */ -function IsPointInCircularSector(arc, pt) { - let center = arc.Center; - let disSq = center.distanceTo(pt); - if (disSq > arc.Radius * arc.Radius) - return false; - let an = GeUtils_1.angle(pt.clone().sub(center)); - let param = arc.GetParamAtAngle(an); - return arc.ParamOnCurve(param); -} -/** - * 点在弓型内部 - * - * @param arc 二维圆弧 - * @param pt 点 - * @param isInChrodIsTrue 当点在弦上也认为在弓形内部 - * @returns 点在内部 - */ -function IsPointInBowArc(arc, pt, isInChrodIsTrue = false) { - let pv = pt.clone().sub(arc.StartPoint); - let av = arc.EndPoint.sub(arc.StartPoint); - pv.cross(av); - //未优化的代码 - // if (pv.z > 0 && arc.IsClockWise) - // return false; - // else if (pv.z < 0 && !arc.IsClockWise) - // return false; - // else - // return arc.Center.distanceToSquared(pt) < arc.Radius * arc.Radius; - //简化的代码 - if ((pv.z > 0) !== arc.IsClockWise || (isInChrodIsTrue && GeUtils_1.equaln(pv.z, 0))) { - return arc.Center.distanceToSquared(pt) < arc.Radius * arc.Radius; - } - return false; -} -exports.IsPointInBowArc = IsPointInBowArc; -/** - * 判断点在多段线内外 - * @param pl 多段线 - * @param pt 点 - * @returns 点在多段线内部 - */ -function IsPointInPolyLine(pl, pt) { - let crossings = 0; - let insLine = new Line_1.Line(pt, pt.clone().add(new three_1.Vector3(0, 10, 0))); - for (let i = 0; i < pl.EndParam; i++) { - if (GeUtils_1.equaln(pl.GetBuilgeAt(i), 0, 5e-6)) //直线 - { - let sp = pl.GetPointAtParam(i); - let ep = pl.GetPointAtParam(i + 1); - //点位于线上面 - if (pt.y > Math.max(sp.y, ep.y)) - continue; - //线垂直Y轴 - let derX = ep.x - sp.x; - if (GeUtils_1.equaln(derX, 0, 5e-6)) - continue; - //起点 - if (GeUtils_1.equaln(sp.x, pt.x, 5e-6)) { - if (sp.y > pt.y && derX < 0) - crossings++; - continue; - } - //终点 - if (GeUtils_1.equaln(ep.x, pt.x, 5e-6)) { - if (ep.y > pt.y && derX > 0) - crossings++; - continue; - } - //快速求交,只验证有没有交点 - let [x1, x2] = sp.x > ep.x ? [ep.x, sp.x] : [sp.x, ep.x]; - if (pt.x > x1 && pt.x < x2) { - let derY = ep.y - sp.y; - let k = derY / derX; - if ((pt.x - sp.x) * k + sp.y > pt.y) - crossings++; - } - } - else //圆弧 - { - let arc = pl.GetCurveAtIndex(i); - let sp = arc.StartPoint; - let ep = arc.EndPoint; - //如果相切 - if (GeUtils_1.equaln(Math.abs(pt.x - arc.Center.x), arc.Radius)) { - //当点和起点或者终点和点相切时 - if (GeUtils_1.equaln(sp.x, pt.x) && sp.y > pt.y) { - if (ep.x - sp.x < -1e-5) - crossings++; - } - else if (GeUtils_1.equaln(ep.x, pt.x) && ep.y > pt.y) { - if (ep.x - sp.x > 1e-5) - crossings++; - } - continue; - } - if (GeUtils_1.equaln(sp.x, pt.x) && sp.y > pt.y) { - let der = arc.GetFistDeriv(0); - if (der.x < -1e-5) - crossings++; - } - if (GeUtils_1.equaln(ep.x, pt.x) && ep.y > pt.y) { - let der = arc.GetFistDeriv(1); - if (der.x > 1e-5) - crossings++; - } - for (let pti of arc.IntersectWith(insLine, IntersectWith_1.IntersectOption.ExtendArg)) { - if (pti.y < pt.y || GeUtils_1.equalv3(sp, pti, 1e-5) || GeUtils_1.equalv3(ep, pti, 1e-5)) - continue; - let der = arc.GetFistDeriv(pti); - if (!GeUtils_1.equaln(der.x, 0)) //相切. - crossings++; - } - } - } - return (crossings % 2) === 1; -} -exports.IsPointInPolyLine = IsPointInPolyLine; -/** - * 点在区域内部 - * - * @param pt - * @param pts - * @returns - */ -function IsPointInPolygon(pt, pts) { - let crossings = 0; //int - let [px, py] = [pt.x, pt.y]; - let ptCout = pts.length; - for (let i = 0; i < ptCout; i++) { - let pti = pts[i]; - let ptn = pts[(i + 1) % ptCout]; - let [x1, x2] = [pti.x, ptn.x]; - /* This is done to ensure that we get the same result when - the line goes from left to right and right to left */ - if (x1 > x2) - [x1, x2] = [x2, x1]; - /* First check if the ray is possible to cross the line */ - if (px > x1 && px <= x2 && (py < pti.y || py <= ptn.y)) { - const eps = 0.000001; - /* Calculate the equation of the line */ - let dx = ptn.x - pti.x; - let dy = ptn.y - pti.y; - let k; - if (Math.abs(dx) < eps) - k = 1e300; - else - k = dy / dx; - let m = pti.y - k * pts[i].x; - /* Find if the ray crosses the line */ - let y2 = k * px + m; - if (py <= y2) - crossings++; - } - } - return crossings % 2 === 1; -} - - -/***/ }), - -/***/ "./src/DatabaseServices/Shape2.ts": -/*!****************************************!*\ - !*** ./src/DatabaseServices/Shape2.ts ***! - \****************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Shape2 = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const Utils_1 = __webpack_require__(/*! ../Common/Utils */ "./src/Common/Utils.ts"); -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -class Shape2 extends three_1.Shape { - getPoints(divisions = 12) { - divisions = divisions || 12; - let points = [], last; - for (let i = 0, curves = this.curves; i < curves.length; i++) { - let curve = curves[i]; - //@ts-ignore - let resolution = (curve && curve.isEllipseCurve) ? Utils_1.clamp(curve.getLength() / 20, divisions * 2, 60) - //@ts-ignore - : (curve && (curve.isLineCurve || curve.isLineCurve3)) ? 1 - //@ts-ignore - : (curve && curve.isSplineCurve) ? divisions * curve.points.length - : divisions; - let pts = curve.getPoints(resolution); - for (let j = 0; j < pts.length; j++) { - let point = pts[j]; - if (last && GeUtils_1.equalv2(last, point, 1e-4)) - continue; // ensures no consecutive points are duplicates - points.push(point); - last = point; - if (j === pts.length - 1) - point["_mask_"] = true; - } - } - if (this.autoClose - && points.length > 1 - && !points[points.length - 1].equals(points[0])) { - points.push(points[0]); - } - return points; - } - absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { - let curve = new three_1.EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); - /* - if (this.curves.length > 0) - { - // if a previous curve is present, attempt to join - let firstPoint = curve.getPoint(0); - if (!equalv2(firstPoint, this.currentPoint)) - { - this.lineTo(firstPoint.x, firstPoint.y); - } - } - */ - this.curves.push(curve); - let lastPoint = curve.getPoint(1); - this.currentPoint.copy(lastPoint); - return this; - } -} -exports.Shape2 = Shape2; - - -/***/ }), - -/***/ "./src/Editor/ObjectSnapMode.ts": -/*!**************************************!*\ - !*** ./src/Editor/ObjectSnapMode.ts ***! - \**************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.ObjectSnapMode = void 0; -/** - * OSMODE - */ -var ObjectSnapMode; -(function (ObjectSnapMode) { - ObjectSnapMode[ObjectSnapMode["None"] = 0] = "None"; - ObjectSnapMode[ObjectSnapMode["End"] = 1] = "End"; - ObjectSnapMode[ObjectSnapMode["Mid"] = 2] = "Mid"; - ObjectSnapMode[ObjectSnapMode["Cen"] = 4] = "Cen"; - ObjectSnapMode[ObjectSnapMode["Node"] = 8] = "Node"; - ObjectSnapMode[ObjectSnapMode["Qua"] = 16] = "Qua"; - ObjectSnapMode[ObjectSnapMode["Int"] = 32] = "Int"; - ObjectSnapMode[ObjectSnapMode["Ins"] = 64] = "Ins"; - ObjectSnapMode[ObjectSnapMode["Per"] = 128] = "Per"; - ObjectSnapMode[ObjectSnapMode["Tan"] = 256] = "Tan"; - ObjectSnapMode[ObjectSnapMode["Nea"] = 512] = "Nea"; - ObjectSnapMode[ObjectSnapMode["NotEntitySnap"] = 1024] = "NotEntitySnap"; - ObjectSnapMode[ObjectSnapMode["App"] = 2048] = "App"; - ObjectSnapMode[ObjectSnapMode["Ext"] = 4096] = "Ext"; - ObjectSnapMode[ObjectSnapMode["Par"] = 8192] = "Par"; - ObjectSnapMode[ObjectSnapMode["Axis"] = 16384] = "Axis"; - ObjectSnapMode[ObjectSnapMode["All"] = 31743] = "All"; -})(ObjectSnapMode = exports.ObjectSnapMode || (exports.ObjectSnapMode = {})); - - -/***/ }), - -/***/ "./src/Editor/UserConfig.ts": -/*!**********************************!*\ - !*** ./src/Editor/UserConfig.ts ***! - \**********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { - var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; - if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); - else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; - return c > 3 && r && Object.defineProperty(target, key, r), r; -}; -Object.defineProperty(exports, "__esModule", { value: true }); -exports.userConfig = exports.UserConfig = void 0; -const RenderType_1 = __webpack_require__(/*! ../GraphicsSystem/RenderType */ "./src/GraphicsSystem/RenderType.ts"); -const mobx_1 = __webpack_require__(/*! mobx */ "./node_modules/mobx/lib/mobx.module.js"); -const StoreageKeys_1 = __webpack_require__(/*! ../Common/StoreageKeys */ "./src/Common/StoreageKeys.ts"); -const SystemEnum_1 = __webpack_require__(/*! ../Common/SystemEnum */ "./src/Common/SystemEnum.ts"); -class UserConfig { - constructor() { - this._version = 10; - this._renderType = RenderType_1.RenderType.Wireframe; - this.maxSize = { - isShow: false, - height: 2440, - width: 1220, - }; - this._drillConfigs = new Map(); - this.openDrillingReactor = true; - this.openAutoCuttingReactor = true; - /**打开将检测排钻是否在板件内*/ - this.openExactDrill = true; - this.userConfigName = {}; - this.modeling2HoleRad = 20; //圆造型小于等于该值拆成孔数据 - this.isAdmin = false; - this.kjlConfig = { - grooveAddLength: "0", - grooveAddWidth: "0", - grooveAddDepth: "1", - }; - this.SystemConfig = { - maxHightightCount: 15000, - snapSize: 15, - aaType: SystemEnum_1.AAType.FXAA - }; - this.viewDirType = SystemEnum_1.ViewDirType.XN; - this.useCtrlRotate = true; - this.cursorSize = { - D2: 1000, - D3: 100, - }; - this.autoSaveConfig = { - enable: true, - time: 1, - }; - this.showLines = false; - this.keepConfig = false; - this.autoClearHistory = true; - this.chaidanOption = { - changXiuBian: 6, - duanXiuBian: 6, - useDefaultRad: false, - radius: 2.5, - modeling2HoleRad: 20, - isCheckInterfere: false, - }; - this.autoLines = false; - this.dimTextHeight = 60; - this.configName = "default"; - this.configsNames = []; - this.Init(); - } - Init() { - let type = localStorage.getItem(StoreageKeys_1.StoreageKeys.RenderType); - if (type) - this._renderType = parseFloat(type); - } - set RenderType(t) { - if (t !== this._renderType) { - this._renderType = t; - this.SetRenderTypeEvent(); - localStorage.setItem(StoreageKeys_1.StoreageKeys.RenderType, t.toString()); - } - } - get RenderType() { return this._renderType; } - SetRenderTypeEvent() { } - get DrillConfigs() { - return this._drillConfigs || new Map(); - } - set DrillConfigs(config) { - mobx_1.observable(this._drillConfigs).replace(config); - this.SetDrillConfigsEvent(); - } - SetDrillConfigsEvent() { } - InitOption() { - this.openDrillingReactor = true; - this.openAutoCuttingReactor = true; - Object.assign(this.maxSize, { - height: 2440, - width: 1220 - }); - Object.assign(this.kjlConfig, { - grooveAddLength: "0", - grooveAddWidth: "0", - grooveAddDepth: "1" - }); - Object.assign(this.chaidanOption, { - changXiuBian: 6, - duanXiuBian: 6, - useDefaultRad: false, - radius: 2.5, - modeling2HoleRad: 20, - }); - this.dimTextHeight = 60; - } - SaveConfig() { - return { - option: { - version: this._version, - openDrillingReactor: this.openDrillingReactor, - openAutoCuttingReactor: this.openAutoCuttingReactor, - maxSize: mobx_1.toJS(this.maxSize), - kjlConfig: mobx_1.toJS(this.kjlConfig), - systemConfig: mobx_1.toJS(this.SystemConfig), - viewDirType: this.viewDirType, - useCtrlRotate: this.useCtrlRotate, - cursorSize: mobx_1.toJS(this.cursorSize), - autoSaveConfig: mobx_1.toJS(this.autoSaveConfig), - showLines: this.showLines, - keepConfig: this.keepConfig, - autoClearHistory: this.autoClearHistory, - chaidanOption: mobx_1.toJS(this.chaidanOption), - autoLines: this.autoLines, - dimTextHeight: this.dimTextHeight, - } - }; - } - UpdateOption(config) { - this.openDrillingReactor = config.option.openDrillingReactor; - this.openAutoCuttingReactor = config.option.openAutoCuttingReactor; - Object.assign(this.maxSize, config.option.maxSize); - Object.assign(this.kjlConfig, config.option.kjlConfig); - this.modeling2HoleRad = config.option.modeling2HoleRad; - if (config.option.version > 1) { - Object.assign(this.SystemConfig, config.option.systemConfig); - } - if (config.option.version > 2) { - this.viewDirType = config.option.viewDirType; - this.useCtrlRotate = config.option.useCtrlRotate; - } - if (config.option.version > 3) { - Object.assign(this.cursorSize, config.option.cursorSize); - } - if (config.option.version > 4) { - Object.assign(this.autoSaveConfig, config.option.autoSaveConfig); - } - if (config.option.version > 5) { - this.showLines = config.option.showLines; - } - if (config.option.version > 6) { - this.keepConfig = config.option.keepConfig; - } - if (config.option.version > 7) { - this.autoClearHistory = config.option.autoClearHistory; - } - if (config.option.version > 8) { - Object.assign(this.chaidanOption, config.option.chaidanOption); - this.autoLines = config.option.autoLines; - } - else - this.chaidanOption.modeling2HoleRad = this.modeling2HoleRad; - if (config.option.version > 9) - this.dimTextHeight = config.option.dimTextHeight; - } -} -__decorate([ - mobx_1.observable -], UserConfig.prototype, "maxSize", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "_drillConfigs", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "openDrillingReactor", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "openAutoCuttingReactor", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "openExactDrill", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "isAdmin", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "kjlConfig", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "SystemConfig", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "viewDirType", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "useCtrlRotate", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "cursorSize", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "autoSaveConfig", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "showLines", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "keepConfig", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "autoClearHistory", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "chaidanOption", void 0); -__decorate([ - mobx_1.observable -], UserConfig.prototype, "autoLines", void 0); -exports.UserConfig = UserConfig; -exports.userConfig = new UserConfig(); - - -/***/ }), - -/***/ "./src/GLSL/GoochShader.ts": -/*!*********************************!*\ - !*** ./src/GLSL/GoochShader.ts ***! - \*********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.GetGoodShaderSimple = exports.GetGoochShader = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -//https://github.com/arefin86/arefin86.github.io/blob/master/js/shaders/GoochShader.js -function GetGoochShader() { - return { - uniforms: { - "LightPosition": { type: "v3", value: new three_1.Vector3(-200, 0, 200) }, - "SurfaceColor": { type: "v3", value: new three_1.Vector3(1.0, 1.0, 0.) }, - "WarmColor": { type: "v3", value: new three_1.Vector3(1.0, 0.5, 0.0) }, - "CoolColor": { type: "v3", value: new three_1.Vector3(0, 0, 0.7) }, - "DiffuseWarm": { type: "f", value: 0.45 }, - "DiffuseCool": { type: "f", value: 0.1 } - }, - vertexShader: __webpack_require__(/*! ./Goodch2.vs */ "./src/GLSL/Goodch2.vs"), - fragmentShader: __webpack_require__(/*! ./Goodch2.fs */ "./src/GLSL/Goodch2.fs") - }; -} -exports.GetGoochShader = GetGoochShader; -function GetGoodShaderSimple(color = new three_1.Vector3) { - return { - uniforms: { - "SurfaceColor": { value: color } - }, - vertexShader: __webpack_require__(/*! ./GoodchSimple.vs */ "./src/GLSL/GoodchSimple.vs"), - fragmentShader: __webpack_require__(/*! ./GoodchSimple.fs */ "./src/GLSL/GoodchSimple.fs"), - polygonOffset: true, - polygonOffsetFactor: 1, - polygonOffsetUnits: 1 - }; -} -exports.GetGoodShaderSimple = GetGoodShaderSimple; - - -/***/ }), - -/***/ "./src/GLSL/Goodch2.fs": -/*!*****************************!*\ - !*** ./src/GLSL/Goodch2.fs ***! - \*****************************/ -/*! no static exports found */ -/***/ (function(module, exports) { - -module.exports = "\r\nuniform vec3 SurfaceColor;\r\nuniform vec3 WarmColor;\r\nuniform vec3 CoolColor;\r\nuniform float DiffuseWarm;\r\nuniform float DiffuseCool;\r\n\r\nvarying float NdotL;\r\nvarying vec3 ReflectVec;\r\nvarying vec3 ViewVec;\r\n\r\nvoid main(void) \r\n{\r\n vec3 kcool = min (CoolColor + DiffuseCool * SurfaceColor, 1.0);\r\n vec3 kwarm = min (WarmColor + DiffuseWarm * SurfaceColor, 1.0);\r\n vec3 kfinal = mix (kcool, kwarm, NdotL);\r\n \r\n vec3 nreflect = normalize (ReflectVec);\r\n vec3 nview = normalize (ViewVec);\r\n \r\n float spec = max (dot (nreflect, nview) * 1., 0.0);\r\n spec = pow (spec, 32.0);\r\n \r\n gl_FragColor = vec4 (min (kfinal + spec, 1.0), 1.0);\r\n}\r\n" - -/***/ }), - -/***/ "./src/GLSL/Goodch2.vs": -/*!*****************************!*\ - !*** ./src/GLSL/Goodch2.vs ***! - \*****************************/ -/*! no static exports found */ -/***/ (function(module, exports) { - -module.exports = "uniform vec3 LightPosition;\r\nvarying float NdotL;\r\nvarying vec3 ReflectVec;\r\nvarying vec3 ViewVec;\r\n\r\nvoid main()\r\n{\r\n vec3 EyePos = (modelViewMatrix * vec4(position, 1.0)).xyz;\r\n vec3 trans_norm = normalize(normalMatrix * normal);\r\n vec3 lightVec \t= normalize(LightPosition - EyePos);\r\n ReflectVec \t= normalize(reflect(-lightVec, trans_norm));\r\n ViewVec \t= normalize(-EyePos);\r\n NdotL \t= (dot (lightVec, trans_norm) + 1.0) * 0.5;\r\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n}\r\n" - -/***/ }), - -/***/ "./src/GLSL/GoodchSimple.fs": -/*!**********************************!*\ - !*** ./src/GLSL/GoodchSimple.fs ***! - \**********************************/ -/*! no static exports found */ -/***/ (function(module, exports) { - -module.exports = "\r\nuniform vec3 SurfaceColor;\r\nvarying float NdotL;\r\n\r\nvoid main(void) \r\n{\r\n gl_FragColor = vec4 (SurfaceColor * NdotL, 1.0);\r\n}\r\n" - -/***/ }), - -/***/ "./src/GLSL/GoodchSimple.vs": -/*!**********************************!*\ - !*** ./src/GLSL/GoodchSimple.vs ***! - \**********************************/ -/*! no static exports found */ -/***/ (function(module, exports) { - -module.exports = "varying float NdotL;\r\n\r\nvoid main()\r\n{\r\n vec3 trans_norm = normalize(normalMatrix * normal);\r\n vec3 lightVec = normalize(vec3(-1.0, 1.0, 1.0));\r\n NdotL = (dot (lightVec, trans_norm) + 1.0) *0.5;\r\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n}\r\n" - -/***/ }), - -/***/ "./src/GLSL/GoodchSimple2.fs": -/*!***********************************!*\ - !*** ./src/GLSL/GoodchSimple2.fs ***! - \***********************************/ -/*! no static exports found */ -/***/ (function(module, exports) { - -module.exports = "\r\nuniform vec3 SurfaceColor;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = vec4 (SurfaceColor, 1.0);\r\n}\r\n" - -/***/ }), - -/***/ "./src/Geometry/Box.ts": -/*!*****************************!*\ - !*** ./src/Geometry/Box.ts ***! - \*****************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.IntersectBox2 = exports.IntersectsBox = exports.Box3Ext = exports.SplitType = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -/** - * 盒子的切割类型 - */ -var SplitType; -(function (SplitType) { - SplitType[SplitType["X"] = 0] = "X"; - SplitType[SplitType["Y"] = 1] = "Y"; - SplitType[SplitType["Z"] = 2] = "Z"; -})(SplitType = exports.SplitType || (exports.SplitType = {})); -/** - * 扩展Box3,添加切割方法,体积等 - */ -class Box3Ext extends three_1.Box3 { - get Volume() { - let size = this.getSize(new three_1.Vector3()); - return size.x * size.y * size.z; - } - //每个轴的大小必须大于最小的size - isSolid(minSize = 1) { - return this.getSize(new three_1.Vector3()).toArray().every(x => x > minSize); - } - substract(b, spaceType) { - let interBox = this.clone().intersect(b); - if (interBox.isEmpty() || !interBox.isSolid()) - return [this]; - let p1 = interBox.min.clone().setComponent(spaceType, this.min.getComponent(spaceType)); - let p2 = interBox.max.clone().setComponent(spaceType, interBox.min.getComponent(spaceType)); - let p3 = interBox.min.clone().setComponent(spaceType, interBox.max.getComponent(spaceType)); - let p4 = interBox.max.clone().setComponent(spaceType, this.max.getComponent(spaceType)); - return [ - new Box3Ext(p1, p2), - new Box3Ext(p3, p4) - ].filter(b => b.isSolid()); - } - clampSpace(b2, splitType) { - let interBox = this.clone(); - interBox.min.max(b2.min); - interBox.max.min(b2.max); - interBox.min.setComponent(splitType, Math.min(this.max.getComponent(splitType), b2.max.getComponent(splitType))); - interBox.max.setComponent(splitType, Math.max(this.min.getComponent(splitType), b2.min.getComponent(splitType))); - return interBox; - } - intersectsBox(box, fuzz = 1e-8) { - return IntersectsBox(this, box, fuzz); - } -} -exports.Box3Ext = Box3Ext; -function IntersectsBox(box1, box2, fuzz = 1e-6) { - return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz || - box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz || - box2.max.z < box1.min.z - fuzz || box2.min.z > box1.max.z + fuzz ? false : true; -} -exports.IntersectsBox = IntersectsBox; -/**盒子二维面是否相交 */ -function IntersectBox2(box1, box2, fuzz = 1e-3) { - return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz || - box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ? false : true; -} -exports.IntersectBox2 = IntersectBox2; - - -/***/ }), - -/***/ "./src/Geometry/BufferGeometryUtils.ts": -/*!*********************************************!*\ - !*** ./src/Geometry/BufferGeometryUtils.ts ***! - \*********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.BufferGeometryUtils = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -var BufferGeometryUtils; -(function (BufferGeometryUtils) { - function CreateFromPts(pts) { - return new three_1.BufferGeometry().setFromPoints(pts); - } - BufferGeometryUtils.CreateFromPts = CreateFromPts; - /** - * 更新BufferGeometry的顶点 - * @param geo - * @param pts - * @returns 当成功时返回true,更新失败时返回false - */ - function UpdatePts(geo, pts) { - let bf = geo.getAttribute("position"); - if (bf === undefined) - geo.setFromPoints(pts); - else if (bf.count >= pts.length) { - bf.copyVector3sArray(pts); - bf.needsUpdate = true; - geo.drawRange.count = pts.length; - } - else - return false; - return true; - } - BufferGeometryUtils.UpdatePts = UpdatePts; - let arrowGeometry; - function ArrowGeometry() { - if (arrowGeometry) - return arrowGeometry; - else { - let arrowShape = new three_1.Shape(); - arrowShape.lineTo(-0.5, -1.8); - arrowShape.lineTo(0.5, -1.8); - arrowGeometry = new three_1.ShapeGeometry(arrowShape); - arrowGeometry.computeBoundingBox(); - return arrowGeometry; - } - } - BufferGeometryUtils.ArrowGeometry = ArrowGeometry; - function MergeBufferGeometries(geometries, useGroups = false) { - if (geometries.length === 0) - return new three_1.BufferGeometry(); - let isIndexed = geometries[0].index !== null; - let attributesUsed = new Set(Object.keys(geometries[0].attributes)); - let morphAttributesUsed = new Set(Object.keys(geometries[0].morphAttributes)); - let attributes = {}; - let morphAttributes = {}; - let morphTargetsRelative = geometries[0].morphTargetsRelative; - let mergedGeometry = new three_1.BufferGeometry(); - let offset = 0; - for (let i = 0; i < geometries.length; ++i) { - let geometry = geometries[i]; - // ensure that all geometries are indexed, or none - if (isIndexed !== (geometry.index !== null)) - return null; - // gather attributes, exit early if they're different - for (let name in geometry.attributes) { - if (!attributesUsed.has(name)) - continue; - if (attributes[name] === undefined) - attributes[name] = []; - attributes[name].push(geometry.attributes[name]); - } - // gather morph attributes, exit early if they're different - if (morphTargetsRelative !== geometry.morphTargetsRelative) - return null; - for (let name in geometry.morphAttributes) { - if (!morphAttributesUsed.has(name)) - continue; - if (morphAttributes[name] === undefined) - morphAttributes[name] = []; - morphAttributes[name].push(geometry.morphAttributes[name]); - } - // gather .userData - mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || []; - mergedGeometry.userData.mergedUserData.push(geometry.userData); - if (useGroups) { - let count; - if (isIndexed) { - count = geometry.index.count; - } - else if (geometry.attributes.position !== undefined) { - count = geometry.attributes.position.count; - } - else { - return null; - } - mergedGeometry.addGroup(offset, count, i); - offset += count; - } - } - // merge indices - if (isIndexed) { - let indexOffset = 0; - let mergedIndex = []; - for (let i = 0; i < geometries.length; ++i) { - let index = geometries[i].index; - for (let j = 0; j < index.count; ++j) { - mergedIndex.push(index.getX(j) + indexOffset); - } - indexOffset += geometries[i].attributes.position.count; - } - mergedGeometry.setIndex(mergedIndex); - } - // merge attributes - for (let name in attributes) { - let mergedAttribute = MergeBufferAttributes(attributes[name]); - if (!mergedAttribute) - return null; - mergedGeometry.setAttribute(name, mergedAttribute); - } - // merge morph attributes - for (let name in morphAttributes) { - let numMorphTargets = morphAttributes[name][0].length; - if (numMorphTargets === 0) - break; - mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {}; - mergedGeometry.morphAttributes[name] = []; - for (let i = 0; i < numMorphTargets; ++i) { - let morphAttributesToMerge = []; - for (let j = 0; j < morphAttributes[name].length; ++j) { - morphAttributesToMerge.push(morphAttributes[name][j][i]); - } - let mergedMorphAttribute = MergeBufferAttributes(morphAttributesToMerge); - if (!mergedMorphAttribute) - return null; - mergedGeometry.morphAttributes[name].push(mergedMorphAttribute); - } - } - return mergedGeometry; - } - BufferGeometryUtils.MergeBufferGeometries = MergeBufferGeometries; - function MergeBufferAttributes(attributes) { - let TypedArray; - let itemSize; - let normalized; - let arrayLength = 0; - for (let i = 0; i < attributes.length; ++i) { - let attribute = attributes[i]; - if (TypedArray === undefined) - TypedArray = attribute.array.constructor; - if (TypedArray !== attribute.array.constructor) - return null; - if (itemSize === undefined) - itemSize = attribute.itemSize; - if (itemSize !== attribute.itemSize) - return null; - if (normalized === undefined) - normalized = attribute.normalized; - if (normalized !== attribute.normalized) - return null; - arrayLength += attribute.array.length; - } - let array = new TypedArray(arrayLength); - let offset = 0; - for (let i = 0; i < attributes.length; ++i) { - array.set(attributes[i].array, offset); - offset += attributes[i].array.length; - } - return new three_1.BufferAttribute(array, itemSize, normalized); - } - BufferGeometryUtils.MergeBufferAttributes = MergeBufferAttributes; -})(BufferGeometryUtils = exports.BufferGeometryUtils || (exports.BufferGeometryUtils = {})); - - -/***/ }), - -/***/ "./src/Geometry/CoordinateSystem.ts": -/*!******************************************!*\ - !*** ./src/Geometry/CoordinateSystem.ts ***! - \******************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.CoordinateSystem = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -/** - * 坐标系运算. - */ -class CoordinateSystem { - constructor(postion, xAxis, yAxis, zAxis) { - this.Postion = postion || new three_1.Vector3(0, 0, 0); - this.XAxis = xAxis || new three_1.Vector3(1, 0, 0); - this.YAxis = yAxis || new three_1.Vector3(0, 1, 0); - this.ZAxis = zAxis || new three_1.Vector3(0, 0, 1); - } - applyMatrix4(mat4) { - this.Postion.applyMatrix4(mat4); - let roMat = mat4.clone().setPosition(new three_1.Vector3()); - this.XAxis.applyMatrix4(roMat); - this.YAxis.applyMatrix4(roMat); - this.ZAxis.applyMatrix4(roMat); - return this; - } - getMatrix4() { - let m = new three_1.Matrix4(); - m.makeBasis(this.XAxis, this.YAxis, this.ZAxis); - m.setPosition(this.Postion); - return m; - } - CopyForm(mat4) { - this.Postion.setFromMatrixPosition(mat4); - mat4.extractBasis(this.XAxis, this.YAxis, this.ZAxis); - return this; - } - extractBasis(xAxisA, yAxisA, zAxisA) { - xAxisA.copy(this.XAxis); - yAxisA.copy(this.YAxis); - zAxisA.copy(this.ZAxis); - } - copy(cs) { - this.Postion.copy(cs.Postion); - this.XAxis.copy(cs.XAxis); - this.YAxis.copy(cs.YAxis); - this.ZAxis.copy(cs.ZAxis); - return this; - } - clone() { - let r = new CoordinateSystem(); - r.Postion = this.Postion.clone(); - r.XAxis = this.XAxis.clone(); - r.YAxis = this.YAxis.clone(); - r.ZAxis = this.ZAxis.clone(); - return r; - } -} -exports.CoordinateSystem = CoordinateSystem; - - -/***/ }), - -/***/ "./src/Geometry/Count.ts": -/*!*******************************!*\ - !*** ./src/Geometry/Count.ts ***! - \*******************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Count = void 0; -/** - * 一个简单的计数器实现,本质是使用一个Map来保存元素的个数 - * - * 例: - * let count = new Count(); - * count.AddCount("Test", 1); - * count.GetCount("Test");//现在 Test 的个数为1 - */ -class Count { - constructor() { - this.m_CountMap = new WeakMap(); - } - GetCount(obj) { - let count = this.m_CountMap.get(obj); - if (!count) { - this.m_CountMap.set(obj, 0); - count = 0; - } - return count; - } - AddCount(obj, add) { - this.m_CountMap.set(obj, this.GetCount(obj) + add); - } -} -exports.Count = Count; - - -/***/ }), - -/***/ "./src/Geometry/CurveMap.ts": -/*!**********************************!*\ - !*** ./src/Geometry/CurveMap.ts ***! - \**********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.CurveMap = void 0; -const Arc_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Arc */ "./src/DatabaseServices/Entity/Arc.ts"); -const GeUtils_1 = __webpack_require__(/*! ./GeUtils */ "./src/Geometry/GeUtils.ts"); -/** - * 曲线连接图 - * 所有的顶点和边的关系 - */ -class CurveMap { - constructor(numdimensions = 4, _RemoveSortLine = false, multiplier = 10 ** numdimensions) { - this.numdimensions = numdimensions; - this._RemoveSortLine = _RemoveSortLine; - this.multiplier = multiplier; - /* - 节点图. - 每个节点对应下一个路口的路线表. - 路口表使用逆时针排序,起始角度使用正x轴. - */ - this._VerticeMap = new Map(); - this._Vertices = []; - this._LookupTable = {}; - } - /** - * 得到节点图的所有站点列表 - */ - get Stands() { - return this._Vertices; - } - /** - * @param curve - * @param [isArc=curve instanceof Arc] - * @param [removeDuplicate=false] - * @returns 加入成功? - */ - AddCurveToMap(curve, isArc = curve instanceof Arc_1.Arc, removeDuplicate = false, parseAngle = false) { - let sp = curve.StartPoint; - let ep = curve.EndPoint; - let startS = this.GetOnlyVertice(sp); - let endS = this.GetOnlyVertice(ep); - //在面域分析中,路线指向同一个顶点已经没有意义了 - if (this._RemoveSortLine && startS === endS) - return false; - if (removeDuplicate) //删除重复 - { - let index = startS.routes.findIndex(r => { - if (r.to === endS && r.curve.constructor.name === curve.constructor.name) { - if (isArc) - return GeUtils_1.equalv3(curve.GetPointAtParam(0.5), r.curve.GetPointAtParam(0.5)); - return true; - } - }); - if (index !== -1) - return false; - } - let length = curve.Length; - curve.TempData = 0; - let routeS2E = { curve, isReverse: false, length, from: startS, to: endS, s: sp, e: ep }; - let routeE2S = { curve, isReverse: true, length, from: endS, to: startS, e: sp, s: ep }; - if (!isArc && parseAngle) { - let an = GeUtils_1.angle(endS.position.clone().sub(startS.position)); - routeS2E.an = an; - routeE2S.an = GeUtils_1.clampRad(an + Math.PI); - } - startS.routes.push(routeS2E); - endS.routes.push(routeE2S); - return true; - } - /** - * 获得唯一的顶点 - */ - GetOnlyVertice(p) { - let gp = this.GenerateP(p); - if (this._VerticeMap.has(gp)) - return this._VerticeMap.get(gp); - let vertice = { position: gp, routes: [] }; - this._VerticeMap.set(p, vertice); - this._Vertices.push(vertice); - return vertice; - } - /** - * 生成一个唯一的向量. - */ - GenerateP(p) { - let key = ""; - let els = p.toArray(); - for (let n of els) { - let valueQuantized = Math.round(n * this.multiplier); - key += valueQuantized + '/'; - } - if (key in this._LookupTable) - return this._LookupTable[key]; - let hashparts = els.map((el) => { - let q0 = Math.floor(el * this.multiplier); - let q1 = q0 + 1; - return ['' + q0 + '/', '' + q1 + '/']; - }); - let numelements = els.length; - let numhashes = 1 << numelements; - for (let hashmask = 0; hashmask < numhashes; ++hashmask) { - let hashmaskShifted = hashmask; - key = ''; - hashparts.forEach(function (hashpart) { - key += hashpart[hashmaskShifted & 1]; - hashmaskShifted >>= 1; - }); - this._LookupTable[key] = p; - } - return p; - } -} -exports.CurveMap = CurveMap; - - -/***/ }), - -/***/ "./src/Geometry/GeUtils.ts": -/*!*********************************!*\ - !*** ./src/Geometry/GeUtils.ts ***! - \*********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.IsBetweenA2B = exports.SelectNearP = exports.SnapPoint = exports.GetEulerAngle = exports.comparePoint = exports.UpdateBoundingSphere = exports.updateGeometry = exports.clampRad = exports.angleAndX = exports.getPtPostion = exports.MoveMatrix = exports.GetBoxArr = exports.GetBox = exports.midPoint2 = exports.midPoint = exports.ptToString = exports.isPerpendicularityTo = exports.isParallelTo = exports.createLookAtMat4 = exports.getLoocAtUpVec = exports.angleTo = exports.angle = exports.polar = exports.equalv2 = exports.equalv3 = exports.equalnn = exports.equaln = exports.rotatePoint = exports.isIntersect2 = exports.isIntersect = exports.AsVector3 = exports.AsVector2 = exports.ZAxis = exports.YAxisN = exports.YAxis = exports.XAxisN = exports.XAxis = exports.ZeroVec = exports.IdentityMtx4 = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const Utils_1 = __webpack_require__(/*! ../Common/Utils */ "./src/Common/Utils.ts"); -exports.IdentityMtx4 = new three_1.Matrix4(); -exports.ZeroVec = new three_1.Vector3(); -exports.XAxis = new three_1.Vector3(1, 0, 0); -exports.XAxisN = new three_1.Vector3(-1, 0, 0); -exports.YAxis = new three_1.Vector3(0, 1, 0); -exports.YAxisN = new three_1.Vector3(0, -1, 0); -exports.ZAxis = new three_1.Vector3(0, 0, 1); -function AsVector2(p) { - return new three_1.Vector2(p.x, p.y); -} -exports.AsVector2 = AsVector2; -function AsVector3(p) { - return new three_1.Vector3(p.x, p.y, p.z); -} -exports.AsVector3 = AsVector3; -/** - * 判断一维线段a和b是否存在交集 - */ -function isIntersect(amin, amax, bmin, bmax, eps = 0) { - return Math.max(amin, bmin) < Math.min(amax, bmax) + eps; -} -exports.isIntersect = isIntersect; -function isIntersect2(a1, a2, b1, b2, eps = 0) { - if (a1 > a2) - [a1, a2] = [a2, a1]; - if (b1 > b2) - [b1, b2] = [b2, b1]; - return Math.max(a1, b1) < Math.min(a2, b2) + eps; -} -exports.isIntersect2 = isIntersect2; -/** - * 旋转一个点,旋转中心在原点 - * @param {Vector3} p 点 - * @param {number} a 角度. - * @returns {Vector3} 返回pt不拷贝. - */ -function rotatePoint(p, a) { - let s = Math.sin(a); - let c = Math.cos(a); - let x = p.x * c - p.y * s; - let y = p.x * s + p.y * c; - p.x = x; - p.y = y; - return p; -} -exports.rotatePoint = rotatePoint; -function equaln(v1, v2, fuzz = 1e-5) { - return Math.abs(v1 - v2) <= fuzz; -} -exports.equaln = equaln; -function equalnn(dis = 5) { - let fuzz = 0.1 ** dis; - return function (v1, v2) { - return Math.abs(v1 - v2) <= fuzz; - }; -} -exports.equalnn = equalnn; -function equalv3(v1, v2, fuzz = 1e-8) { - return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz) && equaln(v1.z, v2.z, fuzz); -} -exports.equalv3 = equalv3; -function equalv2(v1, v2, fuzz = 1e-8) { - return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz); -} -exports.equalv2 = equalv2; -/** - * 按照极坐标的方式移动一个点 - * - * @export - * @template - * @param {T} v 向量(2d,3d) - * @param {number} an 角度 - * @param {number} dis 距离 - * @returns {T} - */ -function polar(v, an, dis) { - v.x += Math.cos(an) * dis; - v.y += Math.sin(an) * dis; - return v; -} -exports.polar = polar; -function angle(v) { - let angle = Math.atan2(v.y, v.x); - if (equaln(angle, 0, 1e-8)) - return 0; - if (angle < 0) - angle += Math.PI * 2; - return angle; -} -exports.angle = angle; -/** - * 求两个向量的夹角,顺时针为负,逆时针为正 - * - * @param {Vector3} v1 - * @param {Vector3} v2 - * @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1 - * @returns - */ -function angleTo(v1, v2, ref = new three_1.Vector3(0, 0, 1)) { - if (!ref.equals(new three_1.Vector3(0, 0, 1))) { - ref = ref.clone(); - v1 = v1.clone(); - v2 = v2.clone(); - //任意轴坐标系. 使用相机的构造矩阵. - ref.multiplyScalar(-1); - let up = getLoocAtUpVec(ref); - let refOcs = new three_1.Matrix4(); - refOcs.lookAt(exports.ZeroVec, ref, up); - let refOcsInv = new three_1.Matrix4().getInverse(refOcs); - v1.applyMatrix4(refOcsInv); - v2.applyMatrix4(refOcsInv); - v1.z = 0; - v2.z = 0; - } - if (v1.equals(exports.ZeroVec) || v2.equals(exports.ZeroVec)) - return 0; - let cv = new three_1.Vector3().crossVectors(v1, v2).normalize(); - return cv.z === 0 ? v1.angleTo(v2) : v1.angleTo(v2) * cv.z; -} -exports.angleTo = angleTo; -function getLoocAtUpVec(dir) { - if (dir.equals(exports.ZeroVec)) { - throw ("zero vector"); - } - let norm = dir.clone().normalize(); - if (norm.equals(exports.ZAxis)) { - return new three_1.Vector3(0, 1, 0); - } - else if (norm.equals(exports.ZAxis.clone().negate())) { - return new three_1.Vector3(0, -1, 0); - } - else { - let xv = new three_1.Vector3(); - xv.crossVectors(exports.ZAxis, norm); - let up = new three_1.Vector3(); - up.crossVectors(norm, xv); - return up; - } -} -exports.getLoocAtUpVec = getLoocAtUpVec; -function createLookAtMat4(dir) { - let up = getLoocAtUpVec(dir); - let mat = new three_1.Matrix4(); - mat.lookAt(exports.ZeroVec, dir, up); - return mat; -} -exports.createLookAtMat4 = createLookAtMat4; -/** - * 判断2个向量是不是平行,尽量传入单位向量,才能保证计算精度 - */ -function isParallelTo(v1, v2, fuzz = 1e-8) { - return v1.clone().cross(v2).lengthSq() < fuzz; -} -exports.isParallelTo = isParallelTo; -/** - * 垂直向量 - */ -function isPerpendicularityTo(v1, v2, fuzz = 1e-8) { - return equaln(v1.dot(v2), 0, fuzz); -} -exports.isPerpendicularityTo = isPerpendicularityTo; -function ptToString(v, fractionDigits = 3) { - return v.toArray().map(o => Utils_1.ToFixed(o, fractionDigits)).join(","); -} -exports.ptToString = ptToString; -function midPoint(v1, v2) { - return v1.clone().add(v2).multiplyScalar(0.5); -} -exports.midPoint = midPoint; -function midPoint2(v1, v2) { - return v1.clone().add(v2).multiplyScalar(0.5); -} -exports.midPoint2 = midPoint2; -/** - * 获得Three对象的包围盒. - * @param obj - * @param [updateMatrix] 是否应该更新对象矩阵 - * @returns box - */ -function GetBox(obj, updateMatrix) { - let box = new three_1.Box3(); - if (updateMatrix) - obj.updateMatrixWorld(false); - if (!obj.visible) - return box; - obj.traverseVisible(o => { - if (!o.visible) - return; - //@ts-ignore - let geo = o.geometry; - if (geo) { - if (!geo.boundingBox) - geo.computeBoundingBox(); - let geoBox = geo.boundingBox.clone().applyMatrix4(o.matrixWorld); - if (geoBox.max.z > 1e5) - console.log(); - box.union(geoBox); - } - }); - return box; -} -exports.GetBox = GetBox; -function GetBoxArr(arr) { - let box = new three_1.Box3(); - for (let o of arr) { - let b = GetBox(o); - if (!b.isEmpty()) - box.union(b); - } - return box; -} -exports.GetBoxArr = GetBoxArr; -function MoveMatrix(v) { - return new three_1.Matrix4().setPosition(v); -} -exports.MoveMatrix = MoveMatrix; -//获得输入点在2线组成的4个区间的位置 -function getPtPostion(sp, ep, c, inPt) { - let l1 = sp.clone().sub(c); - let l2 = ep.clone().sub(c); - let l3 = l1.clone().negate(); - let l4 = l2.clone().negate(); - let inputLine = inPt.clone().sub(c); - let ang1 = angleTo(l1, l2); - let ang2 = Math.PI; - let ang3 = ang2 + Math.abs(ang1); - let inputAng = angleTo(l1, inputLine); - if (ang1 * inputAng < 0) - inputAng = (Math.PI * 2 - Math.abs(inputAng)); - ang1 = Math.abs(ang1); - inputAng = Math.abs(inputAng); - if (inputAng <= ang1) - return { sp, ep }; - else if (inputAng > ang1 && inputAng <= ang2) - return { sp: c.clone().add(l3), ep }; - else if (inputAng > ang2 && inputAng <= ang3) - return { sp: c.clone().add(l3), ep: c.clone().add(l4) }; - else - return { sp, ep: c.clone().add(l4) }; -} -exports.getPtPostion = getPtPostion; -function angleAndX(v) { - return v.x ? Math.atan(v.y / v.x) : Math.PI / 2; -} -exports.angleAndX = angleAndX; -/** - * 将角度调整为0-2pi之间 - */ -function clampRad(an) { - an = an % (Math.PI * 2); - if (an < 0) - an += Math.PI * 2; - return an; -} -exports.clampRad = clampRad; -function updateGeometry(l, geometry) { - let geo = l.geometry; - geo.dispose(); - l.geometry = geometry; - geometry.computeBoundingSphere(); -} -exports.updateGeometry = updateGeometry; -function UpdateBoundingSphere(obj) { - //@ts-ignore - let geo = obj.geometry; - if (geo) - geo.computeBoundingSphere(); -} -exports.UpdateBoundingSphere = UpdateBoundingSphere; -const comparePointCache = new Map(); -/** - * 构建返回一个用来排序的函数.根据key创建排序规则. - * - * 当key = "xyz" 时,点集按 x从小到大,y从小到大 z从小到大 - * key = "X" 时,点集按 x从大到小 - * 以此类推. - * - * 例子: - * let pts:Vector3[] =...; - * pts.sort(comparePoint("x")); //x从小到大排序 - * pts.sort(comparePoint("zX")); //z从小到大 x从大到小 - * - * @export - * @param {string} sortKey - * @returns {compareVectorFn} - */ -function comparePoint(sortKey) { - if (comparePointCache.has(sortKey)) - return comparePointCache.get(sortKey); - let sortIndex = []; - const keys = ['x', 'X', 'y', 'Y', 'z', 'Z']; - for (let char of sortKey) { - let index = keys.indexOf(char); - let i2 = index / 2; - let ci = Math.floor(i2); - sortIndex.push([ci, i2 > ci ? 1 : -1]); - } - let compareFunction = (v1, v2) => { - if (!v1) - return -1; - if (!v2) - return 1; - for (let s of sortIndex) { - let vv1 = v1.getComponent(s[0]); - let vv2 = v2.getComponent(s[0]); - if (equaln(vv1, vv2)) - continue; - if (vv2 > vv1) - return s[1]; - else - return -s[1]; - } - return 0; - }; - comparePointCache.set(sortKey, compareFunction); - return compareFunction; -} -exports.comparePoint = comparePoint; -/** - *计算各轴旋转角度 - */ -function GetEulerAngle(x, y, z) { - let roY = Math.atan2(x.z, Math.sqrt(x.x ** 2 + x.y ** 2)) * -180 / Math.PI; - let roZ = Math.atan2(x.y, x.x); - let vec = exports.YAxis.clone(); - let roMat = new three_1.Matrix4().makeRotationZ(roZ); - roZ *= 180 / Math.PI; - vec.applyMatrix4(roMat); - let roX = Math.atan2(z.dot(vec), y.dot(vec)) * -180 / Math.PI; - return { roX, roY, roZ }; -} -exports.GetEulerAngle = GetEulerAngle; -/** - * 方形框捕捉 - * @param sqCenter 正方形点 - * @param snapPt 被捕捉的点 - * @param size 捕捉框大小 - */ -function SnapPoint(sqCenter, snapPt, size) { - return Math.abs(sqCenter.x - snapPt.x) < size - && Math.abs(sqCenter.y - snapPt.y) < size; -} -exports.SnapPoint = SnapPoint; -function SelectNearP(pts, refPt) { - if (pts.length > 1) { - let dist1 = refPt.distanceToSquared(pts[0]); - let dist2 = refPt.distanceToSquared(pts[1]); - return dist1 <= dist2 ? pts[0] : pts[1]; - } - return pts[0]; -} -exports.SelectNearP = SelectNearP; -function IsBetweenA2B(n, A, B) { - return n >= A && n <= B; -} -exports.IsBetweenA2B = IsBetweenA2B; - - -/***/ }), - -/***/ "./src/Geometry/Matrix2.ts": -/*!*********************************!*\ - !*** ./src/Geometry/Matrix2.ts ***! - \*********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Matrix2 = void 0; -class Matrix2 { - constructor() { - //column-major - this.el = [1, 0, 0, 1]; //ix iy jx jy [a c b d] - } - set(ix, iy, jx, jy) { - this.el[0] = ix; - this.el[1] = iy; - this.el[2] = jx; - this.el[3] = jy; - } - applyVector(vec) { - let x = vec.x; - let y = vec.y; - let e = this.el; - vec.x = e[0] * x + e[2] * y; - vec.y = e[1] * x + e[3] * y; - return this; - } - fromMatrix4(mtx4) { - this.set(mtx4.elements[0], mtx4.elements[1], mtx4.elements[3], mtx4.elements[4]); - } - setRotate(theta) { - let c = Math.cos(theta); - let s = Math.sin(theta); - this.set(c, s, -s, c); - return this; - } - //自我求逆矩阵,返回自身 - invert() { - //ref:https://www.mathsisfun.com/algebra/matrix-inverse.html - let [a, c, b, d] = this.el; - let det = 1 / (a * d - b * c); - this.set(d * det, -c * det, -b * det, a * det); - return this; - } -} -exports.Matrix2 = Matrix2; - - -/***/ }), - -/***/ "./src/Geometry/Orbit.ts": -/*!*******************************!*\ - !*** ./src/Geometry/Orbit.ts ***! - \*******************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.Orbit = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const GeUtils_1 = __webpack_require__(/*! ./GeUtils */ "./src/Geometry/GeUtils.ts"); -/** - * 轨道控制的数学类,观察向量和角度的互相转换 - * 当x当抬头或者低头到90度时,触发万向锁. - */ -class Orbit { - constructor() { - //抬头低头 正数抬头 负数低头 - this.phi = 0; //Φ - //身体旋转 0为正右边 逆时针旋转 - this.theta = 0; //θ - } - get RoX() { - return this.phi; - } - set RoX(v) { - this.phi = three_1.MathUtils.clamp(v, Math.PI * -0.49, Math.PI * 0.49); - } - /** - * 使用旋转角度 计算观察向量 - * @param [outDirection] 引用传入,如果传入,那么就不构造新的向量 - * @returns 返回观察向量 - */ - UpdateDirection(outDirection = new three_1.Vector3()) { - outDirection.z = Math.sin(this.phi); - //归一化专用. - let d = Math.abs(Math.cos(this.phi)); - outDirection.x = Math.cos(this.theta) * d; - outDirection.y = Math.sin(this.theta) * d; - return outDirection; - } - /** - * 使用观察向量,计算旋转角度 - * @param dir 这个向量会被修改成单位向量. - */ - SetFromDirection(dir) { - dir.normalize(); - this.phi = Math.asin(dir.z); - if (GeUtils_1.equaln(dir.x, 0) && GeUtils_1.equaln(dir.y, 0)) - if (dir.z > 0) - this.theta = Math.PI * -0.5; - else - this.theta = Math.PI * 0.5; - else - this.theta = Math.atan2(dir.y, dir.x); - } - /** - * 参考任意轴坐标系算法. - * http://help.autodesk.com/view/ACD/2017/CHS/?guid=GUID-E19E5B42-0CC7-4EBA-B29F-5E1D595149EE - */ - static ComputUpDirection(n, ay = new three_1.Vector3(), ax = new three_1.Vector3()) { - n.normalize(); - if (Math.abs(n.x) < 0.015625 && Math.abs(n.y) < 0.015625) - ax.crossVectors(GeUtils_1.YAxis, n); - else - ax.crossVectors(GeUtils_1.ZAxis, n); - ay.crossVectors(n, ax); - ax.normalize(); - ay.normalize(); - return ay; - } -} -exports.Orbit = Orbit; - - -/***/ }), - -/***/ "./src/Geometry/Plane.ts": -/*!*******************************!*\ - !*** ./src/Geometry/Plane.ts ***! - \*******************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.PlaneExt = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -class PlaneExt extends three_1.Plane { - constructor(normal = new three_1.Vector3(0, 0, 1), constant) { - super(normal); - if (typeof constant === "number") - this.constant = constant; - else if (constant) - this.constant = -this.normal.dot(constant); - } - intersectLine(line, optionalTarget = new three_1.Vector3(), extendLine = false) { - let v1 = new three_1.Vector3(); - let direction = line.delta(v1); - let denominator = this.normal.dot(direction); - if (denominator === 0) { - // line is coplanar, return origin - if (this.distanceToPoint(line.start) === 0) { - return optionalTarget.copy(line.start); - } - // Unsure if this is the correct method to handle this case. - return undefined; - } - let t = -(line.start.dot(this.normal) + this.constant) / denominator; - //If you not extendLine,check intersect point in Line - if (!extendLine && (t < -1e-6 || t > 1)) { - return undefined; - } - return optionalTarget.copy(direction).multiplyScalar(t).add(line.start); - } - intersectRay(ray, optionalTarget, extendLine) { - // 从射线初始位置 - let line = new three_1.Line3(ray.origin.clone(), ray.origin.clone().add(ray.direction)); - return this.intersectLine(line, optionalTarget, extendLine); - } -} -exports.PlaneExt = PlaneExt; - - -/***/ }), - -/***/ "./src/Geometry/RegionParse.ts": -/*!*************************************!*\ - !*** ./src/Geometry/RegionParse.ts ***! - \*************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.RegionParse = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const ArrayExt_1 = __webpack_require__(/*! ../Common/ArrayExt */ "./src/Common/ArrayExt.ts"); -const Utils_1 = __webpack_require__(/*! ../Common/Utils */ "./src/Common/Utils.ts"); -const Arc_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Arc */ "./src/DatabaseServices/Entity/Arc.ts"); -const Polyline_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -const CurveMap_1 = __webpack_require__(/*! ./CurveMap */ "./src/Geometry/CurveMap.ts"); -const GeUtils_1 = __webpack_require__(/*! ./GeUtils */ "./src/Geometry/GeUtils.ts"); -/** -面域分析,基于最小循环图重新实现的版本,拓展了实现求最大轮廓。 -当最大轮廓=最小轮廓时,只绘制最大轮廓(独立轮廓无分裂)。 - -算法只实现去重模式,业务场景应该没有非去重模式。 -如果需要非去重模式,那么应该获取到多个CurveMap,然后对多个CurveMap进行面域分析,得出多个重叠的面域。 - */ -class RegionParse { - /** - * @param cuList 请不要传递圆和椭圆. - * @param [numDimensions=3] 精度:小数点后个数 - * @param [removeDuplicate=true] 删除重复(现在必须是true,请不要修改它) - */ - constructor(cuList, numDimensions = 3, removeDuplicate = true) { - this.numDimensions = numDimensions; - this.removeDuplicate = removeDuplicate; - //区域列表 通常是外轮廓 - this.RegionsOutline = []; - //区域列表 通常是内轮廓 - this.RegionsInternal = []; - //碎线 曲线进入到这里会被炸开. - this.ExpLineMap = new Map(); - //需要搜索的站 - let vertices = this.GenerateVerticeMap(cuList); - //移除细丝 - while (true) { - let v = vertices.find(v => v.routes.length < 2); - if (v) - this.RemoveFilamentAt(v, vertices); - else - break; - } - let lowerVertice; - while (vertices.length > 0) { - lowerVertice = (lowerVertice === null || lowerVertice === void 0 ? void 0 : lowerVertice.routes.length) > 1 ? lowerVertice : this.FindLowerLeftStand(vertices); - let minWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Min); - let maxWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Max); - this.RemoveEdge(minWalk[0]); - this.RemoveFilamentAt(minWalk[0].from, vertices); - this.RemoveFilamentAt(minWalk[0].to, vertices); - minWalk = ReduceWalk(minWalk); - maxWalk = ReduceWalk(maxWalk); - if (maxWalk.length > 1) { - this.RegionsOutline.push(maxWalk); - if (minWalk.length === maxWalk.length && minWalk.every((w1, index) => w1 === maxWalk[index])) //大小重叠 - { - //直接remove,不用计算引用个数 - for (let w of minWalk) { - this.RemoveEdge(w); - this.RemoveFilamentAt(w.from, vertices); - this.RemoveFilamentAt(w.to, vertices); - } - continue; //继续循环 - } - else - for (let w of maxWalk) - w.curve.TempData = 1; - } - if (minWalk.length > 1) // && minWalk.every(w => (w.curve.TempData) < 2) 没有重复线应该不会被用2次 - { - this.RegionsInternal.push(minWalk); - for (let w of minWalk) { - w.curve.TempData++; - if (w.curve.TempData === 2) { - this.RemoveEdge(w); - this.RemoveFilamentAt(w.from, vertices); - this.RemoveFilamentAt(w.to, vertices); - } - } - } - } - } - RemoveFilamentAt(v, vertices) { - let current = v; - while (current && current.routes.length < 2) { - vertices = ArrayExt_1.arrayRemoveOnce(vertices, current); - let r = current.routes[0]; - if (r) { - this.RemoveEdge(r); - current = r.to; - } - else - current = undefined; - } - } - RemoveEdge(r) { - let index = r.from.routes.findIndex(rr => rr.curve === r.curve); - if (index !== -1) - r.from.routes.splice(index, 1); - index = r.to.routes.findIndex(rr => rr.curve === r.curve); - if (index !== -1) - r.to.routes.splice(index, 1); - } - /** - * 找到最下方并且最左边的站 yx - */ - FindLowerLeftStand(vertices) { - return vertices.reduce((m, v) => { - let dy = v.position.y - m.position.y; - if (dy < 0) - return v; - if (dy > 0) - return m; - return v.position.x - m.position.x < 0 ? v : m; - }); - } - /** - * 构造路线图. 每个节点对应下一个路口的路线表. 路口表使用逆时针排序,起始角度使用正x轴. - * @returns 所有的顶点 - */ - GenerateVerticeMap(curveList) { - let curveMap = new CurveMap_1.CurveMap(this.numDimensions, true); - //将多段线炸开 - let plcus = []; - ArrayExt_1.arrayRemoveIf(curveList, c => { - if (c instanceof Polyline_1.Polyline) { - let cus = c.Explode(); - //如果为圆弧,提前打断 - let arcs = []; - ArrayExt_1.arrayRemoveIf(cus, c => { - if (c.Length < 1e-5) - return true; - if (c instanceof Arc_1.Arc) { - let arcBrs = this.BreakArc(c); - for (let arc of arcBrs) - arcs.push(arc); - } - return false; - }); - //加入到计算 - cus.push(...arcs); - this.ExpLineMap.set(c, cus); - plcus.push(...cus); - return true; - } - return false; - }); - curveList.push(...plcus); - this._CurveCount = curveList.length; - for (let cu of curveList) { - //由于圆弧可能导致最低点计算错误的问题. - if (cu instanceof Arc_1.Arc) { - let arcs = this.BreakArc(cu); - if (arcs.length > 1) { - arcs.forEach(a => curveMap.AddCurveToMap(a, true, this.removeDuplicate, true)); - this.ExpLineMap.set(cu, arcs); - continue; - } - else - curveMap.AddCurveToMap(cu, true, this.removeDuplicate, true); - } - else - curveMap.AddCurveToMap(cu, false, this.removeDuplicate, true); - } - //排序,根据角度逆时针排序. - for (let v of curveMap._Vertices) { - let minLength = Infinity; - for (let r of v.routes) - if (r.length < minLength) - minLength = r.length; - for (let r of v.routes) - CalcRouteAngle(r, minLength * 0.2); - v.routes.sort((r1, r2) => r1.an - r2.an); - } - return curveMap.Stands; - } - BreakArc(arc) { - let underPt = arc.Center.add(new three_1.Vector3(0, -arc.Radius)); - let param = arc.GetParamAtPoint(underPt); - if (param > 0.01 && param < 0.99) - return arc.GetSplitCurves(param); - else - return [arc]; - } - /** - * 曲线是否已经被算法使用 - */ - GetCueveUsed(cu) { - if (this.ExpLineMap.has(cu)) { - let use = this.ExpLineMap.get(cu).some(c => c.TempData > 0); - if (!use) - this.ExpLineMap.delete(cu); - return use; - } - else - return cu.TempData > 0; - } -} -exports.RegionParse = RegionParse; -function CalcRouteAngle(r, length) { - if (r.an !== undefined) - return; - let cu = r.curve; - let p = r.isReverse ? - cu.GetPointAtParam(cu.GetParamAtDist(r.length - length)) - : cu.GetPointAtParam(cu.GetParamAtDist(length)); - r.an = GeUtils_1.angle(p.sub(r.from.position)); -} -var WalkType; -(function (WalkType) { - WalkType[WalkType["Min"] = 1] = "Min"; - WalkType[WalkType["Max"] = -1] = "Max"; -})(WalkType || (WalkType = {})); -function ClosedWalkFrom(startVertice, maxRoute, type = WalkType.Min) { - let walk = []; - let curVertice = startVertice; - let preRoute; - // console.log("start", type, startVertice.position.toArray()); - do { - let route = GetNextRoute(curVertice, preRoute, type); - if (type === WalkType.Max && route.curve.TempData > 0) - return []; - // console.log(route.to.position.toArray()); - walk.push(route); - [curVertice, preRoute] = [route.to, route]; - if (walk.length > maxRoute * 2) - throw "超过计算次数限制"; - } while (curVertice !== startVertice); - return walk; -} -/** - * 删除中途回路 - */ -function ReduceWalk(w) { - if (w.length === 0) - return w; - //未构成回路,直接回家 - if (w[0].curve === ArrayExt_1.arrayLast(w).curve) - return []; - for (let i = 0; i < w.length; i++) { - let r1 = w[i]; - for (let j = w.length; j--;) { - if (i === j) - break; - let r2 = w[j]; - if (r1.to === r2.to) { - if (j > i) - w.splice(i + 1, j - i); - break; - } - } - } - return w; -} -function GetNextRoute(v, prev, type = WalkType.Min) { - if (!prev) - return ArrayExt_1.arrayLast(v.routes); //顺时针 cw \|/ 从左往右 - //逆时针 ccw 往左 - let index = v.routes.findIndex(r => r.curve === prev.curve); - let newIndex = Utils_1.FixIndex(index + 1 * type, v.routes); - return v.routes[newIndex]; -} - - -/***/ }), - -/***/ "./src/Geometry/RotateUV.ts": -/*!**********************************!*\ - !*** ./src/Geometry/RotateUV.ts ***! - \**********************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.RotateUVs = void 0; -const Matrix2_1 = __webpack_require__(/*! ./Matrix2 */ "./src/Geometry/Matrix2.ts"); -let r = new Matrix2_1.Matrix2(); -function RotateUVs(geo) { - r.set(0, -1, 1, 0); - for (let uvs of geo.faceVertexUvs) { - for (let uv of uvs) { - for (let v of uv) - r.applyVector(v); - } - } - geo.uvsNeedUpdate = true; -} -exports.RotateUVs = RotateUVs; - - -/***/ }), - -/***/ "./src/Geometry/SortEntityByBox.ts": -/*!*****************************************!*\ - !*** ./src/Geometry/SortEntityByBox.ts ***! - \*****************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.SortEntityByBox = void 0; -const GeUtils_1 = __webpack_require__(/*! ./GeUtils */ "./src/Geometry/GeUtils.ts"); -/** - * 根据盒子x排序盒子 - * @param {EBox[]} arr - */ -function SortEntityByBox(arr, sort = true) { - let boxMap = new Map(); - arr.forEach(e => boxMap.set(e, e.BoundingBox)); - if (sort) - arr.sort((e1, e2) => { - let b1 = boxMap.get(e1); - let b2 = boxMap.get(e2); - if (!GeUtils_1.equaln(b1.min.x, b2.min.x)) - return b1.min.x - b2.min.x; - else { - return b2.min.y - b1.min.y; - } - }); - return boxMap; -} -exports.SortEntityByBox = SortEntityByBox; - - -/***/ }), - -/***/ "./src/GraphicsSystem/BoolOperateUtils.ts": -/*!************************************************!*\ - !*** ./src/GraphicsSystem/BoolOperateUtils.ts ***! - \************************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.IsPtsAllOutOrOnReg = exports.isTargetCurInOrOnSourceCur = exports.BoolOpeartionType = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const Polyline_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -const IntersectWith_1 = __webpack_require__(/*! ./IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -var BoolOpeartionType; -(function (BoolOpeartionType) { - BoolOpeartionType[BoolOpeartionType["Intersection"] = 0] = "Intersection"; - BoolOpeartionType[BoolOpeartionType["Union"] = 1] = "Union"; - BoolOpeartionType[BoolOpeartionType["Subtract"] = 2] = "Subtract"; -})(BoolOpeartionType = exports.BoolOpeartionType || (exports.BoolOpeartionType = {})); -const fuzz = 1e-3; -let fuzzV3 = new three_1.Vector3(fuzz, fuzz, fuzz); -//判断曲线是否在源封闭曲线内 -function isTargetCurInOrOnSourceCur(sourceCur, targetCur) { - if (!sourceCur.BoundingBox.expandByVector(fuzzV3).containsBox(targetCur.BoundingBox)) - return false; - let cus = []; - if (targetCur instanceof Polyline_1.Polyline) - cus = targetCur.Explode(); - else - cus = [targetCur]; - return cus.every(c => { - let pts = getIntPtContextPts(sourceCur, c); - if (pts.length <= 1) - pts.push(c.StartPoint, c.EndPoint); - return IsPtsAllInOrOnReg(sourceCur, pts); - }); -} -exports.isTargetCurInOrOnSourceCur = isTargetCurInOrOnSourceCur; -//获取交点处上下距0.01par的点 -function getIntPtContextPts(sourceCur, cu, pts = []) { - let interPts = cu.IntersectWith(sourceCur, IntersectWith_1.IntersectOption.OnBothOperands); - if (interPts.length > 0) { - let pars = interPts.map(pt => cu.GetParamAtPoint(pt)); - for (let par of pars) { - if (par >= 0.02) - pts.push(cu.GetPointAtParam(par - 0.01)); - if (par <= (cu.EndParam - 0.02)) - pts.push(cu.GetPointAtParam(par + 0.01)); - } - } - return pts; -} -//判断点点是否全部都在封闭区域内或者在曲线上 -function IsPtsAllInOrOnReg(sourceReg, pts) { - return pts.every(pt => { - //是否点在封闭曲线内 - return sourceReg.PtOnCurve(pt) || sourceReg.PtInCurve(pt); - }); -} -//判断点是否全部都在封闭区域外或者在曲线上 -function IsPtsAllOutOrOnReg(sourceReg, pts) { - return pts.every(pt => { - //是否点在封闭曲线内 - return sourceReg.PtOnCurve(pt) || !sourceReg.PtInCurve(pt); - }); -} -exports.IsPtsAllOutOrOnReg = IsPtsAllOutOrOnReg; - - -/***/ }), - -/***/ "./src/GraphicsSystem/IntersectWith.ts": -/*!*********************************************!*\ - !*** ./src/GraphicsSystem/IntersectWith.ts ***! - \*********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.IntersectEllipse = exports.IntersectEllipseAndCircleOrArc = exports.IntersectLineAndEllipseFor2D = exports.IntersectPolylineAndCurve = exports.IntersectLineAndLine = exports.IntersectLine3AndLine3 = exports.IntersectLAndLFor2D2 = exports.IntersectLAndLFor2D = exports.IntersectLineAndArc = exports.IntersectLineAndCircle = exports.IntersectEllipseAndLine = exports.IntersectArcAndArc = exports.IntersectCircleAndArc = exports.IntersectCircleAndCircle = exports.reverseIntersectOption = exports.IntersectOption = void 0; -const three_1 = __webpack_require__(/*! three */ "three"); -const ArrayExt_1 = __webpack_require__(/*! ../Common/ArrayExt */ "./src/Common/ArrayExt.ts"); -const Polyline_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -/** - * 相交延伸选项. - * - * @export - * @enum {number} - */ -var IntersectOption; -(function (IntersectOption) { - /** - * 两者都不延伸 - */ - IntersectOption[IntersectOption["OnBothOperands"] = 0] = "OnBothOperands"; - /** - * 延伸自身 - */ - IntersectOption[IntersectOption["ExtendThis"] = 1] = "ExtendThis"; - /** - * 延伸参数 - */ - IntersectOption[IntersectOption["ExtendArg"] = 2] = "ExtendArg"; - /** - * 延伸两者 - */ - IntersectOption[IntersectOption["ExtendBoth"] = 3] = "ExtendBoth"; -})(IntersectOption = exports.IntersectOption || (exports.IntersectOption = {})); -//延伸自身还是参数反转 -function reverseIntersectOption(intType) { - if (intType === IntersectOption.ExtendThis) - intType = IntersectOption.ExtendArg; - else if (intType === IntersectOption.ExtendArg) - intType = IntersectOption.ExtendThis; - return intType; -} -exports.reverseIntersectOption = reverseIntersectOption; -/** - * 校验相交点是否满足延伸选项 - * 算法会计算无限延伸状态下的曲线交点,调用该方法进行校验返回校验后的点表 - * - * @param {Vector3[]} intRes 相交点.曲线当作完全状态下的相交点 - * @param {Curve} c1 曲线1 由this参数传入 - * @param {Curve} c2 曲线2 由arg 参数传入 - * @param {Intersect} extType 延伸选项. - * @returns {Array} 校验完成后的点表 - */ -function CheckPointOnCurve(intRes, c1, c2, extType, tolerance = 1e-6) { - return intRes.filter(r => { - if (!(extType & IntersectOption.ExtendThis)) - if (!c1.ParamOnCurve(r.thisParam, tolerance)) - return false; - if (!(extType & IntersectOption.ExtendArg)) - if (!c2.ParamOnCurve(r.argParam, tolerance)) - return false; - return true; - }); -} -function IntersectCircleAndCircle(cu1, cu2) { - if (!cu1.IsCoplaneTo(cu2)) - return []; - let c1OcsInv = cu1.OCSInv; - let c1Ocs = cu1.OCS; - let center1 = cu1.Center.applyMatrix4(c1OcsInv); - let center2 = cu2.Center.applyMatrix4(c1OcsInv); - let radius1 = cu1.Radius; - let radius2 = cu2.Radius; - let pts = []; - let dist = center2.distanceTo(center1); - if (dist < Math.abs(radius1 - radius2) - 1e-3 - || dist > (radius1 + radius2 + 1e-3)) - return pts; - if (GeUtils_1.equaln(dist, 0, 1e-6)) - return pts; - let dstsqr = dist * dist; - let r1sqr = radius1 * radius1; - let r2sqr = radius2 * radius2; - let a = (dstsqr - r2sqr + r1sqr) / (2 * dist); - let h = Math.sqrt(Math.abs(r1sqr - (a * a))); - let ratio_a = a / dist; - let ratio_h = h / dist; - let dx = center2.x - center1.x; - let dy = center2.y - center1.y; - let phix = center1.x + (ratio_a * dx); - let phiy = center1.y + (ratio_a * dy); - dx *= ratio_h; - dy *= ratio_h; - let p1 = new three_1.Vector3(phix + dy, phiy - dx); - let p2 = new three_1.Vector3(phix - dy, phiy + dx); - p1.applyMatrix4(c1Ocs); - p2.applyMatrix4(c1Ocs); - pts.push({ - pt: p1, - thisParam: cu1.GetParamAtPoint(p1), - argParam: cu2.GetParamAtPoint(p1), - }); - if (!GeUtils_1.equalv3(p1, p2)) //防止点重复 - pts.push({ - pt: p2, - thisParam: cu1.GetParamAtPoint(p2), - argParam: cu2.GetParamAtPoint(p2), - }); - return pts; -} -exports.IntersectCircleAndCircle = IntersectCircleAndCircle; -/** - * 计算圆与圆弧的交点. - * - * @export - * @param {Circle} circle 圆 - * @param {Arc} arc 圆弧 - * @param {IntersectOption} extType 延伸选项 - * @returns 交点集合 - */ -function IntersectCircleAndArc(circle, arc, extType, tolerance = 1e-6) { - let pts = IntersectCircleAndCircle(circle, arc); - return CheckPointOnCurve(pts, circle, arc, extType | IntersectOption.ExtendThis, tolerance); -} -exports.IntersectCircleAndArc = IntersectCircleAndArc; -/** - * 计算圆弧与圆弧的交点 - * - * @export - * @param {Arc} arc1 圆弧 - * @param {Arc} arc2 圆弧 - * @param {IntersectOption} extType 延伸选项 - * @returns 交点集合 - */ -function IntersectArcAndArc(arc1, arc2, extType, tolerance = 1e-6) { - let pts = IntersectCircleAndCircle(arc1, arc2); - return CheckPointOnCurve(pts, arc1, arc2, extType, tolerance); -} -exports.IntersectArcAndArc = IntersectArcAndArc; -function IntersectEllipseAndLine(l, el, extType, tolerance = 1e-6) { - let pts = IntersectLineAndEllipseFor2D(l, el); - return CheckPointOnCurve(pts, l, el, extType, tolerance); -} -exports.IntersectEllipseAndLine = IntersectEllipseAndLine; -/** - * 通用方法:计算直线与圆的交点,默认延伸全部 - * - * @export - * @param {Line} line 直线 - * @param {(Circle | Arc)} circle 圆或圆弧 - * @returns 交点集合 - */ -function IntersectLineAndCircleOrArc(line, circle) { - let lineOrg = line.StartPoint; - let lineDirection = line.EndPoint.sub(lineOrg); - let dirLen = lineDirection.length(); - if (GeUtils_1.equaln(dirLen, 0)) - return []; - lineDirection.divideScalar(dirLen); - let diff = lineOrg.clone().sub(circle.Center); - let a0 = diff.dot(diff) - circle.Radius ** 2; - let a1 = lineDirection.dot(diff); - let discr = a1 ** 2 - a0; - if (GeUtils_1.equaln(discr, 0, 1e-7)) { - let pt = lineOrg.add(lineDirection.multiplyScalar(-a1)); - return [{ - pt, - thisParam: -a1 / dirLen, - argParam: circle.GetParamAtPoint(pt) - }]; - } - else if (discr > 0) { - let root = Math.sqrt(discr); - let p1 = lineOrg.clone().add(lineDirection.clone().multiplyScalar(-a1 + root)); - let p2 = lineOrg.add(lineDirection.multiplyScalar(-a1 - root)); - return [ - { - pt: p1, - thisParam: (-a1 + root) / dirLen, - argParam: circle.GetParamAtPoint(p1) - }, { - pt: p2, - thisParam: (-a1 - root) / dirLen, - argParam: circle.GetParamAtPoint(p2) - } - ]; - } - return []; -} -//直线和圆 -function IntersectLineAndCircle(line, circle, extType, tolerance = 1e-6) { - let ptArr = IntersectLineAndCircleOrArc(line, circle); - return CheckPointOnCurve(ptArr, line, circle, extType | IntersectOption.ExtendArg); -} -exports.IntersectLineAndCircle = IntersectLineAndCircle; -//直线和圆弧 -function IntersectLineAndArc(line, arc, extType, tolerance = 1e-6) { - let ptArr = IntersectLineAndCircleOrArc(line, arc); - return CheckPointOnCurve(ptArr, line, arc, extType, tolerance); -} -exports.IntersectLineAndArc = IntersectLineAndArc; -//直线和直线 -function IntersectLAndLFor2D(p1, p2, p3, p4) { - let dx1 = p1.x - p2.x; - let dx2 = p3.x - p4.x; - let dx3 = p4.x - p2.x; - let dy1 = p1.y - p2.y; - let dy2 = p3.y - p4.y; - let dy3 = p4.y - p2.y; - let det = (dx2 * dy1) - (dy2 * dx1); - if (GeUtils_1.equaln(det, 0.0, 1e-5)) { - // if (equaln(dx2 * dy3, dy2 * dx3, 1e-5)) - // { - // return midPoint(midPoint(p1, p2), midPoint(p3, p4)); - // } - return; - } - let pt = new three_1.Vector3; - let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det; - pt.x = (ratio * dx2) + p4.x; - pt.y = (ratio * dy2) + p4.y; - return pt; -} -exports.IntersectLAndLFor2D = IntersectLAndLFor2D; -function IntersectLAndLFor2D2(p1, p2, p3, p4) { - let dx1 = p1.x - p2.x; - let dx2 = p3.x - p4.x; - let dx3 = p4.x - p2.x; - let dy1 = p1.y - p2.y; - let dy2 = p3.y - p4.y; - let dy3 = p4.y - p2.y; - let det = (dx2 * dy1) - (dy2 * dx1); - if (GeUtils_1.equaln(det, 0.0, 1e-5)) { - if (GeUtils_1.equaln(dx2 * dy3, dy2 * dx3, 1e-5)) - return [p1, p2, p3, p4]; - return []; - } - let pt = new three_1.Vector3; - let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det; - pt.x = (ratio * dx2) + p4.x; - pt.y = (ratio * dy2) + p4.y; - return [pt]; -} -exports.IntersectLAndLFor2D2 = IntersectLAndLFor2D2; -function IntersectLine3AndLine3(p1, p2, p3, p4, epsilon = 1e-6) { - let pts = ShortestLine3AndLine3(p1, p2, p3, p4); - if (pts) - return pts[0]; -} -exports.IntersectLine3AndLine3 = IntersectLine3AndLine3; -/** - * 三维中两行之间最短的直线 - * ref:https://stackoverflow.com/questions/2316490/the-algorithm-to-find-the-point-of-intersection-of-two-3d-line-segment - * ref:http://paulbourke.net/geometry/pointlineplane/ - * ref:http://paulbourke.net/geometry/pointlineplane/calclineline.cs - * - * @export - * @param {Vector3} p1 l1.start - * @param {Vector3} p2 l1.end - * @param {Vector3} p3 l2.start - * @param {Vector3} p4 l2.end - * @returns 交点集合 - */ -function ShortestLine3AndLine3(p1, p2, p3, p4, epsilon = 1e-6) { - let p43 = p4.clone().sub(p3); - if (p43.lengthSq() < epsilon) - return; - let p21 = p2.clone().sub(p1); - if (p21.lengthSq() < epsilon) - return; - let p13 = p1.clone().sub(p3); - let d1343 = p13.x * p43.x + p13.y * p43.y + p13.z * p43.z; - let d4321 = p43.x * p21.x + p43.y * p21.y + p43.z * p21.z; - let d1321 = p13.x * p21.x + p13.y * p21.y + p13.z * p21.z; - let d4343 = p43.x * p43.x + p43.y * p43.y + p43.z * p43.z; - let d2121 = p21.x * p21.x + p21.y * p21.y + p21.z * p21.z; - let denom = d2121 * d4343 - d4321 * d4321; - if (Math.abs(denom) < epsilon) - return; - let numer = d1343 * d4321 - d1321 * d4343; - let mua = numer / denom; - let mub = (d1343 + d4321 * (mua)) / d4343; - let resultSegmentPoint1 = new three_1.Vector3(); - resultSegmentPoint1.x = p1.x + mua * p21.x; - resultSegmentPoint1.y = p1.y + mua * p21.y; - resultSegmentPoint1.z = p1.z + mua * p21.z; - let resultSegmentPoint2 = new three_1.Vector3(); - resultSegmentPoint2.x = p3.x + mub * p43.x; - resultSegmentPoint2.y = p3.y + mub * p43.y; - resultSegmentPoint2.z = p3.z + mub * p43.z; - return [resultSegmentPoint1, resultSegmentPoint2]; -} -//直线和直线 -function IntersectLineAndLine(l1, l2, extType, fuzz = 1e-4) { - let [pt1, pt2, pt3, pt4] = [l1.StartPoint, l1.EndPoint, l2.StartPoint, l2.EndPoint]; - let ipts; - if (GeUtils_1.equaln(pt1.z, 0, fuzz) && GeUtils_1.equaln(pt2.z, 0, fuzz) && GeUtils_1.equaln(pt3.z, 0, fuzz) && GeUtils_1.equaln(pt4.z, 0, fuzz)) { - ipts = IntersectLAndLFor2D2(pt1, pt2, pt3, pt4); - ipts.sort(GeUtils_1.comparePoint("xy")); - ArrayExt_1.arrayRemoveDuplicateBySort(ipts, (p1, p2) => GeUtils_1.equalv3(p1, p2, fuzz)); - } - else { - ipts = ShortestLine3AndLine3(pt1, pt2, pt3, pt4); - if (!ipts) - return []; - if (ipts.length === 2) - ipts.pop(); - } - let ints = []; - for (let pt of ipts) { - let { closestPt: p1, param: param1 } = l1.GetClosestAtPoint(pt, true); - if (!GeUtils_1.equalv3(pt, p1, fuzz)) - return []; - if (!(extType & IntersectOption.ExtendThis)) - if (!(l1.ParamOnCurve(param1, 0) || GeUtils_1.equalv3(pt1, pt, fuzz) || GeUtils_1.equalv3(pt2, pt, fuzz))) - return []; - let { closestPt: p2, param: param2 } = l2.GetClosestAtPoint(pt, true); - if (!GeUtils_1.equalv3(pt, p2, fuzz)) - return []; - if (!(extType & IntersectOption.ExtendArg)) - if (!(l2.ParamOnCurve(param2, 0) || GeUtils_1.equalv3(pt3, pt, fuzz) || GeUtils_1.equalv3(pt4, pt, fuzz))) - return []; - ints.push({ pt, thisParam: param1, argParam: param2 }); - } - return ints; -} -exports.IntersectLineAndLine = IntersectLineAndLine; -function IntersectPolylineAndCurve(pl, cu, extType, tolerance = 1e-6) { - let cus = pl.Explode(); - let cus2; - if (cu instanceof Polyline_1.Polyline) - cus2 = cu.Explode(); - else - cus2 = [cu]; - let intRes = []; - for (let i = 0; i < cus.length; i++) { - let cu1 = cus[i]; - for (let j = 0; j < cus2.length; j++) { - let cu2 = cus2[j]; - let ext = extType; - let isStart = i === 0; - let isEnd = i === cus.length - 1; - let isStart2 = j === 0; - let isEnd2 = j === cus2.length - 1; - //当曲线闭合时,或者当前的子曲线不是起始和不是结束,那么不延伸曲线. - if (pl.CloseMark || !(isStart || isEnd)) - ext = ext & ~IntersectOption.ExtendThis; - if ((cu instanceof Polyline_1.Polyline && cu.CloseMark) || !(isStart2 || isEnd2)) - ext = ext & ~IntersectOption.ExtendArg; - let ptPars = cu1.IntersectWith2(cu2, ext, tolerance).filter(r1 => intRes.every(r2 => !GeUtils_1.equalv3(r1.pt, r2.pt))); - //校验延伸 - if (IntersectOption.ExtendThis & ext) { - //如果曲线是起始又是结束,那么不校验. - if (isStart && isEnd) { - } - else if (isStart) { - ptPars = ptPars.filter(res => res.thisParam <= 1); - } - else if (isEnd) { - ptPars = ptPars.filter(res => res.thisParam >= 0); - } - } - if (IntersectOption.ExtendArg & ext) { - //如果曲线是起始又是结束,那么不校验. - if (isStart2 && isEnd2) { - } - else if (isStart2) { - ptPars = ptPars.filter(res => res.argParam + j <= cu2.EndParam); - } - else if (isEnd2) { - ptPars = ptPars.filter(res => res.argParam + j >= 0); - } - } - intRes.push(...ptPars.map(r => { - return { - pt: r.pt, - thisParam: i + r.thisParam, - argParam: j + r.argParam, - }; - })); - } - } - return intRes; -} -exports.IntersectPolylineAndCurve = IntersectPolylineAndCurve; -function IntersectLineAndEllipseFor2D(l, el) { - if (!l.IsCoplaneTo(el)) - return []; - let mat = new three_1.Matrix4().makeRotationZ(-el.Rotation).multiply(el.OCSInv); - let a = el.RadX; - let b = el.RadY; - let sp = l.StartPoint.applyMatrix4(mat); - let ep = l.EndPoint.applyMatrix4(mat); - let pts = []; - if (GeUtils_1.equaln(sp.x, ep.x)) { - let c = sp.x; - let j = (b ** 2) * (1 - (c ** 2) / (a ** 2)); - if (GeUtils_1.equaln(j, 0)) { - pts = [new three_1.Vector3(sp.x, 0)]; - } - else if (j < 0) - return []; - else { - let y1 = Math.sqrt(j); - let y2 = -Math.sqrt(j); - pts = [ - new three_1.Vector3(c, y1), - new three_1.Vector3(c, y2) - ]; - } - } - else { - let k = (sp.y - ep.y) / (sp.x - ep.x); - let c = sp.y - sp.x * k; - let j = (2 * a * a * k * c) * (2 * a * a * k * c) - 4 * (b * b + a * a * k * k) * a * a * (c * c - b * b); - if (GeUtils_1.equaln(j, 0)) { - let x1 = -2 * k * c * a * a / (2 * (b * b + a * a * k * k)); - let y1 = k * x1 + c; - pts = [new three_1.Vector3(x1, y1)]; - } - else if (j < 0) - return []; - else { - let x1 = (-2 * k * c * a * a + Math.sqrt(j)) / (2 * (b * b + a * a * k * k)); - let y1 = k * x1 + c; - let x2 = (-2 * k * c * a * a - Math.sqrt(j)) / (2 * (b * b + a * a * k * k)); - let y2 = k * x2 + c; - pts = [ - new three_1.Vector3(x1, y1), - new three_1.Vector3(x2, y2) - ]; - } - } - let matInv = new three_1.Matrix4().getInverse(mat); - return pts.map(p => { - let pt = p.applyMatrix4(matInv); - return { - pt, - thisParam: l.GetParamAtPoint(pt), - argParam: el.GetParamAtPoint(pt) - }; - }); -} -exports.IntersectLineAndEllipseFor2D = IntersectLineAndEllipseFor2D; -function IntersectEllipseAndCircleOrArc(el, cir, type) { - if (!el.IsCoplaneTo(cir)) - return []; - let a = Math.max(el.RadX, el.RadY); - let dist = el.Center.distanceTo(cir.Center); - let disVail = dist > (a + cir.Radius); - if (disVail) - return []; - if (GeUtils_1.equalv3(el.Center, cir.Center)) { - let a = el.RadX; - let b = el.RadY; - let r = cir.Radius; - let j = ((a * b) ** 2 - (b * r) ** 2) / (a ** 2 - b ** 2); - let pts = []; - if (GeUtils_1.equaln(j, 0) || GeUtils_1.equaln(j, r ** 2)) { - if (GeUtils_1.equaln(j, 0)) - pts = [ - new three_1.Vector3(a, 0), - new three_1.Vector3(-a, 0) - ]; - else - pts = [ - new three_1.Vector3(0, r), - new three_1.Vector3(0, -r) - ]; - } - else if (j < 0) - return []; - else { - let y1 = Math.sqrt(j); - let y2 = -Math.sqrt(j); - let n = r ** 2 - j; - let x1 = Math.sqrt(n); - let x2 = -Math.sqrt(n); - pts = [ - new three_1.Vector3(x1, y1), - new three_1.Vector3(x1, y2), - new three_1.Vector3(x2, y1), - new three_1.Vector3(x2, y2), - ]; - } - let ro = new three_1.Matrix4().makeRotationZ(el.Rotation); - let res = pts.map(p => { - let pt = p.applyMatrix4(ro).applyMatrix4(el.OCS); - return { - pt, - thisParam: el.GetParamAtPoint(pt), - argParam: cir.GetParamAtPoint(pt) - }; - }); - return CheckPointOnCurve(res, el, cir, type); - } - else { - let pts = el.Shape.getPoints(60); - let lineData = pts.map(p => { - return { pt: p, bul: 0 }; - }); - let pl = new Polyline_1.Polyline(lineData); - let cirClone = cir.Clone().ApplyMatrix(el.OCSInv); - if (type === IntersectOption.ExtendBoth) - type = IntersectOption.ExtendArg; - else if (type !== IntersectOption.ExtendArg) - type = IntersectOption.OnBothOperands; - let intPts = IntersectPolylineAndCurve(pl, cirClone, type); - intPts.forEach(r => r.pt.applyMatrix4(el.OCS)); - return intPts; - } -} -exports.IntersectEllipseAndCircleOrArc = IntersectEllipseAndCircleOrArc; -function IntersectEllipse(el1, el2, type) { - if (!el1.IsCoplaneTo(el2)) - return []; - let isEqul = GeUtils_1.equalv3(el1.Center, el2.Center) - && GeUtils_1.equaln(el1.RadX, el2.RadX) - && GeUtils_1.equaln(el1.RadY, el2.RadY) - && GeUtils_1.equalv3(el1.StartPoint, el2.StartPoint); - if (isEqul) - return []; - let a1 = Math.max(el1.RadX, el1.RadY); - let a2 = Math.max(el2.RadX, el2.RadY); - let dist = el1.Center.distanceToSquared(el2.Center); - if (dist > (a1 + a2) ** 2) { - return []; - } - if (!el1.BoundingBox.intersectsBox(el2.BoundingBox)) - return []; - let diffMat = el1.OCSInv.multiply(el2.OCS); - let pts1 = el1.Shape.getPoints(60); - let pts2 = el2.Shape.getPoints(60); - let lineData1 = pts1.map(p => { - return { pt: p, bul: 0 }; - }); - let lineData2 = pts2.map(p => { - return { pt: p, bul: 0 }; - }); - let pl1 = new Polyline_1.Polyline(lineData1); - let pl2 = new Polyline_1.Polyline(lineData2).ApplyMatrix(diffMat); - let intPts = pl1.IntersectWith2(pl2, 0); - intPts.forEach(r => r.pt.applyMatrix4(el1.OCS)); - return intPts; -} -exports.IntersectEllipse = IntersectEllipse; - - -/***/ }), - -/***/ "./src/GraphicsSystem/OffsetPolyline.ts": -/*!**********************************************!*\ - !*** ./src/GraphicsSystem/OffsetPolyline.ts ***! - \**********************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.OffsetPolyline = void 0; -const ArrayExt_1 = __webpack_require__(/*! ../Common/ArrayExt */ "./src/Common/ArrayExt.ts"); -const CurveUtils_1 = __webpack_require__(/*! ../Common/CurveUtils */ "./src/Common/CurveUtils.ts"); -const Status_1 = __webpack_require__(/*! ../Common/Status */ "./src/Common/Status.ts"); -const Utils_1 = __webpack_require__(/*! ../Common/Utils */ "./src/Common/Utils.ts"); -const Contour_1 = __webpack_require__(/*! ../DatabaseServices/Contour */ "./src/DatabaseServices/Contour.ts"); -const Arc_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Arc */ "./src/DatabaseServices/Entity/Arc.ts"); -const Circle_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Circle */ "./src/DatabaseServices/Entity/Circle.ts"); -const Line_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Line */ "./src/DatabaseServices/Entity/Line.ts"); -const Polyline_1 = __webpack_require__(/*! ../DatabaseServices/Entity/Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"); -const Box_1 = __webpack_require__(/*! ../Geometry/Box */ "./src/Geometry/Box.ts"); -const CurveMap_1 = __webpack_require__(/*! ../Geometry/CurveMap */ "./src/Geometry/CurveMap.ts"); -const GeUtils_1 = __webpack_require__(/*! ../Geometry/GeUtils */ "./src/Geometry/GeUtils.ts"); -const SortEntityByBox_1 = __webpack_require__(/*! ../Geometry/SortEntityByBox */ "./src/Geometry/SortEntityByBox.ts"); -const IntersectWith_1 = __webpack_require__(/*! ../GraphicsSystem/IntersectWith */ "./src/GraphicsSystem/IntersectWith.ts"); -class CurveTreeNode { - constructor(curve, box) { - this.curve = curve; - this.box = box || curve.BoundingBox; - } - TrimBy(contour, box) { - if (Box_1.IntersectsBox(box, this.box)) { - if (this.children !== undefined) { - for (let c of this.children) - c.TrimBy(contour, box); - } - else { - if (contour.Curve instanceof Circle_1.Circle && this.curve instanceof Arc_1.Arc) { - if (GeUtils_1.equalv3(contour.Curve.Center, this.curve.Center)) { - if (contour.Curve.Radius > this.curve.Radius + 1e-4) - this.children = []; - return; - } - } - //交点参数列表 - let iParams = this.curve.IntersectWith(contour.Curve, IntersectWith_1.IntersectOption.OnBothOperands) - .map(p => this.curve.GetParamAtPoint2(p)); - let cus = this.curve.GetSplitCurves(iParams); - if (cus.length === 0) { - let p = this.curve.GetPointAtParam(0.5); - if ((contour.Curve.PtInCurve(p) && !contour.Curve.PtOnCurve(p))) - this.children = []; - } - else { - this.children = []; - for (let c of cus) { - let p = c.GetPointAtParam(0.5); - if (c.Length > 1e-5 && (!contour.Curve.PtInCurve(p) || contour.Curve.PtOnCurve(p))) - this.children.push(new CurveTreeNode(c)); - } - if (this.children.length === cus.length) - this.children = undefined; - } - } - } - } - get Nodes() { - if (!this.children) - return [this]; - else { - let cus = []; - for (let c of this.children) - cus.push(...c.Nodes); - return cus; - } - } -} -class OffsetPolyline { - constructor(_Polyline, _OffsetDist, _ToolPath = false, _OffsetDistSq = (_OffsetDist ** 2) * 2.1 //对直角走刀不进行圆弧过度 - ) { - this._Polyline = _Polyline; - this._OffsetDist = _OffsetDist; - this._ToolPath = _ToolPath; - this._OffsetDistSq = _OffsetDistSq; - } - Do() { - this._OffsetDistSign = Math.sign(this._OffsetDist); - this._TrimPolylineContours = []; - this._TrimCircleContours = []; - this._TrimArcContours = []; - this._RetCurves = []; - this._CurveTreeNodes = []; - this.InitSubCurves(); - if (this._SubCurves.length === 0) - return this._RetCurves; - this.GeneralCirclesAndVertexs(); - this.OffsetSubCurves(); - this.LinkSubCurves(); - if (this._SubOffsetedCurves.length === 0) { - this._SubOffsetedCurves.push({ curve: this._Circles[0], index: 0, paddingCurve: this._Circles.slice(1) }); - this._TrimPolylineContours.push(...this._Circles.map(c => Contour_1.Contour.CreateContour(c, false)), ...this._SubCurves.map(c => Contour_1.Contour.CreateContour([c, new Line_1.Line(c.StartPoint, c.EndPoint)], false))); - } - else - this.GeneralTrimContours(); - this.TrimByContours(); - this.FilterInvalidCurve(); - this.JoinCollinear(); - this.LinkResultPolyline(); - return this._RetCurves; - } - InitSubCurves() { - this._CacheOCS = this._Polyline.OCS; - this._IsClose = this._Polyline.IsClose; - this._Polyline.OCS = GeUtils_1.IdentityMtx4; - this._SubCurves = this._Polyline.Explode().filter(c => c.Length > 1e-4); - this._Polyline.OCS = this._CacheOCS; - return this; - } - GeneralCirclesAndVertexs() { - this._Vertexs = this._SubCurves.map(c => c.StartPoint); - let lastCu = ArrayExt_1.arrayLast(this._SubCurves); - if (!GeUtils_1.equalv3(lastCu.EndPoint, this._Vertexs[0], 1e-3)) - this._Vertexs.push(lastCu.EndPoint); - let radius = Math.abs(this._OffsetDist); - this._Circles = this._Vertexs.map(p => new Circle_1.Circle(p, radius)); - } - OffsetSubCurves() { - this._SubOffsetedCurves = []; - for (let index = 0; index < this._SubCurves.length; index++) { - let curveOld = this._SubCurves[index]; - if (curveOld.Length > 1e-6) { - let curve = curveOld.GetOffsetCurves(this._OffsetDist)[0]; - if (curve) - this._SubOffsetedCurves.push({ curve, index }); - else - this._TrimArcContours.push(Contour_1.Contour.CreateContour([curveOld, new Line_1.Line(curveOld.StartPoint, curveOld.EndPoint)], false)); - } - } - } - //连接(延伸)曲线,或者补(圆弧,直线) - LinkSubCurves() { - let count = this._SubOffsetedCurves.length; - if (!this._IsClose) - count--; - for (let i = 0; i < count; i++) { - let curveResNow = this._SubOffsetedCurves[i]; - let iNext = Utils_1.FixIndex(i + 1, this._SubOffsetedCurves); - let curveResNext = this._SubOffsetedCurves[iNext]; - let curveNow = curveResNow.curve; - let curveNext = curveResNext.curve; - let isNeighbor = Utils_1.FixIndex(curveResNow.index + 1, this._SubCurves) === curveResNext.index; - if (isNeighbor) { - let sp = curveNow.EndPoint; - let ep = curveNext.StartPoint; - //直连 - if (GeUtils_1.equalv3(sp, ep, 1e-3)) - continue; - let iPts = curveNow.IntersectWith(curveNext, IntersectWith_1.IntersectOption.ExtendBoth); - let tPts = iPts.filter(p => curveNow.PtOnCurve3(p) && curveNext.PtOnCurve3(p)); - let code = EntityEncode2(curveNow, curveNext); - let tp; - if (code === 1) { - if (tPts.length > 0) //不走刀或者有真交点 this._ToolPath === false || - tp = iPts[0]; - else { - if (iPts.length > 0 && curveNow.GetParamAtPoint(iPts[0]) > 1) { - let refP = this._Vertexs[curveResNext.index]; - let distSq = iPts[0].distanceToSquared(refP); - if (this._ToolPath && distSq > this._OffsetDistSq) { - curveResNow.paddingCurve = [this.CreateArc(refP, sp, ep)]; - this._TrimCircleContours.push(this._Circles[curveResNext.index]); - } - else - tp = iPts[0]; - } - // else - // curveResNow.paddingCurve = [new Line(sp, ep)]; - } - } - else { - let refP = this._Vertexs[curveResNext.index]; - if (tPts.length > 0) //ipts = 1 or ipts = 2 - tp = GeUtils_1.SelectNearP(iPts, refP); - else //补单圆 或者尝试连接 - { - let arc = this.CreateArc(refP, sp, ep); - if (iPts.length > 0 && !this._ToolPath && this.IsSharpCorner(curveResNow, curveResNext, refP)) { - //设置新的连接点,并且备份旧点 - let oldp; - if (curveResNow.sp) { - oldp = curveNow.StartPoint; - curveNow.StartPoint = curveResNow.sp; - } - let oldp2; - if (curveResNext.ep) { - oldp2 = curveNext.EndPoint; - curveNext.EndPoint = curveResNext.ep; - } - let p; - if (code === 2 && iPts.length === 2) { - let c = curveNow; - let minArc = new Arc_1.Arc(c.Center, c.Radius, c.EndAngle, 0, c.IsClockWise); - let p1 = iPts[0]; - let a1 = minArc.GetAngleAtPoint(p1); - let anAll1 = c.ParamOnCurve(c.GetParamAtAngle(a1)) ? Infinity : minArc.ComputeAnlge(a1); - let p2 = iPts[1]; - let a2 = minArc.GetAngleAtPoint(p2); - let anAll2 = c.ParamOnCurve(c.GetParamAtAngle(a2)) ? Infinity : minArc.ComputeAnlge(a2); - if (anAll2 < anAll1) - p = p2; - else - p = p1; - } - else - p = GeUtils_1.SelectNearP(iPts, refP); - let onPre; - let param = curveNow.GetParamAtPoint2(p); - if (curveNow instanceof Line_1.Line) - onPre = param > 1; - else - onPre = param < 0 || param > 1; - let onNext = false; - if (onPre) { - let param2 = curveNext.GetParamAtPoint2(p); - if (curveNext instanceof Line_1.Line) - onNext = param2 < 0; - else - onNext = param2 < 0 || param2 > 1; - } - if (curveResNow.sp) - curveNow.StartPoint = oldp; - if (curveResNext.ep) - curveNext.EndPoint = oldp2; - if (onPre && onNext) - tp = p; - else - curveResNow.paddingCurve = [arc]; - } - else - curveResNow.paddingCurve = [arc]; - this._TrimCircleContours.push(this._Circles[curveResNext.index]); - } - } - if (tp) { - curveResNow.ep = tp; - curveResNext.sp = tp; - curveResNow.nextArc = curveNext; - curveResNext.preArc = curveNow; - } - } - else { - let padCirs = []; - for (let s = Utils_1.FixIndex(curveResNow.index + 1, this._Circles);; s = Utils_1.FixIndex(s + 1, this._Circles)) { - let c = this._Circles[s]; - this._TrimCircleContours.push(c); - padCirs.push(c); - if (s === curveResNext.index) - break; - } - curveResNow.paddingCurve = padCirs; - } - } - } - IsSharpCorner(curveResNow, curveResNext, refP) { - let v1 = this._SubCurves[curveResNow.index].GetPointAtParam(0.9); - let v2 = this._SubCurves[curveResNext.index].GetPointAtParam(0.1); - v1.subVectors(refP, v1); - v2.sub(refP); - v1.cross(v2); - return Math.sign(v1.z) === this._OffsetDistSign; - } - GeneralTrimContours() { - for (let d of this._SubOffsetedCurves) { - let cu2 = d.curve; - if (d.sp && d.ep) { - let param1 = cu2.GetParamAtPoint(d.sp); - let param2 = cu2.GetParamAtPoint(d.ep); - if (cu2.ParamOnCurve(param1) && cu2.ParamOnCurve(param2) && param1 > param2) - [d.sp, d.ep] = [d.ep, d.sp]; - } - if (d.sp) - cu2.StartPoint = d.sp; - if (d.ep) - cu2.EndPoint = d.ep; - } - for (let d of this._SubOffsetedCurves) { - let cu1 = this._SubCurves[d.index]; - let cu2 = d.curve; - let [p1, p2, p3, p4] = [cu1.StartPoint, cu2.StartPoint, cu1.EndPoint, cu2.EndPoint]; - let l1 = new Line_1.Line(p1, p2); - let l2 = new Line_1.Line(p3, p4); - let ipts = l1.IntersectWith(l2, IntersectWith_1.IntersectOption.OnBothOperands, 1e-8); - if (ipts.length > 0) { - let p = ipts[0]; - l1.EndPoint = p; - l2.EndPoint = p; - let cus = [cu1, l1, l2]; - let contour = Contour_1.Contour.CreateContour(cus, false); - if (contour) { - this._TrimPolylineContours.push(contour); - continue; - } - else { - console.error("未预料到的错误,构建轮廓失败" + this._OffsetDist); - } - } - //真理1:针脚线不可能同时被两个圆弧所切割 - let l1Intact = true; - let l2Intact = true; - if (cu2 instanceof Arc_1.Arc) { - if (Math.sign(cu2.Bul) !== this._OffsetDistSign) { - let ipts1 = cu2.IntersectWith(l1, IntersectWith_1.IntersectOption.OnBothOperands); - let ipts2 = cu2.IntersectWith(l2, IntersectWith_1.IntersectOption.OnBothOperands); - let sp; - let ep; - if (ipts1.length === 2) - sp = GeUtils_1.SelectNearP(ipts1, p1); - if (ipts2.length === 2) - ep = GeUtils_1.SelectNearP(ipts2, p3); - if (sp || ep) - cu2 = cu2.Clone(); - if (sp) { - l1.EndPoint = sp; - cu2.StartPoint = sp; - l1Intact = false; - } - if (ep) { - l2.EndPoint = ep; - cu2.EndPoint = ep; - l2Intact = false; - } - } - } - let l1PadArc; - let l2PadArc; - //真理2:隔壁的圆弧不可能破坏当前的圆弧,只能破坏当前的针脚 - if (l1Intact && d.preArc && d.preArc instanceof Arc_1.Arc) { - let a = d.preArc; - if (Math.sign(a.Bul) !== this._OffsetDistSign) { - let ipts = a.IntersectWith(l1, IntersectWith_1.IntersectOption.OnBothOperands); - if (ipts.length === 2) { - let sp = GeUtils_1.SelectNearP(ipts, p1); - l1.EndPoint = sp; - l1PadArc = a.Clone(); - l1PadArc.StartPoint = sp; - } - } - } - if (l2Intact && d.nextArc && d.nextArc instanceof Arc_1.Arc) { - let a = d.nextArc; - if (Math.sign(a.Bul) !== this._OffsetDistSign) { - let ipts = a.IntersectWith(l2, IntersectWith_1.IntersectOption.OnBothOperands); - if (ipts.length === 2) { - let ep = GeUtils_1.SelectNearP(ipts, p3); - l2.EndPoint = ep; - l2PadArc = a.Clone(); - l2PadArc.EndPoint = ep; - } - } - } - let pl = new Polyline_1.Polyline(); - let cus = [cu1, l1]; - if (l1PadArc) - cus.push(l1PadArc); - cus.push(cu2, l2); - if (l2PadArc) - cus.push(l2PadArc); - for (let c of cus) - pl.Join(c); - let contour = Contour_1.Contour.CreateContour(pl, false); - if (contour) - this._TrimPolylineContours.push(contour); - else - console.error("未预料到的错误,构建轮廓失败" + this._OffsetDist); - } - if (!this._IsClose) { - if (this._TrimCircleContours[0] !== this._Circles[0]) - this._TrimCircleContours.push(this._Circles[0]); - let lastTrimCircle = ArrayExt_1.arrayLast(this._TrimCircleContours); - let lastCircle = ArrayExt_1.arrayLast(this._Circles); - if (lastTrimCircle !== lastCircle) - this._TrimCircleContours.push(lastCircle); - if (this._SubOffsetedCurves[0].index !== 0) - this._TrimCircleContours.push(this._Circles[this._SubOffsetedCurves[0].index]); - let lastIndex = this._Circles.length - 1; - let lastD = ArrayExt_1.arrayLast(this._SubOffsetedCurves); - if (lastIndex !== lastD.index) - this._TrimCircleContours.push(this._Circles[lastD.index + 1]); - } - this._TrimPolylineContours.push(...this._TrimCircleContours.map(c => Contour_1.Contour.CreateContour(c, false)), ...this._TrimArcContours); - } - // 通过构建的轮廓对偏移曲线进行裁剪 - TrimByContours() { - for (let d of this._SubOffsetedCurves) { - let c = d.curve; - this._CurveTreeNodes.push(new CurveTreeNode(c)); - if (d.paddingCurve) - this._CurveTreeNodes.push(...d.paddingCurve.map(c => new CurveTreeNode(c))); - } - let boxContours = SortEntityByBox_1.SortEntityByBox(this._TrimPolylineContours, false); - for (let i = 0; i < this._TrimPolylineContours.length; i++) { - let c = this._TrimPolylineContours[i]; - for (let curveNode of this._CurveTreeNodes) { - curveNode.TrimBy(c, boxContours.get(c)); - } - } - } - //过滤方向相反和0长度线 - FilterInvalidCurve() { - this._CurveTrimedTreeNodes = []; - for (let n of this._CurveTreeNodes) { - let ns = n.Nodes; - for (let sn of ns) { - let p = sn.curve.GetPointAtParam(0.5); - if (sn.curve.Length > 1e-5 && this.CheckPointDir(p)) - this._CurveTrimedTreeNodes.push(sn); - } - } - } - //合并共线 - JoinCollinear() { - for (let i = 0; i < this._CurveTrimedTreeNodes.length; i++) { - let n = this._CurveTrimedTreeNodes[i]; - if (n.used) - continue; - let sp = n.curve.StartPoint; - for (let j = i + 1; j < this._CurveTrimedTreeNodes.length; j++) { - let n2 = this._CurveTrimedTreeNodes[j]; - if (n2.used) - continue; - let status = n.curve.Join(n2.curve); - if (status === Status_1.Status.ConverToCircle) { - n.used = true; - n2.used = true; - let circle = new Circle_1.Circle(n.curve.Center, n.curve.Radius); - n.curve = circle; - this._RetCurves.push(CurveUtils_1.ConverCircleToPolyline(circle).ApplyMatrix(this._CacheOCS)); - } - else if (status === Status_1.Status.True) { - if (GeUtils_1.equalv3(sp, n.curve.StartPoint)) - n2.used = true; - else { - n.used = true; - n2.curve = n.curve; - break; - } - } - } - } - } - //连接结果曲线,返回最终多段线 - LinkResultPolyline() { - let used = new Set(); - let cuMap = new CurveMap_1.CurveMap(1); - for (let n of this._CurveTrimedTreeNodes) { - if (!n.used) - cuMap.AddCurveToMap(n.curve); - } - let preP; - let searchNext = (s, pl) => { - let minDist = Infinity; - let minR; - for (let r of s.routes) { - if (used.has(r.curve)) - continue; - if (preP) { - let d = r.s.distanceToSquared(preP); - if (d < minDist) { - minR = r; - minDist = d; - } - } - else { - minR = r; - break; - } - } - if (minR) { - used.add(minR.curve); - preP = minR.e; - let status = pl.Join(minR.curve, false, 5e-2); - if (status !== Status_1.Status.True) - console.warn("连接失败"); - return minR.to; - } - }; - for (let s of cuMap.Stands) { - preP = undefined; - let pl = new Polyline_1.Polyline(); - let ss = s; - while (ss && !pl.IsClose) - ss = searchNext(ss, pl); - ss = s; - while (ss && !pl.IsClose) - ss = searchNext(ss, pl); - if (pl.NumberOfVertices > 0) { - let d = pl.LineData; - let ld = ArrayExt_1.arrayLast(d); - if (GeUtils_1.equalv2(d[0].pt, ld.pt, 1e-2)) - ld.pt.copy(d[0].pt); - this._RetCurves.push(pl.ApplyMatrix(this._CacheOCS)); - } - } - } - CheckPointDir(pt) { - return this.GetPointAtCurveDir(pt) === this._OffsetDistSign; - } - GetPointAtCurveDir(pt) { - let minIndex = Infinity; - let minDist = Infinity; - let minCp; - for (let i = 0; i < this._SubCurves.length; i++) { - let c = this._SubCurves[i]; - let cp = c.GetClosestPointTo(pt, false); - if (GeUtils_1.equalv3(cp, pt, 1e-5)) - return 0; - let dist = cp.distanceToSquared(pt); - if (dist < minDist) { - minDist = dist; - minIndex = i; - minCp = cp; - } - } - let c = this._SubCurves[minIndex]; - let param = c.GetParamAtPoint(minCp); - if (GeUtils_1.equaln(param, 0) && ((minIndex === 0) ? this._IsClose : true)) { - let preIndex = Utils_1.FixIndex(minIndex - 1, this._SubCurves); - let preCurve = this._SubCurves[preIndex]; - if (!GeUtils_1.equalv3(c.GetFistDeriv(0).normalize(), preCurve.GetFistDeriv(1).normalize())) { - let p = c.StartPoint; - let l1 = c.Length; - let l2 = preCurve.Length; - let minLength = Math.min(l1, l2) * 0.2; - let nextP; - let preP; - if (c instanceof Arc_1.Arc) - nextP = c.GetPointAtDistance(minLength); - else - nextP = c.EndPoint; - if (preCurve instanceof Arc_1.Arc) - preP = preCurve.GetPointAtDistance(l2 - minLength); - else - preP = preCurve.StartPoint; - let arc = new Arc_1.Arc(p, 1, GeUtils_1.angle(preP.sub(p)), GeUtils_1.angle(nextP.sub(p))); - let dir = arc.PtOnCurve3(pt) ? -1 : 1; - return dir; - } - } - else if (GeUtils_1.equaln(param, 1) && ((minIndex === this._SubCurves.length - 1) ? this._IsClose : true)) { - let nextIndex = Utils_1.FixIndex(minIndex + 1, this._SubCurves); - let nextCurve = this._SubCurves[nextIndex]; - if (!GeUtils_1.equalv3(c.GetFistDeriv(1).normalize(), nextCurve.GetFistDeriv(0).normalize())) { - let p = c.EndPoint; - let l1 = c.Length; - let l2 = nextCurve.Length; - let minLength = Math.min(l1, l2) * 0.2; - let nextP; - let preP; - if (c instanceof Arc_1.Arc) - preP = c.GetPointAtDistance(l1 - minLength); - else - preP = c.StartPoint; - if (nextCurve instanceof Arc_1.Arc) - nextP = nextCurve.GetPointAtDistance(minLength); - else - nextP = nextCurve.EndPoint; - let arc = new Arc_1.Arc(p, 1, GeUtils_1.angle(preP.sub(p)), GeUtils_1.angle(nextP.sub(p))); - let dir = arc.PtOnCurve3(pt) ? -1 : 1; - return dir; - } - } - let dri = c.GetFistDeriv(param); - let cross = dri.cross(pt.clone().sub(minCp)); - return -Math.sign(cross.z); - } - CreateArc(center, startP, endP) { - let sa = GeUtils_1.angle(startP.clone().sub(center)); - let ea = endP ? GeUtils_1.angle(endP.clone().sub(center)) : sa; - let arc = new Arc_1.Arc(center, Math.abs(this._OffsetDist), sa, ea, this._OffsetDist < 0); - return arc; - } -} -exports.OffsetPolyline = OffsetPolyline; -function EntityEncode(c) { - if (c instanceof Line_1.Line) - return 1; - else - return 2; -} -function EntityEncode2(c1, c2) { - return EntityEncode(c1) & EntityEncode(c2); -} - - -/***/ }), - -/***/ "./src/GraphicsSystem/RenderType.ts": -/*!******************************************!*\ - !*** ./src/GraphicsSystem/RenderType.ts ***! - \******************************************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -Object.defineProperty(exports, "__esModule", { value: true }); -exports.RenderType = void 0; -/** - * 场景的渲染类型. - * - * @export - * @enum {number} - */ -var RenderType; -(function (RenderType) { - /** - * 线框模式 - */ - RenderType[RenderType["Wireframe"] = 1] = "Wireframe"; - /** - * 概念 - */ - RenderType[RenderType["Conceptual"] = 2] = "Conceptual"; - /** - * 物理着色PBR - */ - RenderType[RenderType["Physical"] = 3] = "Physical"; - RenderType[RenderType["Jig"] = 4] = "Jig"; - RenderType[RenderType["Print"] = 5] = "Print"; - /**物理带线框 */ - RenderType[RenderType["Physical2"] = 6] = "Physical2"; -})(RenderType = exports.RenderType || (exports.RenderType = {})); - - -/***/ }), - -/***/ "./src/api.ts": -/*!********************!*\ - !*** ./src/api.ts ***! - \********************/ -/*! no static exports found */ -/***/ (function(module, exports, __webpack_require__) { - -"use strict"; - -var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { - if (k2 === undefined) k2 = k; - Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } }); -}) : (function(o, m, k, k2) { - if (k2 === undefined) k2 = k; - o[k2] = m[k]; -})); -var __exportStar = (this && this.__exportStar) || function(m, exports) { - for (var p in m) if (p !== "default" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p); -}; -Object.defineProperty(exports, "__esModule", { value: true }); -__exportStar(__webpack_require__(/*! ./DatabaseServices/Entity/Polyline */ "./src/DatabaseServices/Entity/Polyline.ts"), exports); - - -/***/ }), - -/***/ "three": -/*!************************!*\ - !*** external "THREE" ***! - \************************/ -/*! no static exports found */ -/***/ (function(module, exports) { - -module.exports = __WEBPACK_EXTERNAL_MODULE_three__; - -/***/ }) - -/******/ }); -}); -//# sourceMappingURL=webcad-api.js.map \ No newline at end of file diff --git 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BaseAtom has true, for extra optimization, so its onBecomeUnobserved never gets called, because it's not needed\n this.isBeingObserved = false;\n this.observers = new Set();\n this.diffValue = 0;\n this.lastAccessedBy = 0;\n this.lowestObserverState = IDerivationState.NOT_TRACKING;\n }\n Atom.prototype.onBecomeObserved = function () {\n if (this.onBecomeObservedListeners) {\n this.onBecomeObservedListeners.forEach(function (listener) { return listener(); });\n }\n };\n Atom.prototype.onBecomeUnobserved = function () {\n if (this.onBecomeUnobservedListeners) {\n this.onBecomeUnobservedListeners.forEach(function (listener) { return listener(); });\n }\n };\n /**\n * Invoke this method to notify mobx that your atom has been used somehow.\n * Returns true if there is currently a reactive context.\n */\n Atom.prototype.reportObserved = function () {\n return reportObserved(this);\n };\n /**\n * Invoke this method _after_ this method has changed to signal mobx that all its observers should invalidate.\n */\n Atom.prototype.reportChanged = function () {\n startBatch();\n propagateChanged(this);\n endBatch();\n };\n Atom.prototype.toString = function () {\n return this.name;\n };\n return Atom;\n}());\nvar isAtom = createInstanceofPredicate(\"Atom\", Atom);\nfunction createAtom(name, onBecomeObservedHandler, onBecomeUnobservedHandler) {\n if (onBecomeObservedHandler === void 0) { onBecomeObservedHandler = noop; }\n if (onBecomeUnobservedHandler === void 0) { onBecomeUnobservedHandler = noop; }\n var atom = new Atom(name);\n // default `noop` listener will not initialize the hook Set\n if (onBecomeObservedHandler !== noop) {\n onBecomeObserved(atom, onBecomeObservedHandler);\n }\n if (onBecomeUnobservedHandler !== noop) {\n onBecomeUnobserved(atom, onBecomeUnobservedHandler);\n }\n return atom;\n}\n\nfunction identityComparer(a, b) {\n return a === b;\n}\nfunction structuralComparer(a, b) {\n return deepEqual(a, b);\n}\nfunction shallowComparer(a, b) {\n return deepEqual(a, b, 1);\n}\nfunction defaultComparer(a, b) {\n return Object.is(a, b);\n}\nvar comparer = {\n identity: identityComparer,\n structural: structuralComparer,\n default: defaultComparer,\n shallow: shallowComparer\n};\n\n/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation. All rights reserved.\r\nLicensed under the Apache License, Version 2.0 (the \"License\"); you may not use\r\nthis file except in compliance with the License. You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nfunction __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nvar __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n };\r\n return __assign.apply(this, arguments);\r\n};\r\n\r\nfunction __values(o) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator], i = 0;\r\n if (m) return m.call(o);\r\n return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n}\r\n\r\nfunction __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nfunction __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\n\nvar mobxDidRunLazyInitializersSymbol = Symbol(\"mobx did run lazy initializers\");\nvar mobxPendingDecorators = Symbol(\"mobx pending decorators\");\nvar enumerableDescriptorCache = {};\nvar nonEnumerableDescriptorCache = {};\nfunction createPropertyInitializerDescriptor(prop, enumerable) {\n var cache = enumerable ? enumerableDescriptorCache : nonEnumerableDescriptorCache;\n return (cache[prop] ||\n (cache[prop] = {\n configurable: true,\n enumerable: enumerable,\n get: function () {\n initializeInstance(this);\n return this[prop];\n },\n set: function (value) {\n initializeInstance(this);\n this[prop] = value;\n }\n }));\n}\nfunction initializeInstance(target) {\n var e_1, _a;\n if (target[mobxDidRunLazyInitializersSymbol] === true)\n return;\n var decorators = target[mobxPendingDecorators];\n if (decorators) {\n addHiddenProp(target, mobxDidRunLazyInitializersSymbol, true);\n // Build property key array from both strings and symbols\n var keys = __spread(Object.getOwnPropertySymbols(decorators), Object.keys(decorators));\n try {\n for (var keys_1 = __values(keys), keys_1_1 = keys_1.next(); !keys_1_1.done; keys_1_1 = keys_1.next()) {\n var key = keys_1_1.value;\n var d = decorators[key];\n d.propertyCreator(target, d.prop, d.descriptor, d.decoratorTarget, d.decoratorArguments);\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (keys_1_1 && !keys_1_1.done && (_a = keys_1.return)) _a.call(keys_1);\n }\n finally { if (e_1) throw e_1.error; }\n }\n }\n}\nfunction createPropDecorator(propertyInitiallyEnumerable, propertyCreator) {\n return function decoratorFactory() {\n var decoratorArguments;\n var decorator = function decorate(target, prop, descriptor, applyImmediately\n // This is a special parameter to signal the direct application of a decorator, allow extendObservable to skip the entire type decoration part,\n // as the instance to apply the decorator to equals the target\n ) {\n if (applyImmediately === true) {\n propertyCreator(target, prop, descriptor, target, decoratorArguments);\n return null;\n }\n if (process.env.NODE_ENV !== \"production\" && !quacksLikeADecorator(arguments))\n fail(\"This function is a decorator, but it wasn't invoked like a decorator\");\n if (!Object.prototype.hasOwnProperty.call(target, mobxPendingDecorators)) {\n var inheritedDecorators = target[mobxPendingDecorators];\n addHiddenProp(target, mobxPendingDecorators, __assign({}, inheritedDecorators));\n }\n target[mobxPendingDecorators][prop] = {\n prop: prop,\n propertyCreator: propertyCreator,\n descriptor: descriptor,\n decoratorTarget: target,\n decoratorArguments: decoratorArguments\n };\n return createPropertyInitializerDescriptor(prop, propertyInitiallyEnumerable);\n };\n if (quacksLikeADecorator(arguments)) {\n // @decorator\n decoratorArguments = EMPTY_ARRAY;\n return decorator.apply(null, arguments);\n }\n else {\n // @decorator(args)\n decoratorArguments = Array.prototype.slice.call(arguments);\n return decorator;\n }\n };\n}\nfunction quacksLikeADecorator(args) {\n return (((args.length === 2 || args.length === 3) &&\n (typeof args[1] === \"string\" || typeof args[1] === \"symbol\")) ||\n (args.length === 4 && args[3] === true));\n}\n\nfunction deepEnhancer(v, _, name) {\n // it is an observable already, done\n if (isObservable(v))\n return v;\n // something that can be converted and mutated?\n if (Array.isArray(v))\n return observable.array(v, { name: name });\n if (isPlainObject(v))\n return observable.object(v, undefined, { name: name });\n if (isES6Map(v))\n return observable.map(v, { name: name });\n if (isES6Set(v))\n return observable.set(v, { name: name });\n return v;\n}\nfunction shallowEnhancer(v, _, name) {\n if (v === undefined || v === null)\n return v;\n if (isObservableObject(v) || isObservableArray(v) || isObservableMap(v) || isObservableSet(v))\n return v;\n if (Array.isArray(v))\n return observable.array(v, { name: name, deep: false });\n if (isPlainObject(v))\n return observable.object(v, undefined, { name: name, deep: false });\n if (isES6Map(v))\n return observable.map(v, { name: name, deep: false });\n if (isES6Set(v))\n return observable.set(v, { name: name, deep: false });\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"The shallow modifier / decorator can only used in combination with arrays, objects, maps and sets\");\n}\nfunction referenceEnhancer(newValue) {\n // never turn into an observable\n return newValue;\n}\nfunction refStructEnhancer(v, oldValue, name) {\n if (process.env.NODE_ENV !== \"production\" && isObservable(v))\n throw \"observable.struct should not be used with observable values\";\n if (deepEqual(v, oldValue))\n return oldValue;\n return v;\n}\n\nfunction createDecoratorForEnhancer(enhancer) {\n invariant(enhancer);\n var decorator = createPropDecorator(true, function (target, propertyName, descriptor, _decoratorTarget, decoratorArgs) {\n if (process.env.NODE_ENV !== \"production\") {\n invariant(!descriptor || !descriptor.get, \"@observable cannot be used on getter (property \\\"\" + stringifyKey(propertyName) + \"\\\"), use @computed instead.\");\n }\n var initialValue = descriptor\n ? descriptor.initializer\n ? descriptor.initializer.call(target)\n : descriptor.value\n : undefined;\n asObservableObject(target).addObservableProp(propertyName, initialValue, enhancer);\n });\n var res = \n // Extra process checks, as this happens during module initialization\n typeof process !== \"undefined\" && process.env && process.env.NODE_ENV !== \"production\"\n ? function observableDecorator() {\n // This wrapper function is just to detect illegal decorator invocations, deprecate in a next version\n // and simply return the created prop decorator\n if (arguments.length < 2)\n return fail(\"Incorrect decorator invocation. @observable decorator doesn't expect any arguments\");\n return decorator.apply(null, arguments);\n }\n : decorator;\n res.enhancer = enhancer;\n return res;\n}\n\n// Predefined bags of create observable options, to avoid allocating temporarily option objects\n// in the majority of cases\nvar defaultCreateObservableOptions = {\n deep: true,\n name: undefined,\n defaultDecorator: undefined,\n proxy: true\n};\nObject.freeze(defaultCreateObservableOptions);\nfunction assertValidOption(key) {\n if (!/^(deep|name|equals|defaultDecorator|proxy)$/.test(key))\n fail(\"invalid option for (extend)observable: \" + key);\n}\nfunction asCreateObservableOptions(thing) {\n if (thing === null || thing === undefined)\n return defaultCreateObservableOptions;\n if (typeof thing === \"string\")\n return { name: thing, deep: true, proxy: true };\n if (process.env.NODE_ENV !== \"production\") {\n if (typeof thing !== \"object\")\n return fail(\"expected options object\");\n Object.keys(thing).forEach(assertValidOption);\n }\n return thing;\n}\nvar deepDecorator = createDecoratorForEnhancer(deepEnhancer);\nvar shallowDecorator = createDecoratorForEnhancer(shallowEnhancer);\nvar refDecorator = createDecoratorForEnhancer(referenceEnhancer);\nvar refStructDecorator = createDecoratorForEnhancer(refStructEnhancer);\nfunction getEnhancerFromOptions(options) {\n return options.defaultDecorator\n ? options.defaultDecorator.enhancer\n : options.deep === false\n ? referenceEnhancer\n : deepEnhancer;\n}\n/**\n * Turns an object, array or function into a reactive structure.\n * @param v the value which should become observable.\n */\nfunction createObservable(v, arg2, arg3) {\n // @observable someProp;\n if (typeof arguments[1] === \"string\" || typeof arguments[1] === \"symbol\") {\n return deepDecorator.apply(null, arguments);\n }\n // it is an observable already, done\n if (isObservable(v))\n return v;\n // something that can be converted and mutated?\n var res = isPlainObject(v)\n ? observable.object(v, arg2, arg3)\n : Array.isArray(v)\n ? observable.array(v, arg2)\n : isES6Map(v)\n ? observable.map(v, arg2)\n : isES6Set(v)\n ? observable.set(v, arg2)\n : v;\n // this value could be converted to a new observable data structure, return it\n if (res !== v)\n return res;\n // otherwise, just box it\n fail(process.env.NODE_ENV !== \"production\" &&\n \"The provided value could not be converted into an observable. If you want just create an observable reference to the object use 'observable.box(value)'\");\n}\nvar observableFactories = {\n box: function (value, options) {\n if (arguments.length > 2)\n incorrectlyUsedAsDecorator(\"box\");\n var o = asCreateObservableOptions(options);\n return new ObservableValue(value, getEnhancerFromOptions(o), o.name, true, o.equals);\n },\n array: function (initialValues, options) {\n if (arguments.length > 2)\n incorrectlyUsedAsDecorator(\"array\");\n var o = asCreateObservableOptions(options);\n return createObservableArray(initialValues, getEnhancerFromOptions(o), o.name);\n },\n map: function (initialValues, options) {\n if (arguments.length > 2)\n incorrectlyUsedAsDecorator(\"map\");\n var o = asCreateObservableOptions(options);\n return new ObservableMap(initialValues, getEnhancerFromOptions(o), o.name);\n },\n set: function (initialValues, options) {\n if (arguments.length > 2)\n incorrectlyUsedAsDecorator(\"set\");\n var o = asCreateObservableOptions(options);\n return new ObservableSet(initialValues, getEnhancerFromOptions(o), o.name);\n },\n object: function (props, decorators, options) {\n if (typeof arguments[1] === \"string\")\n incorrectlyUsedAsDecorator(\"object\");\n var o = asCreateObservableOptions(options);\n if (o.proxy === false) {\n return extendObservable({}, props, decorators, o);\n }\n else {\n var defaultDecorator = getDefaultDecoratorFromObjectOptions(o);\n var base = extendObservable({}, undefined, undefined, o);\n var proxy = createDynamicObservableObject(base);\n extendObservableObjectWithProperties(proxy, props, decorators, defaultDecorator);\n return proxy;\n }\n },\n ref: refDecorator,\n shallow: shallowDecorator,\n deep: deepDecorator,\n struct: refStructDecorator\n};\nvar observable = createObservable;\n// weird trick to keep our typings nicely with our funcs, and still extend the observable function\nObject.keys(observableFactories).forEach(function (name) { return (observable[name] = observableFactories[name]); });\nfunction incorrectlyUsedAsDecorator(methodName) {\n fail(\n // process.env.NODE_ENV !== \"production\" &&\n \"Expected one or two arguments to observable.\" + methodName + \". Did you accidentally try to use observable.\" + methodName + \" as decorator?\");\n}\n\nvar computedDecorator = createPropDecorator(false, function (instance, propertyName, descriptor, decoratorTarget, decoratorArgs) {\n if (process.env.NODE_ENV !== \"production\") {\n invariant(descriptor && descriptor.get, \"Trying to declare a computed value for unspecified getter '\" + stringifyKey(propertyName) + \"'\");\n }\n var get = descriptor.get, set = descriptor.set; // initialValue is the descriptor for get / set props\n // Optimization: faster on decorator target or instance? Assuming target\n // Optimization: find out if declaring on instance isn't just faster. (also makes the property descriptor simpler). But, more memory usage..\n // Forcing instance now, fixes hot reloadig issues on React Native:\n var options = decoratorArgs[0] || {};\n asObservableObject(instance).addComputedProp(instance, propertyName, __assign({ get: get,\n set: set, context: instance }, options));\n});\nvar computedStructDecorator = computedDecorator({ equals: comparer.structural });\n/**\n * Decorator for class properties: @computed get value() { return expr; }.\n * For legacy purposes also invokable as ES5 observable created: `computed(() => expr)`;\n */\nvar computed = function computed(arg1, arg2, arg3) {\n if (typeof arg2 === \"string\") {\n // @computed\n return computedDecorator.apply(null, arguments);\n }\n if (arg1 !== null && typeof arg1 === \"object\" && arguments.length === 1) {\n // @computed({ options })\n return computedDecorator.apply(null, arguments);\n }\n // computed(expr, options?)\n if (process.env.NODE_ENV !== \"production\") {\n invariant(typeof arg1 === \"function\", \"First argument to `computed` should be an expression.\");\n invariant(arguments.length < 3, \"Computed takes one or two arguments if used as function\");\n }\n var opts = typeof arg2 === \"object\" ? arg2 : {};\n opts.get = arg1;\n opts.set = typeof arg2 === \"function\" ? arg2 : opts.set;\n opts.name = opts.name || arg1.name || \"\"; /* for generated name */\n return new ComputedValue(opts);\n};\ncomputed.struct = computedStructDecorator;\n\nvar IDerivationState;\n(function (IDerivationState) {\n // before being run or (outside batch and not being observed)\n // at this point derivation is not holding any data about dependency tree\n IDerivationState[IDerivationState[\"NOT_TRACKING\"] = -1] = \"NOT_TRACKING\";\n // no shallow dependency changed since last computation\n // won't recalculate derivation\n // this is what makes mobx fast\n IDerivationState[IDerivationState[\"UP_TO_DATE\"] = 0] = \"UP_TO_DATE\";\n // some deep dependency changed, but don't know if shallow dependency changed\n // will require to check first if UP_TO_DATE or POSSIBLY_STALE\n // currently only ComputedValue will propagate POSSIBLY_STALE\n //\n // having this state is second big optimization:\n // don't have to recompute on every dependency change, but only when it's needed\n IDerivationState[IDerivationState[\"POSSIBLY_STALE\"] = 1] = \"POSSIBLY_STALE\";\n // A shallow dependency has changed since last computation and the derivation\n // will need to recompute when it's needed next.\n IDerivationState[IDerivationState[\"STALE\"] = 2] = \"STALE\";\n})(IDerivationState || (IDerivationState = {}));\nvar TraceMode;\n(function (TraceMode) {\n TraceMode[TraceMode[\"NONE\"] = 0] = \"NONE\";\n TraceMode[TraceMode[\"LOG\"] = 1] = \"LOG\";\n TraceMode[TraceMode[\"BREAK\"] = 2] = \"BREAK\";\n})(TraceMode || (TraceMode = {}));\nvar CaughtException = /** @class */ (function () {\n function CaughtException(cause) {\n this.cause = cause;\n // Empty\n }\n return CaughtException;\n}());\nfunction isCaughtException(e) {\n return e instanceof CaughtException;\n}\n/**\n * Finds out whether any dependency of the derivation has actually changed.\n * If dependenciesState is 1 then it will recalculate dependencies,\n * if any dependency changed it will propagate it by changing dependenciesState to 2.\n *\n * By iterating over the dependencies in the same order that they were reported and\n * stopping on the first change, all the recalculations are only called for ComputedValues\n * that will be tracked by derivation. That is because we assume that if the first x\n * dependencies of the derivation doesn't change then the derivation should run the same way\n * up until accessing x-th dependency.\n */\nfunction shouldCompute(derivation) {\n switch (derivation.dependenciesState) {\n case IDerivationState.UP_TO_DATE:\n return false;\n case IDerivationState.NOT_TRACKING:\n case IDerivationState.STALE:\n return true;\n case IDerivationState.POSSIBLY_STALE: {\n // state propagation can occur outside of action/reactive context #2195\n var prevAllowStateReads = allowStateReadsStart(true);\n var prevUntracked = untrackedStart(); // no need for those computeds to be reported, they will be picked up in trackDerivedFunction.\n var obs = derivation.observing, l = obs.length;\n for (var i = 0; i < l; i++) {\n var obj = obs[i];\n if (isComputedValue(obj)) {\n if (globalState.disableErrorBoundaries) {\n obj.get();\n }\n else {\n try {\n obj.get();\n }\n catch (e) {\n // we are not interested in the value *or* exception at this moment, but if there is one, notify all\n untrackedEnd(prevUntracked);\n allowStateReadsEnd(prevAllowStateReads);\n return true;\n }\n }\n // if ComputedValue `obj` actually changed it will be computed and propagated to its observers.\n // and `derivation` is an observer of `obj`\n // invariantShouldCompute(derivation)\n if (derivation.dependenciesState === IDerivationState.STALE) {\n untrackedEnd(prevUntracked);\n allowStateReadsEnd(prevAllowStateReads);\n return true;\n }\n }\n }\n changeDependenciesStateTo0(derivation);\n untrackedEnd(prevUntracked);\n allowStateReadsEnd(prevAllowStateReads);\n return false;\n }\n }\n}\n// function invariantShouldCompute(derivation: IDerivation) {\n// const newDepState = (derivation as any).dependenciesState\n// if (\n// process.env.NODE_ENV === \"production\" &&\n// (newDepState === IDerivationState.POSSIBLY_STALE ||\n// newDepState === IDerivationState.NOT_TRACKING)\n// )\n// fail(\"Illegal dependency state\")\n// }\nfunction isComputingDerivation() {\n return globalState.trackingDerivation !== null; // filter out actions inside computations\n}\nfunction checkIfStateModificationsAreAllowed(atom) {\n var hasObservers = atom.observers.size > 0;\n // Should never be possible to change an observed observable from inside computed, see #798\n if (globalState.computationDepth > 0 && hasObservers)\n fail(process.env.NODE_ENV !== \"production\" &&\n \"Computed values are not allowed to cause side effects by changing observables that are already being observed. Tried to modify: \" + atom.name);\n // Should not be possible to change observed state outside strict mode, except during initialization, see #563\n if (!globalState.allowStateChanges && (hasObservers || globalState.enforceActions === \"strict\"))\n fail(process.env.NODE_ENV !== \"production\" &&\n (globalState.enforceActions\n ? \"Since strict-mode is enabled, changing observed observable values outside actions is not allowed. Please wrap the code in an `action` if this change is intended. Tried to modify: \"\n : \"Side effects like changing state are not allowed at this point. Are you trying to modify state from, for example, the render function of a React component? Tried to modify: \") +\n atom.name);\n}\nfunction checkIfStateReadsAreAllowed(observable) {\n if (process.env.NODE_ENV !== \"production\" &&\n !globalState.allowStateReads &&\n globalState.observableRequiresReaction) {\n console.warn(\"[mobx] Observable \" + observable.name + \" being read outside a reactive context\");\n }\n}\n/**\n * Executes the provided function `f` and tracks which observables are being accessed.\n * The tracking information is stored on the `derivation` object and the derivation is registered\n * as observer of any of the accessed observables.\n */\nfunction trackDerivedFunction(derivation, f, context) {\n var prevAllowStateReads = allowStateReadsStart(true);\n // pre allocate array allocation + room for variation in deps\n // array will be trimmed by bindDependencies\n changeDependenciesStateTo0(derivation);\n derivation.newObserving = new Array(derivation.observing.length + 100);\n derivation.unboundDepsCount = 0;\n derivation.runId = ++globalState.runId;\n var prevTracking = globalState.trackingDerivation;\n globalState.trackingDerivation = derivation;\n var result;\n if (globalState.disableErrorBoundaries === true) {\n result = f.call(context);\n }\n else {\n try {\n result = f.call(context);\n }\n catch (e) {\n result = new CaughtException(e);\n }\n }\n globalState.trackingDerivation = prevTracking;\n bindDependencies(derivation);\n warnAboutDerivationWithoutDependencies(derivation);\n allowStateReadsEnd(prevAllowStateReads);\n return result;\n}\nfunction warnAboutDerivationWithoutDependencies(derivation) {\n if (process.env.NODE_ENV === \"production\")\n return;\n if (derivation.observing.length !== 0)\n return;\n if (globalState.reactionRequiresObservable || derivation.requiresObservable) {\n console.warn(\"[mobx] Derivation \" + derivation.name + \" is created/updated without reading any observable value\");\n }\n}\n/**\n * diffs newObserving with observing.\n * update observing to be newObserving with unique observables\n * notify observers that become observed/unobserved\n */\nfunction bindDependencies(derivation) {\n // invariant(derivation.dependenciesState !== IDerivationState.NOT_TRACKING, \"INTERNAL ERROR bindDependencies expects derivation.dependenciesState !== -1\");\n var prevObserving = derivation.observing;\n var observing = (derivation.observing = derivation.newObserving);\n var lowestNewObservingDerivationState = IDerivationState.UP_TO_DATE;\n // Go through all new observables and check diffValue: (this list can contain duplicates):\n // 0: first occurrence, change to 1 and keep it\n // 1: extra occurrence, drop it\n var i0 = 0, l = derivation.unboundDepsCount;\n for (var i = 0; i < l; i++) {\n var dep = observing[i];\n if (dep.diffValue === 0) {\n dep.diffValue = 1;\n if (i0 !== i)\n observing[i0] = dep;\n i0++;\n }\n // Upcast is 'safe' here, because if dep is IObservable, `dependenciesState` will be undefined,\n // not hitting the condition\n if (dep.dependenciesState > lowestNewObservingDerivationState) {\n lowestNewObservingDerivationState = dep.dependenciesState;\n }\n }\n observing.length = i0;\n derivation.newObserving = null; // newObserving shouldn't be needed outside tracking (statement moved down to work around FF bug, see #614)\n // Go through all old observables and check diffValue: (it is unique after last bindDependencies)\n // 0: it's not in new observables, unobserve it\n // 1: it keeps being observed, don't want to notify it. change to 0\n l = prevObserving.length;\n while (l--) {\n var dep = prevObserving[l];\n if (dep.diffValue === 0) {\n removeObserver(dep, derivation);\n }\n dep.diffValue = 0;\n }\n // Go through all new observables and check diffValue: (now it should be unique)\n // 0: it was set to 0 in last loop. don't need to do anything.\n // 1: it wasn't observed, let's observe it. set back to 0\n while (i0--) {\n var dep = observing[i0];\n if (dep.diffValue === 1) {\n dep.diffValue = 0;\n addObserver(dep, derivation);\n }\n }\n // Some new observed derivations may become stale during this derivation computation\n // so they have had no chance to propagate staleness (#916)\n if (lowestNewObservingDerivationState !== IDerivationState.UP_TO_DATE) {\n derivation.dependenciesState = lowestNewObservingDerivationState;\n derivation.onBecomeStale();\n }\n}\nfunction clearObserving(derivation) {\n // invariant(globalState.inBatch > 0, \"INTERNAL ERROR clearObserving should be called only inside batch\");\n var obs = derivation.observing;\n derivation.observing = [];\n var i = obs.length;\n while (i--)\n removeObserver(obs[i], derivation);\n derivation.dependenciesState = IDerivationState.NOT_TRACKING;\n}\nfunction untracked(action) {\n var prev = untrackedStart();\n try {\n return action();\n }\n finally {\n untrackedEnd(prev);\n }\n}\nfunction untrackedStart() {\n var prev = globalState.trackingDerivation;\n globalState.trackingDerivation = null;\n return prev;\n}\nfunction untrackedEnd(prev) {\n globalState.trackingDerivation = prev;\n}\nfunction allowStateReadsStart(allowStateReads) {\n var prev = globalState.allowStateReads;\n globalState.allowStateReads = allowStateReads;\n return prev;\n}\nfunction allowStateReadsEnd(prev) {\n globalState.allowStateReads = prev;\n}\n/**\n * needed to keep `lowestObserverState` correct. when changing from (2 or 1) to 0\n *\n */\nfunction changeDependenciesStateTo0(derivation) {\n if (derivation.dependenciesState === IDerivationState.UP_TO_DATE)\n return;\n derivation.dependenciesState = IDerivationState.UP_TO_DATE;\n var obs = derivation.observing;\n var i = obs.length;\n while (i--)\n obs[i].lowestObserverState = IDerivationState.UP_TO_DATE;\n}\n\n// we don't use globalState for these in order to avoid possible issues with multiple\n// mobx versions\nvar currentActionId = 0;\nvar nextActionId = 1;\nvar functionNameDescriptor = Object.getOwnPropertyDescriptor(function () { }, \"name\");\nvar isFunctionNameConfigurable = functionNameDescriptor && functionNameDescriptor.configurable;\nfunction createAction(actionName, fn, ref) {\n if (process.env.NODE_ENV !== \"production\") {\n invariant(typeof fn === \"function\", \"`action` can only be invoked on functions\");\n if (typeof actionName !== \"string\" || !actionName)\n fail(\"actions should have valid names, got: '\" + actionName + \"'\");\n }\n var res = function () {\n return executeAction(actionName, fn, ref || this, arguments);\n };\n res.isMobxAction = true;\n if (process.env.NODE_ENV !== \"production\") {\n if (isFunctionNameConfigurable) {\n Object.defineProperty(res, \"name\", { value: actionName });\n }\n }\n return res;\n}\nfunction executeAction(actionName, fn, scope, args) {\n var runInfo = _startAction(actionName, scope, args);\n try {\n return fn.apply(scope, args);\n }\n catch (err) {\n runInfo.error = err;\n throw err;\n }\n finally {\n _endAction(runInfo);\n }\n}\nfunction _startAction(actionName, scope, args) {\n var notifySpy = isSpyEnabled() && !!actionName;\n var startTime = 0;\n if (notifySpy && process.env.NODE_ENV !== \"production\") {\n startTime = Date.now();\n var l = (args && args.length) || 0;\n var flattendArgs = new Array(l);\n if (l > 0)\n for (var i = 0; i < l; i++)\n flattendArgs[i] = args[i];\n spyReportStart({\n type: \"action\",\n name: actionName,\n object: scope,\n arguments: flattendArgs\n });\n }\n var prevDerivation = untrackedStart();\n startBatch();\n var prevAllowStateChanges = allowStateChangesStart(true);\n var prevAllowStateReads = allowStateReadsStart(true);\n var runInfo = {\n prevDerivation: prevDerivation,\n prevAllowStateChanges: prevAllowStateChanges,\n prevAllowStateReads: prevAllowStateReads,\n notifySpy: notifySpy,\n startTime: startTime,\n actionId: nextActionId++,\n parentActionId: currentActionId\n };\n currentActionId = runInfo.actionId;\n return runInfo;\n}\nfunction _endAction(runInfo) {\n if (currentActionId !== runInfo.actionId) {\n fail(\"invalid action stack. did you forget to finish an action?\");\n }\n currentActionId = runInfo.parentActionId;\n if (runInfo.error !== undefined) {\n globalState.suppressReactionErrors = true;\n }\n allowStateChangesEnd(runInfo.prevAllowStateChanges);\n allowStateReadsEnd(runInfo.prevAllowStateReads);\n endBatch();\n untrackedEnd(runInfo.prevDerivation);\n if (runInfo.notifySpy && process.env.NODE_ENV !== \"production\") {\n spyReportEnd({ time: Date.now() - runInfo.startTime });\n }\n globalState.suppressReactionErrors = false;\n}\nfunction allowStateChanges(allowStateChanges, func) {\n var prev = allowStateChangesStart(allowStateChanges);\n var res;\n try {\n res = func();\n }\n finally {\n allowStateChangesEnd(prev);\n }\n return res;\n}\nfunction allowStateChangesStart(allowStateChanges) {\n var prev = globalState.allowStateChanges;\n globalState.allowStateChanges = allowStateChanges;\n return prev;\n}\nfunction allowStateChangesEnd(prev) {\n globalState.allowStateChanges = prev;\n}\nfunction allowStateChangesInsideComputed(func) {\n var prev = globalState.computationDepth;\n globalState.computationDepth = 0;\n var res;\n try {\n res = func();\n }\n finally {\n globalState.computationDepth = prev;\n }\n return res;\n}\n\nvar ObservableValue = /** @class */ (function (_super) {\n __extends(ObservableValue, _super);\n function ObservableValue(value, enhancer, name, notifySpy, equals) {\n if (name === void 0) { name = \"ObservableValue@\" + getNextId(); }\n if (notifySpy === void 0) { notifySpy = true; }\n if (equals === void 0) { equals = comparer.default; }\n var _this = _super.call(this, name) || this;\n _this.enhancer = enhancer;\n _this.name = name;\n _this.equals = equals;\n _this.hasUnreportedChange = false;\n _this.value = enhancer(value, undefined, name);\n if (notifySpy && isSpyEnabled() && process.env.NODE_ENV !== \"production\") {\n // only notify spy if this is a stand-alone observable\n spyReport({ type: \"create\", name: _this.name, newValue: \"\" + _this.value });\n }\n return _this;\n }\n ObservableValue.prototype.dehanceValue = function (value) {\n if (this.dehancer !== undefined)\n return this.dehancer(value);\n return value;\n };\n ObservableValue.prototype.set = function (newValue) {\n var oldValue = this.value;\n newValue = this.prepareNewValue(newValue);\n if (newValue !== globalState.UNCHANGED) {\n var notifySpy = isSpyEnabled();\n if (notifySpy && process.env.NODE_ENV !== \"production\") {\n spyReportStart({\n type: \"update\",\n name: this.name,\n newValue: newValue,\n oldValue: oldValue\n });\n }\n this.setNewValue(newValue);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n }\n };\n ObservableValue.prototype.prepareNewValue = function (newValue) {\n checkIfStateModificationsAreAllowed(this);\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n object: this,\n type: \"update\",\n newValue: newValue\n });\n if (!change)\n return globalState.UNCHANGED;\n newValue = change.newValue;\n }\n // apply modifier\n newValue = this.enhancer(newValue, this.value, this.name);\n return this.equals(this.value, newValue) ? globalState.UNCHANGED : newValue;\n };\n ObservableValue.prototype.setNewValue = function (newValue) {\n var oldValue = this.value;\n this.value = newValue;\n this.reportChanged();\n if (hasListeners(this)) {\n notifyListeners(this, {\n type: \"update\",\n object: this,\n newValue: newValue,\n oldValue: oldValue\n });\n }\n };\n ObservableValue.prototype.get = function () {\n this.reportObserved();\n return this.dehanceValue(this.value);\n };\n ObservableValue.prototype.intercept = function (handler) {\n return registerInterceptor(this, handler);\n };\n ObservableValue.prototype.observe = function (listener, fireImmediately) {\n if (fireImmediately)\n listener({\n object: this,\n type: \"update\",\n newValue: this.value,\n oldValue: undefined\n });\n return registerListener(this, listener);\n };\n ObservableValue.prototype.toJSON = function () {\n return this.get();\n };\n ObservableValue.prototype.toString = function () {\n return this.name + \"[\" + this.value + \"]\";\n };\n ObservableValue.prototype.valueOf = function () {\n return toPrimitive(this.get());\n };\n ObservableValue.prototype[Symbol.toPrimitive] = function () {\n return this.valueOf();\n };\n return ObservableValue;\n}(Atom));\nvar isObservableValue = createInstanceofPredicate(\"ObservableValue\", ObservableValue);\n\n/**\n * A node in the state dependency root that observes other nodes, and can be observed itself.\n *\n * ComputedValue will remember the result of the computation for the duration of the batch, or\n * while being observed.\n *\n * During this time it will recompute only when one of its direct dependencies changed,\n * but only when it is being accessed with `ComputedValue.get()`.\n *\n * Implementation description:\n * 1. First time it's being accessed it will compute and remember result\n * give back remembered result until 2. happens\n * 2. First time any deep dependency change, propagate POSSIBLY_STALE to all observers, wait for 3.\n * 3. When it's being accessed, recompute if any shallow dependency changed.\n * if result changed: propagate STALE to all observers, that were POSSIBLY_STALE from the last step.\n * go to step 2. either way\n *\n * If at any point it's outside batch and it isn't observed: reset everything and go to 1.\n */\nvar ComputedValue = /** @class */ (function () {\n /**\n * Create a new computed value based on a function expression.\n *\n * The `name` property is for debug purposes only.\n *\n * The `equals` property specifies the comparer function to use to determine if a newly produced\n * value differs from the previous value. Two comparers are provided in the library; `defaultComparer`\n * compares based on identity comparison (===), and `structualComparer` deeply compares the structure.\n * Structural comparison can be convenient if you always produce a new aggregated object and\n * don't want to notify observers if it is structurally the same.\n * This is useful for working with vectors, mouse coordinates etc.\n */\n function ComputedValue(options) {\n this.dependenciesState = IDerivationState.NOT_TRACKING;\n this.observing = []; // nodes we are looking at. Our value depends on these nodes\n this.newObserving = null; // during tracking it's an array with new observed observers\n this.isBeingObserved = false;\n this.isPendingUnobservation = false;\n this.observers = new Set();\n this.diffValue = 0;\n this.runId = 0;\n this.lastAccessedBy = 0;\n this.lowestObserverState = IDerivationState.UP_TO_DATE;\n this.unboundDepsCount = 0;\n this.__mapid = \"#\" + getNextId();\n this.value = new CaughtException(null);\n this.isComputing = false; // to check for cycles\n this.isRunningSetter = false;\n this.isTracing = TraceMode.NONE;\n invariant(options.get, \"missing option for computed: get\");\n this.derivation = options.get;\n this.name = options.name || \"ComputedValue@\" + getNextId();\n if (options.set)\n this.setter = createAction(this.name + \"-setter\", options.set);\n this.equals =\n options.equals ||\n (options.compareStructural || options.struct\n ? comparer.structural\n : comparer.default);\n this.scope = options.context;\n this.requiresReaction = !!options.requiresReaction;\n this.keepAlive = !!options.keepAlive;\n }\n ComputedValue.prototype.onBecomeStale = function () {\n propagateMaybeChanged(this);\n };\n ComputedValue.prototype.onBecomeObserved = function () {\n if (this.onBecomeObservedListeners) {\n this.onBecomeObservedListeners.forEach(function (listener) { return listener(); });\n }\n };\n ComputedValue.prototype.onBecomeUnobserved = function () {\n if (this.onBecomeUnobservedListeners) {\n this.onBecomeUnobservedListeners.forEach(function (listener) { return listener(); });\n }\n };\n /**\n * Returns the current value of this computed value.\n * Will evaluate its computation first if needed.\n */\n ComputedValue.prototype.get = function () {\n if (this.isComputing)\n fail(\"Cycle detected in computation \" + this.name + \": \" + this.derivation);\n if (globalState.inBatch === 0 && this.observers.size === 0 && !this.keepAlive) {\n if (shouldCompute(this)) {\n this.warnAboutUntrackedRead();\n startBatch(); // See perf test 'computed memoization'\n this.value = this.computeValue(false);\n endBatch();\n }\n }\n else {\n reportObserved(this);\n if (shouldCompute(this))\n if (this.trackAndCompute())\n propagateChangeConfirmed(this);\n }\n var result = this.value;\n if (isCaughtException(result))\n throw result.cause;\n return result;\n };\n ComputedValue.prototype.peek = function () {\n var res = this.computeValue(false);\n if (isCaughtException(res))\n throw res.cause;\n return res;\n };\n ComputedValue.prototype.set = function (value) {\n if (this.setter) {\n invariant(!this.isRunningSetter, \"The setter of computed value '\" + this.name + \"' is trying to update itself. Did you intend to update an _observable_ value, instead of the computed property?\");\n this.isRunningSetter = true;\n try {\n this.setter.call(this.scope, value);\n }\n finally {\n this.isRunningSetter = false;\n }\n }\n else\n invariant(false, process.env.NODE_ENV !== \"production\" &&\n \"[ComputedValue '\" + this.name + \"'] It is not possible to assign a new value to a computed value.\");\n };\n ComputedValue.prototype.trackAndCompute = function () {\n if (isSpyEnabled() && process.env.NODE_ENV !== \"production\") {\n spyReport({\n object: this.scope,\n type: \"compute\",\n name: this.name\n });\n }\n var oldValue = this.value;\n var wasSuspended = \n /* see #1208 */ this.dependenciesState === IDerivationState.NOT_TRACKING;\n var newValue = this.computeValue(true);\n var changed = wasSuspended ||\n isCaughtException(oldValue) ||\n isCaughtException(newValue) ||\n !this.equals(oldValue, newValue);\n if (changed) {\n this.value = newValue;\n }\n return changed;\n };\n ComputedValue.prototype.computeValue = function (track) {\n this.isComputing = true;\n globalState.computationDepth++;\n var res;\n if (track) {\n res = trackDerivedFunction(this, this.derivation, this.scope);\n }\n else {\n if (globalState.disableErrorBoundaries === true) {\n res = this.derivation.call(this.scope);\n }\n else {\n try {\n res = this.derivation.call(this.scope);\n }\n catch (e) {\n res = new CaughtException(e);\n }\n }\n }\n globalState.computationDepth--;\n this.isComputing = false;\n return res;\n };\n ComputedValue.prototype.suspend = function () {\n if (!this.keepAlive) {\n clearObserving(this);\n this.value = undefined; // don't hold on to computed value!\n }\n };\n ComputedValue.prototype.observe = function (listener, fireImmediately) {\n var _this = this;\n var firstTime = true;\n var prevValue = undefined;\n return autorun(function () {\n var newValue = _this.get();\n if (!firstTime || fireImmediately) {\n var prevU = untrackedStart();\n listener({\n type: \"update\",\n object: _this,\n newValue: newValue,\n oldValue: prevValue\n });\n untrackedEnd(prevU);\n }\n firstTime = false;\n prevValue = newValue;\n });\n };\n ComputedValue.prototype.warnAboutUntrackedRead = function () {\n if (process.env.NODE_ENV === \"production\")\n return;\n if (this.requiresReaction === true) {\n fail(\"[mobx] Computed value \" + this.name + \" is read outside a reactive context\");\n }\n if (this.isTracing !== TraceMode.NONE) {\n console.log(\"[mobx.trace] '\" + this.name + \"' is being read outside a reactive context. Doing a full recompute\");\n }\n if (globalState.computedRequiresReaction) {\n console.warn(\"[mobx] Computed value \" + this.name + \" is being read outside a reactive context. Doing a full recompute\");\n }\n };\n ComputedValue.prototype.toJSON = function () {\n return this.get();\n };\n ComputedValue.prototype.toString = function () {\n return this.name + \"[\" + this.derivation.toString() + \"]\";\n };\n ComputedValue.prototype.valueOf = function () {\n return toPrimitive(this.get());\n };\n ComputedValue.prototype[Symbol.toPrimitive] = function () {\n return this.valueOf();\n };\n return ComputedValue;\n}());\nvar isComputedValue = createInstanceofPredicate(\"ComputedValue\", ComputedValue);\n\n/**\n * These values will persist if global state is reset\n */\nvar persistentKeys = [\n \"mobxGuid\",\n \"spyListeners\",\n \"enforceActions\",\n \"computedRequiresReaction\",\n \"reactionRequiresObservable\",\n \"observableRequiresReaction\",\n \"allowStateReads\",\n \"disableErrorBoundaries\",\n \"runId\",\n \"UNCHANGED\"\n];\nvar MobXGlobals = /** @class */ (function () {\n function MobXGlobals() {\n /**\n * MobXGlobals version.\n * MobX compatiblity with other versions loaded in memory as long as this version matches.\n * It indicates that the global state still stores similar information\n *\n * N.B: this version is unrelated to the package version of MobX, and is only the version of the\n * internal state storage of MobX, and can be the same across many different package versions\n */\n this.version = 5;\n /**\n * globally unique token to signal unchanged\n */\n this.UNCHANGED = {};\n /**\n * Currently running derivation\n */\n this.trackingDerivation = null;\n /**\n * Are we running a computation currently? (not a reaction)\n */\n this.computationDepth = 0;\n /**\n * Each time a derivation is tracked, it is assigned a unique run-id\n */\n this.runId = 0;\n /**\n * 'guid' for general purpose. Will be persisted amongst resets.\n */\n this.mobxGuid = 0;\n /**\n * Are we in a batch block? (and how many of them)\n */\n this.inBatch = 0;\n /**\n * Observables that don't have observers anymore, and are about to be\n * suspended, unless somebody else accesses it in the same batch\n *\n * @type {IObservable[]}\n */\n this.pendingUnobservations = [];\n /**\n * List of scheduled, not yet executed, reactions.\n */\n this.pendingReactions = [];\n /**\n * Are we currently processing reactions?\n */\n this.isRunningReactions = false;\n /**\n * Is it allowed to change observables at this point?\n * In general, MobX doesn't allow that when running computations and React.render.\n * To ensure that those functions stay pure.\n */\n this.allowStateChanges = true;\n /**\n * Is it allowed to read observables at this point?\n * Used to hold the state needed for `observableRequiresReaction`\n */\n this.allowStateReads = true;\n /**\n * If strict mode is enabled, state changes are by default not allowed\n */\n this.enforceActions = false;\n /**\n * Spy callbacks\n */\n this.spyListeners = [];\n /**\n * Globally attached error handlers that react specifically to errors in reactions\n */\n this.globalReactionErrorHandlers = [];\n /**\n * Warn if computed values are accessed outside a reactive context\n */\n this.computedRequiresReaction = false;\n /**\n * (Experimental)\n * Warn if you try to create to derivation / reactive context without accessing any observable.\n */\n this.reactionRequiresObservable = false;\n /**\n * (Experimental)\n * Warn if observables are accessed outside a reactive context\n */\n this.observableRequiresReaction = false;\n /**\n * Allows overwriting of computed properties, useful in tests but not prod as it can cause\n * memory leaks. See https://github.com/mobxjs/mobx/issues/1867\n */\n this.computedConfigurable = false;\n /*\n * Don't catch and rethrow exceptions. This is useful for inspecting the state of\n * the stack when an exception occurs while debugging.\n */\n this.disableErrorBoundaries = false;\n /*\n * If true, we are already handling an exception in an action. Any errors in reactions should be suppressed, as\n * they are not the cause, see: https://github.com/mobxjs/mobx/issues/1836\n */\n this.suppressReactionErrors = false;\n }\n return MobXGlobals;\n}());\nvar mockGlobal = {};\nfunction getGlobal() {\n if (typeof window !== \"undefined\") {\n return window;\n }\n if (typeof global !== \"undefined\") {\n return global;\n }\n if (typeof self !== \"undefined\") {\n return self;\n }\n return mockGlobal;\n}\nvar canMergeGlobalState = true;\nvar isolateCalled = false;\nvar globalState = (function () {\n var global = getGlobal();\n if (global.__mobxInstanceCount > 0 && !global.__mobxGlobals)\n canMergeGlobalState = false;\n if (global.__mobxGlobals && global.__mobxGlobals.version !== new MobXGlobals().version)\n canMergeGlobalState = false;\n if (!canMergeGlobalState) {\n setTimeout(function () {\n if (!isolateCalled) {\n fail(\"There are multiple, different versions of MobX active. Make sure MobX is loaded only once or use `configure({ isolateGlobalState: true })`\");\n }\n }, 1);\n return new MobXGlobals();\n }\n else if (global.__mobxGlobals) {\n global.__mobxInstanceCount += 1;\n if (!global.__mobxGlobals.UNCHANGED)\n global.__mobxGlobals.UNCHANGED = {}; // make merge backward compatible\n return global.__mobxGlobals;\n }\n else {\n global.__mobxInstanceCount = 1;\n return (global.__mobxGlobals = new MobXGlobals());\n }\n})();\nfunction isolateGlobalState() {\n if (globalState.pendingReactions.length ||\n globalState.inBatch ||\n globalState.isRunningReactions)\n fail(\"isolateGlobalState should be called before MobX is running any reactions\");\n isolateCalled = true;\n if (canMergeGlobalState) {\n if (--getGlobal().__mobxInstanceCount === 0)\n getGlobal().__mobxGlobals = undefined;\n globalState = new MobXGlobals();\n }\n}\nfunction getGlobalState() {\n return globalState;\n}\n/**\n * For testing purposes only; this will break the internal state of existing observables,\n * but can be used to get back at a stable state after throwing errors\n */\nfunction resetGlobalState() {\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.enforceActions;\n}\n\nfunction hasObservers(observable) {\n return observable.observers && observable.observers.size > 0;\n}\nfunction getObservers(observable) {\n return observable.observers;\n}\n// function invariantObservers(observable: IObservable) {\n// const list = observable.observers\n// const map = observable.observersIndexes\n// const l = list.length\n// for (let i = 0; i < l; i++) {\n// const id = list[i].__mapid\n// if (i) {\n// invariant(map[id] === i, \"INTERNAL ERROR maps derivation.__mapid to index in list\") // for performance\n// } else {\n// invariant(!(id in map), \"INTERNAL ERROR observer on index 0 shouldn't be held in map.\") // for performance\n// }\n// }\n// invariant(\n// list.length === 0 || Object.keys(map).length === list.length - 1,\n// \"INTERNAL ERROR there is no junk in map\"\n// )\n// }\nfunction addObserver(observable, node) {\n // invariant(node.dependenciesState !== -1, \"INTERNAL ERROR, can add only dependenciesState !== -1\");\n // invariant(observable._observers.indexOf(node) === -1, \"INTERNAL ERROR add already added node\");\n // invariantObservers(observable);\n observable.observers.add(node);\n if (observable.lowestObserverState > node.dependenciesState)\n observable.lowestObserverState = node.dependenciesState;\n // invariantObservers(observable);\n // invariant(observable._observers.indexOf(node) !== -1, \"INTERNAL ERROR didn't add node\");\n}\nfunction removeObserver(observable, node) {\n // invariant(globalState.inBatch > 0, \"INTERNAL ERROR, remove should be called only inside batch\");\n // invariant(observable._observers.indexOf(node) !== -1, \"INTERNAL ERROR remove already removed node\");\n // invariantObservers(observable);\n observable.observers.delete(node);\n if (observable.observers.size === 0) {\n // deleting last observer\n queueForUnobservation(observable);\n }\n // invariantObservers(observable);\n // invariant(observable._observers.indexOf(node) === -1, \"INTERNAL ERROR remove already removed node2\");\n}\nfunction queueForUnobservation(observable) {\n if (observable.isPendingUnobservation === false) {\n // invariant(observable._observers.length === 0, \"INTERNAL ERROR, should only queue for unobservation unobserved observables\");\n observable.isPendingUnobservation = true;\n globalState.pendingUnobservations.push(observable);\n }\n}\n/**\n * Batch starts a transaction, at least for purposes of memoizing ComputedValues when nothing else does.\n * During a batch `onBecomeUnobserved` will be called at most once per observable.\n * Avoids unnecessary recalculations.\n */\nfunction startBatch() {\n globalState.inBatch++;\n}\nfunction endBatch() {\n if (--globalState.inBatch === 0) {\n runReactions();\n // the batch is actually about to finish, all unobserving should happen here.\n var list = globalState.pendingUnobservations;\n for (var i = 0; i < list.length; i++) {\n var observable = list[i];\n observable.isPendingUnobservation = false;\n if (observable.observers.size === 0) {\n if (observable.isBeingObserved) {\n // if this observable had reactive observers, trigger the hooks\n observable.isBeingObserved = false;\n observable.onBecomeUnobserved();\n }\n if (observable instanceof ComputedValue) {\n // computed values are automatically teared down when the last observer leaves\n // this process happens recursively, this computed might be the last observable of another, etc..\n observable.suspend();\n }\n }\n }\n globalState.pendingUnobservations = [];\n }\n}\nfunction reportObserved(observable) {\n checkIfStateReadsAreAllowed(observable);\n var derivation = globalState.trackingDerivation;\n if (derivation !== null) {\n /**\n * Simple optimization, give each derivation run an unique id (runId)\n * Check if last time this observable was accessed the same runId is used\n * if this is the case, the relation is already known\n */\n if (derivation.runId !== observable.lastAccessedBy) {\n observable.lastAccessedBy = derivation.runId;\n // Tried storing newObserving, or observing, or both as Set, but performance didn't come close...\n derivation.newObserving[derivation.unboundDepsCount++] = observable;\n if (!observable.isBeingObserved) {\n observable.isBeingObserved = true;\n observable.onBecomeObserved();\n }\n }\n return true;\n }\n else if (observable.observers.size === 0 && globalState.inBatch > 0) {\n queueForUnobservation(observable);\n }\n return false;\n}\n// function invariantLOS(observable: IObservable, msg: string) {\n// // it's expensive so better not run it in produciton. but temporarily helpful for testing\n// const min = getObservers(observable).reduce((a, b) => Math.min(a, b.dependenciesState), 2)\n// if (min >= observable.lowestObserverState) return // <- the only assumption about `lowestObserverState`\n// throw new Error(\n// \"lowestObserverState is wrong for \" +\n// msg +\n// \" because \" +\n// min +\n// \" < \" +\n// observable.lowestObserverState\n// )\n// }\n/**\n * NOTE: current propagation mechanism will in case of self reruning autoruns behave unexpectedly\n * It will propagate changes to observers from previous run\n * It's hard or maybe impossible (with reasonable perf) to get it right with current approach\n * Hopefully self reruning autoruns aren't a feature people should depend on\n * Also most basic use cases should be ok\n */\n// Called by Atom when its value changes\nfunction propagateChanged(observable) {\n // invariantLOS(observable, \"changed start\");\n if (observable.lowestObserverState === IDerivationState.STALE)\n return;\n observable.lowestObserverState = IDerivationState.STALE;\n // Ideally we use for..of here, but the downcompiled version is really slow...\n observable.observers.forEach(function (d) {\n if (d.dependenciesState === IDerivationState.UP_TO_DATE) {\n if (d.isTracing !== TraceMode.NONE) {\n logTraceInfo(d, observable);\n }\n d.onBecomeStale();\n }\n d.dependenciesState = IDerivationState.STALE;\n });\n // invariantLOS(observable, \"changed end\");\n}\n// Called by ComputedValue when it recalculate and its value changed\nfunction propagateChangeConfirmed(observable) {\n // invariantLOS(observable, \"confirmed start\");\n if (observable.lowestObserverState === IDerivationState.STALE)\n return;\n observable.lowestObserverState = IDerivationState.STALE;\n observable.observers.forEach(function (d) {\n if (d.dependenciesState === IDerivationState.POSSIBLY_STALE)\n d.dependenciesState = IDerivationState.STALE;\n else if (d.dependenciesState === IDerivationState.UP_TO_DATE // this happens during computing of `d`, just keep lowestObserverState up to date.\n )\n observable.lowestObserverState = IDerivationState.UP_TO_DATE;\n });\n // invariantLOS(observable, \"confirmed end\");\n}\n// Used by computed when its dependency changed, but we don't wan't to immediately recompute.\nfunction propagateMaybeChanged(observable) {\n // invariantLOS(observable, \"maybe start\");\n if (observable.lowestObserverState !== IDerivationState.UP_TO_DATE)\n return;\n observable.lowestObserverState = IDerivationState.POSSIBLY_STALE;\n observable.observers.forEach(function (d) {\n if (d.dependenciesState === IDerivationState.UP_TO_DATE) {\n d.dependenciesState = IDerivationState.POSSIBLY_STALE;\n if (d.isTracing !== TraceMode.NONE) {\n logTraceInfo(d, observable);\n }\n d.onBecomeStale();\n }\n });\n // invariantLOS(observable, \"maybe end\");\n}\nfunction logTraceInfo(derivation, observable) {\n console.log(\"[mobx.trace] '\" + derivation.name + \"' is invalidated due to a change in: '\" + observable.name + \"'\");\n if (derivation.isTracing === TraceMode.BREAK) {\n var lines = [];\n printDepTree(getDependencyTree(derivation), lines, 1);\n // prettier-ignore\n new Function(\"debugger;\\n/*\\nTracing '\" + derivation.name + \"'\\n\\nYou are entering this break point because derivation '\" + derivation.name + \"' is being traced and '\" + observable.name + \"' is now forcing it to update.\\nJust follow the stacktrace you should now see in the devtools to see precisely what piece of your code is causing this update\\nThe stackframe you are looking for is at least ~6-8 stack-frames up.\\n\\n\" + (derivation instanceof ComputedValue ? derivation.derivation.toString().replace(/[*]\\//g, \"/\") : \"\") + \"\\n\\nThe dependencies for this derivation are:\\n\\n\" + lines.join(\"\\n\") + \"\\n*/\\n \")();\n }\n}\nfunction printDepTree(tree, lines, depth) {\n if (lines.length >= 1000) {\n lines.push(\"(and many more)\");\n return;\n }\n lines.push(\"\" + new Array(depth).join(\"\\t\") + tree.name); // MWE: not the fastest, but the easiest way :)\n if (tree.dependencies)\n tree.dependencies.forEach(function (child) { return printDepTree(child, lines, depth + 1); });\n}\n\nvar Reaction = /** @class */ (function () {\n function Reaction(name, onInvalidate, errorHandler, requiresObservable) {\n if (name === void 0) { name = \"Reaction@\" + getNextId(); }\n if (requiresObservable === void 0) { requiresObservable = false; }\n this.name = name;\n this.onInvalidate = onInvalidate;\n this.errorHandler = errorHandler;\n this.requiresObservable = requiresObservable;\n this.observing = []; // nodes we are looking at. Our value depends on these nodes\n this.newObserving = [];\n this.dependenciesState = IDerivationState.NOT_TRACKING;\n this.diffValue = 0;\n this.runId = 0;\n this.unboundDepsCount = 0;\n this.__mapid = \"#\" + getNextId();\n this.isDisposed = false;\n this._isScheduled = false;\n this._isTrackPending = false;\n this._isRunning = false;\n this.isTracing = TraceMode.NONE;\n }\n Reaction.prototype.onBecomeStale = function () {\n this.schedule();\n };\n Reaction.prototype.schedule = function () {\n if (!this._isScheduled) {\n this._isScheduled = true;\n globalState.pendingReactions.push(this);\n runReactions();\n }\n };\n Reaction.prototype.isScheduled = function () {\n return this._isScheduled;\n };\n /**\n * internal, use schedule() if you intend to kick off a reaction\n */\n Reaction.prototype.runReaction = function () {\n if (!this.isDisposed) {\n startBatch();\n this._isScheduled = false;\n if (shouldCompute(this)) {\n this._isTrackPending = true;\n try {\n this.onInvalidate();\n if (this._isTrackPending &&\n isSpyEnabled() &&\n process.env.NODE_ENV !== \"production\") {\n // onInvalidate didn't trigger track right away..\n spyReport({\n name: this.name,\n type: \"scheduled-reaction\"\n });\n }\n }\n catch (e) {\n this.reportExceptionInDerivation(e);\n }\n }\n endBatch();\n }\n };\n Reaction.prototype.track = function (fn) {\n if (this.isDisposed) {\n return;\n // console.warn(\"Reaction already disposed\") // Note: Not a warning / error in mobx 4 either\n }\n startBatch();\n var notify = isSpyEnabled();\n var startTime;\n if (notify && process.env.NODE_ENV !== \"production\") {\n startTime = Date.now();\n spyReportStart({\n name: this.name,\n type: \"reaction\"\n });\n }\n this._isRunning = true;\n var result = trackDerivedFunction(this, fn, undefined);\n this._isRunning = false;\n this._isTrackPending = false;\n if (this.isDisposed) {\n // disposed during last run. Clean up everything that was bound after the dispose call.\n clearObserving(this);\n }\n if (isCaughtException(result))\n this.reportExceptionInDerivation(result.cause);\n if (notify && process.env.NODE_ENV !== \"production\") {\n spyReportEnd({\n time: Date.now() - startTime\n });\n }\n endBatch();\n };\n Reaction.prototype.reportExceptionInDerivation = function (error) {\n var _this = this;\n if (this.errorHandler) {\n this.errorHandler(error, this);\n return;\n }\n if (globalState.disableErrorBoundaries)\n throw error;\n var message = \"[mobx] Encountered an uncaught exception that was thrown by a reaction or observer component, in: '\" + this + \"'\";\n if (globalState.suppressReactionErrors) {\n console.warn(\"[mobx] (error in reaction '\" + this.name + \"' suppressed, fix error of causing action below)\"); // prettier-ignore\n }\n else {\n console.error(message, error);\n /** If debugging brought you here, please, read the above message :-). Tnx! */\n }\n if (isSpyEnabled()) {\n spyReport({\n type: \"error\",\n name: this.name,\n message: message,\n error: \"\" + error\n });\n }\n globalState.globalReactionErrorHandlers.forEach(function (f) { return f(error, _this); });\n };\n Reaction.prototype.dispose = function () {\n if (!this.isDisposed) {\n this.isDisposed = true;\n if (!this._isRunning) {\n // if disposed while running, clean up later. Maybe not optimal, but rare case\n startBatch();\n clearObserving(this);\n endBatch();\n }\n }\n };\n Reaction.prototype.getDisposer = function () {\n var r = this.dispose.bind(this);\n r[$mobx] = this;\n return r;\n };\n Reaction.prototype.toString = function () {\n return \"Reaction[\" + this.name + \"]\";\n };\n Reaction.prototype.trace = function (enterBreakPoint) {\n if (enterBreakPoint === void 0) { enterBreakPoint = false; }\n trace(this, enterBreakPoint);\n };\n return Reaction;\n}());\nfunction onReactionError(handler) {\n globalState.globalReactionErrorHandlers.push(handler);\n return function () {\n var idx = globalState.globalReactionErrorHandlers.indexOf(handler);\n if (idx >= 0)\n globalState.globalReactionErrorHandlers.splice(idx, 1);\n };\n}\n/**\n * Magic number alert!\n * Defines within how many times a reaction is allowed to re-trigger itself\n * until it is assumed that this is gonna be a never ending loop...\n */\nvar MAX_REACTION_ITERATIONS = 100;\nvar reactionScheduler = function (f) { return f(); };\nfunction runReactions() {\n // Trampolining, if runReactions are already running, new reactions will be picked up\n if (globalState.inBatch > 0 || globalState.isRunningReactions)\n return;\n reactionScheduler(runReactionsHelper);\n}\nfunction runReactionsHelper() {\n globalState.isRunningReactions = true;\n var allReactions = globalState.pendingReactions;\n var iterations = 0;\n // While running reactions, new reactions might be triggered.\n // Hence we work with two variables and check whether\n // we converge to no remaining reactions after a while.\n while (allReactions.length > 0) {\n if (++iterations === MAX_REACTION_ITERATIONS) {\n console.error(\"Reaction doesn't converge to a stable state after \" + MAX_REACTION_ITERATIONS + \" iterations.\" +\n (\" Probably there is a cycle in the reactive function: \" + allReactions[0]));\n allReactions.splice(0); // clear reactions\n }\n var remainingReactions = allReactions.splice(0);\n for (var i = 0, l = remainingReactions.length; i < l; i++)\n remainingReactions[i].runReaction();\n }\n globalState.isRunningReactions = false;\n}\nvar isReaction = createInstanceofPredicate(\"Reaction\", Reaction);\nfunction setReactionScheduler(fn) {\n var baseScheduler = reactionScheduler;\n reactionScheduler = function (f) { return fn(function () { return baseScheduler(f); }); };\n}\n\nfunction isSpyEnabled() {\n return process.env.NODE_ENV !== \"production\" && !!globalState.spyListeners.length;\n}\nfunction spyReport(event) {\n if (process.env.NODE_ENV === \"production\")\n return; // dead code elimination can do the rest\n if (!globalState.spyListeners.length)\n return;\n var listeners = globalState.spyListeners;\n for (var i = 0, l = listeners.length; i < l; i++)\n listeners[i](event);\n}\nfunction spyReportStart(event) {\n if (process.env.NODE_ENV === \"production\")\n return;\n var change = __assign(__assign({}, event), { spyReportStart: true });\n spyReport(change);\n}\nvar END_EVENT = { spyReportEnd: true };\nfunction spyReportEnd(change) {\n if (process.env.NODE_ENV === \"production\")\n return;\n if (change)\n spyReport(__assign(__assign({}, change), { spyReportEnd: true }));\n else\n spyReport(END_EVENT);\n}\nfunction spy(listener) {\n if (process.env.NODE_ENV === \"production\") {\n console.warn(\"[mobx.spy] Is a no-op in production builds\");\n return function () { };\n }\n else {\n globalState.spyListeners.push(listener);\n return once(function () {\n globalState.spyListeners = globalState.spyListeners.filter(function (l) { return l !== listener; });\n });\n }\n}\n\nfunction dontReassignFields() {\n fail(process.env.NODE_ENV !== \"production\" && \"@action fields are not reassignable\");\n}\nfunction namedActionDecorator(name) {\n return function (target, prop, descriptor) {\n if (descriptor) {\n if (process.env.NODE_ENV !== \"production\" && descriptor.get !== undefined) {\n return fail(\"@action cannot be used with getters\");\n }\n // babel / typescript\n // @action method() { }\n if (descriptor.value) {\n // typescript\n return {\n value: createAction(name, descriptor.value),\n enumerable: false,\n configurable: true,\n writable: true // for typescript, this must be writable, otherwise it cannot inherit :/ (see inheritable actions test)\n };\n }\n // babel only: @action method = () => {}\n var initializer_1 = descriptor.initializer;\n return {\n enumerable: false,\n configurable: true,\n writable: true,\n initializer: function () {\n // N.B: we can't immediately invoke initializer; this would be wrong\n return createAction(name, initializer_1.call(this));\n }\n };\n }\n // bound instance methods\n return actionFieldDecorator(name).apply(this, arguments);\n };\n}\nfunction actionFieldDecorator(name) {\n // Simple property that writes on first invocation to the current instance\n return function (target, prop, descriptor) {\n Object.defineProperty(target, prop, {\n configurable: true,\n enumerable: false,\n get: function () {\n return undefined;\n },\n set: function (value) {\n addHiddenProp(this, prop, action(name, value));\n }\n });\n };\n}\nfunction boundActionDecorator(target, propertyName, descriptor, applyToInstance) {\n if (applyToInstance === true) {\n defineBoundAction(target, propertyName, descriptor.value);\n return null;\n }\n if (descriptor) {\n // if (descriptor.value)\n // Typescript / Babel: @action.bound method() { }\n // also: babel @action.bound method = () => {}\n return {\n configurable: true,\n enumerable: false,\n get: function () {\n defineBoundAction(this, propertyName, descriptor.value || descriptor.initializer.call(this));\n return this[propertyName];\n },\n set: dontReassignFields\n };\n }\n // field decorator Typescript @action.bound method = () => {}\n return {\n enumerable: false,\n configurable: true,\n set: function (v) {\n defineBoundAction(this, propertyName, v);\n },\n get: function () {\n return undefined;\n }\n };\n}\n\nvar action = function action(arg1, arg2, arg3, arg4) {\n // action(fn() {})\n if (arguments.length === 1 && typeof arg1 === \"function\")\n return createAction(arg1.name || \"\", arg1);\n // action(\"name\", fn() {})\n if (arguments.length === 2 && typeof arg2 === \"function\")\n return createAction(arg1, arg2);\n // @action(\"name\") fn() {}\n if (arguments.length === 1 && typeof arg1 === \"string\")\n return namedActionDecorator(arg1);\n // @action fn() {}\n if (arg4 === true) {\n // apply to instance immediately\n addHiddenProp(arg1, arg2, createAction(arg1.name || arg2, arg3.value, this));\n }\n else {\n return namedActionDecorator(arg2).apply(null, arguments);\n }\n};\naction.bound = boundActionDecorator;\nfunction runInAction(arg1, arg2) {\n var actionName = typeof arg1 === \"string\" ? arg1 : arg1.name || \"\";\n var fn = typeof arg1 === \"function\" ? arg1 : arg2;\n if (process.env.NODE_ENV !== \"production\") {\n invariant(typeof fn === \"function\" && fn.length === 0, \"`runInAction` expects a function without arguments\");\n if (typeof actionName !== \"string\" || !actionName)\n fail(\"actions should have valid names, got: '\" + actionName + \"'\");\n }\n return executeAction(actionName, fn, this, undefined);\n}\nfunction isAction(thing) {\n return typeof thing === \"function\" && thing.isMobxAction === true;\n}\nfunction defineBoundAction(target, propertyName, fn) {\n addHiddenProp(target, propertyName, createAction(propertyName, fn.bind(target)));\n}\n\n/**\n * Creates a named reactive view and keeps it alive, so that the view is always\n * updated if one of the dependencies changes, even when the view is not further used by something else.\n * @param view The reactive view\n * @returns disposer function, which can be used to stop the view from being updated in the future.\n */\nfunction autorun(view, opts) {\n if (opts === void 0) { opts = EMPTY_OBJECT; }\n if (process.env.NODE_ENV !== \"production\") {\n invariant(typeof view === \"function\", \"Autorun expects a function as first argument\");\n invariant(isAction(view) === false, \"Autorun does not accept actions since actions are untrackable\");\n }\n var name = (opts && opts.name) || view.name || \"Autorun@\" + getNextId();\n var runSync = !opts.scheduler && !opts.delay;\n var reaction;\n if (runSync) {\n // normal autorun\n reaction = new Reaction(name, function () {\n this.track(reactionRunner);\n }, opts.onError, opts.requiresObservable);\n }\n else {\n var scheduler_1 = createSchedulerFromOptions(opts);\n // debounced autorun\n var isScheduled_1 = false;\n reaction = new Reaction(name, function () {\n if (!isScheduled_1) {\n isScheduled_1 = true;\n scheduler_1(function () {\n isScheduled_1 = false;\n if (!reaction.isDisposed)\n reaction.track(reactionRunner);\n });\n }\n }, opts.onError, opts.requiresObservable);\n }\n function reactionRunner() {\n view(reaction);\n }\n reaction.schedule();\n return reaction.getDisposer();\n}\nvar run = function (f) { return f(); };\nfunction createSchedulerFromOptions(opts) {\n return opts.scheduler\n ? opts.scheduler\n : opts.delay\n ? function (f) { return setTimeout(f, opts.delay); }\n : run;\n}\nfunction reaction(expression, effect, opts) {\n if (opts === void 0) { opts = EMPTY_OBJECT; }\n if (process.env.NODE_ENV !== \"production\") {\n invariant(typeof expression === \"function\", \"First argument to reaction should be a function\");\n invariant(typeof opts === \"object\", \"Third argument of reactions should be an object\");\n }\n var name = opts.name || \"Reaction@\" + getNextId();\n var effectAction = action(name, opts.onError ? wrapErrorHandler(opts.onError, effect) : effect);\n var runSync = !opts.scheduler && !opts.delay;\n var scheduler = createSchedulerFromOptions(opts);\n var firstTime = true;\n var isScheduled = false;\n var value;\n var equals = opts.compareStructural\n ? comparer.structural\n : opts.equals || comparer.default;\n var r = new Reaction(name, function () {\n if (firstTime || runSync) {\n reactionRunner();\n }\n else if (!isScheduled) {\n isScheduled = true;\n scheduler(reactionRunner);\n }\n }, opts.onError, opts.requiresObservable);\n function reactionRunner() {\n isScheduled = false; // Q: move into reaction runner?\n if (r.isDisposed)\n return;\n var changed = false;\n r.track(function () {\n var nextValue = expression(r);\n changed = firstTime || !equals(value, nextValue);\n value = nextValue;\n });\n if (firstTime && opts.fireImmediately)\n effectAction(value, r);\n if (!firstTime && changed === true)\n effectAction(value, r);\n if (firstTime)\n firstTime = false;\n }\n r.schedule();\n return r.getDisposer();\n}\nfunction wrapErrorHandler(errorHandler, baseFn) {\n return function () {\n try {\n return baseFn.apply(this, arguments);\n }\n catch (e) {\n errorHandler.call(this, e);\n }\n };\n}\n\nfunction onBecomeObserved(thing, arg2, arg3) {\n return interceptHook(\"onBecomeObserved\", thing, arg2, arg3);\n}\nfunction onBecomeUnobserved(thing, arg2, arg3) {\n return interceptHook(\"onBecomeUnobserved\", thing, arg2, arg3);\n}\nfunction interceptHook(hook, thing, arg2, arg3) {\n var atom = typeof arg3 === \"function\" ? getAtom(thing, arg2) : getAtom(thing);\n var cb = typeof arg3 === \"function\" ? arg3 : arg2;\n var listenersKey = hook + \"Listeners\";\n if (atom[listenersKey]) {\n atom[listenersKey].add(cb);\n }\n else {\n atom[listenersKey] = new Set([cb]);\n }\n var orig = atom[hook];\n if (typeof orig !== \"function\")\n return fail(process.env.NODE_ENV !== \"production\" && \"Not an atom that can be (un)observed\");\n return function () {\n var hookListeners = atom[listenersKey];\n if (hookListeners) {\n hookListeners.delete(cb);\n if (hookListeners.size === 0) {\n delete atom[listenersKey];\n }\n }\n };\n}\n\nfunction configure(options) {\n var enforceActions = options.enforceActions, computedRequiresReaction = options.computedRequiresReaction, computedConfigurable = options.computedConfigurable, disableErrorBoundaries = options.disableErrorBoundaries, reactionScheduler = options.reactionScheduler, reactionRequiresObservable = options.reactionRequiresObservable, observableRequiresReaction = options.observableRequiresReaction;\n if (options.isolateGlobalState === true) {\n isolateGlobalState();\n }\n if (enforceActions !== undefined) {\n if (typeof enforceActions === \"boolean\" || enforceActions === \"strict\")\n deprecated(\"Deprecated value for 'enforceActions', use 'false' => '\\\"never\\\"', 'true' => '\\\"observed\\\"', '\\\"strict\\\"' => \\\"'always'\\\" instead\");\n var ea = void 0;\n switch (enforceActions) {\n case true:\n case \"observed\":\n ea = true;\n break;\n case false:\n case \"never\":\n ea = false;\n break;\n case \"strict\":\n case \"always\":\n ea = \"strict\";\n break;\n default:\n fail(\"Invalid value for 'enforceActions': '\" + enforceActions + \"', expected 'never', 'always' or 'observed'\");\n }\n globalState.enforceActions = ea;\n globalState.allowStateChanges = ea === true || ea === \"strict\" ? false : true;\n }\n if (computedRequiresReaction !== undefined) {\n globalState.computedRequiresReaction = !!computedRequiresReaction;\n }\n if (reactionRequiresObservable !== undefined) {\n globalState.reactionRequiresObservable = !!reactionRequiresObservable;\n }\n if (observableRequiresReaction !== undefined) {\n globalState.observableRequiresReaction = !!observableRequiresReaction;\n globalState.allowStateReads = !globalState.observableRequiresReaction;\n }\n if (computedConfigurable !== undefined) {\n globalState.computedConfigurable = !!computedConfigurable;\n }\n if (disableErrorBoundaries !== undefined) {\n if (disableErrorBoundaries === true)\n console.warn(\"WARNING: Debug feature only. MobX will NOT recover from errors when `disableErrorBoundaries` is enabled.\");\n globalState.disableErrorBoundaries = !!disableErrorBoundaries;\n }\n if (reactionScheduler) {\n setReactionScheduler(reactionScheduler);\n }\n}\n\nfunction decorate(thing, decorators) {\n process.env.NODE_ENV !== \"production\" &&\n invariant(isPlainObject(decorators), \"Decorators should be a key value map\");\n var target = typeof thing === \"function\" ? thing.prototype : thing;\n var _loop_1 = function (prop) {\n var propertyDecorators = decorators[prop];\n if (!Array.isArray(propertyDecorators)) {\n propertyDecorators = [propertyDecorators];\n }\n process.env.NODE_ENV !== \"production\" &&\n invariant(propertyDecorators.every(function (decorator) { return typeof decorator === \"function\"; }), \"Decorate: expected a decorator function or array of decorator functions for '\" + prop + \"'\");\n var descriptor = Object.getOwnPropertyDescriptor(target, prop);\n var newDescriptor = propertyDecorators.reduce(function (accDescriptor, decorator) { return decorator(target, prop, accDescriptor); }, descriptor);\n if (newDescriptor)\n Object.defineProperty(target, prop, newDescriptor);\n };\n for (var prop in decorators) {\n _loop_1(prop);\n }\n return thing;\n}\n\nfunction extendObservable(target, properties, decorators, options) {\n if (process.env.NODE_ENV !== \"production\") {\n invariant(arguments.length >= 2 && arguments.length <= 4, \"'extendObservable' expected 2-4 arguments\");\n invariant(typeof target === \"object\", \"'extendObservable' expects an object as first argument\");\n invariant(!isObservableMap(target), \"'extendObservable' should not be used on maps, use map.merge instead\");\n }\n options = asCreateObservableOptions(options);\n var defaultDecorator = getDefaultDecoratorFromObjectOptions(options);\n initializeInstance(target); // Fixes #1740\n asObservableObject(target, options.name, defaultDecorator.enhancer); // make sure object is observable, even without initial props\n if (properties)\n extendObservableObjectWithProperties(target, properties, decorators, defaultDecorator);\n return target;\n}\nfunction getDefaultDecoratorFromObjectOptions(options) {\n return options.defaultDecorator || (options.deep === false ? refDecorator : deepDecorator);\n}\nfunction extendObservableObjectWithProperties(target, properties, decorators, defaultDecorator) {\n var e_1, _a, e_2, _b;\n if (process.env.NODE_ENV !== \"production\") {\n invariant(!isObservable(properties), \"Extending an object with another observable (object) is not supported. Please construct an explicit propertymap, using `toJS` if need. See issue #540\");\n if (decorators) {\n var keys = getPlainObjectKeys(decorators);\n try {\n for (var keys_1 = __values(keys), keys_1_1 = keys_1.next(); !keys_1_1.done; keys_1_1 = keys_1.next()) {\n var key = keys_1_1.value;\n if (!(key in properties))\n fail(\"Trying to declare a decorator for unspecified property '\" + stringifyKey(key) + \"'\");\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (keys_1_1 && !keys_1_1.done && (_a = keys_1.return)) _a.call(keys_1);\n }\n finally { if (e_1) throw e_1.error; }\n }\n }\n }\n startBatch();\n try {\n var keys = ownKeys(properties);\n try {\n for (var keys_2 = __values(keys), keys_2_1 = keys_2.next(); !keys_2_1.done; keys_2_1 = keys_2.next()) {\n var key = keys_2_1.value;\n var descriptor = Object.getOwnPropertyDescriptor(properties, key);\n if (process.env.NODE_ENV !== \"production\") {\n if (!isPlainObject(properties))\n fail(\"'extendObservable' only accepts plain objects as second argument\");\n if (isComputed(descriptor.value))\n fail(\"Passing a 'computed' as initial property value is no longer supported by extendObservable. Use a getter or decorator instead\");\n }\n var decorator = decorators && key in decorators\n ? decorators[key]\n : descriptor.get\n ? computedDecorator\n : defaultDecorator;\n if (process.env.NODE_ENV !== \"production\" && typeof decorator !== \"function\")\n fail(\"Not a valid decorator for '\" + stringifyKey(key) + \"', got: \" + decorator);\n var resultDescriptor = decorator(target, key, descriptor, true);\n if (resultDescriptor // otherwise, assume already applied, due to `applyToInstance`\n )\n Object.defineProperty(target, key, resultDescriptor);\n }\n }\n catch (e_2_1) { e_2 = { error: e_2_1 }; }\n finally {\n try {\n if (keys_2_1 && !keys_2_1.done && (_b = keys_2.return)) _b.call(keys_2);\n }\n finally { if (e_2) throw e_2.error; }\n }\n }\n finally {\n endBatch();\n }\n}\n\nfunction getDependencyTree(thing, property) {\n return nodeToDependencyTree(getAtom(thing, property));\n}\nfunction nodeToDependencyTree(node) {\n var result = {\n name: node.name\n };\n if (node.observing && node.observing.length > 0)\n result.dependencies = unique(node.observing).map(nodeToDependencyTree);\n return result;\n}\nfunction getObserverTree(thing, property) {\n return nodeToObserverTree(getAtom(thing, property));\n}\nfunction nodeToObserverTree(node) {\n var result = {\n name: node.name\n };\n if (hasObservers(node))\n result.observers = Array.from(getObservers(node)).map(nodeToObserverTree);\n return result;\n}\n\nvar generatorId = 0;\nfunction FlowCancellationError() {\n this.message = \"FLOW_CANCELLED\";\n}\nFlowCancellationError.prototype = Object.create(Error.prototype);\nfunction isFlowCancellationError(error) {\n return error instanceof FlowCancellationError;\n}\nfunction flow(generator) {\n if (arguments.length !== 1)\n fail(!!process.env.NODE_ENV && \"Flow expects 1 argument and cannot be used as decorator\");\n var name = generator.name || \"\";\n // Implementation based on https://github.com/tj/co/blob/master/index.js\n return function () {\n var ctx = this;\n var args = arguments;\n var runId = ++generatorId;\n var gen = action(name + \" - runid: \" + runId + \" - init\", generator).apply(ctx, args);\n var rejector;\n var pendingPromise = undefined;\n var promise = new Promise(function (resolve, reject) {\n var stepId = 0;\n rejector = reject;\n function onFulfilled(res) {\n pendingPromise = undefined;\n var ret;\n try {\n ret = action(name + \" - runid: \" + runId + \" - yield \" + stepId++, gen.next).call(gen, res);\n }\n catch (e) {\n return reject(e);\n }\n next(ret);\n }\n function onRejected(err) {\n pendingPromise = undefined;\n var ret;\n try {\n ret = action(name + \" - runid: \" + runId + \" - yield \" + stepId++, gen.throw).call(gen, err);\n }\n catch (e) {\n return reject(e);\n }\n next(ret);\n }\n function next(ret) {\n if (ret && typeof ret.then === \"function\") {\n // an async iterator\n ret.then(next, reject);\n return;\n }\n if (ret.done)\n return resolve(ret.value);\n pendingPromise = Promise.resolve(ret.value);\n return pendingPromise.then(onFulfilled, onRejected);\n }\n onFulfilled(undefined); // kick off the process\n });\n promise.cancel = action(name + \" - runid: \" + runId + \" - cancel\", function () {\n try {\n if (pendingPromise)\n cancelPromise(pendingPromise);\n // Finally block can return (or yield) stuff..\n var res = gen.return(undefined);\n // eat anything that promise would do, it's cancelled!\n var yieldedPromise = Promise.resolve(res.value);\n yieldedPromise.then(noop, noop);\n cancelPromise(yieldedPromise); // maybe it can be cancelled :)\n // reject our original promise\n rejector(new FlowCancellationError());\n }\n catch (e) {\n rejector(e); // there could be a throwing finally block\n }\n });\n return promise;\n };\n}\nfunction cancelPromise(promise) {\n if (typeof promise.cancel === \"function\")\n promise.cancel();\n}\n\nfunction interceptReads(thing, propOrHandler, handler) {\n var target;\n if (isObservableMap(thing) || isObservableArray(thing) || isObservableValue(thing)) {\n target = getAdministration(thing);\n }\n else if (isObservableObject(thing)) {\n if (typeof propOrHandler !== \"string\")\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"InterceptReads can only be used with a specific property, not with an object in general\");\n target = getAdministration(thing, propOrHandler);\n }\n else {\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"Expected observable map, object or array as first array\");\n }\n if (target.dehancer !== undefined)\n return fail(process.env.NODE_ENV !== \"production\" && \"An intercept reader was already established\");\n target.dehancer = typeof propOrHandler === \"function\" ? propOrHandler : handler;\n return function () {\n target.dehancer = undefined;\n };\n}\n\nfunction intercept(thing, propOrHandler, handler) {\n if (typeof handler === \"function\")\n return interceptProperty(thing, propOrHandler, handler);\n else\n return interceptInterceptable(thing, propOrHandler);\n}\nfunction interceptInterceptable(thing, handler) {\n return getAdministration(thing).intercept(handler);\n}\nfunction interceptProperty(thing, property, handler) {\n return getAdministration(thing, property).intercept(handler);\n}\n\nfunction _isComputed(value, property) {\n if (value === null || value === undefined)\n return false;\n if (property !== undefined) {\n if (isObservableObject(value) === false)\n return false;\n if (!value[$mobx].values.has(property))\n return false;\n var atom = getAtom(value, property);\n return isComputedValue(atom);\n }\n return isComputedValue(value);\n}\nfunction isComputed(value) {\n if (arguments.length > 1)\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"isComputed expects only 1 argument. Use isObservableProp to inspect the observability of a property\");\n return _isComputed(value);\n}\nfunction isComputedProp(value, propName) {\n if (typeof propName !== \"string\")\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"isComputed expected a property name as second argument\");\n return _isComputed(value, propName);\n}\n\nfunction _isObservable(value, property) {\n if (value === null || value === undefined)\n return false;\n if (property !== undefined) {\n if (process.env.NODE_ENV !== \"production\" &&\n (isObservableMap(value) || isObservableArray(value)))\n return fail(\"isObservable(object, propertyName) is not supported for arrays and maps. Use map.has or array.length instead.\");\n if (isObservableObject(value)) {\n return value[$mobx].values.has(property);\n }\n return false;\n }\n // For first check, see #701\n return (isObservableObject(value) ||\n !!value[$mobx] ||\n isAtom(value) ||\n isReaction(value) ||\n isComputedValue(value));\n}\nfunction isObservable(value) {\n if (arguments.length !== 1)\n fail(process.env.NODE_ENV !== \"production\" &&\n \"isObservable expects only 1 argument. Use isObservableProp to inspect the observability of a property\");\n return _isObservable(value);\n}\nfunction isObservableProp(value, propName) {\n if (typeof propName !== \"string\")\n return fail(process.env.NODE_ENV !== \"production\" && \"expected a property name as second argument\");\n return _isObservable(value, propName);\n}\n\nfunction keys(obj) {\n if (isObservableObject(obj)) {\n return obj[$mobx].getKeys();\n }\n if (isObservableMap(obj)) {\n return Array.from(obj.keys());\n }\n if (isObservableSet(obj)) {\n return Array.from(obj.keys());\n }\n if (isObservableArray(obj)) {\n return obj.map(function (_, index) { return index; });\n }\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"'keys()' can only be used on observable objects, arrays, sets and maps\");\n}\nfunction values(obj) {\n if (isObservableObject(obj)) {\n return keys(obj).map(function (key) { return obj[key]; });\n }\n if (isObservableMap(obj)) {\n return keys(obj).map(function (key) { return obj.get(key); });\n }\n if (isObservableSet(obj)) {\n return Array.from(obj.values());\n }\n if (isObservableArray(obj)) {\n return obj.slice();\n }\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"'values()' can only be used on observable objects, arrays, sets and maps\");\n}\nfunction entries(obj) {\n if (isObservableObject(obj)) {\n return keys(obj).map(function (key) { return [key, obj[key]]; });\n }\n if (isObservableMap(obj)) {\n return keys(obj).map(function (key) { return [key, obj.get(key)]; });\n }\n if (isObservableSet(obj)) {\n return Array.from(obj.entries());\n }\n if (isObservableArray(obj)) {\n return obj.map(function (key, index) { return [index, key]; });\n }\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"'entries()' can only be used on observable objects, arrays and maps\");\n}\nfunction set(obj, key, value) {\n if (arguments.length === 2 && !isObservableSet(obj)) {\n startBatch();\n var values_1 = key;\n try {\n for (var key_1 in values_1)\n set(obj, key_1, values_1[key_1]);\n }\n finally {\n endBatch();\n }\n return;\n }\n if (isObservableObject(obj)) {\n var adm = obj[$mobx];\n var existingObservable = adm.values.get(key);\n if (existingObservable) {\n adm.write(key, value);\n }\n else {\n adm.addObservableProp(key, value, adm.defaultEnhancer);\n }\n }\n else if (isObservableMap(obj)) {\n obj.set(key, value);\n }\n else if (isObservableSet(obj)) {\n obj.add(key);\n }\n else if (isObservableArray(obj)) {\n if (typeof key !== \"number\")\n key = parseInt(key, 10);\n invariant(key >= 0, \"Not a valid index: '\" + key + \"'\");\n startBatch();\n if (key >= obj.length)\n obj.length = key + 1;\n obj[key] = value;\n endBatch();\n }\n else {\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"'set()' can only be used on observable objects, arrays and maps\");\n }\n}\nfunction remove(obj, key) {\n if (isObservableObject(obj)) {\n obj[$mobx].remove(key);\n }\n else if (isObservableMap(obj)) {\n obj.delete(key);\n }\n else if (isObservableSet(obj)) {\n obj.delete(key);\n }\n else if (isObservableArray(obj)) {\n if (typeof key !== \"number\")\n key = parseInt(key, 10);\n invariant(key >= 0, \"Not a valid index: '\" + key + \"'\");\n obj.splice(key, 1);\n }\n else {\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"'remove()' can only be used on observable objects, arrays and maps\");\n }\n}\nfunction has(obj, key) {\n if (isObservableObject(obj)) {\n // return keys(obj).indexOf(key) >= 0\n var adm = getAdministration(obj);\n return adm.has(key);\n }\n else if (isObservableMap(obj)) {\n return obj.has(key);\n }\n else if (isObservableSet(obj)) {\n return obj.has(key);\n }\n else if (isObservableArray(obj)) {\n return key >= 0 && key < obj.length;\n }\n else {\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"'has()' can only be used on observable objects, arrays and maps\");\n }\n}\nfunction get(obj, key) {\n if (!has(obj, key))\n return undefined;\n if (isObservableObject(obj)) {\n return obj[key];\n }\n else if (isObservableMap(obj)) {\n return obj.get(key);\n }\n else if (isObservableArray(obj)) {\n return obj[key];\n }\n else {\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"'get()' can only be used on observable objects, arrays and maps\");\n }\n}\n\nfunction observe(thing, propOrCb, cbOrFire, fireImmediately) {\n if (typeof cbOrFire === \"function\")\n return observeObservableProperty(thing, propOrCb, cbOrFire, fireImmediately);\n else\n return observeObservable(thing, propOrCb, cbOrFire);\n}\nfunction observeObservable(thing, listener, fireImmediately) {\n return getAdministration(thing).observe(listener, fireImmediately);\n}\nfunction observeObservableProperty(thing, property, listener, fireImmediately) {\n return getAdministration(thing, property).observe(listener, fireImmediately);\n}\n\nvar defaultOptions = {\n detectCycles: true,\n exportMapsAsObjects: true,\n recurseEverything: false\n};\nfunction cache(map, key, value, options) {\n if (options.detectCycles)\n map.set(key, value);\n return value;\n}\nfunction toJSHelper(source, options, __alreadySeen) {\n if (!options.recurseEverything && !isObservable(source))\n return source;\n if (typeof source !== \"object\")\n return source;\n // Directly return null if source is null\n if (source === null)\n return null;\n // Directly return the Date object itself if contained in the observable\n if (source instanceof Date)\n return source;\n if (isObservableValue(source))\n return toJSHelper(source.get(), options, __alreadySeen);\n // make sure we track the keys of the object\n if (isObservable(source))\n keys(source);\n var detectCycles = options.detectCycles === true;\n if (detectCycles && source !== null && __alreadySeen.has(source)) {\n return __alreadySeen.get(source);\n }\n if (isObservableArray(source) || Array.isArray(source)) {\n var res_1 = cache(__alreadySeen, source, [], options);\n var toAdd = source.map(function (value) { return toJSHelper(value, options, __alreadySeen); });\n res_1.length = toAdd.length;\n for (var i = 0, l = toAdd.length; i < l; i++)\n res_1[i] = toAdd[i];\n return res_1;\n }\n if (isObservableSet(source) || Object.getPrototypeOf(source) === Set.prototype) {\n if (options.exportMapsAsObjects === false) {\n var res_2 = cache(__alreadySeen, source, new Set(), options);\n source.forEach(function (value) {\n res_2.add(toJSHelper(value, options, __alreadySeen));\n });\n return res_2;\n }\n else {\n var res_3 = cache(__alreadySeen, source, [], options);\n source.forEach(function (value) {\n res_3.push(toJSHelper(value, options, __alreadySeen));\n });\n return res_3;\n }\n }\n if (isObservableMap(source) || Object.getPrototypeOf(source) === Map.prototype) {\n if (options.exportMapsAsObjects === false) {\n var res_4 = cache(__alreadySeen, source, new Map(), options);\n source.forEach(function (value, key) {\n res_4.set(key, toJSHelper(value, options, __alreadySeen));\n });\n return res_4;\n }\n else {\n var res_5 = cache(__alreadySeen, source, {}, options);\n source.forEach(function (value, key) {\n res_5[key] = toJSHelper(value, options, __alreadySeen);\n });\n return res_5;\n }\n }\n // Fallback to the situation that source is an ObservableObject or a plain object\n var res = cache(__alreadySeen, source, {}, options);\n getPlainObjectKeys(source).forEach(function (key) {\n res[key] = toJSHelper(source[key], options, __alreadySeen);\n });\n return res;\n}\nfunction toJS(source, options) {\n // backward compatibility\n if (typeof options === \"boolean\")\n options = { detectCycles: options };\n if (!options)\n options = defaultOptions;\n options.detectCycles =\n options.detectCycles === undefined\n ? options.recurseEverything === true\n : options.detectCycles === true;\n var __alreadySeen;\n if (options.detectCycles)\n __alreadySeen = new Map();\n return toJSHelper(source, options, __alreadySeen);\n}\n\nfunction trace() {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var enterBreakPoint = false;\n if (typeof args[args.length - 1] === \"boolean\")\n enterBreakPoint = args.pop();\n var derivation = getAtomFromArgs(args);\n if (!derivation) {\n return fail(process.env.NODE_ENV !== \"production\" &&\n \"'trace(break?)' can only be used inside a tracked computed value or a Reaction. Consider passing in the computed value or reaction explicitly\");\n }\n if (derivation.isTracing === TraceMode.NONE) {\n console.log(\"[mobx.trace] '\" + derivation.name + \"' tracing enabled\");\n }\n derivation.isTracing = enterBreakPoint ? TraceMode.BREAK : TraceMode.LOG;\n}\nfunction getAtomFromArgs(args) {\n switch (args.length) {\n case 0:\n return globalState.trackingDerivation;\n case 1:\n return getAtom(args[0]);\n case 2:\n return getAtom(args[0], args[1]);\n }\n}\n\n/**\n * During a transaction no views are updated until the end of the transaction.\n * The transaction will be run synchronously nonetheless.\n *\n * @param action a function that updates some reactive state\n * @returns any value that was returned by the 'action' parameter.\n */\nfunction transaction(action, thisArg) {\n if (thisArg === void 0) { thisArg = undefined; }\n startBatch();\n try {\n return action.apply(thisArg);\n }\n finally {\n endBatch();\n }\n}\n\nfunction when(predicate, arg1, arg2) {\n if (arguments.length === 1 || (arg1 && typeof arg1 === \"object\"))\n return whenPromise(predicate, arg1);\n return _when(predicate, arg1, arg2 || {});\n}\nfunction _when(predicate, effect, opts) {\n var timeoutHandle;\n if (typeof opts.timeout === \"number\") {\n timeoutHandle = setTimeout(function () {\n if (!disposer[$mobx].isDisposed) {\n disposer();\n var error = new Error(\"WHEN_TIMEOUT\");\n if (opts.onError)\n opts.onError(error);\n else\n throw error;\n }\n }, opts.timeout);\n }\n opts.name = opts.name || \"When@\" + getNextId();\n var effectAction = createAction(opts.name + \"-effect\", effect);\n var disposer = autorun(function (r) {\n if (predicate()) {\n r.dispose();\n if (timeoutHandle)\n clearTimeout(timeoutHandle);\n effectAction();\n }\n }, opts);\n return disposer;\n}\nfunction whenPromise(predicate, opts) {\n if (process.env.NODE_ENV !== \"production\" && opts && opts.onError)\n return fail(\"the options 'onError' and 'promise' cannot be combined\");\n var cancel;\n var res = new Promise(function (resolve, reject) {\n var disposer = _when(predicate, resolve, __assign(__assign({}, opts), { onError: reject }));\n cancel = function () {\n disposer();\n reject(\"WHEN_CANCELLED\");\n };\n });\n res.cancel = cancel;\n return res;\n}\n\nfunction getAdm(target) {\n return target[$mobx];\n}\nfunction isPropertyKey(val) {\n return typeof val === \"string\" || typeof val === \"number\" || typeof val === \"symbol\";\n}\n// Optimization: we don't need the intermediate objects and could have a completely custom administration for DynamicObjects,\n// and skip either the internal values map, or the base object with its property descriptors!\nvar objectProxyTraps = {\n has: function (target, name) {\n if (name === $mobx || name === \"constructor\" || name === mobxDidRunLazyInitializersSymbol)\n return true;\n var adm = getAdm(target);\n // MWE: should `in` operator be reactive? If not, below code path will be faster / more memory efficient\n // TODO: check performance stats!\n // if (adm.values.get(name as string)) return true\n if (isPropertyKey(name))\n return adm.has(name);\n return name in target;\n },\n get: function (target, name) {\n if (name === $mobx || name === \"constructor\" || name === mobxDidRunLazyInitializersSymbol)\n return target[name];\n var adm = getAdm(target);\n var observable = adm.values.get(name);\n if (observable instanceof Atom) {\n var result = observable.get();\n if (result === undefined) {\n // This fixes #1796, because deleting a prop that has an\n // undefined value won't retrigger a observer (no visible effect),\n // the autorun wouldn't subscribe to future key changes (see also next comment)\n adm.has(name);\n }\n return result;\n }\n // make sure we start listening to future keys\n // note that we only do this here for optimization\n if (isPropertyKey(name))\n adm.has(name);\n return target[name];\n },\n set: function (target, name, value) {\n if (!isPropertyKey(name))\n return false;\n set(target, name, value);\n return true;\n },\n deleteProperty: function (target, name) {\n if (!isPropertyKey(name))\n return false;\n var adm = getAdm(target);\n adm.remove(name);\n return true;\n },\n ownKeys: function (target) {\n var adm = getAdm(target);\n adm.keysAtom.reportObserved();\n return Reflect.ownKeys(target);\n },\n preventExtensions: function (target) {\n fail(\"Dynamic observable objects cannot be frozen\");\n return false;\n }\n};\nfunction createDynamicObservableObject(base) {\n var proxy = new Proxy(base, objectProxyTraps);\n base[$mobx].proxy = proxy;\n return proxy;\n}\n\nfunction hasInterceptors(interceptable) {\n return interceptable.interceptors !== undefined && interceptable.interceptors.length > 0;\n}\nfunction registerInterceptor(interceptable, handler) {\n var interceptors = interceptable.interceptors || (interceptable.interceptors = []);\n interceptors.push(handler);\n return once(function () {\n var idx = interceptors.indexOf(handler);\n if (idx !== -1)\n interceptors.splice(idx, 1);\n });\n}\nfunction interceptChange(interceptable, change) {\n var prevU = untrackedStart();\n try {\n // Interceptor can modify the array, copy it to avoid concurrent modification, see #1950\n var interceptors = __spread((interceptable.interceptors || []));\n for (var i = 0, l = interceptors.length; i < l; i++) {\n change = interceptors[i](change);\n invariant(!change || change.type, \"Intercept handlers should return nothing or a change object\");\n if (!change)\n break;\n }\n return change;\n }\n finally {\n untrackedEnd(prevU);\n }\n}\n\nfunction hasListeners(listenable) {\n return listenable.changeListeners !== undefined && listenable.changeListeners.length > 0;\n}\nfunction registerListener(listenable, handler) {\n var listeners = listenable.changeListeners || (listenable.changeListeners = []);\n listeners.push(handler);\n return once(function () {\n var idx = listeners.indexOf(handler);\n if (idx !== -1)\n listeners.splice(idx, 1);\n });\n}\nfunction notifyListeners(listenable, change) {\n var prevU = untrackedStart();\n var listeners = listenable.changeListeners;\n if (!listeners)\n return;\n listeners = listeners.slice();\n for (var i = 0, l = listeners.length; i < l; i++) {\n listeners[i](change);\n }\n untrackedEnd(prevU);\n}\n\nvar MAX_SPLICE_SIZE = 10000; // See e.g. https://github.com/mobxjs/mobx/issues/859\nvar arrayTraps = {\n get: function (target, name) {\n if (name === $mobx)\n return target[$mobx];\n if (name === \"length\")\n return target[$mobx].getArrayLength();\n if (typeof name === \"number\") {\n return arrayExtensions.get.call(target, name);\n }\n if (typeof name === \"string\" && !isNaN(name)) {\n return arrayExtensions.get.call(target, parseInt(name));\n }\n if (arrayExtensions.hasOwnProperty(name)) {\n return arrayExtensions[name];\n }\n return target[name];\n },\n set: function (target, name, value) {\n if (name === \"length\") {\n target[$mobx].setArrayLength(value);\n }\n if (typeof name === \"number\") {\n arrayExtensions.set.call(target, name, value);\n }\n if (typeof name === \"symbol\" || isNaN(name)) {\n target[name] = value;\n }\n else {\n // numeric string\n arrayExtensions.set.call(target, parseInt(name), value);\n }\n return true;\n },\n preventExtensions: function (target) {\n fail(\"Observable arrays cannot be frozen\");\n return false;\n }\n};\nfunction createObservableArray(initialValues, enhancer, name, owned) {\n if (name === void 0) { name = \"ObservableArray@\" + getNextId(); }\n if (owned === void 0) { owned = false; }\n var adm = new ObservableArrayAdministration(name, enhancer, owned);\n addHiddenFinalProp(adm.values, $mobx, adm);\n var proxy = new Proxy(adm.values, arrayTraps);\n adm.proxy = proxy;\n if (initialValues && initialValues.length) {\n var prev = allowStateChangesStart(true);\n adm.spliceWithArray(0, 0, initialValues);\n allowStateChangesEnd(prev);\n }\n return proxy;\n}\nvar ObservableArrayAdministration = /** @class */ (function () {\n function ObservableArrayAdministration(name, enhancer, owned) {\n this.owned = owned;\n this.values = [];\n this.proxy = undefined;\n this.lastKnownLength = 0;\n this.atom = new Atom(name || \"ObservableArray@\" + getNextId());\n this.enhancer = function (newV, oldV) { return enhancer(newV, oldV, name + \"[..]\"); };\n }\n ObservableArrayAdministration.prototype.dehanceValue = function (value) {\n if (this.dehancer !== undefined)\n return this.dehancer(value);\n return value;\n };\n ObservableArrayAdministration.prototype.dehanceValues = function (values) {\n if (this.dehancer !== undefined && values.length > 0)\n return values.map(this.dehancer);\n return values;\n };\n ObservableArrayAdministration.prototype.intercept = function (handler) {\n return registerInterceptor(this, handler);\n };\n ObservableArrayAdministration.prototype.observe = function (listener, fireImmediately) {\n if (fireImmediately === void 0) { fireImmediately = false; }\n if (fireImmediately) {\n listener({\n object: this.proxy,\n type: \"splice\",\n index: 0,\n added: this.values.slice(),\n addedCount: this.values.length,\n removed: [],\n removedCount: 0\n });\n }\n return registerListener(this, listener);\n };\n ObservableArrayAdministration.prototype.getArrayLength = function () {\n this.atom.reportObserved();\n return this.values.length;\n };\n ObservableArrayAdministration.prototype.setArrayLength = function (newLength) {\n if (typeof newLength !== \"number\" || newLength < 0)\n throw new Error(\"[mobx.array] Out of range: \" + newLength);\n var currentLength = this.values.length;\n if (newLength === currentLength)\n return;\n else if (newLength > currentLength) {\n var newItems = new Array(newLength - currentLength);\n for (var i = 0; i < newLength - currentLength; i++)\n newItems[i] = undefined; // No Array.fill everywhere...\n this.spliceWithArray(currentLength, 0, newItems);\n }\n else\n this.spliceWithArray(newLength, currentLength - newLength);\n };\n ObservableArrayAdministration.prototype.updateArrayLength = function (oldLength, delta) {\n if (oldLength !== this.lastKnownLength)\n throw new Error(\"[mobx] Modification exception: the internal structure of an observable array was changed.\");\n this.lastKnownLength += delta;\n };\n ObservableArrayAdministration.prototype.spliceWithArray = function (index, deleteCount, newItems) {\n var _this = this;\n checkIfStateModificationsAreAllowed(this.atom);\n var length = this.values.length;\n if (index === undefined)\n index = 0;\n else if (index > length)\n index = length;\n else if (index < 0)\n index = Math.max(0, length + index);\n if (arguments.length === 1)\n deleteCount = length - index;\n else if (deleteCount === undefined || deleteCount === null)\n deleteCount = 0;\n else\n deleteCount = Math.max(0, Math.min(deleteCount, length - index));\n if (newItems === undefined)\n newItems = EMPTY_ARRAY;\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n object: this.proxy,\n type: \"splice\",\n index: index,\n removedCount: deleteCount,\n added: newItems\n });\n if (!change)\n return EMPTY_ARRAY;\n deleteCount = change.removedCount;\n newItems = change.added;\n }\n newItems = newItems.length === 0 ? newItems : newItems.map(function (v) { return _this.enhancer(v, undefined); });\n if (process.env.NODE_ENV !== \"production\") {\n var lengthDelta = newItems.length - deleteCount;\n this.updateArrayLength(length, lengthDelta); // checks if internal array wasn't modified\n }\n var res = this.spliceItemsIntoValues(index, deleteCount, newItems);\n if (deleteCount !== 0 || newItems.length !== 0)\n this.notifyArraySplice(index, newItems, res);\n return this.dehanceValues(res);\n };\n ObservableArrayAdministration.prototype.spliceItemsIntoValues = function (index, deleteCount, newItems) {\n var _a;\n if (newItems.length < MAX_SPLICE_SIZE) {\n return (_a = this.values).splice.apply(_a, __spread([index, deleteCount], newItems));\n }\n else {\n var res = this.values.slice(index, index + deleteCount);\n this.values = this.values\n .slice(0, index)\n .concat(newItems, this.values.slice(index + deleteCount));\n return res;\n }\n };\n ObservableArrayAdministration.prototype.notifyArrayChildUpdate = function (index, newValue, oldValue) {\n var notifySpy = !this.owned && isSpyEnabled();\n var notify = hasListeners(this);\n var change = notify || notifySpy\n ? {\n object: this.proxy,\n type: \"update\",\n index: index,\n newValue: newValue,\n oldValue: oldValue\n }\n : null;\n // The reason why this is on right hand side here (and not above), is this way the uglifier will drop it, but it won't\n // cause any runtime overhead in development mode without NODE_ENV set, unless spying is enabled\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.atom.name }));\n this.atom.reportChanged();\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n };\n ObservableArrayAdministration.prototype.notifyArraySplice = function (index, added, removed) {\n var notifySpy = !this.owned && isSpyEnabled();\n var notify = hasListeners(this);\n var change = notify || notifySpy\n ? {\n object: this.proxy,\n type: \"splice\",\n index: index,\n removed: removed,\n added: added,\n removedCount: removed.length,\n addedCount: added.length\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.atom.name }));\n this.atom.reportChanged();\n // conform: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/observe\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n };\n return ObservableArrayAdministration;\n}());\nvar arrayExtensions = {\n intercept: function (handler) {\n return this[$mobx].intercept(handler);\n },\n observe: function (listener, fireImmediately) {\n if (fireImmediately === void 0) { fireImmediately = false; }\n var adm = this[$mobx];\n return adm.observe(listener, fireImmediately);\n },\n clear: function () {\n return this.splice(0);\n },\n replace: function (newItems) {\n var adm = this[$mobx];\n return adm.spliceWithArray(0, adm.values.length, newItems);\n },\n /**\n * Converts this array back to a (shallow) javascript structure.\n * For a deep clone use mobx.toJS\n */\n toJS: function () {\n return this.slice();\n },\n toJSON: function () {\n // Used by JSON.stringify\n return this.toJS();\n },\n /*\n * functions that do alter the internal structure of the array, (based on lib.es6.d.ts)\n * since these functions alter the inner structure of the array, the have side effects.\n * Because the have side effects, they should not be used in computed function,\n * and for that reason the do not call dependencyState.notifyObserved\n */\n splice: function (index, deleteCount) {\n var newItems = [];\n for (var _i = 2; _i < arguments.length; _i++) {\n newItems[_i - 2] = arguments[_i];\n }\n var adm = this[$mobx];\n switch (arguments.length) {\n case 0:\n return [];\n case 1:\n return adm.spliceWithArray(index);\n case 2:\n return adm.spliceWithArray(index, deleteCount);\n }\n return adm.spliceWithArray(index, deleteCount, newItems);\n },\n spliceWithArray: function (index, deleteCount, newItems) {\n var adm = this[$mobx];\n return adm.spliceWithArray(index, deleteCount, newItems);\n },\n push: function () {\n var items = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n items[_i] = arguments[_i];\n }\n var adm = this[$mobx];\n adm.spliceWithArray(adm.values.length, 0, items);\n return adm.values.length;\n },\n pop: function () {\n return this.splice(Math.max(this[$mobx].values.length - 1, 0), 1)[0];\n },\n shift: function () {\n return this.splice(0, 1)[0];\n },\n unshift: function () {\n var items = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n items[_i] = arguments[_i];\n }\n var adm = this[$mobx];\n adm.spliceWithArray(0, 0, items);\n return adm.values.length;\n },\n reverse: function () {\n // reverse by default mutates in place before returning the result\n // which makes it both a 'derivation' and a 'mutation'.\n // so we deviate from the default and just make it an dervitation\n if (process.env.NODE_ENV !== \"production\") {\n console.warn(\"[mobx] `observableArray.reverse()` will not update the array in place. Use `observableArray.slice().reverse()` to suppress this warning and perform the operation on a copy, or `observableArray.replace(observableArray.slice().reverse())` to reverse & update in place\");\n }\n var clone = this.slice();\n return clone.reverse.apply(clone, arguments);\n },\n sort: function (compareFn) {\n // sort by default mutates in place before returning the result\n // which goes against all good practices. Let's not change the array in place!\n if (process.env.NODE_ENV !== \"production\") {\n console.warn(\"[mobx] `observableArray.sort()` will not update the array in place. Use `observableArray.slice().sort()` to suppress this warning and perform the operation on a copy, or `observableArray.replace(observableArray.slice().sort())` to sort & update in place\");\n }\n var clone = this.slice();\n return clone.sort.apply(clone, arguments);\n },\n remove: function (value) {\n var adm = this[$mobx];\n var idx = adm.dehanceValues(adm.values).indexOf(value);\n if (idx > -1) {\n this.splice(idx, 1);\n return true;\n }\n return false;\n },\n get: function (index) {\n var adm = this[$mobx];\n if (adm) {\n if (index < adm.values.length) {\n adm.atom.reportObserved();\n return adm.dehanceValue(adm.values[index]);\n }\n console.warn(\"[mobx.array] Attempt to read an array index (\" + index + \") that is out of bounds (\" + adm.values.length + \"). Please check length first. Out of bound indices will not be tracked by MobX\");\n }\n return undefined;\n },\n set: function (index, newValue) {\n var adm = this[$mobx];\n var values = adm.values;\n if (index < values.length) {\n // update at index in range\n checkIfStateModificationsAreAllowed(adm.atom);\n var oldValue = values[index];\n if (hasInterceptors(adm)) {\n var change = interceptChange(adm, {\n type: \"update\",\n object: adm.proxy,\n index: index,\n newValue: newValue\n });\n if (!change)\n return;\n newValue = change.newValue;\n }\n newValue = adm.enhancer(newValue, oldValue);\n var changed = newValue !== oldValue;\n if (changed) {\n values[index] = newValue;\n adm.notifyArrayChildUpdate(index, newValue, oldValue);\n }\n }\n else if (index === values.length) {\n // add a new item\n adm.spliceWithArray(index, 0, [newValue]);\n }\n else {\n // out of bounds\n throw new Error(\"[mobx.array] Index out of bounds, \" + index + \" is larger than \" + values.length);\n }\n }\n};\n[\n \"concat\",\n \"flat\",\n \"includes\",\n \"indexOf\",\n \"join\",\n \"lastIndexOf\",\n \"slice\",\n \"toString\",\n \"toLocaleString\"\n].forEach(function (funcName) {\n // Feature detection (eg flat may not be available)\n if (typeof Array.prototype[funcName] !== \"function\") {\n return;\n }\n arrayExtensions[funcName] = function () {\n var adm = this[$mobx];\n adm.atom.reportObserved();\n var res = adm.dehanceValues(adm.values);\n return res[funcName].apply(res, arguments);\n };\n});\n[\"every\", \"filter\", \"find\", \"findIndex\", \"flatMap\", \"forEach\", \"map\", \"some\"].forEach(function (funcName) {\n // Feature detection (eg flatMap may not be available)\n if (typeof Array.prototype[funcName] !== \"function\") {\n return;\n }\n arrayExtensions[funcName] = function (callback, thisArg) {\n var _this = this;\n var adm = this[$mobx];\n adm.atom.reportObserved();\n var dehancedValues = adm.dehanceValues(adm.values);\n return dehancedValues[funcName](function (element, index) {\n return callback.call(thisArg, element, index, _this);\n }, thisArg);\n };\n});\n[\"reduce\", \"reduceRight\"].forEach(function (funcName) {\n arrayExtensions[funcName] = function (callback, initialValue) {\n var _this = this;\n var adm = this[$mobx];\n adm.atom.reportObserved();\n return adm.values[funcName](function (accumulator, currentValue, index) {\n currentValue = adm.dehanceValue(currentValue);\n return callback(accumulator, currentValue, index, _this);\n }, initialValue);\n };\n});\nvar isObservableArrayAdministration = createInstanceofPredicate(\"ObservableArrayAdministration\", ObservableArrayAdministration);\nfunction isObservableArray(thing) {\n return isObject(thing) && isObservableArrayAdministration(thing[$mobx]);\n}\n\nvar _a;\nvar ObservableMapMarker = {};\n// just extend Map? See also https://gist.github.com/nestharus/13b4d74f2ef4a2f4357dbd3fc23c1e54\n// But: https://github.com/mobxjs/mobx/issues/1556\nvar ObservableMap = /** @class */ (function () {\n function ObservableMap(initialData, enhancer, name) {\n if (enhancer === void 0) { enhancer = deepEnhancer; }\n if (name === void 0) { name = \"ObservableMap@\" + getNextId(); }\n this.enhancer = enhancer;\n this.name = name;\n this[_a] = ObservableMapMarker;\n this._keysAtom = createAtom(this.name + \".keys()\");\n this[Symbol.toStringTag] = \"Map\";\n if (typeof Map !== \"function\") {\n throw new Error(\"mobx.map requires Map polyfill for the current browser. Check babel-polyfill or core-js/es6/map.js\");\n }\n this._data = new Map();\n this._hasMap = new Map();\n this.merge(initialData);\n }\n ObservableMap.prototype._has = function (key) {\n return this._data.has(key);\n };\n ObservableMap.prototype.has = function (key) {\n var _this = this;\n if (!globalState.trackingDerivation)\n return this._has(key);\n var entry = this._hasMap.get(key);\n if (!entry) {\n // todo: replace with atom (breaking change)\n var newEntry = (entry = new ObservableValue(this._has(key), referenceEnhancer, this.name + \".\" + stringifyKey(key) + \"?\", false));\n this._hasMap.set(key, newEntry);\n onBecomeUnobserved(newEntry, function () { return _this._hasMap.delete(key); });\n }\n return entry.get();\n };\n ObservableMap.prototype.set = function (key, value) {\n var hasKey = this._has(key);\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n type: hasKey ? \"update\" : \"add\",\n object: this,\n newValue: value,\n name: key\n });\n if (!change)\n return this;\n value = change.newValue;\n }\n if (hasKey) {\n this._updateValue(key, value);\n }\n else {\n this._addValue(key, value);\n }\n return this;\n };\n ObservableMap.prototype.delete = function (key) {\n var _this = this;\n checkIfStateModificationsAreAllowed(this._keysAtom);\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n type: \"delete\",\n object: this,\n name: key\n });\n if (!change)\n return false;\n }\n if (this._has(key)) {\n var notifySpy = isSpyEnabled();\n var notify = hasListeners(this);\n var change = notify || notifySpy\n ? {\n type: \"delete\",\n object: this,\n oldValue: this._data.get(key).value,\n name: key\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.name, key: key }));\n transaction(function () {\n _this._keysAtom.reportChanged();\n _this._updateHasMapEntry(key, false);\n var observable = _this._data.get(key);\n observable.setNewValue(undefined);\n _this._data.delete(key);\n });\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n return true;\n }\n return false;\n };\n ObservableMap.prototype._updateHasMapEntry = function (key, value) {\n var entry = this._hasMap.get(key);\n if (entry) {\n entry.setNewValue(value);\n }\n };\n ObservableMap.prototype._updateValue = function (key, newValue) {\n var observable = this._data.get(key);\n newValue = observable.prepareNewValue(newValue);\n if (newValue !== globalState.UNCHANGED) {\n var notifySpy = isSpyEnabled();\n var notify = hasListeners(this);\n var change = notify || notifySpy\n ? {\n type: \"update\",\n object: this,\n oldValue: observable.value,\n name: key,\n newValue: newValue\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.name, key: key }));\n observable.setNewValue(newValue);\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n }\n };\n ObservableMap.prototype._addValue = function (key, newValue) {\n var _this = this;\n checkIfStateModificationsAreAllowed(this._keysAtom);\n transaction(function () {\n var observable = new ObservableValue(newValue, _this.enhancer, _this.name + \".\" + stringifyKey(key), false);\n _this._data.set(key, observable);\n newValue = observable.value; // value might have been changed\n _this._updateHasMapEntry(key, true);\n _this._keysAtom.reportChanged();\n });\n var notifySpy = isSpyEnabled();\n var notify = hasListeners(this);\n var change = notify || notifySpy\n ? {\n type: \"add\",\n object: this,\n name: key,\n newValue: newValue\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.name, key: key }));\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n };\n ObservableMap.prototype.get = function (key) {\n if (this.has(key))\n return this.dehanceValue(this._data.get(key).get());\n return this.dehanceValue(undefined);\n };\n ObservableMap.prototype.dehanceValue = function (value) {\n if (this.dehancer !== undefined) {\n return this.dehancer(value);\n }\n return value;\n };\n ObservableMap.prototype.keys = function () {\n this._keysAtom.reportObserved();\n return this._data.keys();\n };\n ObservableMap.prototype.values = function () {\n var self = this;\n var keys = this.keys();\n return makeIterable({\n next: function () {\n var _b = keys.next(), done = _b.done, value = _b.value;\n return {\n done: done,\n value: done ? undefined : self.get(value)\n };\n }\n });\n };\n ObservableMap.prototype.entries = function () {\n var self = this;\n var keys = this.keys();\n return makeIterable({\n next: function () {\n var _b = keys.next(), done = _b.done, value = _b.value;\n return {\n done: done,\n value: done ? undefined : [value, self.get(value)]\n };\n }\n });\n };\n ObservableMap.prototype[(_a = $mobx, Symbol.iterator)] = function () {\n return this.entries();\n };\n ObservableMap.prototype.forEach = function (callback, thisArg) {\n var e_1, _b;\n try {\n for (var _c = __values(this), _d = _c.next(); !_d.done; _d = _c.next()) {\n var _e = __read(_d.value, 2), key = _e[0], value = _e[1];\n callback.call(thisArg, value, key, this);\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (_d && !_d.done && (_b = _c.return)) _b.call(_c);\n }\n finally { if (e_1) throw e_1.error; }\n }\n };\n /** Merge another object into this object, returns this. */\n ObservableMap.prototype.merge = function (other) {\n var _this = this;\n if (isObservableMap(other)) {\n other = other.toJS();\n }\n transaction(function () {\n var prev = allowStateChangesStart(true);\n try {\n if (isPlainObject(other))\n getPlainObjectKeys(other).forEach(function (key) {\n return _this.set(key, other[key]);\n });\n else if (Array.isArray(other))\n other.forEach(function (_b) {\n var _c = __read(_b, 2), key = _c[0], value = _c[1];\n return _this.set(key, value);\n });\n else if (isES6Map(other)) {\n if (other.constructor !== Map)\n fail(\"Cannot initialize from classes that inherit from Map: \" + other.constructor.name); // prettier-ignore\n other.forEach(function (value, key) { return _this.set(key, value); });\n }\n else if (other !== null && other !== undefined)\n fail(\"Cannot initialize map from \" + other);\n }\n finally {\n allowStateChangesEnd(prev);\n }\n });\n return this;\n };\n ObservableMap.prototype.clear = function () {\n var _this = this;\n transaction(function () {\n untracked(function () {\n var e_2, _b;\n try {\n for (var _c = __values(_this.keys()), _d = _c.next(); !_d.done; _d = _c.next()) {\n var key = _d.value;\n _this.delete(key);\n }\n }\n catch (e_2_1) { e_2 = { error: e_2_1 }; }\n finally {\n try {\n if (_d && !_d.done && (_b = _c.return)) _b.call(_c);\n }\n finally { if (e_2) throw e_2.error; }\n }\n });\n });\n };\n ObservableMap.prototype.replace = function (values) {\n var _this = this;\n // Implementation requirements:\n // - respect ordering of replacement map\n // - allow interceptors to run and potentially prevent individual operations\n // - don't recreate observables that already exist in original map (so we don't destroy existing subscriptions)\n // - don't _keysAtom.reportChanged if the keys of resulting map are indentical (order matters!)\n // - note that result map may differ from replacement map due to the interceptors\n transaction(function () {\n var e_3, _b, e_4, _c;\n // Convert to map so we can do quick key lookups\n var replacementMap = convertToMap(values);\n var orderedData = new Map();\n // Used for optimization\n var keysReportChangedCalled = false;\n try {\n // Delete keys that don't exist in replacement map\n // if the key deletion is prevented by interceptor\n // add entry at the beginning of the result map\n for (var _d = __values(_this._data.keys()), _e = _d.next(); !_e.done; _e = _d.next()) {\n var key = _e.value;\n // Concurrently iterating/deleting keys\n // iterator should handle this correctly\n if (!replacementMap.has(key)) {\n var deleted = _this.delete(key);\n // Was the key removed?\n if (deleted) {\n // _keysAtom.reportChanged() was already called\n keysReportChangedCalled = true;\n }\n else {\n // Delete prevented by interceptor\n var value = _this._data.get(key);\n orderedData.set(key, value);\n }\n }\n }\n }\n catch (e_3_1) { e_3 = { error: e_3_1 }; }\n finally {\n try {\n if (_e && !_e.done && (_b = _d.return)) _b.call(_d);\n }\n finally { if (e_3) throw e_3.error; }\n }\n try {\n // Merge entries\n for (var _f = __values(replacementMap.entries()), _g = _f.next(); !_g.done; _g = _f.next()) {\n var _h = __read(_g.value, 2), key = _h[0], value = _h[1];\n // We will want to know whether a new key is added\n var keyExisted = _this._data.has(key);\n // Add or update value\n _this.set(key, value);\n // The addition could have been prevent by interceptor\n if (_this._data.has(key)) {\n // The update could have been prevented by interceptor\n // and also we want to preserve existing values\n // so use value from _data map (instead of replacement map)\n var value_1 = _this._data.get(key);\n orderedData.set(key, value_1);\n // Was a new key added?\n if (!keyExisted) {\n // _keysAtom.reportChanged() was already called\n keysReportChangedCalled = true;\n }\n }\n }\n }\n catch (e_4_1) { e_4 = { error: e_4_1 }; }\n finally {\n try {\n if (_g && !_g.done && (_c = _f.return)) _c.call(_f);\n }\n finally { if (e_4) throw e_4.error; }\n }\n // Check for possible key order change\n if (!keysReportChangedCalled) {\n if (_this._data.size !== orderedData.size) {\n // If size differs, keys are definitely modified\n _this._keysAtom.reportChanged();\n }\n else {\n var iter1 = _this._data.keys();\n var iter2 = orderedData.keys();\n var next1 = iter1.next();\n var next2 = iter2.next();\n while (!next1.done) {\n if (next1.value !== next2.value) {\n _this._keysAtom.reportChanged();\n break;\n }\n next1 = iter1.next();\n next2 = iter2.next();\n }\n }\n }\n // Use correctly ordered map\n _this._data = orderedData;\n });\n return this;\n };\n Object.defineProperty(ObservableMap.prototype, \"size\", {\n get: function () {\n this._keysAtom.reportObserved();\n return this._data.size;\n },\n enumerable: true,\n configurable: true\n });\n /**\n * Returns a plain object that represents this map.\n * Note that all the keys being stringified.\n * If there are duplicating keys after converting them to strings, behaviour is undetermined.\n */\n ObservableMap.prototype.toPOJO = function () {\n var e_5, _b;\n var res = {};\n try {\n for (var _c = __values(this), _d = _c.next(); !_d.done; _d = _c.next()) {\n var _e = __read(_d.value, 2), key = _e[0], value = _e[1];\n // We lie about symbol key types due to https://github.com/Microsoft/TypeScript/issues/1863\n res[typeof key === \"symbol\" ? key : stringifyKey(key)] = value;\n }\n }\n catch (e_5_1) { e_5 = { error: e_5_1 }; }\n finally {\n try {\n if (_d && !_d.done && (_b = _c.return)) _b.call(_c);\n }\n finally { if (e_5) throw e_5.error; }\n }\n return res;\n };\n /**\n * Returns a shallow non observable object clone of this map.\n * Note that the values migth still be observable. For a deep clone use mobx.toJS.\n */\n ObservableMap.prototype.toJS = function () {\n return new Map(this);\n };\n ObservableMap.prototype.toJSON = function () {\n // Used by JSON.stringify\n return this.toPOJO();\n };\n ObservableMap.prototype.toString = function () {\n var _this = this;\n return (this.name +\n \"[{ \" +\n Array.from(this.keys())\n .map(function (key) { return stringifyKey(key) + \": \" + (\"\" + _this.get(key)); })\n .join(\", \") +\n \" }]\");\n };\n /**\n * Observes this object. Triggers for the events 'add', 'update' and 'delete'.\n * See: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/observe\n * for callback details\n */\n ObservableMap.prototype.observe = function (listener, fireImmediately) {\n process.env.NODE_ENV !== \"production\" &&\n invariant(fireImmediately !== true, \"`observe` doesn't support fireImmediately=true in combination with maps.\");\n return registerListener(this, listener);\n };\n ObservableMap.prototype.intercept = function (handler) {\n return registerInterceptor(this, handler);\n };\n return ObservableMap;\n}());\n/* 'var' fixes small-build issue */\nvar isObservableMap = createInstanceofPredicate(\"ObservableMap\", ObservableMap);\n\nvar _a$1;\nvar ObservableSetMarker = {};\nvar ObservableSet = /** @class */ (function () {\n function ObservableSet(initialData, enhancer, name) {\n if (enhancer === void 0) { enhancer = deepEnhancer; }\n if (name === void 0) { name = \"ObservableSet@\" + getNextId(); }\n this.name = name;\n this[_a$1] = ObservableSetMarker;\n this._data = new Set();\n this._atom = createAtom(this.name);\n this[Symbol.toStringTag] = \"Set\";\n if (typeof Set !== \"function\") {\n throw new Error(\"mobx.set requires Set polyfill for the current browser. Check babel-polyfill or core-js/es6/set.js\");\n }\n this.enhancer = function (newV, oldV) { return enhancer(newV, oldV, name); };\n if (initialData) {\n this.replace(initialData);\n }\n }\n ObservableSet.prototype.dehanceValue = function (value) {\n if (this.dehancer !== undefined) {\n return this.dehancer(value);\n }\n return value;\n };\n ObservableSet.prototype.clear = function () {\n var _this = this;\n transaction(function () {\n untracked(function () {\n var e_1, _b;\n try {\n for (var _c = __values(_this._data.values()), _d = _c.next(); !_d.done; _d = _c.next()) {\n var value = _d.value;\n _this.delete(value);\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (_d && !_d.done && (_b = _c.return)) _b.call(_c);\n }\n finally { if (e_1) throw e_1.error; }\n }\n });\n });\n };\n ObservableSet.prototype.forEach = function (callbackFn, thisArg) {\n var e_2, _b;\n try {\n for (var _c = __values(this), _d = _c.next(); !_d.done; _d = _c.next()) {\n var value = _d.value;\n callbackFn.call(thisArg, value, value, this);\n }\n }\n catch (e_2_1) { e_2 = { error: e_2_1 }; }\n finally {\n try {\n if (_d && !_d.done && (_b = _c.return)) _b.call(_c);\n }\n finally { if (e_2) throw e_2.error; }\n }\n };\n Object.defineProperty(ObservableSet.prototype, \"size\", {\n get: function () {\n this._atom.reportObserved();\n return this._data.size;\n },\n enumerable: true,\n configurable: true\n });\n ObservableSet.prototype.add = function (value) {\n var _this = this;\n checkIfStateModificationsAreAllowed(this._atom);\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n type: \"add\",\n object: this,\n newValue: value\n });\n if (!change)\n return this;\n // TODO: ideally, value = change.value would be done here, so that values can be\n // changed by interceptor. Same applies for other Set and Map api's.\n }\n if (!this.has(value)) {\n transaction(function () {\n _this._data.add(_this.enhancer(value, undefined));\n _this._atom.reportChanged();\n });\n var notifySpy = isSpyEnabled();\n var notify = hasListeners(this);\n var change = notify || notifySpy\n ? {\n type: \"add\",\n object: this,\n newValue: value\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(change);\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n }\n return this;\n };\n ObservableSet.prototype.delete = function (value) {\n var _this = this;\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n type: \"delete\",\n object: this,\n oldValue: value\n });\n if (!change)\n return false;\n }\n if (this.has(value)) {\n var notifySpy = isSpyEnabled();\n var notify = hasListeners(this);\n var change = notify || notifySpy\n ? {\n type: \"delete\",\n object: this,\n oldValue: value\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.name }));\n transaction(function () {\n _this._atom.reportChanged();\n _this._data.delete(value);\n });\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n return true;\n }\n return false;\n };\n ObservableSet.prototype.has = function (value) {\n this._atom.reportObserved();\n return this._data.has(this.dehanceValue(value));\n };\n ObservableSet.prototype.entries = function () {\n var nextIndex = 0;\n var keys = Array.from(this.keys());\n var values = Array.from(this.values());\n return makeIterable({\n next: function () {\n var index = nextIndex;\n nextIndex += 1;\n return index < values.length\n ? { value: [keys[index], values[index]], done: false }\n : { done: true };\n }\n });\n };\n ObservableSet.prototype.keys = function () {\n return this.values();\n };\n ObservableSet.prototype.values = function () {\n this._atom.reportObserved();\n var self = this;\n var nextIndex = 0;\n var observableValues = Array.from(this._data.values());\n return makeIterable({\n next: function () {\n return nextIndex < observableValues.length\n ? { value: self.dehanceValue(observableValues[nextIndex++]), done: false }\n : { done: true };\n }\n });\n };\n ObservableSet.prototype.replace = function (other) {\n var _this = this;\n if (isObservableSet(other)) {\n other = other.toJS();\n }\n transaction(function () {\n var prev = allowStateChangesStart(true);\n try {\n if (Array.isArray(other)) {\n _this.clear();\n other.forEach(function (value) { return _this.add(value); });\n }\n else if (isES6Set(other)) {\n _this.clear();\n other.forEach(function (value) { return _this.add(value); });\n }\n else if (other !== null && other !== undefined) {\n fail(\"Cannot initialize set from \" + other);\n }\n }\n finally {\n allowStateChangesEnd(prev);\n }\n });\n return this;\n };\n ObservableSet.prototype.observe = function (listener, fireImmediately) {\n // TODO 'fireImmediately' can be true?\n process.env.NODE_ENV !== \"production\" &&\n invariant(fireImmediately !== true, \"`observe` doesn't support fireImmediately=true in combination with sets.\");\n return registerListener(this, listener);\n };\n ObservableSet.prototype.intercept = function (handler) {\n return registerInterceptor(this, handler);\n };\n ObservableSet.prototype.toJS = function () {\n return new Set(this);\n };\n ObservableSet.prototype.toString = function () {\n return this.name + \"[ \" + Array.from(this).join(\", \") + \" ]\";\n };\n ObservableSet.prototype[(_a$1 = $mobx, Symbol.iterator)] = function () {\n return this.values();\n };\n return ObservableSet;\n}());\nvar isObservableSet = createInstanceofPredicate(\"ObservableSet\", ObservableSet);\n\nvar ObservableObjectAdministration = /** @class */ (function () {\n function ObservableObjectAdministration(target, values, name, defaultEnhancer) {\n if (values === void 0) { values = new Map(); }\n this.target = target;\n this.values = values;\n this.name = name;\n this.defaultEnhancer = defaultEnhancer;\n this.keysAtom = new Atom(name + \".keys\");\n }\n ObservableObjectAdministration.prototype.read = function (key) {\n return this.values.get(key).get();\n };\n ObservableObjectAdministration.prototype.write = function (key, newValue) {\n var instance = this.target;\n var observable = this.values.get(key);\n if (observable instanceof ComputedValue) {\n observable.set(newValue);\n return;\n }\n // intercept\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n type: \"update\",\n object: this.proxy || instance,\n name: key,\n newValue: newValue\n });\n if (!change)\n return;\n newValue = change.newValue;\n }\n newValue = observable.prepareNewValue(newValue);\n // notify spy & observers\n if (newValue !== globalState.UNCHANGED) {\n var notify = hasListeners(this);\n var notifySpy = isSpyEnabled();\n var change = notify || notifySpy\n ? {\n type: \"update\",\n object: this.proxy || instance,\n oldValue: observable.value,\n name: key,\n newValue: newValue\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.name, key: key }));\n observable.setNewValue(newValue);\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n }\n };\n ObservableObjectAdministration.prototype.has = function (key) {\n var map = this.pendingKeys || (this.pendingKeys = new Map());\n var entry = map.get(key);\n if (entry)\n return entry.get();\n else {\n var exists = !!this.values.get(key);\n // Possible optimization: Don't have a separate map for non existing keys,\n // but store them in the values map instead, using a special symbol to denote \"not existing\"\n entry = new ObservableValue(exists, referenceEnhancer, this.name + \".\" + stringifyKey(key) + \"?\", false);\n map.set(key, entry);\n return entry.get(); // read to subscribe\n }\n };\n ObservableObjectAdministration.prototype.addObservableProp = function (propName, newValue, enhancer) {\n if (enhancer === void 0) { enhancer = this.defaultEnhancer; }\n var target = this.target;\n assertPropertyConfigurable(target, propName);\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n object: this.proxy || target,\n name: propName,\n type: \"add\",\n newValue: newValue\n });\n if (!change)\n return;\n newValue = change.newValue;\n }\n var observable = new ObservableValue(newValue, enhancer, this.name + \".\" + stringifyKey(propName), false);\n this.values.set(propName, observable);\n newValue = observable.value; // observableValue might have changed it\n Object.defineProperty(target, propName, generateObservablePropConfig(propName));\n this.notifyPropertyAddition(propName, newValue);\n };\n ObservableObjectAdministration.prototype.addComputedProp = function (propertyOwner, // where is the property declared?\n propName, options) {\n var target = this.target;\n options.name = options.name || this.name + \".\" + stringifyKey(propName);\n this.values.set(propName, new ComputedValue(options));\n if (propertyOwner === target || isPropertyConfigurable(propertyOwner, propName))\n Object.defineProperty(propertyOwner, propName, generateComputedPropConfig(propName));\n };\n ObservableObjectAdministration.prototype.remove = function (key) {\n if (!this.values.has(key))\n return;\n var target = this.target;\n if (hasInterceptors(this)) {\n var change = interceptChange(this, {\n object: this.proxy || target,\n name: key,\n type: \"remove\"\n });\n if (!change)\n return;\n }\n try {\n startBatch();\n var notify = hasListeners(this);\n var notifySpy = isSpyEnabled();\n var oldObservable = this.values.get(key);\n var oldValue = oldObservable && oldObservable.get();\n oldObservable && oldObservable.set(undefined);\n // notify key and keyset listeners\n this.keysAtom.reportChanged();\n this.values.delete(key);\n if (this.pendingKeys) {\n var entry = this.pendingKeys.get(key);\n if (entry)\n entry.set(false);\n }\n // delete the prop\n delete this.target[key];\n var change = notify || notifySpy\n ? {\n type: \"remove\",\n object: this.proxy || target,\n oldValue: oldValue,\n name: key\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.name, key: key }));\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n }\n finally {\n endBatch();\n }\n };\n ObservableObjectAdministration.prototype.illegalAccess = function (owner, propName) {\n /**\n * This happens if a property is accessed through the prototype chain, but the property was\n * declared directly as own property on the prototype.\n *\n * E.g.:\n * class A {\n * }\n * extendObservable(A.prototype, { x: 1 })\n *\n * classB extens A {\n * }\n * console.log(new B().x)\n *\n * It is unclear whether the property should be considered 'static' or inherited.\n * Either use `console.log(A.x)`\n * or: decorate(A, { x: observable })\n *\n * When using decorate, the property will always be redeclared as own property on the actual instance\n */\n console.warn(\"Property '\" + propName + \"' of '\" + owner + \"' was accessed through the prototype chain. Use 'decorate' instead to declare the prop or access it statically through it's owner\");\n };\n /**\n * Observes this object. Triggers for the events 'add', 'update' and 'delete'.\n * See: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/observe\n * for callback details\n */\n ObservableObjectAdministration.prototype.observe = function (callback, fireImmediately) {\n process.env.NODE_ENV !== \"production\" &&\n invariant(fireImmediately !== true, \"`observe` doesn't support the fire immediately property for observable objects.\");\n return registerListener(this, callback);\n };\n ObservableObjectAdministration.prototype.intercept = function (handler) {\n return registerInterceptor(this, handler);\n };\n ObservableObjectAdministration.prototype.notifyPropertyAddition = function (key, newValue) {\n var notify = hasListeners(this);\n var notifySpy = isSpyEnabled();\n var change = notify || notifySpy\n ? {\n type: \"add\",\n object: this.proxy || this.target,\n name: key,\n newValue: newValue\n }\n : null;\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportStart(__assign(__assign({}, change), { name: this.name, key: key }));\n if (notify)\n notifyListeners(this, change);\n if (notifySpy && process.env.NODE_ENV !== \"production\")\n spyReportEnd();\n if (this.pendingKeys) {\n var entry = this.pendingKeys.get(key);\n if (entry)\n entry.set(true);\n }\n this.keysAtom.reportChanged();\n };\n ObservableObjectAdministration.prototype.getKeys = function () {\n var e_1, _a;\n this.keysAtom.reportObserved();\n // return Reflect.ownKeys(this.values) as any\n var res = [];\n try {\n for (var _b = __values(this.values), _c = _b.next(); !_c.done; _c = _b.next()) {\n var _d = __read(_c.value, 2), key = _d[0], value = _d[1];\n if (value instanceof ObservableValue)\n res.push(key);\n }\n }\n catch (e_1_1) { e_1 = { error: e_1_1 }; }\n finally {\n try {\n if (_c && !_c.done && (_a = _b.return)) _a.call(_b);\n }\n finally { if (e_1) throw e_1.error; }\n }\n return res;\n };\n return ObservableObjectAdministration;\n}());\nfunction asObservableObject(target, name, defaultEnhancer) {\n if (name === void 0) { name = \"\"; }\n if (defaultEnhancer === void 0) { defaultEnhancer = deepEnhancer; }\n if (Object.prototype.hasOwnProperty.call(target, $mobx))\n return target[$mobx];\n process.env.NODE_ENV !== \"production\" &&\n invariant(Object.isExtensible(target), \"Cannot make the designated object observable; it is not extensible\");\n if (!isPlainObject(target))\n name = (target.constructor.name || \"ObservableObject\") + \"@\" + getNextId();\n if (!name)\n name = \"ObservableObject@\" + getNextId();\n var adm = new ObservableObjectAdministration(target, new Map(), stringifyKey(name), defaultEnhancer);\n addHiddenProp(target, $mobx, adm);\n return adm;\n}\nvar observablePropertyConfigs = Object.create(null);\nvar computedPropertyConfigs = Object.create(null);\nfunction generateObservablePropConfig(propName) {\n return (observablePropertyConfigs[propName] ||\n (observablePropertyConfigs[propName] = {\n configurable: true,\n enumerable: true,\n get: function () {\n return this[$mobx].read(propName);\n },\n set: function (v) {\n this[$mobx].write(propName, v);\n }\n }));\n}\nfunction getAdministrationForComputedPropOwner(owner) {\n var adm = owner[$mobx];\n if (!adm) {\n // because computed props are declared on proty,\n // the current instance might not have been initialized yet\n initializeInstance(owner);\n return owner[$mobx];\n }\n return adm;\n}\nfunction generateComputedPropConfig(propName) {\n return (computedPropertyConfigs[propName] ||\n (computedPropertyConfigs[propName] = {\n configurable: globalState.computedConfigurable,\n enumerable: false,\n get: function () {\n return getAdministrationForComputedPropOwner(this).read(propName);\n },\n set: function (v) {\n getAdministrationForComputedPropOwner(this).write(propName, v);\n }\n }));\n}\nvar isObservableObjectAdministration = createInstanceofPredicate(\"ObservableObjectAdministration\", ObservableObjectAdministration);\nfunction isObservableObject(thing) {\n if (isObject(thing)) {\n // Initializers run lazily when transpiling to babel, so make sure they are run...\n initializeInstance(thing);\n return isObservableObjectAdministration(thing[$mobx]);\n }\n return false;\n}\n\nfunction getAtom(thing, property) {\n if (typeof thing === \"object\" && thing !== null) {\n if (isObservableArray(thing)) {\n if (property !== undefined)\n fail(process.env.NODE_ENV !== \"production\" &&\n \"It is not possible to get index atoms from arrays\");\n return thing[$mobx].atom;\n }\n if (isObservableSet(thing)) {\n return thing[$mobx];\n }\n if (isObservableMap(thing)) {\n var anyThing = thing;\n if (property === undefined)\n return anyThing._keysAtom;\n var observable = anyThing._data.get(property) || anyThing._hasMap.get(property);\n if (!observable)\n fail(process.env.NODE_ENV !== \"production\" &&\n \"the entry '\" + property + \"' does not exist in the observable map '\" + getDebugName(thing) + \"'\");\n return observable;\n }\n // Initializers run lazily when transpiling to babel, so make sure they are run...\n initializeInstance(thing);\n if (property && !thing[$mobx])\n thing[property]; // See #1072\n if (isObservableObject(thing)) {\n if (!property)\n return fail(process.env.NODE_ENV !== \"production\" && \"please specify a property\");\n var observable = thing[$mobx].values.get(property);\n if (!observable)\n fail(process.env.NODE_ENV !== \"production\" &&\n \"no observable property '\" + property + \"' found on the observable object '\" + getDebugName(thing) + \"'\");\n return observable;\n }\n if (isAtom(thing) || isComputedValue(thing) || isReaction(thing)) {\n return thing;\n }\n }\n else if (typeof thing === \"function\") {\n if (isReaction(thing[$mobx])) {\n // disposer function\n return thing[$mobx];\n }\n }\n return fail(process.env.NODE_ENV !== \"production\" && \"Cannot obtain atom from \" + thing);\n}\nfunction getAdministration(thing, property) {\n if (!thing)\n fail(\"Expecting some object\");\n if (property !== undefined)\n return getAdministration(getAtom(thing, property));\n if (isAtom(thing) || isComputedValue(thing) || isReaction(thing))\n return thing;\n if (isObservableMap(thing) || isObservableSet(thing))\n return thing;\n // Initializers run lazily when transpiling to babel, so make sure they are run...\n initializeInstance(thing);\n if (thing[$mobx])\n return thing[$mobx];\n fail(process.env.NODE_ENV !== \"production\" && \"Cannot obtain administration from \" + thing);\n}\nfunction getDebugName(thing, property) {\n var named;\n if (property !== undefined)\n named = getAtom(thing, property);\n else if (isObservableObject(thing) || isObservableMap(thing) || isObservableSet(thing))\n named = getAdministration(thing);\n else\n named = getAtom(thing); // valid for arrays as well\n return named.name;\n}\n\nvar toString = Object.prototype.toString;\nfunction deepEqual(a, b, depth) {\n if (depth === void 0) { depth = -1; }\n return eq(a, b, depth);\n}\n// Copied from https://github.com/jashkenas/underscore/blob/5c237a7c682fb68fd5378203f0bf22dce1624854/underscore.js#L1186-L1289\n// Internal recursive comparison function for `isEqual`.\nfunction eq(a, b, depth, aStack, bStack) {\n // Identical objects are equal. `0 === -0`, but they aren't identical.\n // See the [Harmony `egal` proposal](http://wiki.ecmascript.org/doku.php?id=harmony:egal).\n if (a === b)\n return a !== 0 || 1 / a === 1 / b;\n // `null` or `undefined` only equal to itself (strict comparison).\n if (a == null || b == null)\n return false;\n // `NaN`s are equivalent, but non-reflexive.\n if (a !== a)\n return b !== b;\n // Exhaust primitive checks\n var type = typeof a;\n if (type !== \"function\" && type !== \"object\" && typeof b != \"object\")\n return false;\n // Compare `[[Class]]` names.\n var className = toString.call(a);\n if (className !== toString.call(b))\n return false;\n switch (className) {\n // Strings, numbers, regular expressions, dates, and booleans are compared by value.\n case \"[object RegExp]\":\n // RegExps are coerced to strings for comparison (Note: '' + /a/i === '/a/i')\n case \"[object String]\":\n // Primitives and their corresponding object wrappers are equivalent; thus, `\"5\"` is\n // equivalent to `new String(\"5\")`.\n return \"\" + a === \"\" + b;\n case \"[object Number]\":\n // `NaN`s are equivalent, but non-reflexive.\n // Object(NaN) is equivalent to NaN.\n if (+a !== +a)\n return +b !== +b;\n // An `egal` comparison is performed for other numeric values.\n return +a === 0 ? 1 / +a === 1 / b : +a === +b;\n case \"[object Date]\":\n case \"[object Boolean]\":\n // Coerce dates and booleans to numeric primitive values. Dates are compared by their\n // millisecond representations. Note that invalid dates with millisecond representations\n // of `NaN` are not equivalent.\n return +a === +b;\n case \"[object Symbol]\":\n return (typeof Symbol !== \"undefined\" && Symbol.valueOf.call(a) === Symbol.valueOf.call(b));\n case \"[object Map]\":\n case \"[object Set]\":\n // Maps and Sets are unwrapped to arrays of entry-pairs, adding an incidental level.\n // Hide this extra level by increasing the depth.\n if (depth >= 0) {\n depth++;\n }\n break;\n }\n // Unwrap any wrapped objects.\n a = unwrap(a);\n b = unwrap(b);\n var areArrays = className === \"[object Array]\";\n if (!areArrays) {\n if (typeof a != \"object\" || typeof b != \"object\")\n return false;\n // Objects with different constructors are not equivalent, but `Object`s or `Array`s\n // from different frames are.\n var aCtor = a.constructor, bCtor = b.constructor;\n if (aCtor !== bCtor &&\n !(typeof aCtor === \"function\" &&\n aCtor instanceof aCtor &&\n typeof bCtor === \"function\" &&\n bCtor instanceof bCtor) &&\n (\"constructor\" in a && \"constructor\" in b)) {\n return false;\n }\n }\n if (depth === 0) {\n return false;\n }\n else if (depth < 0) {\n depth = -1;\n }\n // Assume equality for cyclic structures. The algorithm for detecting cyclic\n // structures is adapted from ES 5.1 section 15.12.3, abstract operation `JO`.\n // Initializing stack of traversed objects.\n // It's done here since we only need them for objects and arrays comparison.\n aStack = aStack || [];\n bStack = bStack || [];\n var length = aStack.length;\n while (length--) {\n // Linear search. Performance is inversely proportional to the number of\n // unique nested structures.\n if (aStack[length] === a)\n return bStack[length] === b;\n }\n // Add the first object to the stack of traversed objects.\n aStack.push(a);\n bStack.push(b);\n // Recursively compare objects and arrays.\n if (areArrays) {\n // Compare array lengths to determine if a deep comparison is necessary.\n length = a.length;\n if (length !== b.length)\n return false;\n // Deep compare the contents, ignoring non-numeric properties.\n while (length--) {\n if (!eq(a[length], b[length], depth - 1, aStack, bStack))\n return false;\n }\n }\n else {\n // Deep compare objects.\n var keys = Object.keys(a);\n var key = void 0;\n length = keys.length;\n // Ensure that both objects contain the same number of properties before comparing deep equality.\n if (Object.keys(b).length !== length)\n return false;\n while (length--) {\n // Deep compare each member\n key = keys[length];\n if (!(has$1(b, key) && eq(a[key], b[key], depth - 1, aStack, bStack)))\n return false;\n }\n }\n // Remove the first object from the stack of traversed objects.\n aStack.pop();\n bStack.pop();\n return true;\n}\nfunction unwrap(a) {\n if (isObservableArray(a))\n return a.slice();\n if (isES6Map(a) || isObservableMap(a))\n return Array.from(a.entries());\n if (isES6Set(a) || isObservableSet(a))\n return Array.from(a.entries());\n return a;\n}\nfunction has$1(a, key) {\n return Object.prototype.hasOwnProperty.call(a, key);\n}\n\nfunction makeIterable(iterator) {\n iterator[Symbol.iterator] = getSelf;\n return iterator;\n}\nfunction getSelf() {\n return this;\n}\n\n/**\n * (c) Michel Weststrate 2015 - 2018\n * MIT Licensed\n *\n * Welcome to the mobx sources! To get an global overview of how MobX internally works,\n * this is a good place to start:\n * https://medium.com/@mweststrate/becoming-fully-reactive-an-in-depth-explanation-of-mobservable-55995262a254#.xvbh6qd74\n *\n * Source folders:\n * ===============\n *\n * - api/ Most of the public static methods exposed by the module can be found here.\n * - core/ Implementation of the MobX algorithm; atoms, derivations, reactions, dependency trees, optimizations. Cool stuff can be found here.\n * - types/ All the magic that is need to have observable objects, arrays and values is in this folder. Including the modifiers like `asFlat`.\n * - utils/ Utility stuff.\n *\n */\nif (typeof Proxy === \"undefined\" || typeof Symbol === \"undefined\") {\n throw new Error(\"[mobx] MobX 5+ requires Proxy and Symbol objects. If your environment doesn't support Symbol or Proxy objects, please downgrade to MobX 4. For React Native Android, consider upgrading JSCore.\");\n}\ntry {\n // define process.env if needed\n // if this is not a production build in the first place\n // (in which case the expression below would be substituted with 'production')\n process.env.NODE_ENV;\n}\ncatch (e) {\n var g = getGlobal();\n if (typeof process === \"undefined\")\n g.process = {};\n g.process.env = {};\n}\n(function () {\n function testCodeMinification() { }\n if (testCodeMinification.name !== \"testCodeMinification\" &&\n process.env.NODE_ENV !== \"production\" &&\n typeof process !== 'undefined' && process.env.IGNORE_MOBX_MINIFY_WARNING !== \"true\") {\n // trick so it doesn't get replaced\n var varName = [\"process\", \"env\", \"NODE_ENV\"].join(\".\");\n console.warn(\"[mobx] you are running a minified build, but '\" + varName + \"' was not set to 'production' in your bundler. This results in an unnecessarily large and slow bundle\");\n }\n})();\nif (typeof __MOBX_DEVTOOLS_GLOBAL_HOOK__ === \"object\") {\n // See: https://github.com/andykog/mobx-devtools/\n __MOBX_DEVTOOLS_GLOBAL_HOOK__.injectMobx({\n spy: spy,\n extras: {\n getDebugName: getDebugName\n },\n $mobx: $mobx\n });\n}\n\nexport { $mobx, FlowCancellationError, IDerivationState, ObservableMap, ObservableSet, Reaction, allowStateChanges as _allowStateChanges, allowStateChangesInsideComputed as _allowStateChangesInsideComputed, allowStateReadsEnd as _allowStateReadsEnd, allowStateReadsStart as _allowStateReadsStart, _endAction, getAdministration as _getAdministration, getGlobalState as _getGlobalState, interceptReads as _interceptReads, isComputingDerivation as _isComputingDerivation, resetGlobalState as _resetGlobalState, _startAction, action, autorun, comparer, computed, configure, createAtom, decorate, entries, extendObservable, flow, get, getAtom, getDebugName, getDependencyTree, getObserverTree, has, intercept, isAction, isArrayLike, isObservableValue as isBoxedObservable, isComputed, isComputedProp, isFlowCancellationError, isObservable, isObservableArray, isObservableMap, isObservableObject, isObservableProp, isObservableSet, keys, observable, observe, onBecomeObserved, onBecomeUnobserved, onReactionError, reaction, remove, runInAction, set, spy, toJS, trace, transaction, untracked, values, when };\n","// Polyfills\n\nif ( Number.EPSILON === undefined ) {\n\n\tNumber.EPSILON = Math.pow( 2, - 52 );\n\n}\n\nif ( Number.isInteger === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\n\tNumber.isInteger = function ( value ) {\n\n\t\treturn typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;\n\n\t};\n\n}\n\n//\n\nif ( Math.sign === undefined ) {\n\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\n\tMath.sign = function ( x ) {\n\n\t\treturn ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;\n\n\t};\n\n}\n\nif ( 'name' in Function.prototype === false ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name\n\n\tObject.defineProperty( Function.prototype, 'name', {\n\n\t\tget: function () {\n\n\t\t\treturn this.toString().match( /^\\s*function\\s*([^\\(\\s]*)/ )[ 1 ];\n\n\t\t}\n\n\t} );\n\n}\n\nif ( Object.assign === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n\n\tObject.assign = function ( target ) {\n\n\t\tif ( target === undefined || target === null ) {\n\n\t\t\tthrow new TypeError( 'Cannot convert undefined or null to object' );\n\n\t\t}\n\n\t\tconst output = Object( target );\n\n\t\tfor ( let index = 1; index < arguments.length; index ++ ) {\n\n\t\t\tconst source = arguments[ index ];\n\n\t\t\tif ( source !== undefined && source !== null ) {\n\n\t\t\t\tfor ( const nextKey in source ) {\n\n\t\t\t\t\tif ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {\n\n\t\t\t\t\t\toutput[ nextKey ] = source[ nextKey ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn output;\n\n\t};\n\n}\n\nconst REVISION = '120';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = \"100\";\nconst GLSL3 = \"300 es\";\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector2', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix3', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tgetInverse( matrix, throwOnDegenerate ) {\n\n\t\tif ( throwOnDegenerate !== undefined ) {\n\n\t\t\tconsole.warn( \"THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate.\" );\n\n\t\t}\n\n\t\tconst me = matrix.elements,\n\t\t\tte = this.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],\n\t\t\tn12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],\n\t\t\tn13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nfunction Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;\n\n\tthis.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;\n\tthis.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;\n\n\tthis.anisotropy = anisotropy !== undefined ? anisotropy : 1;\n\n\tthis.format = format !== undefined ? format : RGBAFormat;\n\tthis.internalFormat = null;\n\tthis.type = type !== undefined ? type : UnsignedByteType;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\tthis.center = new Vector2( 0, 0 );\n\tthis.rotation = 0;\n\n\tthis.matrixAutoUpdate = true;\n\tthis.matrix = new Matrix3();\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding !== undefined ? encoding : LinearEncoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\turl.push( ImageUtils.getDataURL( image[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = ImageUtils.getDataURL( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n} );\n\nObject.defineProperty( Texture.prototype, \"needsUpdate\", {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isVector4', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nfunction WebGLRenderTarget( width, height, options ) {\n\n\tthis.width = width;\n\tthis.height = height;\n\n\tthis.scissor = new Vector4( 0, 0, width, height );\n\tthis.scissorTest = false;\n\n\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\toptions = options || {};\n\n\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.texture.image = {};\n\tthis.texture.image.width = width;\n\tthis.texture.image.height = height;\n\n\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n}\n\nWebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: WebGLRenderTarget,\n\n\tisWebGLRenderTarget: true,\n\n\tsetSize: function ( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nfunction WebGLMultisampleRenderTarget( width, height, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.samples = 4;\n\n}\n\nWebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {\n\n\tconstructor: WebGLMultisampleRenderTarget,\n\n\tisWebGLMultisampleRenderTarget: true,\n\n\tcopy: function ( source ) {\n\n\t\tWebGLRenderTarget.prototype.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isQuaternion', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tconst EPS = 0.000001;\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < EPS ) {\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinverse() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector3', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector = new Vector3();\nconst _quaternion = new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox3', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box.copy( geometry.boundingBox );\n\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$1 );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0.subVectors( triangle.a, _center );\n\t\t_v1.subVectors( triangle.b, _center );\n\t\t_v2.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1, _v0 );\n\t\t_f1.subVectors( _v2, _v1 );\n\t\t_f2.subVectors( _v0, _v2 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// 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\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0, _v1, _v2, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$1 ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// 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.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _points = [\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3()\n];\n\nconst _vector$1 = new Vector3();\n\nconst _box = new Box3();\n\n// triangle centered vertices\n\nconst _v0 = new Vector3();\nconst _v1 = new Vector3();\nconst _v2 = new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = new Vector3();\nconst _f1 = new Vector3();\nconst _f2 = new Vector3();\n\nconst _center = new Vector3();\nconst _extents = new Vector3();\nconst _triangleNormal = new Vector3();\nconst _testAxis = new Vector3();\n\nconst _box$1 = new Box3();\n\nclass Sphere {\n\n\tconstructor( center, radius ) {\n\n\t\tthis.center = ( center !== undefined ) ? center : new Vector3();\n\t\tthis.radius = ( radius !== undefined ) ? radius : - 1;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$1.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n}\n\nconst _vector$2 = new Vector3();\nconst _segCenter = new Vector3();\nconst _segDir = new Vector3();\nconst _diff = new Vector3();\n\nconst _edge1 = new Vector3();\nconst _edge2 = new Vector3();\nconst _normal = new Vector3();\n\nclass Ray {\n\n\tconstructor( origin, direction ) {\n\n\t\tthis.origin = ( origin !== undefined ) ? origin : new Vector3();\n\t\tthis.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$2 ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$2.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$2.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$2.dot( this.direction );\n\t\tconst d2 = _vector$2.dot( _vector$2 ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$2 ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix4', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetInverse( m, throwOnDegenerate ) {\n\n\t\tif ( throwOnDegenerate !== undefined ) {\n\n\t\t\tconsole.warn( \"THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate.\" );\n\n\t\t}\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\t\t\tme = m.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],\n\t\t\tn12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],\n\t\t\tn13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],\n\t\t\tn14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1.elements[ 0 ] *= invSX;\n\t\t_m1.elements[ 1 ] *= invSX;\n\t\t_m1.elements[ 2 ] *= invSX;\n\n\t\t_m1.elements[ 4 ] *= invSY;\n\t\t_m1.elements[ 5 ] *= invSY;\n\t\t_m1.elements[ 6 ] *= invSY;\n\n\t\t_m1.elements[ 8 ] *= invSZ;\n\t\t_m1.elements[ 9 ] *= invSZ;\n\t\t_m1.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$1 = new Vector3();\nconst _m1 = new Matrix4();\nconst _zero = new Vector3( 0, 0, 0 );\nconst _one = new Vector3( 1, 1, 1 );\nconst _x = new Vector3();\nconst _y = new Vector3();\nconst _z = new Vector3();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tObject.defineProperty( this, 'isEuler', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$1.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$1, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nconst _matrix = new Matrix4();\nconst _quaternion$1 = new Quaternion();\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$2 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position = new Vector3();\nconst _scale = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$2.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$2.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.inverse() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object can't be added as a child of itself.\", object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( ( object && object.isObject3D ) ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object not an instance of THREE.Object3D.\", object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.getInverse( this.matrixWorld );\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\tthis.matrixWorld.decompose( _position, target, _scale );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive ) {\n\n\t\tif ( recursive === undefined ) recursive = true;\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = new Vector3();\nconst _vector2 = new Vector3();\nconst _normalMatrix = new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal, constant ) {\n\n\t\tObject.defineProperty( this, 'isPlane', { value: true } );\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );\n\t\tthis.constant = ( constant !== undefined ) ? constant : 0;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n}\n\nconst _v0$1 = new Vector3();\nconst _v1$3 = new Vector3();\nconst _v2$1 = new Vector3();\nconst _v3 = new Vector3();\n\nconst _vab = new Vector3();\nconst _vac = new Vector3();\nconst _vbc = new Vector3();\nconst _vap = new Vector3();\nconst _vbp = new Vector3();\nconst _vcp = new Vector3();\n\nclass Triangle {\n\n\tconstructor( a, b, c ) {\n\n\t\tthis.a = ( a !== undefined ) ? a : new Vector3();\n\t\tthis.b = ( b !== undefined ) ? b : new Vector3();\n\t\tthis.c = ( c !== undefined ) ? c : new Vector3();\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$1.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$1 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$1 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3 );\n\n\t\treturn ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3.x );\n\t\ttarget.addScaledVector( uv2, _v3.y );\n\t\ttarget.addScaledVector( uv3, _v3.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tObject.defineProperty( this, 'isColor', { value: true } );\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f0-9]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\nclass Face3 {\n\n\tconstructor( a, b, c, normal, color, materialIndex ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t\tthis.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();\n\t\tthis.vertexNormals = Array.isArray( normal ) ? normal : [];\n\n\t\tthis.color = ( color && color.isColor ) ? color : new Color();\n\t\tthis.vertexColors = Array.isArray( color ) ? color : [];\n\n\t\tthis.materialIndex = materialIndex !== undefined ? materialIndex : 0;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.a = source.a;\n\t\tthis.b = source.b;\n\t\tthis.c = source.c;\n\n\t\tthis.normal.copy( source.normal );\n\t\tthis.color.copy( source.color );\n\n\t\tthis.materialIndex = source.materialIndex;\n\n\t\tfor ( let i = 0, il = source.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexNormals[ i ] = source.vertexNormals[ i ].clone();\n\n\t\t}\n\n\t\tfor ( let i = 0, il = source.vertexColors.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexColors[ i ] = source.vertexColors[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.flatShading = false;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.Material: '\" + key + \"' parameter is undefined.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.\" + this.type + \": '\" + key + \"' is not a property of this material.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\t\tif ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.flatShading = source.flatShading;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nfunction MeshBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshBasicMaterial';\n\n\tthis.color = new Color( 0xffffff ); // emissive\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshBasicMaterial.prototype = Object.create( Material.prototype );\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _vector$3 = new Vector3();\nconst _vector2$1 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$3.fromBufferAttribute( this, i );\n\t\t\t\t_vector$3.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nclass DirectGeometry {\n\n\tconstructor() {\n\n\t\tthis.vertices = [];\n\t\tthis.normals = [];\n\t\tthis.colors = [];\n\t\tthis.uvs = [];\n\t\tthis.uvs2 = [];\n\n\t\tthis.groups = [];\n\n\t\tthis.morphTargets = {};\n\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\n\t\t// this.lineDistances = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// update flags\n\n\t\tthis.verticesNeedUpdate = false;\n\t\tthis.normalsNeedUpdate = false;\n\t\tthis.colorsNeedUpdate = false;\n\t\tthis.uvsNeedUpdate = false;\n\t\tthis.groupsNeedUpdate = false;\n\n\t}\n\n\tcomputeGroups( geometry ) {\n\n\t\tconst groups = [];\n\n\t\tlet group, i;\n\t\tlet materialIndex = undefined;\n\n\t\tconst faces = geometry.faces;\n\n\t\tfor ( i = 0; i < faces.length; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\t// materials\n\n\t\t\tif ( face.materialIndex !== materialIndex ) {\n\n\t\t\t\tmaterialIndex = face.materialIndex;\n\n\t\t\t\tif ( group !== undefined ) {\n\n\t\t\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\t\t\tgroups.push( group );\n\n\t\t\t\t}\n\n\t\t\t\tgroup = {\n\t\t\t\t\tstart: i * 3,\n\t\t\t\t\tmaterialIndex: materialIndex\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( group !== undefined ) {\n\n\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\tgroups.push( group );\n\n\t\t}\n\n\t\tthis.groups = groups;\n\n\t}\n\n\tfromGeometry( geometry ) {\n\n\t\tconst faces = geometry.faces;\n\t\tconst vertices = geometry.vertices;\n\t\tconst faceVertexUvs = geometry.faceVertexUvs;\n\n\t\tconst hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;\n\t\tconst hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;\n\n\t\t// morphs\n\n\t\tconst morphTargets = geometry.morphTargets;\n\t\tconst morphTargetsLength = morphTargets.length;\n\n\t\tlet morphTargetsPosition;\n\n\t\tif ( morphTargetsLength > 0 ) {\n\n\t\t\tmorphTargetsPosition = [];\n\n\t\t\tfor ( let i = 0; i < morphTargetsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsPosition[ i ] = {\n\t\t\t\t\tname: morphTargets[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.position = morphTargetsPosition;\n\n\t\t}\n\n\t\tconst morphNormals = geometry.morphNormals;\n\t\tconst morphNormalsLength = morphNormals.length;\n\n\t\tlet morphTargetsNormal;\n\n\t\tif ( morphNormalsLength > 0 ) {\n\n\t\t\tmorphTargetsNormal = [];\n\n\t\t\tfor ( let i = 0; i < morphNormalsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsNormal[ i ] = {\n\t\t\t\t\tname: morphNormals[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.normal = morphTargetsNormal;\n\n\t\t}\n\n\t\t// skins\n\n\t\tconst skinIndices = geometry.skinIndices;\n\t\tconst skinWeights = geometry.skinWeights;\n\n\t\tconst hasSkinIndices = skinIndices.length === vertices.length;\n\t\tconst hasSkinWeights = skinWeights.length === vertices.length;\n\n\t\t//\n\n\t\tif ( vertices.length > 0 && faces.length === 0 ) {\n\n\t\t\tconsole.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < faces.length; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\tthis.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tthis.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tconst normal = face.normal;\n\n\t\t\t\tthis.normals.push( normal, normal, normal );\n\n\t\t\t}\n\n\t\t\tconst vertexColors = face.vertexColors;\n\n\t\t\tif ( vertexColors.length === 3 ) {\n\n\t\t\t\tthis.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tconst color = face.color;\n\n\t\t\t\tthis.colors.push( color, color, color );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv === true ) {\n\n\t\t\t\tconst vertexUvs = faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );\n\n\t\t\t\t\tthis.uvs.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv2 === true ) {\n\n\t\t\t\tconst vertexUvs = faceVertexUvs[ 1 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );\n\n\t\t\t\t\tthis.uvs2.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// morphs\n\n\t\t\tfor ( let j = 0; j < morphTargetsLength; j ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ j ].vertices;\n\n\t\t\t\tmorphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0; j < morphNormalsLength; j ++ ) {\n\n\t\t\t\tconst morphNormal = morphNormals[ j ].vertexNormals[ i ];\n\n\t\t\t\tmorphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );\n\n\t\t\t}\n\n\t\t\t// skins\n\n\t\t\tif ( hasSkinIndices ) {\n\n\t\t\t\tthis.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );\n\n\t\t\t}\n\n\t\t\tif ( hasSkinWeights ) {\n\n\t\t\t\tthis.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeGroups( geometry );\n\n\t\tthis.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\tthis.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\tthis.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\tthis.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nlet _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id\n\nconst _m1$2 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$2 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$4 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex !== undefined ? materialIndex : 0\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromObject: function ( object ) {\n\n\t\t// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( object.isPoints || object.isLine ) {\n\n\t\t\tconst positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );\n\t\t\tconst colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );\n\n\t\t\tthis.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );\n\t\t\tthis.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );\n\n\t\t\tif ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {\n\n\t\t\t\tconst lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );\n\n\t\t\t\tthis.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t\t}\n\n\t\t} else if ( object.isMesh ) {\n\n\t\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t\tthis.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tupdateFromObject: function ( object ) {\n\n\t\tlet geometry = object.geometry;\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tlet direct = geometry.__directGeometry;\n\n\t\t\tif ( geometry.elementsNeedUpdate === true ) {\n\n\t\t\t\tdirect = undefined;\n\t\t\t\tgeometry.elementsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( direct === undefined ) {\n\n\t\t\t\treturn this.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t\tdirect.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\t\tdirect.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\t\tdirect.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\t\tdirect.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\t\tdirect.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\t\t\tgeometry.normalsNeedUpdate = false;\n\t\t\tgeometry.colorsNeedUpdate = false;\n\t\t\tgeometry.uvsNeedUpdate = false;\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t\tgeometry = direct;\n\n\t\t}\n\n\t\tif ( geometry.verticesNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.position;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.vertices );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.normalsNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.normal;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.normals );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.normalsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.colorsNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.color;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyColorsArray( geometry.colors );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.colorsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.uvsNeedUpdate ) {\n\n\t\t\tconst attribute = this.attributes.uv;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector2sArray( geometry.uvs );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.uvsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.lineDistancesNeedUpdate ) {\n\n\t\t\tconst attribute = this.attributes.lineDistance;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyArray( geometry.lineDistances );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.lineDistancesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.groupsNeedUpdate ) {\n\n\t\t\tgeometry.computeGroups( object.geometry );\n\t\t\tthis.groups = geometry.groups;\n\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tgeometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );\n\n\t\treturn this.fromDirectGeometry( geometry.__directGeometry );\n\n\t},\n\n\tfromDirectGeometry: function ( geometry ) {\n\n\t\tconst positions = new Float32Array( geometry.vertices.length * 3 );\n\t\tthis.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );\n\n\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\tconst normals = new Float32Array( geometry.normals.length * 3 );\n\t\t\tthis.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );\n\n\t\t}\n\n\t\tif ( geometry.colors.length > 0 ) {\n\n\t\t\tconst colors = new Float32Array( geometry.colors.length * 3 );\n\t\t\tthis.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs.length > 0 ) {\n\n\t\t\tconst uvs = new Float32Array( geometry.uvs.length * 2 );\n\t\t\tthis.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs2.length > 0 ) {\n\n\t\t\tconst uvs2 = new Float32Array( geometry.uvs2.length * 2 );\n\t\t\tthis.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );\n\n\t\t}\n\n\t\t// groups\n\n\t\tthis.groups = geometry.groups;\n\n\t\t// morphs\n\n\t\tfor ( const name in geometry.morphTargets ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphTargets = geometry.morphTargets[ name ];\n\n\t\t\tfor ( let i = 0, l = morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ i ];\n\n\t\t\t\tconst attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );\n\t\t\t\tattribute.name = morphTarget.name;\n\n\t\t\t\tarray.push( attribute.copyVector3sArray( morphTarget.data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// skinning\n\n\t\tif ( geometry.skinIndices.length > 0 ) {\n\n\t\t\tconst skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );\n\n\t\t}\n\n\t\tif ( geometry.skinWeights.length > 0 ) {\n\n\t\t\tconst skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$4.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$4.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$4.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$4.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$4.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\tdata.data.attributes[ key ] = attributeData;\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\t\tarray.push( attributeData );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\n\nconst _vA = new Vector3();\nconst _vB = new Vector3();\nconst _vC = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA = new Vector2();\nconst _uvB = new Vector2();\nconst _uvC = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new MeshBasicMaterial();\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.getInverse( matrixWorld );\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst isMultiMaterial = Array.isArray( material );\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst faces = geometry.faces;\n\t\t\tlet uvs;\n\n\t\t\tconst faceVertexUvs = geometry.faceVertexUvs[ 0 ];\n\t\t\tif ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;\n\n\t\t\tfor ( let f = 0, fl = faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = faces[ f ];\n\t\t\t\tconst faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;\n\n\t\t\t\tif ( faceMaterial === undefined ) continue;\n\n\t\t\t\tconst fvA = vertices[ face.a ];\n\t\t\t\tconst fvB = vertices[ face.b ];\n\t\t\t\tconst fvC = vertices[ face.c ];\n\n\t\t\t\tintersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );\n\n\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\tif ( uvs && uvs[ f ] ) {\n\n\t\t\t\t\t\tconst uvs_f = uvs[ f ];\n\t\t\t\t\t\t_uvA.copy( uvs_f[ 0 ] );\n\t\t\t\t\t\t_uvB.copy( uvs_f[ 1 ] );\n\t\t\t\t\t\t_uvC.copy( uvs_f[ 2 ] );\n\n\t\t\t\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tintersection.face = face;\n\t\t\t\t\tintersection.faceIndex = f;\n\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA.fromBufferAttribute( position, a );\n\t_vB.fromBufferAttribute( position, b );\n\t_vC.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA.add( _morphA );\n\t\t_vB.add( _morphB );\n\t\t_vC.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA );\n\t\tobject.boneTransform( b, _vB );\n\t\tobject.boneTransform( c, _vC );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv, a );\n\t\t\t_uvB.fromBufferAttribute( uv, b );\n\t\t\t_uvC.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv2, a );\n\t\t\t_uvB.fromBufferAttribute( uv2, b );\n\t\t\t_uvC.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tconst face = new Face3( a, b, c );\n\t\tTriangle.getNormal( _vA, _vB, _vC, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nlet _geometryId = 0; // Geometry uses even numbers as Id\nconst _m1$3 = new Matrix4();\nconst _obj$1 = new Object3D();\nconst _offset$1 = new Vector3();\n\nfunction Geometry() {\n\n\tObject.defineProperty( this, 'id', { value: _geometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Geometry';\n\n\tthis.vertices = [];\n\tthis.colors = [];\n\tthis.faces = [];\n\tthis.faceVertexUvs = [[]];\n\n\tthis.morphTargets = [];\n\tthis.morphNormals = [];\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\tthis.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.elementsNeedUpdate = false;\n\tthis.verticesNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.lineDistancesNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Geometry,\n\n\tisGeometry: true,\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\tfor ( let i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tconst vertex = this.vertices[ i ];\n\t\t\tvertex.applyMatrix4( matrix );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\t\t\tface.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tfor ( let j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tface.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.verticesNeedUpdate = true;\n\t\tthis.normalsNeedUpdate = true;\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$3.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$3.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$3.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$3.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$3.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj$1.lookAt( vector );\n\n\t\t_obj$1.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj$1.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tfromBufferGeometry: function ( geometry ) {\n\n\t\tconst scope = this;\n\n\t\tconst index = geometry.index !== null ? geometry.index : undefined;\n\t\tconst attributes = geometry.attributes;\n\n\t\tif ( attributes.position === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst position = attributes.position;\n\t\tconst normal = attributes.normal;\n\t\tconst color = attributes.color;\n\t\tconst uv = attributes.uv;\n\t\tconst uv2 = attributes.uv2;\n\n\t\tif ( uv2 !== undefined ) this.faceVertexUvs[ 1 ] = [];\n\n\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\tscope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );\n\n\t\t\tif ( color !== undefined ) {\n\n\t\t\t\tscope.colors.push( new Color().fromBufferAttribute( color, i ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction addFace( a, b, c, materialIndex ) {\n\n\t\t\tconst vertexColors = ( color === undefined ) ? [] : [\n\t\t\t\tscope.colors[ a ].clone(),\n\t\t\t\tscope.colors[ b ].clone(),\n\t\t\t\tscope.colors[ c ].clone()\n\t\t\t];\n\n\t\t\tconst vertexNormals = ( normal === undefined ) ? [] : [\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, a ),\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, b ),\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, c )\n\t\t\t];\n\n\t\t\tconst face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );\n\n\t\t\tscope.faces.push( face );\n\n\t\t\tif ( uv !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 0 ].push( [\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, a ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, b ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, c )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t\tif ( uv2 !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 1 ].push( [\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, a ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, b ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, c )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst groups = geometry.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\t\tif ( index !== undefined ) {\n\n\t\t\t\t\t\taddFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\taddFace( j, j + 1, j + 2, group.materialIndex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tfor ( let i = 0; i < index.count; i += 3 ) {\n\n\t\t\t\t\taddFace( index.getX( i ), index.getX( i + 1 ), index.getX( i + 2 ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0; i < position.count; i += 3 ) {\n\n\t\t\t\t\taddFace( i, i + 1, i + 2 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeFaceNormals();\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset$1 ).negate();\n\n\t\tthis.translate( _offset$1.x, _offset$1.y, _offset$1.z );\n\n\t\treturn this;\n\n\t},\n\n\tnormalize: function () {\n\n\t\tthis.computeBoundingSphere();\n\n\t\tconst center = this.boundingSphere.center;\n\t\tconst radius = this.boundingSphere.radius;\n\n\t\tconst s = radius === 0 ? 1 : 1.0 / radius;\n\n\t\tconst matrix = new Matrix4();\n\t\tmatrix.set(\n\t\t\ts, 0, 0, - s * center.x,\n\t\t\t0, s, 0, - s * center.y,\n\t\t\t0, 0, s, - s * center.z,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\tthis.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vA = this.vertices[ face.a ];\n\t\t\tconst vB = this.vertices[ face.b ];\n\t\t\tconst vC = this.vertices[ face.c ];\n\n\t\t\tcb.subVectors( vC, vB );\n\t\t\tab.subVectors( vA, vB );\n\t\t\tcb.cross( ab );\n\n\t\t\tcb.normalize();\n\n\t\t\tface.normal.copy( cb );\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function ( areaWeighted ) {\n\n\t\tif ( areaWeighted === undefined ) areaWeighted = true;\n\n\t\tconst vertices = new Array( this.vertices.length );\n\n\t\tfor ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ] = new Vector3();\n\n\t\t}\n\n\t\tif ( areaWeighted ) {\n\n\t\t\t// vertex normals weighted by triangle areas\n\t\t\t// http://www.iquilezles.org/www/articles/normals/normals.htm\n\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tconst vA = this.vertices[ face.a ];\n\t\t\t\tconst vB = this.vertices[ face.b ];\n\t\t\t\tconst vC = this.vertices[ face.c ];\n\n\t\t\t\tcb.subVectors( vC, vB );\n\t\t\t\tab.subVectors( vA, vB );\n\t\t\t\tcb.cross( ab );\n\n\t\t\t\tvertices[ face.a ].add( cb );\n\t\t\t\tvertices[ face.b ].add( cb );\n\t\t\t\tvertices[ face.c ].add( cb );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.computeFaceNormals();\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tvertices[ face.a ].add( face.normal );\n\t\t\t\tvertices[ face.b ].add( face.normal );\n\t\t\t\tvertices[ face.c ].add( face.normal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ].normalize();\n\n\t\t}\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( vertices[ face.a ] );\n\t\t\t\tvertexNormals[ 1 ].copy( vertices[ face.b ] );\n\t\t\t\tvertexNormals[ 2 ].copy( vertices[ face.c ] );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = vertices[ face.a ].clone();\n\t\t\t\tvertexNormals[ 1 ] = vertices[ face.b ].clone();\n\t\t\t\tvertexNormals[ 2 ] = vertices[ face.c ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeFlatVertexNormals: function () {\n\n\t\tthis.computeFaceNormals();\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 1 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 2 ].copy( face.normal );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 1 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 2 ] = face.normal.clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeMorphNormals: function () {\n\n\t\t// save original normals\n\t\t// - create temp variables on first access\n\t\t// otherwise just copy (for faster repeated calls)\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tif ( ! face.__originalFaceNormal ) {\n\n\t\t\t\tface.__originalFaceNormal = face.normal.clone();\n\n\t\t\t} else {\n\n\t\t\t\tface.__originalFaceNormal.copy( face.normal );\n\n\t\t\t}\n\n\t\t\tif ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];\n\n\t\t\tfor ( let i = 0, il = face.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\t\tif ( ! face.__originalVertexNormals[ i ] ) {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// use temp geometry to compute face and vertex normals for each morph\n\n\t\tconst tmpGeo = new Geometry();\n\t\ttmpGeo.faces = this.faces;\n\n\t\tfor ( let i = 0, il = this.morphTargets.length; i < il; i ++ ) {\n\n\t\t\t// create on first access\n\n\t\t\tif ( ! this.morphNormals[ i ] ) {\n\n\t\t\t\tthis.morphNormals[ i ] = {};\n\t\t\t\tthis.morphNormals[ i ].faceNormals = [];\n\t\t\t\tthis.morphNormals[ i ].vertexNormals = [];\n\n\t\t\t\tconst dstNormalsFace = this.morphNormals[ i ].faceNormals;\n\t\t\t\tconst dstNormalsVertex = this.morphNormals[ i ].vertexNormals;\n\n\t\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tconst faceNormal = new Vector3();\n\t\t\t\t\tconst vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };\n\n\t\t\t\t\tdstNormalsFace.push( faceNormal );\n\t\t\t\t\tdstNormalsVertex.push( vertexNormals );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphNormals = this.morphNormals[ i ];\n\n\t\t\t// set vertices to morph target\n\n\t\t\ttmpGeo.vertices = this.morphTargets[ i ].vertices;\n\n\t\t\t// compute morph normals\n\n\t\t\ttmpGeo.computeFaceNormals();\n\t\t\ttmpGeo.computeVertexNormals();\n\n\t\t\t// store morph normals\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tconst faceNormal = morphNormals.faceNormals[ f ];\n\t\t\t\tconst vertexNormals = morphNormals.vertexNormals[ f ];\n\n\t\t\t\tfaceNormal.copy( face.normal );\n\n\t\t\t\tvertexNormals.a.copy( face.vertexNormals[ 0 ] );\n\t\t\t\tvertexNormals.b.copy( face.vertexNormals[ 1 ] );\n\t\t\t\tvertexNormals.c.copy( face.vertexNormals[ 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore original normals\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tface.normal = face.__originalFaceNormal;\n\t\t\tface.vertexNormals = face.__originalVertexNormals;\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.setFromPoints( this.vertices );\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.setFromPoints( this.vertices );\n\n\t},\n\n\tmerge: function ( geometry, matrix, materialIndexOffset ) {\n\n\t\tif ( ! ( geometry && geometry.isGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet normalMatrix;\n\t\tconst vertexOffset = this.vertices.length,\n\t\t\tvertices1 = this.vertices,\n\t\t\tvertices2 = geometry.vertices,\n\t\t\tfaces1 = this.faces,\n\t\t\tfaces2 = geometry.faces,\n\t\t\tcolors1 = this.colors,\n\t\t\tcolors2 = geometry.colors;\n\n\t\tif ( materialIndexOffset === undefined ) materialIndexOffset = 0;\n\n\t\tif ( matrix !== undefined ) {\n\n\t\t\tnormalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t}\n\n\t\t// vertices\n\n\t\tfor ( let i = 0, il = vertices2.length; i < il; i ++ ) {\n\n\t\t\tconst vertex = vertices2[ i ];\n\n\t\t\tconst vertexCopy = vertex.clone();\n\n\t\t\tif ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );\n\n\t\t\tvertices1.push( vertexCopy );\n\n\t\t}\n\n\t\t// colors\n\n\t\tfor ( let i = 0, il = colors2.length; i < il; i ++ ) {\n\n\t\t\tcolors1.push( colors2[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tfor ( let i = 0, il = faces2.length; i < il; i ++ ) {\n\n\t\t\tconst face = faces2[ i ];\n\t\t\tlet normal, color;\n\t\t\tconst faceVertexNormals = face.vertexNormals,\n\t\t\t\tfaceVertexColors = face.vertexColors;\n\n\t\t\tconst faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );\n\t\t\tfaceCopy.normal.copy( face.normal );\n\n\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\tfaceCopy.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tnormal = faceVertexNormals[ j ].clone();\n\n\t\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\t\tnormal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t\t}\n\n\t\t\t\tfaceCopy.vertexNormals.push( normal );\n\n\t\t\t}\n\n\t\t\tfaceCopy.color.copy( face.color );\n\n\t\t\tfor ( let j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {\n\n\t\t\t\tcolor = faceVertexColors[ j ];\n\t\t\t\tfaceCopy.vertexColors.push( color.clone() );\n\n\t\t\t}\n\n\t\t\tfaceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n\n\t\t\tfaces1.push( faceCopy );\n\n\t\t}\n\n\t\t// uvs\n\n\t\tfor ( let i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tconst faceVertexUvs2 = geometry.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];\n\n\t\t\tfor ( let j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uvs2 = faceVertexUvs2[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( let k = 0, kl = uvs2.length; k < kl; k ++ ) {\n\n\t\t\t\t\tuvsCopy.push( uvs2[ k ].clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tmergeMesh: function ( mesh ) {\n\n\t\tif ( ! ( mesh && mesh.isMesh ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( mesh.matrixAutoUpdate ) mesh.updateMatrix();\n\n\t\tthis.merge( mesh.geometry, mesh.matrix );\n\n\t},\n\n\t/*\n\t * Checks for duplicate vertices with hashmap.\n\t * Duplicated vertices are removed\n\t * and faces' vertices are updated.\n\t */\n\n\tmergeVertices: function () {\n\n\t\tconst verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\t\tconst unique = [], changes = [];\n\n\t\tconst precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\n\t\tfor ( let i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tconst v = this.vertices[ i ];\n\t\t\tconst key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );\n\n\t\t\tif ( verticesMap[ key ] === undefined ) {\n\n\t\t\t\tverticesMap[ key ] = i;\n\t\t\t\tunique.push( this.vertices[ i ] );\n\t\t\t\tchanges[ i ] = unique.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\t//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n\t\t\t\tchanges[ i ] = changes[ verticesMap[ key ] ];\n\n\t\t\t}\n\n\t\t}\n\n\n\t\t// if faces are completely degenerate after merging vertices, we\n\t\t// have to remove them from the geometry.\n\t\tconst faceIndicesToRemove = [];\n\n\t\tfor ( let i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\n\t\t\tface.a = changes[ face.a ];\n\t\t\tface.b = changes[ face.b ];\n\t\t\tface.c = changes[ face.c ];\n\n\t\t\tconst indices = [ face.a, face.b, face.c ];\n\n\t\t\t// if any duplicate vertices are found in a Face3\n\t\t\t// we have to remove the face as nothing can be saved\n\t\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\t\tif ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {\n\n\t\t\t\t\tfaceIndicesToRemove.push( i );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {\n\n\t\t\tconst idx = faceIndicesToRemove[ i ];\n\n\t\t\tthis.faces.splice( idx, 1 );\n\n\t\t\tfor ( let j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tthis.faceVertexUvs[ j ].splice( idx, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Use unique set of vertices\n\n\t\tconst diff = this.vertices.length - unique.length;\n\t\tthis.vertices = unique;\n\t\treturn diff;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.vertices = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tthis.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsortFacesByMaterialIndex: function () {\n\n\t\tconst faces = this.faces;\n\t\tconst length = faces.length;\n\n\t\t// tag faces\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tfaces[ i ]._id = i;\n\n\t\t}\n\n\t\t// sort faces\n\n\t\tfunction materialIndexSort( a, b ) {\n\n\t\t\treturn a.materialIndex - b.materialIndex;\n\n\t\t}\n\n\t\tfaces.sort( materialIndexSort );\n\n\t\t// sort uvs\n\n\t\tconst uvs1 = this.faceVertexUvs[ 0 ];\n\t\tconst uvs2 = this.faceVertexUvs[ 1 ];\n\n\t\tlet newUvs1, newUvs2;\n\n\t\tif ( uvs1 && uvs1.length === length ) newUvs1 = [];\n\t\tif ( uvs2 && uvs2.length === length ) newUvs2 = [];\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst id = faces[ i ]._id;\n\n\t\t\tif ( newUvs1 ) newUvs1.push( uvs1[ id ] );\n\t\t\tif ( newUvs2 ) newUvs2.push( uvs2[ id ] );\n\n\t\t}\n\n\t\tif ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;\n\t\tif ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Geometry',\n\t\t\t\tgenerator: 'Geometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Geometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tconst vertices = [];\n\n\t\tfor ( let i = 0; i < this.vertices.length; i ++ ) {\n\n\t\t\tconst vertex = this.vertices[ i ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tconst faces = [];\n\t\tconst normals = [];\n\t\tconst normalsHash = {};\n\t\tconst colors = [];\n\t\tconst colorsHash = {};\n\t\tconst uvs = [];\n\t\tconst uvsHash = {};\n\n\t\tfor ( let i = 0; i < this.faces.length; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\n\t\t\tconst hasMaterial = true;\n\t\t\tconst hasFaceUv = false; // deprecated\n\t\t\tconst hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;\n\t\t\tconst hasFaceNormal = face.normal.length() > 0;\n\t\t\tconst hasFaceVertexNormal = face.vertexNormals.length > 0;\n\t\t\tconst hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n\t\t\tconst hasFaceVertexColor = face.vertexColors.length > 0;\n\n\t\t\tlet faceType = 0;\n\n\t\t\tfaceType = setBit( faceType, 0, 0 ); // isQuad\n\t\t\tfaceType = setBit( faceType, 1, hasMaterial );\n\t\t\tfaceType = setBit( faceType, 2, hasFaceUv );\n\t\t\tfaceType = setBit( faceType, 3, hasFaceVertexUv );\n\t\t\tfaceType = setBit( faceType, 4, hasFaceNormal );\n\t\t\tfaceType = setBit( faceType, 5, hasFaceVertexNormal );\n\t\t\tfaceType = setBit( faceType, 6, hasFaceColor );\n\t\t\tfaceType = setBit( faceType, 7, hasFaceVertexColor );\n\n\t\t\tfaces.push( faceType );\n\t\t\tfaces.push( face.a, face.b, face.c );\n\t\t\tfaces.push( face.materialIndex );\n\n\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\tconst faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 0 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 1 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\tfaces.push( getNormalIndex( face.normal ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 0 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 1 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\tfaces.push( getColorIndex( face.color ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\tconst vertexColors = face.vertexColors;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetColorIndex( vertexColors[ 0 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 1 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction setBit( value, position, enabled ) {\n\n\t\t\treturn enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );\n\n\t\t}\n\n\t\tfunction getNormalIndex( normal ) {\n\n\t\t\tconst hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n\t\t\tif ( normalsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn normalsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tnormalsHash[ hash ] = normals.length / 3;\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\treturn normalsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getColorIndex( color ) {\n\n\t\t\tconst hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n\t\t\tif ( colorsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn colorsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tcolorsHash[ hash ] = colors.length;\n\t\t\tcolors.push( color.getHex() );\n\n\t\t\treturn colorsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getUvIndex( uv ) {\n\n\t\t\tconst hash = uv.x.toString() + uv.y.toString();\n\n\t\t\tif ( uvsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn uvsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tuvsHash[ hash ] = uvs.length / 2;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\treturn uvsHash[ hash ];\n\n\t\t}\n\n\t\tdata.data = {};\n\n\t\tdata.data.vertices = vertices;\n\t\tdata.data.normals = normals;\n\t\tif ( colors.length > 0 ) data.data.colors = colors;\n\t\tif ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility\n\t\tdata.data.faces = faces;\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new Geometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\t\tthis.lineDistances = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// vertices\n\n\t\tconst vertices = source.vertices;\n\n\t\tfor ( let i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tthis.vertices.push( vertices[ i ].clone() );\n\n\t\t}\n\n\t\t// colors\n\n\t\tconst colors = source.colors;\n\n\t\tfor ( let i = 0, il = colors.length; i < il; i ++ ) {\n\n\t\t\tthis.colors.push( colors[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tconst faces = source.faces;\n\n\t\tfor ( let i = 0, il = faces.length; i < il; i ++ ) {\n\n\t\t\tthis.faces.push( faces[ i ].clone() );\n\n\t\t}\n\n\t\t// face vertex uvs\n\n\t\tfor ( let i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tconst faceVertexUvs = source.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) {\n\n\t\t\t\tthis.faceVertexUvs[ i ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uvs = faceVertexUvs[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( let k = 0, kl = uvs.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst uv = uvs[ k ];\n\n\t\t\t\t\tuvsCopy.push( uv.clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphTargets = source.morphTargets;\n\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = {};\n\t\t\tmorphTarget.name = morphTargets[ i ].name;\n\n\t\t\t// vertices\n\n\t\t\tif ( morphTargets[ i ].vertices !== undefined ) {\n\n\t\t\t\tmorphTarget.vertices = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normals\n\n\t\t\tif ( morphTargets[ i ].normals !== undefined ) {\n\n\t\t\t\tmorphTarget.normals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.push( morphTarget );\n\n\t\t}\n\n\t\t// morph normals\n\n\t\tconst morphNormals = source.morphNormals;\n\n\t\tfor ( let i = 0, il = morphNormals.length; i < il; i ++ ) {\n\n\t\t\tconst morphNormal = {};\n\n\t\t\t// vertex normals\n\n\t\t\tif ( morphNormals[ i ].vertexNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.vertexNormals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];\n\t\t\t\t\tconst destVertexNormal = {};\n\n\t\t\t\t\tdestVertexNormal.a = srcVertexNormal.a.clone();\n\t\t\t\t\tdestVertexNormal.b = srcVertexNormal.b.clone();\n\t\t\t\t\tdestVertexNormal.c = srcVertexNormal.c.clone();\n\n\t\t\t\t\tmorphNormal.vertexNormals.push( destVertexNormal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// face normals\n\n\t\t\tif ( morphNormals[ i ].faceNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.faceNormals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphNormals.push( morphNormal );\n\n\t\t}\n\n\t\t// skin weights\n\n\t\tconst skinWeights = source.skinWeights;\n\n\t\tfor ( let i = 0, il = skinWeights.length; i < il; i ++ ) {\n\n\t\t\tthis.skinWeights.push( skinWeights[ i ].clone() );\n\n\t\t}\n\n\t\t// skin indices\n\n\t\tconst skinIndices = source.skinIndices;\n\n\t\tfor ( let i = 0, il = skinIndices.length; i < il; i ++ ) {\n\n\t\t\tthis.skinIndices.push( skinIndices[ i ].clone() );\n\n\t\t}\n\n\t\t// line distances\n\n\t\tconst lineDistances = source.lineDistances;\n\n\t\tfor ( let i = 0, il = lineDistances.length; i < il; i ++ ) {\n\n\t\t\tthis.lineDistances.push( lineDistances[ i ] );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = source.elementsNeedUpdate;\n\t\tthis.verticesNeedUpdate = source.verticesNeedUpdate;\n\t\tthis.uvsNeedUpdate = source.uvsNeedUpdate;\n\t\tthis.normalsNeedUpdate = source.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = source.colorsNeedUpdate;\n\t\tthis.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n\t\tthis.groupsNeedUpdate = source.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n// BoxGeometry\n\nclass BoxGeometry extends Geometry {\n\n\tconstructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// BoxBufferGeometry\n\nclass BoxBufferGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.getInverse( this.matrixWorld );\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.getInverse( this.matrixWorld );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov, aspect, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov !== undefined ? fov : 50;\n\tthis.zoom = 1;\n\n\tthis.near = near !== undefined ? near : 0.1;\n\tthis.far = far !== undefined ? far : 2000;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect !== undefined ? aspect : 1;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t// see http://www.bobatkins.com/photography/technical/field_of_view.html\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.getInverse( this.projectionMatrix );\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nfunction CubeCamera( near, far, renderTarget ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\treturn;\n\n\t}\n\n\tthis.renderTarget = renderTarget;\n\n\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.layers = this.layers;\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.layers = this.layers;\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.layers = this.layers;\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.layers = this.layers;\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.layers = this.layers;\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.layers = this.layers;\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( renderTarget, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t};\n\n}\n\nCubeCamera.prototype = Object.create( Object3D.prototype );\nCubeCamera.prototype.constructor = CubeCamera;\n\nfunction WebGLCubeRenderTarget( size, options, dummy ) {\n\n\tif ( Number.isInteger( options ) ) {\n\n\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\toptions = dummy;\n\n\t}\n\n\tWebGLRenderTarget.call( this, size, size, options );\n\n\tthis.texture.isWebGLCubeRenderTargetTexture = true; // HACK Why is texture not a CubeTexture?\n\n}\n\nWebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );\nWebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nWebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {\n\n\tthis.texture.type = texture.type;\n\tthis.texture.format = RGBAFormat; // see #18859\n\tthis.texture.encoding = texture.encoding;\n\n\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\tthis.texture.minFilter = texture.minFilter;\n\tthis.texture.magFilter = texture.magFilter;\n\n\tconst shader = {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: /* glsl */`\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include \n\t\t\t\t#include \n\n\t\t\t}\n\t\t`,\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t`\n\t};\n\n\tconst geometry = new BoxBufferGeometry( 5, 5, 5 );\n\n\tconst material = new ShaderMaterial( {\n\n\t\tname: 'CubemapFromEquirect',\n\n\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\tvertexShader: shader.vertexShader,\n\t\tfragmentShader: shader.fragmentShader,\n\t\tside: BackSide,\n\t\tblending: NoBlending\n\n\t} );\n\n\tmaterial.uniforms.tEquirect.value = texture;\n\n\tconst mesh = new Mesh( geometry, material );\n\n\tconst currentMinFilter = texture.minFilter;\n\n\t// Avoid blurred poles\n\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\tconst camera = new CubeCamera( 1, 10, this );\n\tcamera.update( renderer, mesh );\n\n\ttexture.minFilter = currentMinFilter;\n\n\tmesh.geometry.dispose();\n\tmesh.material.dispose();\n\n\treturn this;\n\n};\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$1 = new Sphere();\nconst _vector$5 = new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tthis.planes = [\n\n\t\t\t( p0 !== undefined ) ? p0 : new Plane(),\n\t\t\t( p1 !== undefined ) ? p1 : new Plane(),\n\t\t\t( p2 !== undefined ) ? p2 : new Plane(),\n\t\t\t( p3 !== undefined ) ? p3 : new Plane(),\n\t\t\t( p4 !== undefined ) ? p4 : new Plane(),\n\t\t\t( p5 !== undefined ) ? p5 : new Plane()\n\n\t\t];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$1.center.set( 0, 0, 0 );\n\t\t_sphere$1.radius = 0.7071067811865476;\n\t\t_sphere$1.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$5 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\ttype = 5123;\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tvar cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\n// PlaneGeometry\n\nclass PlaneGeometry extends Geometry {\n\n\tconstructor( width, height, widthSegments, heightSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// PlaneBufferGeometry\n\nclass PlaneBufferGeometry extends BufferGeometry {\n\n\tconstructor( width, height, widthSegments, heightSegments ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\twidth = width || 1;\n\t\theight = height || 1;\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments ) || 1;\n\t\tconst gridY = Math.floor( heightSegments ) || 1;\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 );\\n\\t\\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor.xyz *= color.xyz;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t\\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\\n\\t\\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\\n\\t\\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.isWebGLCubeRenderTargetTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxBufferGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tif ( background.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t// TODO Deprecate\n\n\t\t\t\tbackground = background.texture;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneBufferGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha !== undefined ? alpha : 1;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tif ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) return true;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t}\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderList = renderer.getRenderList();\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\t\t\t\t\tconst currentRenderState = renderer.getRenderState();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\t\t\t\t\t\trenderer.setRenderList( currentRenderList );\n\t\t\t\t\t\trenderer.setRenderState( currentRenderState );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\t\treturn extensions[ name ] !== null;\n\n\t\t\t}\n\n\t\t\tlet extension;\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\textension = gl.getExtension( name );\n\n\t\t\t}\n\n\t\t\textensions[ name ] = extension;\n\n\t\t\treturn extension !== null;\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tif ( ! this.has( name ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = new WeakMap();\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\t\tconst buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry.index !== null ) {\n\n\t\t\tattributes.remove( buffergeometry.index );\n\n\t\t}\n\n\t\tfor ( const name in buffergeometry.attributes ) {\n\n\t\t\tattributes.remove( buffergeometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries.delete( geometry );\n\n\t\tconst attribute = wireframeAttributes.get( buffergeometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( buffergeometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tlet buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry ) return buffergeometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tbuffergeometry = geometry;\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tif ( geometry._bufferGeometry === undefined ) {\n\n\t\t\t\tgeometry._bufferGeometry = new BufferGeometry().setFromObject( object );\n\n\t\t\t}\n\n\t\t\tbuffergeometry = geometry._bufferGeometry;\n\n\t\t}\n\n\t\tgeometries.set( geometry, buffergeometry );\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== undefined ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== undefined ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\tbuffergeometry.updateFromObject( object );\n\n\t\t\t}\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\tformat = format !== undefined ? format : RGBFormat;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\nfunction DataTexture2DArray( data, width, height, depth ) {\n\n\tTexture.call( this, null );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture2DArray.prototype = Object.create( Texture.prototype );\nDataTexture2DArray.prototype.constructor = DataTexture2DArray;\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nfunction DataTexture3D( data, width, height, depth ) {\n\n\t// We're going to add .setXXX() methods for setting properties later.\n\t// Users can still set in DataTexture3D directly.\n\t//\n\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t// \ttexture.anisotropy = 16;\n\t//\n\t// See #14839\n\n\tTexture.call( this, null );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n\n}\n\nDataTexture3D.prototype = Object.create( Texture.prototype );\nDataTexture3D.prototype.constructor = DataTexture3D;\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// uint\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n// Array of scalars\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /([\\w\\d_]+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = \"precision \" + parameters.precision + \" float;\\nprecision \" + parameters.precision + \" int;\";\n\n\tif ( parameters.precision === \"highp\" ) {\n\n\t\tprecisionstring += \"\\n#define HIGH_PRECISION\";\n\n\t} else if ( parameters.precision === \"mediump\" ) {\n\n\t\tprecisionstring += \"\\n#define MEDIUM_PRECISION\";\n\n\t} else if ( parameters.precision === \"lowp\" ) {\n\n\t\tprecisionstring += \"\\n#define LOW_PRECISION\";\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + \"\\n\" : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t\"precision\", \"isWebGL2\", \"supportsVertexTextures\", \"outputEncoding\", \"instancing\", \"instancingColor\",\n\t\t\"map\", \"mapEncoding\", \"matcap\", \"matcapEncoding\", \"envMap\", \"envMapMode\", \"envMapEncoding\", \"envMapCubeUV\",\n\t\t\"lightMap\", \"lightMapEncoding\", \"aoMap\", \"emissiveMap\", \"emissiveMapEncoding\", \"bumpMap\", \"normalMap\", \"objectSpaceNormalMap\", \"tangentSpaceNormalMap\", \"clearcoatMap\", \"clearcoatRoughnessMap\", \"clearcoatNormalMap\", \"displacementMap\", \"specularMap\",\n\t\t\"roughnessMap\", \"metalnessMap\", \"gradientMap\",\n\t\t\"alphaMap\", \"combine\", \"vertexColors\", \"vertexTangents\", \"vertexUvs\", \"uvsVertexOnly\", \"fog\", \"useFog\", \"fogExp2\",\n\t\t\"flatShading\", \"sizeAttenuation\", \"logarithmicDepthBuffer\", \"skinning\",\n\t\t\"maxBones\", \"useVertexTexture\", \"morphTargets\", \"morphNormals\",\n\t\t\"maxMorphTargets\", \"maxMorphNormals\", \"premultipliedAlpha\",\n\t\t\"numDirLights\", \"numPointLights\", \"numSpotLights\", \"numHemiLights\", \"numRectAreaLights\",\n\t\t\"numDirLightShadows\", \"numPointLightShadows\", \"numSpotLightShadows\",\n\t\t\"shadowMapEnabled\", \"shadowMapType\", \"toneMapping\", 'physicallyCorrectLights',\n\t\t\"alphaTest\", \"doubleSided\", \"flipSided\", \"numClippingPlanes\", \"numClipIntersection\", \"depthPacking\", \"dithering\",\n\t\t\"sheen\", \"transmissionMap\"\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( ! map ) {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t} else if ( map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( \"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, camera ) {\n\n\t\tconst cameras = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( cameras === undefined ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, new WeakMap() );\n\t\t\tlists.get( scene ).set( camera, list );\n\n\t\t} else {\n\n\t\t\tlist = cameras.get( camera );\n\t\t\tif ( list === undefined ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tcameras.set( camera, list );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights() {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, shadows, camera ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\t// TODO (abelnation): RectAreaLight distance?\n\t\t\t\t// uniforms.distance = distance;\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_1;\n\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_2;\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState() {\n\n\tconst lights = new WebGLLights();\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( camera ) {\n\n\t\tlights.setup( lightsArray, shadowsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates() {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, camera ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState();\n\t\t\trenderStates.set( scene, new WeakMap() );\n\t\t\trenderStates.get( scene ).set( camera, renderState );\n\n\t\t} else {\n\n\t\t\tif ( renderStates.get( scene ).has( camera ) === false ) {\n\n\t\t\t\trenderState = new WebGLRenderState();\n\t\t\t\trenderStates.get( scene ).set( camera, renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene ).get( camera );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nfunction MeshDepthMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDepthMaterial';\n\n\tthis.depthPacking = BasicDepthPacking;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDepthMaterial.prototype = Object.create( Material.prototype );\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.depthPacking = source.depthPacking;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nfunction MeshDistanceMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDistanceMaterial';\n\n\tthis.referencePosition = new Vector3();\n\tthis.nearDistance = 1;\n\tthis.farDistance = 1000;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDistanceMaterial.prototype = Object.create( Material.prototype );\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.referencePosition.copy( source.referencePosition );\n\tthis.nearDistance = source.nearDistance;\n\tthis.farDistance = source.farDistance;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\treturn this;\n\n};\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {};\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizonal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t\"position\",\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + \".shadowMap\";\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + \".shadowMap\";\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizonal pass\n\n\t\tshadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizonal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = null;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL\\ ([0-9])/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL\\ ES\\ ([0-9])/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4();\n\tconst currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( ! currentBlendingEnabled ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlending = null;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( \"2d\" ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\t// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11\n\t\ttextureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget.texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tinitTexture( textureProperties, texture );\n\n\t\t\tstate.activeTexture( 33984 + slot );\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t\t_gl.pixelStorei( 37440, texture.flipY );\n\n\t\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t} else {\n\n\t\t\tstate.activeTexture( 33984 + slot );\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t}\n\n\t}\n\n\tfunction setTextureCubeDynamic( texture, slot ) {\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, properties.get( texture ).__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension ) {\n\n\t\t\tif ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;\n\t\t\tif ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {\n\n\t\t\trenderTarget.texture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, renderTarget.texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 3553, renderTarget.texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\t_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( \"THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( \"THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead.\" );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\t// currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture\n\t\t// TODO: unify these code paths\n\t\tif ( ( texture && texture.isCubeTexture ) ||\n\t\t\t( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {\n\n\t\t\t// CompressedTexture can have Array in image :/\n\n\t\t\t// this function alone should take care of cube textures\n\t\t\tsetTextureCube( texture, slot );\n\n\t\t} else {\n\n\t\t\t// assumed: texture property of THREE.WebGLCubeRenderTarget\n\t\t\tsetTextureCubeDynamic( texture, slot );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setTextureCubeDynamic = setTextureCubeDynamic;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nfunction ArrayCamera( array ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array || [];\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\nfunction Group() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Group';\n\n}\n\nGroup.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Group,\n\n\tisGroup: true\n\n} );\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = [];\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t\tif ( window.XRHand ) {\n\n\t\t\t\tfor ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\tthis._hand.joints.push( joint );\n\t\t\t\t\t// ??\n\t\t\t\t\tthis._hand.add( joint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {\n\n\t\t\t\t\tif ( inputSource.hand[ i ] ) {\n\n\t\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\t\tconst jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );\n\t\t\t\t\t\tconst joint = hand.joints[ i ];\n\n\t\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t\t\t// Custom events\n\n\t\t\t\t\t\t// Check pinch\n\t\t\t\t\t\tconst indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];\n\t\t\t\t\t\tconst thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];\n\t\t\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\t\t\ttype: \"pinchend\",\n\t\t\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\t\t\ttarget: this\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\t\t\ttype: \"pinchstart\",\n\t\t\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\t\t\ttarget: this\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t//\n\n\t\trenderer.setFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tfunction onRequestReferenceSpace( value ) {\n\n\t\treferenceSpace = value;\n\n\t\tanimation.setContext( session );\n\t\tanimation.start();\n\n\t\tscope.isPresenting = true;\n\n\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tgl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\tsession.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );\n\n\t\t\t//\n\n\t\t\tsession.addEventListener( 'inputsourceschange', updateInputSources );\n\n\t\t}\n\n\t};\n\n\tfunction updateInputSources( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.getInverse( camera.matrixWorld );\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.getInverse( camera.matrixWorld );\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\trenderer.setFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _framebuffer = null;\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentFramebuffer = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\tlet _currentArrayCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\tif ( capabilities.isWebGL2 === false ) {\n\n\t\t\textensions.get( 'WEBGL_depth_texture' );\n\t\t\textensions.get( 'OES_texture_float' );\n\t\t\textensions.get( 'OES_texture_half_float' );\n\t\t\textensions.get( 'OES_texture_half_float_linear' );\n\t\t\textensions.get( 'OES_standard_derivatives' );\n\t\t\textensions.get( 'OES_element_index_uint' );\n\t\t\textensions.get( 'OES_vertex_array_object' );\n\t\t\textensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t}\n\n\t\textensions.get( 'OES_texture_float_linear' );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates();\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// shadow map\n\n\tconst shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function () {\n\n\t\treturn background.getClearColor();\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tconst programInfo = properties.get( material ).program;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene, camera );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tif ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights( camera );\n\n\t\tconst compiled = new WeakMap();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tif ( compiled.has( material2 ) === false ) {\n\n\t\t\t\t\t\t\tinitMaterial( material2, scene, object );\n\t\t\t\t\t\t\tcompiled.set( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( compiled.has( material ) === false ) {\n\n\t\t\t\t\tinitMaterial( material, scene, object );\n\t\t\t\t\tcompiled.set( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( xr.isPresenting ) return;\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// reset caching for this frame\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, camera );\n\t\tcurrentRenderState.init();\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, camera );\n\t\tcurrentRenderList.init();\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\tcurrentRenderList = null;\n\t\tcurrentRenderState = null;\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\t_currentArrayCamera = camera;\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLights( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_currentArrayCamera = null;\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\t\tcurrentRenderState = renderStates.get( scene, _currentArrayCamera || camera );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\t\tcurrentRenderState = renderStates.get( scene, _currentArrayCamera || camera );\n\n\t}\n\n\tfunction initMaterial( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet program = materialProperties.program;\n\t\tlet programChange = true;\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.cacheKey !== programCacheKey ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {\n\n\t\t\tprogramChange = false;\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect\n\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || environment );\n\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\t\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = materialProperties.program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.environment !== environment ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tinitMaterial( material, scene, object );\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === undefined ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\t//\n\tthis.setFramebuffer = function ( value ) {\n\n\t\tif ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );\n\n\t\t_framebuffer = value;\n\n\t};\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderList = function () {\n\n\t\treturn currentRenderList;\n\n\t};\n\n\tthis.setRenderList = function ( renderList ) {\n\n\t\tcurrentRenderList = renderList;\n\n\t};\n\n\tthis.getRenderState = function () {\n\n\t\treturn currentRenderState;\n\n\t};\n\n\tthis.setRenderState = function ( renderState ) {\n\n\t\tcurrentRenderState = renderState;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = _framebuffer;\n\t\tlet isCube = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tlet restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level ) {\n\n\t\tif ( level === undefined ) level = 0;\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {\n\n\t\tif ( level === undefined ) level = 0;\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nfunction WebGL1Renderer( parameters ) {\n\n\tWebGLRenderer.call( this, parameters );\n\n}\n\nWebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {\n\n\tconstructor: WebGL1Renderer,\n\n\tisWebGL1Renderer: true\n\n} );\n\nclass FogExp2 {\n\n\tconstructor( color, density ) {\n\n\t\tObject.defineProperty( this, 'isFogExp2', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near, far ) {\n\n\t\tObject.defineProperty( this, 'isFog', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = ( near !== undefined ) ? near : 1;\n\t\tthis.far = ( far !== undefined ) ? far : 1000;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'isScene', { value: true } );\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nfunction SpriteMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'SpriteMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.rotation = 0;\n\n\tthis.sizeAttenuation = true;\n\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nSpriteMaterial.prototype = Object.create( Material.prototype );\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.rotation = source.rotation;\n\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\treturn this;\n\n};\n\nlet _geometry;\n\nconst _intersectPoint = new Vector3();\nconst _worldScale = new Vector3();\nconst _mvPosition = new Vector3();\n\nconst _alignedPosition = new Vector2();\nconst _rotatedPosition = new Vector2();\nconst _viewWorldMatrix = new Matrix4();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nfunction Sprite( material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Sprite';\n\n\tif ( _geometry === undefined ) {\n\n\t\t_geometry = new BufferGeometry();\n\n\t\tconst float32Array = new Float32Array( [\n\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t] );\n\n\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t}\n\n\tthis.geometry = _geometry;\n\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\tthis.center = new Vector2( 0.5, 0.5 );\n\n}\n\nSprite.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Sprite,\n\n\tisSprite: true,\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA$1.set( 0, 0 );\n\t\t_uvB$1.set( 1, 0 );\n\t\t_uvC$1.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB$1.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$4 = new Vector3();\nconst _v2$2 = new Vector3();\n\nfunction LOD() {\n\n\tObject3D.call( this );\n\n\tthis._currentLevel = 0;\n\n\tthis.type = 'LOD';\n\n\tObject.defineProperties( this, {\n\t\tlevels: {\n\t\t\tenumerable: true,\n\t\t\tvalue: []\n\t\t}\n\t} );\n\n\tthis.autoUpdate = true;\n\n}\n\nLOD.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LOD,\n\n\tisLOD: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\taddLevel: function ( object, distance ) {\n\n\t\tif ( distance === undefined ) distance = 0;\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetCurrentLevel: function () {\n\n\t\treturn this._currentLevel;\n\n\t},\n\n\tgetObjectForDistance: function ( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$4 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t},\n\n\tupdate: function ( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\tconsole.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t}\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.getInverse( bindMatrix );\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.getInverse( this.matrixWorld );\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.getInverse( this.bindMatrix );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: ( function () {\n\n\t\tconst basePosition = new Vector3();\n\n\t\tconst skinIndex = new Vector4();\n\t\tconst skinWeight = new Vector4();\n\n\t\tconst vector = new Vector3();\n\t\tconst matrix = new Matrix4();\n\n\t\treturn function ( index, target ) {\n\n\t\t\tconst skeleton = this.skeleton;\n\t\t\tconst geometry = this.geometry;\n\n\t\t\tskinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t\tskinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t\tbasePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\t\ttarget.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\t\tconst weight = skinWeight.getComponent( i );\n\n\t\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\t\tconst boneIndex = skinIndex.getComponent( i );\n\n\t\t\t\t\tmatrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\t\ttarget.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t\t};\n\n\t}() )\n\n} );\n\nconst _offsetMatrix = new Matrix4();\nconst _identityMatrix = new Matrix4();\n\nfunction Skeleton( bones, boneInverses ) {\n\n\t// copy the bone array\n\n\tbones = bones || [];\n\n\tthis.bones = bones.slice( 0 );\n\tthis.boneMatrices = new Float32Array( this.bones.length * 16 );\n\n\tthis.frame = - 1;\n\n\t// use the supplied bone inverses or calculate the inverses\n\n\tif ( boneInverses === undefined ) {\n\n\t\tthis.calculateInverses();\n\n\t} else {\n\n\t\tif ( this.bones.length === boneInverses.length ) {\n\n\t\t\tthis.boneInverses = boneInverses.slice( 0 );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Skeleton boneInverses is the wrong length.' );\n\n\t\t\tthis.boneInverses = [];\n\n\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Skeleton.prototype, {\n\n\tcalculateInverses: function () {\n\n\t\tthis.boneInverses = [];\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.getInverse( this.bones[ i ].matrixWorld );\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t},\n\n\tpose: function () {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.getInverse( this.boneInverses[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.getInverse( bone.parent.matrixWorld );\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdate: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== undefined ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t},\n\n\tgetBoneByName: function ( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tdispose: function ( ) {\n\n\t\tif ( this.boneTexture ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = undefined;\n\n\t\t}\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'LineBasicMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.linewidth = 1;\n\tthis.linecap = 'round';\n\tthis.linejoin = 'round';\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nLineBasicMaterial.prototype = Object.create( Material.prototype );\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.linewidth = source.linewidth;\n\tthis.linecap = source.linecap;\n\tthis.linejoin = source.linejoin;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _start = new Vector3();\nconst _end = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$2 = new Sphere();\n\nfunction Line( geometry, material, mode ) {\n\n\tif ( mode === 1 ) {\n\n\t\tconsole.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );\n\n\t}\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new LineBasicMaterial();\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst lineDistances = geometry.lineDistances;\n\n\t\t\tlineDistances[ 0 ] = 0;\n\n\t\t\tfor ( let i = 1, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere );\n\t\t_sphere$2.applyMatrix4( matrixWorld );\n\t\t_sphere$2.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.getInverse( matrixWorld );\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = ( this && this.isLineSegments ) ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positions = attributes.position.array;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\t\t\t\t\tconst b = indices[ i + 1 ];\n\n\t\t\t\t\tvStart.fromArray( positions, a * 3 );\n\t\t\t\t\tvEnd.fromArray( positions, b * 3 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positions.length / 3 - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromArray( positions, 3 * i );\n\t\t\t\t\tvEnd.fromArray( positions, 3 * i + 3 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst nbVertices = vertices.length;\n\n\t\t\tfor ( let i = 0; i < nbVertices - 1; i += step ) {\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst lineDistances = geometry.lineDistances;\n\n\t\t\tfor ( let i = 0, l = vertices.length; i < l; i += 2 ) {\n\n\t\t\t\t_start$1.copy( vertices[ i ] );\n\t\t\t\t_end$1.copy( vertices[ i + 1 ] );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LineLoop( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineLoop';\n\n}\n\nLineLoop.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineLoop,\n\n\tisLineLoop: true,\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nfunction PointsMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'PointsMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.size = 1;\n\tthis.sizeAttenuation = true;\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nPointsMaterial.prototype = Object.create( Material.prototype );\nPointsMaterial.prototype.constructor = PointsMaterial;\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.size = source.size;\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\nconst _position$1 = new Vector3();\n\nfunction Points( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new PointsMaterial();\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\t\t_sphere$3.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.getInverse( matrixWorld );\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positions = attributes.position.array;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\n\t\t\t\t\t_position$1.fromArray( positions, a * 3 );\n\n\t\t\t\t\ttestPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positions.length / 3; i < l; i ++ ) {\n\n\t\t\t\t\t_position$1.fromArray( positions, i * 3 );\n\n\t\t\t\t\ttestPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst vertices = geometry.vertices;\n\n\t\t\tfor ( let i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\ttestPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray$2.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray$2.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nfunction VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.format = format !== undefined ? format : RGBFormat;\n\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\tthis.generateMipmaps = false;\n\n\tconst scope = this;\n\n\tfunction updateVideo() {\n\n\t\tscope.needsUpdate = true;\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n}\n\nVideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {\n\n\tconstructor: VideoTexture,\n\n\tisVideoTexture: true,\n\n\tupdate: function () {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n} );\n\nfunction CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { width: width, height: height };\n\tthis.mipmaps = mipmaps;\n\n\t// no flipping for cube textures\n\t// (also flipping doesn't work for compressed textures )\n\n\tthis.flipY = false;\n\n\t// can't generate mipmaps for compressed textures\n\t// mips must be embedded in DDS files\n\n\tthis.generateMipmaps = false;\n\n}\n\nCompressedTexture.prototype = Object.create( Texture.prototype );\nCompressedTexture.prototype.constructor = CompressedTexture;\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nfunction CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.needsUpdate = true;\n\n}\n\nCanvasTexture.prototype = Object.create( Texture.prototype );\nCanvasTexture.prototype.constructor = CanvasTexture;\nCanvasTexture.prototype.isCanvasTexture = true;\n\nfunction DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\tformat = format !== undefined ? format : DepthFormat;\n\n\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t}\n\n\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.image = { width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.flipY = false;\n\tthis.generateMipmaps\t= false;\n\n}\n\nDepthTexture.prototype = Object.create( Texture.prototype );\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\t\tconst keys = [ 'a', 'b', 'c' ];\n\n\t\t// different logic for Geometry and BufferGeometry\n\n\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\tconst faces = geometry.faces;\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\tconst edge1 = face[ keys[ j ] ];\n\t\t\t\t\tconst edge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tlet vertex = geometry.vertices[ e.index1 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex = geometry.vertices[ e.index2 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else if ( geometry && geometry.isBufferGeometry ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst start = group.start;\n\t\t\t\t\tconst count = group.count;\n\n\t\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// generate vertices\n\n\t\t\t\tfor ( const key in edges ) {\n\n\t\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\n// ParametricGeometry\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\tthis.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );\n\tthis.mergeVertices();\n\n}\n\nParametricGeometry.prototype = Object.create( Geometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\n// ParametricBufferGeometry\n\nfunction ParametricBufferGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricBufferGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n\n// PolyhedronGeometry\n\nclass PolyhedronGeometry extends Geometry {\n\n\tconstructor( vertices, indices, radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// PolyhedronBufferGeometry\n\nclass PolyhedronBufferGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tradius = radius || 1;\n\t\tdetail = detail || 0;\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = Math.pow( 2, detail );\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\n// TetrahedronGeometry\n\nclass TetrahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n\n// TetrahedronBufferGeometry\n\nclass TetrahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n// OctahedronGeometry\n\nclass OctahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// OctahedronBufferGeometry\n\nclass OctahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n// IcosahedronGeometry\n\nclass IcosahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// IcosahedronBufferGeometry\n\nclass IcosahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n// DodecahedronGeometry\n\nclass DodecahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// DodecahedronBufferGeometry\n\nclass DodecahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n// TubeGeometry\n\nclass TubeGeometry extends Geometry {\n\n\tconstructor( path, tubularSegments, radius, radialSegments, closed, taper ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tif ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );\n\n\t\tconst bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = bufferGeometry.tangents;\n\t\tthis.normals = bufferGeometry.normals;\n\t\tthis.binormals = bufferGeometry.binormals;\n\n\t\t// create geometry\n\n\t\tthis.fromBufferGeometry( bufferGeometry );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n\n// TubeBufferGeometry\n\nclass TubeBufferGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments, radius, radialSegments, closed ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\ttubularSegments = tubularSegments || 64;\n\t\tradius = radius || 1;\n\t\tradialSegments = radialSegments || 8;\n\t\tclosed = closed || false;\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\n// TorusKnotGeometry\n\nclass TorusKnotGeometry extends Geometry {\n\n\tconstructor( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\tif ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );\n\n\t\tthis.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n\n// TorusKnotBufferGeometry\n\nclass TorusKnotBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius, tube, tubularSegments, radialSegments, p, q ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\tradius = radius || 1;\n\t\ttube = tube || 0.4;\n\t\ttubularSegments = Math.floor( tubularSegments ) || 64;\n\t\tradialSegments = Math.floor( radialSegments ) || 8;\n\t\tp = p || 2;\n\t\tq = q || 3;\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\n// TorusGeometry\n\nclass TorusGeometry extends Geometry {\n\n\tconstructor( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n\n// TorusBufferGeometry\n\nclass TorusBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradius = radius || 1;\n\t\ttube = tube || 0.4;\n\t\tradialSegments = Math.floor( radialSegments ) || 8;\n\t\ttubularSegments = Math.floor( tubularSegments ) || 6;\n\t\tarc = arc || Math.PI * 2;\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn 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 );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n// ExtrudeGeometry\n\nclass ExtrudeGeometry extends Geometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tthis.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON( shapes, options, data );\n\n\t}\n\n}\n\n\n// ExtrudeBufferGeometry\n\nclass ExtrudeBufferGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( \"THREE.ExtrudeGeometry: vec does not exist\" );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n};\n\nfunction toJSON( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\n// TextGeometry\n\nclass TextGeometry extends Geometry {\n\n\tconstructor( text, parameters ) {\n\n\t\tsuper();\n\t\tthis.type = 'TextGeometry';\n\n\t\tthis.parameters = {\n\t\t\ttext: text,\n\t\t\tparameters: parameters\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n\n// TextBufferGeometry\n\nclass TextBufferGeometry extends ExtrudeBufferGeometry {\n\n\tconstructor( text, parameters ) {\n\n\t\tparameters = parameters || {};\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new Geometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextBufferGeometry';\n\n\t}\n\n}\n\n// SphereGeometry\n\nclass SphereGeometry extends Geometry {\n\n\tconstructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// SphereBufferGeometry\n\nclass SphereBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tradius = radius || 1;\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );\n\n\t\tphiStart = phiStart !== undefined ? phiStart : 0;\n\t\tphiLength = phiLength !== undefined ? phiLength : Math.PI * 2;\n\n\t\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\t\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI;\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\n// RingGeometry\n\nclass RingGeometry extends Geometry {\n\n\tconstructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// RingBufferGeometry\n\nclass RingBufferGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tinnerRadius = innerRadius || 0.5;\n\t\touterRadius = outerRadius || 1;\n\n\t\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\t\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\t\tthetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;\n\t\tphiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\n// LatheGeometry\n\nclass LatheGeometry extends Geometry {\n\n\tconstructor( points, segments, phiStart, phiLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// LatheBufferGeometry\n\nclass LatheBufferGeometry extends BufferGeometry {\n\n\tconstructor( points, segments, phiStart, phiLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments ) || 12;\n\t\tphiStart = phiStart || 0;\n\t\tphiLength = phiLength || Math.PI * 2;\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\n// ShapeGeometry\n\nclass ShapeGeometry extends Geometry {\n\n\tconstructor( shapes, curveSegments ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tif ( typeof curveSegments === 'object' ) {\n\n\t\t\tconsole.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );\n\n\t\t\tcurveSegments = curveSegments.curveSegments;\n\n\t\t}\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = Geometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$1( shapes, data );\n\n\t}\n\n}\n\n// ShapeBufferGeometry\n\nclass ShapeBufferGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\tcurveSegments = curveSegments || 12;\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$1( shapes, data );\n\n\t}\n\n}\n\n//\n\nfunction toJSON$1( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\t\tconst edge = [ 0, 0 ], edges = {};\n\t\tlet edge1, edge2, key;\n\t\tconst keys = [ 'a', 'b', 'c' ];\n\n\t\t// prepare source geometry\n\n\t\tlet geometry2;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tgeometry2 = new Geometry();\n\t\t\tgeometry2.fromBufferGeometry( geometry );\n\n\t\t} else {\n\n\t\t\tgeometry2 = geometry.clone();\n\n\t\t}\n\n\t\tgeometry2.mergeVertices();\n\t\tgeometry2.computeFaceNormals();\n\n\t\tconst sourceVertices = geometry2.vertices;\n\t\tconst faces = geometry2.faces;\n\n\t\t// now create a data structure where each entry represents an edge with its adjoining faces\n\n\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\tedge1 = face[ keys[ j ] ];\n\t\t\t\tedge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 );\n\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };\n\n\t\t\t\t} else {\n\n\t\t\t\t\tedges[ key ].face2 = i;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices\n\n\t\tfor ( key in edges ) {\n\n\t\t\tconst e = edges[ key ];\n\n\t\t\t// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.\n\n\t\t\tif ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {\n\n\t\t\t\tlet vertex = sourceVertices[ e.index1 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex = sourceVertices[ e.index2 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n// CylinderGeometry\n\nclass CylinderGeometry extends Geometry {\n\n\tconstructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// CylinderBufferGeometry\n\nclass CylinderBufferGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradiusTop = radiusTop !== undefined ? radiusTop : 1;\n\t\tradiusBottom = radiusBottom !== undefined ? radiusBottom : 1;\n\t\theight = height || 1;\n\n\t\tradialSegments = Math.floor( radialSegments ) || 8;\n\t\theightSegments = Math.floor( heightSegments ) || 1;\n\n\t\topenEnded = openEnded !== undefined ? openEnded : false;\n\t\tthetaStart = thetaStart !== undefined ? thetaStart : 0.0;\n\t\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\n// ConeGeometry\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\n// ConeBufferGeometry\n\nclass ConeBufferGeometry extends CylinderBufferGeometry {\n\n\tconstructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\t\tthis.type = 'ConeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\n// CircleGeometry\n\nclass CircleGeometry extends Geometry {\n\n\tconstructor( radius, segments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// CircleBufferGeometry\n\nclass CircleBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius, segments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tradius = radius || 1;\n\t\tsegments = segments !== undefined ? Math.max( 3, segments ) : 8;\n\n\t\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\t\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tWireframeGeometry: WireframeGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricBufferGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronBufferGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronBufferGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronBufferGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronBufferGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronBufferGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeBufferGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotBufferGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusBufferGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextBufferGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereBufferGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingBufferGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneBufferGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheBufferGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeBufferGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeBufferGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeBufferGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderBufferGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleBufferGeometry,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxBufferGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nfunction ShadowMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShadowMaterial';\n\n\tthis.color = new Color( 0x000000 );\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nShadowMaterial.prototype = Object.create( Material.prototype );\nShadowMaterial.prototype.constructor = ShadowMaterial;\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nShadowMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\treturn this;\n\n};\n\nfunction RawShaderMaterial( parameters ) {\n\n\tShaderMaterial.call( this, parameters );\n\n\tthis.type = 'RawShaderMaterial';\n\n}\n\nRawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshPhongMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshPhongMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhongMaterial.prototype = Object.create( Material.prototype );\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshToonMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'TOON': '' };\n\n\tthis.type = 'MeshToonMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\tthis.gradientMap = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshToonMaterial.prototype = Object.create( Material.prototype );\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\tthis.gradientMap = source.gradientMap;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshNormalMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshNormalMaterial';\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshNormalMaterial.prototype = Object.create( Material.prototype );\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshLambertMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshLambertMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshLambertMaterial.prototype = Object.create( Material.prototype );\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshMatcapMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.type = 'MeshMatcapMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.matcap = null;\n\n\tthis.map = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshMatcapMaterial.prototype = Object.create( Material.prototype );\nMeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nMeshMatcapMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.color.copy( source.color );\n\n\tthis.matcap = source.matcap;\n\n\tthis.map = source.map;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nfunction LineDashedMaterial( parameters ) {\n\n\tLineBasicMaterial.call( this );\n\n\tthis.type = 'LineDashedMaterial';\n\n\tthis.scale = 1;\n\tthis.dashSize = 3;\n\tthis.gapSize = 1;\n\n\tthis.setValues( parameters );\n\n}\n\nLineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function ( source ) {\n\n\tLineBasicMaterial.prototype.copy.call( this, source );\n\n\tthis.scale = source.scale;\n\tthis.dashSize = source.dashSize;\n\tthis.gapSize = source.gapSize;\n\n\treturn this;\n\n};\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps ) {\n\n\t\tfps = fps || 30;\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {\n\n\t\tif ( referenceFrame === undefined ) referenceFrame = 0;\n\t\tif ( referenceClip === undefined ) referenceClip = targetClip;\n\t\tif ( fps === undefined || fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = targetClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nfunction KeyframeTrack( name, times, values, interpolation ) {\n\n\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\tthis.name = name;\n\n\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n}\n\n// Static methods\n\nObject.assign( KeyframeTrack, {\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\ttoJSON: function ( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== undefined ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n} );\n\nObject.assign( KeyframeTrack.prototype, {\n\n\tconstructor: KeyframeTrack,\n\n\tTimeBufferType: Float32Array,\n\n\tValueBufferType: Float32Array,\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodDiscrete: function ( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: function ( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tsetInterpolation: function ( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = \"unsupported interpolation for \" +\n\t\t\t\tthis.ValueTypeName + \" keyframe track named \" + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t},\n\n\tgetInterpolation: function () {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t},\n\n\tgetValueSize: function () {\n\n\t\treturn this.values.length / this.times.length;\n\n\t},\n\n\t// move all keyframes either forwards or backwards in time\n\tshift: function ( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale: function ( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim: function ( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize: function () {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n} );\n\n/**\n * A Track of Boolean keyframe values.\n */\n\nfunction BooleanKeyframeTrack( name, times, values ) {\n\n\tKeyframeTrack.call( this, name, times, values );\n\n}\n\nBooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: BooleanKeyframeTrack,\n\n\tValueTypeName: 'bool',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\tInterpolantFactoryMethodSmooth: undefined\n\n\t// Note: Actually this track could have a optimized / compressed\n\t// representation of a single value and a custom interpolant that\n\t// computes \"firstValue ^ isOdd( index )\".\n\n} );\n\n/**\n * A Track of keyframe values that represent color.\n */\n\nfunction ColorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: ColorKeyframeTrack,\n\n\tValueTypeName: 'color'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n\t// Note: Very basic implementation and nothing special yet.\n\t// However, this is the place for color space parameterization.\n\n} );\n\n/**\n * A Track of numeric keyframe values.\n */\n\nfunction NumberKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nNumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: NumberKeyframeTrack,\n\n\tValueTypeName: 'number'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\n\nfunction QuaternionKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: QuaternionKeyframeTrack,\n\n\tValueTypeName: 'quaternion',\n\n\t// ValueBufferType is inherited\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n} );\n\n/**\n * A Track that interpolates Strings\n */\n\nfunction StringKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nStringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: StringKeyframeTrack,\n\n\tValueTypeName: 'string',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\n\tInterpolantFactoryMethodSmooth: undefined\n\n} );\n\n/**\n * A Track of vectored keyframe values.\n */\n\nfunction VectorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nVectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: VectorKeyframeTrack,\n\n\tValueTypeName: 'vector'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\nfunction AnimationClip( name, duration, tracks, blendMode ) {\n\n\tthis.name = name;\n\tthis.tracks = tracks;\n\tthis.duration = ( duration !== undefined ) ? duration : - 1;\n\tthis.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// this means it should figure out its duration by scanning the tracks\n\tif ( this.duration < 0 ) {\n\n\t\tthis.resetDuration();\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nObject.assign( AnimationClip, {\n\n\tparse: function ( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( json.name, json.duration, tracks, json.blendMode );\n\n\t},\n\n\ttoJSON: function ( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t},\n\n\tCreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( name, - 1, tracks );\n\n\t},\n\n\tfindByName: function ( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tCreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t},\n\n\t// parse the animation.hierarchy format\n\tparseAnimation: function ( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n} );\n\nObject.assign( AnimationClip.prototype, {\n\n\tresetDuration: function () {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t},\n\n\ttrim: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\toptimize: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new AnimationClip( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n} );\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AnimationLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AnimationLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\t\ttexture.image = images;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 )\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction ImageLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n} );\n\nfunction CubeTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CubeTextureLoader,\n\n\tload: function ( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = 5;\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = 5;\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = 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\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'EllipseCurve';\n\n\tthis.aX = aX || 0;\n\tthis.aY = aY || 0;\n\n\tthis.xRadius = xRadius || 1;\n\tthis.yRadius = yRadius || 1;\n\n\tthis.aStartAngle = aStartAngle || 0;\n\tthis.aEndAngle = aEndAngle || 2 * Math.PI;\n\n\tthis.aClockwise = aClockwise || false;\n\n\tthis.aRotation = aRotation || 0;\n\n}\n\nEllipseCurve.prototype = Object.create( Curve.prototype );\nEllipseCurve.prototype.constructor = EllipseCurve;\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tconst twoPi = Math.PI * 2;\n\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t// ensures that deltaAngle is 0 .. 2 PI\n\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\tif ( samePoints ) {\n\n\t\t\tdeltaAngle = 0;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = twoPi;\n\n\t\t}\n\n\t}\n\n\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\tdeltaAngle = - twoPi;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t}\n\n\t}\n\n\tconst angle = this.aStartAngle + t * deltaAngle;\n\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\tif ( this.aRotation !== 0 ) {\n\n\t\tconst cos = Math.cos( this.aRotation );\n\t\tconst sin = Math.sin( this.aRotation );\n\n\t\tconst tx = x - this.aX;\n\t\tconst ty = y - this.aY;\n\n\t\t// Rotate the point about the center of the ellipse.\n\t\tx = tx * cos - ty * sin + this.aX;\n\t\ty = tx * sin + ty * cos + this.aY;\n\n\t}\n\n\treturn point.set( x, y );\n\n};\n\nEllipseCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.aX = source.aX;\n\tthis.aY = source.aY;\n\n\tthis.xRadius = source.xRadius;\n\tthis.yRadius = source.yRadius;\n\n\tthis.aStartAngle = source.aStartAngle;\n\tthis.aEndAngle = source.aEndAngle;\n\n\tthis.aClockwise = source.aClockwise;\n\n\tthis.aRotation = source.aRotation;\n\n\treturn this;\n\n};\n\n\nEllipseCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.aX = this.aX;\n\tdata.aY = this.aY;\n\n\tdata.xRadius = this.xRadius;\n\tdata.yRadius = this.yRadius;\n\n\tdata.aStartAngle = this.aStartAngle;\n\tdata.aEndAngle = this.aEndAngle;\n\n\tdata.aClockwise = this.aClockwise;\n\n\tdata.aRotation = this.aRotation;\n\n\treturn data;\n\n};\n\nEllipseCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.aX = json.aX;\n\tthis.aY = json.aY;\n\n\tthis.xRadius = json.xRadius;\n\tthis.yRadius = json.yRadius;\n\n\tthis.aStartAngle = json.aStartAngle;\n\tthis.aEndAngle = json.aEndAngle;\n\n\tthis.aClockwise = json.aClockwise;\n\n\tthis.aRotation = json.aRotation;\n\n\treturn this;\n\n};\n\nfunction ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\tEllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\tthis.type = 'ArcCurve';\n\n}\n\nArcCurve.prototype = Object.create( EllipseCurve.prototype );\nArcCurve.prototype.constructor = ArcCurve;\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nfunction CatmullRomCurve3( points, closed, curveType, tension ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CatmullRomCurve3';\n\n\tthis.points = points || [];\n\tthis.closed = closed || false;\n\tthis.curveType = curveType || 'centripetal';\n\tthis.tension = ( tension !== undefined ) ? tension : 0.5;\n\n}\n\nCatmullRomCurve3.prototype = Object.create( Curve.prototype );\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector3();\n\n\tconst points = this.points;\n\tconst l = points.length;\n\n\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\tlet intPoint = Math.floor( p );\n\tlet weight = p - intPoint;\n\n\tif ( this.closed ) {\n\n\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\tintPoint = l - 2;\n\t\tweight = 1;\n\n\t}\n\n\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\tif ( this.closed || intPoint > 0 ) {\n\n\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate first point\n\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\tp0 = tmp;\n\n\t}\n\n\tconst p1 = points[ intPoint % l ];\n\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate last point\n\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\tp3 = tmp;\n\n\t}\n\n\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t// init Centripetal / Chordal Catmull-Rom\n\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t// safety check for repeated points\n\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t}\n\n\tpoint.set(\n\t\tpx.calc( weight ),\n\t\tpy.calc( weight ),\n\t\tpz.calc( weight )\n\t);\n\n\treturn point;\n\n};\n\nCatmullRomCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\tthis.closed = source.closed;\n\tthis.curveType = source.curveType;\n\tthis.tension = source.tension;\n\n\treturn this;\n\n};\n\nCatmullRomCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\tdata.closed = this.closed;\n\tdata.curveType = this.curveType;\n\tdata.tension = this.tension;\n\n\treturn data;\n\n};\n\nCatmullRomCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t}\n\n\tthis.closed = json.closed;\n\tthis.curveType = json.curveType;\n\tthis.tension = json.tension;\n\n\treturn this;\n\n};\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nfunction CubicBezierCurve( v0, v1, v2, v3 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve';\n\n\tthis.v0 = v0 || new Vector2();\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\tthis.v3 = v3 || new Vector2();\n\n}\n\nCubicBezierCurve.prototype = Object.create( Curve.prototype );\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction CubicBezierCurve3( v0, v1, v2, v3 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve3';\n\n\tthis.v0 = v0 || new Vector3();\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\tthis.v3 = v3 || new Vector3();\n\n}\n\nCubicBezierCurve3.prototype = Object.create( Curve.prototype );\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector3();\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction LineCurve( v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve';\n\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\n}\n\nLineCurve.prototype = Object.create( Curve.prototype );\nLineCurve.prototype.constructor = LineCurve;\n\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve.prototype.getTangent = function ( t, optionalTarget ) {\n\n\tconst tangent = optionalTarget || new Vector2();\n\n\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\treturn tangent;\n\n};\n\nLineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction LineCurve3( v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve3';\n\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\n}\n\nLineCurve3.prototype = Object.create( Curve.prototype );\nLineCurve3.prototype.constructor = LineCurve3;\n\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector3();\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve( v0, v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve';\n\n\tthis.v0 = v0 || new Vector2();\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\n}\n\nQuadraticBezierCurve.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve3( v0, v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve3';\n\n\tthis.v0 = v0 || new Vector3();\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\n}\n\nQuadraticBezierCurve3.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector3();\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction SplineCurve( points ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'SplineCurve';\n\n\tthis.points = points || [];\n\n}\n\nSplineCurve.prototype = Object.create( Curve.prototype );\nSplineCurve.prototype.constructor = SplineCurve;\n\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tconst points = this.points;\n\tconst p = ( points.length - 1 ) * t;\n\n\tconst intPoint = Math.floor( p );\n\tconst weight = p - intPoint;\n\n\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\tconst p1 = points[ intPoint ];\n\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\tpoint.set(\n\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t);\n\n\treturn point;\n\n};\n\nSplineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\treturn this;\n\n};\n\nSplineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\treturn data;\n\n};\n\nSplineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t}\n\n\treturn this;\n\n};\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n\n\tCurve.call( this );\n\n\tthis.type = 'CurvePath';\n\n\tthis.curves = [];\n\tthis.autoClose = false; // Automatically closes the path\n\n}\n\nCurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {\n\n\tconstructor: CurvePath,\n\n\tadd: function ( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t},\n\n\tclosePath: function () {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t},\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint: function ( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurve.prototype.copy.call( this, source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Curve.prototype.toJSON.call( this );\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurve.prototype.fromJSON.call( this, json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Path( points ) {\n\n\tCurvePath.call( this );\n\n\tthis.type = 'Path';\n\n\tthis.currentPoint = new Vector2();\n\n\tif ( points ) {\n\n\t\tthis.setFromPoints( points );\n\n\t}\n\n}\n\nPath.prototype = Object.assign( Object.create( CurvePath.prototype ), {\n\n\tconstructor: Path,\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t},\n\n\tarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tabsarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t},\n\n\tabsellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurvePath.prototype.copy.call( this, source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = CurvePath.prototype.toJSON.call( this );\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurvePath.prototype.fromJSON.call( this, json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Shape( points ) {\n\n\tPath.call( this, points );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.type = 'Shape';\n\n\tthis.holes = [];\n\n}\n\nShape.prototype = Object.assign( Object.create( Path.prototype ), {\n\n\tconstructor: Shape,\n\n\tgetPointsHoles: function ( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t},\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints: function ( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tPath.prototype.copy.call( this, source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Path.prototype.toJSON.call( this );\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tPath.prototype.fromJSON.call( this, json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Light( color, intensity ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Light';\n\n\tthis.color = new Color( color );\n\tthis.intensity = intensity !== undefined ? intensity : 1;\n\n\tthis.receiveShadow = undefined;\n\n}\n\nLight.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Light,\n\n\tisLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction HemisphereLight( skyColor, groundColor, intensity ) {\n\n\tLight.call( this, skyColor, intensity );\n\n\tthis.type = 'HemisphereLight';\n\n\tthis.castShadow = undefined;\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.groundColor = new Color( groundColor );\n\n}\n\nHemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: HemisphereLight,\n\n\tisHemisphereLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LightShadow( camera ) {\n\n\tthis.camera = camera;\n\n\tthis.bias = 0;\n\tthis.normalBias = 0;\n\tthis.radius = 1;\n\n\tthis.mapSize = new Vector2( 512, 512 );\n\n\tthis.map = null;\n\tthis.mapPass = null;\n\tthis.matrix = new Matrix4();\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis._frustum = new Frustum();\n\tthis._frameExtents = new Vector2( 1, 1 );\n\n\tthis._viewportCount = 1;\n\n\tthis._viewports = [\n\n\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t];\n\n}\n\nObject.assign( LightShadow.prototype, {\n\n\t_projScreenMatrix: new Matrix4(),\n\n\t_lightPositionWorld: new Vector3(),\n\n\t_lookTarget: new Vector3(),\n\n\tgetViewportCount: function () {\n\n\t\treturn this._viewportCount;\n\n\t},\n\n\tgetFrustum: function () {\n\n\t\treturn this._frustum;\n\n\t},\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst shadowCamera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tprojScreenMatrix = this._projScreenMatrix,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tlightPositionWorld = this._lightPositionWorld;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( lookTarget );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\tprojScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t},\n\n\tgetViewport: function ( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t},\n\n\tgetFrameExtents: function () {\n\n\t\treturn this._frameExtents;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n} );\n\nfunction SpotLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n}\n\nSpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: SpotLightShadow,\n\n\tisSpotLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction SpotLight( color, intensity, distance, angle, penumbra, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'SpotLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / Math.PI;\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.angle = ( angle !== undefined ) ? angle : Math.PI / 3;\n\tthis.penumbra = ( penumbra !== undefined ) ? penumbra : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new SpotLightShadow();\n\n}\n\nSpotLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: SpotLight,\n\n\tisSpotLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction PointLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\tthis._frameExtents = new Vector2( 4, 2 );\n\n\tthis._viewportCount = 6;\n\n\tthis._viewports = [\n\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t// following orientation:\n\t\t//\n\t\t// xzXZ\n\t\t// y Y\n\t\t//\n\t\t// X - Positive x direction\n\t\t// x - Negative x direction\n\t\t// Y - Positive y direction\n\t\t// y - Negative y direction\n\t\t// Z - Positive z direction\n\t\t// z - Negative z direction\n\n\t\t// positive X\n\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t// negative X\n\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t// positive Z\n\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t// negative Z\n\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t// positive Y\n\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t// negative Y\n\t\tnew Vector4( 1, 0, 1, 1 )\n\t];\n\n\tthis._cubeDirections = [\n\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t];\n\n\tthis._cubeUps = [\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t];\n\n}\n\nPointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: PointLightShadow,\n\n\tisPointLightShadow: true,\n\n\tupdateMatrices: function ( light, viewportIndex ) {\n\n\t\tif ( viewportIndex === undefined ) viewportIndex = 0;\n\n\t\tconst camera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tlightPositionWorld = this._lightPositionWorld,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tprojScreenMatrix = this._projScreenMatrix;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.copy( camera.position );\n\t\tlookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );\n\n\t\tprojScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t}\n\n} );\n\nfunction PointLight( color, intensity, distance, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'PointLight';\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * 4 * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new PointLightShadow();\n\n}\n\nPointLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: PointLight,\n\n\tisPointLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction OrthographicCamera( left, right, top, bottom, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'OrthographicCamera';\n\n\tthis.zoom = 1;\n\tthis.view = null;\n\n\tthis.left = ( left !== undefined ) ? left : - 1;\n\tthis.right = ( right !== undefined ) ? right : 1;\n\tthis.top = ( top !== undefined ) ? top : 1;\n\tthis.bottom = ( bottom !== undefined ) ? bottom : - 1;\n\n\tthis.near = ( near !== undefined ) ? near : 0.1;\n\tthis.far = ( far !== undefined ) ? far : 2000;\n\n\tthis.updateProjectionMatrix();\n\n}\n\nOrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: OrthographicCamera,\n\n\tisOrthographicCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t},\n\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.getInverse( this.projectionMatrix );\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction DirectionalLightShadow() {\n\n\tLightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n}\n\nDirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: DirectionalLightShadow,\n\n\tisDirectionalLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction DirectionalLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'DirectionalLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tthis.shadow = new DirectionalLightShadow();\n\n}\n\nDirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: DirectionalLight,\n\n\tisDirectionalLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AmbientLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'AmbientLight';\n\n\tthis.castShadow = undefined;\n\n}\n\nAmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: AmbientLight,\n\n\tisAmbientLight: true\n\n} );\n\nfunction RectAreaLight( color, intensity, width, height ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'RectAreaLight';\n\n\tthis.width = ( width !== undefined ) ? width : 10;\n\tthis.height = ( height !== undefined ) ? height : 10;\n\n}\n\nRectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: RectAreaLight,\n\n\tisRectAreaLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isSphericalHarmonics3', { value: true } );\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nfunction LightProbe( sh, intensity ) {\n\n\tLight.call( this, undefined, intensity );\n\n\tthis.type = 'LightProbe';\n\n\tthis.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();\n\n}\n\nLightProbe.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: LightProbe,\n\n\tisLightProbe: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction MaterialLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n\tthis.textures = {};\n\n}\n\nMaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: MaterialLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t},\n\n\tsetTextures: function ( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction BufferGeometryLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nBufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: BufferGeometryLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = new TYPED_ARRAYS[ index.type ]( index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\t// Workaround for IE11 pre KB2929437. See #11440\n\tUint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction ObjectLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ObjectLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json, onLoad ) {\n\n\t\tconst shapes = this.parseShape( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials );\n\n\t\tif ( json.animations ) {\n\n\t\t\tobject.animations = this.parseAnimations( json.animations );\n\n\t\t}\n\n\t\tif ( json.images === undefined || json.images.length === 0 ) {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t},\n\n\tparseShape: function ( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t},\n\n\tparseGeometries: function ( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\t\t\t\t\tcase 'CubeGeometry': // backwards compatible\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t},\n\n\tparseMaterials: function ( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t},\n\n\tparseAnimations: function ( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst data = json[ i ];\n\n\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\tif ( data.uuid !== undefined ) clip.uuid = data.uuid;\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t},\n\n\tparseImages: function ( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;\n\n\t\t\t\t\t\timages[ image.uuid ].push( loadImage( path ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;\n\n\t\t\t\t\timages[ image.uuid ] = loadImage( path );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t},\n\n\tparseTextures: function ( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\n\t\t\t\tif ( Array.isArray( images[ data.image ] ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( images[ data.image ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture = new Texture( images[ data.image ] );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t},\n\n\tparseObject: function ( data, geometries, materials ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n} );\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tfetch( url ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, scope.options );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nfunction ShapePath() {\n\n\tthis.type = 'ShapePath';\n\n\tthis.color = new Color();\n\n\tthis.subPaths = [];\n\tthis.currentPath = null;\n\n}\n\nObject.assign( ShapePath.prototype, {\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t},\n\n\ttoShapes: function ( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction Font( data ) {\n\n\tthis.type = 'Font';\n\n\tthis.data = data;\n\n}\n\nObject.assign( Font.prototype, {\n\n\tisFont: true,\n\n\tgenerateShapes: function ( text, size ) {\n\n\t\tif ( size === undefined ) size = 100;\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nfunction FontLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FontLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n} );\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nfunction AudioLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AudioLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n} );\n\nfunction HemisphereLightProbe( skyColor, groundColor, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( skyColor );\n\tconst color2 = new Color().set( groundColor );\n\n\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\tconst c0 = Math.sqrt( Math.PI );\n\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n}\n\nHemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: HemisphereLightProbe,\n\n\tisHemisphereLightProbe: true,\n\n\tcopy: function ( source ) { // modifying colors not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction AmbientLightProbe( color, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( color );\n\n\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n}\n\nAmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: AmbientLightProbe,\n\n\tisAmbientLightProbe: true,\n\n\tcopy: function ( source ) { // modifying color not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nfunction StereoCamera() {\n\n\tthis.type = 'StereoCamera';\n\n\tthis.aspect = 1;\n\n\tthis.eyeSep = 0.064;\n\n\tthis.cameraL = new PerspectiveCamera();\n\tthis.cameraL.layers.enable( 1 );\n\tthis.cameraL.matrixAutoUpdate = false;\n\n\tthis.cameraR = new PerspectiveCamera();\n\tthis.cameraR.layers.enable( 2 );\n\tthis.cameraR.matrixAutoUpdate = false;\n\n\tthis._cache = {\n\t\tfocus: null,\n\t\tfov: null,\n\t\taspect: null,\n\t\tnear: null,\n\t\tfar: null,\n\t\tzoom: null,\n\t\teyeSep: null\n\t};\n\n}\n\nObject.assign( StereoCamera.prototype, {\n\n\tupdate: function ( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n} );\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = ( typeof performance === 'undefined' ? Date : performance ).now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nconst _position$2 = new Vector3();\nconst _quaternion$3 = new Quaternion();\nconst _scale$1 = new Vector3();\nconst _orientation = new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );\n\n\t\t_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$2.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$2.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$2.x, _position$2.y, _position$2.z );\n\t\t\tlistener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay ) {\n\n\t\tif ( delay === undefined ) delay = 0;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value;\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position$3 = new Vector3();\nconst _quaternion$4 = new Quaternion();\nconst _scale$2 = new Vector3();\nconst _orientation$1 = new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );\n\n\t\t_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position$3.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position$3.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position$3.x, _position$3.y, _position$3.z );\n\t\t\tpanner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nfunction PropertyMixer( binding, typeName, valueSize ) {\n\n\tthis.binding = binding;\n\tthis.valueSize = valueSize;\n\n\tlet mixFunction,\n\t\tmixFunctionAdditive,\n\t\tsetIdentity;\n\n\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t//\n\t// interpolators can use .buffer as their .result\n\t// the data then goes to 'incoming'\n\t//\n\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t// the cumulative result and are compared to detect\n\t// changes\n\t//\n\t// 'orig' stores the original state of the property\n\t//\n\t// 'add' is used for additive cumulative results\n\t//\n\t// 'work' is optional and is only present for quaternion types. It is used\n\t// to store intermediate quaternion multiplication results\n\n\tswitch ( typeName ) {\n\n\t\tcase 'quaternion':\n\t\t\tmixFunction = this._slerp;\n\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\tthis._workIndex = 5;\n\t\t\tbreak;\n\n\t\tcase 'string':\n\t\tcase 'bool':\n\t\t\tmixFunction = this._select;\n\n\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t// additive is not relevant for non-numeric types\n\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tmixFunction = this._lerp;\n\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t}\n\n\tthis._mixBufferRegion = mixFunction;\n\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\tthis._setIdentity = setIdentity;\n\tthis._origIndex = 3;\n\tthis._addIndex = 4;\n\n\tthis.cumulativeWeight = 0;\n\tthis.cumulativeWeightAdditive = 0;\n\n\tthis.useCount = 0;\n\tthis.referenceCount = 0;\n\n}\n\nObject.assign( PropertyMixer.prototype, {\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate: function ( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t},\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive: function ( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t},\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply: function ( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState: function () {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t},\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState: function () {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t},\n\n\t_setAdditiveIdentityNumeric: function () {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t},\n\n\t_setAdditiveIdentityQuaternion: function () {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t},\n\n\t_setAdditiveIdentityOther: function () {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t},\n\n\n\t// mix functions\n\n\t_select: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_slerp: function ( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t},\n\n\t_slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t},\n\n\t_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t},\n\n\t_lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n} );\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === \"\" || nodeName === \".\" || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === \"morphTargetInfluences\" ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nfunction AnimationObjectGroup() {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// cached objects followed by the active ones\n\tthis._objects = Array.prototype.slice.call( arguments );\n\n\tthis.nCachedObjects_ = 0; // threshold\n\t// note: read by PropertyBinding.Composite\n\n\tconst indices = {};\n\tthis._indicesByUUID = indices; // for bookkeeping\n\n\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t}\n\n\tthis._paths = []; // inside: string\n\tthis._parsedPaths = []; // inside: { we don't care, here }\n\tthis._bindings = []; // inside: Array< PropertyBinding >\n\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\tconst scope = this;\n\n\tthis.stats = {\n\n\t\tobjects: {\n\t\t\tget total() {\n\n\t\t\t\treturn scope._objects.length;\n\n\t\t\t},\n\t\t\tget inUse() {\n\n\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t}\n\t\t},\n\t\tget bindingsPerObject() {\n\n\t\t\treturn scope._bindings.length;\n\n\t\t}\n\n\t};\n\n}\n\nObject.assign( AnimationObjectGroup.prototype, {\n\n\tisAnimationObjectGroup: true,\n\n\tadd: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\tremove: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// remove & forget\n\tuncache: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_: function ( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t},\n\n\tunsubscribe_: function ( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n} );\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot, blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot || null;\n\t\tthis.blendMode = blendMode || clip.blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction AnimationMixer( root ) {\n\n\tthis._root = root;\n\tthis._initMemoryManager();\n\tthis._accuIndex = 0;\n\n\tthis.time = 0;\n\n\tthis.timeScale = 1.0;\n\n}\n\nAnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: AnimationMixer,\n\n\t_bindAction: function ( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t},\n\n\t_activateAction: function ( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t},\n\n\t_deactivateAction: function ( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t},\n\n\t// Memory manager\n\n\t_initMemoryManager: function () {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t},\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction: function ( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t},\n\n\t_addInactiveAction: function ( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t},\n\n\t_removeInactiveAction: function ( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t},\n\n\t_removeInactiveBindingsForAction: function ( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_lendAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t},\n\n\t_takeBackAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t},\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding: function ( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t},\n\n\t_removeInactiveBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t},\n\n\t_lendBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t},\n\n\t_takeBackBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t},\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant: function () {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t},\n\n\t_takeBackControlInterpolant: function ( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t},\n\n\t_controlInterpolantsResultBuffer: new Float32Array( 1 ),\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction: function ( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t},\n\n\t// get an existing action\n\texistingAction: function ( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction: function () {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// advance the time and update apply the animation\n\tupdate: function ( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime: function ( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t},\n\n\t// return this mixer's root target object\n\tgetRoot: function () {\n\n\t\treturn this._root;\n\n\t},\n\n\t// free all resources specific to a particular clip\n\tuncacheClip: function ( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t},\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot: function ( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remove a targeted clip from the cache\n\tuncacheAction: function ( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n} );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\n/**\n * @author raub / https://github.com/raub\n */\n\n/**\n * Element size is one of:\n * 5126: 4\n * 5123: 2\n * 5122: 2\n * 5125: 4\n * 5124: 4\n * 5120: 1\n * 5121: 1\n */\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near, far ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near || 0;\n\tthis.far = far || Infinity;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( ( camera && camera.isPerspectiveCamera ) ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( ( camera && camera.isOrthographicCamera ) ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type.' );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tif ( Array.isArray( objects ) === false ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );\n\t\t\treturn intersects;\n\n\t\t}\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius, theta, y ) {\n\n\t\tthis.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = ( y !== undefined ) ? y : 0; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$7 = new Vector2();\n\nclass Box2 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox2', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = new Vector3();\nconst _startEnd = new Vector3();\n\nclass Line3 {\n\n\tconstructor( start, end ) {\n\n\t\tthis.start = ( start !== undefined ) ? start : new Vector3();\n\t\tthis.end = ( end !== undefined ) ? end : new Vector3();\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$8 = new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$8.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$8 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$9 = new Vector3();\nconst _boneMatrix = new Matrix4();\nconst _matrixWorldInv = new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.getInverse( this.root.matrixWorld );\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$9.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$9.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereBufferGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$a = new Vector3();\nconst _color1 = new Color();\nconst _color2 = new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronBufferGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size, divisions, color1, color2 ) {\n\n\t\tsize = size || 10;\n\t\tdivisions = divisions || 10;\n\t\tcolor1 = new Color( color1 !== undefined ? color1 : 0x444444 );\n\t\tcolor2 = new Color( color2 !== undefined ? color2 : 0x888888 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius, radials, circles, divisions, color1, color2 ) {\n\n\t\tradius = radius || 10;\n\t\tradials = radials || 16;\n\t\tcircles = circles || 8;\n\t\tdivisions = divisions || 64;\n\t\tcolor1 = new Color( color1 !== undefined ? color1 : 0x444444 );\n\t\tcolor2 = new Color( color2 !== undefined ? color2 : 0x888888 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1$5 = new Vector3();\nconst _v2$3 = new Vector3();\nconst _v3$1 = new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1$5.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3$1.subVectors( _v2$3, _v1$5 );\n\n\t\tthis.lightPlane.lookAt( _v2$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2$3 );\n\t\tthis.targetLine.scale.z = _v3$1.length();\n\n\t}\n\n}\n\nconst _vector$b = new Vector3();\nconst _camera = new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector$b.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box$3 = new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst 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 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box$3.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box$3.isEmpty() ) return;\n\n\t\tconst min = _box$3.min;\n\t\tconst max = _box$3.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst 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 ] );\n\n\t\tconst 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 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size, hex ) {\n\n\t\tconst color = ( hex !== undefined ) ? hex : 0xffff00;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = ( size === undefined ) ? 1 : size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\tconstructor( dir, origin, length, color, headLength, headWidth ) {\n\n\t\tsuper();\n\t\t// dir is assumed to be normalized\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( dir === undefined ) dir = new Vector3( 0, 0, 1 );\n\t\tif ( origin === undefined ) origin = new Vector3( 0, 0, 0 );\n\t\tif ( length === undefined ) length = 1;\n\t\tif ( color === undefined ) color = 0xffff00;\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength, headWidth ) {\n\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst _flatCamera = new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\tnew Vector3( 1, 1, 1 ),\n\tnew Vector3( - 1, 1, 1 ),\n\tnew Vector3( 1, 1, - 1 ),\n\tnew Vector3( - 1, 1, - 1 ),\n\tnew Vector3( 0, PHI, INV_PHI ),\n\tnew Vector3( 0, PHI, - INV_PHI ),\n\tnew Vector3( INV_PHI, 0, PHI ),\n\tnew Vector3( - INV_PHI, 0, PHI ),\n\tnew Vector3( PHI, INV_PHI, 0 ),\n\tnew Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n */\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\tconst clearColor = renderer.getClearColor();\n\t\tconst clearAlpha = renderer.getClearAlpha();\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\n\t\tlet background = scene.background;\n\t\tif ( background && background.isColor ) {\n\n\t\t\tbackground.convertSRGBToLinear();\n\t\t\t// Convert linear to RGBE\n\t\t\tconst maxComponent = Math.max( background.r, background.g, background.b );\n\t\t\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\t\t\tbackground = background.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\t\t\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\t\t\trenderer.setClearColor( background, alpha );\n\t\t\tscene.background = null;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.setClearColor( clearColor, clearAlpha );\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nfunction Face4( a, b, c, d, normal, color, materialIndex ) {\n\n\tconsole.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );\n\treturn new Face3( a, b, c, normal, color, materialIndex );\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials ) {\n\n\tif ( materials === undefined ) materials = [];\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nObject.assign( CurvePath.prototype, {\n\n\tcreatePointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from path points (for Line or Points objects)\n\n\t\tconst pts = this.getPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateSpacedPointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from equidistant sampling along the path\n\n\t\tconst pts = this.getSpacedPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateGeometry: function ( points ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\tconst geometry = new Geometry();\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tgeometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\n//\n\nObject.assign( Path.prototype, {\n\n\tfromPoints: function ( points ) {\n\n\t\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\t\treturn this.setFromPoints( points );\n\n\t}\n\n} );\n\n//\n\nfunction ClosedSplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\tthis.closed = true;\n\n}\n\nClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction SplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction Spline( points ) {\n\n\tconsole.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSpline.prototype = Object.create( CatmullRomCurve3.prototype );\n\nObject.assign( Spline.prototype, {\n\n\tinitFromArray: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .initFromArray() has been removed.' );\n\n\t},\n\tgetControlPointsArray: function ( /* optionalTarget */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );\n\n\t},\n\treparametrizeByArcLength: function ( /* samplingCoef */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nObject.assign( Loader.prototype, {\n\n\textractUrlBase: function ( url ) {\n\n\t\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\t\treturn LoaderUtils.extractUrlBase( url );\n\n\t}\n\n} );\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\nObject.assign( ObjectLoader.prototype, {\n\n\tsetTexturePath: function ( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n} );\n\n//\n\nObject.assign( Box2.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Box3.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Sphere.prototype, {\n\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\n} );\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nObject.assign( MathUtils, {\n\n\trandom16: function () {\n\n\t\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\t\treturn Math.random();\n\n\t},\n\n\tnearestPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\t\treturn MathUtils.floorPowerOfTwo( value );\n\n\t},\n\n\tnextPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\t\treturn MathUtils.ceilPowerOfTwo( value );\n\n\t}\n\n} );\n\nObject.assign( Matrix3.prototype, {\n\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\t\treturn vector.applyMatrix3( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\t\treturn attribute.applyMatrix3( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n\t}\n\n} );\n\nObject.assign( Matrix4.prototype, {\n\n\textractPosition: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\t\treturn this.copyPosition( m );\n\n\t},\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tgetPosition: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\t\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n\t},\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\t\treturn this.makeRotationFromQuaternion( q );\n\n\t},\n\tmultiplyToArray: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector4: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n\t},\n\trotateAxis: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\t\tv.transformDirection( this );\n\n\t},\n\tcrossVector: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\ttranslate: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n\t},\n\trotateX: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n\t},\n\trotateY: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n\t},\n\trotateZ: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n\t},\n\trotateByAxis: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\t\treturn attribute.applyMatrix4( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n\t},\n\tmakeFrustum: function ( left, right, bottom, top, near, far ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\t\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n\t}\n\n} );\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nObject.assign( Ray.prototype, {\n\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionPlane: function ( plane ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\t\treturn this.intersectsPlane( plane );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t}\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tarea: function () {\n\n\t\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\t\treturn this.getArea();\n\n\t},\n\tbarycoordFromPoint: function ( point, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn this.getBarycoord( point, target );\n\n\t},\n\tmidpoint: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\t\treturn this.getMidpoint( target );\n\n\t},\n\tnormal: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn this.getNormal( target );\n\n\t},\n\tplane: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\t\treturn this.getPlane( target );\n\n\t}\n\n} );\n\nObject.assign( Triangle, {\n\n\tbarycoordFromPoint: function ( point, a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n\t},\n\tnormal: function ( a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn Triangle.getNormal( a, b, c, target );\n\n\t}\n\n} );\n\nObject.assign( Shape.prototype, {\n\n\textractAllPoints: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\t\treturn this.extractPoints( divisions );\n\n\t},\n\textrude: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\t\treturn new ExtrudeGeometry( this, options );\n\n\t},\n\tmakeGeometry: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\t\treturn new ShapeGeometry( this, options );\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector3.prototype, {\n\n\tsetEulerFromRotationMatrix: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n\t},\n\tsetEulerFromQuaternion: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n\t},\n\tgetPositionFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\t\treturn this.setFromMatrixPosition( m );\n\n\t},\n\tgetScaleFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\t\treturn this.setFromMatrixScale( m );\n\n\t},\n\tgetColumnFromMatrix: function ( index, matrix ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\t\treturn this.setFromMatrixColumn( matrix, index );\n\n\t},\n\tapplyProjection: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\t\treturn this.applyMatrix4( m );\n\n\t},\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\n//\n\nObject.assign( Geometry.prototype, {\n\n\tcomputeTangents: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeLineDistances: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.assign( Object3D.prototype, {\n\n\tgetChildByName: function ( name ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\t\treturn this.getObjectByName( name );\n\n\t},\n\trenderDepth: function () {\n\n\t\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n\t},\n\ttranslate: function ( distance, axis ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\t\treturn this.translateOnAxis( axis, distance );\n\n\t},\n\tgetWorldRotation: function () {\n\n\t\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( Mesh.prototype, {\n\n\tsetDrawMode: function () {\n\n\t\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t},\n\n} );\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( \"THREE.PerspectiveCamera.setLens is deprecated. \" +\n\t\t\t\"Use .setFocalLength and .filmGauge for a photographic setup.\" );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tcopyIndicesArray: function ( /* indices */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\nObject.assign( BufferGeometry.prototype, {\n\n\taddIndex: function ( index ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\t\tthis.setIndex( index );\n\n\t},\n\taddAttribute: function ( name, attribute ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\t\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t\t}\n\n\t\tif ( name === 'index' ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\t\tthis.setIndex( attribute );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\treturn this.setAttribute( name, attribute );\n\n\t},\n\taddDrawCall: function ( start, count, indexOffset ) {\n\n\t\tif ( indexOffset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t\t}\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\t\tthis.addGroup( start, count );\n\n\t},\n\tclearDrawCalls: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\t\tthis.clearGroups();\n\n\t},\n\tcomputeTangents: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeOffsets: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n\t},\n\tremoveAttribute: function ( name ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\t\treturn this.deleteAttribute( name );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\n//\n\nObject.assign( ExtrudeBufferGeometry.prototype, {\n\n\tgetArrays: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );\n\n\t},\n\n\taddShapeList: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );\n\n\t},\n\n\taddShape: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.assign( Scene.prototype, {\n\n\tdispose: function () {\n\n\t\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.assign( WebGLRenderer.prototype, {\n\n\tclearTarget: function ( renderTarget, color, depth, stencil ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\t\tthis.setRenderTarget( renderTarget );\n\t\tthis.clear( color, depth, stencil );\n\n\t},\n\tanimate: function ( callback ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\t\tthis.setAnimationLoop( callback );\n\n\t},\n\tgetCurrentRenderTarget: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\t\treturn this.getRenderTarget();\n\n\t},\n\tgetMaxAnisotropy: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\t\treturn this.capabilities.getMaxAnisotropy();\n\n\t},\n\tgetPrecision: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\t\treturn this.capabilities.precision;\n\n\t},\n\tresetGLState: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\t\treturn this.state.reset();\n\n\t},\n\tsupportsFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_float' );\n\n\t},\n\tsupportsHalfFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_half_float' );\n\n\t},\n\tsupportsStandardDerivatives: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\t\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n\t},\n\tsupportsCompressedTextureS3TC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t},\n\tsupportsCompressedTexturePVRTC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t},\n\tsupportsBlendMinMax: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\t\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n\t},\n\tsupportsVertexTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\t\treturn this.capabilities.vertexTextures;\n\n\t},\n\tsupportsInstancedArrays: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\t\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n\t},\n\tenableScissorTest: function ( boolean ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\t\tthis.setScissorTest( boolean );\n\n\t},\n\tinitMaterial: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n\t},\n\taddPrePlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n\t},\n\taddPostPlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n\t},\n\tupdateShadowMap: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n\t},\n\tsetFaceCulling: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n\t},\n\tallocTextureUnit: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n\t},\n\tsetTexture: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n\t},\n\tsetTexture2D: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n\t},\n\tsetTextureCube: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n\t},\n\tgetActiveMipMapLevel: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\t\treturn this.getActiveMipmapLevel();\n\n\t}\n\n} );\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Audio.prototype, {\n\n\tload: {\n\t\tvalue: function ( file ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\t\t\tconst scope = this;\n\t\t\tconst audioLoader = new AudioLoader();\n\t\t\taudioLoader.load( file, function ( buffer ) {\n\n\t\t\t\tscope.setBuffer( buffer );\n\n\t\t\t} );\n\t\t\treturn this;\n\n\t\t}\n\t},\n\tstartTime: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Audio: .startTime is now .play( delay ).' );\n\n\t\t}\n\t}\n\n} );\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\n//\n\nconst GeometryUtils = {\n\n\tmerge: function ( geometry1, geometry2, materialIndexOffset ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );\n\t\tlet matrix;\n\n\t\tif ( geometry2.isMesh ) {\n\n\t\t\tgeometry2.matrixAutoUpdate && geometry2.updateMatrix();\n\n\t\t\tmatrix = geometry2.matrix;\n\t\t\tgeometry2 = geometry2.geometry;\n\n\t\t}\n\n\t\tgeometry1.merge( geometry2, matrix, materialIndexOffset );\n\n\t},\n\n\tcenter: function ( geometry ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );\n\t\treturn geometry.center();\n\n\t}\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, BoxGeometry as CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FileLoader, FlatShading, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, 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, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","\nimport { LineSegments2 } from \"../lines/LineSegments2.js\";\nimport { LineGeometry } from \"../lines/LineGeometry.js\";\nimport { LineMaterial } from \"../lines/LineMaterial.js\";\n\nvar Line2 = function ( geometry, material ) {\n\n\tLineSegments2.call( this );\n\n\tthis.type = 'Line2';\n\n\tthis.geometry = geometry !== undefined ? geometry : new LineGeometry();\n\tthis.material = material !== undefined ? material : new LineMaterial( { color: Math.random() * 0xffffff } );\n\n};\n\nLine2.prototype = Object.assign( Object.create( LineSegments2.prototype ), {\n\n\tconstructor: Line2,\n\n\tisLine2: true\n\n} );\n\nexport { Line2 };\n","\nimport { LineSegmentsGeometry } from \"../lines/LineSegmentsGeometry.js\";\n\nvar LineGeometry = function () {\n\n\tLineSegmentsGeometry.call( this );\n\n\tthis.type = 'LineGeometry';\n\n};\n\nLineGeometry.prototype = Object.assign( Object.create( LineSegmentsGeometry.prototype ), {\n\n\tconstructor: LineGeometry,\n\n\tisLineGeometry: true,\n\n\tsetPositions: function ( array ) {\n\n\t\t// converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n\n\t\tvar length = array.length - 3;\n\t\tvar points = new Float32Array( 2 * length );\n\n\t\tfor ( var i = 0; i < length; i += 3 ) {\n\n\t\t\tpoints[ 2 * i ] = array[ i ];\n\t\t\tpoints[ 2 * i + 1 ] = array[ i + 1 ];\n\t\t\tpoints[ 2 * i + 2 ] = array[ i + 2 ];\n\n\t\t\tpoints[ 2 * i + 3 ] = array[ i + 3 ];\n\t\t\tpoints[ 2 * i + 4 ] = array[ i + 4 ];\n\t\t\tpoints[ 2 * i + 5 ] = array[ i + 5 ];\n\n\t\t}\n\n\t\tLineSegmentsGeometry.prototype.setPositions.call( this, points );\n\n\t\treturn this;\n\n\t},\n\n\tsetColors: function ( array ) {\n\n\t\t// converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format\n\n\t\tvar length = array.length - 3;\n\t\tvar colors = new Float32Array( 2 * length );\n\n\t\tfor ( var i = 0; i < length; i += 3 ) {\n\n\t\t\tcolors[ 2 * i ] = array[ i ];\n\t\t\tcolors[ 2 * i + 1 ] = array[ i + 1 ];\n\t\t\tcolors[ 2 * i + 2 ] = array[ i + 2 ];\n\n\t\t\tcolors[ 2 * i + 3 ] = array[ i + 3 ];\n\t\t\tcolors[ 2 * i + 4 ] = array[ i + 4 ];\n\t\t\tcolors[ 2 * i + 5 ] = array[ i + 5 ];\n\n\t\t}\n\n\t\tLineSegmentsGeometry.prototype.setColors.call( this, colors );\n\n\t\treturn this;\n\n\t},\n\n\tfromLine: function ( line ) {\n\n\t\tvar geometry = line.geometry;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tthis.setPositions( geometry.vertices );\n\n\t\t} else if ( geometry.isBufferGeometry ) {\n\n\t\t\tthis.setPositions( geometry.attributes.position.array ); // assumes non-indexed\n\n\t\t}\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( /* source */ ) {\n\n\t\t// todo\n\n\t\treturn this;\n\n\t}\n\n} );\n\nexport { LineGeometry };\n","import {\n\tShaderLib,\n\tShaderMaterial,\n\tUniformsLib,\n\tUniformsUtils,\n\tVector2\n} from \"../../../build/three.module.js\";\n/**\n * parameters = {\n * color: ,\n * linewidth: ,\n * dashed: ,\n * dashScale: ,\n * dashSize: ,\n * gapSize: ,\n * resolution: , // to be set by renderer\n * }\n */\n\nUniformsLib.line = {\n\n\tlinewidth: { value: 1 },\n\tresolution: { value: new Vector2( 1, 1 ) },\n\tdashScale: { value: 1 },\n\tdashSize: { value: 1 },\n\tgapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n\topacity: { value: 1 }\n\n};\n\nShaderLib[ 'line' ] = {\n\n\tuniforms: UniformsUtils.merge( [\n\t\tUniformsLib.common,\n\t\tUniformsLib.fog,\n\t\tUniformsLib.line\n\t] ),\n\n\tvertexShader:\n\t\t`\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\tvarying vec2 vUv;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\tvUv = uv;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec2 ndcStart = clipStart.xy / clipStart.w;\n\t\t\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd - ndcStart;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t// perpendicular to dir\n\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\n\t\t\t// undo aspect ratio adjustment\n\t\t\tdir.x /= aspect;\n\t\t\toffset.x /= aspect;\n\n\t\t\t// sign flip\n\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t// endcaps\n\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\toffset += - dir;\n\n\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\toffset += dir;\n\n\t\t\t}\n\n\t\t\t// adjust for linewidth\n\t\t\toffset *= linewidth;\n\n\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\toffset /= resolution.y;\n\n\t\t\t// select end\n\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t// back to clip space\n\t\t\toffset *= clip.w;\n\n\t\t\tclip.xy += offset;\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`,\n\n\tfragmentShader:\n\t\t`\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashSize;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\t#include \n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\tfloat a = vUv.x;\n\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t}\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t\t\t#include \n\t\t\t#include \n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`\n};\n\nvar LineMaterial = function ( parameters ) {\n\n\tShaderMaterial.call( this, {\n\n\t\ttype: 'LineMaterial',\n\n\t\tuniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),\n\n\t\tvertexShader: ShaderLib[ 'line' ].vertexShader,\n\t\tfragmentShader: ShaderLib[ 'line' ].fragmentShader,\n\n\t\tclipping: true // required for clipping support\n\n\t} );\n\n\tthis.dashed = false;\n\n\tObject.defineProperties( this, {\n\n\t\tcolor: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.diffuse.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.diffuse.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tlinewidth: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.linewidth.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.linewidth.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tdashScale: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.dashScale.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.dashScale.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tdashSize: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.dashSize.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.dashSize.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tgapSize: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.gapSize.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.gapSize.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\topacity: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.opacity.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.opacity.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tresolution: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.resolution.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.resolution.value.copy( value );\n\n\t\t\t}\n\n\t\t}\n\n\t} );\n\n\tthis.setValues( parameters );\n\n};\n\nLineMaterial.prototype = Object.create( ShaderMaterial.prototype );\nLineMaterial.prototype.constructor = LineMaterial;\n\nLineMaterial.prototype.isLineMaterial = true;\n\nexport { LineMaterial };\n","import {\n\tInstancedInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tLine3,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tVector3,\n\tVector4\n} from \"../../../build/three.module.js\";\nimport { LineSegmentsGeometry } from \"../lines/LineSegmentsGeometry.js\";\nimport { LineMaterial } from \"../lines/LineMaterial.js\";\n\nvar LineSegments2 = function ( geometry, material ) {\n\n\tMesh.call( this );\n\n\tthis.type = 'LineSegments2';\n\n\tthis.geometry = geometry !== undefined ? geometry : new LineSegmentsGeometry();\n\tthis.material = material !== undefined ? material : new LineMaterial( { color: Math.random() * 0xffffff } );\n\n};\n\nLineSegments2.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: LineSegments2,\n\n\tisLineSegments2: true,\n\n\tcomputeLineDistances: ( function () { // for backwards-compatability, but could be a method of LineSegmentsGeometry...\n\n\t\tvar start = new Vector3();\n\t\tvar end = new Vector3();\n\n\t\treturn function computeLineDistances() {\n\n\t\t\tvar geometry = this.geometry;\n\n\t\t\tvar instanceStart = geometry.attributes.instanceStart;\n\t\t\tvar instanceEnd = geometry.attributes.instanceEnd;\n\t\t\tvar lineDistances = new Float32Array( 2 * instanceStart.data.count );\n\n\t\t\tfor ( var i = 0, j = 0, l = instanceStart.data.count; i < l; i ++, j += 2 ) {\n\n\t\t\t\tstart.fromBufferAttribute( instanceStart, i );\n\t\t\t\tend.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\tlineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];\n\t\t\t\tlineDistances[ j + 1 ] = lineDistances[ j ] + start.distanceTo( end );\n\n\t\t\t}\n\n\t\t\tvar instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1\n\n\t\t\tgeometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0\n\t\t\tgeometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}() ),\n\n\traycast: ( function () {\n\n\t\tvar start = new Vector4();\n\t\tvar end = new Vector4();\n\n\t\tvar ssOrigin = new Vector4();\n\t\tvar ssOrigin3 = new Vector3();\n\t\tvar mvMatrix = new Matrix4();\n\t\tvar line = new Line3();\n\t\tvar closestPoint = new Vector3();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tif ( raycaster.camera === null ) {\n\n\t\t\t\tconsole.error( 'LineSegments2: \"Raycaster.camera\" needs to be set in order to raycast against LineSegments2.' );\n\n\t\t\t}\n\n\t\t\tvar ray = raycaster.ray;\n\t\t\tvar camera = raycaster.camera;\n\t\t\tvar projectionMatrix = camera.projectionMatrix;\n\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar material = this.material;\n\t\t\tvar resolution = material.resolution;\n\t\t\tvar lineWidth = material.linewidth;\n\n\t\t\tvar instanceStart = geometry.attributes.instanceStart;\n\t\t\tvar instanceEnd = geometry.attributes.instanceEnd;\n\n\t\t\t// pick a point 1 unit out along the ray to avoid the ray origin\n\t\t\t// sitting at the camera origin which will cause \"w\" to be 0 when\n\t\t\t// applying the projection matrix.\n\t\t\tray.at( 1, ssOrigin );\n\n\t\t\t// ndc space [ - 1.0, 1.0 ]\n\t\t\tssOrigin.w = 1;\n\t\t\tssOrigin.applyMatrix4( camera.matrixWorldInverse );\n\t\t\tssOrigin.applyMatrix4( projectionMatrix );\n\t\t\tssOrigin.multiplyScalar( 1 / ssOrigin.w );\n\n\t\t\t// screen space\n\t\t\tssOrigin.x *= resolution.x / 2;\n\t\t\tssOrigin.y *= resolution.y / 2;\n\t\t\tssOrigin.z = 0;\n\n\t\t\tssOrigin3.copy( ssOrigin );\n\n\t\t\tvar matrixWorld = this.matrixWorld;\n\t\t\tmvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );\n\n\t\t\tfor ( var i = 0, l = instanceStart.count; i < l; i ++ ) {\n\n\t\t\t\tstart.fromBufferAttribute( instanceStart, i );\n\t\t\t\tend.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\tstart.w = 1;\n\t\t\t\tend.w = 1;\n\n\t\t\t\t// camera space\n\t\t\t\tstart.applyMatrix4( mvMatrix );\n\t\t\t\tend.applyMatrix4( mvMatrix );\n\n\t\t\t\t// clip space\n\t\t\t\tstart.applyMatrix4( projectionMatrix );\n\t\t\t\tend.applyMatrix4( projectionMatrix );\n\n\t\t\t\t// ndc space [ - 1.0, 1.0 ]\n\t\t\t\tstart.multiplyScalar( 1 / start.w );\n\t\t\t\tend.multiplyScalar( 1 / end.w );\n\n\t\t\t\t// skip the segment if it's outside the camera near and far planes\n\t\t\t\tvar isBehindCameraNear = start.z < - 1 && end.z < - 1;\n\t\t\t\tvar isPastCameraFar = start.z > 1 && end.z > 1;\n\t\t\t\tif ( isBehindCameraNear || isPastCameraFar ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// screen space\n\t\t\t\tstart.x *= resolution.x / 2;\n\t\t\t\tstart.y *= resolution.y / 2;\n\n\t\t\t\tend.x *= resolution.x / 2;\n\t\t\t\tend.y *= resolution.y / 2;\n\n\t\t\t\t// create 2d segment\n\t\t\t\tline.start.copy( start );\n\t\t\t\tline.start.z = 0;\n\n\t\t\t\tline.end.copy( end );\n\t\t\t\tline.end.z = 0;\n\n\t\t\t\t// get closest point on ray to segment\n\t\t\t\tvar param = line.closestPointToPointParameter( ssOrigin3, true );\n\t\t\t\tline.at( param, closestPoint );\n\n\t\t\t\t// check if the intersection point is within clip space\n\t\t\t\tvar zPos = MathUtils.lerp( start.z, end.z, param );\n\t\t\t\tvar isInClipSpace = zPos >= - 1 && zPos <= 1;\n\n\t\t\t\tvar isInside = ssOrigin3.distanceTo( closestPoint ) < lineWidth * 0.5;\n\n\t\t\t\tif ( isInClipSpace && isInside ) {\n\n\t\t\t\t\tline.start.fromBufferAttribute( instanceStart, i );\n\t\t\t\t\tline.end.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\t\tline.start.applyMatrix4( matrixWorld );\n\t\t\t\t\tline.end.applyMatrix4( matrixWorld );\n\n\t\t\t\t\tvar pointOnLine = new Vector3();\n\t\t\t\t\tvar point = new Vector3();\n\n\t\t\t\t\tray.distanceSqToSegment( line.start, line.end, point, pointOnLine );\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tpoint: point,\n\t\t\t\t\t\tpointOnLine: pointOnLine,\n\t\t\t\t\t\tdistance: ray.origin.distanceTo( point ),\n\n\t\t\t\t\t\tobject: this,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: i,\n\t\t\t\t\t\tuv: null,\n\t\t\t\t\t\tuv2: null,\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}() )\n\n} );\n\nexport { LineSegments2 };\n","import {\n\tBox3,\n\tFloat32BufferAttribute,\n\tInstancedBufferGeometry,\n\tInstancedInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tSphere,\n\tVector3,\n\tWireframeGeometry\n} from \"../../../build/three.module.js\";\n\nvar LineSegmentsGeometry = function () {\n\n\tInstancedBufferGeometry.call( this );\n\n\tthis.type = 'LineSegmentsGeometry';\n\n\tvar positions = [ - 1, 2, 0, 1, 2, 0, - 1, 1, 0, 1, 1, 0, - 1, 0, 0, 1, 0, 0, - 1, - 1, 0, 1, - 1, 0 ];\n\tvar uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ];\n\tvar index = [ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ];\n\n\tthis.setIndex( index );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n};\n\nLineSegmentsGeometry.prototype = Object.assign( Object.create( InstancedBufferGeometry.prototype ), {\n\n\tconstructor: LineSegmentsGeometry,\n\n\tisLineSegmentsGeometry: true,\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tvar start = this.attributes.instanceStart;\n\t\tvar end = this.attributes.instanceEnd;\n\n\t\tif ( start !== undefined ) {\n\n\t\t\tstart.applyMatrix4( matrix );\n\n\t\t\tend.applyMatrix4( matrix );\n\n\t\t\tstart.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetPositions: function ( array ) {\n\n\t\tvar lineSegments;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\tlineSegments = array;\n\n\t\t} else if ( Array.isArray( array ) ) {\n\n\t\t\tlineSegments = new Float32Array( array );\n\n\t\t}\n\n\t\tvar instanceBuffer = new InstancedInterleavedBuffer( lineSegments, 6, 1 ); // xyz, xyz\n\n\t\tthis.setAttribute( 'instanceStart', new InterleavedBufferAttribute( instanceBuffer, 3, 0 ) ); // xyz\n\t\tthis.setAttribute( 'instanceEnd', new InterleavedBufferAttribute( instanceBuffer, 3, 3 ) ); // xyz\n\n\t\t//\n\n\t\tthis.computeBoundingBox();\n\t\tthis.computeBoundingSphere();\n\n\t\treturn this;\n\n\t},\n\n\tsetColors: function ( array ) {\n\n\t\tvar colors;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\tcolors = array;\n\n\t\t} else if ( Array.isArray( array ) ) {\n\n\t\t\tcolors = new Float32Array( array );\n\n\t\t}\n\n\t\tvar instanceColorBuffer = new InstancedInterleavedBuffer( colors, 6, 1 ); // rgb, rgb\n\n\t\tthis.setAttribute( 'instanceColorStart', new InterleavedBufferAttribute( instanceColorBuffer, 3, 0 ) ); // rgb\n\t\tthis.setAttribute( 'instanceColorEnd', new InterleavedBufferAttribute( instanceColorBuffer, 3, 3 ) ); // rgb\n\n\t\treturn this;\n\n\t},\n\n\tfromWireframeGeometry: function ( geometry ) {\n\n\t\tthis.setPositions( geometry.attributes.position.array );\n\n\t\treturn this;\n\n\t},\n\n\tfromEdgesGeometry: function ( geometry ) {\n\n\t\tthis.setPositions( geometry.attributes.position.array );\n\n\t\treturn this;\n\n\t},\n\n\tfromMesh: function ( mesh ) {\n\n\t\tthis.fromWireframeGeometry( new WireframeGeometry( mesh.geometry ) );\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tfromLineSegments: function ( lineSegments ) {\n\n\t\tvar geometry = lineSegments.geometry;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tthis.setPositions( geometry.vertices );\n\n\t\t} else if ( geometry.isBufferGeometry ) {\n\n\t\t\tthis.setPositions( geometry.attributes.position.array ); // assumes non-indexed\n\n\t\t}\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tvar box = new Box3();\n\n\t\treturn function computeBoundingBox() {\n\n\t\t\tif ( this.boundingBox === null ) {\n\n\t\t\t\tthis.boundingBox = new Box3();\n\n\t\t\t}\n\n\t\t\tvar start = this.attributes.instanceStart;\n\t\t\tvar end = this.attributes.instanceEnd;\n\n\t\t\tif ( start !== undefined && end !== undefined ) {\n\n\t\t\t\tthis.boundingBox.setFromBufferAttribute( start );\n\n\t\t\t\tbox.setFromBufferAttribute( end );\n\n\t\t\t\tthis.boundingBox.union( box );\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\tcomputeBoundingSphere: function () {\n\n\t\tvar vector = new Vector3();\n\n\t\treturn function computeBoundingSphere() {\n\n\t\t\tif ( this.boundingSphere === null ) {\n\n\t\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t\t}\n\n\t\t\tif ( this.boundingBox === null ) {\n\n\t\t\t\tthis.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\tvar start = this.attributes.instanceStart;\n\t\t\tvar end = this.attributes.instanceEnd;\n\n\t\t\tif ( start !== undefined && end !== undefined ) {\n\n\t\t\t\tvar center = this.boundingSphere.center;\n\n\t\t\t\tthis.boundingBox.getCenter( center );\n\n\t\t\t\tvar maxRadiusSq = 0;\n\n\t\t\t\tfor ( var i = 0, il = start.count; i < il; i ++ ) {\n\n\t\t\t\t\tvector.fromBufferAttribute( start, i );\n\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );\n\n\t\t\t\t\tvector.fromBufferAttribute( end, i );\n\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );\n\n\t\t\t\t}\n\n\t\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\ttoJSON: function () {\n\n\t\t// todo\n\n\t},\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' );\n\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nexport { LineSegmentsGeometry };\n","\"use strict\";\r\nfunction __export(m) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\n__export(require(\"./lib\"));\r\n//# sourceMappingURL=index.js.map","\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nconst type_1 = require(\"./type\");\r\n//aop注入数据的缓存\r\nlet aopMap = new WeakMap();\r\n/**\r\n * 保存被注入的函数列表\r\n */\r\nclass AopData {\r\n constructor() {\r\n //函数开始执行时的调用函数列表\r\n this.m_Begin = [];\r\n //函数结束执行时调用的函数列表\r\n this.m_Ending = [];\r\n }\r\n}\r\n/**\r\n * 函数调用\r\n *\r\n * @param {Function[]} funcList 函数列表\r\n * @param {Object} object 源对象\r\n * @param {any} args 参数列表\r\n */\r\nfunction functionCall(funcList, object, ...args) {\r\n for (let f of funcList) {\r\n if (f.call(object, ...args)) //如果函数返回true 那么结束注入.\r\n return;\r\n }\r\n}\r\n/**\r\n * 全局注入装饰器.\r\n *\r\n * @param {Object} target 目标类\r\n * @param {(string | symbol)} propertyKey 装饰key\r\n * @param {any} [descriptor] 描述\r\n */\r\nfunction iaop(target, propertyKey, descriptor) {\r\n //声明注入数据\r\n let injectData = new AopData();\r\n //缓存旧的函数\r\n let _oldFunc;\r\n //构建新的函数\r\n let newFunction = function (...args) {\r\n //调用起始注入的函数列表\r\n functionCall(injectData.m_Begin, this, ...args);\r\n //调用原始的函数\r\n let res = _oldFunc.call(this, ...args);\r\n //将原始结果加入到参数列表中\r\n args.push(res);\r\n //调用结束的注入\r\n functionCall(injectData.m_Ending, this, ...args);\r\n return res;\r\n };\r\n if (!descriptor) {\r\n let getter = function () {\r\n if (typeof _oldFunc == \"function\")\r\n return newFunction;\r\n else {\r\n console.warn(\"warning:this is not a function!\");\r\n return _oldFunc;\r\n }\r\n };\r\n let setter = function (newVal) {\r\n _oldFunc = newVal;\r\n };\r\n Object.defineProperty(target, propertyKey, {\r\n get: getter,\r\n set: setter,\r\n enumerable: true,\r\n configurable: true\r\n });\r\n }\r\n else {\r\n _oldFunc = descriptor.value;\r\n descriptor.value = newFunction;\r\n }\r\n aopMap.set(newFunction, injectData);\r\n}\r\nexports.iaop = iaop;\r\n/**\r\n * 返回注入方法.\r\n */\r\nfunction Inject(injectType) {\r\n function injectAll(func, injectFunction) {\r\n if (!aopMap.has(func)) {\r\n console.warn(\"不存在的注入.\");\r\n return;\r\n }\r\n let data = aopMap.get(func);\r\n let farr;\r\n switch (injectType) {\r\n case type_1.InjectType.begin:\r\n farr = data.m_Begin;\r\n break;\r\n case type_1.InjectType.end:\r\n farr = data.m_Ending;\r\n break;\r\n default:\r\n break;\r\n }\r\n farr.unshift(injectFunction);\r\n if (farr.length > 20)\r\n console.warn(\"aop注入函数个数超过20\", injectFunction);\r\n return function () {\r\n let index = farr.indexOf(injectFunction);\r\n if (index != -1) {\r\n farr.splice(index, 1);\r\n }\r\n };\r\n }\r\n function injectObject(obj, func, injectFunction) {\r\n let name = getFunctionName(obj, func);\r\n let beginName = getInjectFunctionArrayName(name, injectType);\r\n initInjectReplace(obj, name);\r\n let functionArr = initInjectFunctionArray(obj, beginName);\r\n functionArr.unshift(injectFunction);\r\n if (functionArr.length > 20)\r\n console.warn(\"aop注入函数个数超过20\", injectFunction);\r\n return function () {\r\n let index = functionArr.indexOf(injectFunction);\r\n if (index != -1)\r\n functionArr.splice(index, 1);\r\n };\r\n }\r\n return function inject(...args) {\r\n if (args.length === 2) {\r\n return injectAll.call(this, ...args);\r\n }\r\n else if (args.length === 3) {\r\n return injectObject.call(this, ...args);\r\n }\r\n };\r\n}\r\nexports.begin = Inject(type_1.InjectType.begin);\r\nexports.end = Inject(type_1.InjectType.end);\r\n/**\r\n * 获得注入的函数名称.\r\n */\r\nfunction getInjectFunctionArrayName(name, type) {\r\n return type + name;\r\n}\r\n/**\r\n * 初始化注入.\r\n */\r\nfunction initInjectFunctionArray(obj, funcName) {\r\n if (!obj.hasOwnProperty(funcName)) {\r\n obj[funcName] = [];\r\n }\r\n return obj[funcName];\r\n}\r\nfunction callFunctionArray(thisArg, name, ...args) {\r\n let funcList = thisArg[name];\r\n if (funcList) {\r\n functionCall(funcList, thisArg, ...args);\r\n }\r\n}\r\nfunction callInjectFunctionList(target, funcName, type, ...args) {\r\n callFunctionArray(target, getInjectFunctionArrayName(funcName, type), ...args);\r\n}\r\n/**\r\n * 初始化注入\r\n *\r\n * @param {Object} target 目标对象\r\n * @param {string} funcName 目标函数\r\n */\r\nfunction initInjectReplace(target, funcName) {\r\n const key = Symbol.for(\"__aopinit__\" + funcName);\r\n if (!target.hasOwnProperty(key)) {\r\n target[key] = true;\r\n let oldFunction = target[funcName];\r\n target[funcName] = function (...args) {\r\n callInjectFunctionList(target, funcName, type_1.InjectType.begin, ...args);\r\n let res = oldFunction.call(target, ...args);\r\n args.push(res);\r\n callInjectFunctionList(target, funcName, type_1.InjectType.end, ...args);\r\n return res;\r\n };\r\n }\r\n}\r\n/**\r\n * 返回函数的名称.稳妥起见,你应该传入 {class}.prototype.{function}\r\n */\r\nfunction getFunctionName(target, func) {\r\n if (func.name)\r\n return func.name;\r\n for (let key in target) {\r\n if (target[key] == func) {\r\n return key;\r\n }\r\n }\r\n}\r\nexports.getFunctionName = getFunctionName;\r\n//# sourceMappingURL=lib.js.map","\"use strict\";\r\n// /**\r\n// * 指定aop是否继续执行\r\n// * \r\n// * @export\r\n// * @enum {number}\r\n// */\r\n// export enum AopState\r\n// {\r\n// Continue = 0,//继续执行\r\n// Break = 1, //中断执行\r\n// }\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\n/**\r\n * 注入类型.\r\n *\r\n * @enum {number}\r\n */\r\nvar InjectType;\r\n(function (InjectType) {\r\n InjectType[\"begin\"] = \"__begin__\";\r\n InjectType[\"end\"] = \"__end__\";\r\n})(InjectType = exports.InjectType || (exports.InjectType = {}));\r\n//# sourceMappingURL=type.js.map","import { ApplicationService } from './Application';\r\nimport { MeshBasicMaterial, MeshStandardMaterial } from 'three';\r\n\r\ninterface IHostApplicationServices\r\n{\r\n Application?: ApplicationService;\r\n DefaultMeshMaterial?: MeshBasicMaterial | MeshStandardMaterial;\r\n UseShadow?: boolean;\r\n ShowHistoryLog?: boolean;\r\n}\r\n\r\nexport let HostApplicationServices: IHostApplicationServices = { ShowHistoryLog: true };\r\n","import { ExtrudeGeometry, Matrix4, Mesh, Shape, Vector2 } from 'three';\r\nimport { Shape2 } from '../../DatabaseServices/Shape2';\r\nimport { AsVector3, equaln, polar } from '../../Geometry/GeUtils';\r\nimport { RotateUVs } from '../../Geometry/RotateUV';\r\n\r\nexport namespace CreateBoardUtil\r\n{\r\n //解析二维圆弧\r\n export class Arc2d\r\n {\r\n _StartAn: number;\r\n _EndAn: number;\r\n _StartPoint: Vector2;\r\n _EndPoint: Vector2;\r\n _Center: Vector2;\r\n _Radius: number;\r\n constructor(p1: Vector2, p2: Vector2, bul: number)\r\n {\r\n this._StartPoint = p1.clone();\r\n this._EndPoint = p2.clone();\r\n\r\n let vec: Vector2 = p2.clone().sub(p1);\r\n let len = vec.length();\r\n let an = vec.angle();\r\n this._Radius = len / Math.sin(2 * Math.atan(bul)) / 2;\r\n let allAngle = Math.atan(bul) * 4;\r\n let delDis = bul * len / 2;\r\n let toDis = this._Radius - delDis;\r\n an += Math.PI * 0.5;\r\n\r\n this._Center = p1.clone().add(p2);\r\n this._Center.multiplyScalar(0.5);\r\n\r\n polar(this._Center, an, toDis);\r\n\r\n this._StartAn = p1.clone().sub(this._Center).angle();\r\n this._EndAn = p2.clone().sub(this._Center).angle();\r\n if (bul < 0)\r\n {\r\n //一个神奇的特性 它需要这么做\r\n this._StartAn -= Math.PI;\r\n this._EndAn -= Math.PI;\r\n }\r\n }\r\n }\r\n\r\n\r\n //创建轮廓 通过点表和凸度\r\n export function CreatePath(pts: Vector2[], buls: number[]): Shape\r\n {\r\n let shape = new Shape2();\r\n if (pts.length === 0) return shape;\r\n let firstPt = pts[0];\r\n\r\n shape.moveTo(firstPt.x, firstPt.y);\r\n for (let i = 0; i < pts.length - 1; i++)\r\n {\r\n let nextPt = pts[i + 1];\r\n if (equaln(buls[i], 0, 1e-8))\r\n {\r\n shape.lineTo(nextPt.x, nextPt.y);\r\n }\r\n else\r\n {\r\n let pt = pts[i];\r\n //参考\r\n //http://www.dorodnic.com/blog/tag/three-js/ 绘制一个齿轮\r\n //https://www.kirupa.com/html5/drawing_circles_canvas.htm //html5\r\n let arc2 = new Arc2d(pt, nextPt, buls[i]);\r\n let cen = arc2._Center;\r\n shape.absarc(cen.x, cen.y, arc2._Radius, arc2._StartAn, arc2._EndAn, buls[i] < 0);\r\n }\r\n }\r\n return shape;\r\n }\r\n\r\n //创建板件 暂时这么写\r\n export function createBoard(boardData: object)\r\n {\r\n var pts: Vector2[] = new Array();\r\n var buls: number[] = new Array();\r\n var boardPts = boardData[\"Pts\"];\r\n var boardBuls = boardData[\"Buls\"];\r\n\r\n let boardHeight = boardData[\"H\"];\r\n\r\n var boardMat = new Matrix4();\r\n var matInv: Matrix4 = new Matrix4();\r\n //InitBoardMat\r\n {\r\n\r\n var xD = AsVector3(boardData[\"XVec\"]);\r\n var yD = AsVector3(boardData[\"YVec\"]);\r\n var ZD = AsVector3(boardData[\"ZVec\"]);\r\n var pBase = AsVector3(boardData[\"BasePoint\"]).multiplyScalar(0.001);\r\n\r\n boardMat.makeBasis(xD, yD, ZD);\r\n boardMat.setPosition(pBase);\r\n matInv.getInverse(boardMat);\r\n }\r\n\r\n for (let i = 0; i < boardPts.length; i++)\r\n {\r\n var pt = AsVector3(boardPts[i]).multiplyScalar(0.001);\r\n pt.applyMatrix4(matInv);\r\n pts.push(new Vector2(pt.x, pt.y));\r\n buls.push(boardBuls[i]);\r\n }\r\n\r\n var sp = CreatePath(pts, buls);\r\n var extrudeSettings = {\r\n steps: 1,\r\n bevelEnabled: false,\r\n amount: boardHeight * 0.001\r\n };\r\n\r\n var ext = new ExtrudeGeometry(sp, extrudeSettings);\r\n ext.translate(0, 0, -boardHeight * 0.001);\r\n ext.applyMatrix4(boardMat);\r\n\r\n if (boardData[\"BoardName\"] === \"地脚线\")\r\n {\r\n RotateUVs(ext);\r\n }\r\n\r\n var mesh = new Mesh(ext);\r\n return mesh;\r\n }\r\n}\r\n","/**\r\n * 删除数组中指定的元素,返回数组本身\r\n * @param {Array} arr 需要操作的数组\r\n * @param {*} el 需要移除的元素\r\n */\r\nexport function arrayRemove(arr: Array, el: T): Array\r\n{\r\n let j = 0;\r\n for (let i = 0, l = arr.length; i < l; i++)\r\n {\r\n if (arr[i] !== el)\r\n {\r\n arr[j++] = arr[i];\r\n }\r\n }\r\n arr.length = j;\r\n\r\n return arr;\r\n}\r\n\r\n\r\nexport function arrayRemoveOnce(arr: Array, el: T): Array\r\n{\r\n let index = arr.indexOf(el);\r\n if (index !== -1)\r\n arr.splice(index, 1);\r\n return arr;\r\n}\r\n\r\n/**\r\n * 删除通过函数校验的元素\r\n * @param {(e: T) => boolean} checkFuntion 校验函数\r\n */\r\nexport function arrayRemoveIf(arr: Array, checkFuntion: (e: T) => boolean): Array\r\n{\r\n let j = 0;\r\n for (let i = 0, l = arr.length; i < l; i++)\r\n {\r\n if (!checkFuntion(arr[i]))\r\n {\r\n arr[j++] = arr[i];\r\n }\r\n }\r\n arr.length = j;\r\n\r\n return arr;\r\n}\r\n\r\nexport function arrayFirst(arr: Array): T\r\n{\r\n return arr[0];\r\n}\r\n\r\nexport function arrayLast(arr: { [key: number]: T, length: number; }): T\r\n{\r\n return arr[arr.length - 1];\r\n}\r\n\r\n/**\r\n * 根据数值从小到大排序数组\r\n * @param {Array} arr\r\n * @returns {Array} 返回自身\r\n */\r\nexport function arraySortByNumber(arr: Array): Array\r\n{\r\n arr.sort(sortNumberCompart);\r\n return arr;\r\n}\r\n\r\n/**\r\n * 对排序好的数组进行去重操作\r\n * @param {(e1, e2) => boolean} [checkFuction] 校验对象相等函数\r\n * @returns {Array} 返回自身\r\n */\r\nexport function arrayRemoveDuplicateBySort(arr: Array, checkFuction: (e1: T, e2: T) => boolean = checkEqual): Array\r\n{\r\n if (arr.length < 2) return arr;\r\n let j = 1;\r\n for (let i = 1, l = arr.length; i < l; i++)\r\n if (!checkFuction(arr[j - 1], arr[i]))\r\n arr[j++] = arr[i];\r\n arr.length = j;\r\n return arr;\r\n}\r\n\r\n//原地更新数组,注意这个函数并不会比map快.\r\nexport function arrayMap(arr: Array, mapFunc: (v: T) => T): Array\r\n{\r\n for (let i = 0, count = arr.length; i < count; i++)\r\n arr[i] = mapFunc(arr[i]);\r\n return arr;\r\n}\r\n\r\nfunction sortNumberCompart(e1: any, e2: any)\r\n{\r\n return e1 - e2;\r\n}\r\n\r\nfunction checkEqual(e1: any, e2: any): boolean\r\n{\r\n return e1 === e2;\r\n}\r\n\r\n/**\r\n * 改变数组的值顺序\r\n * @param arr 需要改变初始值位置的数组\r\n * @param index //将index位置以后的值放到起始位置\r\n */\r\nexport function changeArrayStartIndex(arr: T[], index: number): T[]\r\n{\r\n arr.unshift(...arr.splice(index));\r\n return arr;\r\n}\r\n\r\nexport function equalArray(a: T[], b: T[], checkF = checkEqual)\r\n{\r\n if (a === b) return true;\r\n if (a.length !== b.length) return false;\r\n for (var i = 0; i < a.length; ++i)\r\n if (!checkF(a[i], b[i])) return false;\r\n return true;\r\n}\r\n\r\nexport function arrayClone(arr: T[]): T[]\r\n{\r\n return arr.slice();\r\n}\r\n\r\n//https://jsperf.com/merge-array-implementations/30\r\nexport function arrayPushArray(arr1: T[], arr2: T[]): T[]\r\n{\r\n let arr1Length = arr1.length;\r\n let arr2Length = arr2.length;\r\n arr1.length = arr1Length + arr2Length;\r\n for (let i = 0; i < arr2Length; i++)\r\n arr1[arr1Length + i] = arr2[i];\r\n\r\n return arr1;\r\n}\r\n\r\nexport function arraySum(arr: number[])\r\n{\r\n let sum = 0;\r\n for (let n of arr) sum += n;\r\n return sum;\r\n}\r\n\r\nexport function FilterSet(s: Set, fn: (el: T) => boolean): Set\r\n{\r\n let ns = new Set();\r\n for (let el of s)\r\n {\r\n if (fn(el))\r\n ns.add(el);\r\n }\r\n return ns;\r\n}\r\n","import { Color, DoubleSide, LineBasicMaterial, LineDashedMaterial, MeshBasicMaterial, ShaderMaterial, Vector3 } from 'three';\r\nimport { GetGoodShaderSimple } from '../GLSL/GoochShader';\r\nimport { LineMaterial } from 'three/examples/jsm/lines/LineMaterial';\r\n\r\nconst ColorPalette = [\r\n [255, 0, 0, 255], //----- 0 - lets make it red for an example\r\n //[255, 255, 255, 255],//----- 0 - ByBlock - White\r\n [255, 0, 0, 255], //----- 1 - Red\r\n // [255, 0, 0, 255], //----- 1 - Red\r\n [255, 255, 0, 255], //----- 2 - Yellow\r\n [0, 255, 0, 255], //----- 3 - Green\r\n [0, 255, 255, 255], //----- 4 - Cyan\r\n [0, 0, 255, 255], //----- 5 - Blue\r\n [255, 0, 255, 255], //----- 6 - Magenta\r\n // [255, 0, 0, 255], //----- 7 - More red Red\r\n // [255, 0, 0, 255], //----- 8 - More red Red\r\n // [255, 0, 0, 255], //----- 9 - More red Red\r\n [255, 255, 255, 255],//----- 7 - White\r\n [128, 128, 128, 255],//----- 8\r\n [192, 192, 192, 255],//----- 9\r\n [255, 0, 0, 255], //----- 10\r\n [255, 127, 127, 255],//----- 11\r\n [165, 0, 0, 255], //----- 12\r\n [165, 82, 82, 255], //----- 13\r\n [127, 0, 0, 255], //----- 14\r\n [127, 63, 63, 255], //----- 15\r\n [76, 0, 0, 255], //----- 16\r\n [76, 38, 38, 255], //----- 17\r\n [38, 0, 0, 255], //----- 18\r\n [38, 19, 19, 255], //----- 19\r\n [255, 63, 0, 255], //----- 20\r\n [255, 159, 127, 255],//----- 21\r\n [165, 41, 0, 255], //----- 22\r\n [165, 103, 82, 255], //----- 23\r\n [127, 31, 0, 255], //----- 24\r\n [127, 79, 63, 255], //----- 25\r\n [76, 19, 0, 255], //----- 26\r\n [76, 47, 38, 255], //----- 27\r\n [38, 9, 0, 255], //----- 28\r\n [38, 23, 19, 255], //----- 29\r\n [255, 127, 0, 255], //----- 30\r\n [255, 191, 127, 255],//----- 31\r\n [165, 82, 0, 255], //----- 32\r\n [165, 124, 82, 255], //----- 33\r\n [127, 63, 0, 255], //----- 34\r\n [127, 95, 63, 255], //----- 35\r\n [76, 38, 0, 255], //----- 36\r\n [76, 57, 38, 255], //----- 37\r\n [38, 19, 0, 255], //----- 38\r\n [38, 28, 19, 255], //----- 39\r\n [255, 191, 0, 255], //----- 40\r\n [255, 223, 127, 255],//----- 41\r\n [165, 124, 0, 255], //----- 42\r\n [165, 145, 82, 255], //----- 43\r\n [127, 95, 0, 255], //----- 44\r\n [127, 111, 63, 255], //----- 45\r\n [76, 57, 0, 255], //----- 46\r\n [76, 66, 38, 255], //----- 47\r\n [38, 28, 0, 255], //----- 48\r\n [38, 33, 19, 255], //----- 49\r\n [255, 255, 0, 255], //----- 50\r\n [255, 255, 127, 255],//----- 51\r\n [165, 165, 0, 255], //----- 52\r\n [165, 165, 82, 255], //----- 53\r\n [127, 127, 0, 255], //----- 54\r\n [127, 127, 63, 255], //----- 55\r\n [76, 76, 0, 255], //----- 56\r\n [76, 76, 38, 255], //----- 57\r\n [38, 38, 0, 255], //----- 58\r\n [38, 38, 19, 255], //----- 59\r\n [191, 255, 0, 255], //----- 60\r\n [223, 255, 127, 255],//----- 61\r\n [124, 165, 0, 255], //----- 62\r\n [145, 165, 82, 255], //----- 63\r\n [95, 127, 0, 255], //----- 64\r\n [111, 127, 63, 255], //----- 65\r\n [57, 76, 0, 255], //----- 66\r\n [66, 76, 38, 255], //----- 67\r\n [28, 38, 0, 255], //----- 68\r\n [33, 38, 19, 255], //----- 69\r\n [127, 255, 0, 255], //----- 70\r\n [191, 255, 127, 255],//----- 71\r\n [82, 165, 0, 255], //----- 72\r\n [124, 165, 82, 255], //----- 73\r\n [63, 127, 0, 255], //----- 74\r\n [95, 127, 63, 255], //----- 75\r\n [38, 76, 0, 255], //----- 76\r\n [57, 76, 38, 255], //----- 77\r\n [19, 38, 0, 255], //----- 78\r\n [28, 38, 19, 255], //----- 79\r\n [63, 255, 0, 255], //----- 80\r\n [159, 255, 127, 255],//----- 81\r\n [41, 165, 0, 255], //----- 82\r\n [103, 165, 82, 255], //----- 83\r\n [31, 127, 0, 255], //----- 84\r\n [79, 127, 63, 255], //----- 85\r\n [19, 76, 0, 255], //----- 86\r\n [47, 76, 38, 255], //----- 87\r\n [9, 38, 0, 255], //----- 88\r\n [23, 38, 19, 255], //----- 89\r\n [0, 255, 0, 255], //----- 90\r\n [127, 255, 127, 255],//----- 91\r\n [0, 165, 0, 255], //----- 92\r\n [82, 165, 82, 255], //----- 93\r\n [0, 127, 0, 255], //----- 94\r\n [63, 127, 63, 255], //----- 95\r\n [0, 76, 0, 255], //----- 96\r\n [38, 76, 38, 255], //----- 97\r\n [0, 38, 0, 255], //----- 98\r\n [19, 38, 19, 255], //----- 99\r\n [0, 255, 63, 255], //----- 100\r\n [127, 255, 159, 255],//----- 101\r\n [0, 165, 41, 255], //----- 102\r\n [82, 165, 103, 255], //----- 103\r\n [0, 127, 31, 255], //----- 104\r\n [63, 127, 79, 255], //----- 105\r\n [0, 76, 19, 255], //----- 106\r\n [38, 76, 47, 255], //----- 107\r\n [0, 38, 9, 255], //----- 108\r\n [19, 38, 23, 255], //----- 109\r\n [0, 255, 127, 255], //----- 110\r\n [127, 255, 191, 255],//----- 111\r\n [0, 165, 82, 255], //----- 112\r\n [82, 165, 124, 255], //----- 113\r\n [0, 127, 63, 255], //----- 114\r\n [63, 127, 95, 255], //----- 115\r\n [0, 76, 38, 255], //----- 116\r\n [38, 76, 57, 255], //----- 117\r\n [0, 38, 19, 255], //----- 118\r\n [19, 38, 28, 255], //----- 119\r\n [0, 255, 191, 255], //----- 120\r\n [127, 255, 223, 255],//----- 121\r\n [0, 165, 124, 255], //----- 122\r\n [82, 165, 145, 255], //----- 123\r\n [0, 127, 95, 255], //----- 124\r\n [63, 127, 111, 255], //----- 125\r\n [0, 76, 57, 255], //----- 126\r\n [38, 76, 66, 255], //----- 127\r\n [0, 38, 28, 255], //----- 128\r\n [19, 38, 33, 255], //----- 129\r\n [0, 255, 255, 255], //----- 130\r\n [127, 255, 255, 255],//----- 131\r\n [0, 165, 165, 255], //----- 132\r\n [82, 165, 165, 255], //----- 133\r\n [0, 127, 127, 255], //----- 134\r\n [63, 127, 127, 255], //----- 135\r\n [0, 76, 76, 255], //----- 136\r\n [38, 76, 76, 255], //----- 137\r\n [0, 38, 38, 255], //----- 138\r\n [19, 38, 38, 255], //----- 139\r\n [0, 191, 255, 255], //----- 140\r\n [127, 223, 255, 255],//----- 141\r\n [0, 124, 165, 255], //----- 142\r\n [82, 145, 165, 255], //----- 143\r\n [0, 95, 127, 255], //----- 144\r\n [63, 111, 127, 255], //----- 145\r\n [0, 57, 76, 255], //----- 146\r\n [38, 66, 76, 255], //----- 147\r\n [0, 28, 38, 255], //----- 148\r\n [19, 33, 38, 255], //----- 149\r\n [0, 127, 255, 255], //----- 150\r\n [127, 191, 255, 255],//----- 151\r\n [0, 82, 165, 255], //----- 152\r\n [82, 124, 165, 255], //----- 153\r\n [0, 63, 127, 255], //----- 154\r\n [63, 95, 127, 255], //----- 155\r\n [0, 38, 76, 255], //----- 156\r\n [38, 57, 76, 255], //----- 157\r\n [0, 19, 38, 255], //----- 158\r\n [19, 28, 38, 255], //----- 159\r\n [0, 63, 255, 255], //----- 160\r\n [127, 159, 255, 255],//----- 161\r\n [0, 41, 165, 255], //----- 162\r\n [82, 103, 165, 255], //----- 163\r\n [0, 31, 127, 255], //----- 164\r\n [63, 79, 127, 255], //----- 165\r\n [0, 19, 76, 255], //----- 166\r\n [38, 47, 76, 255], //----- 167\r\n [0, 9, 38, 255], //----- 168\r\n [19, 23, 38, 255], //----- 169\r\n [0, 0, 255, 255], //----- 170\r\n [127, 127, 255, 255],//----- 171\r\n [0, 0, 165, 255], //----- 172\r\n [82, 82, 165, 255], //----- 173\r\n [0, 0, 127, 255], //----- 174\r\n [63, 63, 127, 255], //----- 175\r\n [0, 0, 76, 255], //----- 176\r\n [38, 38, 76, 255], //----- 177\r\n [0, 0, 38, 255], //----- 178\r\n [19, 19, 38, 255], //----- 179\r\n [63, 0, 255, 255], //----- 180\r\n [159, 127, 255, 255],//----- 181\r\n [41, 0, 165, 255], //----- 182\r\n [103, 82, 165, 255], //----- 183\r\n [31, 0, 127, 255], //----- 184\r\n [79, 63, 127, 255], //----- 185\r\n [19, 0, 76, 255], //----- 186\r\n [47, 38, 76, 255], //----- 187\r\n [9, 0, 38, 255], //----- 188\r\n [23, 19, 38, 255], //----- 189\r\n [127, 0, 255, 255], //----- 190\r\n [191, 127, 255, 255],//----- 191\r\n [82, 0, 165, 255], //----- 192\r\n [124, 82, 165, 255], //----- 193\r\n [63, 0, 127, 255], //----- 194\r\n [95, 63, 127, 255], //----- 195\r\n [38, 0, 76, 255], //----- 196\r\n [57, 38, 76, 255], //----- 197\r\n [19, 0, 38, 255], //----- 198\r\n [28, 19, 38, 255], //----- 199\r\n [191, 0, 255, 255], //----- 200\r\n [223, 127, 255, 255],//----- 201\r\n [124, 0, 165, 255], //----- 202\r\n [145, 82, 165, 255], //----- 203\r\n [95, 0, 127, 255], //----- 204\r\n [111, 63, 127, 255], //----- 205\r\n [57, 0, 76, 255], //----- 206\r\n [66, 38, 76, 255], //----- 207\r\n [28, 0, 38, 255], //----- 208\r\n [33, 19, 38, 255], //----- 209\r\n [255, 0, 255, 255], //----- 210\r\n [255, 127, 255, 255],//----- 211\r\n [165, 0, 165, 255], //----- 212\r\n [165, 82, 165, 255], //----- 213\r\n [127, 0, 127, 255], //----- 214\r\n [127, 63, 127, 255], //----- 215\r\n [76, 0, 76, 255], //----- 216\r\n [76, 38, 76, 255], //----- 217\r\n [38, 0, 38, 255], //----- 218\r\n [38, 19, 38, 255], //----- 219\r\n [255, 0, 191, 255], //----- 220\r\n [255, 127, 223, 255],//----- 221\r\n [165, 0, 124, 255], //----- 222\r\n [165, 82, 145, 255], //----- 223\r\n [127, 0, 95, 255], //----- 224\r\n [127, 63, 111, 255], //----- 225\r\n [76, 0, 57, 255], //----- 226\r\n [76, 38, 66, 255], //----- 227\r\n [38, 0, 28, 255], //----- 228\r\n [38, 19, 33, 255], //----- 229\r\n [255, 0, 127, 255], //----- 230\r\n [255, 127, 191, 255],//----- 231\r\n [165, 0, 82, 255], //----- 232\r\n [165, 82, 124, 255], //----- 233\r\n [127, 0, 63, 255], //----- 234\r\n [127, 63, 95, 255], //----- 235\r\n [76, 0, 38, 255], //----- 236\r\n [76, 38, 57, 255], //----- 237\r\n [38, 0, 19, 255], //----- 238\r\n [38, 19, 28, 255], //----- 239\r\n [255, 0, 63, 255], //----- 240\r\n [255, 127, 159, 255],//----- 241\r\n [165, 0, 41, 255], //----- 242\r\n [165, 82, 103, 255], //----- 243\r\n [127, 0, 31, 255], //----- 244\r\n [127, 63, 79, 255], //----- 245\r\n [76, 0, 19, 255], //----- 246\r\n [76, 38, 47, 255], //----- 247\r\n [38, 0, 9, 255], //----- 248\r\n [38, 19, 23, 255], //----- 249\r\n [84, 84, 84, 255], //----- 250\r\n [118, 118, 118, 255],//----- 251\r\n [152, 152, 152, 255],//----- 252\r\n [186, 186, 186, 255],//----- 253\r\n [220, 220, 220, 255],//----- 254\r\n [255, 255, 255, 255],//----- 255\r\n [0, 0, 0, 0] //----- ByLayer - White\r\n];\r\n\r\nexport const LINE_WIDTH = 2;\r\n\r\n//颜色材质,对于二维图像来说可能有用,应该不对三维对象使用该材质\r\nexport class ColorMaterial\r\n{\r\n private constructor() { }\r\n private static _LineMaterialMap = new Map();\r\n private static _BasicMaterialMap = new Map();\r\n static GetLineMaterial(color: number): LineBasicMaterial\r\n {\r\n if (this._LineMaterialMap.has(color))\r\n return this._LineMaterialMap.get(color);\r\n let mat = new LineBasicMaterial({ color: this.GetColor(color) });\r\n this._LineMaterialMap.set(color, mat);\r\n return mat;\r\n }\r\n\r\n static GetBasicMaterial(color: number): MeshBasicMaterial\r\n {\r\n if (this._BasicMaterialMap.has(color))\r\n return this._BasicMaterialMap.get(color);\r\n let mtl = new MeshBasicMaterial({ color: this.GetColor(color) });\r\n this._BasicMaterialMap.set(color, mtl);\r\n return mtl;\r\n }\r\n\r\n private static _BasicDoubleSideMaterialMap = new Map();\r\n static GetBasicMaterialDoubleSide(color: number): MeshBasicMaterial\r\n {\r\n if (this._BasicDoubleSideMaterialMap.has(color))\r\n return this._BasicDoubleSideMaterialMap.get(color);\r\n let mtl = new MeshBasicMaterial({ color: this.GetColor(color), side: DoubleSide });\r\n this._BasicDoubleSideMaterialMap.set(color, mtl);\r\n return mtl;\r\n }\r\n\r\n private static _ConceptualMaterial: Map = new Map();\r\n static GetConceptualMaterial(color: number)\r\n {\r\n if (this._ConceptualMaterial.has(color))\r\n return this._ConceptualMaterial.get(color);\r\n\r\n let shaderParams = GetGoodShaderSimple(\r\n new Vector3().fromArray(this.GetColor(color).toArray())\r\n );\r\n let mtl = new ShaderMaterial(shaderParams);\r\n this._ConceptualMaterial.set(color, mtl);\r\n return mtl;\r\n }\r\n private static _printConceptualMaterial: ShaderMaterial;\r\n static GetPrintConceptualMaterial()\r\n {\r\n if (!this._printConceptualMaterial)\r\n {\r\n this._printConceptualMaterial = new ShaderMaterial({\r\n uniforms: {\r\n \"SurfaceColor\": { value: [1.0, 1.0, 1.0] }\r\n },\r\n vertexShader: require(\"../GLSL/GoodchSimple.vs\"),\r\n fragmentShader: require(\"../GLSL/GoodchSimple2.fs\"),\r\n polygonOffset: true,\r\n polygonOffsetFactor: 1,\r\n polygonOffsetUnits: LINE_WIDTH\r\n });\r\n }\r\n return this._printConceptualMaterial;\r\n }\r\n\r\n private static _BasicTransparentMaterialMap: Map = new Map();\r\n static GetBasicMaterialTransparent(color: number, opacity: number)\r\n {\r\n let key = `${color},${opacity}`;\r\n let mat = this._BasicTransparentMaterialMap.get(key);\r\n if (mat) return mat;\r\n mat = new MeshBasicMaterial({ transparent: true, opacity: opacity, side: DoubleSide });\r\n this._BasicTransparentMaterialMap.set(key, mat);\r\n return mat;\r\n }\r\n\r\n private static _BasicTransparentMaterialMap2: Map = new Map();\r\n static GetBasicMaterialTransparent2(color: number, opacity: number)\r\n {\r\n let key = `${color},${opacity}`;\r\n let mat = this._BasicTransparentMaterialMap2.get(key);\r\n if (mat) return mat;\r\n mat = new MeshBasicMaterial({ transparent: true, opacity: opacity });\r\n this._BasicTransparentMaterialMap2.set(key, mat);\r\n return mat;\r\n }\r\n\r\n static GetColor(color: number)\r\n {\r\n let rgb = ColorPalette[color];\r\n if (rgb)\r\n return new Color(rgb[0] / 255, rgb[1] / 255, rgb[2] / 255);\r\n }\r\n\r\n //橡皮筋材质: 黄色 点划线\r\n static RubberBandMaterial = new LineDashedMaterial({\r\n color: 0xF0B41E,\r\n dashSize: 20,\r\n gapSize: 8,\r\n });\r\n\r\n //极轴材质: 绿色 点划线\r\n static SnapAxisMaterial = new LineDashedMaterial({\r\n color: 0x008B00,\r\n dashSize: 5,\r\n gapSize: 5\r\n });\r\n static PrintLineMatrial = new LineMaterial({\r\n\r\n color: 0x000000,\r\n linewidth: LINE_WIDTH / 1000,\r\n dashed: false\r\n });\r\n static GrayTransparentMeshMaterial = new MeshBasicMaterial({\r\n color: 0xcccccc,\r\n transparent: true,\r\n opacity: 0.3,\r\n });\r\n static TransparentMeshMaterial = new MeshBasicMaterial({\r\n transparent: true,\r\n opacity: 0,\r\n });\r\n static TransparentLineMaterial = new MeshBasicMaterial({\r\n transparent: true,\r\n opacity: 0,\r\n });\r\n}\r\n","import { Box3, Line3, Matrix3, Matrix4, Vector2, Vector3 } from 'three';\r\nimport { Arc } from '../DatabaseServices/Entity/Arc';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Line } from '../DatabaseServices/Entity/Line';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { IsPointInBowArc } from '../DatabaseServices/PointInPolyline';\r\nimport { Count } from '../Geometry/Count';\r\nimport { CurveMap, Vertice } from '../Geometry/CurveMap';\r\nimport { AsVector2, AsVector3, equaln, equalv2, equalv3, isParallelTo, XAxis, ZeroVec, isPerpendicularityTo, YAxis, isIntersect } from '../Geometry/GeUtils';\r\nimport { Orbit } from '../Geometry/Orbit';\r\nimport { PlaneExt } from '../Geometry/Plane';\r\nimport { IntersectOption, IntersectResult } from '../GraphicsSystem/IntersectWith';\r\nimport { OffsetPolyline } from '../GraphicsSystem/OffsetPolyline';\r\nimport { arrayLast, changeArrayStartIndex, equalArray } from './ArrayExt';\r\nimport { Status } from './Status';\r\nimport { FixIndex } from './Utils';\r\n\r\n//3点获取圆心\r\nexport function getCircleCenter(pt1: Vector3, pt2: Vector3, pt3: Vector3)\r\n{\r\n if (!(pt1 && pt2 && pt3))\r\n return;\r\n let A1 = pt1.x - pt2.x;\r\n let B1 = pt1.y - pt2.y;\r\n let C1 = (Math.pow(pt1.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt1.y, 2) - Math.pow(pt2.y, 2)) / 2;\r\n let A2 = pt3.x - pt2.x;\r\n let B2 = pt3.y - pt2.y;\r\n let C2 = (Math.pow(pt3.x, 2) - Math.pow(pt2.x, 2) + Math.pow(pt3.y, 2) - Math.pow(pt2.y, 2)) / 2;\r\n //令temp = A1*B2 - A2*B1\r\n let temp = A1 * B2 - A2 * B1;\r\n let center = new Vector3();\r\n //判断三点是否共线\r\n if (temp === 0)\r\n {\r\n //共线则将第一个点pt1作为圆心\r\n center.x = pt1.x;\r\n center.y = pt1.y;\r\n }\r\n else\r\n {\r\n //不共线则求出圆心:\r\n center.x = (C1 * B2 - C2 * B1) / temp;\r\n center.y = (A1 * C2 - A2 * C1) / temp;\r\n }\r\n\r\n return center;\r\n}\r\n\r\n// 弦长+切线获取圆心角\r\nexport function getCirAngleByChordAndTangent(chord: Vector3, tangentLine: Vector3)\r\n{\r\n let dir = tangentLine.clone().cross(chord).normalize();\r\n\r\n let ctAngle = chord.angleTo(tangentLine);\r\n\r\n // 圆心角\r\n let cirAng = Math.PI - 2 * Math.abs(ctAngle - Math.PI / 2);\r\n\r\n if (ctAngle > Math.PI / 2)\r\n {\r\n cirAng = Math.PI * 2 - cirAng;\r\n }\r\n return cirAng *= dir.z;\r\n}\r\n//行列式\r\nexport function getDeterminantFor2V(v1: Vector2, v2: Vector2): number\r\n{\r\n return v1.x * v2.y - v1.y * v2.x;\r\n}\r\n\r\nexport function getDeterminantFor3V(v1: Vector3, v2: Vector3, v3: Vector3)\r\n{\r\n let mat = new Matrix3();\r\n mat.set(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, v3.x, v3.y, v3.z);\r\n return mat.determinant();\r\n}\r\n\r\n/**\r\n * 曲线根据连接来分组,每组都是一条首尾相连的曲线表.\r\n *\r\n * @export\r\n * @param {Curve[]} cus 传入的分组的曲线表\r\n * @returns {Array>} 返回如下\r\n * [\r\n * [c1,c2,c3...],//后面的曲线的起点总是等于上一个曲线的终点\r\n * [c1,c2,c3...],\r\n * ]\r\n */\r\nexport function curveLinkGroup(cus: Curve[]): Array>\r\n{\r\n //返回的曲线组\r\n let groupCus = new Array>();\r\n\r\n //将封闭的曲线先提取出来\r\n cus = cus.filter(c =>\r\n {\r\n let isClose = c.IsClose;\r\n if (isClose)\r\n groupCus.push([c]);\r\n return !isClose;\r\n });\r\n if (cus.length === 0) return groupCus;\r\n //曲线节点图\r\n let cuMap = new CurveMap();\r\n cus.forEach(c => cuMap.AddCurveToMap(c));\r\n\r\n //曲线站点表\r\n let stands = cuMap.Stands;\r\n //曲线使用计数\r\n let cuCount = new Count();\r\n\r\n /**\r\n * 从站点的路线中任意取一条,加入到曲线数组中.\r\n *\r\n * @param {Curve[]} cus 已经连接的曲线列表\r\n * @param {boolean} isEndSeach true:从终点搜索,false:从起点搜索\r\n * @returns {Stand} 如果站点中存在可以取得的曲线,返回下个站点,否则返回undefined\r\n */\r\n function linkCurve(stand: Vertice, cus: Curve[], isEndSeach: boolean): Vertice | undefined\r\n {\r\n for (let route of stand.routes)\r\n {\r\n let cu = route.curve;\r\n if (cuCount.GetCount(cu) === 0)\r\n {\r\n if (isEndSeach)\r\n {\r\n //保证曲线总是从起点连接到终点\r\n if (!equalv3(cu.StartPoint, stand.position))\r\n cu.Reverse();\r\n cus.push(cu);\r\n }\r\n else\r\n {\r\n //保证曲线总是从起点连接到终点\r\n if (!equalv3(cu.EndPoint, stand.position))\r\n cu.Reverse();\r\n cus.unshift(cu);\r\n }\r\n\r\n cuCount.AddCount(cu, 1);\r\n return route.to;\r\n }\r\n }\r\n }\r\n\r\n for (let stand of stands)\r\n {\r\n let startStand = stand;\r\n let cus: Curve[] = []; //形成合并轮廓的曲线组\r\n while (startStand)\r\n startStand = linkCurve(startStand, cus, true);\r\n\r\n if (cus.length > 0)\r\n {\r\n startStand = cuMap.GetOnlyVertice(cus[0].StartPoint);\r\n while (startStand)\r\n startStand = linkCurve(startStand, cus, false);\r\n }\r\n\r\n if (cus.length > 0)\r\n groupCus.push(cus);\r\n }\r\n\r\n return groupCus;\r\n}\r\n\r\nexport function equalCurve(cu1: Curve, cu2: Curve, tolerance = 1e-4)\r\n{\r\n if ((cu1 instanceof Polyline) && (cu2 instanceof Polyline))\r\n {\r\n if (cu1.IsClose !== cu2.IsClose || !isParallelTo(cu1.Normal, cu2.Normal))\r\n return false;\r\n\r\n let area1 = cu1.Area2;\r\n let area2 = cu2.Area2;\r\n\r\n if (!equaln(Math.abs(area1), Math.abs(area2), 0.1))\r\n return false;\r\n\r\n let ptsBuls1 = cu1.PtsBuls;\r\n let ptsBuls2 = cu2.PtsBuls;\r\n\r\n let pts1 = ptsBuls1.pts;\r\n let pts2 = ptsBuls2.pts;\r\n let buls1 = ptsBuls1.buls;\r\n let buls2 = ptsBuls2.buls;\r\n\r\n let isEqualArea = equaln(area1, area2, 0.1);\r\n if (!equalv3(cu1.Normal, cu2.Normal))\r\n {\r\n if (isEqualArea)\r\n {\r\n pts2.reverse();\r\n buls2.reverse();\r\n buls2.push(buls2.shift());\r\n }\r\n else\r\n buls2 = buls2.map(bul => -bul);\r\n }\r\n else if (!isEqualArea)\r\n {\r\n pts2.reverse();\r\n buls2.reverse();\r\n buls2 = buls2.map(bul => -bul);\r\n buls2.push(buls2.shift());\r\n }\r\n\r\n if (cu1.IsClose && equalv2(pts1[0], arrayLast(pts1), tolerance))\r\n {\r\n pts1.pop();\r\n buls1.pop();\r\n }\r\n if (cu2.IsClose && equalv2(pts2[0], arrayLast(pts2), tolerance))\r\n {\r\n pts2.pop();\r\n buls2.pop();\r\n }\r\n\r\n let cu1Sp = AsVector2(cu1.StartPoint.applyMatrix4(cu2.OCSInv));\r\n\r\n let index = pts2.findIndex(p => equalv2(cu1Sp, p, tolerance));\r\n changeArrayStartIndex(buls2, index);\r\n changeArrayStartIndex(pts2, index);\r\n\r\n return equalArray(buls1, buls2, equaln) &&\r\n equalArray(pts1, pts2, (p1: Vector2, p2: Vector2) =>\r\n equalv3(\r\n AsVector3(p1).applyMatrix4(cu1.OCS),\r\n AsVector3(p2).applyMatrix4(cu2.OCS),\r\n tolerance\r\n )\r\n );\r\n }\r\n else if (cu1 instanceof Circle && cu2 instanceof Circle)\r\n {\r\n return equalv3(cu1.Center, cu2.Center) && equaln(cu1.Radius, cu2.Radius, 1e-6);\r\n }\r\n else if (cu1 instanceof Arc && cu2 instanceof Arc)\r\n {\r\n if (!equalv3(cu1.StartPoint, cu2.EndPoint)) cu1.Reverse();\r\n return equalv3(cu1.Center, cu2.Center)\r\n && equaln(cu1.Radius, cu2.Radius, 1e-6)\r\n && equaln(cu1.StartAngle, cu2.StartAngle)\r\n && equaln(cu1.EndAngle, cu2.EndAngle);\r\n }\r\n else if (cu1 instanceof Ellipse && cu2 instanceof Ellipse)\r\n {\r\n return equalv3(cu1.Center, cu2.Center)\r\n && equaln(cu1.RadX, cu2.RadX)\r\n && equaln(cu1.RadY, cu2.RadY)\r\n && equalv3(cu1.StartPoint, cu2.StartPoint);\r\n }\r\n else if (cu1 instanceof Line && cu2 instanceof Line)\r\n {\r\n let ps1 = [cu1.StartPoint, cu1.EndPoint];\r\n let ps2 = [cu2.StartPoint, cu2.EndPoint];\r\n return ps1.every(p => ps2.some(p1 => equalv3(p1, p)));\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n* 计算点在曲线前进方向的方位,左边或者右边\r\n*\r\n* @param {Curve} cu\r\n* @param {Vector3} pt\r\n* @returns {boolean} 左边为-1,右边为1\r\n*/\r\nexport function GetPointAtCurveDir(cu: Curve, pt: Vector3): number\r\n{\r\n if (cu instanceof Circle)\r\n return cu.PtInCurve(pt) ? -1 : 1;\r\n else if (cu instanceof Polyline)\r\n {\r\n let u = new OffsetPolyline(cu, 1);\r\n u.InitSubCurves();\r\n return u.GetPointAtCurveDir(pt.clone().applyMatrix4(cu.OCSInv).setZ(0));\r\n }\r\n //最近点\r\n let cp = cu.GetClosestPointTo(pt, false);\r\n if (equalv3(cp, pt, 1e-6)) return 0;\r\n //最近点参数\r\n let cparam = cu.GetParamAtPoint(cp);\r\n let dri = cu.GetFistDeriv(cparam);\r\n let cross = dri.cross(pt.clone().sub(cp)).applyMatrix4(cu.OCSInv);\r\n return -Math.sign(cross.z);\r\n}\r\n\r\n/**\r\n * 点在多段线的某个索引的圆弧(弓形)内\r\n *\r\n * @param {Polyline} pl\r\n * @param {number} index\r\n * @param {Vector3} pt\r\n * @returns {number}\r\n */\r\nfunction PointInPolylineArc(pl: Polyline, index: number, pt: Vector3): number\r\n{\r\n let bul = pl.GetBuilgeAt(index);\r\n if (equaln(bul, 0, 1e-8)) return 0;\r\n\r\n let arc = pl.GetCurveAtIndex(index) as Arc;\r\n\r\n if (IsPointInBowArc(arc, pt, true))\r\n return Math.sign(bul);\r\n\r\n return 0;\r\n}\r\n\r\nexport function ConverCircleToPolyline(cir: Circle): Polyline\r\n{\r\n //该写法不支持三维坐标系\r\n // let pl = new Polyline();\r\n // let bul = Math.tan(Math.PI * 0.125);\r\n // for (let i = 0; i < 4; i++)\r\n // {\r\n // let p = cir.GetPointAtParam(i * 0.25);\r\n // pl.AddVertexAt(i, Vec3DTo2D(p));\r\n // pl.SetBulgeAt(i, bul);\r\n // }\r\n // pl.CloseMark = true;\r\n // return pl;\r\n\r\n let arcs = cir.GetSplitCurves([0, 0.5]);\r\n let pl = new Polyline();\r\n pl.OCS = cir.OCS;\r\n pl.Join(arcs[0]);\r\n pl.Join(arcs[1]);\r\n return pl;\r\n}\r\n\r\nexport function GetTanPtsOnArcOrCircle(cu: Arc | Circle, lastPoint?: Vector3)\r\n{\r\n if (lastPoint)\r\n {\r\n //ref:wykobi\r\n let ocsInv = cu.OCSInv;\r\n let v = lastPoint.clone().applyMatrix4(ocsInv);\r\n\r\n let lengthSq = v.lengthSq();\r\n let radiusSq = cu.Radius ** 2;\r\n\r\n if (lengthSq >= radiusSq)\r\n {\r\n let ratio = 1 / lengthSq;\r\n let deltaDist = Math.sqrt(lengthSq - radiusSq);\r\n\r\n let pts = [\r\n new Vector3(\r\n cu.Radius * (cu.Radius * v.x - v.y * deltaDist) * ratio,\r\n cu.Radius * (cu.Radius * v.y + v.x * deltaDist) * ratio,\r\n ),\r\n new Vector3(\r\n cu.Radius * (cu.Radius * v.x + v.y * deltaDist) * ratio,\r\n cu.Radius * (cu.Radius * v.y - v.x * deltaDist) * ratio,\r\n ),\r\n ];\r\n for (let p of pts)\r\n p.applyMatrix4(cu.OCS);\r\n return pts;\r\n }\r\n }\r\n}\r\n\r\nexport function CircleInternalTangentLines(cir0: Circle, cir1: Circle): Line[]\r\n{\r\n let c0 = new Vector3();\r\n let c1 = cir1.Center.applyMatrix4(cir0.OCSInv);\r\n\r\n let dist = c0.distanceTo(c1);\r\n\r\n if (dist - (cir0.Radius + cir1.Radius) < 0)\r\n return [];\r\n else if (equaln(dist - (cir0.Radius + cir1.Radius), 0))\r\n return [];\r\n else\r\n {\r\n let m = cir0.Radius / cir1.Radius;\r\n let h0 = (m * dist) / (m + 1);\r\n let h1 = dist / (m + 1);\r\n\r\n let i = new Vector3(\r\n (h1 * c0.x + h0 * c1.x) / dist,\r\n (h1 * c0.y + h0 * c1.y) / dist\r\n ).applyMatrix4(cir0.OCS);\r\n\r\n let [c0p0, c0p1] = GetTanPtsOnArcOrCircle(cir0, i);\r\n let [c1p0, c1p1] = GetTanPtsOnArcOrCircle(cir1, i);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n}\r\n\r\nexport function CircleOuterTangentLines(circle0: Circle, circle1: Circle): Line[]\r\n{\r\n let c0 = circle0.Center;\r\n let c1 = circle1.Center;\r\n\r\n let dist = c0.distanceTo(c1);\r\n\r\n let rd = Math.abs(circle0.Radius - circle1.Radius);\r\n if (dist < rd)\r\n return [];\r\n else if (equaln(Math.abs(dist - rd), 0))\r\n return [];\r\n else if (equaln(circle0.Radius, circle1.Radius))\r\n {\r\n let cp = circle0.GetClosestPointTo(c1, true);\r\n let derv = circle0.GetFistDeriv(cp).multiplyScalar(circle0.Radius);\r\n let dervn = derv.clone().negate();\r\n\r\n let c0p0 = c0.clone().add(derv);\r\n let c0p1 = c0.clone().add(dervn);\r\n\r\n let c1p0 = c1.clone().add(derv);\r\n let c1p1 = c1.clone().add(dervn);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n else\r\n {\r\n let c0 = new Vector3();\r\n let c1 = circle1.Center.applyMatrix4(circle0.OCSInv);\r\n\r\n let p: Vector3;\r\n if (circle0.Radius > circle1.Radius)\r\n p = new Vector3(\r\n c1.x * circle0.Radius - c0.x * circle1.Radius,\r\n c1.y * circle0.Radius - c0.y * circle1.Radius\r\n );\r\n else\r\n p = new Vector3(\r\n c0.x * circle1.Radius - c1.x * circle0.Radius,\r\n c0.y * circle1.Radius - c1.y * circle0.Radius\r\n );\r\n\r\n let diff = Math.abs(circle0.Radius - circle1.Radius);\r\n\r\n p.x /= diff;\r\n p.y /= diff;\r\n\r\n p.applyMatrix4(circle0.OCS);\r\n\r\n let [c0p0, c0p1] = GetTanPtsOnArcOrCircle(circle0, p);\r\n let [c1p0, c1p1] = GetTanPtsOnArcOrCircle(circle1, p);\r\n\r\n return [\r\n new Line(c0p0, c1p0),\r\n new Line(c0p1, c1p1),\r\n ];\r\n }\r\n}\r\n\r\nexport function getArcOrCirNearPts(cu: Circle | Arc | Ellipse, pickPoint: Vector3, viewXform: Matrix3)\r\n{\r\n let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3);\r\n\r\n let plane = new PlaneExt(cu.Normal, cu.Center);\r\n\r\n let pickLocal = plane.intersectLine(new Line3(pickPoint, pickPoint.clone().add(viewNormal)), new Vector3(), true);\r\n\r\n if (pickLocal)\r\n {\r\n let x = new Vector3().fromArray(viewXform.elements, 0).add(pickLocal);\r\n let y = new Vector3().fromArray(viewXform.elements, 3).add(pickLocal);\r\n\r\n x = plane.intersectLine(new Line3(x, x.clone().add(viewNormal)), new Vector3(), true);\r\n y = plane.intersectLine(new Line3(y, y.clone().add(viewNormal)), new Vector3(), true);\r\n\r\n let lx = new Line(pickLocal, x);\r\n let ly = new Line(pickLocal, y);\r\n\r\n let ins = cu.IntersectWith(lx, IntersectOption.ExtendBoth);\r\n ins.push(...cu.IntersectWith(ly, IntersectOption.ExtendBoth));\r\n return ins;\r\n }\r\n else\r\n {\r\n let ptLocal = plane.projectPoint(pickPoint, new Vector3());\r\n let lz = new Line(ptLocal, ptLocal.clone().add(viewNormal));\r\n return cu.IntersectWith(lz, IntersectOption.ExtendBoth);\r\n }\r\n}\r\n\r\nexport function getTanPtsOnEllipse(cu: Ellipse, lastPoint: Vector3)\r\n{\r\n return [];\r\n}\r\n\r\nexport function IsRect(cu: Curve): { isRect: boolean, size?: Vector3, box?: Box3, OCS?: Matrix4; }\r\n{\r\n if (cu instanceof Polyline)\r\n {\r\n if (!cu.IsClose) return { isRect: false };\r\n\r\n let pts = cu.GetStretchPoints();\r\n\r\n if (pts.length < 4) return { isRect: false };\r\n\r\n let xVec: Vector3;\r\n let p1 = pts[0];\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n xVec = pts[i].clone().sub(p1).normalize();\r\n if (!equalv3(xVec, ZeroVec))\r\n break;\r\n }\r\n\r\n if (!xVec) return { isRect: false };\r\n\r\n let zVec = cu.Normal;\r\n let yVec = zVec.clone().cross(xVec).normalize();\r\n\r\n let rectOCS = new Matrix4().makeBasis(xVec, yVec, zVec);\r\n let rectOCSInv = new Matrix4().getInverse(rectOCS);\r\n\r\n for (let p of pts)\r\n p.applyMatrix4(rectOCSInv);\r\n\r\n let box = new Box3().setFromPoints(pts);\r\n\r\n let size = box.getSize(new Vector3);\r\n if (equaln(size.x * size.y, cu.Area, 0.1))\r\n {\r\n return {\r\n isRect: true,\r\n size,\r\n box,\r\n OCS: rectOCS,\r\n };\r\n }\r\n }\r\n return { isRect: false };\r\n}\r\n\r\n/**用4个矩形点构造矩形 */\r\nexport function getRectFrom4Pts(pts: Vector3[])\r\n{\r\n if (pts.length !== 4) return;\r\n let p = pts.shift();\r\n pts.sort((p1, p2) => p.distanceTo(p1) - p.distanceTo(p2));\r\n pts.splice(1, 0, p);\r\n let lineData = pts.map(p =>\r\n {\r\n return {\r\n pt: new Vector2(p.x, p.y),\r\n bul: 0\r\n };\r\n });\r\n let l = new Polyline(lineData);\r\n l.CloseMark = true;\r\n return l;\r\n}\r\n\r\nexport function MergeCurvelist(cus: Curve[])\r\n{\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let c1 = cus[i];\r\n let nextI = FixIndex(i + 1, cus);\r\n let c2 = cus[nextI];\r\n\r\n\r\n let status = equaln(c2.Length, 0) ? Status.True : c1.Join(c2, false, 1e-4);\r\n if (status === Status.True)\r\n {\r\n cus.splice(nextI, 1);\r\n i--;\r\n }\r\n else if (status === Status.ConverToCircle)\r\n {\r\n cus.length = 0;\r\n let a = c1 as Arc;\r\n cus.push(new Circle(a.Center, a.Radius));\r\n break;\r\n }\r\n }\r\n return cus;\r\n}\r\n\r\nexport function SwapParam(res: IntersectResult[])\r\n{\r\n for (let r of res)\r\n {\r\n let p = r.thisParam;\r\n r.thisParam = r.argParam;\r\n r.argParam = p;\r\n }\r\n return res;\r\n}\r\n\r\nexport function ComputerCurvesNormalOCS(curves: Curve[], allowAutoCalc: boolean = true): Matrix4 | undefined\r\n{\r\n if (!curves || curves.length === 0) return;\r\n\r\n //准备计算多段线的法向量\r\n let normal: Vector3;\r\n let firstV: Vector3;\r\n for (let c of curves)\r\n {\r\n if (c instanceof Arc)\r\n {\r\n normal = c.Normal;\r\n break;\r\n }\r\n else if (firstV)\r\n {\r\n let v = c.GetFistDeriv(0);\r\n v.cross(firstV);\r\n if (!equalv3(v, ZeroVec))\r\n {\r\n normal = v.normalize();\r\n break;\r\n }\r\n }\r\n else\r\n {\r\n let cus = c.Explode() as Curve[];\r\n let ocs = ComputerCurvesNormalOCS(cus, false);\r\n if (ocs)\r\n return ocs;\r\n firstV = c.GetFistDeriv(0);\r\n }\r\n }\r\n\r\n if (!normal && !allowAutoCalc) return;\r\n\r\n let x = new Vector3();\r\n let y = new Vector3();\r\n if (!normal)\r\n {\r\n normal = firstV.normalize();\r\n Orbit.ComputUpDirection(normal, y, x);\r\n [x, y, normal] = [normal, x, y];\r\n }\r\n else\r\n {\r\n if (equalv3(normal, curves[0].Normal.negate()))\r\n normal.negate();\r\n Orbit.ComputUpDirection(normal, y, x);\r\n }\r\n return new Matrix4().makeBasis(x, y, normal).setPosition(curves[0].StartPoint);\r\n}\r\n\r\n\r\nexport function Pts2Polyline(pts: (Vector3 | Vector2)[], isClose: boolean)\r\n{\r\n let pl = new Polyline();\r\n for (let i = 0; i < pts.length; i += 2)\r\n {\r\n let p1 = AsVector3(pts[i]);\r\n let arc: Arc | Line;\r\n let p2: Vector3;\r\n let p3: Vector3;\r\n\r\n if (isClose)\r\n {\r\n p2 = AsVector3(pts[FixIndex(i + 1, pts.length)]);\r\n p3 = AsVector3(pts[FixIndex(i + 2, pts.length)]);\r\n }\r\n else\r\n {\r\n if (i >= pts.length - 2) break;\r\n p2 = AsVector3(pts[i + 1]);\r\n p3 = AsVector3(pts[i + 2]);\r\n }\r\n let v1 = p1.clone().sub(p2);\r\n let v2 = p2.clone().sub(p3);\r\n\r\n if (equaln(v1.angleTo(v2), 0))\r\n arc = new Line(p1, p3);\r\n else\r\n arc = new Arc().FromThreePoint(p1, p2, p3);\r\n pl.Join(arc);\r\n }\r\n return pl;\r\n}\r\n\r\n/**获取矩形信息 */\r\nexport function GetRectData(cu: Curve): { isRect: boolean, size?: Vector3, box?: Box3, OCS?: Matrix4; }\r\n{\r\n if (cu instanceof Polyline)\r\n {\r\n if (!cu.IsClose) return { isRect: false };\r\n\r\n let pts = cu.GetStretchPoints();\r\n if (cu.Area2 < 0)\r\n pts.reverse();\r\n\r\n if (equalv3(pts[0], arrayLast(pts)))\r\n pts.pop();\r\n\r\n if (pts.length < 4) return { isRect: false };\r\n\r\n let xVec: Vector3;\r\n let p1 = pts[0];\r\n\r\n let originIndex = 0;\r\n\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n if (pts[i].y < p1.y)\r\n {\r\n p1 = pts[i];\r\n originIndex = i;\r\n }\r\n else if (equaln(pts[i].y, p1.y))\r\n {\r\n if (pts[i].x < p1.x)\r\n {\r\n p1 = pts[i];\r\n originIndex = i;\r\n }\r\n }\r\n }\r\n\r\n let tempPts = pts.splice(0, originIndex);\r\n pts.push(...tempPts);\r\n\r\n p1 = pts[0];\r\n\r\n\r\n for (let i = 1; i < pts.length; i++)\r\n {\r\n let v = pts[i].clone().sub(p1);\r\n if (equalv3(v, ZeroVec))\r\n continue;\r\n if (!xVec)\r\n xVec = v;\r\n else\r\n {\r\n if (isParallelTo(v, xVec))\r\n xVec.copy(v);\r\n else\r\n break;\r\n }\r\n }\r\n\r\n let yVec: Vector3;\r\n\r\n for (let i = pts.length - 1; i > 0; i--)\r\n {\r\n let v = pts[i].clone().sub(p1);\r\n if (equalv3(v, ZeroVec))\r\n continue;\r\n if (!yVec)\r\n yVec = v;\r\n else\r\n {\r\n if (isParallelTo(v, yVec))\r\n yVec.copy(v);\r\n else\r\n break;\r\n }\r\n }\r\n\r\n if (!xVec || !yVec) return { isRect: false };\r\n\r\n //2向量必须垂直\r\n if (!isPerpendicularityTo(xVec.clone().normalize(), yVec.clone().normalize()))\r\n return { isRect: false };\r\n\r\n if (yVec.length() > xVec.length())\r\n [xVec, yVec] = [yVec.negate(), xVec];\r\n\r\n if (xVec.angleTo(XAxis) > Math.PI / 4)\r\n [xVec, yVec] = [yVec.negate(), xVec];\r\n\r\n\r\n let rectOCS = new Matrix4().makeBasis(xVec.normalize(), yVec.normalize(), xVec.clone().cross(yVec));\r\n let rectOCSInv = new Matrix4().getInverse(rectOCS);\r\n\r\n for (let p of pts)\r\n p.applyMatrix4(rectOCSInv);\r\n\r\n let box = new Box3().setFromPoints(pts);\r\n\r\n let size = box.getSize(new Vector3);\r\n if (equaln(size.x * size.y, cu.Area, 0.1))\r\n {\r\n return {\r\n isRect: true,\r\n size,\r\n box,\r\n OCS: rectOCS,\r\n };\r\n }\r\n }\r\n return { isRect: false };\r\n}\r\n\r\nconst PolylineSpliteRectFuzz = 1e-3;\r\n/**封闭多段线 分割成矩形 */\r\nexport function PolylineSpliteRect(outline: Polyline): Polyline[]\r\n{\r\n if (!outline.IsClose || IsRect(outline).isRect)\r\n return [outline];\r\n\r\n let firstDerv = outline.GetFistDeriv(0).normalize();\r\n if (!isParallelTo(firstDerv, XAxis, PolylineSpliteRectFuzz) && !isParallelTo(firstDerv, YAxis, PolylineSpliteRectFuzz)) return [outline];\r\n\r\n let cus = outline.Explode();\r\n let yCus: Curve[] = [];\r\n\r\n for (let c of cus)\r\n {\r\n if (c instanceof Arc) return [outline];\r\n let derv = c.GetFistDeriv(0).normalize();\r\n if (isParallelTo(derv, YAxis, PolylineSpliteRectFuzz))\r\n yCus.push(c);\r\n else\r\n if (!isParallelTo(derv, XAxis, PolylineSpliteRectFuzz))\r\n {\r\n return [outline];\r\n }\r\n }\r\n\r\n yCus.sort((c1, c2) => c1.StartPoint.x - c2.StartPoint.x);\r\n\r\n\r\n let rects: Polyline[] = [];\r\n\r\n for (let i = 0; i < yCus.length - 1; i++)\r\n {\r\n let c1 = yCus[i];\r\n let c2 = yCus[i + 1];\r\n\r\n let x1 = c1.StartPoint.x;\r\n let x2 = c2.StartPoint.x;\r\n if (equaln(x1, x2))\r\n continue;\r\n\r\n let y1: number;\r\n let y2: number;\r\n\r\n let res = c1.IntersectWith2(outline, IntersectOption.ExtendThis);\r\n\r\n let res2 = c2.IntersectWith2(outline, IntersectOption.ExtendThis);\r\n let pars = [...res.map(r => Math.floor(r.argParam)), ...res2.map(r => Math.floor(r.argParam))];\r\n pars = [...new Set(pars)];\r\n pars.sort((a, b) => a - b);\r\n\r\n let ys: number[] = [];\r\n for (let par of pars)\r\n {\r\n let c = outline.GetCurveAtParam(par);\r\n let derv = c.GetFistDeriv(0).normalize();\r\n if (isParallelTo(derv, XAxis, PolylineSpliteRectFuzz))\r\n {\r\n let x3 = c.StartPoint.x;\r\n let x4 = c.EndPoint.x;\r\n if (x3 > x4)\r\n [x3, x4] = [x4, x3];\r\n if (isIntersect(x1, x2, x3, x4, -PolylineSpliteRectFuzz))\r\n ys.push(c.StartPoint.y);\r\n }\r\n }\r\n\r\n if (ys.length < 2) return [outline];\r\n\r\n ys.sort((a, b) => a - b);\r\n\r\n y1 = ys[0];\r\n y2 = arrayLast(ys);\r\n\r\n rects.push(new Polyline().RectangleFrom2Pt(new Vector3(x1, y1), new Vector3(x2, y2)));\r\n }\r\n\r\n return rects;\r\n\r\n}\r\n","import { Object3D } from \"three\";\r\n\r\n/**\r\n * 销毁Object对象的Geometry,并不会销毁材质.\r\n */\r\nexport function DisposeThreeObj(obj: Object3D)\r\n{\r\n for (let o of obj.children)\r\n {\r\n let oany = o as any;\r\n //文字的geometry缓存保留下来\r\n if (oany.geometry && oany.geometry.name !== \"Text\")\r\n oany.geometry.dispose();\r\n DisposeThreeObj(o);\r\n o.parent = null;\r\n o.dispatchEvent({ type: \"removed\" });\r\n }\r\n obj.children.length = 0;\r\n return obj;\r\n}\r\n\r\nexport function Object3DRemoveAll(obj: Object3D)\r\n{\r\n for (let o of obj.children)\r\n {\r\n o.parent = null;\r\n o.dispatchEvent({ type: \"removed\" });\r\n }\r\n obj.children.length = 0;\r\n return obj;\r\n}\r\n","import { Matrix4, Vector2, Vector3 } from 'three';\r\nimport { CoordinateSystem } from '../Geometry/CoordinateSystem';\r\nimport { equaln, isParallelTo } from '../Geometry/GeUtils';\r\n\r\n/**\r\n * 设置矩阵的某列的向量\r\n * @param {Matrix4} mat 矩阵\r\n * @param {number} col 列索引,0x 1y 2z 3org\r\n * @param {Vector3} v 向量或点\r\n */\r\nexport function matrixSetVector(mat: Matrix4, col: number, v: Vector3)\r\n{\r\n let index = col * 4;\r\n mat.elements[index] = v.x;\r\n mat.elements[index + 1] = v.y;\r\n mat.elements[index + 2] = v.z;\r\n}\r\n\r\n/**\r\n * 返回矩阵,该坐标系将坐标系与原点的坐标系映射为坐标系,\r\n * 并将坐标系与X轴坐标系,\r\n * Y轴坐标轴以及Z轴坐标系统之间的坐标系统坐标系统的原点坐标系和原点坐标系统坐标轴的坐标系分别设置为XAxis,YAxis和ZAxis\r\n * @returns {Matrix4} 返回新的矩阵\r\n */\r\nexport function matrixAlignCoordSys(matrixFrom: Matrix4, matrixTo: Matrix4): Matrix4\r\n{\r\n return new Matrix4().getInverse(matrixTo).multiply(matrixFrom);\r\n}\r\n\r\n/**\r\n * 判断2个矩形共面\r\n * @param {Matrix4} matrixFrom\r\n * @param {Matrix4} matrixTo\r\n * @returns {boolean} 2个矩阵共面\r\n */\r\nexport function matrixIsCoplane(matrixFrom: Matrix4, matrixTo: Matrix4, fuzz = 1e-5): boolean\r\n{\r\n let nor1 = new Vector3().setFromMatrixColumn(matrixFrom, 2);\r\n let nor2 = new Vector3().setFromMatrixColumn(matrixTo, 2);\r\n\r\n //法线共面\r\n if (!isParallelTo(nor1, nor2))\r\n return false;\r\n\r\n //高共面\r\n let pt = new Vector3().setFromMatrixPosition(matrixTo);\r\n //变换到自身对象坐标系.\r\n pt.applyMatrix4(new Matrix4().getInverse(matrixFrom));\r\n\r\n return equaln(pt.z, 0, fuzz);\r\n}\r\n\r\n//构造缩放矩阵\r\nexport function matrixScale(scale: number, center?: Vector3)\r\n{\r\n let scaleMat = new Matrix4().makeScale(scale, scale, scale);\r\n if (center)\r\n scaleMat.setPosition(center.clone().multiplyScalar(1 - scale));\r\n return scaleMat;\r\n}\r\n\r\n/**\r\n * 设置旋转矩阵,不改变矩阵的基点\r\n */\r\nexport function setRotationOnAxis(mtx: Matrix4, axis: Vector3, ro: number)\r\n{\r\n let pos = new Vector3().setFromMatrixPosition(mtx);\r\n mtx.makeRotationAxis(axis, ro);\r\n mtx.setPosition(pos);\r\n return mtx;\r\n}\r\n\r\n/**\r\n * 修正镜像后矩阵\r\n */\r\nexport function reviseMirrorMatrix(mtx: Matrix4): Matrix4\r\n{\r\n let cs = new CoordinateSystem().applyMatrix4(mtx);\r\n cs.YAxis.negate();\r\n mtx.copy(cs.getMatrix4());\r\n return mtx;\r\n}\r\n\r\nlet cacheVec: Vector3;\r\nexport function Vector2ApplyMatrix4(mtx: Matrix4, vec: Vector2)\r\n{\r\n if (!cacheVec) cacheVec = new Vector3();\r\n\r\n cacheVec.x = vec.x;\r\n cacheVec.y = vec.y;\r\n\r\n cacheVec.applyMatrix4(mtx);\r\n\r\n vec.x = cacheVec.x;\r\n vec.y = cacheVec.y;\r\n}\r\nexport function GetMirrorMat(v: Vector3)\r\n{\r\n let mirrorMat = new Matrix4();\r\n let xAxis = new Vector3(1 - 2 * v.x ** 2, -2 * v.x * v.y, -2 * v.x * v.z);\r\n let yAxis = new Vector3(-2 * v.x * v.y, 1 - 2 * v.y ** 2, -2 * v.y * v.z);\r\n let zAxis = new Vector3(-2 * v.x * v.z, -2 * v.y * v.z, 1 - 2 * v.z ** 2);\r\n mirrorMat.makeBasis(xAxis, yAxis, zAxis);\r\n return mirrorMat;\r\n}\r\n\r\nexport function ApplyMatrix4IgnorePosition(vec: { x: number, y: number, z: number; }, m: Matrix4)\r\n{\r\n let { x, y, z } = vec;\r\n let e = m.elements;\r\n vec.x = e[0] * x + e[4] * y + e[8] * z;\r\n vec.y = e[1] * x + e[5] * y + e[9] * z;\r\n vec.z = e[2] * x + e[6] * y + e[10] * z;\r\n return vec;\r\n}\r\n\r\n/**\r\n * 把变换矩阵展平成2d矩阵,避免出现三维坐标.\r\n */\r\nexport function MatrixPlanarizere(mtx: Matrix4, z0 = true)\r\n{\r\n mtx.elements[2] = 0;\r\n mtx.elements[6] = 0;\r\n mtx.elements[8] = 0;\r\n mtx.elements[9] = 0;\r\n mtx.elements[10] = Math.sign(mtx.elements[10]);\r\n\r\n if (z0)\r\n mtx.elements[14] = 0;\r\n\r\n return mtx;\r\n}\r\n\r\nexport const tempMatrix1 = new Matrix4;\r\n","\r\n\r\n\r\nexport enum Status\r\n{\r\n False = 0,\r\n True = 1,\r\n Canel = -1,\r\n\r\n ConverToCircle = 101,\r\n\r\n DuplicateRecordName = 102,\r\n}\r\n\r\nexport enum UpdateDraw\r\n{\r\n None = 0,\r\n Matrix = 1,\r\n Geometry = 2,\r\n Material = 4,\r\n All = ~(~0 << 6)\r\n}\r\n\r\n/**\r\n * WblockClne时,遇到重复记录的操作方式\r\n */\r\nexport enum DuplicateRecordCloning\r\n{\r\n Ignore = 1,\r\n Replace = 2,\r\n Rename = 3,\r\n}\r\n","export enum StoreageKeys\r\n{\r\n IsLogin = \"isLogin\",\r\n PlatSession = \"platSession\",\r\n PlatToken = \"platToken\",\r\n UserName = \"userName\",\r\n UserPhone = \"userPhone\",\r\n RenderType = \"renderType\",\r\n ExactDrill = \"openExactDrill\",\r\n ConfigName = \"configName_\",\r\n IsNewErp = \"isNewErp\",\r\n RoomName = \"roomName\",\r\n LastOpenFileId = \"lastfid\",\r\n Uid = \"uid\",\r\n Goods = \"Goods_\",\r\n DrillTemp = \"drilltemp_\",\r\n DrillReactor = \"drillRreactor\",\r\n kjlConfig = \"kjl\",\r\n}\r\n","export enum AAType\r\n{\r\n FXAA = 0,//快速近似抗锯齿(性能更好)\r\n SMAA = 1,//多重采样抗锯齿(质量更好)\r\n}\r\n\r\nexport enum ViewDirType\r\n{\r\n FS = 0,\r\n YAS = 1,\r\n ZS = 2,\r\n YS = 3,\r\n QS = 4,\r\n HS = 5,\r\n XN = 6,\r\n}\r\n","import { Object3D } from \"three\";\r\nimport { Entity } from \"../DatabaseServices/Entity/Entity\";\r\nimport { equaln } from \"../Geometry/GeUtils\";\r\nimport { safeEval } from \"./eval\";\r\nimport { StoreageKeys } from \"./StoreageKeys\";\r\nimport { ObjectId } from \"../DatabaseServices/ObjectId\";\r\n\r\n//仅数字构成的3位字符串(不以0开头)\r\nexport const digitStrReg = /^[^0\\D]\\d{0,2}$/;\r\nexport const commandReg = /[^A-Za-z0-9]/g;\r\n//仅可输入英文\r\nexport const onlyEnExpReg = /[^A-Za-z]/g;\r\n/**替换收口条柜名后缀 */\r\nexport const ClosingStripReg = /[左|右|上]{1}收口$/;\r\nexport const FileFormatReg = /^\\[(\\d+,){5}[(true)|(false)].+\\]$/;\r\n\r\nexport function IsNumber(keyCode: number)\r\n{\r\n return (keyCode >= 48 && keyCode <= 57) || (keyCode >= 96 && keyCode <= 105);\r\n}\r\nexport function IsChar(keyCode: number)\r\n{\r\n return keyCode >= 65 && keyCode <= 90;\r\n}\r\nexport function isLetter(s: string)\r\n{\r\n let code = s.charCodeAt(0);\r\n return (code >= 97 && code <= 122) || (code >= 65 && code <= 90);\r\n}\r\nexport function isNum(s: string)\r\n{\r\n return !isNaN(safeEval(s));\r\n}\r\n\r\nexport function clamp(value: number, min: number, max: number)\r\n{\r\n return Math.max(min, Math.min(max, value));\r\n}\r\n\r\nexport function FixIndex(index: number, arr: Array | number)\r\n{\r\n let count = (arr instanceof Array) ? arr.length : arr;\r\n if (index < 0)\r\n return count + index;\r\n else if (index >= count)\r\n return index - count;\r\n else\r\n return index;\r\n}\r\n//格式化日期\r\nexport function formateDate(date: Date, fmt: string)\r\n{\r\n let o = {\r\n \"M+\": date.getMonth() + 1, //月份\r\n \"d+\": date.getDate(), //日\r\n \"h+\": date.getHours(), //小时\r\n \"m+\": date.getMinutes(), //分\r\n \"s+\": date.getSeconds(), //秒\r\n \"q+\": Math.floor((date.getMonth() + 3) / 3), //季度\r\n \"S\": date.getMilliseconds() //毫秒\r\n };\r\n //如:yyyy\r\n if (/(y+)/.test(fmt))\r\n {\r\n fmt = fmt.replace(RegExp.$1, (date.getFullYear().toString()).substr(4 - RegExp.$1.length));\r\n }\r\n //yyyy-MM-dd hh:mm:ss\r\n for (let k in o)\r\n {\r\n if (new RegExp(\"(\" + k + \")\").test(fmt))\r\n {\r\n fmt = fmt.replace(RegExp.$1, (RegExp.$1.length == 1) ? (o[k]) : ((\"00\" + o[k]).substr((\"\" + o[k]).length)));\r\n }\r\n }\r\n return fmt;\r\n}\r\n\r\n//判断v在v1和v2之间.(v1>v2 or v2>v1)\r\nexport function isBetweenNums(v1: number, v2: number, v: number, fuzz = 1e-8)\r\n{\r\n if (v1 > v2) [v1, v2] = [v2, v1];\r\n return equaln(v, clamp(v, v1, v2), fuzz);\r\n}\r\n\r\n//深复制对象数组\r\nexport function sliceDeep(arr: object[], start?: number, end?: number): object[]\r\n{\r\n return arr.slice(start, end).map((obj) => Object.assign({}, obj));\r\n}\r\n\r\nfunction fallbackCopyTextToClipboard(text)\r\n{\r\n let textArea = document.createElement(\"textarea\");\r\n textArea.value = text;\r\n document.body.appendChild(textArea);\r\n textArea.focus();\r\n textArea.select();\r\n\r\n try\r\n {\r\n let successful = document.execCommand('copy');\r\n } catch (err)\r\n {\r\n }\r\n document.body.removeChild(textArea);\r\n}\r\nexport async function copyTextToClipboard(text: string)\r\n{\r\n if (!navigator[\"clipboard\"])\r\n {\r\n fallbackCopyTextToClipboard(text);\r\n return;\r\n }\r\n return await navigator[\"clipboard\"].writeText(text);\r\n}\r\n\r\n//ref: https://stackoverflow.com/questions/400212/how-do-i-copy-to-the-clipboard-in-javascript\r\n\r\n/**\r\n * 读取剪切板的字符串\r\n */\r\nexport async function readClipboardText()\r\n{\r\n if (navigator[\"clipboard\"])\r\n return await navigator[\"clipboard\"].readText();\r\n return \"\";\r\n}\r\n\r\n//使用定点表示法来格式化一个数,小数点后面不尾随0. 如 FixedNotZero(1.1 , 3) => 1.1\r\nexport function FixedNotZero(v: number | string, fractionDigits: number = 0)\r\n{\r\n if (typeof v === \"string\")\r\n v = parseFloat(v);\r\n if (isNaN(v)) return \"\";\r\n if (equaln(v, 0)) return \"0\";\r\n let str = v.toFixed(fractionDigits);\r\n let commonIndex = str.indexOf(\".\");\r\n if (commonIndex !== -1)\r\n {\r\n let zeroCount = 0;\r\n let strCount = str.length;\r\n for (let l = strCount; l--;)\r\n {\r\n if (str[l] === \"0\")\r\n zeroCount++;\r\n else\r\n break;\r\n }\r\n if (zeroCount > 0)\r\n {\r\n if (zeroCount === (strCount - commonIndex - 1))\r\n zeroCount++;\r\n return str.slice(0, strCount - zeroCount);\r\n }\r\n }\r\n return str;\r\n}\r\n\r\n/**\r\n * To fixed\r\n * @param v\r\n * @param [fractionDigits]\r\n * @returns\r\n */\r\nexport function ToFixed(v: number, fractionDigits: number = 5)\r\n{\r\n if (equaln(v, 0, Math.pow(0.1, fractionDigits))) return \"0\";\r\n return v.toFixed(fractionDigits);\r\n}\r\n\r\nexport function GetEntity(obj: Object3D): Entity | undefined\r\n{\r\n while (obj)\r\n {\r\n if (obj.userData.Entity)\r\n return obj.userData.Entity;\r\n\r\n obj = obj.parent;\r\n }\r\n}\r\n\r\nexport function IsEntity(obj: Object3D): boolean\r\n{\r\n return GetEntity(obj) instanceof Entity;\r\n}\r\n\r\nexport function IsNoErase(id: ObjectId): boolean\r\n{\r\n return id && !id.IsErase;\r\n}\r\n\r\n/**\r\n * 原图地址转换为对应缩略图地址\r\n */\r\nexport function getThumbsUrl(url: string)\r\n{\r\n return url ? url.replace(/\\/\\w*\\.\\w*$/, mat => \"/thumbs\" + mat.replace(\".\", \"_100.\")) : \"\";\r\n}\r\n\r\n/**\r\n * 快速判断a是不是被修改了\r\n */\r\nexport function equalObject(a: Object, b: Object)\r\n{\r\n for (let key in a)\r\n {\r\n if (a[key] !== b[key])\r\n return false;\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function cloneObject(a: T): T\r\n{\r\n return Object.assign({}, a);\r\n}\r\n\r\nexport function Uint8ArrayToBase64(bytes: Uint8Array)\r\n{\r\n let binary = \"\";\r\n let len = bytes.byteLength;\r\n for (let i = 0; i < len; i++)\r\n binary += String.fromCharCode(bytes[i]);\r\n return window.btoa(binary);\r\n}\r\n\r\n/**转换服务端获取的文件大小 */\r\nexport function getFileSize(size: number)\r\n{\r\n let units = [\"B\", \"KB\", \"MB\", \"GB\"];\r\n for (let u of units)\r\n {\r\n if (size > 1 && size < 1024)\r\n return FixedNotZero(size, 2) + u;\r\n else\r\n size /= 1024;\r\n }\r\n}\r\n\r\nexport function GetIndexDBID(id: string)\r\n{\r\n return localStorage.getItem(StoreageKeys.Uid) + \":\" + id;\r\n}\r\n\r\nexport function FixDigits(v: number, fractionDigits = 2)\r\n{\r\n return parseFloat(v.toFixed(fractionDigits));\r\n}\r\n","import { equaln } from \"../Geometry/GeUtils\";\r\nimport { clamp as CLAMP, FixedNotZero } from \"./Utils\";\r\n\r\nlet abs = Math.abs;\r\nlet acos = Math.acos;\r\nlet acosh = Math.acosh;\r\nlet asin = Math.asin;\r\nlet asinh = Math.asinh;\r\nlet atan = Math.atan;\r\nlet atanh = Math.atanh;\r\nlet atan2 = Math.atan2;\r\nlet ceil = Math.ceil;\r\nlet cbrt = Math.cbrt;\r\nlet expm1 = Math.expm1;\r\nlet clz32 = Math.clz32;\r\nlet cos = Math.cos;\r\nlet cosh = Math.cosh;\r\nlet exp = Math.exp;\r\nlet floor = Math.floor;\r\nlet fround = Math.fround;\r\nlet hypot = Math.hypot;\r\nlet imul = Math.imul;\r\nlet log = Math.log;\r\nlet log1p = Math.log1p;\r\nlet log2 = Math.log2;\r\nlet log10 = Math.log10;\r\nlet max = Math.max;\r\nlet min = Math.min;\r\nlet pow = Math.pow;\r\nlet random = Math.random;\r\nlet round = Math.round;\r\nlet sign = Math.sign;\r\nlet sin = Math.sin;\r\nlet sinh = Math.sinh;\r\nlet sqrt = Math.sqrt;\r\nlet tan = Math.tan;\r\nlet tanh = Math.tanh;\r\nlet trunc = Math.trunc;\r\nlet E = Math.E;\r\nlet LN10 = Math.LN10;\r\nlet LN2 = Math.LN2;\r\nlet LOG10E = Math.LOG10E;\r\nlet LOG2E = Math.LOG2E;\r\nlet PI = Math.PI;\r\nlet SQRT1_2 = Math.SQRT1_2;\r\nlet SQRT2 = Math.SQRT2;\r\nlet clamp = CLAMP;\r\nlet eq = equaln;\r\n\r\nexport function eval2(expr: string, params?: {}): number\r\n{\r\n let code = \"\";\r\n if (params)\r\n for (let name in params)\r\n code += `let ${name} = ${params[name]};`;\r\n\r\n code += expr;\r\n\r\n let result = eval(code);\r\n\r\n if (typeof result === \"function\")\r\n return result();\r\n\r\n return Number(result);//防止bigint乱入\r\n}\r\n\r\nexport function safeEval(expr: string, params?: {}): number\r\n{\r\n try\r\n {\r\n return eval2(expr, params);\r\n }\r\n catch (error)\r\n {\r\n return NaN;\r\n }\r\n}\r\n\r\nexport function CheckExpr(expr: string, params: any)\r\n{\r\n let resultObj = { res: undefined, error: undefined };\r\n try\r\n {\r\n resultObj.res = eval2(expr, params);\r\n }\r\n catch (error)\r\n {\r\n resultObj.error = error;\r\n }\r\n return resultObj;\r\n}\r\n\r\nconst Reg_Expr = /\\{[^\\}]+\\}/g;\r\n/**解析大括号内的 */\r\nexport function ParseExpr(expr: string, params?: {})\r\n{\r\n let strs = expr.match(Reg_Expr);\r\n if (!strs) return expr;\r\n for (let str of strs)\r\n expr = expr.replace(str, FixedNotZero(safeEval(str.slice(1, -1), params), 2));\r\n return expr;\r\n}\r\n","import { Factory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { ISerialize } from './ISerialize';\r\nimport { CADObject } from './CADObject';\r\n\r\n/**\r\n * 保存对象创建或者修改时的所有数据记录\r\n */\r\n@Factory\r\nexport class AllObjectData implements ISerialize\r\n{\r\n file: CADFiler;\r\n constructor(obj?: CADObject)\r\n {\r\n this.file = new CADFiler();\r\n if (obj)\r\n obj.WriteFile(this.file);\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n //对象从文件中读取数据,初始化自身\r\n ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n let data = file.Read();\r\n this.file.Data = data;\r\n return this;\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(1);\r\n file.Write(this.file.Data);\r\n return this;\r\n }\r\n}\r\n","\r\n\r\nexport const ISPROXYKEY = \"_isProxy\";\r\n\r\n/**\r\n * 自动对CADObject的属性添加属性记录器,自动调用 `WriteAllObjectRecord`\r\n * 如果属性是数组,那么自动添加`Proxy`.\r\n * 可以使用`ISPROXYKEY`覆盖这个函数的代理行为(使用CADObject.CreateProxyArray快速覆盖)\r\n *\r\n * @param target\r\n * @param property\r\n * @param [descriptor]\r\n */\r\nexport function AutoRecord(\r\n target: { WriteAllObjectRecord: () => void; },\r\n property: string,\r\n descriptor?: PropertyDecorator)\r\n{\r\n let privateKey = '__' + property;\r\n Object.defineProperty(target, property,\r\n {\r\n set: function (value)\r\n {\r\n if (value instanceof Array)\r\n {\r\n if (!this[privateKey])\r\n {\r\n if (value[ISPROXYKEY])\r\n this[privateKey] = value;\r\n else\r\n this[privateKey] = new Proxy(value, {\r\n set: (target, key, value, receiver) =>\r\n {\r\n if (Reflect.get(target, key, receiver) !== value)\r\n this.WriteAllObjectRecord();\r\n return Reflect.set(target, key, value, receiver);\r\n },\r\n get: (target, key, receiver) =>\r\n {\r\n if (key === ISPROXYKEY)\r\n return true;\r\n //实体先被删除后在触发length = xxx\r\n if (key === \"splice\" || key === \"pop\" || key === \"shift\")\r\n this.WriteAllObjectRecord();\r\n return Reflect.get(target, key, receiver);\r\n }\r\n });\r\n }\r\n else\r\n {\r\n let arr = this[privateKey] as Array;\r\n arr.length = 0;\r\n arr.push(...value);\r\n }\r\n }\r\n else\r\n {\r\n let oldv = this[privateKey];\r\n if (oldv !== value)\r\n {\r\n this.WriteAllObjectRecord();\r\n this[privateKey] = value;\r\n }\r\n }\r\n },\r\n get: function ()\r\n {\r\n return this[privateKey];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n }\r\n );\r\n}\r\n","\r\n/**\r\n * CAD对象工厂,通过注册 和暴露的创建方法,动态创建对象\r\n */\r\nexport class CADFactory\r\n{\r\n private constructor() { }\r\n private objectNameMap = new Map();\r\n private static factory = new CADFactory();\r\n static RegisterObject(C: any)\r\n {\r\n this.factory.objectNameMap.set(C.name, C);\r\n }\r\n static RegisterObjectAlias(C: any, name: string)\r\n {\r\n this.factory.objectNameMap.set(name, C);\r\n }\r\n static CreateObject(name: string): any\r\n {\r\n let C = this.factory.objectNameMap.get(name);\r\n if (C) return new C();\r\n }\r\n}\r\n\r\n//可以通过添加装饰器 在类前面(@Factory),自动注册工厂的序列化\r\nexport function Factory(target: Object)\r\n{\r\n CADFactory.RegisterObject(target);\r\n}\r\n","import { CADFactory } from './CADFactory';\r\nimport { CADObject } from './CADObject';\r\nimport { Database } from './Database';\r\nimport { ISerialize } from './ISerialize';\r\nimport { ObjectId } from './ObjectId';\r\nimport { Entity } from './Entity/Entity';\r\n\r\n/**\r\n * CAD文件数据\r\n */\r\nexport class CADFiler\r\n{\r\n database: Database;\r\n private readIndex: number = 0;\r\n constructor(protected _datas: any[] = [])\r\n {\r\n }\r\n\r\n Destroy()\r\n {\r\n delete this._datas;\r\n delete this.readIndex;\r\n }\r\n\r\n get Data(): any[]\r\n {\r\n return this._datas;\r\n }\r\n\r\n set Data(data: any[])\r\n {\r\n this._datas = data;\r\n this.Reset();\r\n }\r\n\r\n Clear()\r\n {\r\n this._datas.length = 0;\r\n return this.Reset();\r\n }\r\n Reset()\r\n {\r\n this.readIndex = 0;\r\n return this;\r\n }\r\n\r\n WriteString(str: string)\r\n {\r\n this._datas.push(str);\r\n return this;\r\n }\r\n\r\n ReadString(): string\r\n {\r\n return this._datas[this.readIndex++] as string;\r\n }\r\n\r\n WriteObject(obj: ISerialize)\r\n {\r\n if (!obj)\r\n {\r\n this.Write(\"\");\r\n return;\r\n }\r\n this.WriteString(obj.constructor.name);\r\n obj.WriteFile(this);\r\n\r\n return this;\r\n }\r\n\r\n ReadObject(obj?: T): T\r\n {\r\n let className = this.ReadString();\r\n if (className)\r\n {\r\n if (obj === undefined)\r\n {\r\n obj = CADFactory.CreateObject(className);\r\n if (this.database !== undefined && obj instanceof CADObject)\r\n obj.SetDefaultDb(this.database);\r\n }\r\n obj.ReadFile(this);\r\n return obj;\r\n }\r\n }\r\n\r\n CloneObjects(objects: CADObject[], clonedObjects: CADObject[] = [])\r\n {\r\n for (let o of objects)\r\n this.WriteObject(o);\r\n let count = objects.length;\r\n for (let i = 0; i < count; i++)\r\n {\r\n let obj = this.ReadObject();\r\n if (obj instanceof Entity)\r\n obj.CloneDrawObject(objects[i] as Entity);\r\n clonedObjects.push(obj);\r\n }\r\n\r\n return clonedObjects;\r\n }\r\n\r\n Write(data: any)\r\n {\r\n if (data instanceof ObjectId)\r\n this._datas.push(data.Index);\r\n else\r\n this._datas.push(data);\r\n\r\n return this;\r\n }\r\n\r\n Read(): any\r\n {\r\n return this._datas[this.readIndex++];\r\n }\r\n\r\n ReadArray(count: number): any[]\r\n {\r\n let arr = this._datas.slice(this.readIndex, this.readIndex + count);\r\n this.readIndex += count;\r\n return arr;\r\n }\r\n\r\n //------------------------ID序列化------------------------\r\n /*\r\n Id关联分为三种情况:\r\n 1.普通关联:关联对象未被拷贝时,关联到空对象.\r\n 2.软关联 :关联对象未被拷贝时,关联到原先的对象.\r\n 3.硬关联 :对象被拷贝时,被关联的对象必须也被拷贝.\r\n */\r\n\r\n //-------1.普通关联\r\n WriteObjectId(id: ObjectId): this\r\n {\r\n if (id)\r\n this.Write(id.Index);\r\n else\r\n this.Write(0);\r\n return this;\r\n }\r\n\r\n ReadObjectId(): ObjectId\r\n {\r\n let index = this.Read();\r\n if (this.database)\r\n return this.database.GetObjectId(index, true);\r\n }\r\n\r\n //-------2.软关联\r\n WriteSoftObjectId(id: ObjectId): this\r\n {\r\n return this.WriteObjectId(id);\r\n }\r\n ReadSoftObjectId(): ObjectId\r\n {\r\n return this.ReadObjectId();\r\n }\r\n\r\n //-------3.硬关联\r\n WriteHardObjectId(id: ObjectId): this\r\n {\r\n return this.WriteObjectId(id);\r\n }\r\n ReadHardObjectId()\r\n {\r\n return this.ReadObjectId();\r\n }\r\n\r\n //序列化\r\n ToString()\r\n {\r\n return JSON.stringify(this._datas);\r\n }\r\n FromString(str: string)\r\n {\r\n this._datas = JSON.parse(str);\r\n }\r\n}\r\n","import { iaop } from 'xaop';\r\nimport { AllObjectData } from './AllObjectData';\r\nimport { ISPROXYKEY } from './AutoRecord';\r\nimport { CADFactory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { CommandHistoryRecord } from './CommandHistoryRecord';\r\nimport { Database } from './Database';\r\nimport { EraseEntityData } from './EraseEntityData';\r\nimport { ISerialize } from './ISerialize';\r\nimport { ObjectId } from './ObjectId';\r\n\r\nexport abstract class CADObject\r\n{\r\n protected _Owner: ObjectId;\r\n /**\r\n * 用于储存临时数据\r\n */\r\n public TempData: any;\r\n\r\n //下面的三个数据由Rect2Board使用\r\n __CacheBox__: any;\r\n __CacheBoard__: any;\r\n __CacheSize__: any;\r\n __CachePolyline__: any;\r\n\r\n set Owner(owner: ObjectId)\r\n {\r\n this._Owner = owner;\r\n }\r\n get Owner()\r\n {\r\n return this._Owner;\r\n }\r\n\r\n Destroy()\r\n {\r\n //在效果图同步反应器中,需要知道被删除的实体的id,所以不删除这个属性\r\n // this.objectId = undefined;\r\n this._db = undefined;\r\n }\r\n\r\n //对象被彻底遗弃\r\n GoodBye(): any\r\n {\r\n this.Destroy();\r\n this.Erase(true);\r\n }\r\n\r\n /**\r\n * 当实体异步更新绘制实体完成后触发这个函数.\r\n * Application通过注入的方式得知这个事件,刷新视图显示.\r\n */\r\n @iaop\r\n AsyncUpdated()\r\n {\r\n }\r\n\r\n //-------------------------DB-------------------------\r\n protected _db: Database;\r\n get Db(): Database\r\n {\r\n return this._db;\r\n }\r\n\r\n //对象在加入数据库时,必须指定一个源数据库,否则无法读取引用id.\r\n SetDefaultDb(db: Database)\r\n {\r\n if (!this._db)\r\n this._db = db;\r\n else\r\n console.warn(\"重复设置默认Database!\");\r\n\r\n return this;\r\n }\r\n\r\n //private 私有的方法,暴露给Db的添加对象,方法使用.\r\n //只用对象加入到db中,我们才初始化ObjectId.\r\n //从db池中分配id给自身使用. 除非你创建对象往db里面加,否则不要调用该方法\r\n SetOwnerDatabase(db: Database)\r\n {\r\n if (!this._db)\r\n {\r\n this._db = db;\r\n this.objectId = db.AllocateId();\r\n this.objectId.Object = this;\r\n }\r\n else\r\n console.warn(\"重复设置源Database!\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * WblockClone 的时候,id是db分配的,此刻我们只需要设置它的db\r\n */\r\n SetDatabase(db: Database)\r\n {\r\n this._db = db;\r\n }\r\n\r\n //-------------------------DB End-------------------------\r\n\r\n // -------------------------isErase-------------------------\r\n protected _isErase: boolean = false;\r\n get IsErase(): boolean\r\n {\r\n return this._isErase;\r\n }\r\n Erase(isErase: boolean = true)\r\n {\r\n if (isErase === this._isErase)\r\n return;\r\n let undoData = this.UndoRecord();\r\n if (undoData)\r\n undoData.CreateEraseHistory(this, isErase);\r\n this._isErase = isErase;\r\n }\r\n //-------------------------isErase End-------------------------\r\n\r\n // -------------------------id-------------------------\r\n\r\n //操作这个需要谨慎!\r\n objectId: ObjectId;\r\n\r\n get Id(): ObjectId\r\n {\r\n return this.objectId;\r\n }\r\n\r\n // -------------------------id End-------------------------\r\n\r\n // -------------------------File-------------------------\r\n\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n //对象从文件中读取数据,初始化自身\r\n ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n //write Id;\r\n let id = file.ReadObjectId();\r\n if (!this.objectId && id)//避免CopyFrom时错误的修改自身Id\r\n {\r\n this.objectId = id;\r\n id.Object = this;\r\n }\r\n this._isErase = file.Read();\r\n if (ver > 1)\r\n this.Owner = file.ReadObjectId();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(2);\r\n file.WriteObjectId(this.objectId);\r\n file.Write(this._isErase);\r\n file.WriteObjectId(this.Owner);\r\n }\r\n //局部撤销\r\n ApplyPartialUndo(undoData: ISerialize)\r\n {\r\n if (undoData instanceof AllObjectData)\r\n {\r\n undoData.file.database = this._db;\r\n undoData.file.Reset();\r\n this.ReadFile(undoData.file);\r\n }\r\n else if (undoData instanceof EraseEntityData)\r\n {\r\n this.Erase(undoData.isErase);\r\n }\r\n }\r\n\r\n //撤销所保存的位置\r\n UndoRecord(): CommandHistoryRecord\r\n {\r\n if (this._db && this.objectId)\r\n return this._db.hm.UndoData;\r\n }\r\n //写入所有的对象数据 以便还原对象\r\n WriteAllObjectRecord(): boolean\r\n {\r\n let undoData = this.UndoRecord();\r\n if (undoData)\r\n {\r\n undoData.WriteObjectSnapshoot(this);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n //复制出一个实体,如果存在关联,则指向原关联实体\r\n Clone(): this\r\n {\r\n let newObject = CADFactory.CreateObject(this.constructor.name) as this;\r\n\r\n //备份\r\n let bakId = this.objectId;\r\n this.objectId = undefined;\r\n\r\n let file = new CADFiler();\r\n file.database = this._db;\r\n this.WriteFile(file);\r\n file.Reset();\r\n newObject.ReadFile(file);\r\n\r\n newObject.objectId = undefined;\r\n newObject._db = undefined;\r\n\r\n this.objectId = bakId;\r\n return newObject;\r\n }\r\n\r\n DeepClone(\r\n ownerObject: CADObject,\r\n cloneObejct: CADObject,\r\n idMaping: Map = undefined,\r\n isPrimary = true\r\n ): this\r\n {\r\n return this;\r\n }\r\n\r\n //从一个实体拷贝数据,实体类型必须相同.\r\n CopyFrom(obj: CADObject)\r\n {\r\n let idBak = this.objectId;\r\n let ownerBak = this._Owner;\r\n this.WriteAllObjectRecord();\r\n let f = new CADFiler();\r\n obj.WriteFile(f);\r\n this.ReadFile(f);\r\n this.objectId = idBak;\r\n this._Owner = ownerBak;\r\n }\r\n\r\n //-------------------------File End-------------------------\r\n\r\n //Utils\r\n /**\r\n * 配合 `@AutoRecord` 使用\r\n * 使用这个方法来覆盖AutoRecord的监听行为.\r\n * 这个行为只能用来监听实体添加和实体修改.\r\n * 实体删除行为暂时无法监听\r\n * @param setCallback 设置新的实体到数组时的回调函数\r\n */\r\n protected CreateProxyArray(setCallback: (v: any) => void)\r\n {\r\n return new Proxy([], {\r\n set: (target, key, value, receiver) =>\r\n {\r\n if (Reflect.get(target, key, receiver) !== value)\r\n {\r\n this.WriteAllObjectRecord();\r\n setCallback(value);\r\n }\r\n return Reflect.set(target, key, value, receiver);\r\n },\r\n get: (target, key, receiver) =>\r\n {\r\n if (key === ISPROXYKEY)\r\n return true;\r\n //实体先被删除后在触发length = xxx\r\n if (key === \"splice\" || key === \"pop\" || key === \"shift\")\r\n {\r\n this.WriteAllObjectRecord();\r\n setCallback(undefined);\r\n }\r\n return Reflect.get(target, key, receiver);\r\n }\r\n });\r\n }\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { arrayLast, arrayRemoveDuplicateBySort, arrayRemoveIf } from \"../Common/ArrayExt\";\r\nimport { curveLinkGroup, equalCurve } from \"../Common/CurveUtils\";\r\nimport { Status } from \"../Common/Status\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Route } from \"../Geometry/CurveMap\";\r\nimport { equaln, equalv3 } from \"../Geometry/GeUtils\";\r\nimport { RegionParse } from \"../Geometry/RegionParse\";\r\nimport { isTargetCurInOrOnSourceCur } from \"../GraphicsSystem/BoolOperateUtils\";\r\nimport { IntersectOption } from \"../GraphicsSystem/IntersectWith\";\r\nimport { Arc } from \"./Entity/Arc\";\r\nimport { Circle } from \"./Entity/Circle\";\r\nimport { Curve } from \"./Entity/Curve\";\r\nimport { Polyline } from \"./Entity/Polyline\";\r\nimport { IntersectBox2 } from \"../Geometry/Box\";\r\n\r\nlet cache = new WeakMap();\r\n\r\nexport class Contour\r\n{\r\n private _Curve: Polyline | Circle;\r\n\r\n protected SetCurve(cu: Polyline | Circle)\r\n {\r\n if (cu instanceof Polyline)\r\n {\r\n if (cu.Area2 < 0)\r\n cu.Reverse();\r\n }\r\n this._Curve = cu;\r\n }\r\n /**会将传入的闭合轮廓改为逆时针 */\r\n static CreateContour(cus: Curve[] | Polyline | Circle, needLink = true)\r\n {\r\n if (cus instanceof Curve)\r\n {\r\n if (cus.IsClose)\r\n {\r\n let c = new Contour();\r\n c.SetCurve(cus);\r\n return c;\r\n }\r\n return;\r\n }\r\n\r\n let closeCurve = Contour.Combine(cus, needLink, 1e-2) as Polyline | Circle;\r\n if (closeCurve && closeCurve.IsClose)\r\n {\r\n if (closeCurve instanceof Polyline && closeCurve.CloseMark === false)\r\n {\r\n closeCurve.CloseMark = true;\r\n closeCurve.RemoveVertexAt(closeCurve.NumberOfVertices - 1);\r\n }\r\n\r\n let c = new Contour();\r\n c.SetCurve(closeCurve);\r\n return c;\r\n }\r\n }\r\n get Curve(): Polyline | Circle\r\n {\r\n return this._Curve;\r\n }\r\n get Area()\r\n {\r\n return this._Curve.Area;\r\n }\r\n get BoundingBox()\r\n {\r\n return this._Curve.BoundingBox;\r\n }\r\n /**\r\n * 不等比例缩放\r\n * @param {number} ref 缩放参考值,大于该值的点缩放\r\n * @param {number} dist 缩放距离\r\n * @param {string} dir x y z\r\n */\r\n UnEqualProportionScale(ref: number, dist: number, dir: \"x\" | \"y\")\r\n {\r\n let cu = this._Curve;\r\n if (cu instanceof Polyline)\r\n {\r\n let lineData = cu.LineData;\r\n let length = lineData.length;\r\n let p = cu.Position[dir];\r\n\r\n let moveIndexs: number[] = [];\r\n for (let i = 0; i < length; i++)\r\n {\r\n if (lineData[i].pt[dir] + p > ref)\r\n moveIndexs.push(i);\r\n }\r\n let moveVec = new Vector3();\r\n moveVec[dir] = dist;\r\n cu.MoveStretchPoints(moveIndexs, moveVec);\r\n return true;\r\n }\r\n return false;\r\n }\r\n Clone()\r\n {\r\n return Contour.CreateContour([this._Curve.Clone()]);\r\n }\r\n //交集:结果数组为空则失败\r\n IntersectionBoolOperation(target: Contour): Contour[]\r\n {\r\n if (!IntersectBox2(this.BoundingBox, target.BoundingBox))\r\n return [];\r\n let resultCus = this.GetIntersetAndUnionList(target);\r\n return Contour.GetAllContour(resultCus.intersectionList);\r\n }\r\n //并集:结果轮廓数组长度大于2,则失败.等于1则成功.\r\n UnionBoolOperation(target: Contour): { contours: Contour[], holes: Contour[]; }\r\n {\r\n let resultCus = this.GetIntersetAndUnionList(target);\r\n\r\n //快速\r\n if (resultCus.unionList.every(c => c.IsClose))\r\n return {\r\n contours: Contour.GetAllContour(resultCus.unionList),\r\n holes: [],\r\n };\r\n\r\n //并集后的线段表如果有共线的直接合并起来\r\n let cus: Curve[] = [];\r\n for (let pl of resultCus.unionList)\r\n {\r\n if (pl instanceof Polyline)\r\n cus.push(...pl.Explode());\r\n else\r\n cus.push(pl);\r\n }\r\n let cuGroups = curveLinkGroup(cus);\r\n for (let g of cuGroups)\r\n {\r\n for (let i = 0; i < g.length; i++)\r\n {\r\n let c1 = g[i];\r\n let nextI = FixIndex(i + 1, g);\r\n let c2 = g[nextI];\r\n\r\n let status = c1.Join(c2);\r\n if (status === Status.True)\r\n {\r\n g.splice(nextI, 1);\r\n i--;\r\n }\r\n else if (status === Status.ConverToCircle)\r\n {\r\n g.length = 0;\r\n let a = c1 as Arc;\r\n g.push(new Circle(a.Center, a.Radius));\r\n break;\r\n }\r\n }\r\n }\r\n let allContour = Contour.GetAllContour(cuGroups);\r\n if (allContour.length < 2)\r\n {\r\n return {\r\n contours: allContour,\r\n holes: [],\r\n };\r\n }\r\n else\r\n {\r\n let cache = new WeakMap();\r\n for (let c of allContour)\r\n cache.set(c, c.Area);\r\n allContour.sort((a, b) => cache.get(b) - cache.get(a));\r\n return {\r\n contours: [allContour[0]],\r\n holes: allContour.slice(1)\r\n };\r\n }\r\n\r\n }\r\n //差集:等于0完全被减去\r\n SubstactBoolOperation(target: Contour): Contour[]\r\n {\r\n let subtractList = this.GetSubtractList(target);\r\n\r\n //纯网洞\r\n if (subtractList.every(c => c.IsClose))\r\n return Contour.GetAllContour(subtractList);\r\n\r\n let regParse = new RegionParse(subtractList, 2);\r\n\r\n let contours: Contour[] = [];\r\n //分析封闭包围区域\r\n const parseRoute = (routeSet: Array[]) =>\r\n {\r\n for (let routes of routeSet)\r\n {\r\n let cs: Curve[] = routes.map(r => r.curve);\r\n let c = Contour.CreateContour(cs, false);\r\n if (c\r\n && !equalCurve(c.Curve, this.Curve)\r\n && !equalCurve(c.Curve, target.Curve)\r\n && c.Area > 1e-3)\r\n contours.push(c);\r\n }\r\n };\r\n parseRoute(regParse.RegionsOutline);\r\n parseRoute(regParse.RegionsInternal);\r\n\r\n return contours;\r\n }\r\n /**\r\n * 计算与目标轮廓布尔运算后的结果曲线.\r\n */\r\n GetIntersetAndUnionList(target: Contour): { intersectionList: Curve[], unionList: Curve[]; }\r\n {\r\n let intersectionList: Curve[] = [];\r\n let unionList: Curve[] = [];\r\n\r\n let sourceOutline = this._Curve;\r\n let targetOutline = target.Curve;\r\n let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3);\r\n\r\n let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands);\r\n\r\n let sourceContainerTarget = this.CuInOutline(targetOutline);\r\n let targetContainerSource = target.CuInOutline(sourceOutline);\r\n\r\n //包含.相交.分离(三种状态)\r\n if (sourceContainerTarget)//源包含目标\r\n {\r\n intersectionList.push(targetOutline);\r\n unionList.push(sourceOutline);\r\n }\r\n else if (targetContainerSource)//目标包含源\r\n {\r\n unionList.push(targetOutline);\r\n intersectionList.push(sourceOutline);\r\n }\r\n else if (interPts.length <= 1)//分离\r\n {\r\n unionList.push(sourceOutline, targetOutline);\r\n }\r\n else//相交 interPts.length > 0\r\n {\r\n let pars1 = interPts.map(r => r.thisParam);\r\n let pars2 = interPts.map(r => r.argParam);\r\n\r\n let sourceCus: Array = sourceOutline.GetSplitCurves(pars1);\r\n let targetCus: Array = targetOutline.GetSplitCurves(pars2);\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let hasEqualCus = false;\r\n for (let i = 0; i < targetCus.length; i++)\r\n {\r\n let cu = targetCus[i];\r\n hasEqualCus = fastEqualCurve(cu, pl);\r\n if (hasEqualCus)\r\n {\r\n //方向相同\r\n if (\r\n equalv3(cu.GetFistDeriv(cu.EndParam * 0.5).normalize(), pl.GetFistDeriv(pl.EndParam * 0.5).normalize(), 1e-3)\r\n === isEqualNormal\r\n )\r\n {\r\n unionList.push(pl);\r\n intersectionList.push(pl);\r\n }\r\n targetCus.splice(i, 1);\r\n break;\r\n }\r\n }\r\n\r\n if (hasEqualCus)\r\n continue;\r\n\r\n if (target.CuInOutline(pl))\r\n intersectionList.push(pl);\r\n else\r\n unionList.push(pl);\r\n }\r\n\r\n for (let pl of targetCus)\r\n {\r\n if (this.CuInOutline(pl))\r\n intersectionList.push(pl);\r\n else\r\n unionList.push(pl);\r\n }\r\n\r\n //特殊的分离\r\n if (intersectionList.length === 0 && unionList.length === (sourceCus.length + targetCus.length))\r\n {\r\n return { intersectionList, unionList: [sourceOutline, targetOutline] };\r\n }\r\n }\r\n return { intersectionList, unionList };\r\n }\r\n GetSubtractList(target: Contour): Polyline[]\r\n {\r\n let sourceOutline = this._Curve as Polyline;\r\n let targetOutline = target.Curve as Polyline;\r\n\r\n let isEqualNormal = equalv3(sourceOutline.Normal, targetOutline.Normal, 1e-3);\r\n\r\n let interPts = sourceOutline.IntersectWith2(targetOutline, IntersectOption.OnBothOperands, 1e-3);\r\n\r\n if (interPts.length <= 1)\r\n {\r\n //反包含\r\n if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline))\r\n return [];\r\n //包含\r\n if (fastCurveInCurve2(sourceOutline, targetOutline))\r\n return [sourceOutline, targetOutline];\r\n else//分离\r\n return [sourceOutline];\r\n }\r\n\r\n //相交\r\n let subtractList: Polyline[] = [];\r\n let sourceCus = sourceOutline.GetSplitCurves(interPts.map(r => r.thisParam)) as Polyline[];\r\n let targetCus = targetOutline.GetSplitCurves(interPts.map(r => r.argParam)) as Polyline[];\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let plMidParam = pl.MidParam;\r\n let plDir = pl.GetFistDeriv(plMidParam).normalize();\r\n\r\n let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl));\r\n if (index !== -1)\r\n {\r\n let cu = targetCus[index];\r\n let cuMidParam = cu.MidParam;\r\n let cuDir = cu.GetFistDeriv(cuMidParam).normalize();\r\n\r\n if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3))//不同向\r\n subtractList.push(pl);\r\n\r\n targetCus.splice(index, 1);\r\n\r\n continue;\r\n }\r\n if (!fastCurveInCurve(targetOutline, pl))\r\n subtractList.push(pl);\r\n }\r\n\r\n //源对象没有被破坏\r\n let sourceNotBreak = subtractList.length === sourceCus.length;\r\n\r\n for (let pl of targetCus)\r\n if (fastCurveInCurve(sourceOutline, pl))\r\n subtractList.push(pl);\r\n\r\n if (sourceNotBreak && subtractList.length === sourceCus.length)\r\n return [sourceOutline];\r\n\r\n return subtractList;\r\n }\r\n GetSubtractListByMoreTargets(targets: Contour[])\r\n {\r\n let { holes, subtractList } = this.GetSubListWithCus(targets);\r\n\r\n //纯网洞\r\n if (subtractList.every(c => c.IsClose))\r\n return {\r\n holes: holes.map(h => Contour.CreateContour(h)),\r\n outlines: Contour.GetAllContour(subtractList)\r\n };\r\n\r\n let regParse = new RegionParse(subtractList, 2);\r\n\r\n let contours: Contour[] = [];\r\n //分析封闭包围区域\r\n const parseRoute = (routeSet: Array[]) =>\r\n {\r\n for (let routes of routeSet)\r\n {\r\n let cs: Curve[] = routes.map(r => r.curve);\r\n let c = Contour.CreateContour(cs, false);\r\n if (c\r\n && !equalCurve(c.Curve, this.Curve)\r\n && targets.every(target => !equalCurve(c.Curve, target.Curve))\r\n && c.Area > 1e-3)\r\n contours.push(c);\r\n }\r\n };\r\n parseRoute(regParse.RegionsOutline);\r\n parseRoute(regParse.RegionsInternal);\r\n\r\n return {\r\n holes: holes.map(h => Contour.CreateContour(h)),\r\n outlines: contours\r\n };\r\n\r\n }\r\n GetSubListWithCus(targets: Contour[])\r\n {\r\n let sourceOutline = this._Curve as Polyline;\r\n let subtractList: Polyline[] = [];\r\n let holes: Polyline[] = [];\r\n let intPars: number[] = [];\r\n let cuMap = new Map();\r\n\r\n let outBox = sourceOutline.BoundingBox;\r\n\r\n for (let con of targets)\r\n {\r\n const targetOutline = con.Curve as Polyline;\r\n\r\n if (!IntersectBox2(outBox, targetOutline.BoundingBox))\r\n continue;\r\n\r\n let pts = sourceOutline.IntersectWith2(con.Curve, IntersectOption.OnBothOperands, 1e-3);\r\n if (pts.length <= 1)\r\n {\r\n //反包含\r\n if (fastCurveInCurve2(targetOutline, sourceOutline) || equalCurve(targetOutline, sourceOutline))\r\n return { holes, subtractList };\r\n //包含\r\n if (fastCurveInCurve2(sourceOutline, targetOutline))\r\n holes.push(targetOutline);\r\n else//分离\r\n {\r\n\r\n }\r\n }\r\n else\r\n {\r\n intPars.push(...pts.map(r => r.thisParam));\r\n cuMap.set(targetOutline, pts.map(r => r.argParam));\r\n }\r\n }\r\n intPars.sort((a, b) => a - b);\r\n arrayRemoveDuplicateBySort(intPars, (e1, e2) => equaln(e1, e2, 1e-8));\r\n let sourceCus = sourceOutline.GetSplitCurves(intPars) as Polyline[];\r\n let targetCus: Polyline[] = [];\r\n\r\n let targetMap = new WeakMap();\r\n\r\n let isEqualNormal: boolean;\r\n\r\n for (let [c, pars] of cuMap)\r\n {\r\n let cus = c.GetSplitCurves(pars) as Polyline[];\r\n cus.forEach(cu => targetMap.set(cu, c));\r\n targetCus.push(...cus);\r\n }\r\n\r\n for (let pl of sourceCus)\r\n {\r\n let plMidParam = pl.MidParam;\r\n let plDir = pl.GetFistDeriv(plMidParam).normalize();\r\n\r\n let index = targetCus.findIndex(cu => fastEqualCurve(cu, pl, 0.05));\r\n if (index !== -1)\r\n {\r\n let cu = targetCus[index];\r\n isEqualNormal = equalv3(sourceOutline.Normal, targetMap.get(cu).Normal, 1e-3);\r\n let cuMidParam = cu.MidParam;\r\n let cuDir = cu.GetFistDeriv(cuMidParam).normalize();\r\n\r\n if (isEqualNormal === !equalv3(cuDir, plDir, 1e-3))//不同向\r\n subtractList.push(pl);\r\n\r\n targetCus.splice(index, 1);\r\n\r\n continue;\r\n }\r\n\r\n if (targets.every(t => !fastCurveInCurve(t.Curve as Polyline, pl)))\r\n subtractList.push(pl);\r\n }\r\n\r\n //源对象没有被破坏\r\n let sourceNotBreak = subtractList.length === sourceCus.length;\r\n\r\n for (let pl of targetCus)\r\n if (fastCurveInCurve(sourceOutline, pl))\r\n subtractList.push(pl);\r\n\r\n if (sourceNotBreak && subtractList.length === sourceCus.length)\r\n return { subtractList: [sourceOutline], holes };\r\n\r\n return { subtractList, holes };\r\n\r\n }\r\n /**\r\n * 获得全部闭合曲线\r\n * @若传入二维曲线数据,将默认子数组为闭合曲线段\r\n */\r\n static GetAllContour(cus: Curve[] | Curve[][]): Contour[]\r\n {\r\n if (cus.length === 0)\r\n return [];\r\n\r\n let cuGroups: Curve[][];\r\n if (Array.isArray(cus[0]))\r\n cuGroups = cus as Curve[][];\r\n else\r\n cuGroups = curveLinkGroup(cus as Curve[]);\r\n\r\n let contours: Contour[] = [];\r\n\r\n for (let g of cuGroups)\r\n contours.push(Contour.CreateContour(g, false));\r\n return contours.filter(c => c !== undefined && !equaln(c.Area, 0, 1e-6));\r\n }\r\n /**\r\n * 合并曲线组成为多段线\r\n * @param cus 曲线组\r\n * @param [needLink=true] 需要解析成首尾连接状态\r\n * @returns 单一曲线,如果返回超过1个,其他的将被遗弃.\r\n */\r\n static Combine(cus: Curve[], needLink = true, tolerance = 1e-3): Curve\r\n {\r\n if (cus.length === 0) return undefined;\r\n\r\n let groups = needLink ? curveLinkGroup(cus) : [cus];\r\n for (let g of groups)\r\n {\r\n if (g.length === 1)\r\n return g[0].Clone();\r\n else\r\n {\r\n if (cache.has(g))\r\n return cache.get(g);\r\n\r\n let gclone = g.map(c => c.Clone());\r\n\r\n arrayRemoveDuplicateBySort(gclone, (cu1: Curve, cu2: Curve) => cu1.Join(cu2, false, tolerance) === Status.True);\r\n\r\n if (gclone.length > 1 && gclone[0].Join(arrayLast(gclone), false, tolerance))\r\n gclone.pop();\r\n\r\n let pl = Polyline.Combine(gclone, tolerance);\r\n\r\n cache.set(g, pl);\r\n\r\n return pl;\r\n }\r\n }\r\n }\r\n get Shape(): THREE.Shape\r\n {\r\n return this._Curve.Shape;\r\n }\r\n CuInOutline(targetCur: Curve)\r\n {\r\n return isTargetCurInOrOnSourceCur(this._Curve, targetCur);\r\n }\r\n Equal(tar: Contour)\r\n {\r\n return equalCurve(this._Curve, tar._Curve);\r\n }\r\n}\r\n\r\n/**\r\n * 对于轮廓切割后的曲线判断相同,使用这个函数进行快速判断\r\n */\r\nfunction fastEqualCurve(c1: Curve, c2: Curve, tolerance = 1e-3)\r\n{\r\n let sp1 = c1.StartPoint;\r\n let ep1 = c1.EndPoint;\r\n let sp2 = c2.StartPoint;\r\n let ep2 = c2.EndPoint;\r\n\r\n if (!(\r\n (equalv3(sp1, sp2, tolerance) && equalv3(ep1, ep2, tolerance))\r\n || (equalv3(sp1, ep2, tolerance) && equalv3(ep1, sp2, tolerance))\r\n ))\r\n return false;\r\n\r\n return equalv3(c1.Midpoint, c2.Midpoint, tolerance);\r\n}\r\n\r\n\r\n//对于双多段线互相切割后的结果,快速判断曲线是否在另一条曲线内部\r\nfunction fastCurveInCurve(sourceCu: Polyline, targetCu: Polyline)\r\n{\r\n return sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5));\r\n}\r\n\r\nfunction fastCurveInCurve2(sourceCu: Polyline, targetCu: Polyline)\r\n{\r\n return sourceCu.PtInCurve(targetCu.StartPoint) &&\r\n sourceCu.PtInCurve(targetCu.GetPointAtParam(targetCu.EndParam * 0.5));\r\n}\r\n","import { Box3, BufferGeometry, Matrix4, Object3D, Shape, Vector2, Vector3, Matrix3, Line as TLine } from 'three';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getCircleCenter, GetTanPtsOnArcOrCircle, getArcOrCirNearPts } from '../../Common/CurveUtils';\r\nimport { matrixSetVector, reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { angle, clampRad, equaln, equalv3, midPoint, MoveMatrix, polar, AsVector3 } from '../../Geometry/GeUtils';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { IntersectArcAndArc, IntersectCircleAndArc, IntersectLineAndArc, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption, IntersectEllipseAndCircleOrArc } from '../../GraphicsSystem/IntersectWith';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\nimport { Ellipse } from './Ellipse';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\n\r\n/**\r\n * 圆弧实体类\r\n * 与ACAD不同,这个类加入了时针变量,并且默认构造的圆弧为顺时针圆弧.\r\n *\r\n * 关于时针圆弧:\r\n * 起始圆弧到终止圆弧总是在0-2PI之间.(一个完整的圆).\r\n * 圆弧的绘制从起始圆弧绘制到终止圆弧. 按照时针绘制.\r\n * 参考计算圆弧的完整角度方法查看该计算方式.\r\n */\r\n@Factory\r\nexport class Arc extends Curve\r\n{\r\n constructor(center: Vector3 = new Vector3(), radius: number = 0.1, startAngle: number = 0.1, endAngle: number = 0, clockwise = true)\r\n {\r\n super();\r\n this._Matrix.setPosition(center);\r\n this.m_Radius = radius;\r\n this.m_StartAngle = clampRad(startAngle);\r\n this.m_EndAngle = clampRad(endAngle);\r\n this.m_Clockwise = clockwise;\r\n }\r\n private m_Radius: number;\r\n private m_StartAngle: number;\r\n private m_EndAngle: number;\r\n /**\r\n * 曲线为顺时针\r\n */\r\n private m_Clockwise = true;\r\n\r\n get Shape()\r\n {\r\n let sp = new Shape();\r\n sp.absarc(0, 0, this.m_Radius, this.m_StartAngle, this.m_EndAngle, this.m_Clockwise);\r\n return sp;\r\n }\r\n\r\n get Center()\r\n {\r\n return this.Position;\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.Position = v;\r\n }\r\n\r\n get Normal()\r\n {\r\n return new Vector3().setFromMatrixColumn(this._Matrix, 2);\r\n }\r\n set Normal(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n matrixSetVector(this._Matrix, 2, v);\r\n this.Update();\r\n }\r\n\r\n get Area(): number\r\n {\r\n return 0.5 * this.AllAngle * this.Radius * this.Radius;\r\n }\r\n //获得曲线的面积,逆时针为正,顺时针为负.\r\n get Area2(): number\r\n {\r\n let clockwise = this.m_Clockwise ? -1 : 1;\r\n return 0.5 * this.AllAngle * this.Radius * this.Radius * clockwise;\r\n }\r\n get IsClose(): boolean\r\n {\r\n return false;\r\n }\r\n\r\n get BoundingBox(): Box3\r\n {\r\n let pts = [this.StartPoint, this.EndPoint];\r\n\r\n //TODO:考虑三维圆弧.\r\n let addPts = [\r\n this.Center.add(new Vector3(this.m_Radius, 0)),\r\n this.Center.add(new Vector3(0, this.m_Radius)),\r\n this.Center.add(new Vector3(-this.m_Radius, 0)),\r\n this.Center.add(new Vector3(0, -this.m_Radius)),\r\n ];\r\n addPts.forEach(p =>\r\n {\r\n if (this.PtOnCurve(p))\r\n pts.push(p);\r\n });\r\n return new Box3().setFromPoints(pts);\r\n }\r\n\r\n get Radius()\r\n {\r\n return this.m_Radius;\r\n }\r\n set Radius(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Radius = v <= 0 ? 1e-19 : v;\r\n this.Update();\r\n }\r\n\r\n get IsClockWise()\r\n {\r\n return this.m_Clockwise;\r\n }\r\n set IsClockWise(v: boolean)\r\n {\r\n if (v !== this.m_Clockwise)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Clockwise = v;\r\n this.Update();\r\n }\r\n }\r\n\r\n get StartAngle()\r\n {\r\n return this.m_StartAngle;\r\n }\r\n set StartAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_StartAngle = v;\r\n this.Update();\r\n }\r\n\r\n get EndAngle()\r\n {\r\n return this.m_EndAngle;\r\n }\r\n set EndAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_EndAngle = v;\r\n this.Update();\r\n }\r\n\r\n //******************** Curve function start*****************//\r\n get StartPoint()\r\n {\r\n return polar(new Vector3(), this.m_StartAngle, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n set StartPoint(v: Vector3)\r\n {\r\n let vTemp = v.clone().applyMatrix4(this.OCSInv);\r\n this.StartAngle = angle(vTemp);\r\n }\r\n get EndPoint()\r\n {\r\n return polar(new Vector3(), this.m_EndAngle, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n set EndPoint(v: Vector3)\r\n {\r\n let vTemp = v.clone().applyMatrix4(this.OCSInv);\r\n this.EndAngle = angle(vTemp);\r\n }\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n get EndParam()\r\n {\r\n return 1;\r\n }\r\n get Length()\r\n {\r\n return this.AllAngle * this.m_Radius;\r\n }\r\n\r\n GetParamAtPoint2(pt: Vector3): number\r\n {\r\n return this.GetParamAtAngle(this.GetAngleAtPoint(pt));\r\n }\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n let param = this.GetParamAtPoint2(p);\r\n return this.ParamOnCurve(param, fuzz);\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.Center = this.Center.applyMatrix4(m);\r\n this.Radius = this.Radius * m.getMaxScaleOnAxis();\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n this.m_Clockwise = !this.m_Clockwise;\r\n this.StartPoint = sp;\r\n this.EndPoint = ep;\r\n return this;\r\n }\r\n GetPointAtParam(param: number)\r\n {\r\n let an = this.GetAngleAtParam(param);\r\n return polar(new Vector3(), an, this.m_Radius).applyMatrix4(this.OCS);\r\n }\r\n GetPointAtDistance(distance: number)\r\n {\r\n let len = this.Length;\r\n if (len == 0) return;\r\n return this.GetPointAtParam(distance / len);\r\n }\r\n\r\n GetDistAtParam(param: number)\r\n {\r\n return Math.abs(param * this.Length);\r\n }\r\n\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n GetParamAtPoint(pt: Vector3)\r\n {\r\n if (this.m_Radius == 0 ||\r\n this.AllAngle == 0 ||\r\n !equaln(pt.distanceTo(this.Center), this.m_Radius, 1e-6))\r\n return NaN;\r\n\r\n return this.GetParamAtAngle(this.GetAngleAtPoint(pt));\r\n }\r\n\r\n /**\r\n * 利用角度计算该角度在圆弧中代表的参数.\r\n * 如果角度在圆弧内,那么返回0-1\r\n * 如果角度不在圆弧内,那么尝试返回离圆弧起始或者结束的较近的参数\r\n *\r\n * @param {number} an\r\n * @returns\r\n * @memberof Arc\r\n */\r\n GetParamAtAngle(an: number)\r\n {\r\n //如果以pt为终点,那么所有的角度为\r\n let ptAllAn = this.ComputeAnlge(an);\r\n let allAn = this.AllAngle;\r\n\r\n //减去圆弧角度,剩余角度的一半\r\n let surplusAngleHalf = Math.PI - allAn / 2;\r\n\r\n if (ptAllAn > allAn + surplusAngleHalf)//返回负数\r\n {\r\n return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn;\r\n }\r\n else//返回正数\r\n return ptAllAn / allAn;\r\n }\r\n\r\n /**\r\n * Gets param at angle2\r\n * @param an\r\n * @param [isStart] true:返回负数,false 返回正数\r\n * @returns\r\n */\r\n GetParamAtAngle2(an: number, isStart = true)\r\n {\r\n //如果以pt为终点,那么所有的角度为\r\n let ptAllAn = this.ComputeAnlge(an);\r\n let allAn = this.AllAngle;\r\n\r\n //减去圆弧角度,剩余角度的一半\r\n let surplusAngleHalf = Math.PI - allAn / 2;\r\n\r\n if (isStart)//返回负数\r\n {\r\n return ((ptAllAn - allAn) - (surplusAngleHalf * 2)) / allAn;\r\n }\r\n else//返回正数\r\n return ptAllAn / allAn;\r\n }\r\n\r\n GetAngleAtPoint(pt: Vector3)\r\n {\r\n let ptTmp = pt.clone().applyMatrix4(this.OCSInv);\r\n return angle(ptTmp);\r\n }\r\n\r\n GetAngleAtParam(param: number)\r\n {\r\n return clampRad(this.m_StartAngle + param * this.AllAngle * (this.m_Clockwise ? -1 : 1));\r\n }\r\n\r\n GetSplitCurves(param: number[] | number): Arc[]\r\n {\r\n let params = this.SplitParamSort(param);\r\n //角度列表\r\n let ans = params.map(p => this.GetAngleAtParam(p));\r\n //返回圆弧表\r\n let arcs: Arc[] = [];\r\n for (let i = 0; i < ans.length - 1; i++)\r\n {\r\n let arc = this.Clone() as Arc;\r\n arc.StartAngle = ans[i];\r\n arc.EndAngle = ans[i + 1];\r\n arcs.push(arc);\r\n }\r\n return arcs;\r\n }\r\n GetOffsetCurves(offsetDist: number)\r\n {\r\n if (this.m_Clockwise) offsetDist *= -1;\r\n if ((offsetDist + this.m_Radius) > 0)\r\n {\r\n let arc = this.Clone() as Arc;\r\n arc.Radius = offsetDist + this.m_Radius;\r\n return [arc];\r\n }\r\n return [];\r\n }\r\n Extend(newParam: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (newParam < 0)\r\n {\r\n this.m_StartAngle = this.GetAngleAtParam(newParam);\r\n }\r\n else if (newParam > 1)\r\n {\r\n this.m_EndAngle = this.GetAngleAtParam(newParam);\r\n }\r\n this.Update();\r\n }\r\n\r\n Join(cu: Curve): Status\r\n {\r\n if (cu instanceof Arc)\r\n {\r\n if (equalv3(cu.Center, this.Center) && equaln(cu.m_Radius, this.m_Radius))\r\n {\r\n this.WriteAllObjectRecord();\r\n let [sa, ea] = [cu.StartAngle, cu.EndAngle];\r\n if (cu.m_Clockwise != this.m_Clockwise)\r\n [sa, ea] = [ea, sa];\r\n\r\n let allAn = this.AllAngle;\r\n let saAllan = this.ComputeAnlge(sa);\r\n let eaAllan = this.ComputeAnlge(ea);\r\n\r\n if (equaln(sa, this.m_StartAngle)) //this起点对起点\r\n {\r\n if (eaAllan > allAn)\r\n this.EndAngle = ea;\r\n\r\n return Status.True;\r\n }\r\n else if (equaln(sa, this.m_EndAngle))//this终点对起点\r\n {\r\n if (eaAllan < allAn || equaln(ea, this.m_StartAngle))\r\n return Status.ConverToCircle;\r\n else\r\n this.EndAngle = ea;\r\n\r\n return Status.True;\r\n }\r\n else if (equaln(ea, this.StartAngle))//this起点对终点\r\n {\r\n if (saAllan < allAn)\r\n return Status.ConverToCircle;\r\n else\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n else if (equaln(ea, this.m_EndAngle))//this终点对终点\r\n {\r\n if (saAllan > allAn)\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n else if (this.ParamOnCurve(this.GetParamAtAngle(sa)))\r\n {\r\n if (eaAllan < saAllan)\r\n return Status.ConverToCircle;\r\n else if (eaAllan > allAn)\r\n this.EndAngle = ea;\r\n return Status.True;\r\n }\r\n else if (this.ParamOnCurve(this.GetParamAtAngle(ea)))\r\n {\r\n this.StartAngle = sa;\r\n return Status.True;\r\n }\r\n\r\n //使用按负方向去计算它的参数\r\n let saParam: number;\r\n if (saAllan > allAn)\r\n saParam = (saAllan - Math.PI * 2) / allAn;\r\n else\r\n saParam = saAllan / allAn;\r\n\r\n let eaParam: number;\r\n if (eaAllan > saAllan && saAllan > allAn)\r\n eaParam = (eaAllan - Math.PI * 2) / allAn;\r\n else\r\n eaParam = eaAllan / allAn;\r\n\r\n let pMin = Math.max(0, saParam);\r\n let pMax = Math.min(1, eaParam);\r\n\r\n if (pMin <= pMax + 1e-5)\r\n {\r\n if (saParam < 0)\r\n this.StartAngle = sa;\r\n if (eaParam > 1)\r\n this.EndAngle = ea;\r\n return Status.True;\r\n }\r\n }\r\n }\r\n return Status.False;\r\n }\r\n\r\n Reverse(): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.m_Clockwise = !this.m_Clockwise;\r\n [this.m_StartAngle, this.m_EndAngle] = [this.m_EndAngle, this.m_StartAngle];\r\n return this;\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-4)\r\n {\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectArcAndArc(this, curve, intType);\r\n }\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectLineAndArc(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return SwapParam(IntersectCircleAndArc(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n if (curve instanceof Polyline)\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance));\r\n\r\n if (curve instanceof Ellipse)\r\n return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType));\r\n return [];\r\n }\r\n\r\n /**\r\n * 计算出圆弧所包含的角度\r\n *\r\n * @readonly\r\n * @type {number}\r\n * @memberof Arc\r\n */\r\n get AllAngle(): number\r\n {\r\n return this.ComputeAnlge(this.m_EndAngle);\r\n }\r\n\r\n get Bul(): number\r\n {\r\n if (equaln(this.AllAngle, Math.PI * 2))\r\n return 1;\r\n return Math.tan(this.AllAngle * 0.25) * (this.IsClockWise ? -1 : 1);\r\n }\r\n\r\n /**\r\n * 计算所包含的角度\r\n *\r\n * @private\r\n * @param {number} endAngle 结束的角度\r\n * @returns\r\n * @memberof Arc\r\n */\r\n ComputeAnlge(endAngle: number)\r\n {\r\n //顺时针\r\n if (this.m_Clockwise)\r\n {\r\n if (this.m_StartAngle > endAngle)\r\n return this.StartAngle - endAngle;\r\n else //越过0点绘制圆弧\r\n return (Math.PI * 2) - (endAngle - this.m_StartAngle);\r\n }\r\n else\r\n {\r\n if (endAngle > this.m_StartAngle)\r\n return endAngle - this.m_StartAngle;\r\n else\r\n return (Math.PI * 2) - (this.m_StartAngle - endAngle);\r\n }\r\n }\r\n\r\n /**\r\n * 解析两点和凸度所构成的圆弧\r\n *\r\n * @param {Vector2} p1\r\n * @param {Vector2} p2\r\n * @param {number} bul 凸度,在cad中,凸度为 <(四分之一圆心角)的正切值>\r\n */\r\n ParseFromBul(p1: Vector3 | Vector2, p2: Vector3 | Vector2, bul: number): Arc\r\n {\r\n if (p1 instanceof Vector2)\r\n p1 = AsVector3(p1);\r\n if (p2 instanceof Vector2)\r\n p2 = AsVector3(p2);\r\n\r\n let ocsInv = this.OCSInv;\r\n p1 = p1.clone().applyMatrix4(ocsInv);\r\n p2 = p2.clone().applyMatrix4(ocsInv);\r\n\r\n //弦向量\r\n let chordV = p2.clone().sub(p1);\r\n //弦角度\r\n let chordAn = angle(chordV);\r\n //弦长度/2\r\n let chordLengthHalf = chordV.length() / 2;\r\n\r\n let allAngle = Math.atan(bul) * 4;\r\n let HalfAngle = allAngle * 0.5;\r\n //半径\r\n this.m_Radius = chordLengthHalf / Math.sin(HalfAngle);\r\n\r\n //指向圆心的角度\r\n let toCenterAn = chordAn + Math.PI * 0.5;//弦角度转90\r\n\r\n //圆心\r\n let center = midPoint(p1, p2);\r\n polar(center, toCenterAn, this.m_Radius - (bul * chordLengthHalf));\r\n this.Center = center.clone().applyMatrix4(this.OCS);\r\n\r\n this.m_Radius = Math.abs(this.m_Radius);\r\n\r\n this.m_StartAngle = angle(p1.clone().sub(center));\r\n this.m_EndAngle = angle(p2.clone().sub(center));\r\n\r\n this.m_Clockwise = bul < 0;\r\n\r\n return this;\r\n }\r\n FromThreePoint(pt1: Vector3, pt2: Vector3, pt3: Vector3)\r\n {\r\n if (!(pt1 && pt2 && pt3))\r\n return;\r\n\r\n let ocsInv = this.OCSInv;\r\n pt1 = pt1.clone().applyMatrix4(ocsInv);\r\n pt2 = pt2.clone().applyMatrix4(ocsInv);\r\n pt3 = pt3.clone().applyMatrix4(ocsInv);\r\n\r\n let center = getCircleCenter(pt1, pt2, pt3);\r\n this.Center = center.clone().applyMatrix4(this.OCS);\r\n //用圆心和其中一个点求距离得到半径:\r\n this.m_Radius = center.distanceTo(pt1);\r\n //起始角度 端点角度\r\n this.m_StartAngle = angle(pt1.clone().sub(center));\r\n this.m_EndAngle = angle(pt3.clone().sub(center));\r\n //求出向量p1->p2,p1->p3\r\n let p1 = pt2.clone().sub(pt1);\r\n let p2 = pt3.clone().sub(pt1);\r\n\r\n this.m_Clockwise = p1.cross(p2).z < 0;\r\n return this;\r\n }\r\n\r\n /**\r\n * 重载: 初始化绘制实体.\r\n *\r\n * @param {RenderType} [renderType=RenderType.Wireframe]\r\n */\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let geo = BufferGeometryUtils.CreateFromPts(this.Shape.getPoints(60).map(AsVector3));\r\n\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry();\r\n geometry.setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n\r\n return new TLine(geo, ColorMaterial.GetLineMaterial(this._Color));\r\n }\r\n\r\n //更新Geometry\r\n private UpdateGeometry(geo: BufferGeometry)\r\n {\r\n let pts = this.Shape.getPoints(60).map(AsVector3);\r\n BufferGeometryUtils.UpdatePts(geo, pts);\r\n }\r\n\r\n /**\r\n * 重载:更新绘制的实体\r\n *\r\n * @param {RenderType} type\r\n * @param {Object3D} obj\r\n * @memberof Arc\r\n */\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n let geo = obj[\"geometry\"] as BufferGeometry;\r\n this.UpdateGeometry(geo);\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return [this.StartPoint, this.EndPoint];\r\n case ObjectSnapMode.Mid:\r\n return [this.GetPointAtParam(0.5)];\r\n case ObjectSnapMode.Nea:\r\n return getArcOrCirNearPts(this, pickPoint, viewXform)\r\n .filter(p => this.PtOnCurve(p));\r\n case ObjectSnapMode.Ext:\r\n return [this.GetClosestPointTo(pickPoint, true)];\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n let l = new Line(this.Center, lastPoint);\r\n return l.IntersectWith(this, IntersectOption.ExtendBoth).filter(p => this.PtOnCurve(p));\r\n }\r\n case ObjectSnapMode.Tan:\r\n let pts = GetTanPtsOnArcOrCircle(this, lastPoint);\r\n if (pts)\r\n return pts.filter(p => this.PtOnCurve(p));\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [\r\n this.StartPoint,\r\n this.GetPointAtParam(0.5),\r\n this.EndPoint,\r\n this.Center.clone(),\r\n ];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length > 0)\r\n {\r\n this.WriteAllObjectRecord();\r\n let ptsArr = this.GetGripPoints();\r\n let index = indexList[0];\r\n let p = ptsArr[index];\r\n if (p)\r\n {\r\n p.add(vec);\r\n if (index > 2)\r\n this.Center = this.Center.add(vec);\r\n else\r\n this.FromThreePoint(ptsArr[0], ptsArr[1], ptsArr[2]);\r\n this.Update();\r\n }\r\n }\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n return [this.StartPoint, this.EndPoint];\r\n }\r\n\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length === 0)\r\n return;\r\n\r\n this.WriteAllObjectRecord();\r\n\r\n if (indexList.length === 2)\r\n this.ApplyMatrix(MoveMatrix(vec));\r\n else\r\n for (let index of indexList)\r\n {\r\n let pts = [this.StartPoint, this.EndPoint];\r\n let [sp, ep] = pts;\r\n\r\n let oldChordLengthHalf = sp.distanceTo(ep) * 0.5;\r\n\r\n let arcHeight = oldChordLengthHalf * this.Bul;\r\n\r\n pts[index].add(vec);\r\n\r\n let newChordLengthHalf = sp.distanceTo(ep) * 0.5;\r\n\r\n let newBul = arcHeight / newChordLengthHalf;\r\n\r\n //根据凸度构造新的弧\r\n this.ParseFromBul(sp, ep, newBul);\r\n this.Update();\r\n }\r\n }\r\n\r\n GetParamAtDist(d: number)\r\n {\r\n return d / this.Length;\r\n }\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n let an: number;\r\n if (typeof pt === \"number\")\r\n an = this.GetAngleAtParam(pt);\r\n else\r\n an = angle(pt.clone().applyMatrix4(this.OCSInv));\r\n\r\n an += Math.PI * 0.5 * (this.m_Clockwise ? -1 : 1);\r\n\r\n let ocs = new Matrix4().extractRotation(this.OCS);\r\n return polar(new Vector3(), an, this.m_Radius).applyMatrix4(ocs);\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n let l = new Line(this.Center, pt);\r\n let inPts: Vector3[] = this.IntersectWith(l, extend ? IntersectOption.ExtendBoth : IntersectOption.ExtendArg);\r\n if (inPts.length < 2)\r\n inPts.push(this.StartPoint, this.EndPoint);\r\n return inPts.reduce((p1, p2) => p1.distanceToSquared(pt) < p2.distanceToSquared(pt) ? p1 : p2);\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n if (ver === 1)\r\n {\r\n this.Center = new Vector3().fromArray(file.Read());\r\n this.Normal = new Vector3().fromArray(file.Read());\r\n }\r\n this.m_Radius = file.Read();\r\n this.m_StartAngle = file.Read();\r\n this.m_EndAngle = file.Read();\r\n this.m_Clockwise = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(2);\r\n file.Write(this.m_Radius);\r\n file.Write(this.m_StartAngle);\r\n file.Write(this.m_EndAngle);\r\n file.Write(this.m_Clockwise);\r\n }\r\n //#endregion\r\n}\r\n","import { Box3, BufferGeometry, EllipseCurve, Line as TLine, Material, Matrix3, Matrix4, Object3D, Vector3 } from 'three';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { arrayLast, arrayRemoveDuplicateBySort } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getArcOrCirNearPts, GetTanPtsOnArcOrCircle } from '../../Common/CurveUtils';\r\nimport { reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { clamp } from '../../Common/Utils';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { angle, AsVector3, equaln, MoveMatrix, polar } from '../../Geometry/GeUtils';\r\nimport { IntersectCircleAndArc, IntersectCircleAndCircle, IntersectEllipseAndCircleOrArc, IntersectLineAndCircle, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Shape2 } from '../Shape2';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { Arc } from './Arc';\r\nimport { Curve } from './Curve';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Ellipse } from './Ellipse';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\n\r\nlet circleGeometry: BufferGeometry;\r\nfunction GetCircleGeometry()\r\n{\r\n if (!circleGeometry)\r\n circleGeometry = BufferGeometryUtils.CreateFromPts(\r\n new EllipseCurve(0, 0, 1, 1, 0, 2 * Math.PI, false, 0).getPoints(360).map(AsVector3)\r\n );\r\n return circleGeometry;\r\n}\r\n\r\n@Factory\r\nexport class Circle extends Curve\r\n{\r\n constructor(center?: Vector3, radius: number = 1e-6)\r\n {\r\n super();\r\n center && this._Matrix.setPosition(center);\r\n this._Radius = radius;\r\n }\r\n private _Radius: number;\r\n\r\n get Shape()\r\n {\r\n let sp = new Shape2();\r\n sp.ellipse(0, 0, this._Radius, this._Radius, 0, 2 * Math.PI, false, 0);\r\n return sp;\r\n }\r\n\r\n get Center()\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.setPosition(v);\r\n this.Update();\r\n }\r\n get Radius()\r\n {\r\n return this._Radius;\r\n }\r\n set Radius(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Radius = clamp(v, 1e-9, 1e19);\r\n this.Update();\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.Center = this.Center.applyMatrix4(m);\r\n this.Radius = this.Radius * m.getMaxScaleOnAxis();\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n return this;\r\n }\r\n\r\n //******************** Curve function start*****************//\r\n\r\n get StartPoint(): Vector3\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get StartParam(): number\r\n {\r\n return 0;\r\n }\r\n get EndPoint(): Vector3\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get EndParam(): number\r\n {\r\n return 1;\r\n }\r\n PtInCurve(pt: Vector3)\r\n {\r\n return pt.distanceToSquared(this.Center) < Math.pow(this.Radius, 2);\r\n }\r\n get Area()\r\n {\r\n return Math.PI * this._Radius ** 2;\r\n }\r\n get Area2()\r\n {\r\n return Math.PI * this._Radius ** 2;\r\n }\r\n get Length()\r\n {\r\n return Math.PI * 2 * this._Radius;\r\n }\r\n\r\n get IsClose(): boolean\r\n {\r\n return true;\r\n }\r\n\r\n //曲线为顺时针\r\n get IsClockWise(): boolean { return false; }\r\n\r\n GetPointAtParam(param: number)\r\n {\r\n return (polar(new Vector3(), param * 2 * Math.PI, this._Radius) as Vector3).applyMatrix4(this._Matrix);\r\n }\r\n\r\n GetPointAtDistance(distance: number)\r\n {\r\n let param = distance / (Math.PI * 2 * this._Radius);\r\n return this.GetPointAtParam(param);\r\n }\r\n\r\n GetDistAtParam(param: number)\r\n {\r\n return Math.PI * 2 * this._Radius * param;\r\n }\r\n\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n GetParamAtDist(d: number)\r\n {\r\n return d / (Math.PI * 2 * this._Radius);\r\n }\r\n\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params: number[];\r\n if (param instanceof Array)\r\n {\r\n params = param.filter(p => this.ParamOnCurve(p));\r\n params.sort((a1, a2) => a2 - a1);//从大到小\r\n arrayRemoveDuplicateBySort(params);\r\n if (params.length < 2) return [];\r\n }\r\n else //圆不能被单个参数切割\r\n return [];\r\n\r\n //补上最后一个到第一个的弧\r\n params.unshift(arrayLast(params));\r\n\r\n let anglelist = params.map(param => Math.PI * 2 * param);\r\n\r\n let curvelist = new Array();\r\n for (let i = 0; i < anglelist.length - 1; i++)\r\n {\r\n let sa = anglelist[i];\r\n let ea = anglelist[i + 1];\r\n if (!equaln(sa, ea, 1e-6))\r\n {\r\n let arc = new Arc(new Vector3(), this._Radius, ea, sa, false);\r\n arc.ApplyMatrix(this.OCS);\r\n curvelist.push(arc);\r\n }\r\n }\r\n return curvelist;\r\n }\r\n\r\n GetParamAtPoint(pt?: Vector3)\r\n {\r\n if (!this.PtOnCurve(pt))\r\n return NaN;\r\n return angle(pt.clone().applyMatrix4(this.OCSInv)) / (Math.PI * 2);\r\n }\r\n\r\n PtOnCurve(pt: Vector3)\r\n {\r\n return equaln(pt.distanceToSquared(this.Center), this._Radius * this._Radius, 1e-5);\r\n }\r\n GetOffsetCurves(offsetDist: number): Curve[]\r\n {\r\n if ((offsetDist + this._Radius) > 0)\r\n {\r\n let circle = this.Clone();\r\n circle.Radius = this._Radius + offsetDist;\r\n return [circle];\r\n }\r\n return [];\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption)\r\n {\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectCircleAndArc(this, curve, intType);\r\n }\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectLineAndCircle(curve, this, reverseIntersectOption(intType)));\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return IntersectCircleAndCircle(this, curve);\r\n }\r\n if (curve instanceof Ellipse)\r\n {\r\n return SwapParam(IntersectEllipseAndCircleOrArc(curve, this, intType));\r\n }\r\n if (curve instanceof Polyline)\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType)));\r\n return [];\r\n }\r\n //******************** Curve function end*****************//\r\n\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints(this.GetGripPoints());\r\n }\r\n\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let cirGeo = GetCircleGeometry();\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry().setPositions(cirGeo.attributes.position.array as number[]);\r\n geometry.scale(this._Radius, this._Radius, this._Radius);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n let line = new TLine(cirGeo, ColorMaterial.GetLineMaterial(this._Color));\r\n let obj = new Object3D().add(line);\r\n this.UpdateDrawObject(renderType, obj);\r\n return obj;\r\n }\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n obj.children[0].scale.set(this._Radius, this._Radius, this._Radius);\r\n obj.children[0].updateMatrix();\r\n }\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material: Material)\r\n {\r\n let m = obj.children[0] as TLine;\r\n m.material = material ? material : ColorMaterial.GetLineMaterial(this._Color);\r\n }\r\n\r\n GetDragPointCount(drag: DragPointType): number\r\n {\r\n if (drag === DragPointType.Grip)\r\n return 5;\r\n else\r\n return 1;\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n let pts = [\r\n new Vector3(),\r\n new Vector3(0, this._Radius),\r\n new Vector3(0, -this._Radius),\r\n new Vector3(-this._Radius, 0),\r\n new Vector3(this._Radius, 0),\r\n ];\r\n\r\n let ocs = this.OCS;\r\n pts.forEach(p => p.applyMatrix4(ocs));\r\n return pts;\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.Nea:\r\n {\r\n return getArcOrCirNearPts(this, pickPoint, viewXform);\r\n }\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n let l = new Line(this.Center, lastPoint);\r\n return l.IntersectWith(this, IntersectOption.ExtendBoth);\r\n }\r\n case ObjectSnapMode.Tan:\r\n let pts = GetTanPtsOnArcOrCircle(this, lastPoint);\r\n if (pts)\r\n return pts;\r\n case ObjectSnapMode.End:\r\n {\r\n let pts = this.GetGripPoints();\r\n pts.shift();\r\n return pts;\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n\r\n let pts = this.GetGripPoints();\r\n if (indexList.length > 0)\r\n {\r\n let index = indexList[0];\r\n let p = pts[index];\r\n if (p)\r\n {\r\n if (index > 0)\r\n {\r\n p.add(vec);\r\n this.Radius = p.distanceTo(this.Center);\r\n }\r\n else\r\n {\r\n this.Center = this.Center.add(vec);\r\n }\r\n }\r\n }\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n let pts = [new Vector3()];\r\n let ocs = this.OCS;\r\n pts.forEach(p => p.applyMatrix4(ocs));\r\n return pts;\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n if (indexList.length > 0)\r\n {\r\n let mat = MoveMatrix(vec);\r\n this.ApplyMatrix(mat);\r\n }\r\n }\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n if (typeof pt === \"number\")\r\n pt = this.GetPointAtParam(pt);\r\n else\r\n pt = pt.clone();\r\n\r\n pt.applyMatrix4(this.OCSInv);\r\n\r\n let an = angle(pt) + Math.PI * 0.5;\r\n\r\n return polar(new Vector3(), an, 1).applyMatrix4(new Matrix4().extractRotation(this.OCS));\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n pt = pt.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(this.OCS);\r\n if (equaln(pt.distanceToSquared(this.Center), 0, 1e-10))\r\n return this.GetPointAtParam(0);\r\n let l = new Line(this.Center, pt);\r\n let pts = l.IntersectWith(this, IntersectOption.ExtendBoth);\r\n pts.sort((p1, p2) =>\r\n {\r\n return p1.distanceToSquared(pt) - p2.distanceToSquared(pt);\r\n });\r\n return pts[0];\r\n }\r\n //#region -------------------------File-------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._Radius = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);\r\n file.Write(this._Radius);\r\n }\r\n //#endregion\r\n}\r\n","import { Line, Material, Object3D, Shape, Vector3 } from 'three';\r\nimport { arrayRemoveDuplicateBySort, arraySortByNumber } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { Status } from '../../Common/Status';\r\nimport { equaln, equalv3 } from '../../Geometry/GeUtils';\r\nimport { IntersectOption, IntersectResult } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Entity } from './Entity';\r\n\r\nexport enum ExtendType\r\n{\r\n /**\r\n * 前后都不延伸\r\n */\r\n None = 0,\r\n /**\r\n * 只允许延伸前面\r\n */\r\n Front = 1,\r\n /**\r\n * 只允许延伸后面\r\n */\r\n Back = 2,\r\n /**\r\n * 前后延伸\r\n */\r\n Both = 3,\r\n}\r\n\r\n/**\r\n * 曲线的基类,子类请实现以下方法.\r\n */\r\n@Factory\r\nexport abstract class Curve extends Entity\r\n{\r\n constructor()\r\n {\r\n super();\r\n }\r\n\r\n get Is2D()\r\n {\r\n return equaln(this._Matrix.elements[14], 0);\r\n }\r\n\r\n get StartPoint(): Vector3 { return; }\r\n set StartPoint(v: Vector3) { return; }\r\n get StartParam(): number { return; }\r\n get EndPoint(): Vector3 { return; }\r\n set EndPoint(v: Vector3) { return; }\r\n\r\n /** 曲线中点 */\r\n get Midpoint()\r\n {\r\n return this.GetPointAtParam(this.MidParam);\r\n }\r\n\r\n get MidParam()\r\n {\r\n if (this.EndParam === 1)\r\n return 0.5;\r\n else\r\n return this.GetParamAtDist(this.Length * 0.5);\r\n }\r\n\r\n get EndParam(): number { return; }\r\n get Area(): number { return 0; }\r\n /**\r\n *获得曲线的面积,逆时针为正,顺时针为负.\r\n */\r\n get Area2(): number { return 0; }\r\n get Length(): number { return 0; }\r\n get IsClose(): boolean { return false; }\r\n /** 曲线为顺时针 */\r\n get IsClockWise(): boolean { return this.Area2 < 0; }\r\n\r\n abstract get Shape(): Shape;\r\n\r\n GetPointAtParam(param: number): Vector3 { return; }\r\n GetPointAtDistance(distance: number): Vector3 { return; }\r\n GetDistAtParam(param: number): number { return; }\r\n GetDistAtPoint(pt: Vector3): number { return; }\r\n GetParamAtPoint(pt: Vector3): number { return; }\r\n GetParamAtPoint2(pt: Vector3): number { return this.GetParamAtPoint(pt); }\r\n\r\n GetParamAtDist(d: number): number { return; }\r\n\r\n /**\r\n * 返回曲线在指定位置的一阶导数(在wcs内)\r\n *\r\n * @param {(number | Vector3)} param\r\n * @returns {Vector3}\r\n * @memberof Curve\r\n */\r\n GetFistDeriv(param: number | Vector3): Vector3 { return; }\r\n GetFistDerivAngle(param: number | Vector3): number\r\n {\r\n let d = this.GetFistDeriv(param);\r\n return Math.atan2(d.y, d.x);\r\n }\r\n\r\n /**\r\n * 返回切割曲线后的结果.总是从起点开始切割,并且按顺序返回曲线.\r\n * @param {(number[] | number)} param\r\n * @returns {Array}\r\n */\r\n GetSplitCurves(param: number[] | number): Array { return; }\r\n //未完善\r\n GetCurveAtParamRange(startParam: number, EndParam: number): Array { return; }\r\n GetSplitCurvesByPts(pt: Vector3[] | Vector3): Array\r\n {\r\n let pts = Array.isArray(pt) ? pt : [pt];\r\n let pars = pts.map(p => this.GetParamAtPoint(p));\r\n return this.GetSplitCurves(pars);\r\n }\r\n protected SplitParamSort(param: number[] | number): number[]\r\n {\r\n if (Array.isArray(param))\r\n {\r\n param = param.filter(p => this.ParamOnCurve(p));\r\n if (param.length === 0)\r\n return [];\r\n param.push(0, this.EndParam);\r\n arraySortByNumber(param);\r\n arrayRemoveDuplicateBySort(param, (e1, e2) => equaln(e1, e2, 1e-7));\r\n return param;\r\n }\r\n else if (this.ParamOnCurve(param))\r\n return [0, param, this.EndParam];\r\n else\r\n return [];\r\n }\r\n Extend(newParam: number) { }\r\n /**\r\n * 连接曲线到本曲线,如果成功返回true\r\n * @param {Curve} cu 需要连接的曲线\r\n * @returns {boolean} 连接成功\r\n * @memberof Curve\r\n */\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-4): Status { return Status.False; }\r\n\r\n //翻转曲线.首尾调换.\r\n Reverse(): this { return this; }\r\n\r\n //点在曲线上\r\n PtOnCurve(pt: Vector3, fuzz = 1e-6): boolean\r\n {\r\n return equalv3(this.StartPoint, pt, fuzz) || equalv3(this.EndPoint, pt, fuzz) || this.ParamOnCurve(this.GetParamAtPoint(pt));\r\n }\r\n\r\n //点在曲线中,不在起点或者终点.\r\n PtOnCurve2(pt: Vector3): boolean\r\n {\r\n return !(equalv3(this.StartPoint, pt, 1e-6) || equalv3(this.EndPoint, pt, 1e-6)) && this.ParamOnCurve(this.GetParamAtPoint(pt), 0);\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n return this.PtOnCurve(p, fuzz);\r\n }\r\n\r\n //参数在曲线上 容差,1e-6\r\n ParamOnCurve(param: number, fuzz = 1e-6): boolean { return !isNaN(param) && param >= -fuzz && param <= this.EndParam + fuzz; }\r\n GetOffsetCurves(offsetDist: number): Array { return; }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3 { return; }\r\n\r\n /**\r\n * 曲线相交点\r\n */\r\n IntersectWith(curve: Curve, intType: IntersectOption, tolerance = 1e-6): Vector3[]\r\n {\r\n return this.IntersectWith2(curve, intType, tolerance).map(r => r.pt);\r\n }\r\n\r\n /**\r\n * 曲线相交点和点的参数\r\n */\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-6): IntersectResult[] { return []; }\r\n\r\n\r\n /**\r\n * 拽托点个数\r\n */\r\n GetDragPointCount(drag: DragPointType): number { return 0; }\r\n\r\n //------------------绘制相关------------------\r\n //重载\r\n protected OnlyRenderType = true;\r\n\r\n /**\r\n * 重载:更新实体材质\r\n */\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material?: Material)\r\n {\r\n let m = obj as Line;\r\n m.material = material || ColorMaterial.GetLineMaterial(this._Color);\r\n }\r\n\r\n UpdateJigMaterial(color = 8)\r\n {\r\n for (let [type, obj] of this._CacheDrawObject)\r\n {\r\n this.UpdateDrawObjectMaterial(type, obj, ColorMaterial.GetLineMaterial(color));\r\n }\r\n }\r\n}\r\n","export enum DragPointType\r\n{\r\n Grip = 0,\r\n Stretch = 1\r\n}\r\n","import { Box3, BufferGeometry, Matrix3, Matrix4, Object3D, Shape, Vector3, Line as TLine, MathUtils } from 'three';\r\nimport { arrayLast, arrayRemoveDuplicateBySort } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { getDeterminantFor2V, getArcOrCirNearPts, getTanPtsOnEllipse, Pts2Polyline } from '../../Common/CurveUtils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { angle, equaln, equalv3, MoveMatrix, rotatePoint, angleTo, AsVector2, AsVector3 } from '../../Geometry/GeUtils';\r\nimport { IntersectEllipse, IntersectEllipseAndCircleOrArc, IntersectEllipseAndLine, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Arc } from './Arc';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Line } from './Line';\r\nimport { Polyline } from './Polyline';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\n\r\n@Factory\r\nexport class Ellipse extends Curve\r\n{\r\n private _radX: number;\r\n private _radY: number;\r\n private _rotate: number;\r\n private _startAngle = 0;\r\n private _endAngle = Math.PI * 2;\r\n constructor(\r\n center?: Vector3,\r\n radX: number = 1e-3,\r\n radY: number = 1e-3,\r\n angle: number = 0)\r\n {\r\n super();\r\n center && this._Matrix.setPosition(center);\r\n this._radX = radX;\r\n this._radY = radY;\r\n this._rotate = angle;\r\n }\r\n get StartParam(): number\r\n {\r\n return 0;\r\n }\r\n get EndParam(): number\r\n {\r\n return 1;\r\n }\r\n get StartPoint()\r\n {\r\n return this.GetPointAtParam(0);\r\n }\r\n get EndPoint()\r\n {\r\n return this.GetPointAtParam(1);\r\n }\r\n get Shape(): Shape\r\n {\r\n let sp = new Shape();\r\n sp.ellipse(0, 0, this._radX, this._radY, this._startAngle, this._endAngle, false, this._rotate);\r\n return sp;\r\n }\r\n get IsClose(): boolean\r\n {\r\n return equaln(this.TotalAngle, Math.PI * 2);\r\n }\r\n get Center()\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n set Center(v: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.setPosition(v);\r\n this.Update();\r\n }\r\n get RadX()\r\n {\r\n return this._radX;\r\n }\r\n set RadX(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._radX = v;\r\n this.Update();\r\n }\r\n get RadY()\r\n {\r\n return this._radY;\r\n }\r\n set RadY(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._radY = v;\r\n this.Update();\r\n }\r\n get Rotation()\r\n {\r\n return this._rotate;\r\n }\r\n set Rotation(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._rotate = v;\r\n this.Update();\r\n }\r\n get StartAngle()\r\n {\r\n return this._startAngle;\r\n }\r\n get EndAngle()\r\n {\r\n return this._startAngle;\r\n }\r\n set StartAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._startAngle = v;\r\n this.Update();\r\n }\r\n set EndAngle(v: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._endAngle = v;\r\n this.Update();\r\n }\r\n get Length()\r\n {\r\n let a = this._radX;\r\n let b = this._radY;\r\n return Math.PI * Math.abs(3 * (a + b) - Math.sqrt((3 * a + b) * (a + 3 * b))) * this.TotalAngle / Math.PI * 0.5;\r\n }\r\n get Area()\r\n {\r\n let area = Math.PI * this._radX * this._radY;\r\n let an = this._endAngle - this._startAngle;\r\n if (an < 0)\r\n an = Math.PI * 2 + an;\r\n area *= an / Math.PI * 0.5;\r\n let area2 = Math.abs(\r\n getDeterminantFor2V(\r\n AsVector2(this.StartPoint.sub(this.Center)),\r\n AsVector2(this.EndPoint.sub(this.Center)))\r\n ) / 2;\r\n if (an < Math.PI)\r\n area -= area2;\r\n else\r\n area += area2;\r\n return area;\r\n }\r\n get TotalAngle()\r\n {\r\n let totolAngle = this._endAngle - this._startAngle;\r\n if (totolAngle < 0)\r\n totolAngle = Math.PI * 2 + totolAngle;\r\n return totolAngle;\r\n }\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints(this.GetGripPoints());\r\n }\r\n PtInCurve(pt: Vector3)\r\n {\r\n let p = rotatePoint(pt.clone().sub(this.Center), -this.Rotation);\r\n return p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2 < 1;\r\n }\r\n PtOnCurve(pt: Vector3)\r\n {\r\n if (this.PtOnEllipse(pt))\r\n {\r\n let a = this.GetCircleAngleAtPoint(pt);\r\n return a <= this.TotalAngle + 1e-6;\r\n }\r\n return false;\r\n }\r\n PtOnEllipse(pt: Vector3)\r\n {\r\n let p = rotatePoint(pt.clone().applyMatrix4(this.OCSInv), -this.Rotation);\r\n return equaln(p.x ** 2 / this.RadX ** 2 + p.y ** 2 / this.RadY ** 2, 1, 1e-3);\r\n }\r\n GetPointAtParam(param: number)\r\n {\r\n let an = this.TotalAngle * param + this._startAngle;\r\n\r\n if (an > Math.PI)\r\n an -= 2 * Math.PI;\r\n\r\n let a = this.RadX;\r\n let b = this.RadY;\r\n let pt = new Vector3(a * Math.cos(an), b * Math.sin(an), 0);\r\n\r\n pt.applyMatrix4(new Matrix4().makeRotationZ(this._rotate));\r\n\r\n return pt.applyMatrix4(this.OCS);\r\n }\r\n GetParamAtPoint(pt?: Vector3)\r\n {\r\n if (!this.PtOnEllipse(pt))\r\n {\r\n return NaN;\r\n }\r\n let an = this.GetCircleAngleAtPoint(pt);\r\n let par = an / this.TotalAngle;\r\n\r\n if (this.IsClose || par < 1 + 1e-6)\r\n return par;\r\n else\r\n {\r\n let diffPar = Math.PI * 2 / this.TotalAngle - 1;\r\n if (par - 1 < diffPar / 2)\r\n return par;\r\n else\r\n return par - 1 - diffPar;\r\n }\r\n }\r\n GetPointAtDistance(distance: number)\r\n {\r\n let param = distance / this.Length;\r\n return this.GetPointAtParam(param);\r\n }\r\n GetDistAtParam(param: number)\r\n {\r\n return this.Length * param;\r\n }\r\n GetDistAtPoint(pt: Vector3)\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n return this.GetDistAtParam(param);\r\n }\r\n GetParamAtDist(d: number)\r\n {\r\n return d / this.Length;\r\n }\r\n GetAngleAtParam(par: number)\r\n {\r\n let pt = this.GetPointAtParam(par).applyMatrix4(this.OCSInv).applyMatrix4(new Matrix4().makeRotationZ(-this.Rotation));\r\n return angle(pt) + this._startAngle;\r\n }\r\n GetCircleAngleAtPoint(pt: Vector3)\r\n {\r\n pt = pt.clone().applyMatrix4(this.OCSInv);\r\n let an = angle(pt) - this._rotate;\r\n if (an < 0)\r\n an = Math.PI * 2 - an;\r\n if (an > Math.PI * 2)\r\n an -= Math.PI * 2;\r\n let dist = pt.length();\r\n let k = dist * Math.cos(an) / this._radX;\r\n if (Math.abs(k) > 1)\r\n k = Math.floor(Math.abs(k)) * Math.sign(k);\r\n if (Math.abs(an) <= Math.PI)\r\n an = Math.acos(k);\r\n else\r\n an = Math.PI * 2 - Math.acos(k);\r\n\r\n an -= this._startAngle;\r\n\r\n if (an < 0)\r\n an = Math.PI * 2 + an;\r\n return an;\r\n }\r\n\r\n GetFistDeriv(pt: number | Vector3)\r\n {\r\n if (typeof pt === \"number\")\r\n pt = this.GetPointAtParam(pt);\r\n else\r\n pt = pt.clone();\r\n\r\n let refPts = this.GetGripPoints();\r\n\r\n let p = pt.clone().applyMatrix4(this.OCSInv).applyMatrix4(new Matrix4().makeRotationZ(-this._rotate));\r\n let vec = new Vector3();\r\n if (equalv3(pt, refPts[0]))\r\n vec.set(0, 1, 0);\r\n else if (equalv3(pt, refPts[1]))\r\n {\r\n vec.set(0, -1, 0);\r\n }\r\n else if (p.y > 0)\r\n {\r\n let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y);\r\n vec.set(-1, -k, 0);\r\n }\r\n else\r\n {\r\n let k = -(this._radY ** 2 * p.x) / (this._radX ** 2 * p.y);\r\n vec.set(1, k, 0);\r\n }\r\n vec.applyMatrix4(new Matrix4().makeRotationZ(this._rotate));\r\n\r\n return vec.applyMatrix4(new Matrix4().extractRotation(this.OCS));\r\n }\r\n GetClosestPointTo(p: Vector3, extend: boolean): Vector3\r\n {\r\n //参考:https://wet-robots.ghost.io/simple-method-for-distance-to-ellipse/\r\n let ro = new Matrix4().makeRotationZ(this._rotate);\r\n let roInv = new Matrix4().getInverse(ro);\r\n let pt = p.clone().applyMatrix4(this.OCSInv).setZ(0).applyMatrix4(roInv);\r\n let px = pt.x;\r\n let py = pt.y;\r\n let t = angle(pt);\r\n let a = this._radX;\r\n let b = this._radY;\r\n let x: number, y: number;\r\n for (let i = 0; i < 3; i++)\r\n {\r\n x = a * Math.cos(t);\r\n y = b * Math.sin(t);\r\n let ex = (a ** 2 - b ** 2) * Math.cos(t) ** 3 / a;\r\n let ey = (b * b - a * a) * Math.sin(t) ** 3 / b;\r\n let rx = x - ex;\r\n let ry = y - ey;\r\n let qx = px - ex;\r\n let qy = py - ey;\r\n\r\n let r = Math.sqrt(ry ** 2 + rx ** 2);\r\n let q = Math.sqrt(qy ** 2 + qx ** 2);\r\n\r\n let dc = r * Math.asin((rx * qy - ry * qx) / (r * q));\r\n let dt = dc / Math.sqrt(a * a + b * b - x * x - y * y);\r\n\r\n t += dt;\r\n }\r\n let retPt = new Vector3(x, y).applyMatrix4(ro).applyMatrix4(this.OCS);\r\n if (this.IsClose || extend)\r\n {\r\n return retPt;\r\n }\r\n else if (this.PtOnCurve(retPt))\r\n {\r\n return retPt;\r\n }\r\n else\r\n {\r\n let d1 = p.distanceToSquared(this.StartPoint);\r\n let d2 = p.distanceToSquared(this.EndPoint);\r\n return d1 < d2 ? this.StartPoint : this.EndPoint;\r\n }\r\n }\r\n GetOffsetCurves(offsetDist: number)\r\n {\r\n if ((offsetDist + Math.min(this._radX, this._radY)) > 0)\r\n {\r\n let el = this.Clone();\r\n el.RadX = this._radX + offsetDist;\r\n el.RadY = this._radY + offsetDist;\r\n return [el];\r\n }\r\n return [];\r\n }\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params: number[];\r\n if (param instanceof Array)\r\n {\r\n params = param.filter(p => this.ParamOnCurve(p));\r\n params.sort((a1, a2) => a2 - a1);//从大到小\r\n }\r\n else\r\n params = [param];\r\n\r\n //补上最后一个到第一个的弧\r\n if (this.IsClose)\r\n params.unshift(arrayLast(params));\r\n else\r\n {\r\n params.unshift(1);\r\n params.push(0);\r\n }\r\n arrayRemoveDuplicateBySort(params);\r\n\r\n let anglelist = params.map(param => this.TotalAngle * param + this._startAngle);\r\n let elllist: this[] = [];\r\n for (let i = 0; i < anglelist.length - 1; i++)\r\n {\r\n let sa = anglelist[i];\r\n let ea = anglelist[i + 1];\r\n let el = this.Clone();\r\n if (!equaln(sa, ea, 1e-6))\r\n {\r\n el.StartAngle = ea;\r\n el.EndAngle = equaln(sa, 0) ? Math.PI * 2 : sa;\r\n elllist.push(el);\r\n }\r\n }\r\n return elllist;\r\n }\r\n Join(el: Ellipse)\r\n {\r\n if (this.IsClose || el.IsClose || !this.IsCoplaneTo(el) || !equalv3(el.Center, this.Center))\r\n return Status.False;\r\n\r\n let status = Status.False;\r\n\r\n if (equaln(this._endAngle, this._startAngle))\r\n {\r\n this.EndAngle = this._endAngle;\r\n status = Status.True;\r\n }\r\n else if (equaln(this._startAngle, el._endAngle))\r\n {\r\n this.StartAngle = el._startAngle;\r\n status = Status.True;\r\n }\r\n if (status === Status.True && !this.IsClose && equaln(this._startAngle, this._endAngle))\r\n {\r\n this.StartAngle = 0;\r\n this.EndAngle = Math.PI * 2;\r\n }\r\n return status;\r\n }\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n {\r\n let pts = this.GetGripPoints();\r\n return pts;\r\n }\r\n case ObjectSnapMode.Cen:\r\n return [this.Center];\r\n case ObjectSnapMode.Nea:\r\n {\r\n return getArcOrCirNearPts(this, pickPoint, viewXform);\r\n }\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n if (equaln(lastPoint.distanceToSquared(this.Center), 0, 1e-10))\r\n return [];\r\n return [this.GetClosestPointTo(lastPoint, false)];\r\n }\r\n case ObjectSnapMode.Tan:\r\n {\r\n //TODO:过某点获取椭圆全部切点\r\n if (lastPoint)\r\n {\r\n return getTanPtsOnEllipse(this, lastPoint);\r\n }\r\n }\r\n default:\r\n return [];\r\n }\r\n }\r\n IntersectWith2(curve: Curve, intType: IntersectOption)\r\n {\r\n //TODO:优化椭圆和椭圆,椭圆和圆相交\r\n if (curve instanceof Line)\r\n {\r\n return SwapParam(IntersectEllipseAndLine(curve, this, reverseIntersectOption(intType)));\r\n }\r\n else if (curve instanceof Circle || curve instanceof Arc)\r\n {\r\n return IntersectEllipseAndCircleOrArc(this, curve, intType);\r\n }\r\n else if (curve instanceof Polyline)\r\n {\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, intType));\r\n }\r\n else if (curve instanceof Ellipse)\r\n {\r\n return IntersectEllipse(this, curve, intType);\r\n }\r\n else\r\n return [];\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n let line = new TLine(this.UpdateGeometry(), ColorMaterial.GetLineMaterial(this._Color));\r\n this.UpdateDrawObject(renderType, line);\r\n return line;\r\n }\r\n UpdateDrawObject(type: RenderType, obj: Object3D)\r\n {\r\n let geo = (obj as TLine).geometry as BufferGeometry;\r\n this.UpdateGeometry(geo);\r\n }\r\n //更新Geometry\r\n private UpdateGeometry(geo?: BufferGeometry)\r\n {\r\n if (!geo)\r\n geo = new BufferGeometry();\r\n let curve = this.Shape;\r\n geo.setFromPoints(curve.getPoints(60));\r\n return geo;\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n return this.GetGripPoints();\r\n }\r\n GetGripPoints(): Array\r\n {\r\n let tmpMat4 = new Matrix4().makeRotationZ(this.Rotation);\r\n let pts = [\r\n new Vector3(this._radX, 0),\r\n new Vector3(-this._radX, 0),\r\n new Vector3(0, this._radY),\r\n new Vector3(0, -this._radY)\r\n ].map(p => p.applyMatrix4(tmpMat4).applyMatrix4(this.OCS));\r\n\r\n if (!equaln(0, this._startAngle))\r\n pts.push(this.StartPoint);\r\n if (!equaln(0, this._endAngle))\r\n pts.push(this.EndPoint);\r\n\r\n pts.push(this.Center);\r\n return pts;\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.ApplyMatrix(MoveMatrix(vec));\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n let pts = this.GetStretchPoints();\r\n\r\n if (indexList.length > 0)\r\n {\r\n let p = pts[indexList[0]].clone();\r\n p.add(vec);\r\n\r\n if (indexList[0] <= 1)\r\n this.RadX = p.distanceTo(this.Center);\r\n else if (indexList[0] <= 3)\r\n this.RadY = p.distanceTo(this.Center);\r\n else\r\n {\r\n let p1 = pts[indexList[0]];\r\n //TODO:跟cad不一致待优化\r\n if (equalv3(p1, this.StartPoint))\r\n {\r\n let v1 = p1.clone().sub(this.Center);\r\n let v2 = p.clone().sub(this.Center);\r\n let an = angleTo(v1, v2);\r\n this.StartAngle = this.StartAngle + an;\r\n }\r\n else if (equalv3(p1, this.EndPoint))\r\n {\r\n let v1 = p1.clone().sub(this.Center);\r\n let v2 = p.clone().sub(this.Center);\r\n let an = angleTo(v2, v1);\r\n this.EndAngle = this.EndAngle + an;\r\n }\r\n else\r\n this.Center = p;\r\n }\r\n }\r\n }\r\n Convert2Polyline(count = 0)\r\n {\r\n const MIN_LEN = 80;\r\n const par = this.TotalAngle / Math.PI * 0.5;\r\n if (!count)\r\n {\r\n count = Math.floor(this.Length / par / MIN_LEN);\r\n count = MathUtils.clamp(count, 15, 80);\r\n }\r\n\r\n count = Math.floor(count * par);\r\n\r\n if ((count & 1) === 0)\r\n count++;\r\n\r\n let pts = this.Shape.getPoints(count);\r\n if (this.IsClose)\r\n pts.pop();\r\n\r\n let pl = Pts2Polyline(pts, this.IsClose);\r\n pl.ApplyMatrix(this.OCS);\r\n if (this.IsClose)\r\n pl.CloseMark = true;\r\n return pl;\r\n }\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._radX = file.Read();\r\n this._radY = file.Read();\r\n this._rotate = file.Read();\r\n this._startAngle = file.Read();\r\n this._endAngle = file.Read();\r\n this.Update();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);\r\n file.Write(this.RadX);\r\n file.Write(this.RadY);\r\n file.Write(this.Rotation);\r\n file.Write(this._startAngle);\r\n file.Write(this._endAngle);\r\n }\r\n\r\n}\r\n","import { Box3, Material, Matrix3, Matrix4, MeshStandardMaterial, Object3D, Vector3 } from 'three';\r\nimport { iaop } from 'xaop';\r\nimport { HostApplicationServices } from '../../ApplicationServices/HostApplicationServices';\r\nimport { DisposeThreeObj, Object3DRemoveAll } from '../../Common/Dispose';\r\nimport { matrixIsCoplane, MatrixPlanarizere } from '../../Common/Matrix4Utils';\r\nimport { UpdateDraw } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { userConfig } from '../../Editor/UserConfig';\r\nimport { Box3Ext } from '../../Geometry/Box';\r\nimport { equaln, equalv3, UpdateBoundingSphere, IdentityMtx4 } from '../../Geometry/GeUtils';\r\nimport { IntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { AutoRecord } from '../AutoRecord';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { CADObject } from '../CADObject';\r\nimport { ObjectId } from '../ObjectId';\r\nimport { PhysicalMaterialRecord } from '../PhysicalMaterialRecord';\r\n\r\n/**\r\n * Entity 是所有图元的基类,绘制的实体都集成该类.\r\n */\r\n@Factory\r\nexport class Entity extends CADObject\r\n{\r\n\r\n IsEmbedEntity = false;\r\n\r\n /**\r\n * 该实体的只有一个渲染类型,任何渲染类型都一个样\r\n */\r\n protected OnlyRenderType = false;\r\n protected _CacheDrawObject = new Map();\r\n //材质id\r\n protected materialId: ObjectId;\r\n protected _Color: number = 7;\r\n\r\n //自身坐标系\r\n protected _Matrix = new Matrix4();\r\n\r\n //模块空间的标系\r\n protected _SpaceOCS: Matrix4 = new Matrix4();\r\n __CacheRenderType__: RenderType;\r\n get SpaceOCS()\r\n {\r\n return this._SpaceOCS.clone();\r\n }\r\n get SpaceOCSInv()\r\n {\r\n return new Matrix4().getInverse(this._SpaceOCS);\r\n }\r\n set SpaceOCS(m: Matrix4)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._SpaceOCS.copy(m);\r\n }\r\n\r\n protected _Visible = true;\r\n\r\n @AutoRecord GroupId: ObjectId;\r\n @AutoRecord Template: ObjectId;\r\n //加工组\r\n @AutoRecord ProcessingGroupList: ObjectId[] = [];\r\n\r\n /**\r\n * 当AutoUpdate为false时,记录需要更新的标志.\r\n * 以便延迟更新时找到相应的更新标志.\r\n */\r\n NeedUpdateFlag: UpdateDraw = UpdateDraw.None;\r\n AutoUpdate = true;\r\n\r\n set Material(materialId: ObjectId)\r\n {\r\n this.WriteAllObjectRecord();\r\n this.materialId = materialId;\r\n this.Update();\r\n }\r\n\r\n get Material()\r\n {\r\n return this.materialId;\r\n }\r\n\r\n set ColorIndex(color: number)\r\n {\r\n if (color !== this._Color)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Color = color;\r\n this.Update(UpdateDraw.Material);\r\n }\r\n }\r\n get ColorIndex(): number\r\n {\r\n return this._Color;\r\n }\r\n /**\r\n * 炸开实体\r\n */\r\n Explode(): Entity[] { return []; }\r\n\r\n /**\r\n * 返回对象的包围框.\r\n */\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3();\r\n }\r\n\r\n /**\r\n * 返回对象在自身坐标系下的Box\r\n */\r\n get BoundingBoxInOCS(): Box3Ext\r\n {\r\n let mtxBak = this._Matrix;\r\n this._Matrix = IdentityMtx4;\r\n let box = this.BoundingBox;\r\n this._Matrix = mtxBak;\r\n return new Box3Ext().copy(box);\r\n }\r\n\r\n GetBoundingBoxInMtx(mtx: Matrix4): Box3Ext\r\n {\r\n return this.BoundingBoxInOCS.applyMatrix4(this.OCS.premultiply(mtx));\r\n }\r\n\r\n get BoundingBoxInSpaceCS(): Box3Ext\r\n {\r\n return this.GetBoundingBoxInMtx(this.SpaceOCSInv);\r\n }\r\n\r\n get OCS(): Matrix4\r\n {\r\n return this._Matrix.clone();\r\n }\r\n\r\n get OCSNoClone()\r\n {\r\n return this._Matrix;\r\n }\r\n\r\n //直接设置实体的矩阵,谨慎使用该函数,没有更新实体.\r\n set OCS(mat4: Matrix4)\r\n {\r\n this._Matrix.copy(mat4);\r\n }\r\n get Normal(): Vector3\r\n {\r\n return new Vector3().setFromMatrixColumn(this._Matrix, 2);\r\n }\r\n get Position(): Vector3\r\n {\r\n return new Vector3().setFromMatrixPosition(this._Matrix);\r\n }\r\n\r\n set Position(pt: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n let moveX = pt.x - this._Matrix.elements[12];\r\n let moveY = pt.y - this._Matrix.elements[13];\r\n let moveZ = pt.z - this._Matrix.elements[14];\r\n this._Matrix.setPosition(pt);\r\n this._SpaceOCS.elements[12] += moveX;\r\n this._SpaceOCS.elements[13] += moveY;\r\n this._SpaceOCS.elements[14] += moveZ;\r\n this.Update(UpdateDraw.Matrix);\r\n }\r\n\r\n //Z轴归0\r\n Z0()\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Matrix.elements[14] = 0;\r\n this.Update(UpdateDraw.Matrix);\r\n return this;\r\n }\r\n\r\n //坐标系二维化\r\n MatrixPlanarizere()\r\n {\r\n let z = this._Matrix.elements[10];\r\n if (equaln(Math.abs(z), 1, 1e-4))\r\n {\r\n this.WriteAllObjectRecord();\r\n MatrixPlanarizere(this._Matrix, false);\r\n }\r\n return this;\r\n }\r\n\r\n get OCSInv(): Matrix4\r\n {\r\n return new Matrix4().getInverse(this._Matrix);\r\n }\r\n\r\n /**\r\n * 与指定实体是否共面.\r\n */\r\n IsCoplaneTo(e: Entity): boolean\r\n {\r\n return matrixIsCoplane(this._Matrix, e.OCS, 1e-4);\r\n }\r\n\r\n /**\r\n * 测试两个实体的包围盒是否相交.\r\n */\r\n BoundingBoxIntersectWith(en: Entity): boolean\r\n {\r\n let box = this.BoundingBox;\r\n let box2 = en.BoundingBox;\r\n return box && box2 && box.intersectsBox(box2);\r\n }\r\n\r\n //#region Draw\r\n\r\n ClearDraw()\r\n {\r\n if (this._drawObject)\r\n {\r\n DisposeThreeObj(this._drawObject);\r\n this._drawObject = undefined;\r\n }\r\n\r\n for (let [, obj] of this._CacheDrawObject)\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.clear();\r\n return this;\r\n }\r\n ClearDrawOfJig()\r\n {\r\n let jig = this._CacheDrawObject.get(RenderType.Jig);\r\n if (jig)\r\n this._CacheDrawObject.delete(RenderType.Jig);\r\n for (let [type, obj] of this._CacheDrawObject)\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.clear();\r\n if (jig)\r\n this._CacheDrawObject.set(RenderType.Jig, jig);\r\n }\r\n\r\n _drawObject: Object3D;\r\n\r\n get DrawObject()\r\n {\r\n if (this._drawObject)\r\n return this._drawObject;\r\n\r\n this._drawObject = new Object3D();\r\n if (!this.IsEmbedEntity)\r\n this._drawObject.userData.Entity = this;\r\n if (this.IsVisible)\r\n {\r\n let obj = this.GetDrawObjectFromRenderType(this.__CacheRenderType__ ?? userConfig.RenderType);\r\n if (obj) this._drawObject.add(obj);\r\n }\r\n else\r\n this._drawObject.visible = false;\r\n return this._drawObject;\r\n }\r\n\r\n get JigObject()\r\n {\r\n let obj = this.GetDrawObjectFromRenderType(RenderType.Jig);\r\n if (obj && !this.IsEmbedEntity)\r\n obj.userData.Entity = this;\r\n return obj;\r\n }\r\n DestroyJigObject()\r\n {\r\n let obj = this._CacheDrawObject.get(RenderType.Jig);\r\n if (obj)\r\n {\r\n this._CacheDrawObject.delete(RenderType.Jig);\r\n DisposeThreeObj(obj);\r\n if (obj.parent)\r\n obj.parent.remove(obj);\r\n }\r\n }\r\n UpdateRenderType(type: RenderType)\r\n {\r\n if ((this.OnlyRenderType && this.DrawObject.children.length > 0) || !this.Visible) return;\r\n Object3DRemoveAll(this.DrawObject);\r\n let obj = this.GetDrawObjectFromRenderType(type);\r\n if (obj) this.DrawObject.add(obj);\r\n }\r\n\r\n GetDrawObjectFromRenderType(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n if (this.OnlyRenderType)\r\n {\r\n if (renderType === RenderType.Jig)\r\n return;\r\n renderType = this.__CacheRenderType__ ?? userConfig.RenderType;\r\n }\r\n\r\n if (this._CacheDrawObject.has(renderType))\r\n {\r\n return this._CacheDrawObject.get(renderType);\r\n }\r\n else\r\n {\r\n let drawObj = this.InitDrawObject(renderType);\r\n if (drawObj === undefined) return;\r\n\r\n //矩阵直接使用指针,因为已经关闭自动更新,所以矩阵不会被Object3D修改.\r\n drawObj.matrixAutoUpdate = false;\r\n drawObj.matrix = this._Matrix;\r\n drawObj.updateMatrixWorld(true);\r\n drawObj.traverse(UpdateBoundingSphere);\r\n\r\n if (!this.IsEmbedEntity)\r\n drawObj.userData.Entity = this;\r\n\r\n this._CacheDrawObject.set(renderType, drawObj);\r\n return drawObj;\r\n }\r\n }\r\n\r\n /**\r\n * 初始化绘制的threejs实体,子类型重载该函数初始化绘制实体.\r\n */\r\n protected InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n return undefined;\r\n }\r\n\r\n //实体绘制更新版本号\r\n __UpdateVersion__ = 0;\r\n\r\n /**\r\n * 当实体数据改变时,绘制的实体必须做出改变.供框架调用\r\n */\r\n @iaop\r\n Update(mode = UpdateDraw.All)\r\n {\r\n this.__UpdateVersion__++;\r\n this.NeedUpdateFlag |= mode;\r\n if (this.AutoUpdate)\r\n this.DeferUpdate();\r\n }\r\n\r\n //三维实体总是一起生成线框实体和网格实体,这个通知更新,然后统一更新就好了\r\n //避免重复更新\r\n UpdateDrawGeometry() { }\r\n\r\n DeferUpdate()\r\n {\r\n let mode = this.NeedUpdateFlag;\r\n if (mode === 0) return;\r\n\r\n if (mode & UpdateDraw.Geometry && this._CacheDrawObject.size > 0)\r\n this.UpdateDrawGeometry();\r\n\r\n this.UpdateVisible();\r\n\r\n let isJigIng = this._CacheDrawObject.has(RenderType.Jig);\r\n for (let [type, obj] of this._CacheDrawObject)\r\n {\r\n if (isJigIng && type !== RenderType.Jig)\r\n continue;\r\n\r\n if (mode & UpdateDraw.Geometry)\r\n {\r\n if (obj.userData.IsClone)\r\n {\r\n let parent = obj.parent;\r\n DisposeThreeObj(obj);\r\n this._CacheDrawObject.delete(type);\r\n let newObj = this.GetDrawObjectFromRenderType(type);\r\n if (parent)\r\n {\r\n parent.remove(obj);\r\n parent.add(newObj);\r\n }\r\n obj = newObj;\r\n }\r\n else\r\n this.UpdateDrawObject(type, obj);\r\n }\r\n\r\n if (mode & UpdateDraw.Material)\r\n this.UpdateDrawObjectMaterial(type, obj);\r\n\r\n if (mode & UpdateDraw.Matrix || mode & UpdateDraw.Geometry)\r\n {\r\n obj.updateMatrixWorld(true);\r\n obj.traverse(UpdateBoundingSphere);\r\n }\r\n\r\n }\r\n this.NeedUpdateFlag = UpdateDraw.None;\r\n }\r\n\r\n /**\r\n * 当实体需要更新时,需要重载该方法,实现实体更新\r\n */\r\n UpdateDrawObject(type: RenderType, en: Object3D)\r\n {\r\n\r\n }\r\n\r\n /**\r\n * 当实体需要被更新时,更新实体材质\r\n */\r\n UpdateDrawObjectMaterial(type: RenderType, obj: Object3D, material?: Material)\r\n {\r\n\r\n }\r\n\r\n protected get MeshMaterial()\r\n {\r\n if (this.materialId && this.materialId.Object)\r\n return (this.materialId.Object).Material as MeshStandardMaterial;\r\n return HostApplicationServices.DefaultMeshMaterial;\r\n }\r\n\r\n /**\r\n * 更新实体Jig状态时的材质\r\n */\r\n UpdateJigMaterial(color = 8)\r\n {\r\n }\r\n RestoreJigMaterial()\r\n {\r\n for (let [type, en] of this._CacheDrawObject)\r\n this.UpdateDrawObjectMaterial(type, en);\r\n }\r\n get Visible()\r\n {\r\n return this._Visible;\r\n }\r\n set Visible(v: boolean)\r\n {\r\n if (v !== this._Visible)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._Visible = v;\r\n this.UpdateVisible();\r\n }\r\n }\r\n\r\n private get IsVisible()\r\n {\r\n return !this._isErase && this._Visible;\r\n }\r\n\r\n UpdateVisible()\r\n {\r\n if (this._drawObject)\r\n {\r\n this._drawObject.visible = this.IsVisible;\r\n if (this.IsVisible)\r\n this.UpdateRenderType(this.__CacheRenderType__ ?? userConfig.RenderType);\r\n }\r\n }\r\n\r\n //#endregion\r\n\r\n GoodBye()\r\n {\r\n super.GoodBye();\r\n if (this._drawObject && this._drawObject.parent)\r\n this._drawObject.parent.remove(this._drawObject);\r\n this.ClearDraw();\r\n }\r\n\r\n Erase(isErase: boolean = true)\r\n {\r\n if (isErase === this._isErase)\r\n return;\r\n this.__UpdateVersion__++;\r\n super.Erase(isErase);\r\n this.UpdateVisible();\r\n this.EraseEvent(isErase);\r\n }\r\n\r\n @iaop\r\n EraseEvent(isErase: boolean)\r\n {\r\n\r\n }\r\n /**\r\n * 使用统一的方法设置对象的矩阵.\r\n * 需要对缩放矩形进行重载.避免对象矩阵不是单位矩阵\r\n */\r\n ApplyMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n if (equaln(m.getMaxScaleOnAxis(), 1))\r\n {\r\n let xA = new Vector3();\r\n let yA = new Vector3();\r\n let zA = new Vector3();\r\n m.extractBasis(xA, yA, zA);\r\n this._Matrix.multiplyMatrices(m, this._Matrix);\r\n this._SpaceOCS.multiplyMatrices(m, this._SpaceOCS);\r\n if (!equalv3(xA.clone().cross(yA).normalize(), zA))\r\n this.ApplyMirrorMatrix(m);\r\n else\r\n this.Update(UpdateDraw.Matrix);\r\n }\r\n else\r\n {\r\n this.ApplyScaleMatrix(m);\r\n }\r\n return this;\r\n }\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n return this;\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [];\r\n }\r\n\r\n MoveGripPoints(indexList: number[], vec: Vector3)\r\n {\r\n\r\n }\r\n\r\n /**\r\n *\r\n * @param snapMode 捕捉模式(单一)\r\n * @param pickPoint const\r\n * @param lastPoint const\r\n * @param viewXform const 最近点捕捉需要这个变量\r\n * @returns object snap points\r\n */\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n return [];\r\n }\r\n\r\n GetStretchPoints(): Array\r\n {\r\n return [];\r\n }\r\n\r\n /**\r\n * 拉伸夹点,用于Stretch命令\r\n *\r\n * @param {Array} indexList 拉伸点索引列表.\r\n * @param {Vector3} vec 移动向量\r\n * @memberof Entity\r\n */\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n\r\n }\r\n IntersectWith(curve: Entity, intType: IntersectOption): Vector3[] { return; }\r\n\r\n //#region -------------------------File-------------------------\r\n\r\n Clone(): this\r\n {\r\n let ent = super.Clone();\r\n ent.Template = undefined;\r\n ent.CloneDrawObject(this);\r\n return ent;\r\n }\r\n\r\n CloneDrawObject(from: this)\r\n {\r\n for (let [type, obj] of from._CacheDrawObject)\r\n {\r\n let oldUserDaata = obj.userData;\r\n obj.traverse(o => o.userData = {});\r\n let newObj = obj.clone();\r\n obj.userData = oldUserDaata;\r\n obj.userData.IsClone = true;\r\n\r\n newObj.matrix = this._Matrix;\r\n newObj.userData = { Entity: this };\r\n newObj.userData.IsClone = true;\r\n this._CacheDrawObject.set(type, newObj);\r\n }\r\n this.NeedUpdateFlag = UpdateDraw.None;\r\n }\r\n\r\n static __ReadFileIng__: boolean;\r\n __ReadFileIng__: boolean;\r\n\r\n get ReadFileIng()\r\n {\r\n return this.__ReadFileIng__ || Entity.__ReadFileIng__;\r\n }\r\n\r\n ReadFile(file: CADFiler)\r\n {\r\n this.__ReadFileIng__ = true;\r\n this._ReadFile(file);\r\n this.Update();\r\n this.__ReadFileIng__ = false;\r\n }\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n let ver = file.Read();\r\n super.ReadFile(file);\r\n this._Color = file.Read();\r\n this.materialId = file.ReadHardObjectId();\r\n this._Matrix.fromArray(file.Read());\r\n\r\n if (ver === 2)\r\n this.Owner = file.ReadObjectId();\r\n\r\n if (ver > 3)\r\n this.Template = file.ReadObjectId();\r\n\r\n if (ver > 4)\r\n this.GroupId = file.ReadHardObjectId();\r\n\r\n if (ver > 5)\r\n this._Visible = file.Read();\r\n if (ver > 6)\r\n this._SpaceOCS.fromArray(file.Read());\r\n if (ver > 7)\r\n {\r\n let count = file.Read();\r\n this.ProcessingGroupList.length = 0;\r\n for (let i = 0; i < count; i++)\r\n this.ProcessingGroupList.push(file.ReadHardObjectId());\r\n }\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n file.Write(8);\r\n super.WriteFile(file);\r\n file.Write(this._Color);\r\n file.WriteHardObjectId(this.materialId);\r\n file.Write(this._Matrix.toArray());\r\n file.WriteObjectId(this.Template);\r\n file.WriteHardObjectId(this.GroupId);\r\n file.Write(this._Visible);\r\n file.Write(this._SpaceOCS.toArray());\r\n\r\n file.Write(this.ProcessingGroupList.length);\r\n for (let id of this.ProcessingGroupList)\r\n file.WriteHardObjectId(id);\r\n }\r\n //局部撤销\r\n ApplyPartialUndo(undoData: CADObject)\r\n {\r\n super.ApplyPartialUndo(undoData);\r\n }\r\n\r\n CopyFrom(obj: CADObject)\r\n {\r\n let templateIdBak = this.Template;\r\n super.CopyFrom(obj);\r\n this.Update();\r\n this.Template = templateIdBak;\r\n }\r\n\r\n //#endregion\r\n}\r\n","import { Box3, BufferGeometry, Line as TLine, Line3, Matrix3, Matrix4, Object3D, Shape, Vector3 } from 'three';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { AsVector2, equaln, equalv3, isParallelTo, MoveMatrix } from '../../Geometry/GeUtils';\r\nimport { PlaneExt } from '../../Geometry/Plane';\r\nimport { IntersectEllipseAndLine, IntersectLineAndArc, IntersectLineAndCircle, IntersectLineAndLine, IntersectOption, IntersectPolylineAndCurve, reverseIntersectOption } from '../../GraphicsSystem/IntersectWith';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { SwapParam } from './../../Common/CurveUtils';\r\nimport { Arc } from './Arc';\r\nimport { Circle } from './Circle';\r\nimport { Curve } from './Curve';\r\nimport { Ellipse } from './Ellipse';\r\nimport { Polyline } from './Polyline';\r\n\r\n@Factory\r\nexport class Line extends Curve\r\n{\r\n private _StartPoint: Vector3;\r\n private _EndPoint: Vector3;\r\n constructor(sp?: Vector3, ep?: Vector3)\r\n {\r\n super();\r\n this._StartPoint = sp || new Vector3(0, 0, 0);\r\n this._EndPoint = ep || new Vector3(0, 0, 0);\r\n }\r\n get Is2D()\r\n {\r\n return super.Is2D && equaln(this._StartPoint.z, 0) && equaln(this._EndPoint.z, 0);\r\n }\r\n\r\n get Shape()\r\n {\r\n return new Shape([AsVector2(this._StartPoint), AsVector2(this._EndPoint)]);\r\n }\r\n\r\n Z0()\r\n {\r\n this.WriteAllObjectRecord();\r\n this.StartPoint = this.StartPoint.setZ(0);\r\n this.EndPoint = this.EndPoint.setZ(0);\r\n return this;\r\n }\r\n\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n this.StartPoint = this.StartPoint.applyMatrix4(m);\r\n this.EndPoint = this.EndPoint.applyMatrix4(m);\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n\r\n reviseMirrorMatrix(this._Matrix);\r\n\r\n this.StartPoint = sp;\r\n this.EndPoint = ep;\r\n return this;\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe): Object3D\r\n {\r\n let geo = BufferGeometryUtils.CreateFromPts([this._StartPoint, this._EndPoint]);\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry();\r\n geometry.setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n return new TLine(geo, ColorMaterial.GetLineMaterial(this.ColorIndex));\r\n }\r\n\r\n UpdateDrawObject(type: RenderType, lineObj: TLine)\r\n {\r\n BufferGeometryUtils.UpdatePts(lineObj.geometry as BufferGeometry, [this._StartPoint, this._EndPoint]);\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return [this.StartPoint, this.EndPoint];\r\n case ObjectSnapMode.Mid:\r\n return [this.GetPointAtParam(0.5)];\r\n case ObjectSnapMode.Nea:\r\n {\r\n let derv = this.GetFistDeriv(0).normalize();\r\n let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3);\r\n\r\n //平行不捕捉\r\n if (isParallelTo(viewNormal, derv))\r\n return [];\r\n\r\n let fNormal = new Vector3().crossVectors(viewNormal, derv);\r\n fNormal.crossVectors(derv, fNormal);\r\n\r\n let plane = new PlaneExt(fNormal, this.StartPoint);\r\n let plocal = plane.intersectLine(new Line3(pickPoint, pickPoint.clone().add(viewNormal)), new Vector3(), true);\r\n let pclosest = this.GetClosestPointTo(plocal, false);\r\n return [pclosest];\r\n }\r\n case ObjectSnapMode.Ext:\r\n return [this.GetClosestPointTo(pickPoint, true)];\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n let { closestPt, param } = this.GetClosestAtPoint(lastPoint, true);\r\n if (this.ParamOnCurve(param))\r\n return [closestPt];\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n\r\n GetGripPoints(): Array\r\n {\r\n return [this.StartPoint, this.GetPointAtParam(0.5), this.EndPoint];\r\n }\r\n MoveGripPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n for (let index of indexList)\r\n {\r\n if (index === 0)\r\n this.StartPoint = this.StartPoint.add(vec);\r\n else if (index === 2)\r\n this.EndPoint = this.EndPoint.add(vec);\r\n else\r\n {\r\n let m = MoveMatrix(vec);\r\n this.ApplyMatrix(m);\r\n }\r\n }\r\n }\r\n\r\n GetStretchPoints(): Array\r\n {\r\n return [this.StartPoint, this.EndPoint];\r\n }\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n for (let index of indexList)\r\n {\r\n if (index === 0)\r\n this.StartPoint = this.StartPoint.add(vec);\r\n else\r\n this.EndPoint = this.EndPoint.add(vec);\r\n }\r\n }\r\n\r\n GetFistDeriv(param: number | Vector3): Vector3\r\n {\r\n return this.EndPoint.sub(this.StartPoint);\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-4)\r\n {\r\n if (curve instanceof Line)\r\n {\r\n return IntersectLineAndLine(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Arc)\r\n {\r\n return IntersectLineAndArc(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Circle)\r\n {\r\n return IntersectLineAndCircle(this, curve, intType, tolerance);\r\n }\r\n if (curve instanceof Polyline)\r\n {\r\n return SwapParam(IntersectPolylineAndCurve(curve, this, reverseIntersectOption(intType), tolerance));\r\n }\r\n\r\n if (curve instanceof Ellipse)\r\n return IntersectEllipseAndLine(this, curve, intType, tolerance);\r\n\r\n //其他的尚未实现.\r\n return [];\r\n }\r\n\r\n //Param\r\n GetPointAtParam(param: number): Vector3\r\n {\r\n return this.StartPoint.add(this.GetFistDeriv(0).multiplyScalar(param));\r\n }\r\n GetParamAtPoint(pt: Vector3): number\r\n {\r\n let { closestPt, param } = this.GetClosestAtPoint(pt, true);\r\n if (!equalv3(closestPt, pt, 1e-5))\r\n return NaN;\r\n return param;\r\n }\r\n GetParamAtDist(d: number): number\r\n {\r\n return d / this.Length;\r\n }\r\n GetPointAtDistance(distance: number): Vector3\r\n {\r\n return this.GetPointAtParam(this.GetParamAtDist(distance));\r\n }\r\n GetDistAtParam(param: number): number\r\n {\r\n return this.Length * param;\r\n }\r\n GetDistAtPoint(pt: Vector3): number\r\n {\r\n return this.GetDistAtParam(this.GetParamAtPoint(pt));\r\n }\r\n GetSplitCurves(param: number[] | number)\r\n {\r\n let params = this.SplitParamSort(param);\r\n let pts = params.map(param => this.GetPointAtParam(param));\r\n let ret = new Array();\r\n if (pts.length >= 2)\r\n {\r\n for (let i = 0; i < pts.length - 1; i++)\r\n {\r\n let newLine = this.Clone() as Line;\r\n newLine.StartPoint = pts[i];\r\n newLine.EndPoint = pts[i + 1];\r\n ret.push(newLine);\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n GetParamAtPoint2(pt: Vector3): number\r\n {\r\n let { param } = this.GetClosestAtPoint(pt, true);\r\n return param;\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n let { param } = this.GetClosestAtPoint(p, true);\r\n return this.ParamOnCurve(param, fuzz);\r\n }\r\n\r\n GetClosestAtPoint(pt: Vector3, extend: boolean): { closestPt: Vector3, param: number; }\r\n {\r\n let sp = this.StartPoint;\r\n let ep = this.EndPoint;\r\n if (equalv3(pt, sp, 1e-8))\r\n return { closestPt: sp, param: 0 };\r\n else if (equalv3(pt, ep, 1e-8))\r\n return { closestPt: ep, param: 1 };\r\n\r\n let direction = this.GetFistDeriv(0);\r\n let length = direction.length();\r\n\r\n if (length === 0)\r\n {\r\n let param = NaN;\r\n if (equalv3(pt, this.StartPoint, 1e-6))\r\n param = 0;\r\n return { closestPt: sp, param: param };\r\n }\r\n\r\n direction.divideScalar(length);\r\n\r\n let diff = pt.clone().sub(sp);\r\n let param = direction.dot(diff);\r\n\r\n let closestPt: Vector3;\r\n if (extend)\r\n closestPt = sp.add(direction.multiplyScalar(param));\r\n else\r\n if (param < 0)\r\n {\r\n closestPt = sp;\r\n param = 0;\r\n }\r\n else if (param > length)\r\n {\r\n closestPt = this.EndPoint;\r\n param = length;\r\n }\r\n else\r\n closestPt = sp.add(direction.multiplyScalar(param));\r\n return {\r\n closestPt: closestPt,\r\n param: param / length\r\n };\r\n }\r\n\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n return this.GetClosestAtPoint(pt, extend).closestPt;\r\n }\r\n\r\n Extend(newParam: number)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (newParam < this.StartParam)\r\n {\r\n this.StartPoint = this.GetPointAtParam(newParam);\r\n }\r\n else if (newParam > this.EndParam)\r\n {\r\n this.EndPoint = this.GetPointAtParam(newParam);\r\n }\r\n }\r\n\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-5): Status\r\n {\r\n if (cu instanceof Line)\r\n {\r\n //平行\r\n if (!isParallelTo(this.GetFistDeriv(0).normalize(), cu.GetFistDeriv(0).normalize()))\r\n return Status.False;\r\n\r\n let sp = cu.StartPoint;\r\n let { closestPt: cp1, param: param1 } = this.GetClosestAtPoint(sp, true);\r\n if (!equalv3(sp, cp1, tolerance))//点在曲线上,允许较低的精度\r\n return Status.False;\r\n\r\n let ep = cu.EndPoint;\r\n let { closestPt: cp2, param: param2 } = this.GetClosestAtPoint(ep, true);\r\n if (!equalv3(ep, cp2, tolerance))\r\n return Status.False;\r\n\r\n if (param1 > param2)\r\n {\r\n [param1, param2] = [param2, param1];\r\n [sp, ep] = [ep, sp];\r\n }\r\n\r\n if (allowGap || Math.max(0, param1) < Math.min(1, param2) + tolerance)\r\n {\r\n if (param1 < 0)\r\n this.StartPoint = sp;\r\n if (param2 > 1)\r\n this.EndPoint = ep;\r\n return Status.True;\r\n }\r\n }\r\n return Status.False;\r\n }\r\n\r\n Reverse(): this\r\n {\r\n this.WriteAllObjectRecord();\r\n [this._StartPoint, this._EndPoint] = [this._EndPoint, this._StartPoint];\r\n return this;\r\n }\r\n\r\n GetOffsetCurves(offsetDist: number): Array\r\n {\r\n let derv = this.GetFistDeriv(0).normalize().multiplyScalar(offsetDist);\r\n derv.applyMatrix4(new Matrix4().makeRotationAxis(this.Normal, -Math.PI / 2));\r\n let newLine = this.Clone() as Line;\r\n newLine.StartPoint = this.StartPoint.add(derv);\r\n newLine.EndPoint = this.EndPoint.add(derv);\r\n return [newLine];\r\n }\r\n get BoundingBox(): Box3\r\n {\r\n return new Box3().setFromPoints([this.StartPoint, this.EndPoint]);\r\n }\r\n\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n get EndParam()\r\n {\r\n return 1;\r\n }\r\n //属性\r\n get Length(): number { return this._StartPoint.distanceTo(this._EndPoint); }\r\n\r\n //#region -----------------------------File-----------------------------\r\n //对象应该实现dataIn和DataOut的方法,为了对象的序列化和反序列化\r\n\r\n //对象从文件中读取数据,初始化自身\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();//1\r\n this._StartPoint.fromArray(file.Read());\r\n this._EndPoint.fromArray(file.Read());\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(1);//ver\r\n file.Write(this._StartPoint.toArray());\r\n file.Write(this._EndPoint.toArray());\r\n }\r\n //#endregion-----------------------------File End-----------------------------\r\n\r\n //#region 属性\r\n set StartPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._StartPoint.copy(p).applyMatrix4(this.OCSInv);\r\n this.Update();\r\n }\r\n get StartPoint(): Vector3\r\n {\r\n return this._StartPoint.clone().applyMatrix4(this.OCS);\r\n }\r\n\r\n get EndPoint(): Vector3\r\n {\r\n return this._EndPoint.clone().applyMatrix4(this.OCS);\r\n }\r\n set EndPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._EndPoint.copy(p).applyMatrix4(this.OCSInv);\r\n this.Update();\r\n }\r\n\r\n //#endregion\r\n}\r\n","import { Box3, BufferGeometry, Line as TLine, Matrix3, Matrix4, Object3D, Vector2, Vector3 } from 'three';\r\nimport { CreateBoardUtil } from '../../ApplicationServices/mesh/createBoard';\r\nimport { arrayLast, arrayRemoveDuplicateBySort, changeArrayStartIndex } from '../../Common/ArrayExt';\r\nimport { ColorMaterial } from '../../Common/ColorPalette';\r\nimport { ComputerCurvesNormalOCS, getDeterminantFor2V } from '../../Common/CurveUtils';\r\nimport { matrixAlignCoordSys, matrixIsCoplane, reviseMirrorMatrix } from '../../Common/Matrix4Utils';\r\nimport { Status } from '../../Common/Status';\r\nimport { FixIndex } from '../../Common/Utils';\r\nimport { ObjectSnapMode } from '../../Editor/ObjectSnapMode';\r\nimport { BufferGeometryUtils } from '../../Geometry/BufferGeometryUtils';\r\nimport { AsVector2, AsVector3, equaln, equalv2, equalv3, updateGeometry } from '../../Geometry/GeUtils';\r\nimport { IntersectOption, IntersectPolylineAndCurve } from '../../GraphicsSystem/IntersectWith';\r\nimport { OffsetPolyline } from '../../GraphicsSystem/OffsetPolyline';\r\nimport { RenderType } from '../../GraphicsSystem/RenderType';\r\nimport { Factory } from '../CADFactory';\r\nimport { CADFiler } from '../CADFiler';\r\nimport { IsPointInPolyLine } from '../PointInPolyline';\r\nimport { Arc } from './Arc';\r\nimport { Curve, ExtendType } from './Curve';\r\nimport { DragPointType } from './DragPointType';\r\nimport { Line } from './Line';\r\nimport { LineGeometry } from 'three/examples/jsm/lines/LineGeometry';\r\nimport { Line2 } from 'three/examples/jsm/lines/Line2';\r\n\r\nexport interface PolylineProps\r\n{\r\n pt: Vector2,\r\n bul: number;\r\n}\r\n@Factory\r\nexport class Polyline extends Curve\r\n{\r\n private _ClosedMark: boolean = false;\r\n constructor(private _LineData: PolylineProps[] = [])\r\n {\r\n super();\r\n }\r\n\r\n UpdateMatrixTo(m: Matrix4)\r\n {\r\n this.WriteAllObjectRecord();\r\n let p = new Vector3().setFromMatrixPosition(m);\r\n p.applyMatrix4(this.OCSInv);\r\n if (equaln(p.z, 0))\r\n {\r\n let dir = Math.sign(this.Area2);\r\n let tm = matrixAlignCoordSys(this.OCS, m);\r\n for (let p of this._LineData)\r\n {\r\n let p3 = AsVector3(p.pt);\r\n p3.applyMatrix4(tm);\r\n p.pt.set(p3.x, p3.y);\r\n }\r\n this.OCS = m;\r\n let newDir = Math.sign(this.Area2);\r\n if (dir !== newDir)\r\n for (let p of this._LineData)\r\n p.bul *= -1;\r\n }\r\n }\r\n\r\n /**\r\n * 原地翻转,仅改变法向量\r\n */\r\n Flip()\r\n {\r\n this.WriteAllObjectRecord();\r\n let x = new Vector3();\r\n let y = new Vector3();\r\n let z = new Vector3();\r\n this._Matrix.extractBasis(x, y, z);\r\n z.negate();\r\n y.crossVectors(z, x);\r\n let p = this.Position;\r\n this._Matrix.makeBasis(x, y, z).setPosition(p);\r\n\r\n for (let d of this._LineData)\r\n {\r\n d.pt.y *= -1;\r\n d.bul *= -1;\r\n }\r\n this.Update();\r\n return this;\r\n }\r\n\r\n //翻转曲线,首尾调换\r\n Reverse(): this\r\n {\r\n if (this._LineData.length === 0)\r\n return this;\r\n this.WriteAllObjectRecord();\r\n\r\n let pts = [];\r\n let buls = [];\r\n for (let data of this._LineData)\r\n {\r\n pts.push(data.pt);\r\n buls.push(-data.bul);\r\n }\r\n\r\n let lastBul = buls.pop();\r\n buls.reverse();\r\n buls.push(lastBul);\r\n\r\n pts.reverse();\r\n\r\n if (this._ClosedMark && !equalv2(pts[0], arrayLast(pts)))\r\n {\r\n pts.unshift(pts.pop());\r\n buls.unshift(buls.pop());\r\n }\r\n\r\n for (let i = 0; i < pts.length; i++)\r\n {\r\n let d = this._LineData[i];\r\n d.pt = pts[i];\r\n d.bul = buls[i];\r\n }\r\n\r\n return this;\r\n }\r\n set LineData(data: PolylineProps[])\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData = data;\r\n this.Update();\r\n }\r\n get LineData()\r\n {\r\n return this._LineData;\r\n }\r\n\r\n get NumberOfVertices(): number\r\n {\r\n return this._LineData.length;\r\n }\r\n\r\n /**\r\n * 在指定位置插入点.\r\n * 例如:\r\n * pl.AddVertexAt(pl.NumberOfVerticesk,p);//在末尾插入一个点\r\n *\r\n * @param {number} index 索引位置\r\n * @param {Vector2} pt 点\r\n * @returns {this}\r\n * @memberof Polyline\r\n */\r\n AddVertexAt(index: number, pt: Vector2 | Vector2[]): this\r\n {\r\n this.WriteAllObjectRecord();\r\n let pts: PolylineProps[];\r\n if (Array.isArray(pt))\r\n {\r\n pts = pt.map(p =>\r\n {\r\n return {\r\n pt: p.clone(),\r\n bul: 0\r\n };\r\n });\r\n }\r\n else\r\n pts = [{ pt: pt.clone(), bul: 0 }];\r\n\r\n this._LineData.splice(index, 0, ...pts);\r\n this.Update();\r\n return this;\r\n }\r\n RemoveVertexAt(index: number): this\r\n {\r\n if (index < this._LineData.length)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData.splice(index, 1);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n RemoveVertexIn(from: number, to: number): this\r\n {\r\n if (from + 1 < this._LineData.length && to > from)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._LineData.splice(from + 1, to - from - 1);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * 重设闭合多段线的起点\r\n * @param index 起始index,如果index非整数,将用最接近的整数作为起始索引\r\n */\r\n ResetStartPoint(index: number)\r\n {\r\n if (!this.IsClose || index >= this.EndParam) return false;\r\n\r\n if (equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt))\r\n this._LineData.pop();\r\n\r\n changeArrayStartIndex(this._LineData, Math.floor(index + 0.5));\r\n this._LineData.push({\r\n pt: this._LineData[0].pt.clone(),\r\n bul: 0\r\n });\r\n return true;\r\n }\r\n GetPoint2dAt(index: number): Vector2 | undefined\r\n {\r\n if (index >= 0 && this._LineData.length > index)\r\n return this._LineData[index].pt.clone();\r\n }\r\n /**\r\n * 设置指定点的位置\r\n *\r\n * @param {number} index\r\n * @param {Vector2} pt\r\n * @memberof Polyline\r\n */\r\n SetPointAt(index: number, pt: Vector2): this\r\n {\r\n let d = this._LineData[index];\r\n if (d)\r\n {\r\n this.WriteAllObjectRecord();\r\n d.pt.copy(pt);\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n protected ApplyScaleMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n for (let i = 0; i <= this.EndParam; i++)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n p.applyMatrix4(m).applyMatrix4(this.OCSInv);\r\n this.SetPointAt(i, AsVector2(p));\r\n }\r\n return this;\r\n }\r\n protected ApplyMirrorMatrix(m: Matrix4): this\r\n {\r\n this.WriteAllObjectRecord();\r\n let oldPts = this.GetStretchPoints();\r\n reviseMirrorMatrix(this._Matrix);\r\n for (let i = 0; i < oldPts.length; i++)\r\n {\r\n let newP = oldPts[i].applyMatrix4(this.OCSInv);\r\n let newBul = -this.GetBuilgeAt(i);\r\n this.SetPointAt(i, AsVector2(newP));\r\n this.SetBulgeAt(i, newBul);\r\n }\r\n this.Reverse();\r\n return this;\r\n }\r\n SetBulgeAt(index: number, bul: number): this\r\n {\r\n let d = this._LineData[index];\r\n if (d)\r\n {\r\n this.WriteAllObjectRecord();\r\n d.bul = bul;\r\n this.Update();\r\n }\r\n return this;\r\n }\r\n GetBuilgeAt(index: number): number\r\n {\r\n return this._LineData[index].bul;\r\n }\r\n Rectangle(length: number, height: number): this\r\n {\r\n this.LineData = [\r\n { pt: new Vector2(), bul: 0 },\r\n { pt: new Vector2(length), bul: 0 },\r\n { pt: new Vector2(length, height), bul: 0 },\r\n { pt: new Vector2(0, height), bul: 0 }];\r\n this.CloseMark = true;\r\n return this;\r\n }\r\n RectangleFrom2Pt(p1: Vector3, p2: Vector3): this\r\n {\r\n let box = new Box3();\r\n box.setFromPoints([p2, p1].map((p: Vector3) => p.clone().applyMatrix4(this.OCSInv)));\r\n\r\n let px1 = AsVector2(box.min);\r\n let px3 = AsVector2(box.max);\r\n let px2 = new Vector2(px3.x, px1.y);\r\n let px4 = new Vector2(px1.x, px3.y);\r\n\r\n this.LineData = [\r\n { pt: px1, bul: 0 },\r\n { pt: px2, bul: 0 },\r\n { pt: px3, bul: 0 },\r\n { pt: px4, bul: 0 }];\r\n\r\n this.CloseMark = true;\r\n return this;\r\n }\r\n //多段线起点\r\n get StartPoint()\r\n {\r\n if (this._LineData.length > 0)\r\n return AsVector3(this._LineData[0].pt).applyMatrix4(this.OCS);\r\n return new Vector3();\r\n }\r\n set StartPoint(p: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n p = p.clone().applyMatrix4(this.OCSInv);\r\n\r\n if (this._LineData.length === 0)\r\n this.AddVertexAt(0, AsVector2(p));\r\n else if (this._LineData.length === 1)\r\n this.SetPointAt(0, AsVector2(p));\r\n else\r\n {\r\n let bul = this.GetBuilgeAt(0);\r\n if (bul !== 0)\r\n {\r\n let arc = this.GetCurveAtParam(0) as Arc;\r\n arc.StartPoint = p;\r\n //前面线的凸度调整\r\n this.SetBulgeAt(0, Math.tan(arc.AllAngle / 4) * Math.sign(bul));\r\n }\r\n this.SetPointAt(0, AsVector2(p));\r\n }\r\n }\r\n get EndPoint()\r\n {\r\n if (this._ClosedMark) return this.StartPoint;\r\n if (this._LineData.length > 0)\r\n return AsVector3(this._LineData[this.EndParam].pt).applyMatrix4(this.OCS);\r\n return new Vector3();\r\n }\r\n set EndPoint(p: Vector3)\r\n {\r\n if (this._LineData.length < 2 || this.CloseMark)\r\n return;\r\n\r\n this.WriteAllObjectRecord();\r\n p = p.clone().applyMatrix4(this.OCSInv);\r\n\r\n let bul = this.GetBuilgeAt(this.EndParam - 1);\r\n if (bul !== 0)\r\n {\r\n let arc = this.GetCurveAtParam(this.EndParam - 1) as Arc;\r\n arc.ApplyMatrix(this.OCSInv);\r\n arc.EndPoint = p;\r\n //前面线的凸度调整\r\n this.SetBulgeAt(this.EndParam - 1, Math.tan(arc.AllAngle / 4) * Math.sign(bul));\r\n }\r\n this.SetPointAt(this.EndParam, AsVector2(p));\r\n }\r\n\r\n get CurveCount(): number\r\n {\r\n return this.EndParam;\r\n }\r\n\r\n get StartParam()\r\n {\r\n return 0;\r\n }\r\n\r\n /**\r\n * 表示最后一条曲线的终止参数,使用该参数可以直接遍历到多段线的所有子线段. for(i 1 && (equalv3(this.StartPoint, this.EndPoint, 1e-4)));\r\n }\r\n set CloseMark(v: boolean)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._ClosedMark = v;\r\n this.Update();\r\n }\r\n\r\n DigestionCloseMark()\r\n {\r\n if (this._ClosedMark && this._LineData.length > 1)\r\n {\r\n this.WriteAllObjectRecord();\r\n this._ClosedMark = false;\r\n\r\n if (!equalv2(this._LineData[0].pt, arrayLast(this._LineData).pt))\r\n this._LineData.push({ pt: AsVector2(this._LineData[0].pt), bul: 0 });\r\n }\r\n }\r\n\r\n get Length()\r\n {\r\n return this.Explode().reduce((l, cu) => l + cu.Length, 0);\r\n }\r\n\r\n /**\r\n * 获得指定参数所在的点.\r\n * 当曲线存在闭合标志时,参数必须在曲线内部.\r\n * 当曲线不存在闭合标志时,参数允许延伸出曲线.\r\n *\r\n * @param {number} param 参数\r\n * @returns {Vector3} 三维点,可为空\r\n * @memberof Polyline\r\n */\r\n GetPointAtParam(param: number): Vector3\r\n {\r\n if (param === Math.floor(param) && this.ParamOnCurve(param))\r\n return AsVector3(this.GetPoint2dAt(FixIndex(param, this.NumberOfVertices))).applyMatrix4(this.OCS);\r\n let cu: Curve = this.GetCurveAtParam(param);\r\n if (cu)\r\n return cu.GetPointAtParam(this.GetCurveParamAtParam(param));\r\n return undefined;\r\n }\r\n\r\n GetDistAtParam(param: number): number\r\n {\r\n if (this._ClosedMark && !this.ParamOnCurve(param))\r\n return NaN;\r\n\r\n //参数 整数\r\n let paramFloor = Math.floor(param);\r\n //需要计算的曲线个数\r\n let cuCout = paramFloor > this.EndParam ? this.EndParam : paramFloor;\r\n\r\n let dist = 0;\r\n //首先计算完整曲线的长度\r\n for (let i = 0; i < cuCout; i++)\r\n {\r\n dist += this.GetCurveAtIndex(i).Length;\r\n }\r\n\r\n //参数已经大于索引,证明参数在线外.\r\n if (paramFloor !== cuCout)\r\n {\r\n dist += this.GetCurveAtParam(param).GetDistAtParam(param - cuCout);\r\n }\r\n else if (param > paramFloor)\r\n {\r\n let lastParam = param - paramFloor;\r\n dist += this.GetCurveAtParam(param).GetDistAtParam(lastParam);\r\n }\r\n\r\n return dist;\r\n }\r\n GetPointAtDistance(dist: number): Vector3\r\n {\r\n let param = this.GetParamAtDist(dist);\r\n return this.GetPointAtParam(param);\r\n }\r\n\r\n /**\r\n * 返回参数所在的点. 如果曲线不闭合,会试图返回延伸点参数\r\n *\r\n * @param {Vector3} pt\r\n * @returns {number}\r\n * @memberof Polyline\r\n */\r\n GetParamAtPoint(pt: Vector3): number\r\n {\r\n let cus = this.Explode();\r\n if (cus.length === 0) return NaN;\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu = cus[i];\r\n let param = cu.GetParamAtPoint(pt);\r\n if (cu.ParamOnCurve(param))\r\n return i + param; //返回点在曲线内部的参数\r\n }\r\n\r\n //当曲线闭合时,不需要延伸首尾去判断参数\r\n if (this._ClosedMark) return NaN;\r\n\r\n //起点终点参数集合\r\n let seParams: number[] = [];\r\n //点在第一条曲线上的参数\r\n let startParam = cus[0].GetParamAtPoint(pt);\r\n if (!isNaN(startParam) && startParam < 0)\r\n seParams.push(startParam);\r\n //点在最后一条线上的参数\r\n let endParam = cus[cus.length - 1].GetParamAtPoint(pt);\r\n if (!isNaN(endParam) && endParam > 0)\r\n seParams.push(endParam + this.EndParam - 1);\r\n\r\n if (seParams.length == 1)\r\n {\r\n return seParams[0];\r\n }\r\n else if (seParams.length == 2)\r\n {\r\n //返回较近的参数\r\n if (pt.distanceToSquared(this.StartPoint)\r\n < pt.distanceToSquared(this.EndPoint))\r\n return seParams[0];\r\n else\r\n return seParams[1];\r\n }\r\n return NaN;\r\n }\r\n GetParamAtDist(dist: number): number\r\n {\r\n let cus = this.Explode();\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu = cus[i];\r\n let len = cu.Length;\r\n if (dist <= len)\r\n return i + cu.GetParamAtDist(dist);\r\n else if (equaln(dist, len, 1e-8))\r\n return i + 1;\r\n dist -= len;\r\n }\r\n if (!this._ClosedMark)\r\n return cus.length + cus[cus.length - 1].GetParamAtDist(dist);\r\n\r\n return NaN;\r\n }\r\n GetDistAtPoint(pt: Vector3): number\r\n {\r\n let param = this.GetParamAtPoint(pt);\r\n if (!this.ParamOnCurve(param)) return NaN;\r\n return this.GetDistAtParam(param);\r\n }\r\n\r\n /**\r\n * 返回曲线的一阶导数.\r\n * 当曲线闭合(标志)且点不在曲线上.\r\n * 或者曲线不闭合(标志) 且点不在曲线上也不在延伸上\r\n *\r\n * @param {(number | Vector3)} param\r\n * @returns {Vector3}\r\n * @memberof Polyline\r\n */\r\n GetFistDeriv(param: number | Vector3): Vector3\r\n {\r\n if (param instanceof Vector3)\r\n param = this.GetParamAtPoint(param);\r\n\r\n if (isNaN(param))\r\n return undefined;\r\n\r\n let cu = this.GetCurveAtParam(param);\r\n\r\n if (!cu) return undefined;\r\n\r\n return cu.GetFistDeriv(this.GetCurveParamAtParam(param));\r\n }\r\n GetSplitCurves(param: number[] | number): Array\r\n {\r\n //参数需要转化为参数数组\r\n let params: number[];\r\n if (typeof param == \"number\")\r\n params = [param];\r\n else\r\n params = param;\r\n\r\n //校验参数在曲线中,修正参数\r\n let endParam = this.EndParam;\r\n params = params.filter(p => this.ParamOnCurve(p) && p > -1e-6)\r\n .map(a =>\r\n {\r\n if (a < 0) return 0;\r\n if (a > endParam) return endParam;\r\n if (equaln(a, Math.floor(a + 0.5), 1e-8))\r\n return Math.floor(a + 0.5);\r\n return a;\r\n });\r\n //排序\r\n params.sort((a, b) => a - b);\r\n let hasEndParam = arrayLast(params) === this.EndParam;\r\n //必须加入最后一个参数,保证切割后的曲线完整\r\n if (!hasEndParam)\r\n params.push(this.EndParam);\r\n arrayRemoveDuplicateBySort(params, (e1, e2) => equaln(e1, e2, 1e-8));\r\n params = params.filter(p => this.ParamOnCurve(p));\r\n if (params.length === 0)\r\n return [];\r\n\r\n //判断是否存在0参数\r\n let hasZeroParam = params[0] === 0;\r\n if (hasZeroParam)\r\n params.shift();\r\n\r\n let { pts, buls } = this.PtsBuls;\r\n\r\n //返回的多段线集合\r\n let pls: Polyline[] = [];\r\n\r\n let len = 0;//已经走过的参数长度(整数)\r\n\r\n //上一个切割参数的位置 0-1\r\n let prePa = 0;\r\n for (let pa of params)\r\n {\r\n //参数所在点\r\n let pt = AsVector2(this.GetPointAtParam(pa).applyMatrix4(this.OCSInv));\r\n pa -= len;\r\n let pafloor = Math.floor(pa);\r\n len += pafloor;\r\n\r\n let plData: PolylineProps[] = [];\r\n\r\n //添加点\r\n for (let i = 0; i < pafloor; i++)\r\n {\r\n if (i === 0 && !equaln(buls[0], 0, 1e-8))\r\n {\r\n buls[0] = Math.tan((1 - prePa) * Math.atan(buls[0]));\r\n }\r\n plData.push({ pt: pts[0], bul: buls[0] });\r\n pts.shift();\r\n buls.shift();\r\n }\r\n\r\n if (equaln(pa, pafloor, 1e-8))//如果pa在点上\r\n {\r\n plData.push({ pt: pts[0].clone(), bul: buls[0] });\r\n }\r\n else //在曲线上\r\n {\r\n let bul: number = buls[0];\r\n if (!equaln(bul, 0, 1e-6))\r\n bul = Math.tan((pa - pafloor - (0 === pafloor ? prePa : 0)) * Math.atan(buls[0])); //->凸度\r\n\r\n //加入顶点+凸度\r\n plData.push({ pt: pts[0].clone(), bul });\r\n //终点\r\n plData.push({ pt, bul: 0 });\r\n\r\n //修正剩余的点表和凸度表\r\n pts[0].copy(pt);\r\n }\r\n\r\n prePa = pa - pafloor;\r\n if (plData.length > 1)\r\n pls.push(new Polyline(plData).ApplyMatrix(this.OCS));\r\n }\r\n\r\n //当曲线为闭合曲线,并且不存在0切割参数时,首尾连接曲线\r\n if (this._ClosedMark && !hasZeroParam && !hasEndParam)\r\n {\r\n let lastPl = pls[pls.length - 1];\r\n if (equalv2(arrayLast(lastPl._LineData).pt, pls[0]._LineData[0].pt))\r\n lastPl._LineData.pop();\r\n\r\n lastPl._LineData.push(...pls[0]._LineData);\r\n\r\n pls.shift();\r\n }\r\n return pls;\r\n }\r\n\r\n //未完善\r\n GetCurveAtParamRange(startParam: number, endParam: number): Array\r\n {\r\n let sfloor = Math.floor(startParam + 0.5);\r\n if (equaln(sfloor, startParam, 1e-8)) startParam = sfloor;\r\n else sfloor = Math.floor(startParam);\r\n let efloor = Math.floor(endParam + 0.5);\r\n if (equaln(efloor, endParam, 1e-8)) endParam = efloor;\r\n else efloor = Math.floor(efloor);\r\n\r\n const GetCurve = (index: number) =>\r\n {\r\n let d = this._LineData[index];\r\n let next = this._LineData[index + 1];\r\n if (!equaln(d.bul, 0, 1e-8))\r\n return new Arc().ParseFromBul(d.pt, next.pt, d.bul);\r\n else\r\n return new Line(AsVector3(d.pt), AsVector3(next.pt));\r\n };\r\n\r\n let lined: PolylineProps[] = [];\r\n if (startParam === sfloor)\r\n {\r\n let d = this._LineData[sfloor];\r\n lined.push({ pt: d.pt.clone(), bul: d.bul });\r\n }\r\n else\r\n {\r\n let d = this._LineData[sfloor];\r\n let cu = GetCurve(sfloor);\r\n let remParam = startParam - sfloor;\r\n let p = cu.GetPointAtParam(remParam);\r\n let bul = d.bul;\r\n if (!equaln(bul, 0))\r\n bul = Math.tan(Math.atan(bul) * (1 - remParam));\r\n lined.push({ pt: AsVector2(p), bul: bul });\r\n }\r\n\r\n for (let i = sfloor + 1; i < efloor; i++)\r\n {\r\n let d = this._LineData[i];\r\n lined.push({ pt: d.pt.clone(), bul: d.bul });\r\n }\r\n\r\n if (efloor !== endParam)\r\n {\r\n let d = this.LineData[efloor];\r\n let remParam = endParam - efloor;\r\n let cu = GetCurve(efloor);\r\n let p = cu.GetPointAtParam(remParam);\r\n let bul = d.bul;\r\n if (!equaln(bul, 0))\r\n {\r\n arrayLast(lined).bul = Math.tan(Math.atan(bul) * remParam);\r\n bul = Math.tan(Math.atan(bul) * (1 - remParam));\r\n }\r\n lined.push({ pt: AsVector2(p), bul });\r\n }\r\n\r\n let pl = new Polyline(lined);\r\n pl.OCS = this.OCSNoClone;\r\n return;\r\n }\r\n\r\n Extend(newParam: number)\r\n {\r\n if (this.CloseMark || this.ParamOnCurve(newParam)) return;\r\n\r\n this.WriteAllObjectRecord();\r\n\r\n let ptIndex: number;\r\n let bulIndex: number;\r\n\r\n if (newParam < 0)\r\n {\r\n ptIndex = 0;\r\n bulIndex = 0;\r\n }\r\n else if (newParam > this.EndParam)\r\n {\r\n ptIndex = this.EndParam;\r\n bulIndex = ptIndex - 1;\r\n }\r\n\r\n //修改顶点\r\n this._LineData[ptIndex].pt = AsVector2(this.GetPointAtParam(newParam).applyMatrix4(this.OCSInv));\r\n\r\n //修改凸度\r\n let oldBul = this._LineData[bulIndex].bul;\r\n if (oldBul != 0)\r\n this._LineData[bulIndex].bul = Math.tan(Math.atan(oldBul) * (1 + newParam - ptIndex));\r\n\r\n this.Update();\r\n }\r\n\r\n //const this\r\n MatrixAlignTo2(toMatrix: Matrix4)\r\n {\r\n if (!matrixIsCoplane(this._Matrix, toMatrix, 1e-4))\r\n return this.PtsBuls;\r\n\r\n let m = matrixAlignCoordSys(this._Matrix, toMatrix);\r\n\r\n let z1 = this.Normal;\r\n let z2 = new Vector3().setFromMatrixColumn(toMatrix, 2);\r\n let isMirror = equalv3(z1, z2.negate());\r\n\r\n let pts: Vector2[] = [];\r\n let buls: number[] = [];\r\n for (let d of this._LineData)\r\n {\r\n let p = AsVector2(AsVector3(d.pt).applyMatrix4(m));\r\n pts.push(p);\r\n buls.push(isMirror ? -d.bul : d.bul);\r\n }\r\n return { pts, buls };\r\n }\r\n\r\n Join(cu: Curve, allowGap = false, tolerance = 1e-4)\r\n {\r\n this.WriteAllObjectRecord();\r\n if (this._ClosedMark)\r\n return Status.False;\r\n\r\n let [sp, ep, cuSp, cuEp] = [this.StartPoint, this.EndPoint, cu.StartPoint, cu.EndPoint];\r\n\r\n let ocsInv = this.OCSInv;\r\n let [cuSp2, cuEp2] = [cuSp, cuEp].map(p => AsVector2(p.clone().applyMatrix4(ocsInv)));\r\n\r\n if (this._LineData.length === 0)\r\n {\r\n if (cu instanceof Line)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (cu instanceof Arc)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: cu.Bul });\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (cu instanceof Polyline)\r\n {\r\n let f = new CADFiler();\r\n cu.WriteFile(f);\r\n this.ReadFile(f);\r\n }\r\n else\r\n return Status.False;\r\n }\r\n else\r\n {\r\n enum LinkType\r\n {\r\n None = 0,\r\n SpSp = 1,\r\n SpEp = 2,\r\n EpSp = 3,\r\n EpEp = 4,\r\n };\r\n\r\n let spspDisSq = cuSp.distanceToSquared(sp);\r\n let spepDisSq = cuSp.distanceToSquared(ep);\r\n let epspDisSq = cuEp.distanceToSquared(sp);\r\n let epepDisSq = cuEp.distanceToSquared(ep);\r\n let minDis = tolerance * tolerance;\r\n\r\n let linkType = LinkType.None;\r\n\r\n if (spspDisSq < minDis)\r\n {\r\n linkType = LinkType.SpSp;\r\n minDis = spspDisSq;\r\n }\r\n\r\n if (spepDisSq < minDis)\r\n {\r\n linkType = LinkType.SpEp;\r\n minDis = spepDisSq;\r\n }\r\n\r\n if (epspDisSq < minDis)\r\n {\r\n linkType = LinkType.EpSp;\r\n minDis = epspDisSq;\r\n }\r\n\r\n if (epepDisSq < minDis)\r\n linkType = LinkType.EpEp;\r\n\r\n if (linkType === LinkType.None)\r\n return Status.False;\r\n\r\n if (cu instanceof Line)\r\n {\r\n if (linkType === LinkType.SpSp)\r\n {\r\n this._LineData.unshift({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n this._LineData.unshift({ pt: cuSp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n }\r\n }\r\n else if (cu instanceof Arc)\r\n {\r\n let dir = equalv3(this.Normal, cu.Normal.negate()) ? -1 : 1;\r\n let bul = cu.Bul * dir;\r\n if (linkType === LinkType.SpSp)\r\n {\r\n this._LineData.unshift({ pt: cuEp2, bul: -bul });\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n arrayLast(this._LineData).bul = bul;\r\n this._LineData.push({ pt: cuEp2, bul: 0 });\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n this._LineData.unshift({ pt: cuSp2, bul: bul });\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n arrayLast(this._LineData).bul = -bul;\r\n this._LineData.push({ pt: cuSp2, bul: 0 });\r\n }\r\n }\r\n else if (cu instanceof Polyline)\r\n {\r\n if (cu.CloseMark) return Status.False;\r\n\r\n let { pts, buls } = this.PtsBuls;\r\n\r\n if (linkType === LinkType.SpSp)\r\n {\r\n cu.Reverse();\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n cuPtsBul.pts.pop();\r\n cuPtsBul.buls.pop();\r\n pts = cuPtsBul.pts.concat(pts);\r\n buls = cuPtsBul.buls.concat(buls);\r\n }\r\n else if (linkType === LinkType.SpEp)\r\n {\r\n pts.pop();\r\n buls.pop();\r\n\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n pts = pts.concat(cuPtsBul.pts);\r\n buls = buls.concat(cuPtsBul.buls);\r\n }\r\n else if (linkType === LinkType.EpSp)\r\n {\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n cuPtsBul.pts.pop();\r\n cuPtsBul.buls.pop();\r\n pts = cuPtsBul.pts.concat(pts);\r\n buls = cuPtsBul.buls.concat(buls);\r\n }\r\n else if (linkType === LinkType.EpEp)\r\n {\r\n pts.pop();\r\n buls.pop();\r\n\r\n cu.Reverse();\r\n let cuPtsBul = cu.MatrixAlignTo2(this.OCS);\r\n pts = pts.concat(cuPtsBul.pts);\r\n buls = buls.concat(cuPtsBul.buls);\r\n }\r\n\r\n this._LineData.length = 0;\r\n for (let i = 0; i < pts.length; i++)\r\n {\r\n this._LineData.push({ pt: pts[i], bul: buls[i] });\r\n }\r\n }\r\n else\r\n return Status.False;\r\n }\r\n\r\n //在上面的其他分支已经返回了假 所以这里直接返回真.\r\n this.Update();\r\n return Status.True;\r\n }\r\n\r\n /**\r\n * 将曲线数组组合成多段线\r\n * @param curves 已经使用CurveLinked的数组,总是首尾相连\r\n * @returns\r\n */\r\n static Combine(curves: Curve[], tolerance = 1e-5): Polyline | undefined\r\n {\r\n if (!curves || curves.length === 0) return;\r\n\r\n let pl = new Polyline;\r\n pl.OCS = ComputerCurvesNormalOCS(curves);\r\n\r\n for (let cu of curves)\r\n pl.Join(cu, false, tolerance);\r\n\r\n let d = pl.LineData;\r\n if (d.length > 1)\r\n {\r\n let ld = arrayLast(d).pt;\r\n if (equalv2(d[0].pt, ld, tolerance))\r\n ld.copy(d[0].pt);\r\n }\r\n\r\n return pl;\r\n }\r\n\r\n PtOnCurve(pt: Vector3): boolean\r\n {\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let c = this.GetCurveAtIndex(i);\r\n if (c.PtOnCurve(pt))\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n //点在曲线上,已经确定点在曲线的延伸线上\r\n PtOnCurve3(p: Vector3, fuzz = 1e-6): boolean\r\n {\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let c = this.GetCurveAtIndex(i);\r\n if (c.PtOnCurve3(p, fuzz))\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n PtInCurve(pt: Vector3)\r\n {\r\n return this.IsClose && IsPointInPolyLine(this, pt);\r\n }\r\n GetClosestPointTo(pt: Vector3, extend: boolean): Vector3\r\n {\r\n return this.GetClosestPointTo2(pt, extend ? ExtendType.Both : ExtendType.None);\r\n }\r\n GetClosestPointTo2(pt: Vector3, extType: ExtendType): Vector3\r\n {\r\n //当曲线空时,返回空\r\n if (this.EndParam < 1) return undefined;\r\n //当有闭合标志时,曲线在任何位置都不延伸\r\n if (this._ClosedMark) extType = ExtendType.None;\r\n\r\n //最近点\r\n let ptC = undefined;\r\n //最近点的距离\r\n let ptCDist = Infinity;\r\n\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let cu = this.GetCurveAtIndex(i);\r\n\r\n //前延伸\r\n if (i === 0 && (extType & ExtendType.Front) > 0)\r\n {\r\n let ptCFirst = cu.GetClosestPointTo(pt, true);\r\n if (cu.GetParamAtPoint(ptCFirst) <= 1)\r\n {\r\n ptC = ptCFirst;\r\n ptCDist = ptC.distanceToSquared(pt);\r\n }\r\n if (extType === ExtendType.Front)\r\n continue;\r\n }\r\n\r\n let ptCloseNew: Vector3; //新的最近点\r\n\r\n //后延伸 (此处与前延伸分开if 如果线只有一段,那么前后延伸都能同时触发)\r\n if (i === (this.EndParam - 1) && (extType & ExtendType.Back) > 0)\r\n {\r\n let ptCLast = cu.GetClosestPointTo(pt, true);\r\n if (cu.GetParamAtPoint(ptCLast) >= 0)\r\n ptCloseNew = ptCLast;\r\n else //如果延伸之后并不在曲线或者曲线的后延伸上\r\n ptCloseNew = cu.EndPoint;\r\n }\r\n else\r\n {\r\n ptCloseNew = cu.GetClosestPointTo(pt, false);\r\n }\r\n\r\n let newDist = ptCloseNew.distanceToSquared(pt);\r\n if (newDist < ptCDist)\r\n {\r\n ptC = ptCloseNew;\r\n ptCDist = newDist;\r\n }\r\n }\r\n\r\n return ptC;\r\n }\r\n //偏移\r\n GetOffsetCurves(offsetDist: number): Array\r\n {\r\n if (equaln(offsetDist, 0)) return [];\r\n let polyOffestUtil = new OffsetPolyline(this, offsetDist);\r\n let curves = polyOffestUtil.Do();\r\n for (let cu of curves)\r\n cu.ColorIndex = this.ColorIndex;\r\n return curves;\r\n }\r\n GetFeedingToolPath(offsetDist: number): Array\r\n {\r\n if (equaln(offsetDist, 0)) return [];\r\n let polyOffestUtil = new OffsetPolyline(this, offsetDist, true);\r\n return polyOffestUtil.Do();\r\n }\r\n /**\r\n * 分解\r\n */\r\n Explode(): Curve[]\r\n {\r\n let exportCus: Curve[] = [];\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n exportCus.push(this.GetCurveAtIndex(i));\r\n }\r\n return exportCus;\r\n }\r\n\r\n /**\r\n * 根据参数得到参数所在的子曲线.\r\n *\r\n * 当曲线存在闭合标志时,参数必须在曲线内部,否则返回空.\r\n *\r\n * @param {number} param 参数值\r\n * @returns {Curve} 曲线(直线或者圆弧) 或空\r\n * @memberof Polyline\r\n */\r\n GetCurveAtParam(param: number): Curve\r\n {\r\n if (this._ClosedMark && !this.ParamOnCurve(param))\r\n return undefined;\r\n\r\n if (param < 0)\r\n return this.GetCurveAtIndex(0);\r\n else if (param >= this.EndParam)\r\n return this.GetCurveAtIndex(this.EndParam - 1);\r\n else return this.GetCurveAtIndex(Math.floor(param));\r\n }\r\n\r\n /**\r\n * 得到参数在子曲线中的表示\r\n *\r\n * @param {number} param 参数在多段线中表示\r\n * @returns {number} 参数在子曲线中表示\r\n * @memberof Polyline\r\n */\r\n GetCurveParamAtParam(param: number): number\r\n {\r\n if (param >= this.EndParam) param -= this.EndParam - 1;\r\n else if (param > 0) param -= Math.floor(param);\r\n\r\n return param;\r\n }\r\n\r\n /**\r\n * 获得曲线,来自索引位置.\r\n * @param {number} i 索引位置 整数\r\n */\r\n GetCurveAtIndex(i: number): Curve\r\n {\r\n if (i >= this._LineData.length) return undefined;\r\n\r\n if (!this.ParamOnCurve(i)) return undefined;\r\n\r\n if (!this._ClosedMark && i === this._LineData.length - 1) return undefined;\r\n\r\n let d1 = this._LineData[i];\r\n let d2 = this._LineData[FixIndex(i + 1, this._LineData)];\r\n\r\n let curve: Curve;\r\n if (equaln(d1.bul, 0, 1e-8))\r\n curve = new Line(AsVector3(d1.pt), AsVector3(d2.pt)).ApplyMatrix(this.OCS);\r\n else\r\n curve = new Arc().ParseFromBul(d1.pt, d2.pt, d1.bul).ApplyMatrix(this.OCS);\r\n\r\n curve.ColorIndex = this._Color;\r\n return curve;\r\n }\r\n\r\n IntersectWith2(curve: Curve, intType: IntersectOption, tolerance = 1e-5)\r\n {\r\n return IntersectPolylineAndCurve(this, curve, intType, tolerance);\r\n }\r\n\r\n //计算自交点.\r\n IntersectSelf(): number[]\r\n {\r\n let cus = this.Explode();\r\n if (cus.length === 0) return [];\r\n\r\n let intParams: number[] = [];\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let c = cus[i];\r\n for (let j = i + 2; j < cus.length; j++)\r\n {\r\n let c2 = cus[j];\r\n let pts = c.IntersectWith(c2, IntersectOption.OnBothOperands);\r\n\r\n for (let p of pts)\r\n {\r\n intParams.push(i + c.GetParamAtPoint(p));\r\n intParams.push(j + c2.GetParamAtPoint(p));\r\n }\r\n }\r\n }\r\n return intParams;\r\n }\r\n\r\n get BoundingBox()\r\n {\r\n let box = new Box3();\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n let cu = this.GetCurveAtIndex(i);\r\n box.union(cu.BoundingBox);\r\n }\r\n return box;\r\n }\r\n\r\n /**\r\n * 得到曲线有用的点表和凸度(闭合曲线首尾重复)\r\n */\r\n get PtsBuls(): { pts: Vector2[], buls: number[]; }\r\n {\r\n let pts: Vector2[] = [];\r\n let buls: number[] = [];\r\n\r\n if (this._LineData.length === 0)\r\n return { pts, buls };\r\n\r\n for (let data of this._LineData)\r\n {\r\n pts.push(data.pt.clone());\r\n buls.push(data.bul);\r\n }\r\n //闭合且起点不等于终点\r\n if (this._ClosedMark &&\r\n !this._LineData[0].pt.equals(arrayLast(this._LineData).pt))\r\n {\r\n pts.push(pts[0].clone());\r\n buls.push(buls[0]);\r\n }\r\n\r\n return { pts, buls };\r\n }\r\n get IsBulge()\r\n {\r\n if (!this.IsClose) return false;\r\n\r\n let refDir = Math.sign(this.Area2);\r\n let c1: Curve;\r\n let c2: Curve;\r\n\r\n for (let i = 0; i < this.EndParam; i++)\r\n {\r\n c1 = this.GetCurveAtIndex(i);\r\n c2 = this.GetCurveAtIndex(FixIndex(i + 1, this.EndParam));\r\n\r\n let len1 = c1.Length;\r\n let len2 = c2.Length;\r\n let minLen = Math.min(len1, len2) * 0.2;\r\n\r\n let p = c1.EndPoint;\r\n let p1: Vector3;\r\n let p2: Vector3;\r\n\r\n if (c1 instanceof Arc)\r\n {\r\n let dir = c1.IsClockWise ? -1 : 1;\r\n if (dir !== refDir)\r\n return false;\r\n p1 = c1.GetPointAtDistance(len1 - minLen);\r\n }\r\n else\r\n p1 = c1.StartPoint;\r\n\r\n if (c2 instanceof Arc)\r\n {\r\n let dir = c2.IsClockWise ? -1 : 1;\r\n if (dir !== refDir)\r\n return false;\r\n p2 = c2.GetPointAtDistance(minLen);\r\n }\r\n else\r\n p2 = c2.EndPoint;\r\n\r\n let vec1 = p.clone().sub(p1);\r\n let vec2 = p2.sub(p);\r\n let dir = Math.sign(vec1.cross(vec2).z);\r\n\r\n if (dir !== 0 && dir !== refDir)\r\n return false;\r\n }\r\n return true;\r\n }\r\n get Shape()\r\n {\r\n let { pts, buls } = this.PtsBuls;\r\n let curve = CreateBoardUtil.CreatePath(pts, buls);\r\n return curve;\r\n }\r\n get SVG()\r\n {\r\n let sp = this.StartPoint;\r\n let str = `M${sp.x} ${sp.y} `;\r\n for (let i = 1; i <= this.EndParam; i++)\r\n {\r\n let bul = this.GetBuilgeAt(i - 1);\r\n let p = this.GetPointAtParam(i);\r\n if (bul === 0)\r\n str += `L${p.x} ${p.y} `;\r\n else\r\n {\r\n let arc = this.GetCurveAtIndex(i - 1) as Arc;\r\n str += `A ${arc.Radius} ${arc.Radius} 0 ${Math.abs(bul) >= 1 ? 1 : 0} ${arc.IsClockWise ? 0 : 1} ${p.x} ${p.y}`;\r\n }\r\n }\r\n return str;\r\n }\r\n InitDrawObject(renderType: RenderType = RenderType.Wireframe)\r\n {\r\n let shape = this.Shape;\r\n\r\n let geo = BufferGeometryUtils.CreateFromPts(shape.getPoints(50).map(AsVector3));\r\n if (renderType === RenderType.Print)\r\n {\r\n var geometry = new LineGeometry().setPositions(geo.attributes.position.array as number[]);\r\n return new Line2(geometry, ColorMaterial.PrintLineMatrial);\r\n }\r\n let obj = new TLine(geo, ColorMaterial.GetLineMaterial(this._Color));\r\n return obj;\r\n }\r\n UpdateDrawObject(type: RenderType, en: Object3D)\r\n {\r\n let shape = this.Shape;\r\n let pts = shape.getPoints(50).map(AsVector3);\r\n let plObj = en as TLine;\r\n let geo = plObj.geometry as BufferGeometry;\r\n if (!BufferGeometryUtils.UpdatePts(geo, pts))\r\n {\r\n updateGeometry(plObj, BufferGeometryUtils.CreateFromPts(pts));\r\n }\r\n }\r\n\r\n GetDragPointCount(drag: DragPointType): number\r\n {\r\n if (drag === DragPointType.Grip)\r\n {\r\n let count = this.EndParam * 2 + 1;\r\n if (this.CloseMark) count--;\r\n return count;\r\n }\r\n else\r\n {\r\n return this._LineData.length;\r\n }\r\n }\r\n\r\n GetObjectSnapPoints(\r\n snapMode: ObjectSnapMode,\r\n pickPoint: Vector3,\r\n lastPoint: Vector3,\r\n viewXform?: Matrix3\r\n ): Vector3[]\r\n {\r\n switch (snapMode)\r\n {\r\n case ObjectSnapMode.End:\r\n return this.GetStretchPoints();\r\n case ObjectSnapMode.Mid:\r\n let midPts = [];\r\n let enParam = this.EndParam;\r\n for (let i = 0.5; i < enParam; i++)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n p && midPts.push(p);\r\n }\r\n return midPts;\r\n case ObjectSnapMode.Nea:\r\n {\r\n let nea: Vector3[] = [];\r\n for (let cu of this.Explode())\r\n {\r\n let neaa = cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint, viewXform);\r\n if (neaa)\r\n nea.push(...neaa);\r\n }\r\n return nea;\r\n }\r\n case ObjectSnapMode.Ext:\r\n {\r\n let cp = this.GetClosestPointTo(pickPoint, true);\r\n if (cp)\r\n return [cp];\r\n break;\r\n }\r\n case ObjectSnapMode.Cen:\r\n let cenPts: Vector3[] = [];\r\n for (let i = 0; i < this._LineData.length; i++)\r\n {\r\n let data = this._LineData[i];\r\n if (!equaln(data.bul, 0))\r\n {\r\n let cu = this.GetCurveAtIndex(i) as Arc;\r\n if (cu)//end bul !== 0 但是并没有圆弧\r\n cenPts.push(cu.Center);\r\n }\r\n }\r\n return cenPts;\r\n case ObjectSnapMode.Per:\r\n if (lastPoint)\r\n {\r\n let cp = this.GetClosestPointTo(pickPoint, false);\r\n if (!cp) return [];\r\n let cparam = this.GetParamAtPoint(cp);\r\n let cu = this.GetCurveAtParam(cparam);\r\n if (cu)\r\n {\r\n let closestPt = cu.GetClosestPointTo(lastPoint, true);\r\n if (closestPt && this.PtOnCurve(closestPt))\r\n return [closestPt];\r\n }\r\n }\r\n case ObjectSnapMode.Tan:\r\n if (lastPoint)\r\n {\r\n let clostPt = this.GetClosestPointTo(pickPoint, false);\r\n if (!clostPt) return [];\r\n let par = this.GetParamAtPoint(clostPt);\r\n let cu = this.GetCurveAtParam(par);\r\n if (cu instanceof Arc)\r\n return cu.GetObjectSnapPoints(snapMode, pickPoint, lastPoint);\r\n return [];\r\n }\r\n default:\r\n break;\r\n }\r\n return [];\r\n }\r\n GetGripPoints(): Array\r\n {\r\n let ptList: Vector3[] = [];\r\n if (this._LineData.length < 2)\r\n return ptList;\r\n\r\n let enParam = this.EndParam;\r\n if (this.CloseMark) enParam -= 0.5;\r\n for (let i = 0; i < enParam + 0.5; i += 0.5)\r\n {\r\n let p = this.GetPointAtParam(i);\r\n ptList.push(p);\r\n }\r\n return ptList;\r\n }\r\n MoveGripPoints(indexList: number[], moveVec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n let moveVLoc = AsVector2(moveVec.clone().applyMatrix4(new Matrix4().extractRotation(this.OCSInv)));\r\n\r\n let calcIndexList = indexList;\r\n if (indexList.length > 1)\r\n {\r\n let centerIndexes = indexList.filter(i => i % 2 === 0);\r\n if (centerIndexes.length > 0)\r\n calcIndexList = centerIndexes;\r\n }\r\n\r\n for (let index of calcIndexList)\r\n {\r\n if (index % 2 === 0)\r\n {\r\n let cuIndex = index / 2;\r\n\r\n let ptCout = this._LineData.length;\r\n\r\n let frontIndex = cuIndex - 1;\r\n if (this._ClosedMark)\r\n frontIndex = FixIndex(frontIndex, ptCout);\r\n\r\n if (frontIndex >= 0 && this.GetBuilgeAt(frontIndex))\r\n {\r\n let arc = this.GetCurveAtIndex(frontIndex) as Arc;\r\n arc.MoveGripPoints([2], moveVec);\r\n this._LineData[frontIndex].bul = arc.Bul;\r\n }\r\n if ((cuIndex !== ptCout - 1) && this.GetBuilgeAt(cuIndex))\r\n {\r\n let arc = this.GetCurveAtIndex(cuIndex) as Arc;\r\n arc.MoveGripPoints([0], moveVec);\r\n this._LineData[cuIndex].bul = arc.Bul;\r\n }\r\n this._LineData[cuIndex].pt.add(moveVLoc);\r\n }\r\n else\r\n {\r\n let ptIndex = (index - 1) / 2;\r\n let nextIndex = (FixIndex(ptIndex + 1, this._LineData));\r\n let d = this._LineData[ptIndex];\r\n if (d.bul == 0)\r\n {\r\n this._LineData[ptIndex].pt.add(moveVLoc);\r\n this._LineData[nextIndex].pt.add(moveVLoc);\r\n }\r\n else\r\n {\r\n let arc = this.GetCurveAtIndex(ptIndex) as Arc;\r\n arc.MoveGripPoints([1], moveVec);\r\n this._LineData[ptIndex].bul = arc.Bul;\r\n }\r\n }\r\n }\r\n\r\n this.Update();\r\n }\r\n GetStretchPoints(): Array\r\n {\r\n let ocs = this.OCS;\r\n let ptList: Vector3[] = [];\r\n for (let data of this._LineData)\r\n {\r\n ptList.push(AsVector3(data.pt).applyMatrix4(ocs));\r\n }\r\n return ptList;\r\n }\r\n\r\n /**\r\n * 范围拉伸(stretch),对夹点进行拉伸.\r\n * 如果对圆弧的一侧进行拉伸,那么修改bul\r\n *\r\n * @param {Array} indexList\r\n * @param {Vector3} vec\r\n * @memberof Polyline\r\n */\r\n MoveStretchPoints(indexList: Array, vec: Vector3)\r\n {\r\n this.WriteAllObjectRecord();\r\n\r\n //本地坐标系移动向量\r\n let moveVLoc = vec.clone().applyMatrix4(new Matrix4().extractRotation(this.OCSInv));\r\n\r\n let ptCout = this._LineData.length;\r\n\r\n for (let index of indexList)\r\n {\r\n let frontIndex = index - 1;\r\n let nextIndex = index + 1;\r\n if (this._ClosedMark)\r\n {\r\n frontIndex = FixIndex(frontIndex, ptCout);\r\n nextIndex = FixIndex(nextIndex, ptCout);\r\n }\r\n\r\n /**\r\n * 根据新的拉伸点修改凸度.\r\n *\r\n * @param {number} nextIndex 隔壁点索引\r\n * @param {number} bulIndex 需要修改凸度位置的索引\r\n * @returns\r\n */\r\n const ChangeBul = (nextIndex: number, bulIndex: number) =>\r\n {\r\n //需要修改的点的数据\r\n let d = this._LineData[bulIndex];\r\n if (d === undefined || d.bul == 0) return;\r\n\r\n //如果隔壁点不在拉伸列表中\r\n if (indexList.indexOf(nextIndex) === -1)\r\n {\r\n let needChangeP = this.GetPointAtParam(index);\r\n let notChangeP = this.GetPointAtParam(nextIndex);\r\n\r\n //原先的弦长的一半\r\n let oldChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5;\r\n\r\n //弓高\r\n let arcHeight = oldChordLengthHalf * d.bul;\r\n\r\n needChangeP.add(vec);\r\n\r\n let newChordLengthHalf = needChangeP.distanceTo(notChangeP) * 0.5;\r\n\r\n d.bul = arcHeight / newChordLengthHalf;\r\n }\r\n };\r\n\r\n ChangeBul(frontIndex, frontIndex);\r\n ChangeBul(nextIndex, index);\r\n\r\n //修改顶点\r\n this._LineData[index].pt.add(AsVector2(moveVLoc));\r\n }\r\n this.Update();\r\n }\r\n protected _ReadFile(file: CADFiler)\r\n {\r\n super._ReadFile(file);\r\n let ver = file.Read();\r\n this._LineData.length = 0;\r\n let cout = file.Read();\r\n for (let i = 0; i < cout; i++)\r\n {\r\n let v = new Vector2().fromArray(file.Read());\r\n let bul = file.Read();\r\n\r\n this._LineData.push({ pt: v, bul: bul });\r\n }\r\n if (ver > 1)\r\n this._ClosedMark = file.Read();\r\n }\r\n //对象将自身数据写入到文件.\r\n WriteFile(file: CADFiler)\r\n {\r\n super.WriteFile(file);\r\n file.Write(2);\r\n file.Write(this._LineData.length);\r\n\r\n for (let l of this._LineData)\r\n {\r\n file.Write(l.pt.toArray());\r\n file.Write(l.bul);\r\n }\r\n file.Write(this._ClosedMark);\r\n }\r\n}\r\n\r\nexport const TempPolyline = new Polyline();\r\n","import { Factory } from './CADFactory';\r\nimport { CADFiler } from './CADFiler';\r\nimport { ISerialize } from './ISerialize';\r\n@Factory\r\nexport class EraseEntityData implements ISerialize\r\n{\r\n ReadFile(file: CADFiler): this\r\n {\r\n this.isErase = file.Read();\r\n return this;\r\n }\r\n WriteFile(file: CADFiler): this\r\n {\r\n file.Write(this.isErase);\r\n return this;\r\n }\r\n constructor(public isErase = true)\r\n {\r\n }\r\n}\r\n","import { CADObject } from './CADObject';\r\n\r\nexport enum RelevancyType\r\n{\r\n General = 0,\r\n Soft = 1,\r\n Hard = 2,\r\n}\r\n\r\n/*\r\nCADObject对象拥有Id属性,用来记录引用关系.\r\n通过id可以得到对应的关联实体,或者记录实体的关联关系.\r\n\r\nObjectId必须使用 Database分配(db里面会存id的列表,以便同时更新id指向实体)\r\n\r\n*/\r\nexport class ObjectId\r\n{\r\n _RelevancyType = RelevancyType.General;\r\n constructor(private index = 0, private obj?: CADObject)\r\n {\r\n }\r\n\r\n get IsErase(): boolean\r\n {\r\n return !this.obj || this.obj.IsErase;\r\n }\r\n set Object(obj: CADObject)\r\n {\r\n this.obj = obj;\r\n }\r\n get Object(): CADObject\r\n {\r\n return this.obj;\r\n }\r\n get Index(): number\r\n {\r\n return this.index;\r\n }\r\n set Index(index: number)\r\n {\r\n this.index = index;\r\n }\r\n}\r\n","import { Vector2, Vector3 } from 'three';\r\nimport { angle, equaln, equalv3 } from '../Geometry/GeUtils';\r\nimport { IntersectOption } from '../GraphicsSystem/IntersectWith';\r\nimport { Arc } from './Entity/Arc';\r\nimport { Line } from './Entity/Line';\r\nimport { Polyline } from './Entity/Polyline';\r\n\r\n/**\r\n * 点在扇形内部,提供一个简单实现的版本.\r\n * 优化版本请参照:http://www.cnblogs.com/miloyip/archive/2013/04/19/3029852.html\r\n * \r\n * @param arc 二维圆弧\r\n * @param pt \r\n * @returns 点在扇形内部.\r\n */\r\nfunction IsPointInCircularSector(arc: Arc, pt: Vector3): boolean\r\n{\r\n let center = arc.Center;\r\n let disSq = center.distanceTo(pt);\r\n if (disSq > arc.Radius * arc.Radius) return false;\r\n let an = angle(pt.clone().sub(center));\r\n let param = arc.GetParamAtAngle(an);\r\n return arc.ParamOnCurve(param);\r\n}\r\n\r\n/**\r\n * 点在弓型内部\r\n * \r\n * @param arc 二维圆弧\r\n * @param pt 点\r\n * @param isInChrodIsTrue 当点在弦上也认为在弓形内部\r\n * @returns 点在内部\r\n */\r\nexport function IsPointInBowArc(arc: Arc, pt: Vector3, isInChrodIsTrue = false): boolean\r\n{\r\n let pv = pt.clone().sub(arc.StartPoint);\r\n let av = arc.EndPoint.sub(arc.StartPoint);\r\n\r\n pv.cross(av);\r\n\r\n //未优化的代码\r\n // if (pv.z > 0 && arc.IsClockWise)\r\n // return false;\r\n // else if (pv.z < 0 && !arc.IsClockWise)\r\n // return false;\r\n // else\r\n // return arc.Center.distanceToSquared(pt) < arc.Radius * arc.Radius;\r\n\r\n //简化的代码\r\n if ((pv.z > 0) !== arc.IsClockWise || (isInChrodIsTrue && equaln(pv.z, 0)))\r\n {\r\n return arc.Center.distanceToSquared(pt) < arc.Radius * arc.Radius;\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * 判断点在多段线内外\r\n * @param pl 多段线\r\n * @param pt 点\r\n * @returns 点在多段线内部\r\n */\r\nexport function IsPointInPolyLine(pl: Polyline, pt: Vector3): boolean\r\n{\r\n let crossings = 0;\r\n\r\n let insLine = new Line(pt, pt.clone().add(new Vector3(0, 10, 0)));\r\n\r\n for (let i = 0; i < pl.EndParam; i++)\r\n {\r\n if (equaln(pl.GetBuilgeAt(i), 0, 5e-6))//直线\r\n {\r\n let sp = pl.GetPointAtParam(i);\r\n let ep = pl.GetPointAtParam(i + 1);\r\n //点位于线上面\r\n if (pt.y > Math.max(sp.y, ep.y))\r\n continue;\r\n //线垂直Y轴\r\n let derX = ep.x - sp.x;\r\n if (equaln(derX, 0, 5e-6))\r\n continue;\r\n\r\n //起点\r\n if (equaln(sp.x, pt.x, 5e-6))\r\n {\r\n if (sp.y > pt.y && derX < 0) crossings++;\r\n continue;\r\n }\r\n //终点\r\n if (equaln(ep.x, pt.x, 5e-6))\r\n {\r\n if (ep.y > pt.y && derX > 0) crossings++;\r\n continue;\r\n }\r\n\r\n //快速求交,只验证有没有交点\r\n let [x1, x2] = sp.x > ep.x ? [ep.x, sp.x] : [sp.x, ep.x];\r\n if (pt.x > x1 && pt.x < x2)\r\n {\r\n let derY = ep.y - sp.y;\r\n let k = derY / derX;\r\n\r\n if ((pt.x - sp.x) * k + sp.y > pt.y)\r\n crossings++;\r\n }\r\n }\r\n else //圆弧\r\n {\r\n let arc = pl.GetCurveAtIndex(i) as Arc;\r\n let sp = arc.StartPoint;\r\n let ep = arc.EndPoint;\r\n\r\n //如果相切\r\n if (equaln(Math.abs(pt.x - arc.Center.x), arc.Radius))\r\n {\r\n //当点和起点或者终点和点相切时\r\n if (equaln(sp.x, pt.x) && sp.y > pt.y)\r\n {\r\n if (ep.x - sp.x < -1e-5)\r\n crossings++;\r\n }\r\n else if (equaln(ep.x, pt.x) && ep.y > pt.y)\r\n {\r\n if (ep.x - sp.x > 1e-5)\r\n crossings++;\r\n }\r\n continue;\r\n }\r\n if (equaln(sp.x, pt.x) && sp.y > pt.y)\r\n {\r\n let der = arc.GetFistDeriv(0);\r\n if (der.x < -1e-5)\r\n crossings++;\r\n }\r\n if (equaln(ep.x, pt.x) && ep.y > pt.y)\r\n {\r\n let der = arc.GetFistDeriv(1);\r\n if (der.x > 1e-5)\r\n crossings++;\r\n }\r\n\r\n for (let pti of arc.IntersectWith(insLine, IntersectOption.ExtendArg))\r\n {\r\n if (pti.y < pt.y || equalv3(sp, pti, 1e-5) || equalv3(ep, pti, 1e-5))\r\n continue;\r\n\r\n let der = arc.GetFistDeriv(pti);\r\n if (!equaln(der.x, 0)) //相切.\r\n crossings++;\r\n }\r\n }\r\n }\r\n\r\n return (crossings % 2) === 1;\r\n}\r\n\r\n/**\r\n * 点在区域内部\r\n * \r\n * @param pt \r\n * @param pts \r\n * @returns \r\n */\r\nfunction IsPointInPolygon(pt: Vector3, pts: Vector2[])\r\n{\r\n let crossings = 0; //int\r\n let [px, py] = [pt.x, pt.y];\r\n\r\n let ptCout = pts.length;\r\n for (let i = 0; i < ptCout; i++)\r\n {\r\n let pti = pts[i];\r\n let ptn = pts[(i + 1) % ptCout];\r\n\r\n let [x1, x2] = [pti.x, ptn.x];\r\n\r\n /* This is done to ensure that we get the same result when\r\n the line goes from left to right and right to left */\r\n if (x1 > x2) [x1, x2] = [x2, x1];\r\n\r\n /* First check if the ray is possible to cross the line */\r\n if (px > x1 && px <= x2 && (py < pti.y || py <= ptn.y))\r\n {\r\n const eps = 0.000001;\r\n\r\n /* Calculate the equation of the line */\r\n let dx = ptn.x - pti.x;\r\n let dy = ptn.y - pti.y;\r\n let k;\r\n\r\n if (Math.abs(dx) < eps)\r\n k = 1e300;\r\n else\r\n k = dy / dx;\r\n\r\n let m = pti.y - k * pts[i].x;\r\n\r\n /* Find if the ray crosses the line */\r\n let y2 = k * px + m;\r\n if (py <= y2)\r\n crossings++;\r\n }\r\n }\r\n\r\n return crossings % 2 === 1;\r\n}\r\n","import { EllipseCurve, Shape, Vector2 } from \"three\";\r\nimport { clamp } from \"../Common/Utils\";\r\nimport { equalv2 } from \"../Geometry/GeUtils\";\r\n\r\nexport class Shape2 extends Shape\r\n{\r\n getPoints(divisions: number = 12)\r\n {\r\n divisions = divisions || 12;\r\n let points = [], last: Vector2;\r\n for (let i = 0, curves = this.curves; i < curves.length; i++)\r\n {\r\n let curve = curves[i];\r\n //@ts-ignore\r\n let resolution = (curve && curve.isEllipseCurve) ? clamp(curve.getLength() / 20, divisions * 2, 60)\r\n //@ts-ignore\r\n : (curve && (curve.isLineCurve || curve.isLineCurve3)) ? 1\r\n //@ts-ignore\r\n : (curve && curve.isSplineCurve) ? divisions * curve.points.length\r\n : divisions;\r\n\r\n let pts = curve.getPoints(resolution);\r\n\r\n for (let j = 0; j < pts.length; j++)\r\n {\r\n let point = pts[j];\r\n if (last && equalv2(last, point, 1e-4))\r\n continue; // ensures no consecutive points are duplicates\r\n\r\n points.push(point);\r\n last = point;\r\n\r\n if (j === pts.length - 1)\r\n point[\"_mask_\"] = true;\r\n }\r\n }\r\n if (this.autoClose\r\n && points.length > 1\r\n && !points[points.length - 1].equals(points[0]))\r\n {\r\n points.push(points[0]);\r\n }\r\n return points;\r\n }\r\n\r\n\r\n absellipse(aX: number, aY: number, xRadius: number, yRadius: number, aStartAngle: number, aEndAngle: number, aClockwise: boolean, aRotation: number): this\r\n {\r\n let curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\r\n\r\n /*\r\n if (this.curves.length > 0)\r\n {\r\n // if a previous curve is present, attempt to join\r\n let firstPoint = curve.getPoint(0);\r\n if (!equalv2(firstPoint, this.currentPoint))\r\n {\r\n this.lineTo(firstPoint.x, firstPoint.y);\r\n }\r\n }\r\n */\r\n\r\n this.curves.push(curve);\r\n\r\n let lastPoint = curve.getPoint(1);\r\n this.currentPoint.copy(lastPoint);\r\n\r\n return this;\r\n }\r\n}\r\n","\r\n/**\r\n * OSMODE\r\n */\r\nexport enum ObjectSnapMode\r\n{\r\n None = 0, //无\r\n End = 1, //端点\r\n Mid = 2, //中点\r\n Cen = 4, //圆心\r\n Node = 8,//节点\r\n Qua = 16,//象限点\r\n Int = 32,//交点\r\n Ins = 64,//插入点\r\n Per = 128,//垂足\r\n Tan = 256,//切点\r\n Nea = 512,//最近点\r\n NotEntitySnap = 1024,//清除所有对象捕捉\r\n App = 2048,//外观交点\r\n Ext = 4096,//延伸\r\n Par = 8192,//平行\r\n Axis = 16384,//极轴\r\n All = ~(~0 << 15) - 1024,\r\n}\r\n","import { RenderType } from \"../GraphicsSystem/RenderType\";\r\nimport { DrillingOption } from \"../UI/Store/drillInterface\";\r\nimport { observable, toJS } from \"mobx\";\r\nimport { StoreageKeys } from \"../Common/StoreageKeys\";\r\nimport { IWineRackOption } from \"../UI/Store/WineRackInterface\";\r\nimport { IBaseOption, IGrooveOption } from \"../UI/Store/BoardInterface\";\r\nimport { IConfigStore } from \"../UI/Store/BoardStore\";\r\nimport { IConfigOption } from \"../UI/Components/Board/UserConfig\";\r\nimport { AAType, ViewDirType } from \"../Common/SystemEnum\";\r\n\r\nexport interface IMaxSizeProps extends IBaseOption\r\n{\r\n height: number;\r\n width: number;\r\n isShow: boolean;\r\n}\r\n\r\nexport interface ISystemConfig extends IBaseOption\r\n{\r\n aaType: AAType;\r\n maxHightightCount: number;\r\n snapSize: number;\r\n}\r\n\r\nexport interface ICursorConfig extends IBaseOption\r\n{\r\n D2: number;\r\n D3: number;\r\n}\r\n\r\nexport class UserConfig implements IConfigStore\r\n{\r\n private readonly _version = 10;\r\n _renderType: RenderType = RenderType.Wireframe;\r\n @observable maxSize: IMaxSizeProps = {\r\n isShow: false,\r\n height: 2440,\r\n width: 1220,\r\n };\r\n @observable private _drillConfigs: Map = new Map();\r\n @observable openDrillingReactor = true;\r\n @observable openAutoCuttingReactor = true;\r\n /**打开将检测排钻是否在板件内*/\r\n @observable openExactDrill = true;\r\n winerackConfig: IWineRackOption;\r\n userConfigName: { [key: string]: string; } = {};\r\n private modeling2HoleRad = 20; //圆造型小于等于该值拆成孔数据\r\n @observable isAdmin = false;\r\n @observable kjlConfig: IGrooveOption = {\r\n grooveAddLength: \"0\",\r\n grooveAddWidth: \"0\",\r\n grooveAddDepth: \"1\",\r\n };\r\n @observable SystemConfig: ISystemConfig = {\r\n maxHightightCount: 15000,\r\n snapSize: 15,\r\n aaType: AAType.FXAA\r\n };\r\n @observable viewDirType: ViewDirType = ViewDirType.XN;\r\n @observable useCtrlRotate = true;\r\n @observable cursorSize: ICursorConfig = {\r\n D2: 1000,\r\n D3: 100,\r\n };\r\n @observable autoSaveConfig = {\r\n enable: true,\r\n time: 1,\r\n };\r\n @observable showLines = false;\r\n @observable keepConfig = false;\r\n @observable autoClearHistory = true;\r\n @observable chaidanOption = {\r\n changXiuBian: 6,\r\n duanXiuBian: 6,\r\n useDefaultRad: false,\r\n radius: 2.5,\r\n modeling2HoleRad: 20, //圆造型小于等于该值拆成孔数据\r\n isCheckInterfere: false,\r\n };\r\n @observable autoLines = false;\r\n dimTextHeight = 60;\r\n constructor()\r\n {\r\n this.Init();\r\n }\r\n Init()\r\n {\r\n let type = localStorage.getItem(StoreageKeys.RenderType);\r\n if (type)\r\n this._renderType = parseFloat(type);\r\n }\r\n set RenderType(t: RenderType)\r\n {\r\n if (t !== this._renderType)\r\n {\r\n this._renderType = t;\r\n this.SetRenderTypeEvent();\r\n\r\n localStorage.setItem(StoreageKeys.RenderType, t.toString());\r\n }\r\n }\r\n\r\n get RenderType() { return this._renderType; }\r\n\r\n SetRenderTypeEvent() { }\r\n get DrillConfigs()\r\n {\r\n return this._drillConfigs || new Map();\r\n }\r\n set DrillConfigs(config: Map)\r\n {\r\n observable(this._drillConfigs).replace(config);\r\n this.SetDrillConfigsEvent();\r\n }\r\n SetDrillConfigsEvent() { }\r\n configName = \"default\";\r\n configsNames: string[] = [];\r\n InitOption()\r\n {\r\n this.openDrillingReactor = true;\r\n this.openAutoCuttingReactor = true;\r\n Object.assign(this.maxSize, {\r\n height: 2440,\r\n width: 1220\r\n });\r\n Object.assign(this.kjlConfig, {\r\n grooveAddLength: \"0\",\r\n grooveAddWidth: \"0\",\r\n grooveAddDepth: \"1\"\r\n });\r\n Object.assign(this.chaidanOption, {\r\n changXiuBian: 6,\r\n duanXiuBian: 6,\r\n useDefaultRad: false,\r\n radius: 2.5,\r\n modeling2HoleRad: 20,\r\n });\r\n this.dimTextHeight = 60;\r\n }\r\n SaveConfig()\r\n {\r\n return {\r\n option: {\r\n version: this._version,\r\n openDrillingReactor: this.openDrillingReactor,\r\n openAutoCuttingReactor: this.openAutoCuttingReactor,\r\n maxSize: toJS(this.maxSize),\r\n kjlConfig: toJS(this.kjlConfig),\r\n systemConfig: toJS(this.SystemConfig),\r\n viewDirType: this.viewDirType,\r\n useCtrlRotate: this.useCtrlRotate,\r\n cursorSize: toJS(this.cursorSize),\r\n autoSaveConfig: toJS(this.autoSaveConfig),\r\n showLines: this.showLines,\r\n keepConfig: this.keepConfig,\r\n autoClearHistory: this.autoClearHistory,\r\n chaidanOption: toJS(this.chaidanOption),\r\n autoLines: this.autoLines,\r\n dimTextHeight: this.dimTextHeight,\r\n }\r\n };\r\n }\r\n UpdateOption(config: IConfigOption)\r\n {\r\n this.openDrillingReactor = config.option.openDrillingReactor;\r\n this.openAutoCuttingReactor = config.option.openAutoCuttingReactor;\r\n Object.assign(this.maxSize, config.option.maxSize);\r\n Object.assign(this.kjlConfig, config.option.kjlConfig);\r\n this.modeling2HoleRad = config.option.modeling2HoleRad;\r\n\r\n if (config.option.version > 1)\r\n {\r\n Object.assign(this.SystemConfig, config.option.systemConfig);\r\n }\r\n if (config.option.version > 2)\r\n {\r\n this.viewDirType = config.option.viewDirType;\r\n this.useCtrlRotate = config.option.useCtrlRotate;\r\n }\r\n\r\n if (config.option.version > 3)\r\n {\r\n Object.assign(this.cursorSize, config.option.cursorSize);\r\n }\r\n if (config.option.version > 4)\r\n {\r\n Object.assign(this.autoSaveConfig, config.option.autoSaveConfig);\r\n }\r\n if (config.option.version > 5)\r\n {\r\n this.showLines = config.option.showLines;\r\n }\r\n if (config.option.version > 6)\r\n {\r\n this.keepConfig = config.option.keepConfig;\r\n }\r\n if (config.option.version > 7)\r\n {\r\n this.autoClearHistory = config.option.autoClearHistory;\r\n }\r\n if (config.option.version > 8)\r\n {\r\n Object.assign(this.chaidanOption, config.option.chaidanOption);\r\n this.autoLines = config.option.autoLines;\r\n }\r\n else\r\n this.chaidanOption.modeling2HoleRad = this.modeling2HoleRad;\r\n\r\n if (config.option.version > 9)\r\n this.dimTextHeight = config.option.dimTextHeight;\r\n }\r\n}\r\n\r\nexport const userConfig = new UserConfig();\r\n","import { ShaderMaterialParameters, Vector3 } from \"three\";\r\n\r\n//https://github.com/arefin86/arefin86.github.io/blob/master/js/shaders/GoochShader.js\r\nexport function GetGoochShader()\r\n{\r\n return {\r\n uniforms: {\r\n \"LightPosition\": { type: \"v3\", value: new Vector3(-200, 0, 200) },\r\n \"SurfaceColor\": { type: \"v3\", value: new Vector3(1.0, 1.0, 0.) },\r\n \"WarmColor\": { type: \"v3\", value: new Vector3(1.0, 0.5, 0.0) },\r\n \"CoolColor\": { type: \"v3\", value: new Vector3(0, 0, 0.7) },\r\n \"DiffuseWarm\": { type: \"f\", value: 0.45 },\r\n \"DiffuseCool\": { type: \"f\", value: 0.1 }\r\n },\r\n\r\n vertexShader: require(\"./Goodch2.vs\"),\r\n fragmentShader: require(\"./Goodch2.fs\")\r\n };\r\n}\r\n\r\nexport function GetGoodShaderSimple(color: Vector3 = new Vector3): ShaderMaterialParameters\r\n{\r\n return {\r\n uniforms: {\r\n \"SurfaceColor\": { value: color }\r\n },\r\n vertexShader: require(\"./GoodchSimple.vs\"),\r\n fragmentShader: require(\"./GoodchSimple.fs\"),\r\n\r\n polygonOffset: true,\r\n polygonOffsetFactor: 1,\r\n polygonOffsetUnits: 1\r\n };\r\n}\r\n","module.exports = \"\\r\\nuniform vec3 SurfaceColor;\\r\\nuniform vec3 WarmColor;\\r\\nuniform vec3 CoolColor;\\r\\nuniform float DiffuseWarm;\\r\\nuniform float DiffuseCool;\\r\\n\\r\\nvarying float NdotL;\\r\\nvarying vec3 ReflectVec;\\r\\nvarying vec3 ViewVec;\\r\\n\\r\\nvoid main(void) \\r\\n{\\r\\n vec3 kcool = min (CoolColor + DiffuseCool * SurfaceColor, 1.0);\\r\\n vec3 kwarm = min (WarmColor + DiffuseWarm * SurfaceColor, 1.0);\\r\\n vec3 kfinal = mix (kcool, kwarm, NdotL);\\r\\n \\r\\n vec3 nreflect = normalize (ReflectVec);\\r\\n vec3 nview = normalize (ViewVec);\\r\\n \\r\\n float spec = max (dot (nreflect, nview) * 1., 0.0);\\r\\n spec = pow (spec, 32.0);\\r\\n \\r\\n gl_FragColor = vec4 (min (kfinal + spec, 1.0), 1.0);\\r\\n}\\r\\n\"","module.exports = \"uniform vec3 LightPosition;\\r\\nvarying float NdotL;\\r\\nvarying vec3 ReflectVec;\\r\\nvarying vec3 ViewVec;\\r\\n\\r\\nvoid main()\\r\\n{\\r\\n vec3 EyePos = (modelViewMatrix * vec4(position, 1.0)).xyz;\\r\\n vec3 trans_norm = normalize(normalMatrix * normal);\\r\\n vec3 lightVec \\t= normalize(LightPosition - EyePos);\\r\\n ReflectVec \\t= normalize(reflect(-lightVec, trans_norm));\\r\\n ViewVec \\t= normalize(-EyePos);\\r\\n NdotL \\t= (dot (lightVec, trans_norm) + 1.0) * 0.5;\\r\\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\r\\n}\\r\\n\"","module.exports = \"\\r\\nuniform vec3 SurfaceColor;\\r\\nvarying float NdotL;\\r\\n\\r\\nvoid main(void) \\r\\n{\\r\\n gl_FragColor = vec4 (SurfaceColor * NdotL, 1.0);\\r\\n}\\r\\n\"","module.exports = \"varying float NdotL;\\r\\n\\r\\nvoid main()\\r\\n{\\r\\n vec3 trans_norm = normalize(normalMatrix * normal);\\r\\n vec3 lightVec = normalize(vec3(-1.0, 1.0, 1.0));\\r\\n NdotL = (dot (lightVec, trans_norm) + 1.0) *0.5;\\r\\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\r\\n}\\r\\n\"","module.exports = \"\\r\\nuniform vec3 SurfaceColor;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_FragColor = vec4 (SurfaceColor, 1.0);\\r\\n}\\r\\n\"","import { Vector3, Box3 } from 'three';\r\n\r\n/**\r\n * 盒子的切割类型\r\n */\r\nexport enum SplitType\r\n{\r\n X = 0,\r\n Y = 1,\r\n Z = 2,\r\n}\r\n\r\n/**\r\n * 扩展Box3,添加切割方法,体积等\r\n */\r\nexport class Box3Ext extends Box3\r\n{\r\n TempData: any;\r\n get Volume()\r\n {\r\n let size = this.getSize(new Vector3());\r\n return size.x * size.y * size.z;\r\n }\r\n\r\n //每个轴的大小必须大于最小的size\r\n isSolid(minSize = 1)\r\n {\r\n return this.getSize(new Vector3()).toArray().every(x => x > minSize);\r\n }\r\n substract(b: Box3Ext, spaceType: SplitType)\r\n {\r\n let interBox = this.clone().intersect(b) as this;\r\n if (interBox.isEmpty() || !interBox.isSolid())\r\n return [this];\r\n\r\n let p1 = interBox.min.clone().setComponent(spaceType, this.min.getComponent(spaceType));\r\n let p2 = interBox.max.clone().setComponent(spaceType, interBox.min.getComponent(spaceType));\r\n\r\n let p3 = interBox.min.clone().setComponent(spaceType, interBox.max.getComponent(spaceType));\r\n let p4 = interBox.max.clone().setComponent(spaceType, this.max.getComponent(spaceType));\r\n\r\n return [\r\n new Box3Ext(p1, p2),\r\n new Box3Ext(p3, p4)\r\n ].filter(b => b.isSolid());\r\n }\r\n clampSpace(b2: Box3Ext, splitType: SplitType)\r\n {\r\n let interBox = this.clone();\r\n interBox.min.max(b2.min);\r\n interBox.max.min(b2.max);\r\n interBox.min.setComponent(splitType, Math.min(this.max.getComponent(splitType), b2.max.getComponent(splitType)));\r\n interBox.max.setComponent(splitType, Math.max(this.min.getComponent(splitType), b2.min.getComponent(splitType)));\r\n return interBox;\r\n }\r\n intersectsBox(box: Box3, fuzz = 1e-8): boolean\r\n {\r\n return IntersectsBox(this, box, fuzz);\r\n }\r\n}\r\n\r\nexport function IntersectsBox(box1: Box3, box2: Box3, fuzz = 1e-6): boolean\r\n{\r\n return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz ||\r\n box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ||\r\n box2.max.z < box1.min.z - fuzz || box2.min.z > box1.max.z + fuzz ? false : true;\r\n}\r\n\r\n/**盒子二维面是否相交 */\r\nexport function IntersectBox2(box1: Box3, box2: Box3, fuzz = 1e-3)\r\n{\r\n return box2.max.x < box1.min.x - fuzz || box2.min.x > box1.max.x + fuzz ||\r\n box2.max.y < box1.min.y - fuzz || box2.min.y > box1.max.y + fuzz ? false : true;\r\n}\r\n","import { BufferGeometry, Vector3, BufferAttribute, ShapeGeometry, Shape } from \"three\";\r\n\r\nexport namespace BufferGeometryUtils\r\n{\r\n export function CreateFromPts(pts: Vector3[]): BufferGeometry\r\n {\r\n return new BufferGeometry().setFromPoints(pts);\r\n }\r\n\r\n /**\r\n * 更新BufferGeometry的顶点\r\n * @param geo\r\n * @param pts\r\n * @returns 当成功时返回true,更新失败时返回false\r\n */\r\n export function UpdatePts(geo: BufferGeometry, pts: Vector3[]): boolean\r\n {\r\n let bf = geo.getAttribute(\"position\") as BufferAttribute;\r\n if (bf === undefined)\r\n geo.setFromPoints(pts);\r\n else if (bf.count >= pts.length)\r\n {\r\n bf.copyVector3sArray(pts);\r\n bf.needsUpdate = true;\r\n geo.drawRange.count = pts.length;\r\n }\r\n else\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n let arrowGeometry: ShapeGeometry;\r\n export function ArrowGeometry()\r\n {\r\n if (arrowGeometry)\r\n return arrowGeometry;\r\n else\r\n {\r\n let arrowShape = new Shape();\r\n arrowShape.lineTo(-0.5, -1.8);\r\n arrowShape.lineTo(0.5, -1.8);\r\n arrowGeometry = new ShapeGeometry(arrowShape);\r\n arrowGeometry.computeBoundingBox();\r\n return arrowGeometry;\r\n }\r\n }\r\n\r\n export function MergeBufferGeometries(geometries: BufferGeometry[], useGroups: boolean = false): BufferGeometry\r\n {\r\n if (geometries.length === 0)\r\n return new BufferGeometry();\r\n let isIndexed = geometries[0].index !== null;\r\n\r\n let attributesUsed = new Set(Object.keys(geometries[0].attributes));\r\n let morphAttributesUsed = new Set(Object.keys(geometries[0].morphAttributes));\r\n\r\n let attributes = {};\r\n let morphAttributes = {};\r\n\r\n let morphTargetsRelative = geometries[0].morphTargetsRelative;\r\n\r\n let mergedGeometry = new BufferGeometry();\r\n\r\n let offset = 0;\r\n\r\n for (let i = 0; i < geometries.length; ++i)\r\n {\r\n\r\n let geometry = geometries[i];\r\n\r\n // ensure that all geometries are indexed, or none\r\n\r\n if (isIndexed !== (geometry.index !== null)) return null;\r\n\r\n // gather attributes, exit early if they're different\r\n\r\n for (let name in geometry.attributes)\r\n {\r\n\r\n if (!attributesUsed.has(name)) continue;\r\n\r\n if (attributes[name] === undefined) attributes[name] = [];\r\n\r\n attributes[name].push(geometry.attributes[name]);\r\n\r\n }\r\n\r\n // gather morph attributes, exit early if they're different\r\n\r\n if (morphTargetsRelative !== geometry.morphTargetsRelative) return null;\r\n\r\n for (let name in geometry.morphAttributes)\r\n {\r\n\r\n if (!morphAttributesUsed.has(name)) continue;\r\n\r\n if (morphAttributes[name] === undefined) morphAttributes[name] = [];\r\n\r\n morphAttributes[name].push(geometry.morphAttributes[name]);\r\n\r\n }\r\n\r\n // gather .userData\r\n\r\n mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || [];\r\n mergedGeometry.userData.mergedUserData.push(geometry.userData);\r\n\r\n if (useGroups)\r\n {\r\n\r\n let count: number;\r\n\r\n if (isIndexed)\r\n {\r\n\r\n count = geometry.index.count;\r\n\r\n } else if (geometry.attributes.position !== undefined)\r\n {\r\n\r\n count = geometry.attributes.position.count;\r\n\r\n } else\r\n {\r\n\r\n return null;\r\n\r\n }\r\n\r\n mergedGeometry.addGroup(offset, count, i);\r\n\r\n offset += count;\r\n\r\n }\r\n\r\n }\r\n\r\n // merge indices\r\n\r\n if (isIndexed)\r\n {\r\n\r\n let indexOffset = 0;\r\n let mergedIndex = [];\r\n\r\n for (let i = 0; i < geometries.length; ++i)\r\n {\r\n\r\n let index = geometries[i].index;\r\n\r\n for (let j = 0; j < index.count; ++j)\r\n {\r\n\r\n mergedIndex.push(index.getX(j) + indexOffset);\r\n\r\n }\r\n\r\n indexOffset += geometries[i].attributes.position.count;\r\n\r\n }\r\n\r\n mergedGeometry.setIndex(mergedIndex);\r\n\r\n }\r\n\r\n // merge attributes\r\n\r\n for (let name in attributes)\r\n {\r\n\r\n let mergedAttribute = MergeBufferAttributes(attributes[name]);\r\n\r\n if (!mergedAttribute) return null;\r\n\r\n mergedGeometry.setAttribute(name, mergedAttribute);\r\n\r\n }\r\n\r\n // merge morph attributes\r\n\r\n for (let name in morphAttributes)\r\n {\r\n\r\n let numMorphTargets = morphAttributes[name][0].length;\r\n\r\n if (numMorphTargets === 0) break;\r\n\r\n mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};\r\n mergedGeometry.morphAttributes[name] = [];\r\n\r\n for (let i = 0; i < numMorphTargets; ++i)\r\n {\r\n\r\n let morphAttributesToMerge: any[] = [];\r\n\r\n for (let j = 0; j < morphAttributes[name].length; ++j)\r\n {\r\n\r\n morphAttributesToMerge.push(morphAttributes[name][j][i]);\r\n\r\n }\r\n\r\n let mergedMorphAttribute = MergeBufferAttributes(morphAttributesToMerge);\r\n\r\n if (!mergedMorphAttribute) return null;\r\n\r\n mergedGeometry.morphAttributes[name].push(mergedMorphAttribute);\r\n\r\n }\r\n\r\n }\r\n\r\n return mergedGeometry;\r\n\r\n }\r\n\r\n export function MergeBufferAttributes(attributes: BufferAttribute[]): BufferAttribute\r\n {\r\n let TypedArray;\r\n let itemSize: number;\r\n let normalized: boolean;\r\n let arrayLength = 0;\r\n\r\n for (let i = 0; i < attributes.length; ++i)\r\n {\r\n\r\n let attribute = attributes[i];\r\n\r\n if (TypedArray === undefined) TypedArray = attribute.array.constructor;\r\n if (TypedArray !== attribute.array.constructor) return null;\r\n\r\n if (itemSize === undefined) itemSize = attribute.itemSize;\r\n if (itemSize !== attribute.itemSize) return null;\r\n\r\n if (normalized === undefined) normalized = attribute.normalized;\r\n if (normalized !== attribute.normalized) return null;\r\n\r\n arrayLength += attribute.array.length;\r\n\r\n }\r\n\r\n let array = new TypedArray(arrayLength);\r\n let offset = 0;\r\n\r\n for (let i = 0; i < attributes.length; ++i)\r\n {\r\n\r\n array.set(attributes[i].array, offset);\r\n\r\n offset += attributes[i].array.length;\r\n\r\n }\r\n\r\n return new BufferAttribute(array, itemSize, normalized);\r\n\r\n }\r\n\r\n}\r\n","import { Matrix4, Vector3 } from 'three';\r\n\r\n/**\r\n * 坐标系运算.\r\n */\r\nexport class CoordinateSystem\r\n{\r\n Postion: Vector3;\r\n XAxis: Vector3;\r\n YAxis: Vector3;\r\n ZAxis: Vector3;\r\n\r\n constructor(postion?: Vector3, xAxis?: Vector3, yAxis?: Vector3, zAxis?: Vector3)\r\n {\r\n this.Postion = postion || new Vector3(0, 0, 0);\r\n this.XAxis = xAxis || new Vector3(1, 0, 0);\r\n this.YAxis = yAxis || new Vector3(0, 1, 0);\r\n this.ZAxis = zAxis || new Vector3(0, 0, 1);\r\n }\r\n\r\n applyMatrix4(mat4: Matrix4)\r\n {\r\n this.Postion.applyMatrix4(mat4);\r\n let roMat = mat4.clone().setPosition(new Vector3());\r\n this.XAxis.applyMatrix4(roMat);\r\n this.YAxis.applyMatrix4(roMat);\r\n this.ZAxis.applyMatrix4(roMat);\r\n return this;\r\n }\r\n\r\n getMatrix4(): Matrix4\r\n {\r\n let m = new Matrix4();\r\n m.makeBasis(this.XAxis, this.YAxis, this.ZAxis);\r\n m.setPosition(this.Postion);\r\n return m;\r\n }\r\n CopyForm(mat4: Matrix4)\r\n {\r\n this.Postion.setFromMatrixPosition(mat4);\r\n mat4.extractBasis(this.XAxis, this.YAxis, this.ZAxis);\r\n return this;\r\n }\r\n\r\n extractBasis(xAxisA: Vector3, yAxisA: Vector3, zAxisA: Vector3)\r\n {\r\n xAxisA.copy(this.XAxis);\r\n yAxisA.copy(this.YAxis);\r\n zAxisA.copy(this.ZAxis);\r\n }\r\n copy(cs: CoordinateSystem): CoordinateSystem\r\n {\r\n this.Postion.copy(cs.Postion);\r\n this.XAxis.copy(cs.XAxis);\r\n this.YAxis.copy(cs.YAxis);\r\n this.ZAxis.copy(cs.ZAxis);\r\n return this;\r\n }\r\n clone()\r\n {\r\n let r = new CoordinateSystem();\r\n r.Postion = this.Postion.clone();\r\n r.XAxis = this.XAxis.clone();\r\n r.YAxis = this.YAxis.clone();\r\n r.ZAxis = this.ZAxis.clone();\r\n return r;\r\n }\r\n}\r\n","\r\n/**\r\n * 一个简单的计数器实现,本质是使用一个Map来保存元素的个数\r\n * \r\n * 例:\r\n * let count = new Count();\r\n * count.AddCount(\"Test\", 1);\r\n * count.GetCount(\"Test\");//现在 Test 的个数为1\r\n */\r\nexport class Count\r\n{\r\n private m_CountMap = new WeakMap();\r\n GetCount(obj: any): number\r\n {\r\n let count = this.m_CountMap.get(obj);\r\n if (!count)\r\n {\r\n this.m_CountMap.set(obj, 0);\r\n count = 0;\r\n }\r\n return count;\r\n }\r\n AddCount(obj: any, add: number)\r\n {\r\n this.m_CountMap.set(obj, this.GetCount(obj) + add);\r\n }\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { angle, clampRad, equalv3 } from \"./GeUtils\";\r\n\r\n//顶点\r\nexport interface Vertice\r\n{\r\n //位置\r\n position: Vector3;\r\n //路径\r\n routes: Route[];\r\n}\r\n\r\n//路线\r\nexport interface Route\r\n{\r\n curve: Curve; //路线的曲线\r\n from: Vertice;\r\n to: Vertice; //终点的点\r\n length: number;\r\n isReverse: boolean;\r\n an?: number; //角度\r\n\r\n s: Vector3;\r\n e: Vector3;\r\n}\r\n\r\n/**\r\n * 曲线连接图\r\n * 所有的顶点和边的关系\r\n */\r\nexport class CurveMap\r\n{\r\n constructor(\r\n public numdimensions = 4,\r\n public _RemoveSortLine = false,\r\n private multiplier = 10 ** numdimensions,\r\n ) { }\r\n\r\n /*\r\n 节点图.\r\n 每个节点对应下一个路口的路线表.\r\n 路口表使用逆时针排序,起始角度使用正x轴.\r\n */\r\n _VerticeMap = new Map();\r\n\r\n _Vertices: Vertice[] = [];\r\n\r\n /**\r\n * 得到节点图的所有站点列表\r\n */\r\n get Stands(): Vertice[]\r\n {\r\n return this._Vertices;\r\n }\r\n\r\n /**\r\n * @param curve\r\n * @param [isArc=curve instanceof Arc]\r\n * @param [removeDuplicate=false]\r\n * @returns 加入成功?\r\n */\r\n AddCurveToMap(curve: Curve, isArc: boolean = curve instanceof Arc, removeDuplicate: boolean = false, parseAngle = false): boolean\r\n {\r\n let sp = curve.StartPoint;\r\n let ep = curve.EndPoint;\r\n let startS = this.GetOnlyVertice(sp);\r\n let endS = this.GetOnlyVertice(ep);\r\n\r\n //在面域分析中,路线指向同一个顶点已经没有意义了\r\n if (this._RemoveSortLine && startS === endS)\r\n return false;\r\n\r\n if (removeDuplicate)//删除重复\r\n {\r\n let index = startS.routes.findIndex(r =>\r\n {\r\n if (r.to === endS && r.curve.constructor.name === curve.constructor.name)\r\n {\r\n if (isArc)\r\n return equalv3(curve.GetPointAtParam(0.5), r.curve.GetPointAtParam(0.5));\r\n return true;\r\n }\r\n });\r\n if (index !== -1) return false;\r\n }\r\n\r\n let length = curve.Length;\r\n curve.TempData = 0;\r\n\r\n let routeS2E: Route = { curve, isReverse: false, length, from: startS, to: endS, s: sp, e: ep };\r\n let routeE2S: Route = { curve, isReverse: true, length, from: endS, to: startS, e: sp, s: ep };\r\n\r\n if (!isArc && parseAngle)\r\n {\r\n let an = angle(endS.position.clone().sub(startS.position));\r\n routeS2E.an = an;\r\n routeE2S.an = clampRad(an + Math.PI);\r\n }\r\n startS.routes.push(routeS2E);\r\n endS.routes.push(routeE2S);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * 获得唯一的顶点\r\n */\r\n GetOnlyVertice(p: Vector3): Vertice\r\n {\r\n let gp = this.GenerateP(p);\r\n if (this._VerticeMap.has(gp))\r\n return this._VerticeMap.get(gp);\r\n\r\n let vertice: Vertice = { position: gp, routes: [] };\r\n this._VerticeMap.set(p, vertice);\r\n this._Vertices.push(vertice);\r\n return vertice;\r\n }\r\n\r\n _LookupTable: { [key: string]: Vector3; } = {};\r\n\r\n /**\r\n * 生成一个唯一的向量.\r\n */\r\n GenerateP(p: Vector3): Vector3\r\n {\r\n let key = \"\";\r\n let els = p.toArray();\r\n for (let n of els)\r\n {\r\n let valueQuantized = Math.round(n * this.multiplier);\r\n key += valueQuantized + '/';\r\n }\r\n\r\n if (key in this._LookupTable)\r\n return this._LookupTable[key];\r\n\r\n let hashparts = els.map((el) =>\r\n {\r\n let q0 = Math.floor(el * this.multiplier);\r\n let q1 = q0 + 1;\r\n return ['' + q0 + '/', '' + q1 + '/'];\r\n });\r\n\r\n let numelements = els.length;\r\n let numhashes = 1 << numelements;\r\n for (let hashmask = 0; hashmask < numhashes; ++hashmask)\r\n {\r\n let hashmaskShifted = hashmask;\r\n key = '';\r\n hashparts.forEach(function (hashpart)\r\n {\r\n key += hashpart[hashmaskShifted & 1];\r\n hashmaskShifted >>= 1;\r\n });\r\n this._LookupTable[key] = p;\r\n }\r\n return p;\r\n }\r\n}\r\n","import { Box3, BufferGeometry, Geometry, Line, Matrix4, Mesh, Object3D, Vector, Vector2, Vector3 } from 'three';\r\nimport { ToFixed } from '../Common/Utils';\r\n\r\nexport const IdentityMtx4 = new Matrix4();\r\nexport const ZeroVec = new Vector3();\r\nexport const XAxis = new Vector3(1, 0, 0);\r\nexport const XAxisN = new Vector3(-1, 0, 0);\r\nexport const YAxis = new Vector3(0, 1, 0);\r\nexport const YAxisN = new Vector3(0, -1, 0);\r\nexport const ZAxis = new Vector3(0, 0, 1);\r\n\r\nexport function AsVector2(p: { x: number, y: number; })\r\n{\r\n return new Vector2(p.x, p.y);\r\n}\r\nexport function AsVector3(p: { x: number, y: number, z?: number; })\r\n{\r\n return new Vector3(p.x, p.y, p.z);\r\n}\r\n\r\n/**\r\n * 判断一维线段a和b是否存在交集\r\n */\r\nexport function isIntersect(amin: number, amax: number, bmin: number, bmax: number, eps = 0)\r\n{\r\n return Math.max(amin, bmin) < Math.min(amax, bmax) + eps;\r\n}\r\n\r\nexport function isIntersect2(a1: number, a2: number, b1: number, b2: number, eps = 0)\r\n{\r\n if (a1 > a2) [a1, a2] = [a2, a1];\r\n if (b1 > b2) [b1, b2] = [b2, b1];\r\n return Math.max(a1, b1) < Math.min(a2, b2) + eps;\r\n}\r\n\r\n/**\r\n * 旋转一个点,旋转中心在原点\r\n * @param {Vector3} p 点\r\n * @param {number} a 角度.\r\n * @returns {Vector3} 返回pt不拷贝.\r\n */\r\nexport function rotatePoint(p: Vector3, a: number): Vector3\r\n{\r\n let s = Math.sin(a);\r\n let c = Math.cos(a);\r\n\r\n let x = p.x * c - p.y * s;\r\n let y = p.x * s + p.y * c;\r\n\r\n p.x = x;\r\n p.y = y;\r\n return p;\r\n}\r\n\r\nexport function equaln(v1: number, v2: number, fuzz = 1e-5)\r\n{\r\n return Math.abs(v1 - v2) <= fuzz;\r\n}\r\n\r\nexport function equalnn(dis = 5)\r\n{\r\n let fuzz = 0.1 ** dis;\r\n return function (v1: number, v2: number)\r\n {\r\n return Math.abs(v1 - v2) <= fuzz;\r\n };\r\n}\r\n\r\ninterface P2\r\n{\r\n x: number; y: number;\r\n}\r\n\r\nexport function equalv3(v1: Vector3, v2: Vector3, fuzz = 1e-8)\r\n{\r\n return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz) && equaln(v1.z, v2.z, fuzz);\r\n}\r\nexport function equalv2(v1: P2, v2: P2, fuzz = 1e-8)\r\n{\r\n return equaln(v1.x, v2.x, fuzz) && equaln(v1.y, v2.y, fuzz);\r\n}\r\n\r\n/**\r\n * 按照极坐标的方式移动一个点\r\n *\r\n * @export\r\n * @template\r\n * @param {T} v 向量(2d,3d)\r\n * @param {number} an 角度\r\n * @param {number} dis 距离\r\n * @returns {T}\r\n */\r\nexport function polar(v: T, an: number, dis: number): T\r\n{\r\n v.x += Math.cos(an) * dis;\r\n v.y += Math.sin(an) * dis;\r\n return v;\r\n}\r\n\r\nexport function angle(v: Vector3 | Vector2)\r\n{\r\n let angle = Math.atan2(v.y, v.x);\r\n if (equaln(angle, 0, 1e-8)) return 0;\r\n if (angle < 0) angle += Math.PI * 2;\r\n return angle;\r\n}\r\n\r\n/**\r\n * 求两个向量的夹角,顺时针为负,逆时针为正\r\n *\r\n * @param {Vector3} v1\r\n * @param {Vector3} v2\r\n * @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1\r\n * @returns\r\n */\r\nexport function angleTo(v1: Vector3, v2: Vector3, ref: Vector3 = new Vector3(0, 0, 1))\r\n{\r\n if (!ref.equals(new Vector3(0, 0, 1)))\r\n {\r\n ref = ref.clone();\r\n v1 = v1.clone();\r\n v2 = v2.clone();\r\n //任意轴坐标系. 使用相机的构造矩阵.\r\n ref.multiplyScalar(-1);\r\n let up = getLoocAtUpVec(ref);\r\n let refOcs = new Matrix4();\r\n refOcs.lookAt(ZeroVec, ref, up);\r\n let refOcsInv = new Matrix4().getInverse(refOcs);\r\n v1.applyMatrix4(refOcsInv);\r\n v2.applyMatrix4(refOcsInv);\r\n v1.z = 0;\r\n v2.z = 0;\r\n }\r\n if (v1.equals(ZeroVec) || v2.equals(ZeroVec))\r\n return 0;\r\n let cv = new Vector3().crossVectors(v1, v2).normalize();\r\n return cv.z === 0 ? v1.angleTo(v2) : v1.angleTo(v2) * cv.z;\r\n}\r\n\r\nexport function getLoocAtUpVec(dir: Vector3): Vector3\r\n{\r\n if (dir.equals(ZeroVec))\r\n {\r\n throw (\"zero vector\");\r\n }\r\n let norm = dir.clone().normalize();\r\n if (norm.equals(ZAxis))\r\n {\r\n return new Vector3(0, 1, 0);\r\n }\r\n else if (norm.equals(ZAxis.clone().negate()))\r\n {\r\n return new Vector3(0, -1, 0);\r\n }\r\n else\r\n {\r\n let xv: Vector3 = new Vector3();\r\n xv.crossVectors(ZAxis, norm);\r\n\r\n let up = new Vector3();\r\n up.crossVectors(norm, xv);\r\n return up;\r\n }\r\n}\r\n\r\nexport function createLookAtMat4(dir: Vector3): Matrix4\r\n{\r\n let up = getLoocAtUpVec(dir);\r\n let mat = new Matrix4();\r\n mat.lookAt(ZeroVec, dir, up);\r\n return mat;\r\n}\r\n\r\n/**\r\n * 判断2个向量是不是平行,尽量传入单位向量,才能保证计算精度\r\n */\r\nexport function isParallelTo(v1: Vector3, v2: Vector3, fuzz = 1e-8): boolean\r\n{\r\n return v1.clone().cross(v2).lengthSq() < fuzz;\r\n}\r\n\r\n/**\r\n * 垂直向量\r\n */\r\nexport function isPerpendicularityTo(v1: Vector3, v2: Vector3, fuzz = 1e-8)\r\n{\r\n return equaln(v1.dot(v2), 0, fuzz);\r\n}\r\n\r\nexport function ptToString(v: Vector3, fractionDigits: number = 3): string\r\n{\r\n return v.toArray().map(o => ToFixed(o, fractionDigits)).join(\",\");\r\n}\r\n\r\nexport function midPoint(v1: Vector3, v2: Vector3): Vector3\r\n{\r\n return v1.clone().add(v2).multiplyScalar(0.5);\r\n}\r\nexport function midPoint2(v1: Vector2, v2: Vector2): Vector2\r\n{\r\n return v1.clone().add(v2).multiplyScalar(0.5);\r\n}\r\n\r\n/**\r\n * 获得Three对象的包围盒.\r\n * @param obj\r\n * @param [updateMatrix] 是否应该更新对象矩阵\r\n * @returns box\r\n */\r\nexport function GetBox(obj: Object3D, updateMatrix?: boolean): Box3\r\n{\r\n let box = new Box3();\r\n if (updateMatrix) obj.updateMatrixWorld(false);\r\n if (!obj.visible) return box;\r\n\r\n obj.traverseVisible(o =>\r\n {\r\n if (!o.visible) return;\r\n //@ts-ignore\r\n let geo = o.geometry as BufferGeometry;\r\n if (geo)\r\n {\r\n if (!geo.boundingBox)\r\n geo.computeBoundingBox();\r\n let geoBox = geo.boundingBox.clone().applyMatrix4(o.matrixWorld);\r\n if (geoBox.max.z > 1e5)\r\n console.log();\r\n box.union(geoBox);\r\n }\r\n });\r\n return box;\r\n}\r\n\r\nexport function GetBoxArr(arr: Array): Box3\r\n{\r\n let box = new Box3();\r\n for (let o of arr)\r\n {\r\n let b = GetBox(o);\r\n if (!b.isEmpty())\r\n box.union(b);\r\n }\r\n return box;\r\n}\r\n\r\nexport function MoveMatrix(v: Vector3): Matrix4\r\n{\r\n return new Matrix4().setPosition(v);\r\n}\r\n\r\n//获得输入点在2线组成的4个区间的位置\r\nexport function getPtPostion(sp: Vector3, ep: Vector3, c: Vector3, inPt: Vector3)\r\n{\r\n let l1 = sp.clone().sub(c);\r\n let l2 = ep.clone().sub(c);\r\n let l3 = l1.clone().negate();\r\n let l4 = l2.clone().negate();\r\n let inputLine = inPt.clone().sub(c);\r\n let ang1 = angleTo(l1, l2);\r\n let ang2 = Math.PI;\r\n let ang3 = ang2 + Math.abs(ang1);\r\n let inputAng = angleTo(l1, inputLine);\r\n if (ang1 * inputAng < 0)\r\n inputAng = (Math.PI * 2 - Math.abs(inputAng));\r\n ang1 = Math.abs(ang1);\r\n inputAng = Math.abs(inputAng);\r\n if (inputAng <= ang1)\r\n return { sp, ep };\r\n else if (inputAng > ang1 && inputAng <= ang2)\r\n return { sp: c.clone().add(l3), ep };\r\n else if (inputAng > ang2 && inputAng <= ang3)\r\n return { sp: c.clone().add(l3), ep: c.clone().add(l4) };\r\n else\r\n return { sp, ep: c.clone().add(l4) };\r\n}\r\nexport function angleAndX(v: Vector3 | Vector2)\r\n{\r\n return v.x ? Math.atan(v.y / v.x) : Math.PI / 2;\r\n}\r\n\r\n/**\r\n * 将角度调整为0-2pi之间\r\n */\r\nexport function clampRad(an: number)\r\n{\r\n an = an % (Math.PI * 2);\r\n if (an < 0) an += Math.PI * 2;\r\n return an;\r\n}\r\n\r\nexport function updateGeometry(l: Line | Mesh, geometry: Geometry | BufferGeometry)\r\n{\r\n let geo = l.geometry as Geometry;\r\n geo.dispose();\r\n l.geometry = geometry;\r\n geometry.computeBoundingSphere();\r\n}\r\n\r\nexport function UpdateBoundingSphere(obj: Object3D)\r\n{\r\n //@ts-ignore\r\n let geo = obj.geometry as Geometry;\r\n if (geo)\r\n geo.computeBoundingSphere();\r\n}\r\n\r\n\r\nexport type compareVectorFn = (v1: Vector, v2: Vector3) => number;\r\n\r\nconst comparePointCache: Map = new Map();\r\n\r\n/**\r\n * 构建返回一个用来排序的函数.根据key创建排序规则.\r\n *\r\n * 当key = \"xyz\" 时,点集按 x从小到大,y从小到大 z从小到大\r\n * key = \"X\" 时,点集按 x从大到小\r\n * 以此类推.\r\n *\r\n * 例子:\r\n * let pts:Vector3[] =...;\r\n * pts.sort(comparePoint(\"x\")); //x从小到大排序\r\n * pts.sort(comparePoint(\"zX\")); //z从小到大 x从大到小\r\n *\r\n * @export\r\n * @param {string} sortKey\r\n * @returns {compareVectorFn}\r\n */\r\nexport function comparePoint(sortKey: string): compareVectorFn\r\n{\r\n if (comparePointCache.has(sortKey))\r\n return comparePointCache.get(sortKey);\r\n\r\n let sortIndex = [];\r\n\r\n const keys = ['x', 'X', 'y', 'Y', 'z', 'Z'];\r\n for (let char of sortKey)\r\n {\r\n let index = keys.indexOf(char);\r\n\r\n let i2 = index / 2;\r\n let ci = Math.floor(i2);\r\n sortIndex.push([ci, i2 > ci ? 1 : -1]);\r\n }\r\n\r\n let compareFunction = (v1: Vector, v2: Vector3): number =>\r\n {\r\n if (!v1) return -1;\r\n if (!v2) return 1;\r\n for (let s of sortIndex)\r\n {\r\n let vv1 = v1.getComponent(s[0]);\r\n let vv2 = v2.getComponent(s[0]);\r\n if (equaln(vv1, vv2)) continue;\r\n if (vv2 > vv1) return s[1];\r\n else return -s[1];\r\n }\r\n return 0;\r\n };\r\n\r\n comparePointCache.set(sortKey, compareFunction);\r\n return compareFunction;\r\n}\r\n\r\n/**\r\n *计算各轴旋转角度\r\n */\r\nexport function GetEulerAngle(x: Vector3, y: Vector3, z: Vector3)\r\n{\r\n let roY = Math.atan2(x.z, Math.sqrt(x.x ** 2 + x.y ** 2)) * -180 / Math.PI;\r\n let roZ = Math.atan2(x.y, x.x);\r\n let vec = YAxis.clone();\r\n let roMat = new Matrix4().makeRotationZ(roZ);\r\n roZ *= 180 / Math.PI;\r\n vec.applyMatrix4(roMat);\r\n let roX = Math.atan2(z.dot(vec), y.dot(vec)) * -180 / Math.PI;\r\n return { roX, roY, roZ };\r\n}\r\n\r\n/**\r\n * 方形框捕捉\r\n * @param sqCenter 正方形点\r\n * @param snapPt 被捕捉的点\r\n * @param size 捕捉框大小\r\n */\r\nexport function SnapPoint(sqCenter: Vector3, snapPt: Vector3, size: number): boolean\r\n{\r\n return Math.abs(sqCenter.x - snapPt.x) < size\r\n && Math.abs(sqCenter.y - snapPt.y) < size;\r\n}\r\n\r\nexport function SelectNearP(pts: Vector3[], refPt: Vector3): Vector3\r\n{\r\n if (pts.length > 1)\r\n {\r\n let dist1 = refPt.distanceToSquared(pts[0]);\r\n let dist2 = refPt.distanceToSquared(pts[1]);\r\n return dist1 <= dist2 ? pts[0] : pts[1];\r\n }\r\n return pts[0];\r\n}\r\n\r\nexport function IsBetweenA2B(n: number, A: number, B: number)\r\n{\r\n return n >= A && n <= B;\r\n}\r\n","import { Vector2, Vector3, Matrix4 } from \"three\";\r\n\r\nexport class Matrix2\r\n{\r\n //column-major\r\n el = [1, 0, 0, 1]; //ix iy jx jy [a c b d]\r\n\r\n set(ix: number, iy: number, jx: number, jy: number)\r\n {\r\n this.el[0] = ix;\r\n this.el[1] = iy;\r\n this.el[2] = jx;\r\n this.el[3] = jy;\r\n }\r\n\r\n applyVector(vec: Vector2 | Vector3)\r\n {\r\n let x = vec.x;\r\n let y = vec.y;\r\n let e = this.el;\r\n vec.x = e[0] * x + e[2] * y;\r\n vec.y = e[1] * x + e[3] * y;\r\n return this;\r\n }\r\n\r\n fromMatrix4(mtx4: Matrix4)\r\n {\r\n this.set(mtx4.elements[0], mtx4.elements[1],\r\n mtx4.elements[3], mtx4.elements[4]\r\n );\r\n }\r\n\r\n setRotate(theta: number): this\r\n {\r\n let c = Math.cos(theta);\r\n let s = Math.sin(theta);\r\n this.set(c, s, -s, c);\r\n return this;\r\n }\r\n\r\n //自我求逆矩阵,返回自身\r\n invert(): this\r\n {\r\n //ref:https://www.mathsisfun.com/algebra/matrix-inverse.html\r\n let [a, c, b, d] = this.el;\r\n let det = 1 / (a * d - b * c);\r\n this.set(d * det, -c * det,\r\n -b * det, a * det\r\n );\r\n return this;\r\n }\r\n}\r\n","import { Vector3, MathUtils } from \"three\";\r\nimport { YAxis, ZAxis, equaln } from \"./GeUtils\";\r\n\r\n/**\r\n * 轨道控制的数学类,观察向量和角度的互相转换\r\n * 当x当抬头或者低头到90度时,触发万向锁.\r\n */\r\nexport class Orbit\r\n{\r\n //抬头低头 正数抬头 负数低头\r\n private phi: number = 0;//Φ\r\n\r\n //身体旋转 0为正右边 逆时针旋转\r\n theta: number = 0;//θ\r\n\r\n get RoX()\r\n {\r\n return this.phi;\r\n }\r\n set RoX(v)\r\n {\r\n this.phi = MathUtils.clamp(v, Math.PI * -0.49, Math.PI * 0.49);\r\n }\r\n\r\n /**\r\n * 使用旋转角度 计算观察向量\r\n * @param [outDirection] 引用传入,如果传入,那么就不构造新的向量\r\n * @returns 返回观察向量\r\n */\r\n UpdateDirection(outDirection = new Vector3()): Vector3\r\n {\r\n outDirection.z = Math.sin(this.phi);\r\n //归一化专用.\r\n let d = Math.abs(Math.cos(this.phi));\r\n\r\n outDirection.x = Math.cos(this.theta) * d;\r\n outDirection.y = Math.sin(this.theta) * d;\r\n\r\n return outDirection;\r\n }\r\n\r\n /**\r\n * 使用观察向量,计算旋转角度\r\n * @param dir 这个向量会被修改成单位向量.\r\n */\r\n SetFromDirection(dir: Vector3): void\r\n {\r\n dir.normalize();\r\n this.phi = Math.asin(dir.z);\r\n if (equaln(dir.x, 0) && equaln(dir.y, 0))\r\n if (dir.z > 0)\r\n this.theta = Math.PI * -0.5;\r\n else\r\n this.theta = Math.PI * 0.5;\r\n else\r\n this.theta = Math.atan2(dir.y, dir.x);\r\n }\r\n\r\n /**\r\n * 参考任意轴坐标系算法.\r\n * http://help.autodesk.com/view/ACD/2017/CHS/?guid=GUID-E19E5B42-0CC7-4EBA-B29F-5E1D595149EE\r\n */\r\n static ComputUpDirection(n: Vector3, ay: Vector3 = new Vector3(), ax: Vector3 = new Vector3()): Vector3\r\n {\r\n n.normalize();\r\n if (Math.abs(n.x) < 0.015625 && Math.abs(n.y) < 0.015625)\r\n ax.crossVectors(YAxis, n);\r\n else\r\n ax.crossVectors(ZAxis, n);\r\n ay.crossVectors(n, ax);\r\n ax.normalize();\r\n ay.normalize();\r\n return ay;\r\n }\r\n}\r\n","import { Line3, Plane, Ray, Vector3 } from \"three\";\r\n\r\nexport class PlaneExt extends Plane\r\n{\r\n constructor(normal = new Vector3(0, 0, 1), constant?: number | Vector3)\r\n {\r\n super(normal);\r\n if (typeof constant === \"number\")\r\n this.constant = constant;\r\n else if (constant)\r\n this.constant = -this.normal.dot(constant);\r\n }\r\n\r\n intersectLine(line: Line3, optionalTarget = new Vector3(), extendLine = false): Vector3\r\n {\r\n let v1 = new Vector3();\r\n\r\n let direction = line.delta(v1);\r\n\r\n let denominator = this.normal.dot(direction);\r\n\r\n if (denominator === 0)\r\n {\r\n // line is coplanar, return origin\r\n if (this.distanceToPoint(line.start) === 0)\r\n {\r\n return optionalTarget.copy(line.start);\r\n }\r\n // Unsure if this is the correct method to handle this case.\r\n return undefined;\r\n }\r\n\r\n let t = - (line.start.dot(this.normal) + this.constant) / denominator;\r\n //If you not extendLine,check intersect point in Line\r\n if (!extendLine && (t < -1e-6 || t > 1))\r\n {\r\n return undefined;\r\n }\r\n\r\n return optionalTarget.copy(direction).multiplyScalar(t).add(line.start);\r\n }\r\n intersectRay(ray: Ray, optionalTarget?: Vector3, extendLine?: boolean): Vector3\r\n {\r\n // 从射线初始位置\r\n let line = new Line3(ray.origin.clone(), ray.origin.clone().add(ray.direction));\r\n return this.intersectLine(line, optionalTarget, extendLine);\r\n }\r\n}\r\n","import { Vector3 } from \"three\";\r\nimport { arrayLast, arrayRemoveIf, arrayRemoveOnce } from \"../Common/ArrayExt\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { Polyline } from \"../DatabaseServices/Entity/Polyline\";\r\nimport { CurveMap, Route, Vertice } from \"./CurveMap\";\r\nimport { angle } from \"./GeUtils\";\r\n\r\n//区域的路线表 表示了一个区域\r\ntype RegionRouteS = Route[][];\r\n\r\n/**\r\n面域分析,基于最小循环图重新实现的版本,拓展了实现求最大轮廓。\r\n当最大轮廓=最小轮廓时,只绘制最大轮廓(独立轮廓无分裂)。\r\n\r\n算法只实现去重模式,业务场景应该没有非去重模式。\r\n如果需要非去重模式,那么应该获取到多个CurveMap,然后对多个CurveMap进行面域分析,得出多个重叠的面域。\r\n */\r\nexport class RegionParse\r\n{\r\n //区域列表 通常是外轮廓\r\n RegionsOutline: RegionRouteS = [];\r\n //区域列表 通常是内轮廓\r\n RegionsInternal: RegionRouteS = [];\r\n\r\n //碎线 曲线进入到这里会被炸开.\r\n ExpLineMap: Map = new Map();\r\n\r\n private _CurveCount: number;\r\n\r\n /**\r\n * @param cuList 请不要传递圆和椭圆.\r\n * @param [numDimensions=3] 精度:小数点后个数\r\n * @param [removeDuplicate=true] 删除重复(现在必须是true,请不要修改它)\r\n */\r\n constructor(cuList: Curve[], public numDimensions = 3, private removeDuplicate = true)\r\n {\r\n //需要搜索的站\r\n let vertices = this.GenerateVerticeMap(cuList);\r\n\r\n //移除细丝\r\n while (true)\r\n {\r\n let v = vertices.find(v => v.routes.length < 2);\r\n if (v) this.RemoveFilamentAt(v, vertices);\r\n else break;\r\n }\r\n let lowerVertice: Vertice;\r\n while (vertices.length > 0)\r\n {\r\n lowerVertice = lowerVertice?.routes.length > 1 ? lowerVertice : this.FindLowerLeftStand(vertices);\r\n let minWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Min);\r\n let maxWalk = ClosedWalkFrom(lowerVertice, this._CurveCount, WalkType.Max);\r\n\r\n this.RemoveEdge(minWalk[0]);\r\n this.RemoveFilamentAt(minWalk[0].from, vertices);\r\n this.RemoveFilamentAt(minWalk[0].to, vertices);\r\n\r\n minWalk = ReduceWalk(minWalk);\r\n maxWalk = ReduceWalk(maxWalk);\r\n if (maxWalk.length > 1)\r\n {\r\n this.RegionsOutline.push(maxWalk);\r\n if (minWalk.length === maxWalk.length && minWalk.every((w1, index) => w1 === maxWalk[index]))//大小重叠\r\n {\r\n //直接remove,不用计算引用个数\r\n for (let w of minWalk)\r\n {\r\n this.RemoveEdge(w);\r\n this.RemoveFilamentAt(w.from, vertices);\r\n this.RemoveFilamentAt(w.to, vertices);\r\n }\r\n continue;//继续循环\r\n }\r\n else\r\n for (let w of maxWalk)\r\n w.curve.TempData = 1;\r\n }\r\n\r\n if (minWalk.length > 1)// && minWalk.every(w => (w.curve.TempData) < 2) 没有重复线应该不会被用2次\r\n {\r\n this.RegionsInternal.push(minWalk);\r\n for (let w of minWalk)\r\n {\r\n w.curve.TempData++;\r\n if (w.curve.TempData === 2)\r\n {\r\n this.RemoveEdge(w);\r\n this.RemoveFilamentAt(w.from, vertices);\r\n this.RemoveFilamentAt(w.to, vertices);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n RemoveFilamentAt(v: Vertice, vertices: Vertice[])\r\n {\r\n let current = v;\r\n while (current && current.routes.length < 2)\r\n {\r\n vertices = arrayRemoveOnce(vertices, current);\r\n let r = current.routes[0];\r\n if (r)\r\n {\r\n this.RemoveEdge(r);\r\n current = r.to;\r\n }\r\n else\r\n current = undefined;\r\n }\r\n }\r\n\r\n RemoveEdge(r: Route)\r\n {\r\n let index = r.from.routes.findIndex(rr => rr.curve === r.curve);\r\n if (index !== -1)\r\n r.from.routes.splice(index, 1);\r\n\r\n index = r.to.routes.findIndex(rr => rr.curve === r.curve);\r\n if (index !== -1)\r\n r.to.routes.splice(index, 1);\r\n }\r\n\r\n /**\r\n * 找到最下方并且最左边的站 yx\r\n */\r\n private FindLowerLeftStand(vertices: Vertice[]): Vertice\r\n {\r\n return vertices.reduce((m, v) =>\r\n {\r\n let dy = v.position.y - m.position.y;\r\n if (dy < 0) return v;\r\n if (dy > 0) return m;\r\n return v.position.x - m.position.x < 0 ? v : m;\r\n });\r\n }\r\n\r\n /**\r\n * 构造路线图. 每个节点对应下一个路口的路线表. 路口表使用逆时针排序,起始角度使用正x轴.\r\n * @returns 所有的顶点\r\n */\r\n private GenerateVerticeMap(curveList: Curve[]): Array\r\n {\r\n let curveMap = new CurveMap(this.numDimensions, true);\r\n\r\n //将多段线炸开\r\n let plcus: Curve[] = [];\r\n arrayRemoveIf(curveList, c =>\r\n {\r\n if (c instanceof Polyline)\r\n {\r\n let cus = c.Explode();\r\n\r\n //如果为圆弧,提前打断\r\n let arcs: Arc[] = [];\r\n arrayRemoveIf(cus, c =>\r\n {\r\n if (c.Length < 1e-5) return true;\r\n\r\n if (c instanceof Arc)\r\n {\r\n let arcBrs = this.BreakArc(c);\r\n for (let arc of arcBrs)\r\n arcs.push(arc);\r\n }\r\n\r\n return false;\r\n });\r\n //加入到计算\r\n cus.push(...arcs);\r\n\r\n this.ExpLineMap.set(c, cus);\r\n plcus.push(...cus);\r\n return true;\r\n }\r\n return false;\r\n });\r\n curveList.push(...plcus);\r\n\r\n this._CurveCount = curveList.length;\r\n\r\n for (let cu of curveList)\r\n {\r\n //由于圆弧可能导致最低点计算错误的问题.\r\n if (cu instanceof Arc)\r\n {\r\n let arcs = this.BreakArc(cu);\r\n if (arcs.length > 1)\r\n {\r\n arcs.forEach(a => curveMap.AddCurveToMap(a, true, this.removeDuplicate, true));\r\n this.ExpLineMap.set(cu, arcs);\r\n continue;\r\n }\r\n else\r\n curveMap.AddCurveToMap(cu, true, this.removeDuplicate, true);\r\n }\r\n else\r\n curveMap.AddCurveToMap(cu, false, this.removeDuplicate, true);\r\n }\r\n\r\n //排序,根据角度逆时针排序.\r\n for (let v of curveMap._Vertices)\r\n {\r\n let minLength = Infinity;\r\n for (let r of v.routes)\r\n if (r.length < minLength) minLength = r.length;\r\n for (let r of v.routes)\r\n CalcRouteAngle(r, minLength * 0.2);\r\n v.routes.sort((r1, r2) => r1.an - r2.an);\r\n }\r\n return curveMap.Stands;\r\n }\r\n\r\n private BreakArc(arc: Arc): Arc[]\r\n {\r\n let underPt = arc.Center.add(new Vector3(0, -arc.Radius));\r\n let param = arc.GetParamAtPoint(underPt);\r\n if (param > 0.01 && param < 0.99)\r\n return arc.GetSplitCurves(param);\r\n else\r\n return [arc];\r\n }\r\n\r\n /**\r\n * 曲线是否已经被算法使用\r\n */\r\n GetCueveUsed(cu: Curve): boolean\r\n {\r\n if (this.ExpLineMap.has(cu))\r\n {\r\n let use = this.ExpLineMap.get(cu).some(c => c.TempData > 0);\r\n if (!use)\r\n this.ExpLineMap.delete(cu);\r\n return use;\r\n }\r\n else\r\n return cu.TempData > 0;\r\n }\r\n}\r\n\r\nfunction CalcRouteAngle(r: Route, length: number)\r\n{\r\n if (r.an !== undefined) return;\r\n let cu = r.curve;\r\n let p = r.isReverse ?\r\n cu.GetPointAtParam(cu.GetParamAtDist(r.length - length))\r\n : cu.GetPointAtParam(cu.GetParamAtDist(length));\r\n r.an = angle(p.sub(r.from.position));\r\n}\r\n\r\nenum WalkType\r\n{\r\n Min = 1,\r\n Max = -1,\r\n}\r\n\r\nfunction ClosedWalkFrom(startVertice: Vertice, maxRoute: number, type = WalkType.Min): Route[]\r\n{\r\n let walk: Route[] = [];\r\n let curVertice: Vertice = startVertice;\r\n let preRoute: Route;\r\n // console.log(\"start\", type, startVertice.position.toArray());\r\n do\r\n {\r\n let route = GetNextRoute(curVertice, preRoute, type);\r\n if (type === WalkType.Max && route.curve.TempData > 0)\r\n return [];\r\n // console.log(route.to.position.toArray());\r\n walk.push(route);\r\n [curVertice, preRoute] = [route.to, route];\r\n if (walk.length > maxRoute * 2)\r\n throw \"超过计算次数限制\";\r\n }\r\n while (curVertice !== startVertice);\r\n\r\n return walk;\r\n}\r\n\r\n/**\r\n * 删除中途回路\r\n */\r\nfunction ReduceWalk(w: Route[]): Route[]\r\n{\r\n if (w.length === 0) return w;\r\n //未构成回路,直接回家\r\n if (w[0].curve === arrayLast(w).curve) return [];\r\n\r\n for (let i = 0; i < w.length; i++)\r\n {\r\n let r1 = w[i];\r\n for (let j = w.length; j--;)\r\n {\r\n if (i === j) break;\r\n let r2 = w[j];\r\n if (r1.to === r2.to)\r\n {\r\n if (j > i)\r\n w.splice(i + 1, j - i);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return w;\r\n}\r\n\r\nfunction GetNextRoute(v: Vertice, prev?: Route, type: WalkType = WalkType.Min): Route\r\n{\r\n if (!prev)\r\n return arrayLast(v.routes); //顺时针 cw \\|/ 从左往右\r\n\r\n //逆时针 ccw 往左\r\n let index = v.routes.findIndex(r => r.curve === prev.curve);\r\n let newIndex = FixIndex(index + 1 * type, v.routes);\r\n return v.routes[newIndex];\r\n}\r\n","import { Matrix2 } from './Matrix2';\r\n\r\nlet r = new Matrix2();\r\nexport function RotateUVs(geo: THREE.Geometry)\r\n{\r\n r.set(0, -1,\r\n 1, 0);\r\n\r\n for (let uvs of geo.faceVertexUvs)\r\n {\r\n for (let uv of uvs)\r\n {\r\n for (let v of uv)\r\n r.applyVector(v);\r\n }\r\n }\r\n geo.uvsNeedUpdate = true;\r\n}\r\n","import { Box3 } from \"three\";\r\nimport { equaln } from \"./GeUtils\";\r\n\r\nexport interface EBox\r\n{\r\n BoundingBox: Box3;\r\n}\r\n\r\n/**\r\n * 根据盒子x排序盒子\r\n * @param {EBox[]} arr\r\n */\r\nexport function SortEntityByBox(arr: T[], sort: boolean = true)\r\n{\r\n let boxMap: Map = new Map();\r\n arr.forEach(e => boxMap.set(e, e.BoundingBox));\r\n\r\n if (sort)\r\n arr.sort((e1, e2) =>\r\n {\r\n let b1 = boxMap.get(e1);\r\n let b2 = boxMap.get(e2);\r\n if (!equaln(b1.min.x, b2.min.x))\r\n return b1.min.x - b2.min.x;\r\n else\r\n {\r\n return b2.min.y - b1.min.y;\r\n }\r\n });\r\n\r\n return boxMap;\r\n}\r\n","import { Vector3 } from 'three';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { IntersectOption } from './IntersectWith';\r\n\r\nexport enum BoolOpeartionType\r\n{\r\n Intersection = 0,\r\n Union = 1,\r\n Subtract = 2\r\n}\r\n\r\nconst fuzz = 1e-3;\r\nlet fuzzV3 = new Vector3(fuzz, fuzz, fuzz);\r\n\r\n//判断曲线是否在源封闭曲线内\r\nexport function isTargetCurInOrOnSourceCur(sourceCur: Polyline | Circle | Ellipse, targetCur: Curve)\r\n{\r\n if (!sourceCur.BoundingBox.expandByVector(fuzzV3).containsBox(targetCur.BoundingBox))\r\n return false;\r\n\r\n let cus: Curve[] = [];\r\n if (targetCur instanceof Polyline)\r\n cus = targetCur.Explode();\r\n else\r\n cus = [targetCur];\r\n\r\n return cus.every(c =>\r\n {\r\n let pts = getIntPtContextPts(sourceCur, c);\r\n if (pts.length <= 1)\r\n pts.push(c.StartPoint, c.EndPoint);\r\n return IsPtsAllInOrOnReg(sourceCur, pts);\r\n });\r\n}\r\n\r\n//获取交点处上下距0.01par的点\r\nfunction getIntPtContextPts(sourceCur: Curve, cu: Curve, pts: Vector3[] = [])\r\n{\r\n let interPts = cu.IntersectWith(sourceCur, IntersectOption.OnBothOperands);\r\n if (interPts.length > 0)\r\n {\r\n let pars = interPts.map(pt => cu.GetParamAtPoint(pt));\r\n for (let par of pars)\r\n {\r\n if (par >= 0.02)\r\n pts.push(cu.GetPointAtParam(par - 0.01));\r\n\r\n if (par <= (cu.EndParam - 0.02))\r\n pts.push(cu.GetPointAtParam(par + 0.01));\r\n }\r\n }\r\n return pts;\r\n}\r\n//判断点点是否全部都在封闭区域内或者在曲线上\r\nfunction IsPtsAllInOrOnReg(sourceReg: Polyline | Circle | Ellipse, pts: Vector3[])\r\n{\r\n return pts.every(pt =>\r\n {\r\n //是否点在封闭曲线内\r\n return sourceReg.PtOnCurve(pt) || sourceReg.PtInCurve(pt);\r\n });\r\n}\r\n\r\n//判断点是否全部都在封闭区域外或者在曲线上\r\nexport function IsPtsAllOutOrOnReg(sourceReg: Polyline | Circle, pts: Vector3[])\r\n{\r\n return pts.every(pt =>\r\n {\r\n //是否点在封闭曲线内\r\n return sourceReg.PtOnCurve(pt) || !sourceReg.PtInCurve(pt);\r\n });\r\n}\r\n","import { Matrix4, Vector3 } from 'three';\r\nimport { arrayRemoveDuplicateBySort } from '../Common/ArrayExt';\r\nimport { Arc } from '../DatabaseServices/Entity/Arc';\r\nimport { Circle } from '../DatabaseServices/Entity/Circle';\r\nimport { Curve } from '../DatabaseServices/Entity/Curve';\r\nimport { Ellipse } from '../DatabaseServices/Entity/Ellipse';\r\nimport { Line } from '../DatabaseServices/Entity/Line';\r\nimport { Polyline } from '../DatabaseServices/Entity/Polyline';\r\nimport { comparePoint, equaln, equalv3 } from '../Geometry/GeUtils';\r\n\r\n/**\r\n * 相交延伸选项.\r\n *\r\n * @export\r\n * @enum {number}\r\n */\r\nexport enum IntersectOption\r\n{\r\n /**\r\n * 两者都不延伸\r\n */\r\n OnBothOperands = 0,\r\n /**\r\n * 延伸自身\r\n */\r\n ExtendThis = 1,\r\n /**\r\n * 延伸参数\r\n */\r\n ExtendArg = 2,\r\n /**\r\n * 延伸两者\r\n */\r\n ExtendBoth = 3,\r\n}\r\n\r\nexport interface IntersectResult\r\n{\r\n pt: Vector3,\r\n thisParam: number,\r\n argParam: number,\r\n}\r\n\r\n//延伸自身还是参数反转\r\nexport function reverseIntersectOption(intType: IntersectOption)\r\n{\r\n if (intType === IntersectOption.ExtendThis)\r\n intType = IntersectOption.ExtendArg;\r\n else if (intType === IntersectOption.ExtendArg)\r\n intType = IntersectOption.ExtendThis;\r\n return intType;\r\n}\r\n/**\r\n * 校验相交点是否满足延伸选项\r\n * 算法会计算无限延伸状态下的曲线交点,调用该方法进行校验返回校验后的点表\r\n *\r\n * @param {Vector3[]} intRes 相交点.曲线当作完全状态下的相交点\r\n * @param {Curve} c1 曲线1 由this参数传入\r\n * @param {Curve} c2 曲线2 由arg 参数传入\r\n * @param {Intersect} extType 延伸选项.\r\n * @returns {Array} 校验完成后的点表\r\n */\r\nfunction CheckPointOnCurve(intRes: IntersectResult[], c1: Curve, c2: Curve, extType: IntersectOption, tolerance = 1e-6): Array\r\n{\r\n return intRes.filter(r =>\r\n {\r\n if (!(extType & IntersectOption.ExtendThis))\r\n if (!c1.ParamOnCurve(r.thisParam, tolerance))\r\n return false;\r\n\r\n if (!(extType & IntersectOption.ExtendArg))\r\n if (!c2.ParamOnCurve(r.argParam, tolerance))\r\n return false;\r\n return true;\r\n });\r\n}\r\nexport function IntersectCircleAndCircle(cu1: Circle | Arc, cu2: Circle | Arc): IntersectResult[]\r\n{\r\n if (!cu1.IsCoplaneTo(cu2)) return [];\r\n\r\n let c1OcsInv = cu1.OCSInv;\r\n let c1Ocs = cu1.OCS;\r\n\r\n let center1 = cu1.Center.applyMatrix4(c1OcsInv);\r\n let center2 = cu2.Center.applyMatrix4(c1OcsInv);\r\n let radius1 = cu1.Radius;\r\n let radius2 = cu2.Radius;\r\n\r\n let pts: IntersectResult[] = [];\r\n let dist = center2.distanceTo(center1);\r\n\r\n if (dist < Math.abs(radius1 - radius2) - 1e-3\r\n || dist > (radius1 + radius2 + 1e-3))\r\n return pts;\r\n if (equaln(dist, 0, 1e-6)) return pts;\r\n\r\n let dstsqr = dist * dist;\r\n let r1sqr = radius1 * radius1;\r\n let r2sqr = radius2 * radius2;\r\n\r\n let a = (dstsqr - r2sqr + r1sqr) / (2 * dist);\r\n let h = Math.sqrt(Math.abs(r1sqr - (a * a)));\r\n\r\n let ratio_a = a / dist;\r\n let ratio_h = h / dist;\r\n\r\n let dx = center2.x - center1.x;\r\n let dy = center2.y - center1.y;\r\n\r\n let phix = center1.x + (ratio_a * dx);\r\n let phiy = center1.y + (ratio_a * dy);\r\n\r\n dx *= ratio_h;\r\n dy *= ratio_h;\r\n\r\n let p1 = new Vector3(phix + dy, phiy - dx);\r\n let p2 = new Vector3(phix - dy, phiy + dx);\r\n p1.applyMatrix4(c1Ocs);\r\n p2.applyMatrix4(c1Ocs);\r\n\r\n pts.push({\r\n pt: p1,\r\n thisParam: cu1.GetParamAtPoint(p1),\r\n argParam: cu2.GetParamAtPoint(p1),\r\n });\r\n if (!equalv3(p1, p2))//防止点重复\r\n pts.push({\r\n pt: p2,\r\n thisParam: cu1.GetParamAtPoint(p2),\r\n argParam: cu2.GetParamAtPoint(p2),\r\n });\r\n\r\n return pts;\r\n}\r\n/**\r\n * 计算圆与圆弧的交点.\r\n *\r\n * @export\r\n * @param {Circle} circle 圆\r\n * @param {Arc} arc 圆弧\r\n * @param {IntersectOption} extType 延伸选项\r\n * @returns 交点集合\r\n */\r\nexport function IntersectCircleAndArc(circle: Circle, arc: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectCircleAndCircle(circle, arc);\r\n return CheckPointOnCurve(pts, circle, arc, extType | IntersectOption.ExtendThis, tolerance);\r\n}\r\n\r\n/**\r\n * 计算圆弧与圆弧的交点\r\n *\r\n * @export\r\n * @param {Arc} arc1 圆弧\r\n * @param {Arc} arc2 圆弧\r\n * @param {IntersectOption} extType 延伸选项\r\n * @returns 交点集合\r\n */\r\nexport function IntersectArcAndArc(arc1: Arc, arc2: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectCircleAndCircle(arc1, arc2);\r\n return CheckPointOnCurve(pts, arc1, arc2, extType, tolerance);\r\n}\r\n\r\nexport function IntersectEllipseAndLine(l: Line, el: Ellipse, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let pts = IntersectLineAndEllipseFor2D(l, el);\r\n return CheckPointOnCurve(pts, l, el, extType, tolerance);\r\n}\r\n\r\n/**\r\n * 通用方法:计算直线与圆的交点,默认延伸全部\r\n *\r\n * @export\r\n * @param {Line} line 直线\r\n * @param {(Circle | Arc)} circle 圆或圆弧\r\n * @returns 交点集合\r\n */\r\nfunction IntersectLineAndCircleOrArc(line: Line, circle: Circle | Arc): IntersectResult[]\r\n{\r\n let lineOrg = line.StartPoint;\r\n let lineDirection = line.EndPoint.sub(lineOrg);\r\n let dirLen = lineDirection.length();\r\n if (equaln(dirLen, 0)) return [];\r\n lineDirection.divideScalar(dirLen);\r\n\r\n let diff = lineOrg.clone().sub(circle.Center);\r\n let a0 = diff.dot(diff) - circle.Radius ** 2;\r\n let a1 = lineDirection.dot(diff);\r\n let discr = a1 ** 2 - a0;\r\n\r\n if (equaln(discr, 0, 1e-7))\r\n {\r\n let pt = lineOrg.add(lineDirection.multiplyScalar(-a1));\r\n\r\n return [{\r\n pt,\r\n thisParam: -a1 / dirLen,\r\n argParam: circle.GetParamAtPoint(pt)\r\n }];\r\n }\r\n else if (discr > 0)\r\n {\r\n let root = Math.sqrt(discr);\r\n let p1 = lineOrg.clone().add(lineDirection.clone().multiplyScalar(-a1 + root));\r\n let p2 = lineOrg.add(lineDirection.multiplyScalar(-a1 - root));\r\n\r\n return [\r\n {\r\n pt: p1,\r\n thisParam: (-a1 + root) / dirLen,\r\n argParam: circle.GetParamAtPoint(p1)\r\n }, {\r\n pt: p2,\r\n thisParam: (-a1 - root) / dirLen,\r\n argParam: circle.GetParamAtPoint(p2)\r\n }\r\n ];\r\n }\r\n return [];\r\n}\r\n\r\n//直线和圆\r\nexport function IntersectLineAndCircle(line: Line, circle: Circle, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let ptArr = IntersectLineAndCircleOrArc(line, circle);\r\n return CheckPointOnCurve(ptArr, line, circle, extType | IntersectOption.ExtendArg);\r\n}\r\n//直线和圆弧\r\nexport function IntersectLineAndArc(line: Line, arc: Arc, extType: IntersectOption, tolerance = 1e-6)\r\n{\r\n let ptArr = IntersectLineAndCircleOrArc(line, arc);\r\n return CheckPointOnCurve(ptArr, line, arc, extType, tolerance);\r\n}\r\n//直线和直线\r\nexport function IntersectLAndLFor2D(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3): Vector3\r\n{\r\n let dx1 = p1.x - p2.x;\r\n let dx2 = p3.x - p4.x;\r\n let dx3 = p4.x - p2.x;\r\n let dy1 = p1.y - p2.y;\r\n let dy2 = p3.y - p4.y;\r\n let dy3 = p4.y - p2.y;\r\n\r\n let det = (dx2 * dy1) - (dy2 * dx1);\r\n\r\n if (equaln(det, 0.0, 1e-5))\r\n {\r\n // if (equaln(dx2 * dy3, dy2 * dx3, 1e-5))\r\n // {\r\n // return midPoint(midPoint(p1, p2), midPoint(p3, p4));\r\n // }\r\n return;\r\n }\r\n\r\n let pt = new Vector3;\r\n let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det;\r\n pt.x = (ratio * dx2) + p4.x;\r\n pt.y = (ratio * dy2) + p4.y;\r\n\r\n return pt;\r\n}\r\n\r\nexport function IntersectLAndLFor2D2(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3): Vector3[]\r\n{\r\n let dx1 = p1.x - p2.x;\r\n let dx2 = p3.x - p4.x;\r\n let dx3 = p4.x - p2.x;\r\n let dy1 = p1.y - p2.y;\r\n let dy2 = p3.y - p4.y;\r\n let dy3 = p4.y - p2.y;\r\n\r\n let det = (dx2 * dy1) - (dy2 * dx1);\r\n\r\n if (equaln(det, 0.0, 1e-5))\r\n {\r\n if (equaln(dx2 * dy3, dy2 * dx3, 1e-5))\r\n return [p1, p2, p3, p4];\r\n return [];\r\n }\r\n\r\n let pt = new Vector3;\r\n let ratio = ((dx1 * dy3) - (dy1 * dx3)) / det;\r\n pt.x = (ratio * dx2) + p4.x;\r\n pt.y = (ratio * dy2) + p4.y;\r\n\r\n return [pt];\r\n}\r\n\r\nexport function IntersectLine3AndLine3(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3, epsilon = 1e-6)\r\n{\r\n let pts = ShortestLine3AndLine3(p1, p2, p3, p4);\r\n if (pts) return pts[0];\r\n}\r\n\r\n/**\r\n * 三维中两行之间最短的直线\r\n * ref:https://stackoverflow.com/questions/2316490/the-algorithm-to-find-the-point-of-intersection-of-two-3d-line-segment\r\n * ref:http://paulbourke.net/geometry/pointlineplane/\r\n * ref:http://paulbourke.net/geometry/pointlineplane/calclineline.cs\r\n *\r\n * @export\r\n * @param {Vector3} p1 l1.start\r\n * @param {Vector3} p2 l1.end\r\n * @param {Vector3} p3 l2.start\r\n * @param {Vector3} p4 l2.end\r\n * @returns 交点集合\r\n */\r\nfunction ShortestLine3AndLine3(p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3, epsilon = 1e-6)\r\n{\r\n let p43 = p4.clone().sub(p3);\r\n if (p43.lengthSq() < epsilon)\r\n return;\r\n let p21 = p2.clone().sub(p1);\r\n if (p21.lengthSq() < epsilon)\r\n return;\r\n\r\n let p13 = p1.clone().sub(p3);\r\n\r\n let d1343 = p13.x * p43.x + p13.y * p43.y + p13.z * p43.z;\r\n let d4321 = p43.x * p21.x + p43.y * p21.y + p43.z * p21.z;\r\n let d1321 = p13.x * p21.x + p13.y * p21.y + p13.z * p21.z;\r\n let d4343 = p43.x * p43.x + p43.y * p43.y + p43.z * p43.z;\r\n let d2121 = p21.x * p21.x + p21.y * p21.y + p21.z * p21.z;\r\n\r\n let denom = d2121 * d4343 - d4321 * d4321;\r\n if (Math.abs(denom) < epsilon)\r\n return;\r\n let numer = d1343 * d4321 - d1321 * d4343;\r\n\r\n let mua = numer / denom;\r\n let mub = (d1343 + d4321 * (mua)) / d4343;\r\n\r\n let resultSegmentPoint1 = new Vector3();\r\n resultSegmentPoint1.x = p1.x + mua * p21.x;\r\n resultSegmentPoint1.y = p1.y + mua * p21.y;\r\n resultSegmentPoint1.z = p1.z + mua * p21.z;\r\n let resultSegmentPoint2 = new Vector3();\r\n resultSegmentPoint2.x = p3.x + mub * p43.x;\r\n resultSegmentPoint2.y = p3.y + mub * p43.y;\r\n resultSegmentPoint2.z = p3.z + mub * p43.z;\r\n\r\n return [resultSegmentPoint1, resultSegmentPoint2];\r\n}\r\n\r\n//直线和直线\r\nexport function IntersectLineAndLine(l1: Line, l2: Line, extType: IntersectOption, fuzz = 1e-4): IntersectResult[]\r\n{\r\n let [pt1, pt2, pt3, pt4] = [l1.StartPoint, l1.EndPoint, l2.StartPoint, l2.EndPoint];\r\n\r\n let ipts: Vector3[];\r\n if (equaln(pt1.z, 0, fuzz) && equaln(pt2.z, 0, fuzz) && equaln(pt3.z, 0, fuzz) && equaln(pt4.z, 0, fuzz))\r\n {\r\n ipts = IntersectLAndLFor2D2(pt1, pt2, pt3, pt4);\r\n ipts.sort(comparePoint(\"xy\"));\r\n arrayRemoveDuplicateBySort(ipts, (p1, p2) => equalv3(p1, p2, fuzz));\r\n }\r\n else\r\n {\r\n ipts = ShortestLine3AndLine3(pt1, pt2, pt3, pt4);\r\n if (!ipts) return [];\r\n if (ipts.length === 2)\r\n ipts.pop();\r\n }\r\n\r\n let ints: IntersectResult[] = [];\r\n for (let pt of ipts)\r\n {\r\n let { closestPt: p1, param: param1 } = l1.GetClosestAtPoint(pt, true);\r\n if (!equalv3(pt, p1, fuzz)) return [];\r\n if (!(extType & IntersectOption.ExtendThis))\r\n if (!(l1.ParamOnCurve(param1, 0) || equalv3(pt1, pt, fuzz) || equalv3(pt2, pt, fuzz)))\r\n return [];\r\n let { closestPt: p2, param: param2 } = l2.GetClosestAtPoint(pt, true);\r\n if (!equalv3(pt, p2, fuzz)) return [];\r\n if (!(extType & IntersectOption.ExtendArg))\r\n if (!(l2.ParamOnCurve(param2, 0) || equalv3(pt3, pt, fuzz) || equalv3(pt4, pt, fuzz)))\r\n return [];\r\n ints.push({ pt, thisParam: param1, argParam: param2 });\r\n }\r\n return ints;\r\n}\r\n\r\nexport function IntersectPolylineAndCurve(pl: Polyline, cu: Curve, extType: IntersectOption, tolerance = 1e-6): IntersectResult[]\r\n{\r\n let cus: Curve[] = pl.Explode();\r\n let cus2: Curve[];\r\n if (cu instanceof Polyline)\r\n cus2 = cu.Explode();\r\n else\r\n cus2 = [cu];\r\n\r\n let intRes: IntersectResult[] = [];\r\n\r\n for (let i = 0; i < cus.length; i++)\r\n {\r\n let cu1 = cus[i];\r\n for (let j = 0; j < cus2.length; j++)\r\n {\r\n let cu2 = cus2[j];\r\n let ext = extType;\r\n\r\n let isStart = i === 0;\r\n let isEnd = i === cus.length - 1;\r\n\r\n let isStart2 = j === 0;\r\n let isEnd2 = j === cus2.length - 1;\r\n\r\n //当曲线闭合时,或者当前的子曲线不是起始和不是结束,那么不延伸曲线.\r\n if (pl.CloseMark || !(isStart || isEnd))\r\n ext = ext & ~IntersectOption.ExtendThis;\r\n if ((cu instanceof Polyline && cu.CloseMark) || !(isStart2 || isEnd2))\r\n ext = ext & ~IntersectOption.ExtendArg;\r\n\r\n let ptPars = cu1.IntersectWith2(cu2, ext, tolerance).filter(r1 => intRes.every(r2 => !equalv3(r1.pt, r2.pt)));\r\n\r\n //校验延伸\r\n if (IntersectOption.ExtendThis & ext)\r\n {\r\n //如果曲线是起始又是结束,那么不校验.\r\n if (isStart && isEnd)\r\n {\r\n }\r\n else if (isStart)\r\n {\r\n ptPars = ptPars.filter(res => res.thisParam <= 1);\r\n }\r\n else if (isEnd)\r\n {\r\n ptPars = ptPars.filter(res => res.thisParam >= 0);\r\n }\r\n }\r\n if (IntersectOption.ExtendArg & ext)\r\n {\r\n //如果曲线是起始又是结束,那么不校验.\r\n if (isStart2 && isEnd2)\r\n {\r\n }\r\n else if (isStart2)\r\n {\r\n ptPars = ptPars.filter(res => res.argParam + j <= cu2.EndParam);\r\n }\r\n else if (isEnd2)\r\n {\r\n ptPars = ptPars.filter(res => res.argParam + j >= 0);\r\n }\r\n }\r\n\r\n intRes.push(...ptPars.map(r =>\r\n {\r\n return {\r\n pt: r.pt,\r\n thisParam: i + r.thisParam,\r\n argParam: j + r.argParam,\r\n };\r\n }));\r\n }\r\n }\r\n return intRes;\r\n}\r\n\r\nexport function IntersectLineAndEllipseFor2D(l: Line, el: Ellipse)\r\n{\r\n if (!l.IsCoplaneTo(el)) return [];\r\n\r\n let mat = new Matrix4().makeRotationZ(-el.Rotation).multiply(el.OCSInv);\r\n let a = el.RadX;\r\n let b = el.RadY;\r\n let sp = l.StartPoint.applyMatrix4(mat);\r\n let ep = l.EndPoint.applyMatrix4(mat);\r\n let pts: Vector3[] = [];\r\n if (equaln(sp.x, ep.x))\r\n {\r\n let c = sp.x;\r\n let j = (b ** 2) * (1 - (c ** 2) / (a ** 2));\r\n if (equaln(j, 0))\r\n {\r\n pts = [new Vector3(sp.x, 0)];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let y1 = Math.sqrt(j);\r\n let y2 = -Math.sqrt(j);\r\n pts = [\r\n new Vector3(c, y1),\r\n new Vector3(c, y2)\r\n ];\r\n }\r\n }\r\n else\r\n {\r\n let k = (sp.y - ep.y) / (sp.x - ep.x);\r\n let c = sp.y - sp.x * k;\r\n let j = (2 * a * a * k * c) * (2 * a * a * k * c) - 4 * (b * b + a * a * k * k) * a * a * (c * c - b * b);\r\n if (equaln(j, 0))\r\n {\r\n let x1 = -2 * k * c * a * a / (2 * (b * b + a * a * k * k));\r\n let y1 = k * x1 + c;\r\n pts = [new Vector3(x1, y1)];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let x1 = (-2 * k * c * a * a + Math.sqrt(j)) / (2 * (b * b + a * a * k * k));\r\n let y1 = k * x1 + c;\r\n let x2 = (-2 * k * c * a * a - Math.sqrt(j)) / (2 * (b * b + a * a * k * k));\r\n let y2 = k * x2 + c;\r\n pts = [\r\n new Vector3(x1, y1),\r\n new Vector3(x2, y2)\r\n ];\r\n }\r\n }\r\n\r\n let matInv = new Matrix4().getInverse(mat);\r\n return pts.map(p =>\r\n {\r\n let pt = p.applyMatrix4(matInv);\r\n return {\r\n pt,\r\n thisParam: l.GetParamAtPoint(pt),\r\n argParam: el.GetParamAtPoint(pt)\r\n };\r\n });\r\n}\r\nexport function IntersectEllipseAndCircleOrArc(el: Ellipse, cir: Circle | Arc, type: IntersectOption)\r\n{\r\n if (!el.IsCoplaneTo(cir)) return [];\r\n\r\n let a = Math.max(el.RadX, el.RadY);\r\n let dist = el.Center.distanceTo(cir.Center);\r\n\r\n let disVail = dist > (a + cir.Radius);\r\n\r\n if (disVail)\r\n return [];\r\n\r\n if (equalv3(el.Center, cir.Center))\r\n {\r\n let a = el.RadX;\r\n let b = el.RadY;\r\n let r = cir.Radius;\r\n let j = ((a * b) ** 2 - (b * r) ** 2) / (a ** 2 - b ** 2);\r\n let pts: Vector3[] = [];\r\n if (equaln(j, 0) || equaln(j, r ** 2))\r\n {\r\n if (equaln(j, 0))\r\n pts = [\r\n new Vector3(a, 0),\r\n new Vector3(-a, 0)\r\n ];\r\n else\r\n pts = [\r\n new Vector3(0, r),\r\n new Vector3(0, -r)\r\n ];\r\n }\r\n else if (j < 0)\r\n return [];\r\n else\r\n {\r\n let y1 = Math.sqrt(j);\r\n let y2 = - Math.sqrt(j);\r\n let n = r ** 2 - j;\r\n let x1 = Math.sqrt(n);\r\n let x2 = - Math.sqrt(n);\r\n pts = [\r\n new Vector3(x1, y1),\r\n new Vector3(x1, y2),\r\n new Vector3(x2, y1),\r\n new Vector3(x2, y2),\r\n ];\r\n }\r\n let ro = new Matrix4().makeRotationZ(el.Rotation);\r\n let res = pts.map(p =>\r\n {\r\n let pt = p.applyMatrix4(ro).applyMatrix4(el.OCS);\r\n return {\r\n pt,\r\n thisParam: el.GetParamAtPoint(pt),\r\n argParam: cir.GetParamAtPoint(pt)\r\n };\r\n });\r\n return CheckPointOnCurve(res, el, cir, type);\r\n }\r\n else\r\n {\r\n let pts = el.Shape.getPoints(60);\r\n let lineData = pts.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n let pl = new Polyline(lineData);\r\n let cirClone = cir.Clone().ApplyMatrix(el.OCSInv);\r\n\r\n if (type === IntersectOption.ExtendBoth)\r\n type = IntersectOption.ExtendArg;\r\n else if (type !== IntersectOption.ExtendArg)\r\n type = IntersectOption.OnBothOperands;\r\n\r\n let intPts = IntersectPolylineAndCurve(pl, cirClone, type);\r\n intPts.forEach(r => r.pt.applyMatrix4(el.OCS));\r\n return intPts;\r\n }\r\n}\r\nexport function IntersectEllipse(el1: Ellipse, el2: Ellipse, type: IntersectOption)\r\n{\r\n if (!el1.IsCoplaneTo(el2)) return [];\r\n\r\n let isEqul = equalv3(el1.Center, el2.Center)\r\n && equaln(el1.RadX, el2.RadX)\r\n && equaln(el1.RadY, el2.RadY)\r\n && equalv3(el1.StartPoint, el2.StartPoint);\r\n\r\n if (isEqul)\r\n return [];\r\n\r\n let a1 = Math.max(el1.RadX, el1.RadY);\r\n let a2 = Math.max(el2.RadX, el2.RadY);\r\n\r\n let dist = el1.Center.distanceToSquared(el2.Center);\r\n if (dist > (a1 + a2) ** 2)\r\n {\r\n return [];\r\n }\r\n\r\n if (!el1.BoundingBox.intersectsBox(el2.BoundingBox))\r\n return [];\r\n\r\n let diffMat = el1.OCSInv.multiply(el2.OCS);\r\n let pts1 = el1.Shape.getPoints(60);\r\n let pts2 = el2.Shape.getPoints(60);\r\n\r\n let lineData1 = pts1.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n let lineData2 = pts2.map(p =>\r\n {\r\n return { pt: p, bul: 0 };\r\n });\r\n\r\n let pl1 = new Polyline(lineData1);\r\n let pl2 = new Polyline(lineData2).ApplyMatrix(diffMat);\r\n\r\n let intPts = pl1.IntersectWith2(pl2, 0);\r\n intPts.forEach(r => r.pt.applyMatrix4(el1.OCS));\r\n return intPts;\r\n}\r\n","import { Box3, Matrix4, Vector3 } from \"three\";\r\nimport { arrayLast } from \"../Common/ArrayExt\";\r\nimport { ConverCircleToPolyline } from \"../Common/CurveUtils\";\r\nimport { Status } from \"../Common/Status\";\r\nimport { FixIndex } from \"../Common/Utils\";\r\nimport { Contour } from \"../DatabaseServices/Contour\";\r\nimport { Arc } from \"../DatabaseServices/Entity/Arc\";\r\nimport { Circle } from \"../DatabaseServices/Entity/Circle\";\r\nimport { Curve } from \"../DatabaseServices/Entity/Curve\";\r\nimport { Line } from \"../DatabaseServices/Entity/Line\";\r\nimport { Polyline } from \"../DatabaseServices/Entity/Polyline\";\r\nimport { IntersectsBox } from \"../Geometry/Box\";\r\nimport { CurveMap, Vertice, Route } from \"../Geometry/CurveMap\";\r\nimport { angle, equaln, equalv2, equalv3, IdentityMtx4, SelectNearP } from \"../Geometry/GeUtils\";\r\nimport { SortEntityByBox } from \"../Geometry/SortEntityByBox\";\r\nimport { IntersectOption } from \"../GraphicsSystem/IntersectWith\";\r\n\r\ninterface IOffsetResult\r\n{\r\n index: number;\r\n curve: Curve;\r\n sp?: Vector3;\r\n preArc?: Curve;\r\n ep?: Vector3;\r\n nextArc?: Curve;\r\n paddingCurve?: Curve[];\r\n}\r\n\r\nclass CurveTreeNode\r\n{\r\n children: CurveTreeNode[];\r\n box: Box3;\r\n used: boolean;\r\n constructor(public curve: Curve, box?: Box3)\r\n {\r\n this.box = box || curve.BoundingBox;\r\n }\r\n\r\n TrimBy(contour: Contour, box: Box3)\r\n {\r\n if (IntersectsBox(box, this.box))\r\n {\r\n if (this.children !== undefined)\r\n {\r\n for (let c of this.children)\r\n c.TrimBy(contour, box);\r\n }\r\n else\r\n {\r\n if (contour.Curve instanceof Circle && this.curve instanceof Arc)\r\n {\r\n if (equalv3(contour.Curve.Center, this.curve.Center))\r\n {\r\n if (contour.Curve.Radius > this.curve.Radius + 1e-4)\r\n this.children = [];\r\n\r\n return;\r\n }\r\n }\r\n\r\n //交点参数列表\r\n let iParams = this.curve.IntersectWith(contour.Curve, IntersectOption.OnBothOperands)\r\n .map(p => this.curve.GetParamAtPoint2(p));\r\n\r\n let cus = this.curve.GetSplitCurves(iParams);\r\n if (cus.length === 0)\r\n {\r\n let p = this.curve.GetPointAtParam(0.5);\r\n if ((contour.Curve.PtInCurve(p) && !contour.Curve.PtOnCurve(p)))\r\n this.children = [];\r\n }\r\n else\r\n {\r\n this.children = [];\r\n for (let c of cus)\r\n {\r\n let p = c.GetPointAtParam(0.5);\r\n if (c.Length > 1e-5 && (!contour.Curve.PtInCurve(p) || contour.Curve.PtOnCurve(p)))\r\n this.children.push(new CurveTreeNode(c));\r\n }\r\n if (this.children.length === cus.length)\r\n this.children = undefined;\r\n }\r\n }\r\n }\r\n }\r\n\r\n get Nodes()\r\n {\r\n if (!this.children) return [this];\r\n else\r\n {\r\n let cus: CurveTreeNode[] = [];\r\n for (let c of this.children)\r\n cus.push(...c.Nodes);\r\n return cus;\r\n }\r\n }\r\n}\r\n\r\nexport class OffsetPolyline\r\n{\r\n //多段线信息\r\n _CacheOCS: Matrix4;\r\n _Vertexs: Vector3[];\r\n _SubCurves: Curve[];\r\n _Circles: Circle[];\r\n\r\n //偏移子曲线\r\n _SubOffsetedCurves: IOffsetResult[];\r\n //用于裁剪的曲线节点\r\n _CurveTreeNodes: CurveTreeNode[];\r\n //裁剪完的曲线节点\r\n _CurveTrimedTreeNodes: CurveTreeNode[];\r\n\r\n //裁剪轮廓\r\n _TrimPolylineContours: Contour[];\r\n _TrimCircleContours: Circle[];\r\n _TrimArcContours: Contour[];\r\n\r\n //结果曲线\r\n _RetCurves: Polyline[];\r\n\r\n _IsClose: boolean;\r\n _OffsetDistSign: number;\r\n\r\n constructor(public _Polyline: Polyline, public _OffsetDist: number, public _ToolPath = false,\r\n private _OffsetDistSq = (_OffsetDist ** 2) * 2.1//对直角走刀不进行圆弧过度\r\n )\r\n {\r\n }\r\n\r\n Do()\r\n {\r\n this._OffsetDistSign = Math.sign(this._OffsetDist);\r\n this._TrimPolylineContours = [];\r\n this._TrimCircleContours = [];\r\n this._TrimArcContours = [];\r\n\r\n this._RetCurves = [];\r\n this._CurveTreeNodes = [];\r\n\r\n this.InitSubCurves();\r\n if (this._SubCurves.length === 0)\r\n return this._RetCurves;\r\n\r\n this.GeneralCirclesAndVertexs();\r\n this.OffsetSubCurves();\r\n this.LinkSubCurves();\r\n\r\n if (this._SubOffsetedCurves.length === 0)\r\n {\r\n this._SubOffsetedCurves.push({ curve: this._Circles[0], index: 0, paddingCurve: this._Circles.slice(1) });\r\n\r\n this._TrimPolylineContours.push(\r\n ...this._Circles.map(c => Contour.CreateContour(c, false)),\r\n ...this._SubCurves.map(c => Contour.CreateContour([c, new Line(c.StartPoint, c.EndPoint)], false))\r\n );\r\n }\r\n else\r\n this.GeneralTrimContours();\r\n this.TrimByContours();\r\n this.FilterInvalidCurve();\r\n this.JoinCollinear();\r\n this.LinkResultPolyline();\r\n return this._RetCurves;\r\n }\r\n\r\n InitSubCurves()\r\n {\r\n this._CacheOCS = this._Polyline.OCS;\r\n this._IsClose = this._Polyline.IsClose;\r\n this._Polyline.OCS = IdentityMtx4;\r\n this._SubCurves = this._Polyline.Explode().filter(c => c.Length > 1e-4);\r\n this._Polyline.OCS = this._CacheOCS;\r\n return this;\r\n }\r\n\r\n protected GeneralCirclesAndVertexs()\r\n {\r\n this._Vertexs = this._SubCurves.map(c => c.StartPoint);\r\n let lastCu = arrayLast(this._SubCurves);\r\n if (!equalv3(lastCu.EndPoint, this._Vertexs[0], 1e-3))\r\n this._Vertexs.push(lastCu.EndPoint);\r\n\r\n let radius = Math.abs(this._OffsetDist);\r\n this._Circles = this._Vertexs.map(p => new Circle(p, radius));\r\n }\r\n\r\n protected OffsetSubCurves()\r\n {\r\n this._SubOffsetedCurves = [];\r\n for (let index = 0; index < this._SubCurves.length; index++)\r\n {\r\n let curveOld = this._SubCurves[index];\r\n if (curveOld.Length > 1e-6)\r\n {\r\n let curve = curveOld.GetOffsetCurves(this._OffsetDist)[0];\r\n if (curve)\r\n this._SubOffsetedCurves.push({ curve, index });\r\n else\r\n this._TrimArcContours.push(Contour.CreateContour([curveOld, new Line(curveOld.StartPoint, curveOld.EndPoint)], false));\r\n }\r\n }\r\n }\r\n\r\n //连接(延伸)曲线,或者补(圆弧,直线)\r\n protected LinkSubCurves()\r\n {\r\n let count = this._SubOffsetedCurves.length;\r\n if (!this._IsClose) count--;\r\n\r\n for (let i = 0; i < count; i++)\r\n {\r\n let curveResNow = this._SubOffsetedCurves[i];\r\n let iNext = FixIndex(i + 1, this._SubOffsetedCurves);\r\n let curveResNext = this._SubOffsetedCurves[iNext];\r\n let curveNow = curveResNow.curve;\r\n let curveNext = curveResNext.curve;\r\n let isNeighbor = FixIndex(curveResNow.index + 1, this._SubCurves) === curveResNext.index;\r\n\r\n if (isNeighbor)\r\n {\r\n let sp = curveNow.EndPoint;\r\n let ep = curveNext.StartPoint;\r\n //直连\r\n if (equalv3(sp, ep, 1e-3))\r\n continue;\r\n\r\n let iPts = curveNow.IntersectWith(curveNext, IntersectOption.ExtendBoth);\r\n let tPts = iPts.filter(p => curveNow.PtOnCurve3(p) && curveNext.PtOnCurve3(p));\r\n\r\n let code = EntityEncode2(curveNow, curveNext);\r\n\r\n let tp: Vector3;\r\n if (code === 1)\r\n {\r\n if (tPts.length > 0)//不走刀或者有真交点 this._ToolPath === false ||\r\n tp = iPts[0];\r\n else\r\n {\r\n if (iPts.length > 0 && curveNow.GetParamAtPoint(iPts[0]) > 1)\r\n {\r\n let refP = this._Vertexs[curveResNext.index];\r\n let distSq = iPts[0].distanceToSquared(refP);\r\n if (this._ToolPath && distSq > this._OffsetDistSq)\r\n {\r\n curveResNow.paddingCurve = [this.CreateArc(refP, sp, ep)];\r\n this._TrimCircleContours.push(this._Circles[curveResNext.index]);\r\n }\r\n else\r\n tp = iPts[0];\r\n }\r\n // else\r\n // curveResNow.paddingCurve = [new Line(sp, ep)];\r\n }\r\n }\r\n else\r\n {\r\n let refP = this._Vertexs[curveResNext.index];\r\n if (tPts.length > 0) //ipts = 1 or ipts = 2\r\n tp = SelectNearP(iPts, refP);\r\n else //补单圆 或者尝试连接\r\n {\r\n let arc = this.CreateArc(refP, sp, ep);\r\n\r\n if (iPts.length > 0 && !this._ToolPath && this.IsSharpCorner(curveResNow, curveResNext, refP))\r\n {\r\n //设置新的连接点,并且备份旧点\r\n let oldp: Vector3;\r\n if (curveResNow.sp)\r\n {\r\n oldp = curveNow.StartPoint;\r\n curveNow.StartPoint = curveResNow.sp;\r\n }\r\n let oldp2: Vector3;\r\n if (curveResNext.ep)\r\n {\r\n oldp2 = curveNext.EndPoint;\r\n curveNext.EndPoint = curveResNext.ep;\r\n }\r\n\r\n let p: Vector3;\r\n\r\n if (code === 2 && iPts.length === 2)\r\n {\r\n let c = curveNow as Arc;\r\n let minArc = new Arc(c.Center, c.Radius, c.EndAngle, 0, c.IsClockWise);\r\n\r\n let p1 = iPts[0];\r\n let a1 = minArc.GetAngleAtPoint(p1);\r\n let anAll1 = c.ParamOnCurve(c.GetParamAtAngle(a1)) ? Infinity : minArc.ComputeAnlge(a1);\r\n\r\n let p2 = iPts[1];\r\n let a2 = minArc.GetAngleAtPoint(p2);\r\n let anAll2 = c.ParamOnCurve(c.GetParamAtAngle(a2)) ? Infinity : minArc.ComputeAnlge(a2);\r\n\r\n if (anAll2 < anAll1)\r\n p = p2;\r\n else\r\n p = p1;\r\n }\r\n else\r\n p = SelectNearP(iPts, refP);\r\n\r\n let onPre: boolean;\r\n let param = curveNow.GetParamAtPoint2(p);\r\n if (curveNow instanceof Line)\r\n onPre = param > 1;\r\n else\r\n onPre = param < 0 || param > 1;\r\n\r\n let onNext: boolean = false;\r\n if (onPre)\r\n {\r\n let param2 = curveNext.GetParamAtPoint2(p);\r\n if (curveNext instanceof Line)\r\n onNext = param2 < 0;\r\n else\r\n onNext = param2 < 0 || param2 > 1;\r\n }\r\n\r\n if (curveResNow.sp)\r\n curveNow.StartPoint = oldp;\r\n if (curveResNext.ep)\r\n curveNext.EndPoint = oldp2;\r\n\r\n if (onPre && onNext)\r\n tp = p;\r\n else\r\n curveResNow.paddingCurve = [arc];\r\n }\r\n else\r\n curveResNow.paddingCurve = [arc];\r\n\r\n this._TrimCircleContours.push(this._Circles[curveResNext.index]);\r\n }\r\n }\r\n if (tp)\r\n {\r\n curveResNow.ep = tp;\r\n curveResNext.sp = tp;\r\n\r\n curveResNow.nextArc = curveNext;\r\n curveResNext.preArc = curveNow;\r\n }\r\n }\r\n else\r\n {\r\n let padCirs: Circle[] = [];\r\n for (let s = FixIndex(curveResNow.index + 1, this._Circles); ; s = FixIndex(s + 1, this._Circles))\r\n {\r\n let c = this._Circles[s];\r\n this._TrimCircleContours.push(c);\r\n padCirs.push(c);\r\n if (s === curveResNext.index)\r\n break;\r\n }\r\n curveResNow.paddingCurve = padCirs;\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n private IsSharpCorner(curveResNow: IOffsetResult, curveResNext: IOffsetResult, refP: Vector3): boolean\r\n {\r\n let v1 = this._SubCurves[curveResNow.index].GetPointAtParam(0.9);\r\n let v2 = this._SubCurves[curveResNext.index].GetPointAtParam(0.1);\r\n v1.subVectors(refP, v1);\r\n v2.sub(refP);\r\n v1.cross(v2);\r\n return Math.sign(v1.z) === this._OffsetDistSign;\r\n }\r\n\r\n protected GeneralTrimContours()\r\n {\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let cu2 = d.curve;\r\n if (d.sp && d.ep)\r\n {\r\n let param1 = cu2.GetParamAtPoint(d.sp);\r\n let param2 = cu2.GetParamAtPoint(d.ep);\r\n\r\n if (cu2.ParamOnCurve(param1) && cu2.ParamOnCurve(param2) && param1 > param2)\r\n [d.sp, d.ep] = [d.ep, d.sp];\r\n }\r\n if (d.sp) cu2.StartPoint = d.sp;\r\n if (d.ep) cu2.EndPoint = d.ep;\r\n }\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let cu1 = this._SubCurves[d.index];\r\n let cu2 = d.curve;\r\n\r\n let [p1, p2, p3, p4] = [cu1.StartPoint, cu2.StartPoint, cu1.EndPoint, cu2.EndPoint];\r\n let l1 = new Line(p1, p2);\r\n let l2 = new Line(p3, p4);\r\n\r\n let ipts = l1.IntersectWith(l2, IntersectOption.OnBothOperands, 1e-8);\r\n if (ipts.length > 0)\r\n {\r\n let p = ipts[0];\r\n l1.EndPoint = p;\r\n l2.EndPoint = p;\r\n let cus = [cu1, l1, l2];\r\n let contour = Contour.CreateContour(cus, false);\r\n if (contour)\r\n {\r\n this._TrimPolylineContours.push(contour);\r\n continue;\r\n }\r\n else\r\n {\r\n console.error(\"未预料到的错误,构建轮廓失败\" + this._OffsetDist);\r\n }\r\n }\r\n\r\n //真理1:针脚线不可能同时被两个圆弧所切割\r\n let l1Intact = true;\r\n let l2Intact = true;\r\n if (cu2 instanceof Arc)\r\n {\r\n if (Math.sign(cu2.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts1 = cu2.IntersectWith(l1, IntersectOption.OnBothOperands);\r\n let ipts2 = cu2.IntersectWith(l2, IntersectOption.OnBothOperands);\r\n\r\n let sp: Vector3;\r\n let ep: Vector3;\r\n if (ipts1.length === 2)\r\n sp = SelectNearP(ipts1, p1);\r\n if (ipts2.length === 2)\r\n ep = SelectNearP(ipts2, p3);\r\n\r\n if (sp || ep) cu2 = cu2.Clone();\r\n if (sp)\r\n {\r\n l1.EndPoint = sp;\r\n cu2.StartPoint = sp;\r\n l1Intact = false;\r\n }\r\n if (ep)\r\n {\r\n l2.EndPoint = ep;\r\n cu2.EndPoint = ep;\r\n l2Intact = false;\r\n }\r\n }\r\n }\r\n\r\n let l1PadArc: Arc;\r\n let l2PadArc: Arc;\r\n //真理2:隔壁的圆弧不可能破坏当前的圆弧,只能破坏当前的针脚\r\n if (l1Intact && d.preArc && d.preArc instanceof Arc)\r\n {\r\n let a = d.preArc;\r\n if (Math.sign(a.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts = a.IntersectWith(l1, IntersectOption.OnBothOperands);\r\n if (ipts.length === 2)\r\n {\r\n let sp = SelectNearP(ipts, p1);\r\n l1.EndPoint = sp;\r\n l1PadArc = a.Clone();\r\n l1PadArc.StartPoint = sp;\r\n }\r\n }\r\n }\r\n if (l2Intact && d.nextArc && d.nextArc instanceof Arc)\r\n {\r\n let a = d.nextArc;\r\n if (Math.sign(a.Bul) !== this._OffsetDistSign)\r\n {\r\n let ipts = a.IntersectWith(l2, IntersectOption.OnBothOperands);\r\n if (ipts.length === 2)\r\n {\r\n let ep = SelectNearP(ipts, p3);\r\n l2.EndPoint = ep;\r\n l2PadArc = a.Clone();\r\n l2PadArc.EndPoint = ep;\r\n }\r\n }\r\n }\r\n\r\n let pl = new Polyline();\r\n let cus = [cu1, l1];\r\n if (l1PadArc) cus.push(l1PadArc);\r\n cus.push(cu2, l2);\r\n if (l2PadArc) cus.push(l2PadArc);\r\n\r\n for (let c of cus)\r\n pl.Join(c);\r\n\r\n let contour = Contour.CreateContour(pl, false);\r\n if (contour)\r\n this._TrimPolylineContours.push(contour);\r\n else\r\n console.error(\"未预料到的错误,构建轮廓失败\" + this._OffsetDist);\r\n }\r\n\r\n if (!this._IsClose)\r\n {\r\n if (this._TrimCircleContours[0] !== this._Circles[0])\r\n this._TrimCircleContours.push(this._Circles[0]);\r\n let lastTrimCircle = arrayLast(this._TrimCircleContours);\r\n let lastCircle = arrayLast(this._Circles);\r\n if (lastTrimCircle !== lastCircle)\r\n this._TrimCircleContours.push(lastCircle);\r\n if (this._SubOffsetedCurves[0].index !== 0)\r\n this._TrimCircleContours.push(this._Circles[this._SubOffsetedCurves[0].index]);\r\n\r\n let lastIndex = this._Circles.length - 1;\r\n let lastD = arrayLast(this._SubOffsetedCurves);\r\n if (lastIndex !== lastD.index)\r\n this._TrimCircleContours.push(this._Circles[lastD.index + 1]);\r\n }\r\n\r\n this._TrimPolylineContours.push(\r\n ...this._TrimCircleContours.map(c => Contour.CreateContour(c, false)),\r\n ...this._TrimArcContours\r\n );\r\n }\r\n\r\n // 通过构建的轮廓对偏移曲线进行裁剪\r\n protected TrimByContours()\r\n {\r\n for (let d of this._SubOffsetedCurves)\r\n {\r\n let c = d.curve;\r\n this._CurveTreeNodes.push(new CurveTreeNode(c));\r\n if (d.paddingCurve)\r\n this._CurveTreeNodes.push(...d.paddingCurve.map(c => new CurveTreeNode(c)));\r\n }\r\n let boxContours = SortEntityByBox(this._TrimPolylineContours, false);\r\n\r\n for (let i = 0; i < this._TrimPolylineContours.length; i++)\r\n {\r\n let c = this._TrimPolylineContours[i];\r\n for (let curveNode of this._CurveTreeNodes)\r\n {\r\n curveNode.TrimBy(c, boxContours.get(c));\r\n }\r\n }\r\n }\r\n\r\n //过滤方向相反和0长度线\r\n private FilterInvalidCurve()\r\n {\r\n this._CurveTrimedTreeNodes = [];\r\n for (let n of this._CurveTreeNodes)\r\n {\r\n let ns = n.Nodes;\r\n for (let sn of ns)\r\n {\r\n let p = sn.curve.GetPointAtParam(0.5);\r\n if (sn.curve.Length > 1e-5 && this.CheckPointDir(p))\r\n this._CurveTrimedTreeNodes.push(sn);\r\n }\r\n }\r\n }\r\n\r\n //合并共线\r\n private JoinCollinear()\r\n {\r\n for (let i = 0; i < this._CurveTrimedTreeNodes.length; i++)\r\n {\r\n let n = this._CurveTrimedTreeNodes[i];\r\n if (n.used) continue;\r\n let sp = n.curve.StartPoint;\r\n for (let j = i + 1; j < this._CurveTrimedTreeNodes.length; j++)\r\n {\r\n let n2 = this._CurveTrimedTreeNodes[j];\r\n if (n2.used) continue;\r\n let status = n.curve.Join(n2.curve);\r\n if (status === Status.ConverToCircle)\r\n {\r\n n.used = true;\r\n n2.used = true;\r\n let circle = new Circle((n.curve).Center, (n.curve).Radius);\r\n n.curve = circle;\r\n this._RetCurves.push(ConverCircleToPolyline(circle).ApplyMatrix(this._CacheOCS));\r\n }\r\n else if (status === Status.True)\r\n {\r\n if (equalv3(sp, n.curve.StartPoint))\r\n n2.used = true;\r\n else\r\n {\r\n n.used = true;\r\n n2.curve = n.curve;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n //连接结果曲线,返回最终多段线\r\n private LinkResultPolyline()\r\n {\r\n let used = new Set();\r\n let cuMap = new CurveMap(1);\r\n for (let n of this._CurveTrimedTreeNodes)\r\n {\r\n if (!n.used)\r\n cuMap.AddCurveToMap(n.curve);\r\n }\r\n\r\n let preP: Vector3;\r\n\r\n let searchNext = (s: Vertice, pl: Polyline): Vertice =>\r\n {\r\n let minDist = Infinity;\r\n let minR: Route;\r\n for (let r of s.routes)\r\n {\r\n if (used.has(r.curve)) continue;\r\n\r\n if (preP)\r\n {\r\n let d = r.s.distanceToSquared(preP);\r\n if (d < minDist)\r\n {\r\n minR = r;\r\n minDist = d;\r\n }\r\n }\r\n else\r\n {\r\n minR = r;\r\n break;\r\n }\r\n }\r\n\r\n if (minR)\r\n {\r\n used.add(minR.curve);\r\n preP = minR.e;\r\n let status = pl.Join(minR.curve, false, 5e-2);\r\n if (status !== Status.True)\r\n console.warn(\"连接失败\");\r\n return minR.to;\r\n }\r\n };\r\n\r\n for (let s of cuMap.Stands)\r\n {\r\n preP = undefined;\r\n let pl = new Polyline();\r\n let ss = s;\r\n while (ss && !pl.IsClose)\r\n ss = searchNext(ss, pl);\r\n ss = s;\r\n while (ss && !pl.IsClose)\r\n ss = searchNext(ss, pl);\r\n\r\n if (pl.NumberOfVertices > 0)\r\n {\r\n let d = pl.LineData;\r\n let ld = arrayLast(d);\r\n if (equalv2(d[0].pt, ld.pt, 1e-2))\r\n ld.pt.copy(d[0].pt);\r\n this._RetCurves.push(pl.ApplyMatrix(this._CacheOCS));\r\n }\r\n }\r\n }\r\n\r\n CheckPointDir(pt: Vector3): boolean\r\n {\r\n return this.GetPointAtCurveDir(pt) === this._OffsetDistSign;\r\n }\r\n\r\n GetPointAtCurveDir(pt: Vector3): number\r\n {\r\n let minIndex = Infinity;\r\n let minDist = Infinity;\r\n let minCp: Vector3;\r\n for (let i = 0; i < this._SubCurves.length; i++)\r\n {\r\n let c = this._SubCurves[i];\r\n let cp = c.GetClosestPointTo(pt, false);\r\n if (equalv3(cp, pt, 1e-5)) return 0;\r\n\r\n let dist = cp.distanceToSquared(pt);\r\n if (dist < minDist)\r\n {\r\n minDist = dist;\r\n minIndex = i;\r\n minCp = cp;\r\n }\r\n }\r\n\r\n let c = this._SubCurves[minIndex];\r\n let param = c.GetParamAtPoint(minCp);\r\n\r\n if (equaln(param, 0) && ((minIndex === 0) ? this._IsClose : true))\r\n {\r\n let preIndex = FixIndex(minIndex - 1, this._SubCurves);\r\n let preCurve = this._SubCurves[preIndex];\r\n\r\n if (!equalv3(c.GetFistDeriv(0).normalize(), preCurve.GetFistDeriv(1).normalize()))\r\n {\r\n let p = c.StartPoint;\r\n let l1 = c.Length;\r\n let l2 = preCurve.Length;\r\n let minLength = Math.min(l1, l2) * 0.2;\r\n\r\n let nextP: Vector3;\r\n let preP: Vector3;\r\n if (c instanceof Arc)\r\n nextP = c.GetPointAtDistance(minLength);\r\n else\r\n nextP = c.EndPoint;\r\n\r\n if (preCurve instanceof Arc)\r\n preP = preCurve.GetPointAtDistance(l2 - minLength);\r\n else\r\n preP = preCurve.StartPoint;\r\n\r\n let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p)));\r\n\r\n let dir = arc.PtOnCurve3(pt) ? -1 : 1;\r\n return dir;\r\n }\r\n }\r\n else if (equaln(param, 1) && ((minIndex === this._SubCurves.length - 1) ? this._IsClose : true))\r\n {\r\n let nextIndex = FixIndex(minIndex + 1, this._SubCurves);\r\n let nextCurve = this._SubCurves[nextIndex];\r\n\r\n if (!equalv3(c.GetFistDeriv(1).normalize(), nextCurve.GetFistDeriv(0).normalize()))\r\n {\r\n let p = c.EndPoint;\r\n\r\n let l1 = c.Length;\r\n let l2 = nextCurve.Length;\r\n let minLength = Math.min(l1, l2) * 0.2;\r\n\r\n let nextP: Vector3;\r\n let preP: Vector3;\r\n if (c instanceof Arc)\r\n preP = c.GetPointAtDistance(l1 - minLength);\r\n else\r\n preP = c.StartPoint;\r\n\r\n if (nextCurve instanceof Arc)\r\n nextP = nextCurve.GetPointAtDistance(minLength);\r\n else\r\n nextP = nextCurve.EndPoint;\r\n\r\n let arc = new Arc(p, 1, angle(preP.sub(p)), angle(nextP.sub(p)));\r\n\r\n let dir = arc.PtOnCurve3(pt) ? -1 : 1;\r\n return dir;\r\n }\r\n }\r\n\r\n let dri = c.GetFistDeriv(param);\r\n let cross = dri.cross(pt.clone().sub(minCp));\r\n return -Math.sign(cross.z);\r\n }\r\n\r\n protected CreateArc(center: Vector3, startP: Vector3, endP?: Vector3)\r\n {\r\n let sa = angle(startP.clone().sub(center));\r\n let ea = endP ? angle(endP.clone().sub(center)) : sa;\r\n let arc = new Arc(center, Math.abs(this._OffsetDist), sa, ea, this._OffsetDist < 0);\r\n return arc;\r\n }\r\n}\r\n\r\nfunction EntityEncode(c: Curve)\r\n{\r\n if (c instanceof Line) return 1;\r\n else return 2;\r\n}\r\nfunction EntityEncode2(c1: Curve, c2: Curve)\r\n{\r\n return EntityEncode(c1) & EntityEncode(c2);\r\n}\r\n","/**\r\n * 场景的渲染类型.\r\n *\r\n * @export\r\n * @enum {number}\r\n */\r\nexport enum RenderType\r\n{\r\n /**\r\n * 线框模式\r\n */\r\n Wireframe = 1,\r\n\r\n /**\r\n * 概念\r\n */\r\n Conceptual = 2,\r\n\r\n\r\n /**\r\n * 物理着色PBR\r\n */\r\n Physical = 3,\r\n\r\n Jig = 4,\r\n Print = 5,\r\n /**物理带线框 */\r\n Physical2 = 6,\r\n}\r\n","export * from \"./DatabaseServices/Entity/Polyline\";\r\n","module.exports = __WEBPACK_EXTERNAL_MODULE_three__;"],"sourceRoot":""} \ No newline at end of file